zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/zombieclasses/boss_doomcrab/shared.lua

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CLASS.Name = "Doom Crab"
CLASS.TranslationName = "class_doomcrab"
CLASS.Description = "description_doomcrab"
CLASS.Help = "controls_doomcrab"
CLASS.Boss = true
CLASS.KnockbackScale = 0
CLASS.FearPerInstance = 1
CLASS.Points = 35
CLASS.Model = Model("models/headcrabclassic.mdl")
CLASS.SWEP = "weapon_zs_doomcrab"
CLASS.Health = 2200
CLASS.Speed = 210
--CLASS.JumpPower = 160
CLASS.NoFallDamage = true
CLASS.NoFallSlowdown = true
CLASS.ModelScale = 3
CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 12 * CLASS.ModelScale)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 12 * CLASS.ModelScale)}
CLASS.ViewOffset = Vector(0, 0, 48)
CLASS.ViewOffsetDucked = Vector(0, 0, 48)
CLASS.StepSize = 8 * CLASS.ModelScale
CLASS.CrouchedWalkSpeed = 1
CLASS.Mass = 25 * CLASS.ModelScale
--CLASS.NoCollideAll = true
CLASS.CantDuck = true
--CLASS.IsHeadcrab = true
CLASS.BloodColor = BLOOD_COLOR_YELLOW
local math_random = math.random
local CurTime = CurTime
local ACT_RUN = ACT_RUN
function CLASS:Move(pl, mv)
local wep = pl:GetActiveWeapon()
if wep.Move and wep:Move(mv) then
return true
end
end
local StepLeftSounds = {
"npc/zombie/foot1.wav",
"npc/zombie/foot2.wav"
}
local StepRightSounds = {
"npc/zombie/foot2.wav",
"npc/zombie/foot3.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if iFoot == 0 then
pl:EmitSound(StepLeftSounds[math_random(#StepLeftSounds)], 77, 50)
else
pl:EmitSound(StepRightSounds[math_random(#StepRightSounds)], 77, 50)
end
return true
end
function CLASS:PlayPainSound(pl)
pl:EmitSound(string.format("npc/antlion_guard/angry%d.wav", math_random(3)))
pl.NextPainSound = CurTime() + 0.5
return true
end
function CLASS:PlayDeathSound(pl)
pl:EmitSound("npc/ichthyosaur/water_growl5.wav")
return true
end
function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
return true
end
function CLASS:CalcMainActivity(pl, velocity)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsAttacking and wep:IsAttacking() then
return 1, 5
end
if pl:OnGround() then
if velocity:Length2DSqr() > 1 then
return ACT_RUN, -1
end
return 1, 1
end
--if pl:WaterLevel() >= 3 then
return 1, 6
--[[else
pl.CalcSeqOverride = 5
end]]
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsAttacking and wep:IsAttacking() then
pl:SetPlaybackRate(0)
if wep.GetAttackEndTime then --??? How can this be nil?
pl:SetCycle(1 - ((wep:GetAttackEndTime() - CurTime()) / wep.AttackTime))
end
end
local seq = pl:GetSequence()
if seq == 5 then
if not pl.m_PrevFrameCycle then
pl.m_PrevFrameCycle = true
pl:SetCycle(0)
end
pl:SetPlaybackRate(1 / self.ModelScale)
return true
elseif pl.m_PrevFrameCycle then
pl.m_PrevFrameCycle = nil
end
local len2d = velocity:Length2D()
if len2d > 0.5 then
pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed / 2 / self.ModelScale, 2))
else
pl:SetPlaybackRate(1 / self.ModelScale)
end
return true
end