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https://github.com/lifestorm/wnsrc.git
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191 lines
12 KiB
Lua
191 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/bullsquid.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 = 80
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ENT.HullType = HULL_WIDE_SHORT
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ENT.VJC_Data = {
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FirstP_Bone = "Bip01 Spine1", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(10, 0, 11.5), -- The offset for the controller when the camera is in first person
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FirstP_ShrinkBone = false, -- Should the bone shrink? Useful if the bone is obscuring the player's view
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}
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.VJ_NPC_Class = {"CLASS_XEN"} -- NPCs with the same class with be allied to each other
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ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.)
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ENT.CustomBlood_Particle = {"vj_hlr_blood_yellow"}
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ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"} -- 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.Immune_AcidPoisonRadiation = true -- Makes the SNPC not get damage from Acid, poison, radiation
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ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack?
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ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
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ENT.MeleeAttackDistance = 35 -- How close does it have to be until it attacks?
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ENT.MeleeAttackDamageDistance = 125 -- How far does the damage go?
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ENT.HasMeleeAttackKnockBack = true -- If true, it will cause a knockback to its enemy
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ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
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ENT.AnimTbl_RangeAttack = {ACT_RANGE_ATTACK1} -- Range Attack Animations
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ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_toxicspit" -- The entity that is spawned when range attacking
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ENT.TimeUntilRangeAttackProjectileRelease = false
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ENT.NextRangeAttackTime = 1.5 -- How much time until it can use a range attack?
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ENT.RangeDistance = 784 -- This is how far away it can shoot
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ENT.RangeToMeleeDistance = 256 -- How close does it have to be until it uses melee?
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ENT.RangeUseAttachmentForPos = false -- Should the projectile spawn on a attachment?
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ENT.RangeAttackPos_Up = 20 -- Up/Down spawning position for range attack
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ENT.RangeAttackPos_Forward = 0 -- Forward/ Backward spawning position for range attack
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ENT.RangeAttackPos_Right = 0 -- Right/Left spawning position for range attack
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ENT.NoChaseAfterCertainRange = true -- Should the SNPC not be able to chase when it's between number x and y?
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ENT.NoChaseAfterCertainRange_FarDistance = "UseRangeDistance" -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
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ENT.NoChaseAfterCertainRange_CloseDistance = "UseRangeDistance" -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
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ENT.NoChaseAfterCertainRange_Type = "OnlyRange" -- "Regular" = Default behavior | "OnlyRange" = Only does it if it's able to range attack
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ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
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ENT.AnimTbl_Death = {ACT_DIESIMPLE, ACT_DIEFORWARD} -- Death Animations
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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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-- ====== Sound File Paths ====== --
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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.SoundTbl_Idle = {"vj_hlr/hl1_npc/bullchicken/bc_idle1.wav","vj_hlr/hl1_npc/bullchicken/bc_idle2.wav","vj_hlr/hl1_npc/bullchicken/bc_idle2.wav","vj_hlr/hl1_npc/bullchicken/bc_idle3.wav","vj_hlr/hl1_npc/bullchicken/bc_idle4.wav"}
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ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/bullchicken/bc_idle1.wav","vj_hlr/hl1_npc/bullchicken/bc_idle2.wav","vj_hlr/hl1_npc/bullchicken/bc_idle2.wav","vj_hlr/hl1_npc/bullchicken/bc_idle3.wav","vj_hlr/hl1_npc/bullchicken/bc_idle4.wav"}
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ENT.SoundTbl_BeforeMeleeAttack = {"vj_hlr/hl1_npc/bullchicken/bc_attackgrowl.wav","vj_hlr/hl1_npc/bullchicken/bc_attackgrowl2.wav","vj_hlr/hl1_npc/bullchicken/bc_attackgrowl3.wav"}
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ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/bullchicken/bc_bite1.wav","vj_hlr/hl1_npc/bullchicken/bc_bite2.wav","vj_hlr/hl1_npc/bullchicken/bc_bite3.wav"}
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ENT.SoundTbl_MeleeAttackMiss = {"vj_hlr/hl1_npc/zombie/claw_miss1.wav","vj_hlr/hl1_npc/zombie/claw_miss2.wav"}
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ENT.SoundTbl_RangeAttack = {"vj_hlr/hl1_npc/bullchicken/bc_attack2.wav","vj_hlr/hl1_npc/bullchicken/bc_attack3.wav"}
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ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/bullchicken/bc_pain1.wav","vj_hlr/hl1_npc/bullchicken/bc_pain2.wav","vj_hlr/hl1_npc/bullchicken/bc_pain3.wav","vj_hlr/hl1_npc/bullchicken/bc_pain4.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/bullchicken/bc_die1.wav","vj_hlr/hl1_npc/bullchicken/bc_die2.wav","vj_hlr/hl1_npc/bullchicken/bc_die3.wav"}
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-- Custom
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ENT.Bullsquid_Type = 0 -- 0 = Retail Half-Life 1 | Alpha Half-Life 1
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ENT.Bullsquid_BlinkingT = 0
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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if self.Bullsquid_Type == 1 then
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self:SetCollisionBounds(Vector(35, 35 , 60), Vector(-35, -35, 0))
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else
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self:SetCollisionBounds(Vector(30, 30 , 44), Vector(-30, -30, 0))
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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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if key == "step" then
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self:FootStepSoundCode()
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elseif key == "melee_bite" or key == "melee_whip" then
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self:MeleeAttackCode()
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elseif key == "rangeattack" then
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self:RangeAttackCode()
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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.Bullsquid_Type == 1 then return end
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if !self.Dead && CurTime() > self.Bullsquid_BlinkingT then
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self:SetSkin(1)
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timer.Simple(0.3, function() if IsValid(self) then self:SetSkin(0) end end)
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self.Bullsquid_BlinkingT = CurTime() + math.Rand(2, 3.5)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnAlert(ent)
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if self.Bullsquid_Type == 1 then return end -- Alpha doesn't have alert animations!
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if math.random(1, 3) == 1 then
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if ent.VJTags[VJ_TAG_HEADCRAB] or ent:GetClass() == "npc_headcrab" or ent:GetClass() == "npc_headcrab_black" or ent:GetClass() == "npc_headcrab_fast" then
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self:VJ_ACT_PLAYACTIVITY("seecrab", true, false, true)
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else
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self:VJ_ACT_PLAYACTIVITY(ACT_HOP, true, false, true)
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end
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:RangeAttackCode_GetShootPos(projectile)
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local ene = self:GetEnemy()
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ParticleEffect("vj_hlr_spit_spawn", self:GetPos() + self:OBBCenter() + self:GetForward()*35, self:GetForward():Angle(), projectile)
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if self.Bullsquid_BullSquidding == true then
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return self:CalculateProjectile("Line", projectile:GetPos(), ene:GetPos() + ene:OBBCenter(), 250000)
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else
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return self:CalculateProjectile("Curve", projectile:GetPos(), ene:GetPos() + ene:OBBCenter(), 1500)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:MeleeAttackKnockbackVelocity(hitEnt)
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return self:GetForward()*55 + self:GetUp()*255
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:MultipleMeleeAttacks()
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if math.random(1, 2) == 1 then
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self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1}
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self.MeleeAttackDamage = 35
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else
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self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK2}
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self.MeleeAttackDamage = 25
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomDeathAnimationCode(dmginfo, hitgroup)
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if self.Bullsquid_Type != 0 then return end
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if dmginfo:GetDamage() > 35 then
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self.AnimTbl_Death = {ACT_DIEBACKWARD}
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
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corpseEnt:SetSkin(1)
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VJ_HLR_ApplyCorpseEffects(self, corpseEnt)
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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(255,221,35)))
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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() + self:OBBCenter())
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bloodspray:SetScale(8)
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bloodspray:SetFlags(3)
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bloodspray:SetColor(1)
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util.Effect("bloodspray",bloodspray)
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util.Effect("bloodspray",bloodspray)
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local effectdata = EffectData()
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effectdata:SetOrigin(self:GetPos() + self:OBBCenter())
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effectdata:SetScale(1)
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util.Effect("StriderBlood",effectdata)
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util.Effect("StriderBlood",effectdata)
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end
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,35))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,50))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,55))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,45))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,25))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))})
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return true -- Return to true if it gibbed!
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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 |