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

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CLASS.Name = "Bonemesh"
CLASS.TranslationName = "class_bonemesh"
CLASS.Description = "description_bonemesh"
CLASS.Help = "controls_bonemesh"
CLASS.Boss = true
CLASS.KnockbackScale = 0
CLASS.CanTaunt = true
CLASS.Health = 2000
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CLASS.Speed = 195
CLASS.FearPerInstance = 1
CLASS.Points = 35
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CLASS.SWEP = "weapon_zs_bonemesh"
CLASS.Model = Model("models/player/zombie_fast.mdl")
CLASS.OverrideModel = Model("models/Zombie/Poison.mdl")
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CLASS.VoicePitch = 0.8
CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 58)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)}
CLASS.ViewOffset = Vector(0, 0, 50)
CLASS.ViewOffsetDucked = Vector(0, 0, 24)
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"}
local math_random = math.random
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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
local ACT_ZOMBIE_LEAPING = ACT_ZOMBIE_LEAPING
local ACT_HL2MP_RUN_ZOMBIE_FAST = ACT_HL2MP_RUN_ZOMBIE_FAST
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if iFoot == 0 then
pl:EmitSound("npc/antlion_guard/foot_light1.wav", 70, math_random(115, 120))
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else
pl:EmitSound("npc/antlion_guard/foot_light2.wav", 70, math_random(115, 120))
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end
return true
end
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
return 450 - pl:GetVelocity():Length()
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 400
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 550
end
return 250
end
function CLASS:CalcMainActivity(pl, velocity)
if not pl:OnGround() or pl:WaterLevel() >= 3 then
return ACT_ZOMBIE_LEAPING, -1
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end
return ACT_HL2MP_RUN_ZOMBIE_FAST, -1
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end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
if not pl:OnGround() or pl:WaterLevel() >= 3 then
pl:SetPlaybackRate(1)
if pl:GetCycle() >= 1 then
pl:SetCycle(pl:GetCycle() - 1)
end
return true
end
end
function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
return true
end
function CLASS:IgnoreLegDamage(pl, dmginfo)
return true
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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_SPECIAL, 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
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end
end
if SERVER then
function CLASS:OnSpawned(pl)
pl:CreateAmbience("bonemeshambience")
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/bonemesh"