79 lines
2 KiB
Lua
79 lines
2 KiB
Lua
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CLASS.Name = "Zombie Torso"
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CLASS.TranslationName = "class_zombie_torso"
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CLASS.Description = "description_zombie_torso"
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CLASS.Model = Model("models/Zombie/Classic_torso.mdl")
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CLASS.SWEP = "weapon_zs_zombietorso"
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CLASS.Wave = 0
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CLASS.Threshold = 0
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CLASS.Unlocked = true
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CLASS.Hidden = true
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CLASS.Health = 100
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CLASS.Speed = 130
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CLASS.JumpPower = 120
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CLASS.Points = 1
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CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 20)}
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CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 20)}
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CLASS.ViewOffset = Vector(0, 0, 14)
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CLASS.ViewOffsetDucked = Vector(0, 0, 14)
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CLASS.Mass = DEFAULT_MASS * 0.5
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CLASS.CrouchedWalkSpeed = 1
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CLASS.StepSize = 12
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CLASS.CantDuck = true
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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"}
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CLASS.DeathSounds = {"npc/zombie/zombie_die1.wav", "npc/zombie/zombie_die2.wav", "npc/zombie/zombie_die3.wav"}
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CLASS.VoicePitch = 0.65
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function CLASS:CalcMainActivity(pl, velocity)
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if velocity:Length2D() <= 0.5 then
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pl.CalcSeqOverride = 1
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else
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pl.CalcIdeal = ACT_WALK
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end
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return true
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end
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local mathrandom = math.random
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local ScuffSounds = {
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"npc/zombie/foot_slide1.wav",
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"npc/zombie/foot_slide2.wav",
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"npc/zombie/foot_slide3.wav"
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}
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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if mathrandom() < 0.07 then
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pl:EmitSound(ScuffSounds[mathrandom(#ScuffSounds)], 70, 90)
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end
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return true
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end
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function CLASS:DoAnimationEvent(pl, event, data)
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if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
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pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MELEE_ATTACK1, true)
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return ACT_INVALID
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end
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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pl:FixModelAngles(velocity)
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end
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if SERVER then
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function CLASS:OnSecondWind(pl)
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pl:EmitSound("npc/zombie/zombie_voice_idle"..math.random(1, 14)..".wav", 100, 85)
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end
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end
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if CLIENT then
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CLASS.Icon = "zombiesurvival/killicons/torso"
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end
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