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

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2014-10-02 08:49:54 +08:00
CLASS.Name = "The Tickle Monster"
CLASS.TranslationName = "class_the_tickle_monster"
CLASS.Description = "description_the_tickle_monster"
CLASS.Help = "controls_the_tickle_monster"
CLASS.Wave = 0
CLASS.Threshold = 0
CLASS.Unlocked = true
CLASS.Hidden = true
CLASS.Boss = true
CLASS.Health = 1200
CLASS.Speed = 120
CLASS.FearPerInstance = 1
CLASS.CanTaunt = true
CLASS.Points = 30
CLASS.SWEP = "weapon_zs_ticklemonster"
CLASS.Model = Model("models/player/zombie_fast.mdl")
CLASS.VoicePitch = 0.8
CLASS.PainSounds = {"npc/zombie/zombie_pain1.wav", "npc/zombie/zombie_pain2.wav", "npc/zombie/zombie_pain3.wav", "npc/zombie/zombie_pain4.wav", "npc/zombie/zombie_pain5.wav", "npc/zombie/zombie_pain6.wav"}
CLASS.DeathSounds = {"npc/zombie/zombie_die1.wav", "npc/zombie/zombie_die2.wav", "npc/zombie/zombie_die3.wav"}
CLASS.ViewOffset = Vector(0, 0, 80)
CLASS.ViewOffsetDucked = Vector(0, 0, 50)
CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 86)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 48)}
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_KNEE
local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
local mathrandom = math.random
local StepSounds = {
"npc/zombie/foot1.wav",
"npc/zombie/foot2.wav",
"npc/zombie/foot3.wav"
}
local ScuffSounds = {
"npc/zombie/foot_slide1.wav",
"npc/zombie/foot_slide2.wav",
"npc/zombie/foot_slide3.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if mathrandom() < 0.15 then
pl:EmitSound(ScuffSounds[mathrandom(#ScuffSounds)], 70)
else
pl:EmitSound(StepSounds[mathrandom(#StepSounds)], 70)
end
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)
if pl:WaterLevel() >= 3 then
pl.CalcIdeal = ACT_HL2MP_SWIM_PISTOL
elseif pl:Crouching() then
if velocity:Length2D() <= 0.5 then
pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
else
pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3)
end
else
pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
end
return true
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local len2d = velocity:Length2D()
if len2d > 0.5 then
pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed, 3))
else
pl:SetPlaybackRate(1)
end
return true
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_ZOMBIE, true)
return ACT_INVALID
end
end
if SERVER then
function CLASS:OnSpawned(pl)
pl:CreateAmbience("ticklemonsterambience")
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/tickle"
local vecSpineOffset = Vector(10, 0, 0)
local SpineBones = {"ValveBiped.Bip01_Spine2", "ValveBiped.Bip01_Spine4", "ValveBiped.Bip01_Spine3"}
function CLASS:BuildBonePositions(pl)
for _, bone in pairs(SpineBones) do
local spineid = pl:LookupBone(bone)
if spineid and spineid > 0 then
pl:ManipulateBonePosition(spineid, vecSpineOffset)
end
end
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.GetSwingEndTime then
local desiredscale
if wep:GetSwingEndTime() > 0 then
desiredscale = 2 + (1 - math.Clamp((wep:GetSwingEndTime() - CurTime()) / wep.MeleeDelay, 0, 1)) * 10
else
desiredscale = 2
end
pl.m_TMArmLength = math.Approach(pl.m_TMArmLength or 2, desiredscale, FrameTime() * 10)
local larmid = pl:LookupBone("ValveBiped.Bip01_L_Forearm")
if larmid and larmid > 0 then
pl:ManipulateBoneScale(larmid, Vector(pl.m_TMArmLength, 2, 2))
end
local rarmid = pl:LookupBone("ValveBiped.Bip01_R_Forearm")
if rarmid and rarmid > 0 then
pl:ManipulateBoneScale(rarmid, Vector(pl.m_TMArmLength, 2, 2))
end
end
end