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195 lines
11 KiB
Lua
195 lines
11 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/alien_cannon.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 = 100
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ENT.HullType = HULL_WIDE_SHORT
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ENT.SightDistance = 6000 -- How far it can see
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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.MovementType = VJ_MOVETYPE_STATIONARY -- How does the SNPC move?
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ENT.CanTurnWhileStationary = false -- If set to true, the SNPC will be able to turn while it's a stationary SNPC
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ENT.PoseParameterLooking_TurningSpeed = 5
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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 = "joint3", -- 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_XEN"} -- NPCs with the same class with be allied to each other
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ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack?
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ENT.HasRangeAttack = true -- Should the SNPC have a range attack?
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ENT.DisableDefaultRangeAttackCode = true -- When true, it won't spawn the range attack entity, allowing you to make your own
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ENT.DisableRangeAttackAnimation = true -- if true, it will disable the animation code
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ENT.RangeDistance = 6000 -- This is how far away it can shoot
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ENT.RangeToMeleeDistance = 150 -- How close does it have to be until it uses melee?
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ENT.RangeAttackAngleRadius = 180 -- What is the attack angle radius? | 100 = In front of the SNPC | 180 = All around the SNPC
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ENT.TimeUntilRangeAttackProjectileRelease = 0 -- How much time until the projectile code is ran?
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ENT.NextRangeAttackTime = 0.5 -- How much time until it can use a range attack?
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ENT.Medic_CanBeHealed = false -- If set to false, this SNPC can't be healed!
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ENT.PoseParameterLooking_InvertPitch = true -- Inverts the pitch poseparameters (X)
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ENT.PoseParameterLooking_InvertYaw = true -- Inverts the yaw poseparameters (Y)
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ENT.Immune_AcidPoisonRadiation = true -- Immune to Acid, Poison and Radiation
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ENT.Immune_Bullet = true -- Immune to bullet type damages
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ENT.Immune_Melee = true -- Immune to melee-type damage | Example: Crowbar, slash damages
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ENT.Immune_Physics = true -- Immune to physics impacts, won't take damage from props
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ENT.GetDamageFromIsHugeMonster = true -- Should it get damaged no matter what by SNPCs that are tagged as VJ_IsHugeMonster?
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ENT.DeathCorpseModel = {"models/vj_hlr/hl1/alien_cannon_bottom.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.GibOnDeathDamagesTable = {"All"} -- Damages that it gibs from | "UseDefault" = Uses default damage types | "All" = Gib from any damage
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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/xencannon/alien_powernode.wav"}
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ENT.SoundTbl_Impact = {"ambient/energy/spark1.wav","ambient/energy/spark2.wav","ambient/energy/spark3.wav","ambient/energy/spark4.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hl1_npc/xencannon/bustconcrete1.wav","vj_hlr/hl1_npc/xencannon/bustconcrete2.wav"}
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ENT.BreathSoundLevel = 70
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ENT.DeathSoundLevel = 90
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-- Custom
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ENT.Cannon_HasLOS = false
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ENT.Cannon_LockTime = 0
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetCollisionBounds(Vector(45, 45, 65), Vector(-45, -45, 0))
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self.Cannon_LockTime = CurTime() + 0.3 -- Prevent spawn-killing
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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 == "shoot" 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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local threshold = 3
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--
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function ENT:CustomOn_PoseParameterLookingCode(pitch, yaw, roll)
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local poseYaw = self:GetPoseParameter("aim_yaw")
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local posePitch = self:GetPoseParameter("aim_pitch")
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-- Compare the difference between the current position of the pose parameter and the position it's suppose to go to
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if (math.abs(math.AngleDifference(poseYaw, math.ApproachAngle(poseYaw, yaw, self.PoseParameterLooking_TurningSpeed))) >= threshold) or (math.abs(math.AngleDifference(posePitch, math.ApproachAngle(posePitch, pitch, self.PoseParameterLooking_TurningSpeed))) >= threshold) then
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self.Cannon_HasLOS = false
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else
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self.Cannon_HasLOS = true
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomAttackCheck_RangeAttack()
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if self.Cannon_HasLOS == true && (CurTime() > self.Cannon_LockTime) then return true end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomRangeAttackCode()
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//local attach = self:GetAttachment(1)
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local startPos = self:GetAttachment(1).Pos
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//local endPos = (self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter()) + attach.Ang:Forward()*20000 - Vector(0, 0, 10)
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local tr = util.TraceLine({
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start = startPos,
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endpos = self:GetEnemy():GetPos() + self:GetEnemy():OBBCenter() + VectorRand(-15, 15),
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filter = {self} // self.extmdl
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})
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local hitPos = tr.HitPos
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util.VJ_SphereDamage(self, self, hitPos, 30, 40, DMG_ENERGYBEAM, true, false, {Force=90})
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VJ_EmitSound(self, "vj_hlr/hl1_npc/xencannon/fire.wav", 90, 100)
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sound.Play("vj_hlr/hl1_npc/pitworm/pit_worm_attack_eyeblast_impact.wav", hitPos, 60)
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local elec = EffectData()
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elec:SetStart(startPos)
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elec:SetOrigin(hitPos)
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elec:SetEntity(self)
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elec:SetAttachment(1)
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util.Effect("VJ_HLR_XenCannon_Beam", elec)
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local spriteGlow = ents.Create("env_sprite")
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spriteGlow:SetKeyValue("model","vj_hl/sprites/flare3.vmt")
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spriteGlow:SetKeyValue("rendercolor","0 0 255")
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spriteGlow:SetKeyValue("GlowProxySize","5.0")
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spriteGlow:SetKeyValue("HDRColorScale","1.0")
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spriteGlow:SetKeyValue("renderfx","14")
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spriteGlow:SetKeyValue("rendermode","3")
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spriteGlow:SetKeyValue("renderamt","255")
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spriteGlow:SetKeyValue("disablereceiveshadows","0")
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spriteGlow:SetKeyValue("mindxlevel","0")
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spriteGlow:SetKeyValue("maxdxlevel","0")
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spriteGlow:SetKeyValue("framerate","10.0")
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spriteGlow:SetKeyValue("spawnflags","0")
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spriteGlow:SetKeyValue("scale","5")
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spriteGlow:SetPos(self:GetPos())
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spriteGlow:Spawn()
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spriteGlow:SetParent(self)
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spriteGlow:Fire("SetParentAttachment", "Cannon")
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self:DeleteOnRemove(spriteGlow)
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timer.Simple(0.1, function() SafeRemoveEntity(spriteGlow) end)
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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_BeforeDamage(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(4) -- Size
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rico:SetMagnitude(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:CustomOnKilled(dmginfo, hitgroup)
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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","3")
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spr:SetPos(self:GetPos() + self:GetUp()*20)
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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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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo, hitgroup, corpseEnt)
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ParticleEffectAttach("smoke_exhaust_01a", PATTACH_ABSORIGIN_FOLLOW, corpseEnt, 0)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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local gibCollideSd = {"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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--
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function ENT:SetUpGibesOnDeath(dmginfo, hitgroup)
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub1.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(1,0,20)),CollideSound=gibCollideSd})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub2.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,1,20)),CollideSound=gibCollideSd})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub3.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(2,0,20)),CollideSound=gibCollideSd})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub4.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,2,20)),CollideSound=gibCollideSd})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub5.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(3,0,20)),CollideSound=gibCollideSd})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub1.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,3,20)),CollideSound=gibCollideSd})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub2.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(4,0,20)),CollideSound=gibCollideSd})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub3.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,4,20)),CollideSound=gibCollideSd})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub4.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(5,0,20)),CollideSound=gibCollideSd})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/metalgibs_sub5.mdl",{BloodDecal="",Pos=self:LocalToWorld(Vector(0,5,20)),CollideSound=gibCollideSd})
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return true, {AllowCorpse=true}
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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_hlr/hl1_weapon/explosion/debris3.wav", 150, 100)
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return false
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end |