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wnsrc/lua/entities/npc_vj_hlr1_barnacle/init.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

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Lua

--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
AddCSLuaFile("shared.lua")
include('shared.lua')
/*-----------------------------------------------
*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
-----------------------------------------------*/
ENT.Model = {"models/vj_hlr/hl1/barnacle.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.SightDistance = 1024 -- How far it can see
ENT.SightAngle = 180 -- The sight angle | Example: 180 would make the it see all around it | Measured in degrees and then converted to radians
ENT.StartHealth = 30
ENT.MovementType = VJ_MOVETYPE_STATIONARY -- How does the SNPC move?
ENT.CanTurnWhileStationary = false -- If set to true, the SNPC will be able to turn while it's a stationary SNPC
ENT.HullType = HULL_SMALL_CENTERED
ENT.VJC_Data = {
FirstP_Bone = "bone01", -- If left empty, the base will attempt to calculate a position for first person
FirstP_Offset = Vector(0, 0, -44), -- The offset for the controller when the camera is in first person
FirstP_ShrinkBone = false, -- Should the bone shrink? Useful if the bone is obscuring the player's view
}
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ENT.VJ_NPC_Class = {"CLASS_XEN"} -- NPCs with the same class with be allied to each other
ENT.BloodColor = "Red" -- The blood type, this will determine what it should use (decal, particle, etc.)
ENT.CustomBlood_Particle = {"vj_hlr_blood_red"}
ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Red"} -- Decals to spawn when it's damaged
ENT.HasBloodPool = false -- Does it have a blood pool?
ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack?
ENT.MeleeAttackDamage = 80
ENT.MeleeAttackDamageType = DMG_ALWAYSGIB -- Type of Damage
ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1} -- Melee Attack Animations
ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
ENT.NextAnyAttackTime_Melee = 10 -- How much time until it can use any attack again? | Counted in Seconds
ENT.MeleeAttackDistance = 30 -- How close does it have to be until it attacks?
ENT.MeleeAttackDamageDistance = 80 -- How far does the damage go?
ENT.MeleeAttackAngleRadius = 180 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC
ENT.MeleeAttackDamageAngleRadius = 180 -- What is the damage angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC
ENT.CallForHelp = false -- Does the SNPC call for help?
ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages
ENT.AnimTbl_Flinch = {ACT_SMALL_FLINCH} -- If it uses normal based animation, use this
ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
ENT.AnimTbl_Death = {ACT_DIESIMPLE} -- Death Animations
ENT.DeathCorpseEntityClass = "prop_vj_animatable" -- The entity class it creates | "UseDefaultBehavior" = Let the base automatically detect the type
-- ====== Sound File Paths ====== --
-- Leave blank if you don't want any sounds to play
ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/barnacle/bcl_tongue1.wav"}
ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/barnacle/bcl_chew1.wav","vj_hlr/hl1_npc/barnacle/bcl_chew2.wav","vj_hlr/hl1_npc/barnacle/bcl_chew3.wav"}
ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/barnacle/bcl_die1.wav","vj_hlr/hl1_npc/barnacle/bcl_die3.wav"}
ENT.GeneralSoundPitch1 = 100
-- Custom
ENT.Barnacle_LastHeight = 180
ENT.Barnacle_CurEnt = NULL
ENT.Barnacle_CurEntMoveType = MOVETYPE_WALK
ENT.Barnacle_Status = 0
ENT.Barnacle_NextPullSoundT = 0
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
self:SetCollisionBounds(Vector(18,18,0),Vector(-18,-18,-50))
//self:GetPoseParameters(true) -- tongue_height 0 / 1024
end
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function ENT:CustomOnAcceptInput(key, activator, caller, data)
//print(key)
if key == "melee_attack" then
self:MeleeAttackCode()
end
if key == "death_gibs" then
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh1.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(1,0,-30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,2,-30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(3,0,-30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,4,-30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_b_bone.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(5,0,-30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_b_gib.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,6,-30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_guts.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(-1,0,-30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_hmeat.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-2,-30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_lung.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(-3,0,-30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_skull.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-4,-30))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_legbone.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(-5,0,-30))})
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
/*hook.Add("SetupMove", "VJ_Barnacle_SetupMove", function(ply, mv)
-- Make the player not be able to walk
if ply.Barnacle_Grabbed == true then
mv:SetMaxClientSpeed(0)
end
end)*/
---------------------------------------------------------------------------------------------------------------------------------------------
local velInitial = Vector(0, 0, 2)
--
function ENT:Barnacle_CalculateTongue()
//print(self.Barnacle_LastHeight)
local tr = util.TraceLine({
start = self:GetPos(),
endpos = self:GetPos() + self:GetUp()*-self.Barnacle_LastHeight,
filter = self
})
local trent = tr.Entity
local trpos = tr.HitPos
local height = self:GetPos():Distance(trpos)
-- Increase the height by 10 every tick | minimum = 0, maximum = 1024
self.Barnacle_LastHeight = math.Clamp(height + 10, 0, 1024)
if IsValid(trent) && (trent:IsNPC() or trent:IsPlayer()) && self:CheckRelationship(trent) == D_HT && trent.VJ_IsHugeMonster != true then
-- If the grabbed enemy is a new enemy then reset the enemy values
if self.Barnacle_CurEnt != trent then
self:Barnacle_ResetEnt()
self.Barnacle_CurEntMoveType = trent:GetMoveType()
end
self.Barnacle_CurEnt = trent
trent:AddEFlags(EFL_IS_BEING_LIFTED_BY_BARNACLE)
if trent:IsNPC() then
trent:StopMoving()
trent:SetVelocity(velInitial)
trent:SetMoveType(MOVETYPE_FLY)
elseif trent:IsPlayer() then
trent:SetMoveType(MOVETYPE_NONE)
//trent:AddFlags(FL_ATCONTROLS)
end
trent:SetGroundEntity(NULL)
if height >= 50 then
local setpos = trent:GetPos() + trent:GetUp()*10
setpos.x = trpos.x
setpos.y = trpos.y
trent:SetPos(setpos) -- Set the position for the enemy
-- Play the pulling sound
if CurTime() > self.Barnacle_NextPullSoundT then
VJ_EmitSound(self, "vj_hlr/hl1_npc/barnacle/bcl_alert2.wav")
self.Barnacle_NextPullSoundT = CurTime() + SoundDuration("vj_hlr/hl1_npc/barnacle/bcl_alert2.wav")
end
end
self:SetPoseParameter("tongue_height", self:GetPos():Distance(trpos + self:GetUp()*125))
return true
else
self:Barnacle_ResetEnt()
end
self:SetPoseParameter("tongue_height", self:GetPos():Distance(trpos + self:GetUp()*193))
return false
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Barnacle_ResetEnt()
if !IsValid(self.Barnacle_CurEnt) then return end
self.Barnacle_CurEnt:RemoveEFlags(EFL_IS_BEING_LIFTED_BY_BARNACLE)
//self.Barnacle_CurEnt:RemoveFlags(FL_ATCONTROLS)
self.Barnacle_CurEnt:SetMoveType(self.Barnacle_CurEntMoveType) -- Reset the enemy's move type
self.Barnacle_CurEnt = NULL
end
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function ENT:CustomOnThink_AIEnabled()
if self.Dead then return end
local calc = self:Barnacle_CalculateTongue()
if calc == true && self.Barnacle_Status != 1 then
self.Barnacle_Status = 1
self.NextIdleStandTime = 0
self.AnimTbl_IdleStand = {ACT_BARNACLE_PULL}
elseif calc == false && self.Barnacle_Status != 0 then
self.Barnacle_Status = 0
self.NextIdleStandTime = 0
self.AnimTbl_IdleStand = {ACT_IDLE}
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:GetDynamicOrigin()
return self:GetPos() + self:GetUp()*-100 -- Override this to use a different position
end
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function ENT:GetMeleeAttackDamageOrigin()
return self:GetPos() + self:GetUp()*-100 -- Override this to use a different position
end
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function ENT:CustomOnMeleeAttack_AfterChecks(hitEnt, isProp)
if hitEnt.IsVJBaseSNPC_Human then
self.MeleeAttackDamage = hitEnt:Health() + 10
else
self.MeleeAttackDamage = 80
end
return false
end
---------------------------------------------------------------------------------------------------------------------------------------------
/*function ENT:CustomAttackCheck_MeleeAttack()
return IsValid(self.Barnacle_CurEnt)
end*/
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnDoKilledEnemy(ent, attacker, inflictor)
VJ_EmitSound(self, "vj_hlr/hl1_npc/barnacle/bcl_bite3.wav")
end
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function ENT:CustomOnInitialKilled(dmginfo, hitgroup)
self:Barnacle_ResetEnt()
end
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function ENT:CustomOnDeath_BeforeCorpseSpawned(dmginfo, hitgroup)
self:SetPos(self:GetPos() + self:GetUp()*-4)
end
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function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
corpseEnt:DrawShadow(false)
corpseEnt:ResetSequence("Death")
corpseEnt:SetCycle(1)
corpseEnt:SetPoseParameter("tongue_height", 1)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
self.HasDeathSounds = false
if self.HasGibDeathParticles == true then
local effectBlood = EffectData()
effectBlood:SetOrigin(self:GetPos() + self:OBBCenter())
effectBlood:SetColor(VJ_Color2Byte(Color(130,19,10)))
effectBlood:SetScale(120)
util.Effect("VJ_Blood1",effectBlood)
local bloodspray = EffectData()
bloodspray:SetOrigin(self:GetPos())
bloodspray:SetScale(8)
bloodspray:SetFlags(3)
bloodspray:SetColor(0)
util.Effect("bloodspray",bloodspray)
util.Effect("bloodspray",bloodspray)
end
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh1.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,1,-20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,2,-20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,3,-20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,4,-20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh1.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,5,-20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,6,-20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-1,-20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-2,-20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh1.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-3,-20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-4,-20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-5,-20))})
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,-6,-20))})
return true -- Return to true if it gibbed!
end
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function ENT:CustomGibOnDeathSounds(dmginfo, hitgroup)
VJ_EmitSound(self, "vj_gib/default_gib_splat.wav", 90, 100)
return false
end
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function ENT:CustomOnRemove()
self:Barnacle_ResetEnt()
end