zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/zombieclasses/fast_zombie_torso_slingshot.lua

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CLASS.Base = "zombie_torso"
CLASS.Hidden = true
CLASS.Name = "Slingshot Zombie Torso"
CLASS.TranslationName = "class_fast_zombie_torso_slingshot"
CLASS.Description = "description_fast_zombie_torso_slingshot"
CLASS.Model = Model("models/zombie/fast_torso.mdl")
CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 28)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 28)}
CLASS.SWEP = "weapon_zs_fastzombietorso_slingshot"
CLASS.Health = 140
CLASS.Speed = 160
CLASS.JumpPower = 130
CLASS.Points = CLASS.Health/GM.TorsoZombiePointRatio
CLASS.PainSounds = {"NPC_FastZombie.Pain"}
CLASS.DeathSounds = {"npc/fast_zombie/leap1.wav"}
CLASS.VoicePitch = 0.75
CLASS.IsTorso = true
CLASS.NoFallDamage = true
CLASS.NoFallSlowdown = true
local math_min = math.min
local ACT_IDLE = ACT_IDLE
local ACT_WALK = ACT_WALK
function CLASS:Move(pl, mv)
local wep = pl:GetActiveWeapon()
if wep.Move and wep:Move(mv) then
return true
end
end
function CLASS:CalcMainActivity(pl, velocity)
if velocity:Length2DSqr() <= 1 then
return ACT_IDLE, -1
end
return ACT_WALK, -1
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local len2d = velocity:Length2D()
if pl:IsOnGround() then
pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.66, 3))
else
pl:SetPlaybackRate(1)
end
return true
end
if SERVER then
function CLASS:ProcessDamage(pl, dmginfo)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsPouncing and wep:IsPouncing() then
if dmginfo:GetAttacker():IsValidLivingHuman() and dmginfo:GetDamage() >= 8 then
wep:StopPounce()
pl:SetLocalVelocity(pl:GetVelocity() * 0.9)
end
end
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/fast_torso"
CLASS.IconColor = Color(163, 94, 99)
function CLASS:CreateMove(pl, cmd)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsPouncing and wep.m_ViewAngles then
local maxdiff = FrameTime() * 20
local mindiff = -maxdiff
local originalangles = wep.m_ViewAngles
local viewangles = cmd:GetViewAngles()
local diff = math.AngleDifference(viewangles.yaw, originalangles.yaw)
if diff > maxdiff or diff < mindiff then
viewangles.yaw = math.NormalizeAngle(originalangles.yaw + math.Clamp(diff, mindiff, maxdiff))
end
wep.m_ViewAngles = viewangles
cmd:SetViewAngles(viewangles)
end
end
local matSkin = Material("models/barnacle/barnacle_sheet")
function CLASS:PrePlayerDraw(pl)
render.ModelMaterialOverride(matSkin)
render.SetColorModulation(0.64, 0.37, 0.39)
end
function CLASS:PostPlayerDraw(pl)
render.ModelMaterialOverride()
render.SetColorModulation(1, 1, 1)
end