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https://github.com/lifestorm/wnsrc.git
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130 lines
5.7 KiB
Lua
130 lines
5.7 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/sqknest.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 = 20
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ENT.HullType = HULL_TINY
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ENT.VJC_Data = {
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ThirdP_Offset = Vector(0, 0, 0), -- The offset for the controller when the camera is in third person
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FirstP_Bone = "Bip01 nECK", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(3, 0, 1), -- 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_SNARK"} -- 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.Behavior = VJ_BEHAVIOR_PASSIVE -- The behavior of the SNPC
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ENT.AnimTbl_Run = {ACT_WALK} -- Set the running animations | Put multiple to let the base pick a random animation when it moves
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ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack?
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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/squeek/sqk_hunt1.wav","vj_hlr/hl1_npc/squeek/sqk_hunt2.wav","vj_hlr/hl1_npc/squeek/sqk_hunt3.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/squeek/sqk_blast1.wav"}
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ENT.IdleSoundLevel = 65
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ENT.GeneralSoundPitch1 = 50
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-- Custom
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ENT.Nest_SpawnEnt = "npc_vj_hlr1_snark"
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(15, 15, 18), Vector(-15, -15, 0))
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnKilled(dmginfo, hitgroup)
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if self.Snark_Type == 0 then
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util.VJ_SphereDamage(self, self, self:GetPos(), 50, 15, DMG_ACID, true, true)
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if self.Nest_SpawnEnt == "npc_vj_hlr1_snark" 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(40)
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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(6)
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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(0.4)
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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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elseif self.Nest_SpawnEnt == "npc_vj_hlrof_penguin" then
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VJ_EmitSound(self, {"vj_hlr/hl1_weapon/explosion/explode3.wav","vj_hlr/hl1_weapon/explosion/explode4.wav","vj_hlr/hl1_weapon/explosion/explode5.wav"}, 90)
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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(),80,35)
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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(40)
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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(6)
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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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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() + self:GetUp()*80)
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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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if math.random(1, 1000) == 1 then -- Secret =)
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if self.Nest_SpawnEnt == "npc_vj_hlr1_snark" then
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self.Nest_SpawnEnt = "npc_vj_hlrof_penguin"
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elseif self.Nest_SpawnEnt == "npc_vj_hlrof_penguin" then
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self.Nest_SpawnEnt = "npc_vj_hlr1_snark"
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end
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end
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for _ = 1, math.random(4,8) do
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local ent = ents.Create(self.Nest_SpawnEnt)
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ent:SetPos(self:GetPos())
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ent:SetAngles(self:GetAngles())
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ent:SetVelocity(self:GetUp()*math.Rand(250,350) + self:GetRight()*math.Rand(-100,100) + self:GetForward()*math.Rand(-100,100))
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ent:Spawn()
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ent:Activate()
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ent.VJ_NPC_Class = self.VJ_NPC_Class
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end
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end |