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99 lines
5.2 KiB
Lua
99 lines
5.2 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/gman.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 = 999999
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ENT.HullType = HULL_HUMAN
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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, 5), -- 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.VJ_NPC_Class = {"CLASS_PLAYER_ALLY"} -- NPCs with the same class with be allied to each other
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ENT.Behavior = VJ_BEHAVIOR_PASSIVE -- Doesn't attack anything
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ENT.Passive_RunOnTouch = false -- Should it run away and make a alert sound when something collides with it?
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ENT.Passive_RunOnDamage = false -- Should it run when it's damaged? | This doesn't impact how self.Passive_AlliesRunOnDamage works
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ENT.DisableMakingSelfEnemyToNPCs = true -- Disables the "AddEntityRelationship" that runs in think
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ENT.GodMode = true -- Immune to everything
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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.HasMeleeAttack = false -- Should the SNPC have a melee attack?
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ENT.MoveOutOfFriendlyPlayersWay = false -- Should the SNPC move out of the way when a friendly player comes close to it?
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ENT.HasOnPlayerSight = true -- Should do something when it sees the enemy? Example: Play a sound
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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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-- ====== 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.SoundTbl_IdleDialogue = {"vj_hlr/hl1_npc/gman/gman_nasty.wav","vj_hlr/hl1_npc/gman/gman_choose1.wav","vj_hlr/hl1_npc/gman/gman_choose2.wav","vj_hlr/hl1_npc/gman/gman_otherwise.wav"}
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ENT.SoundTbl_FollowPlayer = {"vj_hlr/hl1_npc/gman/gman_potential.wav","vj_hlr/hl1_npc/gman/gman_wise.wav"}
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ENT.SoundTbl_UnFollowPlayer = {"vj_hlr/hl1_npc/gman/gman_nowork.wav","vj_hlr/hl1_npc/gman/gman_noreg.wav"}
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ENT.SoundTbl_OnPlayerSight = {"vj_hlr/hl1_npc/gman/gman_suit.wav"}
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ENT.GeneralSoundPitch1 = 100
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-- Custom
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ENT.GMAN_NextMouthMove = 0
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ENT.GMAN_NextMouthDistance = 0
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:AddFlags(FL_NOTARGET)
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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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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnIdleDialogue(ent, status, statusInfo)
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-- Only talk to players!
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if status == "CheckEnt" && !ent:IsPlayer() then
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return true
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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 CurTime() < self.GMAN_NextMouthMove then
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if self.GMAN_NextMouthDistance == 0 then
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self.GMAN_NextMouthDistance = math.random(10, 70)
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else
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self.GMAN_NextMouthDistance = 0
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end
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self:SetPoseParameter("m", self.GMAN_NextMouthDistance)
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else
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self:SetPoseParameter("m", 0)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:OnPlayCreateSound(sdData, sdFile)
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self.GMAN_NextMouthMove = CurTime() + SoundDuration(sdFile)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local vec = Vector(0, 0, 0)
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--
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function ENT:CustomOnTakeDamage_BeforeImmuneChecks(dmginfo, hitgroup)
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if dmginfo:GetDamagePosition() != vec then
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local rico = EffectData()
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rico:SetOrigin(dmginfo:GetDamagePosition())
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rico:SetScale(5) -- Size
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rico:SetMagnitude(math.random(1, 2)) -- Effect type | 1 = Animated | 2 = Basic
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util.Effect("VJ_HLR_Rico", rico)
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end
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end |