149 lines
3.7 KiB
Lua
149 lines
3.7 KiB
Lua
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CLASS.Name = "The Butcher"
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CLASS.TranslationName = "class_butcher"
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CLASS.Description = "description_butcher"
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CLASS.Help = "controls_butcher"
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CLASS.Wave = 0
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CLASS.Threshold = 0
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CLASS.Unlocked = true
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CLASS.Hidden = true
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CLASS.Boss = true
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CLASS.Health = 750
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CLASS.Speed = 190
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CLASS.CanTaunt = true
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CLASS.FearPerInstance = 1
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CLASS.Points = 30
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CLASS.SWEP = "weapon_zs_butcherknifez"
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CLASS.Model = Model("models/player/corpse1.mdl")
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CLASS.VoicePitch = 0.65
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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"}
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CLASS.DeathSounds = {"npc/zombie/zombie_die1.wav", "npc/zombie/zombie_die2.wav", "npc/zombie/zombie_die3.wav"}
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local ACT_HL2MP_SWIM_MELEE = ACT_HL2MP_SWIM_MELEE
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local ACT_HL2MP_IDLE_CROUCH_MELEE = ACT_HL2MP_IDLE_CROUCH_MELEE
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local ACT_HL2MP_WALK_CROUCH_MELEE = ACT_HL2MP_WALK_CROUCH_MELEE
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local ACT_HL2MP_IDLE_MELEE = ACT_HL2MP_IDLE_MELEE
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local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
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local ACT_HL2MP_RUN_MELEE = ACT_HL2MP_RUN_MELEE
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local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
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local mathrandom = math.random
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local StepLeftSounds = {
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"npc/fast_zombie/foot1.wav",
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"npc/fast_zombie/foot2.wav"
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}
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local StepRightSounds = {
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"npc/fast_zombie/foot3.wav",
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"npc/fast_zombie/foot4.wav"
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}
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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if iFoot == 0 then
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pl:EmitSound(StepLeftSounds[mathrandom(#StepLeftSounds)], 70)
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else
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pl:EmitSound(StepRightSounds[mathrandom(#StepRightSounds)], 70)
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end
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return true
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end
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function CLASS:CalcMainActivity(pl, velocity)
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if pl:WaterLevel() >= 3 then
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pl.CalcIdeal = ACT_HL2MP_SWIM_MELEE
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return true
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end
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local swinging = false
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and CurTime() < wep:GetNextPrimaryFire() then
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swinging = true
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end
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if pl:Crouching() then
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if velocity:Length2D() <= 0.5 then
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pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_MELEE
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else
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pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_MELEE
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end
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elseif velocity:Length2D() <= 0.5 then
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if swinging then
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pl.CalcIdeal = ACT_HL2MP_IDLE_MELEE
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else
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pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
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end
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elseif swinging then
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pl.CalcIdeal = ACT_HL2MP_RUN_MELEE
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else
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pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
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end
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return true
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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local len2d = velocity:Length2D()
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if len2d > 0.5 then
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pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed, 3))
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else
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pl:SetPlaybackRate(1)
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end
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return true
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end
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function CLASS:DoAnimationEvent(pl, event, data)
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if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
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pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, true)
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return ACT_INVALID
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end
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end
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if SERVER then
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function CLASS:OnSpawned(pl)
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pl:CreateAmbience("butcherambience")
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end
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local function MakeButcherKnife(pos)
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local ent = ents.Create("prop_weapon")
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if ent:IsValid() then
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ent:SetPos(pos)
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ent:SetAngles(AngleRand())
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ent:SetWeaponType("weapon_zs_butcherknife")
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ent:Spawn()
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local phys = ent:GetPhysicsObject()
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if phys:IsValid() then
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phys:Wake()
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phys:SetVelocityInstantaneous(VectorRand():GetNormalized() * math.Rand(24, 100))
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phys:AddAngleVelocity(VectorRand() * 200)
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end
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end
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end
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function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
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local pos = pl:LocalToWorld(pl:OBBCenter())
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timer.Simple(0, function()
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MakeButcherKnife(pos)
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end)
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end
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end
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if not CLIENT then return end
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--CLASS.Icon = "zombiesurvival/killicons/butcher"
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function CLASS:PrePlayerDraw(pl)
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render.SetColorModulation(1, 0.5, 0.5)
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end
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function CLASS:PostPlayerDraw(pl)
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render.SetColorModulation(1, 1, 1)
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end
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