193 lines
4.7 KiB
Lua
193 lines
4.7 KiB
Lua
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CLASS.Hidden = true
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CLASS.Disabled = true
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CLASS.Unlocked = true
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CLASS.Name = "Burster"
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CLASS.TranslationName = "class_burster"
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CLASS.Description = "description_burster"
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CLASS.Help = "controls_burster"
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CLASS.Wave = 5 / 6
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CLASS.Health = 100
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CLASS.Speed = 160
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CLASS.Points = 3
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CLASS.CanTaunt = true
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CLASS.SWEP = "weapon_zs_burster"
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CLASS.Model = Model("models/player/zombie_fast.mdl")
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CLASS.VoicePitch = 0.7
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local STEPSOUNDTIME_NORMAL = STEPSOUNDTIME_NORMAL
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local STEPSOUNDTIME_WATER_FOOT = STEPSOUNDTIME_WATER_FOOT
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local STEPSOUNDTIME_ON_LADDER = STEPSOUNDTIME_ON_LADDER
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local STEPSOUNDTIME_WATER_KNEE = STEPSOUNDTIME_WATER_KNEE
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local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
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local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
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local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
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local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01
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local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
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function CLASS:PlayPainSound(pl)
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pl:EmitSound("npc/zombie_poison/pz_warn"..math.random(2)..".wav", 75, math.Rand(137, 143))
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return true
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end
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function CLASS:PlayDeathSound(pl)
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pl:EmitSound("npc/zombie_poison/pz_die2.wav", 75, math.Rand(122, 128))
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return true
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end
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local mathrandom = math.random
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local StepSounds = {
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"npc/zombie/foot1.wav",
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"npc/zombie/foot2.wav",
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"npc/zombie/foot3.wav"
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}
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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() < 0.15 then
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pl:EmitSound(ScuffSounds[mathrandom(#ScuffSounds)], 70)
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else
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pl:EmitSound(StepSounds[mathrandom(#StepSounds)], 70)
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end
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return true
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end
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function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
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if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
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return 625 - pl:GetVelocity():Length()
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elseif iType == STEPSOUNDTIME_ON_LADDER then
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return 600
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elseif iType == STEPSOUNDTIME_WATER_KNEE then
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return 750
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end
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return 450
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end
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function CLASS:CalcMainActivity(pl, velocity)
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.GetCharge then
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local charge = wep:GetCharge()
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if charge > 0 then
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pl.CalcSeqOverride = pl:LookupSequence("taunt_zombie_original")
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return true
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end
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end
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if pl:WaterLevel() >= 3 then
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pl.CalcIdeal = ACT_HL2MP_SWIM_PISTOL
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return true
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end
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if velocity:Length2D() <= 0.5 then
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if pl:Crouching() then
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pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
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else
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pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
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end
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elseif pl:Crouching() then
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pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3)
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else
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pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
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end
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return true
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.GetCharge then
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local charge = wep:GetCharge()
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if charge > 0 then
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pl:SetPlaybackRate(0)
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pl:SetCycle(wep:GetCharge() ^ 2 * 0.8)
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return true
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end
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end
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local len2d = velocity:Length2D()
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if len2d > 0.5 then
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pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed * 0.666, 3))
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else
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pl:SetPlaybackRate(1)
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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_GMOD_GESTURE_RANGE_ZOMBIE, true)
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return ACT_INVALID
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end
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end
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function CLASS:Move(pl, mv)
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local wep = pl:GetActiveWeapon()
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if wep.Move and wep:Move(mv) then
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return true
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end
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end
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if SERVER then
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function CLASS:CanPlayerSuicide(pl)
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.GetCharge and wep:GetCharge() > 0 then return false end
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end
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local function DoExplode(pl, pos, magnitude)
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local inflictor = pl:GetActiveWeapon()
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if not inflictor:IsValid() then inflictor = pl end
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local effectdata = EffectData()
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effectdata:SetOrigin(pos)
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effectdata:SetMagnitude(magnitude)
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util.Effect("chemzombieexplode", effectdata, true)
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util.PoisonBlastDamage(inflictor, pl, pos, magnitude * 128, magnitude * 85, true)
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pl:CheckRedeem()
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end
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function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
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local magnitude = 1
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.GetCharge then magnitude = wep:GetCharge() end
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if magnitude == 0 then return end
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local pos = pl:WorldSpaceCenter()
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pl:Gib(dmginfo)
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timer.Simple(0, function() DoExplode(pl, pos, magnitude) end)
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return true
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end
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function CLASS:OnSpawned(pl)
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local status = pl:GiveStatus("overridemodel")
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if status and status:IsValid() then
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status:SetModel("models/Zombie/Poison.mdl")
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end
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pl:CreateAmbience("bursterambience")
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end
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end
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if not CLIENT then return end
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CLASS.Icon = "zombiesurvival/killicons/chemzombie"
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