mirror of
https://github.com/lifestorm/wnsrc.git
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289 lines
15 KiB
Lua
289 lines
15 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/tentacle.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.SightDistance = 800 -- How far it can see
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ENT.VJ_IsHugeMonster = true -- Is this a huge monster?
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ENT.SightAngle = 180 -- The sight angle | Example: 180 would make the it see all around it | Measured in degrees and then converted to radians
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ENT.StartHealth = 1000
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ENT.MovementType = VJ_MOVETYPE_STATIONARY -- How does the SNPC move?
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ENT.HullType = HULL_LARGE
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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 = "Dummy04", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(23, 0, 30), -- 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.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_large"}
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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 = 80
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ENT.MeleeAttackDamageType = DMG_ALWAYSGIB -- Type of Damage
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ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something
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ENT.MeleeAttackDistance = 300 -- How close does it have to be until it attacks?
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ENT.MeleeAttackDamageDistance = 380 -- How far does the damage go?
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ENT.MeleeAttackDamageAngleRadius = 10 -- What is the damage angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC
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ENT.HasDeathAnimation = true -- Does it play an animation when it dies?
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ENT.AnimTbl_Death = {ACT_DIESIMPLE} -- Death Animations
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ENT.IdleSounds_PlayOnAttacks = true -- It will be able to continue and play idle sounds when it performs an 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_Breath = {"vj_hlr/hl1_npc/tentacle/te_flies1.wav"}
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ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/tentacle/te_sing1.wav","vj_hlr/hl1_npc/tentacle/te_sing2.wav"}
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ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/tentacle/te_alert1.wav","vj_hlr/hl1_npc/tentacle/te_alert2.wav"}
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ENT.SoundTbl_Pain = {"vj_hlr/hl1_npc/tentacle/te_roar1.wav","vj_hlr/hl1_npc/tentacle/te_roar2.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/tentacle/te_death2.wav"}
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ENT.GeneralSoundPitch1 = 100
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-- Custom
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ENT.Tentacle_Level = 0
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-- 0 = Floor level
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-- 1 = Medium Level
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-- 2 = High Level
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-- 3 = Extreme Level
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(20, 20, 160), Vector(-20, -20, 0))
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Controller_Initialize(ply, controlEnt)
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self.CanTurnWhileStationary = true
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controlEnt.LastTentacleLevel = self.Tentacle_Level
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function controlEnt:CustomOnKeyPressed(key)
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if key == KEY_SPACE then
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local curLvl = self.VJCE_NPC.Tentacle_Level
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//print("Cur: " .. curLvl)
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//print("Last: " .. self.LastTentacleLevel)
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if curLvl == 0 then
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self.VJCE_NPC:Tentacle_CalculateLevel(170)
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elseif curLvl == 1 then
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self.VJCE_NPC:Tentacle_CalculateLevel(self.LastTentacleLevel == 2 and 0 or 430)
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elseif curLvl == 2 then
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self.VJCE_NPC:Tentacle_CalculateLevel(self.LastTentacleLevel == 3 and 0 or 570)
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elseif curLvl == 3 then
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self.VJCE_NPC:Tentacle_CalculateLevel(0)
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end
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self.LastTentacleLevel = curLvl
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end
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end
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function controlEnt:CustomOnStopControlling()
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self.CanTurnWhileStationary = false
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end
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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("SPACE: Cycle through height levels")
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnHandleAnimEvent(ev, evTime, evCycle, evType, evOptions)
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-- Take care of the regular hit sound (When playing idle animations)
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if ev == 6 && !self.VJ_IsBeingControlled then
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self:PlaySoundSystem("MeleeAttack", {"vj_hlr/hl1_npc/tentacle/te_strike1.wav","vj_hlr/hl1_npc/tentacle/te_strike2.wav"}, VJ_EmitSound)
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if IsValid(self:GetEnemy()) && (self:GetEnemy():GetPos():Distance(self:GetPos() + self:GetForward()*150)) < 200 then
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self.CanTurnWhileStationary = true
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self:SetAngles(self:GetFaceAngle((self:GetEnemy():GetPos()-self:GetPos()):Angle()))
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end
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end
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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 == "attack" then
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self:MeleeAttackCode()
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self:PlaySoundSystem("MeleeAttack", {"vj_hlr/hl1_npc/tentacle/te_strike1.wav","vj_hlr/hl1_npc/tentacle/te_strike2.wav"}, VJ_EmitSound)
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if IsValid(self:GetEnemy()) then self:SetAngles(self:GetFaceAngle((self:GetEnemy():GetPos()-self:GetPos()):Angle())) end
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Tentacle_DoLevelChange(num)
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local lvl = self.Tentacle_Level + num
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VJ_EmitSound(self, {"vj_hlr/hl1_npc/tentacle/te_swing1.wav","vj_hlr/hl1_npc/tentacle/te_swing2.wav"})
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if lvl == 0 then
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self.AnimTbl_IdleStand = {ACT_IDLE}
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self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1}
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self.Tentacle_Level = 0
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self:SetCollisionBounds(Vector(20, 20, 160), Vector(-20, -20, 0))
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elseif lvl == 1 then
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self.AnimTbl_IdleStand = {ACT_IDLE_RELAXED}
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self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK2}
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self.Tentacle_Level = 1
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self:SetCollisionBounds(Vector(20, 20, 380), Vector(-20, -20, 0))
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elseif lvl == 2 then
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self.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_MELEE}
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self.AnimTbl_MeleeAttack = {ACT_RANGE_ATTACK1_LOW}
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self.Tentacle_Level = 2
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self:SetCollisionBounds(Vector(20, 20, 580), Vector(-20, -20, 0))
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elseif lvl == 3 then
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self.AnimTbl_IdleStand = {ACT_IDLE_ANGRY}
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self.AnimTbl_MeleeAttack = {ACT_RANGE_ATTACK2_LOW}
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self.Tentacle_Level = 3
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self:SetCollisionBounds(Vector(20, 20, 650), Vector(-20, -20, 0))
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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--
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-- 0 to 1 = ACT_SIGNAL1 1 to 2 = ACT_SIGNAL2 2 to 3 = ACT_SIGNAL3
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-- 1 to 0 = ACT_SIGNAL_ADVANCE 2 to 1 = ACT_SIGNAL_FORWARD 3 to 2 = ACT_SIGNAL_HALT
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--
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function ENT:Tentacle_CalculateLevel(eneDist)
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-- 0 = Floor level
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-- 1 = Medium Level
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-- 2 = High Level
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-- 3 = Extreme Level
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//print("dist: "..eneDist)
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if eneDist >= 570 then
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if self.Tentacle_Level != 3 then
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self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL3, true, false, false)
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self:Tentacle_DoLevelChange(1)
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end
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elseif eneDist >= 430 then
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if self.Tentacle_Level != 2 then
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if self.Tentacle_Level > 2 then
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self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL_HALT, true, false, false)
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self:Tentacle_DoLevelChange(-1)
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else
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self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL2, true, false, false)
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self:Tentacle_DoLevelChange(1)
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end
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end
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elseif eneDist >= 170 then
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if self.Tentacle_Level != 1 then
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if self.Tentacle_Level > 1 then
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self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL_FORWARD, true, false, false)
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self:Tentacle_DoLevelChange(-1)
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else
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self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL1, true, false, false)
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self:Tentacle_DoLevelChange(1)
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end
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end
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else
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if self.Tentacle_Level != 0 then
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if self.Tentacle_Level > 0 then
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self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL_ADVANCE, true, false, false)
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self:Tentacle_DoLevelChange(-1)
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else
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self:VJ_ACT_PLAYACTIVITY(ACT_SIGNAL1, true, false, false)
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self:Tentacle_DoLevelChange(1)
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end
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end
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:GetDynamicOrigin()
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-- Take care of the nearest point starting position
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local resultZ = 0
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if self.Tentacle_Level == 3 then
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resultZ = 570
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elseif self.Tentacle_Level == 2 then
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resultZ = 430
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elseif self.Tentacle_Level == 1 then
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resultZ = 170
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end
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return self:GetPos() + self:GetForward() + self:GetUp()*resultZ -- Override this to use a different position
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:GetMeleeAttackDamageOrigin()
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-- Take care of the melee damage starting position
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local resultZ = 0
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if self.Tentacle_Level == 3 then
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resultZ = 570
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elseif self.Tentacle_Level == 2 then
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resultZ = 430
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elseif self.Tentacle_Level == 1 then
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resultZ = 170
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end
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return self:GetPos() + self:GetForward() + self:GetUp()*resultZ -- Override this to use a different position
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink()
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if self.VJ_IsBeingControlled then return end
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local ene = self:GetEnemy()
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if IsValid(ene) then
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-- If enemy is (on ground & moving) OR (its an NPC that is moving)
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if (ene:GetVelocity():Length() > 50 && ene:IsOnGround()) or (ene:IsNPC() && ene:IsMoving()) then
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self.CanTurnWhileStationary = true
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else
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self.CanTurnWhileStationary = false
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end
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-- Take care of the level calculation
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if self.CanTurnWhileStationary == true then
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self:Tentacle_CalculateLevel((self:GetEnemyLastKnownPos() - self:GetPos()).z)
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end
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else -- Don't turn while idle!
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self.CanTurnWhileStationary = false
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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(0,0,40))})
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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(0,0,20))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,35))})
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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(0,0,80))})
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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(0,0,80))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,85))})
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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(0,0,80))})
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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(0,0,80))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,80))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,85))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,50))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,55))})
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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(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_HLR_Blood_Yellow",Pos=self:LocalToWorld(Vector(0,0,45))})
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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(0,0,25))})
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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 |