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47 lines
2.4 KiB
Lua
47 lines
2.4 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/barney.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.VJC_Data = {
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ThirdP_Offset = Vector(10, 0, -20), -- The offset for the controller when the camera is in third person
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FirstP_Bone = "unnamed038", -- 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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function ENT:Security_CustomOnInitialize()
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self.SoundTbl_IdleDialogueAnswer = {"vj_hlr/hla_npc/barney/ba_pain1.wav"}
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self.SoundTbl_Alert = {"vj_hlr/hla_npc/barney/ba_attack1.wav"}
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self.SoundTbl_BecomeEnemyToPlayer = {"vj_hlr/hla_npc/barney/ba_attack1.wav"}
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self.SoundTbl_Pain = {"vj_hlr/hla_npc/barney/ba_pain1.wav"}
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self.SoundTbl_Death = {"vj_hlr/hla_npc/barney/ba_die1.wav","vj_hlr/hla_npc/barney/ba_die2.wav","vj_hlr/hla_npc/barney/ba_die3.wav"}
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self.AnimTbl_Death = {ACT_DIEBACKWARD,ACT_DIEFORWARD,ACT_DIEVIOLENT,"diecrump",ACT_DIESIMPLE} -- Death Animations
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self:Give("weapon_vj_hlr1_glock17")
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Security_UnHolsterGun()
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self:StopMoving()
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self:SetWeaponState()
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if math.random(1,2) == 1 then
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self:VJ_ACT_PLAYACTIVITY(ACT_ARM, true, false, true)
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timer.Simple(0.3,function() if IsValid(self) then self:SetBodygroup(1,1) end end)
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else
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self:VJ_ACT_PLAYACTIVITY("drawslow", true, false, true)
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timer.Simple(0.85,function() if IsValid(self) then self:SetBodygroup(1,1) end end)
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end
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end |