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78 lines
4.6 KiB
Lua
78 lines
4.6 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/leech.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 = 15
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ENT.HullType = HULL_TINY
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ENT.TurningUseAllAxis = true -- If set to true, angles will not be restricted to y-axis, it will change all axes (plural axis)
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ENT.MovementType = VJ_MOVETYPE_AQUATIC -- How does the SNPC move?
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ENT.Aquatic_SwimmingSpeed_Calm = 80 -- The speed it should swim with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs
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ENT.Aquatic_SwimmingSpeed_Alerted = 200 -- The speed it should swim with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs
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ENT.Aquatic_AnimTbl_Calm = {"swim"} -- Animations it plays when it's wandering around while idle
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ENT.Aquatic_AnimTbl_Alerted = {"swim2"} -- Animations it plays when it's moving while alerted
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ENT.IdleAlwaysWander = true -- If set to true, it will make the SNPC always wander when idling
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ENT.VJC_Data = {
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ThirdP_Offset = Vector(29, 0, 10), -- The offset for the controller when the camera is in third person
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FirstP_Bone = "Bone01", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(0, 0, 0), -- 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.HasMeleeAttack = true -- Should the SNPC have a melee attack?
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ENT.MeleeAttackDamage = 1
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ENT.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1} -- Melee Attack Animations
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ENT.TimeUntilMeleeAttackDamage = 0.1 -- This counted in seconds | This calculates the time until it hits something
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ENT.MeleeAttackDistance = 40 -- How close does it have to be until it attacks?
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ENT.MeleeAttackDamageDistance = 20 -- How far does the damage go?
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ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
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ENT.AnimTbl_Death = {ACT_DIEFORWARD, ACT_DIESIMPLE} -- Death Animations
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ENT.PushProps = false -- Should it push props when trying to move?
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ENT.AttackProps = false -- Should it attack props when trying to move?
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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_Idle = {"vj_hlr/hl1_npc/leech/leech_alert1.wav","vj_hlr/hl1_npc/leech/leech_alert2.wav"}
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//ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/leech/leech_alert1.wav","vj_hlr/hl1_npc/leech/leech_alert2.wav"}
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ENT.SoundTbl_MeleeAttack = {"vj_hlr/hl1_npc/leech/leech_bite1.wav","vj_hlr/hl1_npc/leech/leech_bite2.wav","vj_hlr/hl1_npc/leech/leech_bite3.wav"}
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-- Custom
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ENT.Leech_Idle = 0 -- Used for optimizations
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(4, 4, 3), Vector(-4, -4, -2))
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink()
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-- Change variables depending if the leech is in/out of water
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if self.Leech_Idle == 0 && self:WaterLevel() == 0 then
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self.Leech_Idle = 1
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self.HasMeleeAttack = false
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self.HasDeathAnimation = false
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self.NextIdleStandTime = 0
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self.AnimTbl_IdleStand = {ACT_HOP}
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elseif self.Leech_Idle == 1 && self:WaterLevel() > 0 then
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self.Leech_Idle = 0
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self.HasMeleeAttack = true
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self.HasDeathAnimation = true
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self.NextIdleStandTime = 0
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self.AnimTbl_IdleStand = {"swim"}
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end
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end |