Fix combine ignoring ai_ignoreplayers, general code refactoring
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6 changed files with 62 additions and 12 deletions
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README.md
14
README.md
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@ -1,14 +1,16 @@
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# Z-City NPC Integration
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Adds better NPC integration for the Garry's Mod addon Z-City. While Z-City has a convar that enables the custom health system on NPCs, it really isn't the best or most advanced thing in the world. This has irritated me since I first started using Z-City. Therefore, I've decided to take care of the problem myself with my own plugin.
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Adds better NPC integration for the Garry's Mod addon Z-City.
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While Z-City has a convar that enables the custom health system on NPCs, it really isn't the best or most bug-free thing in the world. This has irritated me since I first started using Z-City. Therefore, I've decided to take care of the problem myself with my own plugin.
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- NPCs can be ragdolled like players can, and will wiggle around on the ground. They can get back up, too!
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- It takes all elements of Z-City's health system into account, such as unconsciousness and pain.
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- NPCs are responsive to damage from many sources -- bullets, fire, melee (especially kicks!) and more.
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- NPCs can also see and target downed NPCs, and will prioritize standing NPCs over them when needed.
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- Various configurable settings are included, allowing you to tweak the mod to your liking.
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- Everything is configurable, so you can modify and disable features as you like to create your preferred experience.
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This mod is built to perform reasonably well, thus it includes optimizations, configurable performance settings, and an automatic corpse remover.
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This mod is built to perform reasonably well, thus it includes optimizations, configurable performance settings, and an automatic corpse cleanup tool.
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This addon is based off of Kazarei's Euphoria, which in turn is a fork of Fedhoria by Rama. Credits to them for making the cool thing.
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@ -34,16 +36,16 @@ It is, however, not compatbile with:
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MUST BE DONE BEFORE RELEASE:
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- Spinal injuries
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- NPCs should not unfake when moved around
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- Fire / falling / pain reaction (more rapid flailing)
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- NPCs should not unfake if being grabbed
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- Fix combine targeting players when ai_ignoreplayers = 1. This is caused by an npc_bullseye that is always on the player. I don't know why it's always there but I don't like it. Will probably override it with my own npc_ragdoll_target entity.
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Stuff to do:
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- Posturing (like when you get hit) more similar to Z-City
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- Facial expressions
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- Generally improve stumbling (foot stepping)
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- Stop NPCs from dropping their guns (that's not a good thing to do)
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- Stop NPCs from dropping their guns maybe?
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Post release ideas:
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@ -53,6 +53,12 @@ local function PopulateRagdollSBXToolMenu(pnl)
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pnl:NumSlider("Wound grab time", "zcnpci_woundgrab_time", 0, 10, 3)
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pnl:ControlHelp("How long the ragdoll should hold its wound.")
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pnl:NumSlider("Writhing strength", "zcnpci_writhing_strength", 0, 5, 3)
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pnl:ControlHelp("How hard should the ragdoll wriggle/writhe. 1 is default.")
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pnl:NumSlider("Death timer", "zcnpci_death_timer", -1, 600, 3)
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pnl:ControlHelp("After an NPC is ragdolled for longer than this timer, they will die instantly. Set to -1 to disable.")
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pnl:CheckBox("Allow getting up", "zcnpci_unfake_enabled")
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pnl:ControlHelp("If enabled, NPCs will get back up if able.")
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@ -61,6 +67,9 @@ local function PopulateRagdollSBXToolMenu(pnl)
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pnl:NumSlider("Minimum down time", "zcnpci_down_time", 0, 20, 3)
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pnl:ControlHelp("The minimum amount of time the ragdoll should be down before trying to get back up.")
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pnl:NumSlider("Movement sensitivity", "zcnpci_movement_sensitivity", -1, 256, 3)
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pnl:ControlHelp("How far does the NPC have to move to reset the getting up timer. Set to -1 to disable.")
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end
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local function PopulatePerformanceSBXToolMenu(pnl)
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@ -15,7 +15,7 @@ local function UpdateRelationship(ent, me)
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if !IsValid(ent) or !ent:IsNPC() or (ent:GetClass() == "npc_ragdoll_target") then return end
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if ent:Disposition(me.dummy_entity) == D_HT then
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print("Ragdoll target of class "..me.ragdoll_to_follow.class_in_previous_life.." is hated by a "..ent:GetClass())
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--print("Ragdoll target of class "..me.ragdoll_to_follow.class_in_previous_life.." is hated by a "..ent:GetClass())
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ent:AddEntityRelationship(me, D_HT, -1)
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else
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ent:AddEntityRelationship(me, D_NU, -1)
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@ -84,7 +84,7 @@ function ENT:Think()
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(ragdoll.organism.critical)
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)
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if true or (should_stop_targeting != self.last_stop_targeting) then
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if (should_stop_targeting != self.last_stop_targeting) then
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self.last_stop_targeting = should_stop_targeting
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if should_stop_targeting then
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@ -39,6 +39,7 @@ function ENT:Initialize()
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if CLIENT then
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print("I AM CLIENTSIDE")
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self:SetNoDraw(true)
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end
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end
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@ -57,16 +57,45 @@ local corpses = {}
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local last_corpse_tick = CurTime()
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local last_tick = CurTime()
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-- We need to override the default homigrad damage hook so it doesn't cause damage to ragdolls we are tryign to fake
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-- Don't particularly like doing this but you gotta do what you gotta do
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local homigrad_damage_hook = hook.GetTable().EntityTakeDamage["homigrad-damage"]
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local hook_table = hook.GetTable()
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local homigrad_damage_hook = hook_table.EntityTakeDamage["homigrad-damage"]
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local homigrad_player_spawn_hook = hook_table.player_spawn["homigrad-spawn3"]
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-- We need to override the default homigrad damage hook so it doesn't cause damage to ragdolls we are tryign to fake
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hook.Add("EntityTakeDamage", "homigrad-damage", function(ent, dmginfo)
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if ent:IsNPC() and ent.organism_no_damage then return false end
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homigrad_damage_hook(ent, dmginfo)
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end)
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-- This disables player bullseye spawning, which fixes issues with combine targeting with ai_ignoreplayers
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hook.Add("player_spawn", "homigrad-spawn3", function(data)
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local ply = Player(data.userid)
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if not IsValid(ply) then return end
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ply.bull = {
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IsValid = function() return true end,
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Remove = function() return end
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}
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homigrad_player_spawn_hook(data)
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end)
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-- This is called right after the NPC bullseye is created for player ragdolls, which allows us to replace it with a dummy.
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-- Fixes similar issues mentioned in previous comment
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hook.Add("Ragdoll_Create", "zcnpci-override", function(ply, ragdoll)
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if IsValid(ragdoll.bull) then
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ragdoll.bull:Remove()
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end
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ragdoll.bull = {
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IsValid = function() return true end,
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SetPos = function() return true end,
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Remove = function() return end
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}
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end)
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hook.Add("CreateEntityRagdoll", "zcnpci", function(ent, ragdoll)
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if !ent.organism then return end
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@ -149,6 +178,8 @@ hook.Add("CreateEntityRagdoll", "zcnpci", function(ent, ragdoll)
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spawn_flags = ent:GetSpawnFlags()
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}
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ragdoll:AddCallback("PhysicsCollide", function(outEnt, data) hook.Run("Ragdoll Collide", ragdoll, data) end)
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timer.Simple(0, function()
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if !IsValid(ragdoll) then return end
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@ -99,6 +99,8 @@ local minimum_down_time = CreateConVar("zcnpci_down_time", "5", {FCVAR_ARCHIVE,
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-- Unfaking
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local can_unfake = CreateConVar("zcnpci_unfake_enabled", "1", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Whether an NPC can unfake")
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local unfake_time = CreateConVar("zcnpci_unfake_time", "1.5", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Time it takes for an NPC to unfake")
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local movement_sensitivity = CreateConVar("zcnpci_movement_sensitivity", "40", {FCVAR_ARCHIVE, FCVAR_REPLICATED})
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local death_timer = CreateConVar("zcnpci_death_timer", "-1", {FCVAR_ARCHIVE, FCVAR_REPLICATED})
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-- Targeting
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local npc_targeting_enabled = CreateConVar("zcnpci_npc_targeting_enabled", "1", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Should NPCs target downed NPCs")
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@ -199,6 +201,7 @@ function MODULE:Init()
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self.LastThink = CurTime()
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self.LastFakeUpCheck = CurTime()
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self.LastPosCheck = target:GetPos()
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self.SpawnTimestamp = CurTime()
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self.bullseye = ents.Create("npc_ragdoll_target")
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self.bullseye:SetPos(target:GetPos())
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@ -394,6 +397,10 @@ function MODULE:PhysicsSimulate(phys, dt)
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return false -- Cut the bullshit
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end
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if (death_timer:GetFloat() != -1) and ((CurTime() - self.SpawnTimestamp) > death_timer:GetFloat()) then
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target.organism.alive = false
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end
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if (!target.organism.alive) then
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-- If the NPC is dead, they probably aren't coming back; don't bother bringing them back to life
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self:Remove()
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@ -409,7 +416,7 @@ function MODULE:PhysicsSimulate(phys, dt)
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return false
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end
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if (self.LastPosCheck:DistToSqr(target:GetPos()) > (32 ^ 2)) then
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if (self.LastPosCheck:DistToSqr(target:GetPos()) > (movement_sensitivity:GetFloat() ^ 2)) then
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self.LastPosCheck = target:GetPos()
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target.StartDie = cur_time
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end
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