mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 21:33:46 +03:00
399 lines
18 KiB
Lua
399 lines
18 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/stukabat.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 = 40
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ENT.HullType = HULL_WIDE_SHORT
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ENT.MovementType = VJ_MOVETYPE_GROUND -- How does the SNPC move?
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ENT.Aerial_FlyingSpeed_Calm = 325 -- The speed it should fly with, when it's wandering, moving slowly, etc. | Basically walking compared to ground SNPCs
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ENT.Aerial_FlyingSpeed_Alerted = 150 -- The speed it should fly with, when it's chasing an enemy, moving away quickly, etc. | Basically running compared to ground SNPCs
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ENT.Aerial_AnimTbl_Calm = ACT_FLY -- Animations it plays when it's wandering around while idle
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ENT.Aerial_AnimTbl_Alerted = ACT_FLY -- Animations it plays when it's moving while alerted
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ENT.VJC_Data = {
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ThirdP_Offset = Vector(0, 0, -15), -- The offset for the controller when the camera is in third person
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FirstP_Bone = "MDLDEC_Bone50", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(1, 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_XEN"} -- NPCs with the same class with be allied to each other
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ENT.IdleAlwaysWander = false -- If set to true, it will make the SNPC always wander when idling
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ENT.CanOpenDoors = false -- Can it open doors?
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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.AnimTbl_Death = {"vjseq_Die_on_ground"}
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ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack?
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ENT.HasRangeAttack = false -- Should the SNPC have a range attack?
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ENT.AnimTbl_RangeAttack = {"vjseq_Attack_bomb"} -- Range Attack Animations
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ENT.RangeAttackEntityToSpawn = "obj_vj_hlr1_stukabomb" -- The entity that is spawned when range attacking
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ENT.RangeDistance = 1500 -- This is how far away it can shoot
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ENT.RangeToMeleeDistance = 1 -- How close does it have to be until it uses melee?
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ENT.TimeUntilRangeAttackProjectileRelease = false -- How much time until the projectile code is ran?
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ENT.RangeAttackPos_Up = 20 -- Up/Down spawning position for range attack
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ENT.RangeAttackPos_Forward = 20 -- Forward/ Backward spawning position for range attack
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ENT.NextRangeAttackTime = 2 -- How much time until it can use a range attack?
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ENT.NextRangeAttackTime_DoRand = 4 -- False = Don't use random time | Number = Picks a random number between the regular timer and this timer
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ENT.NoChaseAfterCertainRange = false -- Should the SNPC not be able to chase when it's between number x and y?
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ENT.NoChaseAfterCertainRange_FarDistance = "UseRangeDistance" -- How far until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
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ENT.NoChaseAfterCertainRange_CloseDistance = "UseRangeDistance" -- How near until it can chase again? | "UseRangeDistance" = Use the number provided by the range attack instead
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ENT.NoChaseAfterCertainRange_Type = "Regular" -- "Regular" = Default behavior | "OnlyRange" = Only does it if it's able to range 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/stukabat/stkb_idletpick1.wav","vj_hlr/hl1_npc/stukabat/stkb_idletpick2.wav"}
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ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/stukabat/stkb_deploy1.wav","vj_hlr/hl1_npc/stukabat/stkb_deploy2.wav"}
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ENT.SoundTbl_BeforeRangeAttack = {"vj_hlr/hl1_npc/stukabat/stkb_fire1.wav"}
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ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/stukabat/stkb_flying1.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/stukabat/stkb_die1.wav"}
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ENT.GeneralSoundPitch1 = 100
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-- Custom
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ENT.Stuka_Mode = 0 -- 0 = Ground, 1 = Air, 2 = Ceiling
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ENT.Stuka_LandingType = 0 -- 0 = None, 1 = Normal, 2 = Ceiling
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ENT.Stuka_LandingPos = nil
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ENT.Stuka_FlyAnimation = ACT_FLY
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ENT.Stuka_ModeChangeT = 0
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(23, 23, 40), Vector(-23, -23, 0))
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self.Stuka_ModeChangeT = CurTime() + math.Rand(3, 6)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:ChangeMode(mode)
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if self.Dead then return end
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if self:Health() <= 0 then return end
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if CurTime() < self.Stuka_ModeChangeT then return end
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local lastMode = self.Stuka_Mode
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if mode == 0 then -- Ground
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self.Stuka_LandingType = 0
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self.Stuka_LandingPos = nil
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self.AnimTbl_IdleStand = {ACT_IDLE}
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self:VJ_ACT_PLAYACTIVITY(ACT_LAND,true,false,false)
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timer.Simple(self:DecideAnimationLength(ACT_LAND, false),function()
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if IsValid(self) then
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self:DoChangeMovementType(VJ_MOVETYPE_GROUND)
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self.IdleAlwaysWander = false
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self.ConstantlyFaceEnemy = false
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self.NoChaseAfterCertainRange = false
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self.HasMeleeAttack = false
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self.HasRangeAttack = false
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self:SetMaxYawSpeed(20)
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self.TurningSpeed = 20
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end
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end)
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elseif mode == 1 then -- Air
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self.Stuka_LandingType = 0
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self.Stuka_LandingPos = nil
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self.AnimTbl_IdleStand = {ACT_HOVER}
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self:VJ_ACT_PLAYACTIVITY(lastMode == 2 && ACT_SPRINT or ACT_LEAP,true,false,false)
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timer.Simple(self:DecideAnimationLength(lastMode == 2 && ACT_SPRINT or ACT_LEAP, false),function()
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if IsValid(self) then
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self:DoChangeMovementType(VJ_MOVETYPE_AERIAL)
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self.IdleAlwaysWander = true
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self.ConstantlyFaceEnemy = true
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self.NoChaseAfterCertainRange = true
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self.HasMeleeAttack = true
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self.HasRangeAttack = true
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self:SetMaxYawSpeed(20)
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self.TurningSpeed = 20
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if lastMode == 2 then
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self:SetPos(self:GetPos() +Vector(0,0,-35))
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end
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end
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end)
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elseif mode == 2 then -- Ceiling
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self.Stuka_LandingType = 0
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self.Stuka_LandingPos = nil
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self.AnimTbl_IdleStand = {ACT_CROUCHIDLE}
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self:VJ_ACT_PLAYACTIVITY(ACT_CROUCH,true,false,false)
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self:SetMaxYawSpeed(0)
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self.TurningSpeed = 0
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timer.Simple(self:DecideAnimationLength(ACT_CROUCH, false),function()
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if IsValid(self) then
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self:DoChangeMovementType(VJ_MOVETYPE_STATIONARY)
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self.IdleAlwaysWander = false
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self.ConstantlyFaceEnemy = false
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self.NoChaseAfterCertainRange = false
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self.HasMeleeAttack = false
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self.HasRangeAttack = false
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end
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end)
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VJ_CreateSound(self,"vj_hlr/hl1_npc/stukabat/stkb_deploy" .. math.random(1,2) .. ".wav")
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end
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self.Stuka_Mode = mode
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-- self.Stuka_ModeChangeT = CurTime() + 4 -- Debug
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self.Stuka_ModeChangeT = CurTime() + (IsValid(self.VJ_TheController) && 4 or math.Rand(15,35))
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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 == "wing" then
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VJ_EmitSound(self,"vj_hlr/hl1_npc/stukabat/stkb_wings" .. math.random(1, 3) .. ".wav", 70)
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elseif key == "body" then
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VJ_EmitSound(self, "vj_hlr/fx/bodydrop"..math.random(3, 4)..".wav", 75, 100)
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elseif key == "attack" then
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VJ_CreateSound(self, "vj_hlr/hl1_npc/stukabat/stkb_fire"..math.random(1, 2)..".wav", 75, 100)
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elseif key == "melee" then
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self:MeleeAttackCode()
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elseif key == "dropbomb" then
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self:RangeAttackCode()
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:HandleModeChanging(mode,pos,cont)
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if mode == 1 && CurTime() > self.Stuka_ModeChangeT && (IsValid(cont) && cont:KeyDown(IN_JUMP) or true) then
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if self.Stuka_LandingType == 0 && self.Stuka_LandingPos == nil then
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if !self.Stuka_LandingPos then
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local ceiling = math.random(1,10) == 1
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local pos = self:GetLandingPos(ceiling)
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if pos then
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self.Stuka_LandingPos = pos
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self.Stuka_LandingType = ceiling && 2 or 1
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end
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end
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else
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local landType = self.Stuka_LandingType
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-- util.ParticleTracerEx("Weapon_Combine_Ion_Cannon_Beam", self:GetPos(), self.Stuka_LandingPos, false, self:EntIndex(), 0)//vortigaunt_beam
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-- VJ_CreateTestObject(self.Stuka_LandingPos, self:GetAngles(), Color(212,0,255), 5)
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self:AA_MoveTo(self.Stuka_LandingPos,true,"Calm",{FaceDest=true,FaceDestTarget=false,IgnoreGround=true})
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local tr = util.TraceLine({start = pos,endpos = pos +Vector(0,0,(landType == 1 && -35 or 75)),filter = self})
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if tr.Hit /*&& tr.HitPos:Distance(pos) <= 35*/ then
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if landType == 2 then
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self:SetPos(tr.HitPos +tr.HitNormal *35)
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end
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self:ChangeMode(landType == 1 && 0 or 2)
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end
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end
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elseif mode != 1 && CurTime() > self.Stuka_ModeChangeT && (!IsValid(cont) && math.random(1,30) == 1 or IsValid(cont) && cont:KeyDown(IN_JUMP)) then
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self:ChangeMode(1)
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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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local cont = self.VJ_TheController
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local ene = self:GetEnemy()
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local pos = self:GetPos()
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local waypoint = pos + self:GetVelocity():Angle():Forward()*50
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local mode = self.Stuka_Mode -- 0 = Ground, 1 = Air, 2 = Ceiling
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if mode == 1 then
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self.Stuka_FlyAnimation = pos.z <= waypoint.z && ACT_FLY or ACT_GLIDE
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end
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if IsValid(ene) then
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self.Aerial_AnimTbl_Calm = self.LatestEnemyDistance <= self.RangeDistance && ACT_HOVER or self.Stuka_FlyAnimation
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if IsValid(cont) then
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self:HandleModeChanging(mode, pos, cont)
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elseif mode != 1 && !IsValid(cont) then
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self:ChangeMode(1)
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end
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else
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self.Aerial_AnimTbl_Calm = self.Stuka_FlyAnimation
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self:HandleModeChanging(mode, pos, cont)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:GetLandingPos(ceiling)
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local ang = self:GetAngles() +AngleRand()
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local filt = {self,self.VJ_TheController}
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if ceiling then
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ang.p = -70
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local tr1 = util.TraceLine({start = self:GetPos(),endpos = self:GetPos() +ang:Forward() *32000,filter = filt})
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return tr1.MatType && tr1.MatType != 88 && tr1.HitPos +tr1.Normal *5
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end
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ang.p = 35
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local pos = self:GetPos() +(self:GetVelocity() *ang:Forward() *0.1) *ang:Forward()
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local tr1 = util.TraceLine({start = pos,endpos = pos +ang:Forward() *32000,filter = filt})
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local tr1Pos = tr1.HitPos -tr1.Normal *100
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local tr2 = util.TraceLine({start = tr1Pos,endpos = tr1Pos +Vector(0,0,-120),filter = filt})
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return tr2.HitWorld && tr2.MatType && tr2.MatType != 88 && tr2.HitPos
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:AA_StopMoving()
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if IsValid(self.VJ_TheController) && self.Stuka_LandingPos != nil then return end
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if self:GetVelocity():Length() > 0 then
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self.AA_CurrentMoveMaxSpeed = 0
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self.AA_CurrentMoveTime = 0
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self.AA_CurrentMoveType = 0
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self.AA_CurrentMovePos = nil
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self.AA_CurrentMovePosDir = nil
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self.AA_CurrentMoveDist = -1
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self:SetLocalVelocity(Vector(0,0,0))
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:RangeAttackCode_GetShootPos(projectile)
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return self:CalculateProjectile("Curve", projectile:GetPos(), self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter(), 1500)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnAlert(ent)
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if IsValid(self.VJ_TheController) then return end
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if self.Stuka_Mode != 1 then
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self.Stuka_ModeChangeT = CurTime()
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self:ChangeMode(1)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnTakeDamage_OnBleed(dmginfo, hitgroup)
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if IsValid(self.VJ_TheController) then return end
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if self.Stuka_Mode != 1 then
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self.Stuka_ModeChangeT = CurTime()
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self:ChangeMode(1)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialKilled(dmginfo, hitgroup)
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local mode = self.Stuka_Mode
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self.HasDeathAnimation = mode == 0
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if mode == 1 then
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self.HasDeathRagdoll = false
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local deathCorpse = ents.Create("prop_vj_animatable")
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deathCorpse:SetModel(self:GetModel())
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deathCorpse:SetPos(self:GetPos())
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deathCorpse:SetAngles(self:GetAngles())
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function deathCorpse:Initialize()
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self:PhysicsInit(SOLID_VPHYSICS)
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self:SetMoveType(MOVETYPE_VPHYSICS)
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self:SetMoveCollide(MOVECOLLIDE_FLY_SLIDE)
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self:SetCollisionGroup(COLLISION_GROUP_NONE)
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self:SetSolid(SOLID_CUSTOM)
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local phys = self:GetPhysicsObject()
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if IsValid(phys) then
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phys:Wake()
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phys:EnableGravity(true)
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phys:SetBuoyancyRatio(0)
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end
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end
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deathCorpse:Spawn()
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deathCorpse:Activate()
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deathCorpse.DeathAnim = VJ_PICK({"Death_fall_simple","Death_fall_violent"})
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undo.ReplaceEntity(self, deathCorpse)
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cleanup.ReplaceEntity(self, deathCorpse)
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function deathCorpse:Think()
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if !self.Dead then
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self:ResetSequence("fall_cycler")
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end
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self:NextThink(CurTime())
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return true
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end
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function deathCorpse:PhysicsCollide(data, phys)
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if self.Dead then return end
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self.Dead = true
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self:PhysicsInit(SOLID_NONE)
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self:SetMoveType(MOVETYPE_NONE)
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self:SetCollisionGroup(COLLISION_GROUP_NONE)
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self:SetSolid(SOLID_NONE)
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self:ResetSequence(self.DeathAnim)
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local tr = util.TraceLine({start=self:GetPos(),endpos=self:GetPos() +Vector(0,0,-15),filter=self})
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self:SetPos(tr.Hit && tr.HitPos or self:GetPos() +Vector(0,0,-8)) -- The collision box is too big, so we move it down a bit
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timer.Simple(VJ_GetSequenceDuration(self, self.DeathAnim),function()
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if IsValid(self) then
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corpse = ents.Create("prop_ragdoll")
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corpse:SetModel(self:GetModel())
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corpse:SetPos(self:GetPos())
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corpse:SetAngles(self:GetAngles())
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corpse:Spawn()
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corpse:Activate()
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corpse:SetCollisionGroup(COLLISION_GROUP_DEBRIS)
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corpse.FadeCorpseType = "FadeAndRemove"
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corpse.IsVJBaseCorpse = true
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corpse.ExtraCorpsesToRemove = {}
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self.BloodColor = "Yellow"
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self.HasBloodParticle = true
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self.CustomBlood_Particle = {"vj_hlr_blood_yellow"}
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self.CustomBlood_Decal = {"VJ_HLR_Blood_Yellow"}
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-- undo.ReplaceEntity(self, corpse)
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-- cleanup.ReplaceEntity(self, corpse)
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for boneLimit = 0, corpse:GetPhysicsObjectCount() - 1 do
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local childphys = corpse:GetPhysicsObjectNum(boneLimit)
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if IsValid(childphys) then
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local childphys_bonepos, childphys_boneang = self:GetBonePosition(corpse:TranslatePhysBoneToBone(boneLimit))
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if (childphys_bonepos) then
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childphys:SetAngles(childphys_boneang)
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childphys:SetPos(childphys_bonepos)
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end
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end
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end
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VJ_HLR_ApplyCorpseEffects(self, corpse, {"models/vj_hlr/gibs/agib1.mdl", "models/vj_hlr/gibs/agib2.mdl", "models/vj_hlr/gibs/agib7.mdl", "models/vj_hlr/gibs/agib9.mdl", "models/vj_hlr/gibs/agib10.mdl"})
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self:Remove()
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end
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end)
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VJ_EmitSound(self, "vj_hlr/fx/bodydrop"..math.random(3, 4)..".wav", 75, 100)
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end
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self:Remove()
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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(255,221,35)))
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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() + self:OBBCenter())
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bloodspray:SetScale(8)
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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(1)
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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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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))})
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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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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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local gibs = {"models/vj_hlr/gibs/agib1.mdl", "models/vj_hlr/gibs/agib2.mdl", "models/vj_hlr/gibs/agib7.mdl", "models/vj_hlr/gibs/agib9.mdl", "models/vj_hlr/gibs/agib10.mdl"}
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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 |