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https://github.com/lifestorm/wnsrc.git
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235 lines
12 KiB
Lua
235 lines
12 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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AddCSLuaFile("shared.lua")
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include('shared.lua')
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/*-----------------------------------------------
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*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
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No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
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without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
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-----------------------------------------------*/
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ENT.Model = {"models/vj_hlr/hl1/hassassin.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
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ENT.StartHealth = 60
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ENT.TurningSpeed = 50 -- How fast it can turn
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ENT.HullType = HULL_HUMAN
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ENT.MaxJumpLegalDistance = VJ_Set(620, 620) -- The max distance the NPC can jump (Usually from one node to another)
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ENT.VJC_Data = {
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//FirstP_Bone = "bip01 head", -- If left empty, the base will attempt to calculate a position for first person
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//FirstP_Offset = Vector(6, 0, 2.5), -- The offset for the controller when the camera is in first person
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FirstP_Bone = "bone10", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(-1, 0, -1), -- The offset for the controller when the camera is in first person
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}
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.BloodColor = "Red" -- The blood type, this will determine what it should use (decal, particle, etc.)
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ENT.CustomBlood_Particle = {"vj_hlr_blood_red"}
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ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Red"} -- Decals to spawn when it's damaged
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ENT.HasBloodPool = false -- Does it have a blood pool?
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ENT.VJ_NPC_Class = {"CLASS_BLACKOPS"} -- NPCs with the same class with be allied to each other
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ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack?
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ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1,ACT_MELEE_ATTACK2} -- Melee Attack Animations
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ENT.MeleeAttackDamage = 15
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ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
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ENT.HasGrenadeAttack = true -- Should the SNPC have a grenade attack?
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ENT.GrenadeAttackEntity = "obj_vj_hlr1_grenade" -- The entity that the SNPC throws | Half Life 2 Grenade: "npc_grenade_frag"
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ENT.AnimTbl_GrenadeAttack = {ACT_RANGE_ATTACK2} -- Grenade Attack Animations
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ENT.GrenadeAttackAttachment = "grenadehand" -- The attachment that the grenade will spawn at
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ENT.TimeUntilGrenadeIsReleased = 0.4 -- Time until the grenade is released
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ENT.AllowWeaponReloading = false -- If false, the SNPC will no longer reload
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ENT.Weapon_NoSpawnMenu = true -- If set to true, the NPC weapon setting in the spawnmenu will not be applied for this SNPC
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ENT.DisableWeaponFiringGesture = true -- If set to true, it will disable the weapon firing gestures
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ENT.MoveRandomlyWhenShooting = false -- Should it move randomly when shooting?
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ENT.WeaponSpread = 0.6 -- What's the spread of the weapon? | Closer to 0 = better accuracy, Farther than 1 = worse accuracy
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ENT.CanCrouchOnWeaponAttack = false -- Can it crouch while shooting?
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ENT.AnimTbl_TakingCover = {ACT_LAND} -- The animation it plays when hiding in a covered position, leave empty to let the base decide
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ENT.AnimTbl_AlertFriendsOnDeath = {ACT_IDLE_ANGRY} -- Animations it plays when an ally dies that also has AlertFriendsOnDeath set to true
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ENT.DropWeaponOnDeathAttachment = "0" -- Which attachment should it use for the weapon's position
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ENT.WaitForEnemyToComeOutTime = VJ_Set(1,2) -- How much time should it wait until it starts chasing the enemy?
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ENT.HasLostWeaponSightAnimation = true -- Set to true if you would like the SNPC to play a different animation when it has lost sight of the enemy and can't fire at it
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ENT.DisableFootStepSoundTimer = true -- If set to true, it will disable the time system for the footstep sound code, allowing you to use other ways like model events
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ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
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ENT.AnimTbl_Death = {ACT_DIEBACKWARD,ACT_DIEFORWARD,ACT_DIESIMPLE} -- Death Animations
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ENT.DeathAnimationTime = false -- Time until the SNPC spawns its corpse and gets removed
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ENT.CombatFaceEnemy = false -- If enemy is exists and is visible
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-- ====== File Path Variables ====== --
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-- Leave blank if you don't want any sounds to play
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ENT.SoundTbl_FootStep = {"vj_hlr/pl_step1.wav","vj_hlr/pl_step2.wav","vj_hlr/pl_step3.wav","vj_hlr/pl_step4.wav"}
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ENT.FootStepSoundLevel = 55
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-- Custom
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ENT.BOA_CanCloak = true
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ENT.BOA_CloakLevel = 1
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ENT.BOA_NextJumpT = 0
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ENT.BOA_NextRunT = 0
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ENT.BOA_ShotsSinceRun = 0
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ENT.BOA_OffGround = false
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ENT.BOA_FlyAnimSet = false
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetRenderMode(RENDERMODE_TRANSALPHA)
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if GetConVar("vj_hlr1_assassin_cloaks"):GetInt() == 0 then
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self.BOA_CanCloak = false
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnAcceptInput(key, activator, caller, data)
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//print(key)
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if key == "step" then
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self:FootStepSoundCode()
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elseif key == "melee" then
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self:MeleeAttackCode()
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elseif key == "shooty" or key == "shoot" then
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local wep = self:GetActiveWeapon()
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if IsValid(wep) then
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wep:NPCShoot_Primary()
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end
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elseif key == "land" then
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VJ_EmitSound(self, "vj_hlr/hl1_npc/player/pl_jumpland2.wav", 70)
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elseif key == "body" then
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VJ_EmitSound(self, "vj_hlr/fx/bodydrop"..math.random(3, 4)..".wav", 75, 100)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink()
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if self.Dead then return end
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-- Unlimited ammo + weapon body group change
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local activeWep = self:GetActiveWeapon()
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local bGroup = self:GetBodygroup(1)
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if IsValid(activeWep) then
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activeWep:SetClip1(999)
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if bGroup == 1 then
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self:GetActiveWeapon():Remove()
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end
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elseif bGroup == 0 then
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self:DoChangeWeapon("weapon_vj_hlr1_glock17_sup")
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end
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-- Cloaking system
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if self.BOA_CanCloak then
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local cloakLvl = math.Clamp(self.BOA_CloakLevel * 255, 40, 255)
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self:SetColor(Color(255, 255, 255, cloakLvl))
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self.BOA_CloakLevel = math.Clamp(self.BOA_CloakLevel + 0.05, 0, 1)
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if cloakLvl <= 220 then -- NPCs can't seem me!
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self:AddFlags(FL_NOTARGET)
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self:DrawShadow(false)
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else -- NPCs can see me! =(
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self:DrawShadow(true)
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self:RemoveFlags(FL_NOTARGET)
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end
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end
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-- Change the firing animation depending if it's on ground or flying
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if self:IsOnGround() then
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if self.BOA_FlyAnimSet then
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self.AnimTbl_WeaponAttack = {ACT_RANGE_ATTACK1}
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self.BOA_FlyAnimSet = false
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end
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elseif !self.BOA_FlyAnimSet then
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self.AnimTbl_WeaponAttack = {VJ_SequenceToActivity(self, "fly_attack")}
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self.BOA_FlyAnimSet = true
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end
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-- Handle landing animation after jumping
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if self.BOA_OffGround == true && self:GetVelocity().z == 0 then
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self.BOA_OffGround = false
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self:VJ_ACT_PLAYACTIVITY(ACT_LAND, true, false, false)
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//VJ_EmitSound(self,"vj_hlr/hl1_npc/player/pl_jumpland2.wav",80) -- Done through event
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end
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-- Jump while attacking
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if IsValid(self:GetEnemy()) && CurTime() > self.BOA_NextJumpT && self.DoingWeaponAttack_Standing == true && !self:IsMoving() && self.LatestEnemyDistance < 1400 && self.VJ_IsBeingControlled == false then
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self:StopMoving()
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self:SetGroundEntity(NULL)
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self:SetLocalVelocity(((self:GetPos() + self:GetRight()*(math.random(1, 2) == 1 and 100 or -100)) - (self:GetPos() + self:OBBCenter())):GetNormal()*200 +self:GetUp()*600)
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self:VJ_ACT_PLAYACTIVITY(ACT_JUMP, true, false, true, 0, {}, function(vsched)
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self.BOA_OffGround = true
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//vsched.RunCode_OnFinish = function()
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//self:VJ_ACT_PLAYACTIVITY("fly_attack",true,false,false)
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//end
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end)
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self.BOA_NextRunT = CurTime() + 3
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self.BOA_NextJumpT = CurTime() + 8
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:OnFireBullet(ent, data)
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self.BOA_CloakLevel = 0
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if self.VJ_IsBeingControlled then return end
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self.BOA_ShotsSinceRun = self.BOA_ShotsSinceRun + 1
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if CurTime() > self.BOA_NextRunT && self.BOA_ShotsSinceRun >= 4 then -- Yete amenan keche chors ankam zenke zargadz e, ere vor vaz e!
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self.BOA_ShotsSinceRun = 0
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//timer.Simple(0.8,function()
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//if IsValid(self) && !self:IsMoving() && !self.Dead then
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self:VJ_TASK_COVER_FROM_ENEMY("TASK_RUN_PATH")
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//end
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//end)
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self.BOA_NextJumpT = CurTime() + 4
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self.BOA_NextRunT = CurTime() + 4
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
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self.HasDeathSounds = false
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if self.HasGibDeathParticles == true then
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local effectBlood = EffectData()
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effectBlood:SetOrigin(self:GetPos() + self:OBBCenter())
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effectBlood:SetColor(VJ_Color2Byte(Color(130,19,10)))
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effectBlood:SetScale(120)
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util.Effect("VJ_Blood1",effectBlood)
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local bloodspray = EffectData()
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bloodspray:SetOrigin(self:GetPos())
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bloodspray:SetScale(8)
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bloodspray:SetFlags(3)
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bloodspray:SetColor(0)
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util.Effect("bloodspray",bloodspray)
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util.Effect("bloodspray",bloodspray)
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end
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh1.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_b_bone.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,50))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_b_gib.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_guts.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_hmeat.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,45))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_lung.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,45))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_skull.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,60))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_legbone.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,15))})
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return true
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup)
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VJ_EmitSound(self, "vj_gib/default_gib_splat.wav", 90, 100)
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return false
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomDeathAnimationCode(dmginfo, hitgroup)
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self:DropWeaponOnDeathCode(dmginfo, hitgroup)
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self:CustomOnDeath_BeforeCorpseSpawned(dmginfo, hitgroup)
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if IsValid(self:GetActiveWeapon()) then self:GetActiveWeapon():Remove() end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnDeath_BeforeCorpseSpawned(dmginfo, hitgroup)
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self:SetBodygroup(1, 1)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
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VJ_HLR_ApplyCorpseEffects(self, corpseEnt)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnDropWeapon_AfterWeaponSpawned(dmginfo, hitgroup, wepEnt)
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wepEnt.WorldModel_Invisible = false
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wepEnt:SetNW2Bool("VJ_WorldModel_Invisible", false)
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end |