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

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CLASS.Name = "Eradicator"
CLASS.TranslationName = "class_eradicator"
CLASS.Description = "description_eradicator"
CLASS.Help = "controls_eradicator"
CLASS.Wave = 6 / 6
CLASS.Health = 410
CLASS.Speed = 150
CLASS.CanTaunt = true
CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio
CLASS.SWEP = "weapon_zs_eradicator"
CLASS.Model = Model("models/player/zombie_classic_hbfix.mdl")
CLASS.OverrideModel = Model("models/Zombie/Poison.mdl")
CLASS.VoicePitch = 0.6
local CurTime = CurTime
local math_random = math.random
local math_ceil = math.ceil
local math_Clamp = math.Clamp
local math_min = math.min
local math_max = math.max
local ACT_HL2MP_ZOMBIE_SLUMP_RISE = ACT_HL2MP_ZOMBIE_SLUMP_RISE
local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
local ACT_HL2MP_IDLE_ZOMBIE = ACT_HL2MP_IDLE_ZOMBIE
local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01
local ACT_HL2MP_WALK_ZOMBIE_01 = ACT_HL2MP_WALK_ZOMBIE_01
local GESTURE_SLOT_ATTACK_AND_RELOAD = GESTURE_SLOT_ATTACK_AND_RELOAD
local PLAYERANIMEVENT_ATTACK_PRIMARY = PLAYERANIMEVENT_ATTACK_PRIMARY
local ACT_GMOD_GESTURE_RANGE_ZOMBIE = ACT_GMOD_GESTURE_RANGE_ZOMBIE
local ACT_INVALID = ACT_INVALID
local PLAYERANIMEVENT_RELOAD = PLAYERANIMEVENT_RELOAD
local ACT_GMOD_GESTURE_TAUNT_ZOMBIE = ACT_GMOD_GESTURE_TAUNT_ZOMBIE
local STEPSOUNDTIME_NORMAL = STEPSOUNDTIME_NORMAL
local STEPSOUNDTIME_WATER_FOOT = STEPSOUNDTIME_WATER_FOOT
local STEPSOUNDTIME_ON_LADDER = STEPSOUNDTIME_ON_LADDER
local STEPSOUNDTIME_WATER_KNEE = STEPSOUNDTIME_WATER_FOOT
local HITGROUP_HEAD = HITGROUP_HEAD
local HITGROUP_LEFTLEG = HITGROUP_LEFTLEG
local HITGROUP_RIGHTLEG = HITGROUP_RIGHTLEG
local DMG_ALWAYSGIB = DMG_ALWAYSGIB
local DMG_BURN = DMG_BURN
local DMG_CRUSH = DMG_CRUSH
local bit_band = bit.band
function CLASS:KnockedDown(pl, status, exists)
pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD)
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)], 70)
else
pl:EmitSound(StepRightSounds[math_random(#StepRightSounds)], 70)
end
return true
end
function CLASS:PlayPainSound(pl)
pl:EmitSound("npc/combine_soldier/pain"..math_random(3)..".wav", 75, math.Rand(60, 65))
pl.NextPainSound = CurTime() + 0.5
return true
end
function CLASS:PlayDeathSound(pl)
pl:EmitSound("npc/combine_gunship/gunship_pain.wav", 75, math.Rand(70, 75))
return true
end
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
return 625 - pl:GetVelocity():Length()
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 600
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 750
end
return 450
end
function CLASS:CalcMainActivity(pl, velocity)
local revive = pl.Revive
if revive and revive:IsValid() then
return ACT_HL2MP_ZOMBIE_SLUMP_RISE, -1
end
local feign = pl.FeignDeath
if feign and feign:IsValid() then
if feign:GetDirection() == DIR_BACK then
return 1, pl:LookupSequence("zombie_slump_rise_02_fast")
end
return ACT_HL2MP_ZOMBIE_SLUMP_RISE, -1
end
if pl:WaterLevel() >= 3 then
return ACT_HL2MP_SWIM_PISTOL, -1
end
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsMoaning and wep:IsMoaning() then
return ACT_HL2MP_RUN_ZOMBIE, -1
end
if velocity:Length2DSqr() <= 1 then
if pl:Crouching() and pl:OnGround() then
return ACT_HL2MP_IDLE_CROUCH_ZOMBIE, -1
end
return ACT_HL2MP_IDLE_ZOMBIE, -1
end
if pl:Crouching() and pl:OnGround() then
return ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math_ceil((CurTime() / 4 + pl:EntIndex()) % 3), -1
end
return ACT_HL2MP_WALK_ZOMBIE_01 - 1 + math_ceil((CurTime() / 3 + pl:EntIndex()) % 3), -1
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local revive = pl.Revive
if revive and revive:IsValid() then
pl:SetCycle(0.4 + (1 - math_Clamp((revive:GetReviveTime() - CurTime()) / revive:GetReviveAnim(), 0, 1)) * 0.6)
pl:SetPlaybackRate(0)
return true
end
local feign = pl.FeignDeath
if feign and feign:IsValid() then
if feign:GetState() == 1 then
pl:SetCycle(1 - math_max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
else
pl:SetCycle(math_max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
end
pl:SetPlaybackRate(0)
return true
end
local len2d = velocity:Length()
if len2d > 1 then
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsMoaning and wep:IsMoaning() then
pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed, 3))
else
pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.5, 3))
end
else
pl:SetPlaybackRate(1)
end
return true
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
pl:DoZombieAttackAnim(data)
return ACT_INVALID
elseif event == PLAYERANIMEVENT_RELOAD then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_TAUNT_ZOMBIE, true)
return ACT_INVALID
end
end
if SERVER then
function CLASS:ProcessDamage(pl, dmginfo)
if pl.EradiVived then return end
local damage = dmginfo:GetDamage()
if damage >= 80 or damage < pl:Health() then return end
local attacker, inflictor = dmginfo:GetAttacker(), dmginfo:GetInflictor()
if attacker == pl or not attacker:IsPlayer() or inflictor.IsMelee or inflictor.NoReviveFromKills then return end
if pl:WasHitInHead() or pl:GetStatus("shockdebuff") then return end
local dmgtype = dmginfo:GetDamageType()
if bit_band(dmgtype, DMG_ALWAYSGIB) ~= 0 or bit_band(dmgtype, DMG_BURN) ~= 0 or bit_band(dmgtype, DMG_CRUSH) ~= 0 then return end
if CurTime() < (pl.NextZombieRevive or 0) then return end
pl.NextZombieRevive = CurTime() + 4.25
dmginfo:SetDamage(0)
pl:SetHealth(10)
local status = pl:GiveStatus("revive_slump")
if status then
status:SetReviveTime(CurTime() + 3)
status:SetReviveAnim(3.15)
status:SetReviveHeal(130)
pl.EradiVived = true
end
return true
end
function CLASS:OnSpawned(pl)
pl:CreateAmbience("eradicatorambience")
pl.EradiVived = false
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/poisonzombie"
CLASS.IconColor = Color(66, 0, 0)
local matSkin = Material("Models/charple/charple4_sheet.vtf")
function CLASS:PrePlayerDrawOverrideModel(pl)
render.ModelMaterialOverride(matSkin)
end
function CLASS:PostPlayerDrawOverrideModel(pl)
render.ModelMaterialOverride(nil)
end