160 lines
4.3 KiB
Lua
160 lines
4.3 KiB
Lua
|
CLASS.Name = "Devourer"
|
||
|
CLASS.TranslationName = "class_devourer"
|
||
|
CLASS.Description = "description_devourer"
|
||
|
CLASS.Help = "controls_devourer"
|
||
|
|
||
|
CLASS.Boss = true
|
||
|
|
||
|
CLASS.KnockbackScale = 0
|
||
|
|
||
|
CLASS.Health = 1600
|
||
|
CLASS.Speed = 160
|
||
|
|
||
|
CLASS.CanTaunt = true
|
||
|
|
||
|
CLASS.FearPerInstance = 1
|
||
|
|
||
|
CLASS.Points = 30
|
||
|
|
||
|
CLASS.SWEP = "weapon_zs_devourer"
|
||
|
|
||
|
CLASS.Model = Model("models/player/charple.mdl")
|
||
|
CLASS.OverrideModel = Model("models/player/skeleton.mdl")
|
||
|
|
||
|
CLASS.NoHideMainModel = true
|
||
|
|
||
|
CLASS.VoicePitch = 0.65
|
||
|
|
||
|
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.Skeletal = true
|
||
|
|
||
|
local math_random = math.random
|
||
|
local math_min = math.min
|
||
|
local CurTime = CurTime
|
||
|
|
||
|
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 StepSounds = {
|
||
|
"npc/zombie/foot1.wav",
|
||
|
"npc/zombie/foot2.wav",
|
||
|
"npc/zombie/foot3.wav"
|
||
|
}
|
||
|
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
|
||
|
pl:EmitSound(StepSounds[math_random(#StepSounds)], 70)
|
||
|
|
||
|
return true
|
||
|
end
|
||
|
|
||
|
function CLASS:CalcMainActivity(pl, velocity)
|
||
|
if pl:WaterLevel() >= 3 then
|
||
|
return ACT_HL2MP_SWIM_PISTOL, -1
|
||
|
end
|
||
|
|
||
|
local len = velocity:Length2DSqr()
|
||
|
if len <= 1 then
|
||
|
if pl:Crouching() and pl:OnGround() then
|
||
|
return ACT_HL2MP_IDLE_CROUCH_FIST, -1
|
||
|
end
|
||
|
|
||
|
return ACT_HL2MP_IDLE_KNIFE, -1
|
||
|
end
|
||
|
|
||
|
if pl:Crouching() and pl:OnGround() then
|
||
|
return ACT_HL2MP_WALK_CROUCH_KNIFE, -1
|
||
|
end
|
||
|
|
||
|
if len < 2800 then
|
||
|
return ACT_HL2MP_WALK_KNIFE, -1
|
||
|
end
|
||
|
|
||
|
return ACT_HL2MP_RUN_KNIFE, -1
|
||
|
end
|
||
|
|
||
|
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
|
||
|
local len2d = velocity:Length()
|
||
|
if len2d > 1 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_HL2MP_GESTURE_RANGE_ATTACK_MELEE, true)
|
||
|
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:OnSpawned(pl)
|
||
|
pl:CreateAmbience("devourerambience")
|
||
|
end
|
||
|
end
|
||
|
|
||
|
local vecSpineOffset = Vector(1, 3, 0)
|
||
|
local MuscularBones = {
|
||
|
["ValveBiped.Bip01_R_Upperarm"] = Vector(1, 2, 3.5),
|
||
|
["ValveBiped.Bip01_R_Forearm"] = Vector(1, 2.5, 3),
|
||
|
["ValveBiped.Bip01_L_Upperarm"] = Vector(1, 2, 3.5),
|
||
|
["ValveBiped.Bip01_L_Forearm"] = Vector(1, 2.5, 3),
|
||
|
["ValveBiped.Bip01_L_Hand"] = Vector(1, 2, 4),
|
||
|
["ValveBiped.Bip01_R_Hand"] = Vector(1, 2, 4),
|
||
|
["ValveBiped.Bip01_L_Thigh"] = Vector(1, 2, 3),
|
||
|
["ValveBiped.Bip01_R_Thigh"] = Vector(1, 2, 3),
|
||
|
["ValveBiped.Bip01_L_Calf"] = Vector(1, 2, 3),
|
||
|
["ValveBiped.Bip01_R_Calf"] = Vector(1, 2, 3),
|
||
|
["ValveBiped.Bip01_L_Foot"] = Vector(1, 2, 3),
|
||
|
["ValveBiped.Bip01_R_Foot"] = Vector(1, 2, 3),
|
||
|
}
|
||
|
local SpineBones = {"ValveBiped.Bip01_Spine2", "ValveBiped.Bip01_Spine4", "ValveBiped.Bip01_Spine1", "ValveBiped.Bip01_Neck1"}
|
||
|
function CLASS:BuildBonePositions(pl)
|
||
|
for _, bone in pairs(SpineBones) do
|
||
|
local boneid = pl:LookupBone(bone)
|
||
|
if boneid and boneid > 0 then
|
||
|
pl:ManipulateBonePosition(boneid, vecSpineOffset)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
for bonename, newscale in pairs(MuscularBones) do
|
||
|
local boneid = pl:LookupBone(bonename)
|
||
|
if boneid and boneid > 0 then
|
||
|
pl:ManipulateBoneScale(boneid, newscale)
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
if not CLIENT then return end
|
||
|
|
||
|
CLASS.Icon = "zombiesurvival/killicons/devourer"
|
||
|
|
||
|
local matFlesh = Material("models/flesh")
|
||
|
local matBlack = CreateMaterial("devourer", "UnlitGeneric", {["$basetexture"] = "Tools/toolsblack", ["$model"] = 1})
|
||
|
function CLASS:PrePlayerDraw(pl)
|
||
|
render.ModelMaterialOverride(matFlesh)
|
||
|
render.SetColorModulation(0.45, 0.35, 0.05)
|
||
|
end
|
||
|
|
||
|
function CLASS:PostPlayerDraw(pl)
|
||
|
render.SetColorModulation(1, 1, 1)
|
||
|
render.ModelMaterialOverride()
|
||
|
end
|
||
|
|
||
|
function CLASS:PrePlayerDrawOverrideModel(pl)
|
||
|
render.ModelMaterialOverride(matBlack)
|
||
|
end
|
||
|
|
||
|
function CLASS:PostPlayerDrawOverrideModel(pl)
|
||
|
render.ModelMaterialOverride(nil)
|
||
|
end
|