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https://github.com/lifestorm/wnsrc.git
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164 lines
11 KiB
Lua
164 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/hla/doctor.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.HasHealthRegeneration = true
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ENT.HealthRegenerationAmount = 2
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ENT.HealthRegenerationDelay = VJ_Set(0.5,0.5)
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ENT.HullType = HULL_HUMAN
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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 = "unnamed021", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(8, 0, 7), -- The offset for the controller when the camera is in first person
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FirstP_ShrinkBone = true, -- 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_PLAYER_ALLY"} -- NPCs with the same class with be allied to each other
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ENT.FriendsWithAllPlayerAllies = true -- Should this SNPC be friends with all other player allies that are running on VJ Base?
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ENT.BloodColor = "Red" -- The blood type, this will determine what it should use (decal, particle, etc.)
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ENT.CustomBlood_Particle = {"vj_hlr_blood_red"}
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ENT.CustomBlood_Decal = {"VJ_HLR_Blood_Red"} -- Decals to spawn when it's damaged
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ENT.HasOnPlayerSight = true
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ENT.HasBloodPool = false -- Does it have a blood pool?
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ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack?
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ENT.HasGrenadeAttack = false
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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.Weapon_NoSpawnMenu = true -- Not affected by weapons selected from weapon list
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--ENT.DeathAnimationTime = 2.15 -- Time until the SNPC spawns its corpse and gets removed
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ENT.DisableFootStepSoundTimer = true
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ENT.BecomeEnemyToPlayer = true -- Should the friendly SNPC become enemy towards the player if it's damaged by a player?
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ENT.HasItemDropsOnDeath = false -- Should it drop items on death?
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ENT.MoveRandomlyWhenShooting = false
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ENT.AnimTbl_WeaponAttack = {ACT_RANGE_ATTACK_PISTOL}
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ENT.AnimTbl_WeaponAim = {ACT_COMBAT_IDLE} -- Animations played when the NPC is aiming | EX: Gun is out of ammo OR waiting for the enemy to peak
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ENT.AnimTbl_ShootWhileMovingRun = {ACT_RUN} -- Animations it will play when shooting while running | NOTE: Weapon may translate the animation that they see fit!
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ENT.AnimTbl_ShootWhileMovingWalk = {ACT_WALK} -- Animations it will play when shooting while walking | NOTE: Weapon may translate the animation that they see fit!
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ENT.HasLostWeaponSightAnimation = true -- Set to true if you would like the SNPC to play a different animation when it has lost sight of the enemy and can't fire at it
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ENT.AllowWeaponReloading = false -- If false, the SNPC will no longer reload
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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_FootStep = {"vj_hlr/pl_step1.wav","vj_hlr/pl_step2.wav","vj_hlr/pl_step3.wav","vj_hlr/pl_step4.wav"}
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ENT.SoundTbl_Idle = {"vj_hlr/hla_npc/doctor/hoot5.wav","vj_hlr/hla_npc/doctor/hoot6.wav"}
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ENT.SoundTbl_IdleDialogue = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav","vj_hlr/hla_npc/doctor/hoot5.wav","vj_hlr/hla_npc/doctor/hoot6.wav"}
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ENT.SoundTbl_IdleDialogueAnswer = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav","vj_hlr/hla_npc/doctor/hoot5.wav","vj_hlr/hla_npc/doctor/hoot6.wav"}
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ENT.SoundTbl_Alert = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav"}
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ENT.SoundTbl_FollowPlayer = {"vj_hlr/hla_npc/doctor/hoot1.wav"}
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ENT.SoundTbl_MedicReceiveHeal = {"vj_hlr/hla_npc/doctor/hoot3.wav"}
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ENT.SoundTbl_UnFollowPlayer = {"vj_hlr/hla_npc/doctor/hoot3.wav","vj_hlr/hla_npc/doctor/hoot2.wav"}
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ENT.SoundTbl_BecomeEnemyToPlayer = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav"}
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ENT.SoundTbl_OnPlayerSight = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav","vj_hlr/hla_npc/doctor/hoot4.wav","vj_hlr/hla_npc/doctor/hoot5.wav","vj_hlr/hla_npc/doctor/hoot6.wav"}
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ENT.SoundTbl_CombatIdle = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav","vj_hlr/hla_npc/doctor/hoot4.wav"}
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ENT.SoundTbl_OnGrenadeSight = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav"}
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ENT.SoundTbl_OnDangerSight = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav"}
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ENT.SoundTbl_OnKilledEnemy = {"vj_hlr/hla_npc/doctor/hoot5.wav","vj_hlr/hla_npc/doctor/hoot6.wav"}
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ENT.SoundTbl_AllyDeath = {"vj_hlr/hla_npc/doctor/hoot1.wav","vj_hlr/hla_npc/doctor/hoot2.wav","vj_hlr/hla_npc/doctor/hoot3.wav","vj_hlr/hla_npc/doctor/hoot4.wav"}
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ENT.SoundTbl_Pain = {"vj_hlr/hla_npc/doctor/pl_pain2.wav","vj_hlr/hla_npc/doctor/pl_pain4.wav","vj_hlr/hla_npc/doctor/pl_pain5.wav","vj_hlr/hla_npc/doctor/pl_pain6.wav","vj_hlr/hla_npc/doctor/pl_pain7.wav"}
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ENT.SoundTbl_Death = {"vj_hlr/hla_npc/doctor/pl_pain2.wav","vj_hlr/hla_npc/doctor/pl_pain4.wav","vj_hlr/hla_npc/doctor/pl_pain5.wav","vj_hlr/hla_npc/doctor/pl_pain6.wav","vj_hlr/hla_npc/doctor/pl_pain7.wav"}
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-- Custom
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ENT.Ivan_LastBodyGroup = 1
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnInitialize()
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self:SetSkin(math.random(0, 3))
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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 == "step" then
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self:FootStepSoundCode()
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elseif key == "hlag_fire" then
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local wep = self:GetActiveWeapon()
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if IsValid(wep) then
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wep:NPCShoot_Primary()
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end
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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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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink()
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if IsValid(self:GetActiveWeapon()) then
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self:GetActiveWeapon():SetClip1(999)
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end
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local bodyGroup = self:GetBodygroup(0)
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if self.Ivan_LastBodyGroup != bodyGroup then
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self.Ivan_LastBodyGroup = bodyGroup
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if bodyGroup == 0 then
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self:DoChangeWeapon("weapon_vj_hlr1a_ivanglock")
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elseif bodyGroup == 1 && IsValid(self:GetActiveWeapon()) then
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self:GetActiveWeapon():Remove()
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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:CustomOnPriorToKilled(dmginfo, hitgroup)
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self:SetBodygroup(0, 1)
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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(130,19,10)))
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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())
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bloodspray:SetScale(8)
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bloodspray:SetFlags(3)
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bloodspray:SetColor(0)
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util.Effect("bloodspray",bloodspray)
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util.Effect("bloodspray",bloodspray)
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end
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh1.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh2.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,1,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh3.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(1,0,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/flesh4.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(1,1,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_b_bone.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,50))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_b_gib.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(2,0,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_guts.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,2,40))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_hmeat.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,45))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_lung.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(1,0,45))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_skull.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,60))})
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self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/hgib_legbone.mdl",{BloodDecal="VJ_HLR_Blood_Red",Pos=self:LocalToWorld(Vector(0,0,15))})
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return 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_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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function ENT:CustomDeathAnimationCode(dmginfo, hitgroup)
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self:DropWeaponOnDeathCode(dmginfo, hitgroup)
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if IsValid(self:GetActiveWeapon()) then self:GetActiveWeapon():Remove() 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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VJ_HLR_ApplyCorpseEffects(self, corpseEnt)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnDropWeapon_AfterWeaponSpawned(dmginfo, hitgroup, wepEnt)
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wepEnt.WorldModel_Invisible = false
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wepEnt:SetNW2Bool("VJ_WorldModel_Invisible", false)
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end |