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

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CLASS.Name = "Puke Pus"
CLASS.TranslationName = "class_pukepus"
CLASS.Description = "description_pukepus"
CLASS.Help = "controls_pukepus"
CLASS.Boss = true
CLASS.KnockbackScale = 0
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CLASS.FearPerInstance = 1
CLASS.Health = 2750
CLASS.SWEP = "weapon_zs_pukepus"
CLASS.Model = Model("models/Zombie/Poison.mdl")
CLASS.Speed = 135 --120
CLASS.Points = 40
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CLASS.PainSounds = {"NPC_PoisonZombie.Pain"}
CLASS.DeathSounds = {Sound("npc/zombie_poison/pz_call1.wav")}
CLASS.VoicePitch = 0.5
--[[CLASS.ModelScale = 1.5
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CLASS.Mass = 200
CLASS.ViewOffset = Vector(0, 0, 75)
CLASS.ViewOffsetDucked = Vector(0, 0, 48)
CLASS.StepSize = 25]]
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--[[CLASS.Hull = {Vector(-22, -22, 0), Vector(22, 22, 96)}
CLASS.HullDuck = {Vector(-22, -22, 0), Vector(22, 22, 58)}]]
CLASS.ViewOffset = Vector(0, 0, 50)
CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 64)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 35)}
--CLASS.JumpPower = DEFAULT_JUMP_POWER * 1.216
CLASS.BloodColor = BLOOD_COLOR_YELLOW
local math_random = math.random
local math_min = math.min
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local ACT_IDLE = ACT_IDLE
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
function CLASS:CalcMainActivity(pl, velocity)
if velocity:Length2DSqr() <= 1 then
return ACT_IDLE, -1
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end
return 1, 2
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end
local StepSounds = {
"npc/zombie_poison/pz_left_foot1.wav"
}
local ScuffSounds = {
"npc/zombie_poison/pz_right_foot1.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if iFoot == 0 and math_random() < 0.333 then
pl:EmitSound(ScuffSounds[math_random(#ScuffSounds)], 80, 90)
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else
pl:EmitSound(StepSounds[math_random(#StepSounds)], 80, 90)
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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 (365 - pl:GetVelocity():Length()) * 1.5
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 450
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 600
end
return 200
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local len2d = velocity:Length2D()
if len2d > 1 then
pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.5, 3))
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else
pl:SetPlaybackRate(0.5)
end
return true
end
if SERVER then
function CLASS:OnSpawned(pl)
pl:CreateAmbience("pukepusambience")
end
end
local BonesToZero = {
"ValveBiped.Bip01_L_UpperArm",
"ValveBiped.Bip01_L_Forearm",
"ValveBiped.Bip01_L_Hand",
"ValveBiped.Bip01_L_Finger1",
"ValveBiped.Bip01_L_Finger11",
"ValveBiped.Bip01_L_Finger12",
"ValveBiped.Bip01_L_Finger2",
"ValveBiped.Bip01_L_Finger21",
"ValveBiped.Bip01_L_Finger22",
"ValveBiped.Bip01_L_Finger3",
"ValveBiped.Bip01_L_Finger31",
"ValveBiped.Bip01_L_Finger32",
"ValveBiped.Bip01_R_UpperArm",
"ValveBiped.Bip01_R_Forearm",
"ValveBiped.Bip01_R_Hand",
"ValveBiped.Bip01_R_Finger1",
"ValveBiped.Bip01_R_Finger11",
"ValveBiped.Bip01_R_Finger12",
"ValveBiped.Bip01_R_Finger2",
"ValveBiped.Bip01_R_Finger21",
"ValveBiped.Bip01_R_Finger22",
"ValveBiped.Bip01_R_Finger3",
"ValveBiped.Bip01_R_Finger31",
"ValveBiped.Bip01_R_Finger32"
}
function CLASS:BuildBonePositions(pl)
for _, bone in pairs(BonesToZero) do
local boneid = pl:LookupBone(bone)
if boneid and boneid > 0 then
pl:ManipulateBoneScale(boneid, vector_tiny)
end
end
end
local function CreateFlesh(pl, damage, damagepos, damagedir)
damage = math.min(damage, 300)
pl:EmitSound(string.format("physics/body/body_medium_break%d.wav", math.random(2, 4)), 74, 125 - damage * 0.50)
if SERVER then
damagepos = pl:LocalToWorld(damagepos)
for i=1, math.max(1, math.floor(damage / 12)) do
local ent = ents.Create("projectile_poisonflesh")
if ent:IsValid() then
local heading = (damagedir + VectorRand() * 0.3):GetNormalized()
ent:SetPos(damagepos + heading)
ent:SetOwner(pl)
ent:Spawn()
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
phys:SetVelocityInstantaneous(math.min(325, 100 + damage ^ math.Rand(1.15, 1.25)) * heading)
end
end
end
end
end
function CLASS:ProcessDamage(pl, dmginfo)
local attacker, damage = dmginfo:GetAttacker(), dmginfo:GetDamage()
if attacker ~= pl and damage >= 5 and damage < pl:Health() and CurTime() >= (pl.m_NextPukeEmit or 0) then
pl.m_NextPukeEmit = CurTime() + 0.3
local pos = pl:WorldToLocal(dmginfo:GetDamagePosition())
local norm = dmginfo:GetDamageForce():GetNormalized() * -1
timer.Simple(0, function()
if pl:IsValid() then
CreateFlesh(pl, damage, pos, norm)
end
end)
end
end
if SERVER then
function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
local pos = pl:WorldToLocal(dmginfo:GetDamagePosition())
local norm = dmginfo:GetDamageForce():GetNormalized() * -1
timer.Simple(0, function()
if pl:IsValid() then
CreateFlesh(pl, 300, pos, norm)
end
end)
end
end
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if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/pukepus"
local matSkin = Material("Models/Barnacle/barnacle_sheet")
function CLASS:PrePlayerDraw(pl)
render.ModelMaterialOverride(matSkin)
end
function CLASS:PostPlayerDraw(pl)
render.ModelMaterialOverride()
end