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

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2014-10-02 08:49:54 +08:00
CLASS.Name = "The Butcher"
CLASS.TranslationName = "class_butcher"
CLASS.Description = "description_butcher"
CLASS.Help = "controls_butcher"
CLASS.Wave = 0
CLASS.Threshold = 0
CLASS.Unlocked = true
CLASS.Hidden = true
CLASS.Boss = true
CLASS.Health = 750
CLASS.Speed = 190
CLASS.CanTaunt = true
CLASS.FearPerInstance = 1
CLASS.Points = 30
CLASS.SWEP = "weapon_zs_butcherknifez"
CLASS.Model = Model("models/player/corpse1.mdl")
CLASS.VoicePitch = 0.65
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"}
CLASS.DeathSounds = {"npc/zombie/zombie_die1.wav", "npc/zombie/zombie_die2.wav", "npc/zombie/zombie_die3.wav"}
local ACT_HL2MP_SWIM_MELEE = ACT_HL2MP_SWIM_MELEE
local ACT_HL2MP_IDLE_CROUCH_MELEE = ACT_HL2MP_IDLE_CROUCH_MELEE
local ACT_HL2MP_WALK_CROUCH_MELEE = ACT_HL2MP_WALK_CROUCH_MELEE
local ACT_HL2MP_IDLE_MELEE = ACT_HL2MP_IDLE_MELEE
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
local ACT_HL2MP_RUN_MELEE = ACT_HL2MP_RUN_MELEE
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
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:CalcMainActivity(pl, velocity)
if pl:WaterLevel() >= 3 then
pl.CalcIdeal = ACT_HL2MP_SWIM_MELEE
return true
end
local swinging = false
local wep = pl:GetActiveWeapon()
if wep:IsValid() and CurTime() < wep:GetNextPrimaryFire() then
swinging = true
end
if pl:Crouching() then
if velocity:Length2D() <= 0.5 then
pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_MELEE
else
pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_MELEE
end
elseif velocity:Length2D() <= 0.5 then
if swinging then
pl.CalcIdeal = ACT_HL2MP_IDLE_MELEE
else
pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
end
elseif swinging then
pl.CalcIdeal = ACT_HL2MP_RUN_MELEE
else
pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
end
return true
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local len2d = velocity:Length2D()
if len2d > 0.5 then
pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed, 3))
else
pl:SetPlaybackRate(1)
end
return true
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_MELEE, true)
return ACT_INVALID
end
end
if SERVER then
function CLASS:OnSpawned(pl)
pl:CreateAmbience("butcherambience")
end
local function MakeButcherKnife(pos)
local ent = ents.Create("prop_weapon")
if ent:IsValid() then
ent:SetPos(pos)
ent:SetAngles(AngleRand())
ent:SetWeaponType("weapon_zs_butcherknife")
ent:Spawn()
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
phys:SetVelocityInstantaneous(VectorRand():GetNormalized() * math.Rand(24, 100))
phys:AddAngleVelocity(VectorRand() * 200)
end
end
end
function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
local pos = pl:LocalToWorld(pl:OBBCenter())
timer.Simple(0, function()
MakeButcherKnife(pos)
end)
end
end
if not CLIENT then return end
--CLASS.Icon = "zombiesurvival/killicons/butcher"
function CLASS:PrePlayerDraw(pl)
render.SetColorModulation(1, 0.5, 0.5)
end
function CLASS:PostPlayerDraw(pl)
render.SetColorModulation(1, 1, 1)
end