diff --git a/gamemodes/benny/entities/entities/benny_npc_human.lua b/gamemodes/benny/entities/entities/benny_npc_human.lua index 7a24a07..5d2bc27 100644 --- a/gamemodes/benny/entities/entities/benny_npc_human.lua +++ b/gamemodes/benny/entities/entities/benny_npc_human.lua @@ -209,13 +209,16 @@ ENT.States = { self:StartActivity( ACT_HL2MP_IDLE_AR2 ) if (self.NextFire or 0) <= CurTime() then - self:FireBullets( { - Attacker = self, - Inflictor = self, - Damage = 0, - Dir = self:EyeAngles():Forward(), - Src = self:EyePos() - } ) + local rp = RecipientFilter() + rp:AddAllPlayers() + self:EmitSound("benny/weapons/usp/01.ogg", 100, 100, 0.2, nil, nil, nil, rp ) + --self:FireBullets( { + -- Attacker = self, + -- Inflictor = self, + -- Damage = 0, + -- Dir = self:EyeAngles():Forward(), + -- Src = self:EyePos() + --} ) self.NextFire = CurTime() + 0.5 end else @@ -224,7 +227,7 @@ ENT.States = { local em = self.bEnemyMemory[re] if em and em.GoToLastKnown and em.GoToLastKnown != true then - local result = self:MoveToPos( em.GoToLastKnown, { lookahead = 300, tolerance = 64, draw = true, repath = 0.2 } ) + local result = self:MoveToPos( em.GoToLastKnown, { lookahead = 100, tolerance = 32, draw = true, repath = 0.5 } ) if result == "ok" then em.GoToLastKnown = true self:DebugChat("Went to last known position") @@ -245,16 +248,19 @@ ENT.States = { function ENT:BodyUpdate() local target = self:RecentEnemy() if target then - local a = self:EyePos() - target:EyePos() + -- Without this +64z, they stare straight up. It's eye level now, I guess. + local a = self:EyePos() - (self.bSeeing[target] and target:EyePos() or self.bEnemyMemory[target].LastPos + Vector(0,0,64)) + a:Normalize() a = a:Angle() self:SetPoseParameter( "aim_yaw", 0 or a.y ) - self:SetPoseParameter( "aim_pitch", -a.p ) + local r1, r2 = self:GetPoseParameterRange( self:LookupPoseParameter( "aim_pitch" ) ) + self:SetPoseParameter( "aim_pitch", math.Clamp( -a.p, r1, r2 ) ) end - self:SetPoseParameter( "move_x", 1 ) - self:SetPoseParameter( "move_y", 1 ) - self:SetPlaybackRate(1) - self:FrameAdvance() - --self:BodyMoveXY() + --self:SetPoseParameter( "move_x", 1 ) + --self:SetPoseParameter( "move_y", 1 ) + --self:SetPlaybackRate(1) + --self:FrameAdvance() + self:BodyMoveXY() return end @@ -269,7 +275,7 @@ function ENT:OnEntitySight( ent ) if self.bEnemyMemory[ent] then local em = self.bEnemyMemory[ent] if CurTime()-em.LastSeenTime > 5 then - self:DebugChat( "New contact " .. ent:Nick() .. "!! " .. string.NiceTime(CurTime()-em.LastSeenTime), Color( 255, 200, 100 ) ) + self:DebugChat( "Been a while " .. ent:Nick() .. "!! " .. string.NiceTime(CurTime()-em.LastSeenTime), Color( 255, 200, 100 ) ) self.NextFire = CurTime() + 0.5 else self:DebugChat( "There he is " .. ent:Nick() .. "!! " .. string.NiceTime(CurTime()-em.LastSeenTime), Color( 255, 200, 100 ) ) @@ -288,8 +294,18 @@ function ENT:OnEntitySightLost( ent ) self.bSeeing[ent] = nil end +local wide, tall = 12/2, 64 +local b1 = Vector( wide, wide, tall ) +local b2 = Vector( -wide, -wide, 0 ) + +local wide, tall = 48/2, 96 +local s1 = Vector( wide, wide, tall ) +local s2 = Vector( -wide, -wide, 0 ) + function ENT:Initialize() self:SetModel( "models/player/infoplayerrealism.mdl" ) + self:SetCollisionBounds( b1, b2 ) + self:SetSurroundingBounds( s1, s2 ) self.loco:SetDesiredSpeed( 100 ) -- Walk speed self.loco:SetStepHeight( 22 ) self:SetShouldServerRagdoll( false )