486 lines
16 KiB
Lua
486 lines
16 KiB
Lua
local meta = FindMetaTable("Player")
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local enb = FindMetaTable("Entity")
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function enb:IsMWIINPC()
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return self:IsNPC() or self:IsNextBot()
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end
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local function GetLongOfSequence(model, sequence)
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local t = ents.Create("base_anim")
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t:SetModel(model)
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t:SetRenderMode(10)
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t:Spawn()
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local id, long = t:LookupSequence(sequence)
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t:Remove()
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return long, id
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end
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function enb:Freeze(bool)
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if self:IsMWIINPC() then
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if bool then
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self:AddEFlags(EFL_NO_THINK_FUNCTION)
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else
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self:RemoveEFlags(EFL_NO_THINK_FUNCTION)
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end
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end
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end
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function enb:MWII_BE(bonename)
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local bone = self:LookupBone(bonename)
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if bone then
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local ef = EffectData()
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ef:SetOrigin(self:GetBonePosition(bone))
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ef:SetColor(0)
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util.Effect("BloodImpact", ef)
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end
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end
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function enb:HeadBlow()
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for i=1,4 do
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local pos = self:GetBonePosition(self:LookupBone("ValveBiped.Bip01_Head1"))
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local m = ents.Create("prop_physics")
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m:SetModel("models/Gibs/HGIBS_scapula.mdl")
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m:SetPos(pos)
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m:SetAngles(AngleRand())
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m:Spawn()
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m:SetMaterial("models/flesh")
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m:SetCollisionGroup(1)
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m:GetPhysicsObject():SetVelocity(VectorRand(-64,64))
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local ef = EffectData()
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ef:SetOrigin(pos)
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util.Effect("BloodImpact", ef)
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timer.Simple(15, function()
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if !IsValid(m) then return end
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m:Remove()
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end)
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end
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end
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function MWIITransferBones( base, ragdoll )
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if !IsValid( base ) or !IsValid( ragdoll ) then return end
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for i = 0, ragdoll:GetPhysicsObjectCount() - 1 do
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local bone = ragdoll:GetPhysicsObjectNum( i )
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if ( IsValid( bone ) ) then
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local pos, ang = base:GetBonePosition( ragdoll:TranslatePhysBoneToBone( i ) )
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if ( pos ) then bone:SetPos( pos ) end
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if ( ang ) then bone:SetAngles( ang ) end
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end
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end
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end
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downNPCsClassList = {
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["vj_tdm_invasion_soldier1"] = true,
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["vj_tdm_invasion_soldier2"] = true,
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}
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reviveNPCsClassList = {
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["vj_tdm_invasion_soldier1"] = true,
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["vj_tdm_invasion_soldier2"] = true,
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}
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takedownedNPCsClassList = {
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["vj_tdm_invasion_soldier1"] = true,
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["vj_tdm_invasion_soldier2"] = true,
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}
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takedownNPCsClassList = {
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["vj_tdm_invasion_soldier1"] = true,
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["vj_tdm_invasion_soldier2"] = true,
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}
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function enb:IsDowned()
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if self:IsPlayer() then
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return self:GetNWBool('Downed')
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else
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return self.Downed
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end
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end
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function enb:MWIIsFriend(tar, neutral_too)
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local dis = self:Disposition(tar)
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if neutral_too then
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return dis == 3 or dis == 4
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else
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return dis == 3
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end
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end
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function enb:IsInFOVEnt(ent2)
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local ent1Pos = self:GetPos()
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local ent2Pos = ent2:GetPos()
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local ent1Ang = self:GetAngles():Forward()
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local direction = (ent1Pos - ent2Pos):GetNormalized()
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local dot = direction:Dot(ent1Ang)
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local fov = math.cos(math.rad(90))
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if dot < fov then
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return true
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else
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return false
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end
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end
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local optimize_delay = 0
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hook.Add("Think", "STDMFindNPCs", function()
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if optimize_delay < CurTime() then
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optimize_delay = CurTime()+1
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local enttab = ents.FindByClass("*tdm_*")
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for i=1,#enttab do
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local ent = enttab[i]
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if ent:IsNPC() and reviveNPCsClassList[ent:GetClass()] and !ent.Downed and !ent.Takedowning then
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local tar = ent.ReviveThisTarget
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if !IsValid(tar) then
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local targets = ents.FindInSphere( ent:GetPos(), 512 )
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for _, fri in ipairs(targets) do
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if (fri:IsPlayer() or fri.IsMWIINPC and fri:IsMWIINPC()) and ent:MWIIsFriend(fri, true) then
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if (fri:IsDowned() or fri.Downed) and !IsValid(fri.TargetReviver) then
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fri.TargetReviver = ent
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ent.ReviveThisTarget = fri
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break
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end
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end
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end
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else
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local pos = tar:GetPos()
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local dist = pos:DistToSqr(ent:GetPos())
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if not timer.Exists("HelpNPCToMWII"..ent:EntIndex()) then
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timer.Create("HelpNPCToMWII"..ent:EntIndex(), 2, 1, function()
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if !IsValid(ent) then return end
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ent:SetLastPosition( pos )
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ent:SetSchedule( SCHED_FORCED_GO_RUN )
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if ent.IsVJBaseSNPC then
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ent:VJ_TASK_GOTO_LASTPOS()
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end
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end)
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end
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if dist < 2500 and not ent.InSeqMWII then
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local tk = ents.Create("mwii_sequence_npc")
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tk.NPC = ent
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tk.Target = tar
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tk.Sequence = "revive"
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tk:SetPos(ent:GetPos())
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local ang1 = (pos - ent:GetPos()):Angle()
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ang1.x, ang1.z = 0, 0
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tk:SetAngles(ang1)
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tk:Spawn()
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ent.ReviveThisTarget = nil
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end
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if !tar:IsDowned() then
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ent.ReviveThisTarget = nil
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tar.TargetReviver = nil
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end
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end
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end
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if ent:IsNPC() and takedownNPCsClassList[ent:GetClass()] and !ent.Downed and !ent.Takedowning and !ent.CantUseTakedown and math.random(1,4) >= 2 then
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local targets = ents.FindInSphere( ent:GetPos(), 200 )
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for _, en in ipairs(targets) do
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if (en:IsMWIINPC() and en:Health() > 0) and ent:IsInFOVEnt(en) and !ent:MWIIsFriend(en, true) and !en.CantUseTakedown then
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if ent:EyePos():DistToSqr(en:EyePos()) < 5000 then
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ent:NPC_Takedown(en)
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break
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else
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if not timer.Exists("TakedownNPCToMWII"..ent:EntIndex()) then
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timer.Create("TakedownNPCToMWII"..ent:EntIndex(), 2, 1, function()
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if !IsValid(ent) or !IsValid(en) or en.Takedowning then return end
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ent:SetLastPosition( en:GetPos() )
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ent:SetSchedule( SCHED_FORCED_GO_RUN )
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if ent.IsVJBaseSNPC then
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ent:VJ_TASK_GOTO_LASTPOS()
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end
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end)
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end
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break
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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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end
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end)
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hook.Add("OnNPCKilled", "STDMHook", function(ent)
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if ent.Downed or ent.InSeqMWII then
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ent:SetRenderMode(RENDERMODE_NORMAL)
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end
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end)
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hook.Add("EntityTakeDamage", "!!!!!NPC_STDMHook", function(ply, dmg)
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local att = dmg:GetAttacker()
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local allowthis = ply:IsMWIINPC()
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if allowthis and dmg:GetDamage() < ply:Health() and math.random(1,100) == 1 and not dmg:IsExplosionDamage() and not ply.AlreadyWasDowned and not ply.Takedowning and not ply:IsDowned() then
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if ply:IsMWIINPC() and downNPCsClassList[ply:GetClass()] then
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dmg:ScaleDamage(0)
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ply.Downed = true
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ply:SetHealth(50)
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local tk = ents.Create("mwii_down_npc")
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tk.NPC = ply
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tk:SetPos(ply:GetPos())
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tk:SetAngles(ply:GetAngles())
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tk:Spawn()
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ply.DownedEnt = tk
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return true
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end
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end
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if ply.CantDamageMWII then
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dmg:ScaleDamage(0)
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return true
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end
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end)
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----------------------------------------------------------
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function meta:IsAtBack(enemy) --This function was made by OpenAI ChatGPT
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if !IsValid(enemy) then return end
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local enemyForward = enemy:GetForward()
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local enemyToPlayer = self:GetPos() - enemy:GetPos()
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local angle = enemyForward:Angle():Forward():Dot(enemyToPlayer:GetNormalized())
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local degrees = math.deg(math.acos(angle))
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return degrees > 100
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end
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function meta:Takedown()
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local tr = self:GetEyeTrace()
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local ent = tr.Entity
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local dist = tr.StartPos:Distance(tr.HitPos) < 96
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local isnpc = ent:IsMWIINPC()
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if (!ent:IsPlayer() and !isnpc) or (!isnpc and ent:Team() == self:Team()) or (isnpc and ent:MWIIsFriend(self)) or self:IsDowned() or ent.Takedowning or self.Takedowning or !ent:OnGround() or !self:OnGround() or !self:IsAtBack(ent) or not dist then
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return
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end
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if isnpc and !ent:LookupBone("ValveBiped.Bip01_Spine") then
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return
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end
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local downed = ent:IsDowned()
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local _, rnd = table.Random(COD.Takedowns)
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local float = rnd
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if self:IsPlayer() and not self:IsBot() and self:GetNWString('TakedownAnim') != "00" then
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float = self:GetNWString('TakedownAnim')
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end
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if not COD.Takedowns[float] then return end
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if !isnumber(float) then
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anim1, anim2 = "execution_"..float.."_attacker_stand", "execution_"..float.."_victim_stand"
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if downed then
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anim1, anim2 = "execution_"..float.."_attacker_laststand", "execution_"..float.."_victim_laststand"
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end
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end
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print(float, anim1, anim2)
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local zpos = self:GetPos()
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local delay1 = select(2, self:LookupSequence(anim1))
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local delay2 = COD.Takedowns[float].deathtime
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if downed then
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delay2 = COD.Takedowns[float].deathtime_laststand
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end
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local ang1 = ent:EyeAngles()
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self:Freeze(true)
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self:SetEyeAngles(Angle(ang1.x,ang1.y,0))
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self:SetPos(ent:GetPos())
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self:SetSVAnimation(anim1)
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local wep = self:GetActiveWeapon()
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if IsValid(wep) then
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self.TakedowningGun = wep:GetClass()
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else
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self.TakedowningGun = ""
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end
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local wep = ent:GetActiveWeapon()
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if IsValid(wep) then
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ent.TakedowningGun = wep:GetClass()
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else
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ent.TakedowningGun = ""
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end
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self.TakedowningTarget = ent
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self.Takedowning = true
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self.TakedownIsFinished = false
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self:SetActiveWeapon(nil)
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local tk
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if isnpc then
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ent.Takedowning = true
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tk = ents.Create("mwii_takedown_npc")
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tk.NPC = ent
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tk.Finisher = self
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tk.Delay = delay2
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tk.Sequence = anim2
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tk:SetPos(ent:GetPos())
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tk:SetAngles(ent:GetAngles())
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tk:Spawn()
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else
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ent:SetActiveWeapon(nil)
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ent.TakedowningTarget = self
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ent.Takedowning = true
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ent.TakedownIsFinished = false
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ent:SetSVAnimation(anim2)
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ent:Freeze(true)
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ent:SetEyeAngles(Angle(ang1.x,ang1.y,0))
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net.Start("COD.TakedownCam")
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net.WriteBool(true)
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net.WriteFloat(delay2)
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net.WriteBool(false)
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net.Send(ent)
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timer.Simple(delay2, function()
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if IsValid(ent) and IsValid(self) and self.Takedowning then
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self.TakedownIsFinished = true
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ent:Freeze(false)
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ent:TakeDamage(ent:Health()+ent:Armor(), self)
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ent.Takedowning = false
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ent.TakedowningTarget = nil
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ent:SetSVAnimation("")
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end
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end)
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end
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net.Start("COD.TakedownCam")
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net.WriteBool(true)
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net.WriteFloat(delay1)
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net.WriteBool(true)
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net.Send(self)
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local bm = ent
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if ent:IsMWIINPC() then
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bm = tk
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end
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if downed then
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COD.Takedowns[float].effect_laststand(self, ent, bm)
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else
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COD.Takedowns[float].effect(self, ent, bm)
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end
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timer.Simple(delay1, function()
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if IsValid(self) and self.Takedowning then
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self:Freeze(false)
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self.Takedowning = false
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self:SetSVAnimation("")
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self:SelectWeapon(self.TakedowningGun)
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if IsValid(ent) and ent:Health() > 0 then
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self:SetPos(zpos)
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end
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end
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end)
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end
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function enb:NPC_Takedown(ent)
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local isnpc = ent:IsMWIINPC()
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if (isnpc and !takedownedNPCsClassList[ent:GetClass()]) or self:IsDowned() or ent.Takedowning or self.Takedowning or !ent:OnGround() or !self:OnGround() then
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return
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end
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if isnpc and !ent:LookupBone("ValveBiped.Bip01_Spine") then
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return
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end
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local downed = ent:IsDowned()
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local float = "00"
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local rnd = math.random(1,33)
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if rnd >= 10 then
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float = ""..rnd
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else
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float = "0"..rnd
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end
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if not COD.Takedowns[float] then return end
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if !isnumber(float) then
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anim1, anim2 = "execution_"..float.."_attacker_stand", "execution_"..float.."_victim_stand"
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if downed then
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anim1, anim2 = "execution_"..float.."_attacker_laststand", "execution_"..float.."_victim_laststand"
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end
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end
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local zpos = self:GetPos()
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local delay1 = GetLongOfSequence("models/player/breen.mdl", anim1)
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local delay2 = COD.Takedowns[float].deathtime
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if downed then
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delay2 = COD.Takedowns[float].deathtime_laststand
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end
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local ang1 = self:EyeAngles()
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self:Freeze(true)
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ent:SetAngles(Angle(0,ang1.y,0))
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self:SetPos(ent:GetPos())
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local wep = self:GetActiveWeapon()
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if IsValid(wep) then
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wep:SetClip1(0)
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end
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self.TakedowningTarget = ent
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self.Takedowning = true
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self.TakedownIsFinished = false
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local tk = ents.Create("mwii_takedown_npc")
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tk.NPC = self
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tk.AttackerTime = delay2
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tk.KillingEntityMode = true
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tk.ToKill = ent
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tk.Finisher = self
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tk.Delay = delay1
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tk.Sequence = anim1
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tk:SetPos(ent:GetPos())
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tk:SetAngles(ent:GetAngles())
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tk:Spawn()
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local tk2
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if ent:IsPlayer() then
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ent:SetActiveWeapon(nil)
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ent.TakedowningTarget = self
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ent.Takedowning = true
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ent.TakedownIsFinished = false
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ent:SetSVAnimation(anim2)
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ent:Freeze(true)
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ent:SetEyeAngles(Angle(ang1.x,ang1.y,0))
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net.Start("COD.TakedownCam")
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net.WriteBool(true)
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net.WriteFloat(delay2)
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net.WriteBool(false)
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net.Send(ent)
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else
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ent.Takedowning = true
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ent:SetAngles(Angle(0,ang1.y,0))
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tk2 = ents.Create("mwii_takedown_npc")
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tk2.NPC = ent
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tk2.Finisher = self
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tk2.Delay = delay2
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tk2.Sequence = anim2
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tk2:SetPos(ent:GetPos())
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tk2:SetAngles(ent:GetAngles())
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tk2:Spawn()
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end
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if !ent:IsPlayer() then
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ent = tk2
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end
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local bm = ent
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if ent:IsMWIINPC() then
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bm = tk2
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end
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if downed then
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COD.Takedowns[float].effect_laststand(tk, ent, bm)
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else
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COD.Takedowns[float].effect(tk, ent, bm)
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end
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timer.Simple(delay1, function()
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if IsValid(self) and self.Takedowning then
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self.Takedowning = false
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if IsValid(ent) and ent:Health() > 0 then
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self:SetPos(zpos)
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end
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end
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end)
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end
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hook.Add("CreateEntityRagdoll", "MWIITDCreateRagdoll", function(owner, ragdoll)
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local rag = owner:GetNWEntity('MWIIRag')
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if IsValid(rag) then
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MWIITransferBones( rag, ragdoll )
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ragdoll:SetNoDraw(false)
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if owner.HeadBlow then
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ragdoll:ManipulateBoneScale(ragdoll:LookupBone("ValveBiped.Bip01_Head1"), Vector(0,0,0))
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end
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end
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if owner:IsPlayer() and owner.HeadBlow then
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ragdoll:ManipulateBoneScale(ragdoll:LookupBone("ValveBiped.Bip01_Head1"), Vector(0,0,0))
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end
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end) |