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

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2014-10-02 08:49:54 +08:00
CLASS.Hidden = true
CLASS.Disabled = true
CLASS.Unlocked = true
CLASS.Name = "Chem Zombie"
CLASS.TranslationName = "class_chem_zombie"
CLASS.Description = "description_chem_zombie"
CLASS.Help = "controls_chem_zombie"
CLASS.Wave = 1
CLASS.Health = 100
CLASS.SWEP = "weapon_zs_chemzombie"
CLASS.Model = Model("models/Zombie/Poison.mdl")
CLASS.Speed = 160
CLASS.Points = 3
CLASS.PainSounds = {Sound("npc/metropolice/knockout2.wav"), Sound("npc/metropolice/pain1.wav"), Sound("npc/metropolice/pain2.wav"), Sound("npc/metropolice/pain3.wav"), Sound("npc/metropolice/pain4.wav")}
CLASS.DeathSounds = {Sound("ambient/fire/gascan_ignite1.wav")}
CLASS.VoicePitch = 0.65
CLASS.ViewOffset = Vector(0, 0, 50)
CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 64)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 35)}
function CLASS:CanUse(pl)
return false
end
function CLASS:CalcMainActivity(pl, velocity)
if velocity:Length2D() <= 0.5 then
pl.CalcIdeal = ACT_IDLE
else
pl.CalcSeqOverride = 2
end
return true
end
local StepSounds = {
"npc/zombie_poison/pz_left_foot1.wav"
}
local ScuffSounds = {
"npc/zombie_poison/pz_right_foot1.wav"
}
local mathrandom = math.random
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if iFoot == 0 and mathrandom() < 0.333 then
pl:EmitSound(ScuffSounds[mathrandom(#ScuffSounds)], 80, 90)
else
pl:EmitSound(StepSounds[mathrandom(#StepSounds)], 80, 90)
end
return true
end
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
return 365 - pl:GetVelocity():Length()
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 300
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 450
end
return 150
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
pl:FixModelAngles(velocity)
end
if SERVER then
function CLASS:OnSpawned(pl)
pl:CreateAmbience("chemzombieambience")
end
hook.Add("InitPostEntityMap", "MakeChemDummy", function()
DUMMY_CHEMZOMBIE = ents.Create("dummy_chemzombie")
if DUMMY_CHEMZOMBIE:IsValid() then
DUMMY_CHEMZOMBIE:Spawn()
end
end)
local function ChemBomb(pl, pos)
local effectdata = EffectData()
effectdata:SetOrigin(pos)
util.Effect("chemzombieexplode", effectdata, true)
if DUMMY_CHEMZOMBIE:IsValid() then
DUMMY_CHEMZOMBIE:SetPos(pos)
end
util.PoisonBlastDamage(DUMMY_CHEMZOMBIE, pl, pos, 128, 85, true)
pl:CheckRedeem()
end
function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
if attacker ~= pl and not suicide then
local pos = pl:LocalToWorld(pl:OBBCenter())
pl:Gib(dmginfo)
timer.Simple(0, function() ChemBomb(pl, pos) end)
return true
end
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/chemzombie"