2014-10-02 08:49:54 +08:00
|
|
|
CLASS.Name = "Fast Zombie"
|
|
|
|
CLASS.TranslationName = "class_fast_zombie"
|
|
|
|
CLASS.Description = "description_fast_zombie"
|
|
|
|
CLASS.Help = "controls_fast_zombie"
|
|
|
|
|
|
|
|
CLASS.Model = Model("models/player/zombie_fast.mdl") --Model("models/Zombie/Fast.mdl")
|
|
|
|
|
|
|
|
CLASS.Wave = 1 / 2
|
|
|
|
CLASS.Revives = true
|
|
|
|
CLASS.Infliction = 0.5 -- We auto-unlock this class if 50% of humans are dead regardless of what wave it is.
|
|
|
|
|
|
|
|
CLASS.Health = 125
|
2015-04-07 02:56:12 +08:00
|
|
|
CLASS.Speed = 250
|
2014-10-02 08:49:54 +08:00
|
|
|
CLASS.SWEP = "weapon_zs_fastzombie"
|
|
|
|
|
|
|
|
CLASS.Points = 4
|
|
|
|
|
|
|
|
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_FastZombie.Pain"}
|
2015-04-07 02:56:12 +08:00
|
|
|
CLASS.DeathSounds = {"npc/fast_zombie/leap1.wav"} --{"NPC_FastZombie.Die"}
|
2014-10-02 08:49:54 +08:00
|
|
|
|
|
|
|
CLASS.VoicePitch = 0.75
|
|
|
|
|
|
|
|
CLASS.NoFallDamage = true
|
|
|
|
CLASS.NoFallSlowdown = true
|
|
|
|
|
|
|
|
function CLASS:Move(pl, mv)
|
|
|
|
local wep = pl:GetActiveWeapon()
|
|
|
|
if wep.Move and wep:Move(mv) then
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
|
|
|
|
if mv:GetForwardSpeed() <= 0 then
|
|
|
|
mv:SetMaxSpeed(math.min(mv:GetMaxSpeed(), 90))
|
|
|
|
mv:SetMaxClientSpeed(math.min(mv:GetMaxClientSpeed(), 90))
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local mathrandom = math.random
|
|
|
|
local StepLeftSounds = {
|
|
|
|
"npc/fast_zombie/foot1.wav",
|
|
|
|
"npc/fast_zombie/foot2.wav"
|
|
|
|
}
|
|
|
|
local StepRightSounds = {
|
|
|
|
"npc/fast_zombie/foot3.wav",
|
|
|
|
"npc/fast_zombie/foot4.wav"
|
|
|
|
}
|
|
|
|
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
|
|
|
|
if iFoot == 0 then
|
|
|
|
pl:EmitSound(StepLeftSounds[mathrandom(#StepLeftSounds)], 70)
|
|
|
|
else
|
|
|
|
pl:EmitSound(StepRightSounds[mathrandom(#StepRightSounds)], 70)
|
|
|
|
end
|
|
|
|
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
--[[function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
|
|
|
|
if iFoot == 0 then
|
|
|
|
pl:EmitSound("NPC_FastZombie.GallopLeft")
|
|
|
|
else
|
|
|
|
pl:EmitSound("NPC_FastZombie.GallopRight")
|
|
|
|
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)
|
|
|
|
local wep = pl:GetActiveWeapon()
|
|
|
|
if not wep:IsValid() or not wep.GetClimbing then return end
|
|
|
|
|
|
|
|
if wep:GetClimbing() then
|
|
|
|
pl.CalcIdeal = ACT_ZOMBIE_CLIMB_UP
|
|
|
|
return true
|
|
|
|
elseif wep:GetPounceTime() > 0 then
|
|
|
|
pl.CalcIdeal = ACT_ZOMBIE_LEAP_START
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
|
|
|
|
local speed = velocity:Length2D()
|
|
|
|
if not pl:OnGround() or pl:WaterLevel() >= 3 then
|
|
|
|
pl.CalcIdeal = ACT_ZOMBIE_LEAPING
|
|
|
|
elseif speed <= 0.5 and wep:IsRoaring() then
|
|
|
|
pl.CalcSeqOverride = pl:LookupSequence("menu_zombie_01")
|
2015-04-07 02:56:12 +08:00
|
|
|
elseif speed > 16 and wep:GetSwinging() then
|
|
|
|
pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
|
2014-10-02 08:49:54 +08:00
|
|
|
else
|
|
|
|
pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE_FAST
|
|
|
|
end
|
|
|
|
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
|
|
|
|
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
|
|
|
|
local wep = pl:GetActiveWeapon()
|
|
|
|
if not wep:IsValid() or not wep.GetClimbing then return end
|
|
|
|
|
|
|
|
if wep:GetSwinging() then
|
|
|
|
if not pl.PlayingFZSwing then
|
|
|
|
pl.PlayingFZSwing = true
|
|
|
|
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY)
|
|
|
|
end
|
|
|
|
elseif pl.PlayingFZSwing then
|
|
|
|
pl.PlayingFZSwing = false
|
|
|
|
pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD) --pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY, true)
|
|
|
|
end
|
|
|
|
|
|
|
|
if wep:GetClimbing() then
|
|
|
|
local vel = pl:GetVelocity()
|
|
|
|
local speed = vel:Length()
|
|
|
|
if speed > 8 then
|
|
|
|
pl:SetPlaybackRate(math.Clamp(speed / 160, 0, 1) * (vel.z < 0 and -1 or 1))
|
|
|
|
else
|
|
|
|
pl:SetPlaybackRate(0)
|
|
|
|
end
|
|
|
|
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
|
|
|
|
if wep:GetPounceTime() > 0 then
|
|
|
|
pl:SetPlaybackRate(0.25)
|
|
|
|
|
|
|
|
if not pl.m_PrevFrameCycle then
|
|
|
|
pl.m_PrevFrameCycle = true
|
|
|
|
pl:SetCycle(0)
|
|
|
|
end
|
|
|
|
|
|
|
|
return true
|
|
|
|
elseif pl.m_PrevFrameCycle then
|
|
|
|
pl.m_PrevFrameCycle = nil
|
|
|
|
end
|
|
|
|
|
|
|
|
local speed = velocity:Length2D()
|
|
|
|
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
|
|
|
|
if speed <= 0.5 and wep:IsRoaring() then
|
|
|
|
pl:SetPlaybackRate(0)
|
|
|
|
pl:SetCycle(math.Clamp(1 - (wep:GetRoarEndTime() - CurTime()) / wep.RoarTime, 0, 1) * 0.9)
|
|
|
|
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
function CLASS:DoAnimationEvent(pl, event, data)
|
|
|
|
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
|
|
|
|
return ACT_INVALID
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
if SERVER then
|
|
|
|
function CLASS:ReviveCallback(pl, attacker, dmginfo)
|
|
|
|
if not pl.Revive and not dmginfo:GetInflictor().IsMelee and dmginfo:GetDamageType() ~= DMG_BLAST and dmginfo:GetDamageType() ~= DMG_BURN and (pl:LastHitGroup() == HITGROUP_LEFTLEG or pl:LastHitGroup() == HITGROUP_RIGHTLEG) and math.random(3) == 1 then
|
|
|
|
local classtable = GAMEMODE.ZombieClasses["Fast Zombie Legs"]
|
|
|
|
if classtable then
|
|
|
|
pl:RemoveStatus("overridemodel", false, true)
|
|
|
|
local deathclass = pl.DeathClass or pl:GetZombieClass()
|
|
|
|
pl:SetZombieClass(classtable.Index)
|
|
|
|
pl:DoHulls(classtable.Index, TEAM_UNDEAD)
|
|
|
|
pl.DeathClass = deathclass
|
|
|
|
|
|
|
|
pl:EmitSound("physics/flesh/flesh_bloody_break.wav", 100, 75)
|
|
|
|
|
|
|
|
pl:Gib()
|
|
|
|
pl.Gibbed = nil
|
|
|
|
|
|
|
|
timer.Simple(0, function()
|
|
|
|
if IsValid(pl) then
|
|
|
|
pl:SecondWind()
|
|
|
|
end
|
|
|
|
end)
|
|
|
|
|
|
|
|
return true
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
if SERVER then return end
|
|
|
|
|
|
|
|
CLASS.Icon = "zombiesurvival/killicons/fastzombie"
|
|
|
|
|
|
|
|
function CLASS:CreateMove(pl, cmd)
|
|
|
|
local wep = pl:GetActiveWeapon()
|
|
|
|
if wep:IsValid() and wep.IsPouncing then
|
|
|
|
if wep.m_ViewAngles and wep:IsPouncing() then
|
|
|
|
local maxdiff = FrameTime() * 20
|
|
|
|
local mindiff = -maxdiff
|
|
|
|
local originalangles = wep.m_ViewAngles
|
|
|
|
local viewangles = cmd:GetViewAngles()
|
|
|
|
|
|
|
|
local diff = math.AngleDifference(viewangles.yaw, originalangles.yaw)
|
|
|
|
if diff > maxdiff or diff < mindiff then
|
|
|
|
viewangles.yaw = math.NormalizeAngle(originalangles.yaw + math.Clamp(diff, mindiff, maxdiff))
|
|
|
|
end
|
|
|
|
|
|
|
|
wep.m_ViewAngles = viewangles
|
|
|
|
|
|
|
|
cmd:SetViewAngles(viewangles)
|
|
|
|
--[[elseif wep:IsClimbing() then
|
|
|
|
local buttons = cmd:GetButtons()
|
|
|
|
if bit.band(buttons, IN_DUCK) ~= 0 then
|
|
|
|
cmd:SetButtons(buttons - IN_DUCK)
|
|
|
|
end]]
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|