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

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2014-10-02 08:49:54 +08:00
CLASS.Name = "Bloated Zombie"
CLASS.TranslationName = "class_bloated_zombie"
CLASS.Description = "description_bloated_zombie"
CLASS.Help = "controls_bloated_zombie"
CLASS.Wave = 3 / 6
CLASS.Health = 325
CLASS.Speed = 120
CLASS.JumpPower = 150
CLASS.Mass = DEFAULT_MASS * 2
CLASS.CanTaunt = true
CLASS.Points = 6
CLASS.SWEP = "weapon_zs_bloatedzombie"
CLASS.Model = Model("models/player/fatty/fatty.mdl")
CLASS.DeathSounds = {"npc/ichthyosaur/water_growl5.wav"}
CLASS.VoicePitch = 0.6
CLASS.CanFeignDeath = true
sound.Add({
name = "fatty.footstep",
channel = CHAN_BODY,
volume = 0.8,
soundlevel = 65,
pitchstart = 75,
pitchend = 75,
sound = {"npc/zombie/foot1.wav", "npc/zombie/foot2.wav", "npc/zombie/foot3.wav"}
})
sound.Add({
name = "fatty.footscuff",
channel = CHAN_BODY,
volume = 0.8,
soundlevel = 65,
pitchstart = 75,
pitchend = 75,
sound = {"npc/zombie/foot_slide1.wav", "npc/zombie/foot_slide2.wav", "npc/zombie/foot_slide3.wav"}
})
local DIR_BACK = DIR_BACK
local ACT_HL2MP_ZOMBIE_SLUMP_RISE = ACT_HL2MP_ZOMBIE_SLUMP_RISE
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
function CLASS:PlayPainSound(pl)
pl:EmitSound("npc/zombie_poison/pz_idle"..math.random(2, 3)..".wav", 72, math.Rand(75, 85))
return true
end
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, 75)
else
pl:EmitSound(StepSounds[mathrandom(#StepSounds)], 70, 75)
end
return true
end
function CLASS:CalcMainActivity(pl, velocity)
local feign = pl.FeignDeath
if feign and feign:IsValid() then
if feign:GetDirection() == DIR_BACK then
pl.CalcSeqOverride = pl:LookupSequence("zombie_slump_rise_02_fast")
else
pl.CalcIdeal = ACT_HL2MP_ZOMBIE_SLUMP_RISE
end
return true
end
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 feign = pl.FeignDeath
if feign and feign:IsValid() then
if feign:GetState() == 1 then
pl:SetCycle(1 - math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
else
pl:SetCycle(math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
end
pl:SetPlaybackRate(0)
return true
end
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
function CLASS:DoesntGiveFear(pl)
return pl.FeignDeath and pl.FeignDeath:IsValid()
end
if SERVER then
function CLASS:AltUse(pl)
pl:StartFeignDeath()
end
local function Bomb(pl, pos, dir)
if not IsValid(pl) then return end
dir:RotateAroundAxis(dir:Right(), 30)
local effectdata = EffectData()
effectdata:SetOrigin(pos)
effectdata:SetNormal(dir:Forward())
util.Effect("fatexplosion", effectdata, true)
for i=1, 6 do
local ang = Angle()
ang:Set(dir)
ang:RotateAroundAxis(ang:Up(), math.Rand(-30, 30))
ang:RotateAroundAxis(ang:Right(), math.Rand(-30, 30))
local heading = ang:Forward()
local ent = ents.CreateLimited("projectile_poisonflesh")
if ent:IsValid() then
ent:SetPos(pos)
ent:SetOwner(pl)
ent:Spawn()
ent:SetTeamID(TEAM_UNDEAD)
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
phys:SetVelocityInstantaneous(heading * math.Rand(120, 250))
end
end
end
end
function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
if attacker ~= pl and not suicide then
local pos = pl:LocalToWorld(pl:OBBCenter())
local ang = pl:SyncAngles()
timer.Simple(0, function() Bomb(pl, pos, ang) end)
end
end
end
if CLIENT then
CLASS.Icon = "zombiesurvival/killicons/zombie"
end