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

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2014-10-02 08:49:54 +08:00
CLASS.Name = "Giga Gore Child"
CLASS.TranslationName = "class_giga_gore_child"
CLASS.Description = "description_giga_gore_child"
CLASS.Help = "controls_giga_gore_child"
CLASS.Wave = 0
CLASS.Threshold = 0
CLASS.Unlocked = true
CLASS.Hidden = true
CLASS.Boss = true
CLASS.Health = 2000
CLASS.Speed = 170
CLASS.Points = 30
CLASS.CanTaunt = true
CLASS.FearPerInstance = 1
CLASS.SWEP = "weapon_zs_gigagorechild"
CLASS.Model = Model("models/vinrax/player/doll_player.mdl")
CLASS.VoicePitch = 1
CLASS.ModelScale = 1.6
CLASS.CanFeignDeath = true
CLASS.Mass = 500
CLASS.ViewOffset = DEFAULT_VIEW_OFFSET * CLASS.ModelScale
CLASS.ViewOffsetDucked = DEFAULT_VIEW_OFFSET_DUCKED * CLASS.ModelScale
CLASS.StepSize = 25
CLASS.Hull = {Vector(-16, -16, 0) * CLASS.ModelScale, Vector(16, 16, 64) * CLASS.ModelScale}
CLASS.HullDuck = {Vector(-16, -16, 0) * CLASS.ModelScale, Vector(16, 16, 32) * CLASS.ModelScale}
CLASS.Hull[1].x = -16
CLASS.Hull[2].x = 16
CLASS.Hull[1].y = -16
CLASS.Hull[2].y = 16
CLASS.HullDuck[1].x = -16
CLASS.HullDuck[2].x = 16
CLASS.HullDuck[1].y = -16
CLASS.HullDuck[2].y = 16
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
local mathrandom = math.random
local StepLeftSounds = {
"npc/zombie/foot1.wav",
"npc/zombie/foot2.wav"
}
local StepRightSounds = {
"npc/zombie/foot2.wav",
"npc/zombie/foot3.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if iFoot == 0 then
pl:EmitSound(StepLeftSounds[mathrandom(#StepLeftSounds)], 77, 50)
pl:EmitSound("physics/concrete/concrete_break2.wav", 77, 70)
else
pl:EmitSound(StepRightSounds[mathrandom(#StepRightSounds)], 77, 50)
pl:EmitSound("physics/concrete/concrete_break3.wav", 77, 70)
end
if EyePos():Distance(vFootPos) <= 300 then
util.ScreenShake(vFootPos, 5, 5, 1, 300)
end
return true
end
function CLASS:PlayDeathSound(pl)
local pitch = math.random(60, 70)
for i=1, 2 do
pl:EmitSound("ambient/creatures/town_child_scream1.wav", 75, pitch)
end
return true
end
function CLASS:PlayPainSound(pl)
pl:EmitSound("ambient/voices/citizen_beaten"..math.random(5)..".wav", 70, math.random(50, 60))
pl.NextPainSound = CurTime() + 1.25
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:Move(pl, move)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsSwinging and wep:IsSwinging() then
move:SetMaxSpeed(move:GetMaxSpeed() * 0.25)
move:SetMaxClientSpeed(move:GetMaxClientSpeed() * 0.25)
return true
end
end
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
return GAMEMODE.BaseClass.PlayerStepSoundTime(GAMEMODE.BaseClass, pl, iType, bWalking) * 1.8
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
pl:SetPlaybackRate(pl:GetPlaybackRate() * 0.5)
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
elseif event == PLAYERANIMEVENT_RELOAD then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_ITEM_THROW, true)
return ACT_INVALID
end
end
function CLASS:DoesntGiveFear(pl)
return pl.FeignDeath and pl.FeignDeath:IsValid()
end
if SERVER then
function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo)
pl:FakeDeath(pl:LookupSequence("death_0"..math.random(4)), self.ModelScale)
return true
end
function CLASS:PostOnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo)
pl:SetZombieClass(GAMEMODE.DefaultZombieClass)
end
function CLASS:AltUse(pl)
pl:StartFeignDeath()
end
end
if not CLIENT then return end
function CLASS:ShouldDrawLocalPlayer()
return true
end