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

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2014-10-02 08:49:54 +08:00
CLASS.Name = "Puke Pus"
CLASS.TranslationName = "class_pukepus"
CLASS.Description = "description_pukepus"
CLASS.Help = "controls_pukepus"
CLASS.Wave = 0
CLASS.Threshold = 0
CLASS.Unlocked = true
CLASS.Hidden = true
CLASS.Boss = true
CLASS.FearPerInstance = 1
CLASS.Health = 2750
CLASS.SWEP = "weapon_zs_pukepus"
CLASS.Model = Model("models/Zombie/Poison.mdl")
CLASS.Speed = 120
CLASS.Points = 30
CLASS.PainSounds = {"NPC_PoisonZombie.Pain"}
CLASS.DeathSounds = {Sound("npc/zombie_poison/pz_call1.wav")}
CLASS.VoicePitch = 0.5
CLASS.ModelScale = 1.5
CLASS.Mass = 200
CLASS.ViewOffset = Vector(0, 0, 75)
CLASS.ViewOffsetDucked = Vector(0, 0, 48)
CLASS.StepSize = 25
--[[CLASS.Hull = {Vector(-22, -22, 0), Vector(22, 22, 96)}
CLASS.HullDuck = {Vector(-22, -22, 0), Vector(22, 22, 58)}]]
CLASS.JumpPower = 225
local ACT_IDLE = ACT_IDLE
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
function CLASS:CalcMainActivity(pl, velocity)
if velocity:Length2D() <= 0.5 then
pl.CalcIdeal = ACT_IDLE
else
pl.CalcSeqOverride = 2
end
return true
end
local mathrandom = math.random
local StepSounds = {
"npc/zombie_poison/pz_left_foot1.wav"
}
local ScuffSounds = {
"npc/zombie_poison/pz_right_foot1.wav"
}
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()) * 1.5
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 450
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 600
end
return 200
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
pl:FixModelAngles(velocity)
local len2d = velocity:Length2D()
if len2d > 0.5 then
pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed * 0.5, 3))
else
pl:SetPlaybackRate(0.5)
end
return true
end
if SERVER then
function CLASS:OnSpawned(pl)
pl:CreateAmbience("pukepusambience")
end
end
local BonesToZero = {
"ValveBiped.Bip01_L_UpperArm",
"ValveBiped.Bip01_L_Forearm",
"ValveBiped.Bip01_L_Hand",
"ValveBiped.Bip01_L_Finger1",
"ValveBiped.Bip01_L_Finger11",
"ValveBiped.Bip01_L_Finger12",
"ValveBiped.Bip01_L_Finger2",
"ValveBiped.Bip01_L_Finger21",
"ValveBiped.Bip01_L_Finger22",
"ValveBiped.Bip01_L_Finger3",
"ValveBiped.Bip01_L_Finger31",
"ValveBiped.Bip01_L_Finger32",
"ValveBiped.Bip01_R_UpperArm",
"ValveBiped.Bip01_R_Forearm",
"ValveBiped.Bip01_R_Hand",
"ValveBiped.Bip01_R_Finger1",
"ValveBiped.Bip01_R_Finger11",
"ValveBiped.Bip01_R_Finger12",
"ValveBiped.Bip01_R_Finger2",
"ValveBiped.Bip01_R_Finger21",
"ValveBiped.Bip01_R_Finger22",
"ValveBiped.Bip01_R_Finger3",
"ValveBiped.Bip01_R_Finger31",
"ValveBiped.Bip01_R_Finger32"
}
function CLASS:BuildBonePositions(pl)
for _, bone in pairs(BonesToZero) do
local boneid = pl:LookupBone(bone)
if boneid and boneid > 0 then
pl:ManipulateBoneScale(boneid, vector_tiny)
end
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/pukepus"
local matSkin = Material("Models/Barnacle/barnacle_sheet")
function CLASS:PrePlayerDraw(pl)
render.ModelMaterialOverride(matSkin)
end
function CLASS:PostPlayerDraw(pl)
render.ModelMaterialOverride()
end