mirror of
https://github.com/lifestorm/wnsrc.git
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58 lines
3.1 KiB
Lua
58 lines
3.1 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/hla/hassault.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.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK2, ACT_MELEE_ATTACK_SWING} -- Melee Attack Animations
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ENT.HasGrenadeAttack = false -- Should the SNPC have a grenade attack?
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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 = "unnamed_bone_020", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(3, 0, 5), -- The offset for the controller when the camera is in first person
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}
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ENT.GeneralSoundPitch1 = 90
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ENT.GeneralSoundPitch2 = 100
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ENT.Serg_Type = 1
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:HECU_CustomOnInitialize()
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self.SoundTbl_Idle = {"vj_hlr/hla_npc/hgrunt/gr_idle1.wav","vj_hlr/hla_npc/hgrunt/gr_idle2.wav","vj_hlr/hla_npc/hgrunt/gr_idle3.wav","vj_hlr/hla_npc/hgrunt/gr_radio1.wav","vj_hlr/hla_npc/hgrunt/gr_radio2.wav","vj_hlr/hla_npc/hgrunt/gr_radio3.wav","vj_hlr/hla_npc/hgrunt/gr_radio4.wav","vj_hlr/hla_npc/hgrunt/gr_radio5.wav","vj_hlr/hla_npc/hgrunt/gr_radio6.wav"}
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self.SoundTbl_CombatIdle = {"vj_hlr/hla_npc/hgrunt/gr_radio1.wav","vj_hlr/hla_npc/hgrunt/gr_radio2.wav","vj_hlr/hla_npc/hgrunt/gr_radio3.wav","vj_hlr/hla_npc/hgrunt/gr_radio4.wav","vj_hlr/hla_npc/hgrunt/gr_radio5.wav","vj_hlr/hla_npc/hgrunt/gr_radio6.wav"}
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self.SoundTbl_Alert = {"vj_hlr/hla_npc/hassault/hw_alert.wav"}
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self.SoundTbl_CallForHelp = {"vj_hlr/hla_npc/hgrunt/gr_squadform.wav"}
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self.SoundTbl_WeaponReload = {"vj_hlr/hla_npc/hgrunt/gr_cover2.wav"}
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self.SoundTbl_GrenadeAttack = {"vj_hlr/hla_npc/hgrunt/gr_loadtalk.wav"}
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-- Melee version
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if self.Serg_Type == 2 then
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self:SetBodygroup(1, 1)
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self.AnimTbl_IdleStand = {ACT_CROUCH}
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self.AnimTbl_Walk = {ACT_RUN}
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self.AnimTbl_Run = {ACT_RUN_PROTECTED}
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self.AnimTbl_MeleeAttack = {ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK2}
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup)
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if dmginfo:GetDamage() > 30 then
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self.FlinchChance = 8
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self.AnimTbl_Flinch = {ACT_BIG_FLINCH}
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else
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self.FlinchChance = 16
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self.AnimTbl_Flinch = {ACT_SMALL_FLINCH}
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end
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end |