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authorAlexander Pickering <alexandermpickering@gmail.com>2017-01-08 22:28:08 -0500
committerAlexander Pickering <alexandermpickering@gmail.com>2017-01-08 22:28:08 -0500
commit98e0462e4f6b13ff26af5211409352d45dd9453e (patch)
treefbff14dc9a0fffdda409d9989f2e34cd4bb265f6 /gamemode/shared/npcsystem/blockingdummy.lua
parent4879eb1d78520ce0ac9b0bb0ef5244cf65ad7c99 (diff)
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Add a ton of icons, more work on refactoring
Diffstat (limited to 'gamemode/shared/npcsystem/blockingdummy.lua')
-rw-r--r--gamemode/shared/npcsystem/blockingdummy.lua105
1 files changed, 0 insertions, 105 deletions
diff --git a/gamemode/shared/npcsystem/blockingdummy.lua b/gamemode/shared/npcsystem/blockingdummy.lua
deleted file mode 100644
index 5c6008c..0000000
--- a/gamemode/shared/npcsystem/blockingdummy.lua
+++ /dev/null
@@ -1,105 +0,0 @@
-local NPC = {}
-NPC.Name = "Blocking Training Dummy"
-NPC.Desc = "A man made of straw. His dream is to have a brain."
-NPC.Class = "Ambient" --Ambient, Agressive, Boss
-NPC.Model = "models/headcrab.mdl"
-
-NPC.Stats = {
- ["Vitality"] = 100000,
- ["Speed"] = 400,
- ["AwareDist"] = 1000,
- ["Accel"] = 100,
- ["Decel"] = 200,
- ["Step"] = 20, --Step height
- ["Hull"] = HULL_TINY
-}
-
---Some npc's like birds have diffent names for their idle sequences
-NPC.IdleSequences = {
- [0] = "lookaround",
- [1] = "Idle01",
-}
-
---Drops should be formated as [index]={["item name"], percent_drop} where percent_drop is a number from 0 to 100
-
-NPC.Drops = {
-}
-
---Attacks should be formated as [i]={function attackpriority() = function doattack()}
-local checknothing = function(self,ply)
- return 1
-end
-
-local donothing = function(self,ply)
-end
-NPC.Attacks = {
- [1] = {--run away from the player
- [checknothing] = donothing
- },
-}
-
---A function that takes a position and returns true if this is an acceptable place to spawn
-function NPC:SpawnLocations(pos)
- return true
-end
-
---The entity that is this npc's current target, if it has one. Nil otherwise
-NPC.Target = nil
-
---All enemies that this NPC is aware of
-NPC.AwareEnemies = {}
---Attack priority is a fucntion that takes a player, and returns an int describing it's prority to attack (higher = more important) NPC will always attack the player with the highest priority
-function NPC:AttackPriority(ply)
- if not ply then return 0 end
- return 1
-end
-
---What to replace the ENT:RunBehaviour with
-function NPC:Act(deltat)
-end
-
---What to replace ENT:OnStuck with
-function NPC:Stuck()
-
-end
-
-local blockorder = {
- "forward",
- "right",
- "backward",
- "left"
-}
-local cursor = 0
-function NPC:OnDammage(ammount)
- self.Blocking = blockorder[cursor + 1]
- cursor = (cursor + 1) % 4
- print("A dummy was hit for",ammount:GetDamage(),"!")
- print("Blocking is now",self.Blocking)
-end
-
---These are just here to tell the editors/develoeprs what functions are available.. dont un-comment them out, as this could affect all the items.
-/*
-function NPC:OnSpawn()
-end
-
---If we need to do more than just reduce health on dammage
-function NPC:OnDammage(ammount)
-end
-
---If we need to do more than just drop items on death
-function NPC:OnDeath()
-end
-
---A particular spell was cast on this npc by player
-function NPC:OnSpell(spell, player)
-end
-
-function NPC:OnFindEnemy(enemy)
-end
-
---Called when the npc is attacking anything with any attack
-function NPC:OnAttack(target)
-end
-*/
-
-ART.RegisterNPC(NPC)