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88 lines
4.5 KiB
Lua
88 lines
4.5 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/bigrat.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 = 10
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ENT.HullType = HULL_TINY
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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(0, 0, 0), -- 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.CanOpenDoors = false -- Can it open doors?
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ENT.Behavior = VJ_BEHAVIOR_PASSIVE_NATURE -- Doesn't attack anything
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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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-- Does it ever actually attack? Who knows!
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ENT.HasMeleeAttack = true -- Should the SNPC have a melee attack?
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ENT.MeleeAttackDamage = 3
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ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
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ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages
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ENT.AnimTbl_Flinch = {ACT_BIG_FLINCH} -- If it uses normal based animation, use this
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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/rat/rat_idle1.wav","vj_hlr/hl1_npc/rat/rat_idle2.wav","vj_hlr/hl1_npc/rat/rat_idle3.wav","vj_hlr/hl1_npc/rat/rat_idle4.wav"}
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ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/rat/rat_fear.wav"}
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ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/rat/rat_fear.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/rat/rat_die1.wav","vj_hlr/hl1_npc/rat/rat_die2.wav","vj_hlr/hl1_npc/rat/rat_die3.wav"}
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(10, 10, 10), Vector(-10, -10, 0))
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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 == "attack" then
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self:MeleeAttackCode()
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end
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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(130,19,10)))
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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())
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bloodspray:SetScale(8)
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bloodspray:SetFlags(3)
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bloodspray:SetColor(0)
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util.Effect("bloodspray",bloodspray)
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util.Effect("bloodspray",bloodspray)
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end
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self:CreateGibEntity("obj_vj_gib", "models/vj_hlr/gibs/flesh3.mdl", {BloodType="Red", BloodDecal="VJ_HLR_Blood_Red"})
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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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local gibs = {"models/vj_hlr/gibs/flesh3.mdl"}
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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
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
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VJ_HLR_ApplyCorpseEffects(self, corpseEnt, gibs)
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end |