180 lines
5.7 KiB
Lua
180 lines
5.7 KiB
Lua
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-- Backwards compatibility with addons
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util.AddNetworkString( "PlayerKilledNPC" )
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util.AddNetworkString( "NPCKilledNPC" )
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util.AddNetworkString( "PlayerKilled" )
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util.AddNetworkString( "PlayerKilledSelf" )
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util.AddNetworkString( "PlayerKilledByPlayer" )
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-- New way
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util.AddNetworkString( "DeathNoticeEvent" )
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DEATH_NOTICE_FRIENDLY_VICTIM = 1
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DEATH_NOTICE_FRIENDLY_ATTACKER = 2
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--DEATH_NOTICE_HEADSHOT = 4
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--DEATH_NOTICE_PENETRATION = 8
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function GM:SendDeathNotice( attacker, inflictor, victim, flags )
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net.Start( "DeathNoticeEvent" )
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if ( isstring( attacker ) ) then
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net.WriteUInt( 1, 2 )
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net.WriteString( attacker:sub( 0, 512 ) )
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elseif ( IsValid( attacker ) ) then
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net.WriteUInt( 2, 2 )
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net.WriteEntity( attacker )
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else
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-- TODO: game.GetWorld will be "written" here, because its not IsValid. Make it write a separate type?
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net.WriteUInt( 0, 2 )
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end
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if ( isstring( inflictor ) ) then
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net.WriteString( inflictor:sub( 0, 512 ) )
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else
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-- Should never really reach here..
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net.WriteString( "" )
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end
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if ( isstring( victim ) ) then
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net.WriteUInt( 1, 2 )
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net.WriteString( victim:sub( 0, 512 ) )
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elseif ( IsValid( victim ) ) then
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net.WriteUInt( 2, 2 )
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net.WriteEntity( victim )
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else
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net.WriteUInt( 0, 2 )
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end
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net.WriteUInt( flags, 8 )
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net.Broadcast()
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end
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function GM:GetDeathNoticeEntityName( ent )
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if ( isstring( ent ) ) then return ent end
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if ( !IsValid( ent ) ) then return nil end
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-- Some specific HL2 NPCs, just for fun
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if ( ent:GetClass() == "npc_citizen" ) then
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if ( ent:GetName() == "griggs" ) then return "#npc_citizen_griggs" end
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if ( ent:GetName() == "sheckley" ) then return "#npc_citizen_sheckley" end
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if ( ent:GetName() == "tobias" ) then return "#npc_citizen_laszlo" end
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if ( ent:GetName() == "stanley" ) then return "#npc_citizen_sandy" end
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end
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if ( ent:GetClass() == "npc_sniper" and ( ent:GetName() == "alyx_sniper" || ent:GetName() == "sniper_alyx" ) ) then return "#npc_alyx" end
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-- Custom vehicle and NPC names from spawnmenu
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if ( ent:IsVehicle() ) then
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local vehTable = list.GetEntry( "Vehicles", ent.VehicleName )
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if ( vehTable and vehTable.Name ) then return vehTable.Name end
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elseif ( ent:IsNPC() ) then
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local npcTable = list.GetEntry( "NPC", ent.NPCName )
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if ( npcTable and npcTable.Name ) then return npcTable.Name end
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elseif ( ent.EntityName ) then
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local sentTable = list.GetEntry( "SpawnableEntities", ent.EntityName )
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if ( sentTable and sentTable.PrintName ) then return sentTable.PrintName end
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end
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if ( ent:GetClass() == "npc_antlion" and ent:GetModel() == "models/antlion_worker.mdl" ) then
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return list.GetEntry( "NPC", "npc_antlion_worker" ).Name
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end
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-- Fallback to old behavior
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return "#" .. ent:GetClass()
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end
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--[[---------------------------------------------------------
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Name: gamemode:OnNPCKilled( entity, attacker, inflictor )
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Desc: The NPC has died
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-----------------------------------------------------------]]
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function GM:OnNPCKilled( ent, attacker, inflictor )
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-- Don't spam the killfeed with scripted stuff
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if ( ent:GetClass() == "npc_bullseye" or ent:GetClass() == "npc_launcher" ) then return end
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-- If killed by trigger_hurt, act as if NPC killed itself
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if ( IsValid( attacker ) and attacker:GetClass() == "trigger_hurt" ) then attacker = ent end
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-- NPC got run over..
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if ( IsValid( attacker ) and attacker:IsVehicle() and IsValid( attacker:GetDriver() ) ) then
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attacker = attacker:GetDriver()
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end
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if ( !IsValid( inflictor ) and IsValid( attacker ) ) then
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inflictor = attacker
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end
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-- Convert the inflictor to the weapon that they're holding if we can.
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if ( IsValid( inflictor ) and attacker == inflictor and ( inflictor:IsPlayer() or inflictor:IsNPC() ) ) then
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inflictor = inflictor:GetActiveWeapon()
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if ( !IsValid( attacker ) ) then inflictor = attacker end
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end
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local InflictorClass = "worldspawn"
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local AttackerClass = game.GetWorld()
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if ( IsValid( inflictor ) ) then InflictorClass = inflictor:GetClass() end
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if ( IsValid( attacker ) ) then
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AttackerClass = attacker
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-- If there is no valid inflictor, use the attacker (i.e. manhacks)
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if ( !IsValid( inflictor ) ) then InflictorClass = attacker:GetClass() end
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if ( attacker:IsPlayer() ) then
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local flags = 0
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if ( ent:IsNPC() and ent:Disposition( attacker ) != D_HT ) then flags = flags + DEATH_NOTICE_FRIENDLY_VICTIM end
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self:SendDeathNotice( attacker, InflictorClass, self:GetDeathNoticeEntityName( ent ), flags )
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return
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end
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end
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-- Floor turret got knocked over
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if ( ent:GetClass() == "npc_turret_floor" ) then AttackerClass = ent end
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-- It was NPC suicide..
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if ( ent == AttackerClass ) then InflictorClass = "suicide" end
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local flags = 0
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if ( IsValid( Entity( 1 ) ) and ent:IsNPC() and ent:Disposition( Entity( 1 ) ) == D_LI ) then flags = flags + DEATH_NOTICE_FRIENDLY_VICTIM end
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if ( IsValid( Entity( 1 ) ) and AttackerClass:IsNPC() and AttackerClass:Disposition( Entity( 1 ) ) == D_LI ) then flags = flags + DEATH_NOTICE_FRIENDLY_ATTACKER end
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self:SendDeathNotice( self:GetDeathNoticeEntityName( AttackerClass ), InflictorClass, self:GetDeathNoticeEntityName( ent ), flags )
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end
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--[[---------------------------------------------------------
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Name: gamemode:ScaleNPCDamage( ply, hitgroup, dmginfo )
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Desc: Scale the damage based on being shot in a hitbox
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-----------------------------------------------------------]]
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function GM:ScaleNPCDamage( npc, hitgroup, dmginfo )
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-- More damage if we're shot in the head
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if ( hitgroup == HITGROUP_HEAD ) then
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dmginfo:ScaleDamage( 2 )
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end
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-- Less damage if we're shot in the arms or legs
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if ( hitgroup == HITGROUP_LEFTARM or
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hitgroup == HITGROUP_RIGHTARM or
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hitgroup == HITGROUP_LEFTLEG or
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hitgroup == HITGROUP_RIGHTLEG or
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hitgroup == HITGROUP_GEAR ) then
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dmginfo:ScaleDamage( 0.25 )
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end
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end
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