mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 21:33:46 +03:00
282 lines
20 KiB
Lua
282 lines
20 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/apc_body.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 = 350
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ENT.VJC_Data = {
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ThirdP_Offset = Vector(-40, 0, 20), -- The offset for the controller when the camera is in third person
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FirstP_Bone = "static _prop", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(0, 0, 50), -- 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_UNITED_STATES"} -- NPCs with the same class with be allied to each other
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ENT.DeathCorpseModel = {"models/vj_hlr/hl1/apc_body_destroyed.mdl"} -- The corpse model that it will spawn when it dies | Leave empty to use the NPC's model | Put as many models as desired, the base will pick a random one.
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ENT.SoundTbl_Breath = {"vj_hlr/hl1_npc/tanks/bradley_idle.wav"}
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ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/hgrunt/gr_idle1.wav","vj_hlr/hl1_npc/hgrunt/gr_idle2.wav","vj_hlr/hl1_npc/hgrunt/gr_idle3.wav"}
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ENT.SoundTbl_CombatIdle = {"vj_hlr/hl1_npc/hgrunt/gr_taunt1.wav","vj_hlr/hl1_npc/hgrunt/gr_taunt2.wav","vj_hlr/hl1_npc/hgrunt/gr_taunt3.wav","vj_hlr/hl1_npc/hgrunt/gr_taunt4.wav","vj_hlr/hl1_npc/hgrunt/gr_taunt5.wav","vj_hlr/hl1_npc/hgrunt/gr_combat1.wav","vj_hlr/hl1_npc/hgrunt/gr_combat2.wav","vj_hlr/hl1_npc/hgrunt/gr_combat3.wav","vj_hlr/hl1_npc/hgrunt/gr_combat4.wav"}
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ENT.SoundTbl_OnReceiveOrder = {"vj_hlr/hl1_npc/hgrunt/gr_answer1.wav","vj_hlr/hl1_npc/hgrunt/gr_answer2.wav","vj_hlr/hl1_npc/hgrunt/gr_answer3.wav","vj_hlr/hl1_npc/hgrunt/gr_answer5.wav","vj_hlr/hl1_npc/hgrunt/gr_answer7.wav"}
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ENT.SoundTbl_Investigate = {"vj_hlr/hl1_npc/hgrunt/gr_investigate.wav"}
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ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/hgrunt/gr_alert1.wav","vj_hlr/hl1_npc/hgrunt/gr_alert2.wav","vj_hlr/hl1_npc/hgrunt/gr_alert3.wav","vj_hlr/hl1_npc/hgrunt/gr_alert4.wav","vj_hlr/hl1_npc/hgrunt/gr_alert5.wav","vj_hlr/hl1_npc/hgrunt/gr_alert6.wav","vj_hlr/hl1_npc/hgrunt/gr_alert7.wav","vj_hlr/hl1_npc/hgrunt/gr_alert8.wav","vj_hlr/hl1_npc/hgrunt/gr_alert9.wav","vj_hlr/hl1_npc/hgrunt/gr_alert10.wav"}
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ENT.SoundTbl_CallForHelp = {"vj_hlr/hl1_npc/hgrunt/gr_taunt6.wav","vj_hlr/hl1_npc/hgrunt/gr_cover2.wav","vj_hlr/hl1_npc/hgrunt/gr_cover3.wav","vj_hlr/hl1_npc/hgrunt/gr_cover4.wav","vj_hlr/hl1_npc/hgrunt/gr_cover7.wav"}
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ENT.SoundTbl_AllyDeath = {"vj_hlr/hl1_npc/hgrunt/gr_allydeath.wav","vj_hlr/hl1_npc/hgrunt/gr_cover2.wav","vj_hlr/hl1_npc/hgrunt/gr_cover3.wav","vj_hlr/hl1_npc/hgrunt/gr_cover4.wav","vj_hlr/hl1_npc/hgrunt/gr_cover7.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_weapon/explosion/explode3.wav","vj_hlr/hl1_weapon/explosion/explode4.wav","vj_hlr/hl1_weapon/explosion/explode5.wav"}
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-- Tank Base
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ENT.Tank_SoundTbl_DrivingEngine = {"vj_hlr/hl1_npc/tanks/tankdrive.wav"}
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ENT.Tank_SoundTbl_Track = {"vj_hlr/hl1_npc/tanks/tanktrack.wav"}
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ENT.Tank_GunnerENT = "npc_vj_hlr1_m2a3bradley_gun"
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ENT.Tank_AngleDiffuseNumber = 0
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ENT.Tank_CollisionBoundSize = 90
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ENT.Tank_CollisionBoundUp = 130
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ENT.Tank_DeathSoldierModels = {"models/vj_hlr/hl1/hGrunt.mdl"} -- The corpses it will spawn on death (Example: A soldier) | false = Don't spawn anything
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ENT.Tank_DeathDecal = {"VJ_HLR_Scorch"} -- The decal that it places on the ground when it dies
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util.AddNetworkString("vj_hlr1_m2a3bradley_moveeffects")
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-- Custom
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ENT.Bradley_DmgForce = 0
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ENT.Bradley_DoorOpen = false
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ENT.Bradley_HasSpawnedSoldiers = false
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomInitialize_CustomTank()
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self:SetSkin(math.random(0, 1))
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self.Bradley_Grunts = {}
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Controller_IntMsg(ply, controlEnt)
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ply:ChatPrint("JUMP: Deploy human grunt squad (1 time)")
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Tank_GunnerSpawnPosition()
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return self:GetPos() + self:GetRight()*16 + self:GetForward()*-8 + self:GetUp()*100
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:StartMoveEffects()
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net.Start("vj_hlr1_m2a3bradley_moveeffects")
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net.WriteEntity(self)
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net.Broadcast()
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Tank_CustomOnThink()
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-- If moving then close the door
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if self.Tank_Status == 0 && self.Bradley_DoorOpen == true then
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self.Bradley_DoorOpen = false
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self:VJ_ACT_PLAYACTIVITY(ACT_SPECIAL_ATTACK2, true, false, false)
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self.AnimTbl_IdleStand = {ACT_IDLE}
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end
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-- Deploy soldiers
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if self.Tank_Status == 1 && self.Bradley_HasSpawnedSoldiers == false && self.Bradley_DoorOpen == false && IsValid(self:GetEnemy()) && GetConVar("vj_hlr1_bradley_deploygrunts"):GetInt() == 1 && ((!self.VJ_IsBeingControlled) or (self.VJ_IsBeingControlled && self.VJ_TheController:KeyDown(IN_JUMP))) then
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self.Bradley_DoorOpen = true
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self.AnimTbl_IdleStand = {ACT_IDLE_RELAXED}
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self:VJ_ACT_PLAYACTIVITY(ACT_SPECIAL_ATTACK1, true, false, false)
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self.Bradley_HasSpawnedSoldiers = true
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timer.Simple(0.5, function()
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if IsValid(self) then
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if self.Bradley_DoorOpen == false then -- Door was suddenly closed, so try again later
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self.Bradley_HasSpawnedSoldiers = false
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else
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local ene = self:GetEnemy()
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for i = 1, 6 do
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local hGrunt = ents.Create("npc_vj_hlr1_hgrunt")
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local opSide = ((i % 2 == 0) and -25) or 25 -- Make every other grunt spawn to the opposite side
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hGrunt:SetPos(self:GetPos() + self:GetForward()*(i <= 2 and -160 or (i <= 4 and -220 or -290)) + self:GetRight()*opSide + self:GetUp()*5)
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hGrunt:SetAngles(Angle(0, self:GetAngles().y + 180, 0))
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hGrunt.VJ_NPC_Class = self.VJ_NPC_Class
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hGrunt:Spawn()
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hGrunt:VJ_DoSetEnemy(ene, true)
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hGrunt:SetState(VJ_STATE_FREEZE)
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timer.Simple(0.2, function()
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if IsValid(hGrunt) then
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hGrunt:SetState(VJ_STATE_NONE)
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hGrunt:SetLastPosition(hGrunt:GetPos() + hGrunt:GetForward()*150 + hGrunt:GetRight()*opSide)
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hGrunt:VJ_TASK_GOTO_LASTPOS("TASK_RUN_PATH")
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end
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end)
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self.Bradley_Grunts[#self.Bradley_Grunts + 1] = hGrunt -- Register the grunt
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end
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end
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end
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end)
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end
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-- Keep the skin of the gunner the same!
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if IsValid(self.Gunner) then
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self.Gunner:SetSkin(self:GetSkin())
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end
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return true
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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
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:GetNearDeathSparkPositions()
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local randPos = math.random(1,5)
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if randPos == 1 then
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self.Spark1:SetLocalPos(self:GetPos() + self:GetRight()*15 + self:GetForward()*-16 + self:GetUp()*120)
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elseif randPos == 2 then
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self.Spark1:SetLocalPos(self:GetPos() + self:GetRight()*42 + self:GetForward()*123 + self:GetUp()*50)
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elseif randPos == 3 then
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self.Spark1:SetLocalPos(self:GetPos() + self:GetRight()*-42 + self:GetForward()*123 + self:GetUp()*50)
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elseif randPos == 4 then
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self.Spark1:SetLocalPos(self:GetPos() + self:GetRight()*60 + self:GetForward()*-40 + self:GetUp()*81)
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elseif randPos == 5 then
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self.Spark1:SetLocalPos(self:GetPos() + self:GetRight()*-60 + self:GetForward()*-40 + self:GetUp()*81)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Tank_CustomOnPriorToKilled(dmginfo, hitgroup)
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self.Bradley_DmgForce = dmginfo:GetDamageForce()
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for i=0,1,0.5 do
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timer.Simple(i, function()
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if IsValid(self) then
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VJ_EmitSound(self, self.SoundTbl_Death, 100)
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VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/debris"..math.random(1,3)..".wav", 100)
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VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/explode"..math.random(3,5).."_dist.wav", 140, 100)
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util.BlastDamage(self, self, self:GetPos(), 200, 40)
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util.ScreenShake(self:GetPos(), 100, 200, 1, 2500)
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local spr = ents.Create("env_sprite")
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spr:SetKeyValue("model","vj_hl/sprites/zerogxplode.vmt")
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spr:SetKeyValue("GlowProxySize","2.0")
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spr:SetKeyValue("HDRColorScale","1.0")
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spr:SetKeyValue("renderfx","14")
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spr:SetKeyValue("rendermode","5")
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spr:SetKeyValue("renderamt","255")
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spr:SetKeyValue("disablereceiveshadows","0")
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spr:SetKeyValue("mindxlevel","0")
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spr:SetKeyValue("maxdxlevel","0")
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spr:SetKeyValue("framerate","15.0")
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spr:SetKeyValue("spawnflags","0")
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spr:SetKeyValue("scale","4")
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spr:SetPos(self:GetPos() + Vector(0,0,150))
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spr:Spawn()
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spr:Fire("Kill","",0.9)
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timer.Simple(0.9,function() if IsValid(spr) then spr:Remove() end end)
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end
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end)
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end
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timer.Simple(1.5, function()
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if IsValid(self) then
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VJ_EmitSound(self, self.SoundTbl_Death, 100)
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util.BlastDamage(self, self, self:GetPos(), 200, 40)
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util.ScreenShake(self:GetPos(), 100, 200, 1, 2500)
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VJ_EmitSound(self, "vj_hlr/hl1_weapon/explosion/explode"..math.random(3,5).."_dist.wav", 140, 100)
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local spr = ents.Create("env_sprite")
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spr:SetKeyValue("model","vj_hl/sprites/zerogxplode.vmt")
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spr:SetKeyValue("GlowProxySize","2.0")
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spr:SetKeyValue("HDRColorScale","1.0")
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spr:SetKeyValue("renderfx","14")
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spr:SetKeyValue("rendermode","5")
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spr:SetKeyValue("renderamt","255")
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spr:SetKeyValue("disablereceiveshadows","0")
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spr:SetKeyValue("mindxlevel","0")
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spr:SetKeyValue("maxdxlevel","0")
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spr:SetKeyValue("framerate","15.0")
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spr:SetKeyValue("spawnflags","0")
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spr:SetKeyValue("scale","4")
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spr:SetPos(self:GetPos() + Vector(0,0,150))
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spr:Spawn()
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spr:Fire("Kill","",0.9)
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timer.Simple(0.9,function() if IsValid(spr) then spr:Remove() end end)
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end
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end)
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return false
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Tank_CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
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self:CreateExtraDeathCorpse("prop_physics", "models/vj_hlr/hl1/apc_door.mdl", {Pos=corpseEnt:GetPos() + corpseEnt:GetUp()*30 + corpseEnt:GetForward()*-130, Vel=self.Bradley_DmgForce / 55}, function(extraent) extraent:SetSkin(corpseEnt:GetSkin()) extraent:SetCollisionGroup(0) end)
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p1.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,90)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p2.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,91)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p3.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,92)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p4.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,93)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p5.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,94)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p6.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,95)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p7.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,96)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p8.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,97)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p9.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,98)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p10.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,99)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p11.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,100)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p1.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,101)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p2.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,102)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p3.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,103)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p4.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,104)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p5.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,105)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p6.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,106)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
|
|
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p7.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,107)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
|
|
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p8.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,108)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
|
|
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p9.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,109)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
|
|
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p10.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,90)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
|
|
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgib_p11.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,0,90)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
|
|
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/rgib_cog1.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,1,80)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
|
|
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/rgib_cog2.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,2,80)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
|
|
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/rgib_rib.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,3,80)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
|
|
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/rgib_screw.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,4,80)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
|
|
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/rgib_screw.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,5,80)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
|
|
self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/rgib_screw.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,6,80)),CollideSound={"vj_hlr/fx/metal1.wav","vj_hlr/fx/metal2.wav","vj_hlr/fx/metal3.wav","vj_hlr/fx/metal4.wav","vj_hlr/fx/metal5.wav"}})
|
|
return true
|
|
end
|
|
---------------------------------------------------------------------------------------------------------------------------------------------
|
|
function ENT:Tank_CustomOnDeath_AfterDeathSoldierSpawned(dmginfo, hitgroup, soldierCorpse)
|
|
soldierCorpse:SetSkin(math.random(0, 1))
|
|
soldierCorpse:SetBodygroup(2, 2)
|
|
end
|
|
---------------------------------------------------------------------------------------------------------------------------------------------
|
|
local vecZ150 = Vector(0, 0, 150)
|
|
--
|
|
function ENT:Tank_CustomOnDeath_AfterCorpseSpawned_Effects(dmginfo, hitgroup, corpseEnt)
|
|
local spr = ents.Create("env_sprite")
|
|
spr:SetKeyValue("model","vj_hl/sprites/zerogxplode.vmt")
|
|
spr:SetKeyValue("GlowProxySize","2.0")
|
|
spr:SetKeyValue("HDRColorScale","1.0")
|
|
spr:SetKeyValue("renderfx","14")
|
|
spr:SetKeyValue("rendermode","5")
|
|
spr:SetKeyValue("renderamt","255")
|
|
spr:SetKeyValue("disablereceiveshadows","0")
|
|
spr:SetKeyValue("mindxlevel","0")
|
|
spr:SetKeyValue("maxdxlevel","0")
|
|
spr:SetKeyValue("framerate","15.0")
|
|
spr:SetKeyValue("spawnflags","0")
|
|
spr:SetKeyValue("scale","4")
|
|
spr:SetPos(self:GetPos() + vecZ150)
|
|
spr:Spawn()
|
|
spr:Fire("Kill","",0.9)
|
|
timer.Simple(0.9,function() if IsValid(spr) then spr:Remove() end end)
|
|
return false
|
|
end
|
|
---------------------------------------------------------------------------------------------------------------------------------------------
|
|
function ENT:CustomOnRemove()
|
|
-- If the NPC was removed, then remove its children as well, but not when it's killed!
|
|
if !self.Dead then
|
|
for _, v in ipairs(self.Bradley_Grunts) do
|
|
if IsValid(v) then v:Remove() end
|
|
end
|
|
end
|
|
end |