Enemies now fall over when they're supposed to be unconscious/crippled, and they get up when they are capable
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89c31dec61
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439e152b19
4 changed files with 71 additions and 15 deletions
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@ -5,7 +5,7 @@ local function PopulateRagdollSBXToolMenu(pnl)
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pnl:Help(" ")
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pnl:NumSlider("Stumble time", "zcnpci_stumble_time", 0, 10, 3)
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pnl:ControlHelp("How long the ragdoll should stumble for.")
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pnl:ControlHelp("How long the ragdoll should try to stumble for.")
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pnl:NumSlider("Wound grab chance", "zcnpci_woundgrab_chance", 0, 1, 3)
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pnl:ControlHelp("The chance the ragdoll will grab it's wound when shot.")
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@ -13,6 +13,9 @@ 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("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:Help(" ")
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pnl:NumSlider("Activation range", "zcnpci_active_range", 0, 5000, 0)
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@ -49,6 +49,8 @@ hook.Add("CreateEntityRagdoll", "zcnpci", function(ent, ragdoll)
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end
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end
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ragdoll.class_in_previous_life = ent:GetClass()
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timer.Simple(0, function()
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ragdoll.organism.alive = true
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@ -72,6 +74,25 @@ hook.Add("ScaleNPCDamage", "zcnpci", function(npc, hitgroup, dmginfo)
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last_hitgroup[npc] = hitgroup
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end)
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hook.Add("Think", "zcnpci", function()
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for i, ent in pairs(ents.GetAll()) do
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if !IsValid(ent) then continue end
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if !ent:IsNPC() then continue end
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if !ent.organism then continue end
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-- Knock them down if something is off
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if (
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((ent.organism.lleg >= 1) and (ent.organism.rleg >= 1)) or
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ent.organism.llegamputated or
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ent.organism.rlegamputated or
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(ent.organism.consciousness <= 0.3) or
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(ent.organism.pain > 0.9)
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) then
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ent:TakeDamage(ent:Health())
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end
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end
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end)
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--[[hook.Add("OnNPCKilled", "Fedhoria", function(ent, attacker, inflictor)
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if (!enabled:GetBool() or !npcs:GetBool()) then return end
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if (!ent:IsNPC() or dmginfo:GetDamage() < ent:Health()) then return end
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@ -68,6 +68,9 @@ local cv_anim_roll_duration = CreateConVar("zcnpci_falling_anim_roll_duration",
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local cv_anim_roll_impact_threshold = CreateConVar("zcnpci_falling_anim_roll_impact_threshold", "300", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Мин. скорость удара для запуска анимации")
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local cv_anim_roll_playback_rate = CreateConVar("zcnpci_falling_anim_roll_playback_rate", "3.0", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Скорость воспроизведения анимации")
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-- Down time
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local minimum_down_time = CreateConVar("zcnpci_down_time", "5", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Down time!!!!!!!!!")
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--[[-------------------------------------------------------------------------
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Tug function
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Applies a random impulse to one of the leg bones.
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@ -157,6 +160,7 @@ function MODULE:Init()
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self.LastGroundCollideTime = 0
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self.StartDie = nil
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self.AnimationRollEndTime = 0
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self.StopProcessing = false
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-- Add damping to all bones.
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local phys = self:GetPhysicsObject()
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@ -219,10 +223,14 @@ end
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Physics Simulation Hook (FIXED)
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---------------------------------------------------------------------------]]
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function MODULE:PhysicsSimulate(phys, dt)
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if self.StopProcessing then return false end
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local cur_time = CurTime()
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local target = self:GetTarget()
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if not IsValid(target) then self:Remove(); return false end
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if !self.StartDie then self.StartDie = cur_time end
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-- Check for active animation
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if cur_time < self.AnimationRollEndTime then
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--self.StartDie = nil -- Resetting the "death" timer
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@ -231,20 +239,13 @@ function MODULE:PhysicsSimulate(phys, dt)
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-- Logic for the disappearance timer
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local f = 1 -- Force multiplier (default: 1)
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--[[if self.StartDie then
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f = math_Clamp(1 - (cur_time - self.StartDie) / die_time:GetFloat(), 0, 1)
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end]]
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-- Support for RagMod
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if ragmod and ragmod:IsRagmodRagdoll(target) then
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local owner = target:GetOwningPlayer()
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f = (IsValid(owner) and owner:Alive()) and 1 or 0
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--self.StartDie = nil
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if f <= 0 then self.AnimationRollEndTime = 0 end
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local minimum_down_timer = 0
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if self.StartDie then
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minimum_down_timer = math_Clamp((cur_time - self.StartDie) / minimum_down_time:GetFloat(), 0, 1)
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end
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if !target or !target.organism then
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if !target.organism then
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self:Remove()
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return false -- Cut the bullshit
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end
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@ -253,7 +254,37 @@ function MODULE:PhysicsSimulate(phys, dt)
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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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return false -- Cut the bullshit
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elseif (target.organism.consciousness <= 0.3) then
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elseif (target.organism.consciousness <= 0.3) or ((target.organism.lleg >= 1) and (target.organism.rleg >= 1)) then
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self.StartDie = cur_time
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return false
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end
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-- Getting up
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-- Don't need to check for consciousness and the like because we've done it already above
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if (
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(minimum_down_timer >= 1.0) and
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(target.class_in_previous_life != nil) and
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!(target.organism.llegamputated or target.organism.rlegamputated or target.organism.larmamputated or target.organism.rarmamputated)
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) then
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local ent = ents.Create(target.class_in_previous_life)
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ent:SetPos(target:GetPos())
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ent:SetModel(target:GetModel())
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if target:GetNumBodyGroups() > 0 then
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local i = 1
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while (i <= target:GetNumBodyGroups()) do
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ent:SetBodygroup(i, target:GetBodygroup(i))
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i = i + 1
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end
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end
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ent:Spawn()
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self.StopProcessing = true
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self:Remove()
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target:Remove()
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return false
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end
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@ -35,7 +35,8 @@ local cv_anim_roll_duration = CreateConVar("zcnpci_falling_anim_roll_duration",
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local cv_anim_roll_impact_threshold = CreateConVar("zcnpci_falling_anim_roll_impact_threshold", "300", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Мин. скорость удара для запуска анимации")
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local cv_anim_roll_playback_rate = CreateConVar("zcnpci_falling_anim_roll_playback_rate", "3.0", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Скорость воспроизведения анимации")
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-- Down time
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local minimum_down_time = CreateConVar("zcnpci_down_time", "5", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Down time!!!!!!!!!")
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-- Do it!
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function MODULE:DoTwitch()
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