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

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CLASS.Name = "Shade"
CLASS.TranslationName = "class_shade"
CLASS.Description = "description_shade"
CLASS.Help = "controls_shade"
CLASS.Boss = true
CLASS.KnockbackScale = 0
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CLASS.NoGibs = true
CLASS.NoFallDamage = true
CLASS.NoFallSlowdown = true
CLASS.NoShadow = true
CLASS.NoAdjustPhysDamage = true
CLASS.CanTaunt = true
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CLASS.Health = 1500 --1200
CLASS.Speed = 170 --125
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CLASS.FearPerInstance = 1
CLASS.Points = 30
CLASS.SWEP = "weapon_zs_shade"
CLASS.Model = Model("models/player/zombie_fast.mdl")
CLASS.VoicePitch = 0.8
CLASS.BloodColor = BLOOD_COLOR_MECH
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CLASS.PainSounds = {Sound("npc/barnacle/barnacle_pull1.wav"), Sound("npc/barnacle/barnacle_pull2.wav"), Sound("npc/barnacle/barnacle_pull3.wav"), Sound("npc/barnacle/barnacle_pull4.wav")}
CLASS.DeathSounds = {Sound("zombiesurvival/wraithdeath1.ogg"), Sound("zombiesurvival/wraithdeath2.ogg"), Sound("zombiesurvival/wraithdeath3.ogg"), Sound("zombiesurvival/wraithdeath4.ogg")}
local math_sin = math.sin
local math_cos = math.cos
local math_abs = math.abs
local math_Clamp = math.Clamp
local CurTime = CurTime
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local ACT_HL2MP_IDLE_MAGIC = ACT_HL2MP_IDLE_MAGIC
local ACT_HL2MP_RUN_MAGIC = ACT_HL2MP_RUN_MAGIC
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
if not dmginfo:IsBulletDamage() then return true end
if hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG or hitgroup == HITGROUP_GEAR or hitgroup == HITGROUP_GENERIC then
dmginfo:SetDamage(0)
dmginfo:ScaleDamage(0)
end
return true
end
function CLASS:IgnoreLegDamage(pl, dmginfo)
return true
end
function CLASS:Move(pl, move)
if pl.ShadeShield and pl.ShadeShield:IsValid() then
move:SetMaxSpeed(35)
move:SetMaxClientSpeed(35)
end
end
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
return true
end
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
return 1000
end
function CLASS:CalcMainActivity(pl, velocity)
if (pl.ShadeControl and pl.ShadeControl:IsValid()) or (pl.ShadeShield and pl.ShadeShield:IsValid()) then
if velocity:Length2DSqr() <= 1 then
return ACT_HL2MP_IDLE_MAGIC, -1
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end
return ACT_HL2MP_RUN_MAGIC, -1
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end
return ACT_HL2MP_RUN_ZOMBIE, -1
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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_HL2MP_GESTURE_RANGE_ATTACK_MELEE2, true)
return ACT_INVALID
end
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
pl:SetPlaybackRate(1)
pl:SetCycle(0.35 + math_abs(math_sin(CurTime() * 1.5)) * 0.3)
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return true
end
function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
if SERVER then
local effectdata = EffectData()
effectdata:SetOrigin(pl:WorldSpaceCenter())
effectdata:SetNormal(pl:GetUp())
effectdata:SetEntity(pl)
util.Effect("death_shade", effectdata, nil, true)
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end
return true
end
if SERVER then
function CLASS:OnSpawned(pl)
pl:CreateAmbience("shadeambience")
pl:SetRenderMode(RENDERMODE_TRANSALPHA)
end
function CLASS:SwitchedAway(pl)
pl:SetRenderMode(RENDERMODE_NORMAL)
end
function CLASS:ProcessDamage(pl, dmginfo)
if SERVER then
local inflictor = dmginfo:GetInflictor()
if inflictor:IsValid() and (inflictor:IsPhysicsModel() or inflictor.IsPhysbox) then
return
end
local status = pl.status_shadeambience
if status and status:IsValid() then
status:SetLastDamaged(CurTime())
end
end
end
function CLASS:ShadeShield(pl)
local shadeshield = pl.ShadeShield
local curtime = CurTime()
if pl.NextShield and curtime <= pl.NextShield then return end
if shadeshield and shadeshield:IsValid() then
if curtime >= shadeshield:GetStateEndTime() then
shadeshield:SetState(1)
shadeshield:SetStateEndTime(curtime + 0.5)
end
elseif pl:IsOnGround() and not pl:IsPlayingTaunt() then
local wep = pl:GetActiveWeapon()
if wep:IsValid() and curtime > wep:GetNextPrimaryFire() and curtime > wep:GetNextSecondaryFire() then
local status = pl:GiveStatus("shadeshield")
if status and status:IsValid() then
status:SetStateEndTime(curtime + 0.5)
for _, ent in pairs(ents.FindByClass("env_shadecontrol")) do
if ent:IsValid() and ent:GetOwner() == pl then
ent:Remove()
return
end
end
end
end
end
end
function CLASS:AltUse(pl)
self:ShadeShield(pl)
end
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end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/shadev2"
CLASS.IconColor = Color(0, 50, 255)
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local ToZero = {"ValveBiped.Bip01_L_Thigh", "ValveBiped.Bip01_R_Thigh", "ValveBiped.Bip01_L_Calf", "ValveBiped.Bip01_R_Calf", "ValveBiped.Bip01_L_Foot", "ValveBiped.Bip01_R_Foot"}
function CLASS:BuildBonePositions(pl)
for _, bonename in pairs(ToZero) do
local boneid = pl:LookupBone(bonename)
if boneid and boneid > 0 then
pl:ManipulateBoneScale(boneid, vector_tiny)
end
end
end
local nodraw = false
local matWhite = Material("models/debug/debugwhite")
local matRefract = Material("models/spawn_effect")
function CLASS:PreRenderEffects(pl)
if render.SupportsVertexShaders_2_0() then
local normal = pl:GetUp()
render.EnableClipping(true)
render.PushCustomClipPlane(normal, normal:Dot(pl:GetPos() + normal * 16))
end
if nodraw then return end
local red = 0
local status = pl.status_shadeambience
if status and status:IsValid() then
red = 1 - math_Clamp((CurTime() - status:GetLastDamaged()) * 3, 0, 1) ^ 3
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end
render.SetColorModulation(red, 0.1, 1 - red)
render.SetBlend(0.5 + math_abs(math_cos(CurTime())) ^ 2 * 0.1)
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render.SuppressEngineLighting(true)
render.ModelMaterialOverride(matWhite)
end
function CLASS:PostRenderEffects(pl)
if render.SupportsVertexShaders_2_0() then
render.PopCustomClipPlane()
render.EnableClipping(false)
end
if nodraw then return end
render.SetColorModulation(1, 1, 1)
render.SetBlend(1)
render.SuppressEngineLighting(false)
render.ModelMaterialOverride()
if render.SupportsPixelShaders_2_0() then
render.UpdateRefractTexture()
matRefract:SetFloat("$refractamount", 0.01)
render.ModelMaterialOverride(matRefract)
nodraw = true
pl:DrawModel()
nodraw = false
render.ModelMaterialOverride(0)
end
end
function CLASS:PrePlayerDraw(pl)
pl:RemoveAllDecals()
self:PreRenderEffects(pl)
end
function CLASS:PostPlayerDraw(pl)
self:PostRenderEffects(pl)
end