-- 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_LI ) 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