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

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CLASS.Name = "Zombie Legs"
CLASS.TranslationName = "class_zombie_legs"
CLASS.Description = "description_zombie_legs"
CLASS.Model = Model("models/player/zombie_classic.mdl")
CLASS.OverrideModel = Model("models/Zombie/Classic_legs.mdl")
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CLASS.NoHead = true
CLASS.Wave = 0
CLASS.Threshold = 0
CLASS.Unlocked = true
CLASS.Hidden = true
CLASS.Health = 100
CLASS.Speed = 170
CLASS.JumpPower = 250
CLASS.CanTaunt = true
CLASS.Points = CLASS.Health/GM.LegsZombiePointRatio
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CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 32)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)}
CLASS.ViewOffset = Vector(0, 0, 32)
CLASS.ViewOffsetDucked = Vector(0, 0, 32)
CLASS.Mass = DEFAULT_MASS * 0.5
CLASS.CrouchedWalkSpeed = 1
CLASS.CantDuck = true
CLASS.CanFeignDeath = true
CLASS.VoicePitch = 0.65
CLASS.SWEP = "weapon_zs_zombielegs"
CLASS.BloodColor = -1
local math_random = math.random
function CLASS:DoesntGiveFear(pl)
return pl.FeignDeath and pl.FeignDeath:IsValid()
end
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if SERVER then
function CLASS:AltUse(pl)
pl:StartFeignDeath()
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end
function CLASS:IgnoreLegDamage(pl, dmginfo)
return true
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end
end
function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
if not dmginfo:IsBulletDamage() then return true end
if hitgroup ~= HITGROUP_LEFTLEG and hitgroup ~= HITGROUP_RIGHTLEG and hitgroup ~= HITGROUP_GEAR and hitgroup ~= HITGROUP_GENERIC and dmginfo:GetDamagePosition().z > pl:LocalToWorld(Vector(0, 0, self.Hull[2].z * 1.33)).z then
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dmginfo:SetDamage(0)
dmginfo:ScaleDamage(0)
end
return true
end
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--[[function CLASS:Move(pl, mv)
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local wep = pl:GetActiveWeapon()
if wep.Move and wep:Move(mv) then
return true
end
end]]
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function CLASS:ShouldDrawLocalPlayer(pl)
return true
end
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 math_random() < 0.15 then
pl:EmitSound(ScuffSounds[math_random(#ScuffSounds)], 70)
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else
pl:EmitSound(StepSounds[math_random(#StepSounds)], 70)
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end
return true
end
--[[function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if iFoot == 0 then
if math_random() < 0.15 then
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pl:EmitSound("Zombie.ScuffLeft")
else
pl:EmitSound("Zombie.FootstepLeft")
end
else
if math_random() < 0.15 then
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pl:EmitSound("Zombie.ScuffRight")
else
pl:EmitSound("Zombie.FootstepRight")
end
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)
local feign = pl.FeignDeath
if feign and feign:IsValid() then
if feign:GetDirection() == DIR_BACK then
return 1, pl:LookupSequence("zombie_slump_rise_02_fast")
end
return ACT_HL2MP_ZOMBIE_SLUMP_RISE, -1
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end
if velocity:Length2DSqr() <= 1 then
return ACT_HL2MP_IDLE_ZOMBIE, -1
end
return ACT_HL2MP_RUN_ZOMBIE, -1
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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 > 1 then
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pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed * 0.75, 3))
else
pl:SetPlaybackRate(1)
end
return true
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/legs"
-- This whole point of this is to stop drawing decals on the upper part of the model. It doesn't actually do anything to the visible model.
local undo = false
function CLASS:PrePlayerDraw(pl)
local boneid = pl:LookupBone("ValveBiped.Bip01_Spine")
if boneid and boneid > 0 then
local pos, ang = pl:GetBonePosition(boneid)
if pos then
local normal = ang:Forward() * -1
render.EnableClipping(true)
render.PushCustomClipPlane(normal, normal:Dot(pos))
undo = true
end
end
end
function CLASS:PostPlayerDraw(pl)
if undo then
render.PopCustomClipPlane()
render.EnableClipping(false)
end
end
function CLASS:BuildBonePositions(pl)
local desired
local bone = "ValveBiped.Bip01_L_Thigh"
local wep = pl:GetActiveWeapon()
if wep:IsValid() then
if wep.GetSwingEndTime and wep:GetSwingEndTime() > 0 then
desired = 1 - math.Clamp((wep:GetSwingEndTime() - CurTime()) / wep.MeleeDelay, 0, 1)
end
if wep:GetDTBool(3) then
bone = "ValveBiped.Bip01_R_Thigh"
end
end
desired = desired or 0
if desired > 0 then
pl.m_KickDelta = CosineInterpolation(0, 1, desired)
else
pl.m_KickDelta = math.Approach(pl.m_KickDelta or 0, desired, FrameTime() * 4)
end
local boneid = pl:LookupBone(bone)
if boneid and boneid > 0 then
pl:ManipulateBoneAngles(boneid, pl.m_KickDelta * Angle(bone == "ValveBiped.Bip01_L_Thigh" and 0 or 20, -110, 30))
end
end