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78 lines
3.8 KiB
Lua
78 lines
3.8 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/opfor/hgrunt_engineer.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(0, 0, -15), -- The offset for the controller when the camera is in third person
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FirstP_Bone = "Bip01 Head", -- If left empty, the base will attempt to calculate a position for first person
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FirstP_Offset = Vector(5, 0, 5), -- The offset for the controller when the camera is in first person
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}
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-- Custom
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ENT.HECU_TurretEnt = NULL
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ENT.HECU_TurretPlacing = false
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ENT.HECU_NextTurretCheckT = 0
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ENT.HECU_GasTankHit = false -- Signals the code to preform an explosion
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:Controller_IntMsg(ply, controlEnt)
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ply:ChatPrint("CTRL: Deploy Sentry Gun")
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnThink_AIEnabled()
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if ((self.VJ_IsBeingControlled && self.VJ_TheController:KeyDown(IN_DUCK)) or !self.VJ_IsBeingControlled) && IsValid(self:GetEnemy()) && self:Visible(self:GetEnemy()) && self.HECU_NextTurretCheckT < CurTime() && !IsValid(self.HECU_TurretEnt) then
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-- Make sure not to place it if the front of the NPC is blocked!
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local tr = util.TraceLine({
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start = self:GetPos() + self:OBBCenter(),
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endpos = self:GetPos() + self:OBBCenter() + self:GetForward()*80,
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filter = self
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})
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if !tr.Hit then
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self.HECU_NextTurretCheckT = CurTime() + 30
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self:VJ_ACT_PLAYACTIVITY("pull_torch_wgun", true, false, false, 0, {OnFinish=function(interrupted, anim)
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if interrupted then self:StopParticles() self:SetBodygroup(1, 0) return end -- If interrupted, then put the torch away!
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timer.Simple(0.5, function()
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if IsValid(self) && IsValid(self:GetEnemy()) && !IsValid(self.HECU_TurretEnt) then
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self.HECU_TurretEnt = ents.Create("npc_vj_hlr1_sentry")
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self.HECU_TurretEnt:SetPos(self:GetPos() + self:GetForward()*50)
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self.HECU_TurretEnt:SetAngles(self:GetAngles())
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self.HECU_TurretEnt:Spawn()
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self.HECU_TurretEnt:Activate()
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self.HECU_TurretEnt.VJ_NPC_Class = self.VJ_NPC_Class
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if IsValid(self:GetCreator()) then -- If it has a creator, then add it to that player's undo list
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undo.Create(self:GetName().."'s Turret")
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undo.AddEntity(self.HECU_TurretEnt)
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undo.SetPlayer(self:GetCreator())
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undo.Finish()
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end
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end
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end)
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self:VJ_ACT_PLAYACTIVITY("open_floor_grate", true, false, false, 0, {OnFinish=function(interrupted2, anim2)
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self:VJ_ACT_PLAYACTIVITY("store_torch", true, false)
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end})
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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:CustomOnTakeDamage_BeforeDamage(dmginfo, hitgroup)
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-- Instant kill when hit in the gas tank!
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if hitgroup == HITGROUP_GEAR then
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self.HECU_GasTankHit = true -- Signals the code to preform an explosion
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dmginfo:SetDamage(self:Health())
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dmginfo:SetDamageType(DMG_BLAST)
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end
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end |