Edit defaults, take burning into account, don't delete player corpses
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3 changed files with 17 additions and 7 deletions
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README.md
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README.md
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@ -5,8 +5,14 @@ Adds better NPC integration for the Garry's Mod addon Z-City. While Z-City has a
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- NPCs can now be alive while ragdolled, and can move around in that state.
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- NPCs can collapse due to unconsciousness or pain.
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- NPCs can get back up after being ragdolled.
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- Various performance settings are included, with the biggest one being automatic corpse removal.
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This plugin is based off of Kazarei's Euphoria, which in turn is a fork of Fedhoria by Rama.
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This plugin 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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## Known issues
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- Kicking NPCs does not knock them down. This is not something I can easily fix -- I would have to override code in Z-City, which I would rather not do.
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- NPCs currently instantly get up, with no animation. I plan on remedying this in the future.
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## Incompatibilities
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@ -18,4 +24,4 @@ No guarantees any of this will become real.
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- NPCs will back out of combat when injured.
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- Friendly NPCs can heal each other.
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- NPCs can heal themselves to a limited degree.
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- NPCs can heal themselves.
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@ -6,8 +6,8 @@ local always_active_on_player_kill = CreateConVar("zcnpci_always_active_on_play
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local remove_corpses = CreateConVar("zcnpci_enable_corpse_removal", 0, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
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local max_corpses = CreateConVar("zcnpci_max_corpses", 8, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
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local max_corpse_time = CreateConVar("zcnpci_max_corpse_time", 30, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
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local max_corpse_distance = CreateConVar("zcnpci_max_corpse_distance", 3000, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
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local max_corpse_time = CreateConVar("zcnpci_max_corpse_time", 120, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
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local max_corpse_distance = CreateConVar("zcnpci_max_corpse_distance", 2500, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
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local no_corpse_removal_near_player = CreateConVar("zcnpci_disable_corpse_removal_near_player", 0, bit.bor(FCVAR_ARCHIVE, FCVAR_REPLICATED))
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local last_dmgpos = {}
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@ -108,7 +108,8 @@ hook.Add("Think", "zcnpci", function()
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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 > 90)
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(ent.organism.pain > 90) or
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ent:IsOnFire()
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) then
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local damage_info = DamageInfo()
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damage_info:SetDamage(ent:Health())
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@ -118,7 +119,7 @@ hook.Add("Think", "zcnpci", function()
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ent:TakeDamageInfo(damage_info)
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end
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elseif !ent.organism.alive and remove_corpses then
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elseif !ent.organism.alive and remove_corpses and ent.is_npc_corpse then
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-- Add to corpse list if not there already
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if !table.HasValue(corpses, ent) then
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table.insert(corpses, ent)
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@ -244,6 +244,8 @@ function MODULE:PhysicsSimulate(phys, dt)
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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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target.is_npc_corpse = true
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if !self.StartDie then self.StartDie = cur_time end
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@ -281,7 +283,8 @@ function MODULE:PhysicsSimulate(phys, dt)
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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) and
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(target.organism.pain <= 80)
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(target.organism.pain <= 80) and
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!target:IsOnFire()
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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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