Files
mmkrp_2026/gamemodes/base/gamemode/npc.lua
2026-03-15 14:54:49 +03:00

180 lines
5.7 KiB
Lua

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