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

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CLASS.Name = "Devourer"
CLASS.TranslationName = "class_devourer"
CLASS.Description = "description_devourer"
CLASS.Help = "controls_devourer"
CLASS.Boss = true
CLASS.KnockbackScale = 0
CLASS.Health = 1600
CLASS.Speed = 160
CLASS.CanTaunt = true
CLASS.FearPerInstance = 1
CLASS.Points = 30
CLASS.SWEP = "weapon_zs_devourer"
CLASS.Model = Model("models/player/charple.mdl")
CLASS.OverrideModel = Model("models/player/skeleton.mdl")
CLASS.NoHideMainModel = true
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"}
CLASS.Skeletal = true
local math_random = math.random
local math_min = math.min
local CurTime = CurTime
local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
local StepSounds = {
"npc/zombie/foot1.wav",
"npc/zombie/foot2.wav",
"npc/zombie/foot3.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
pl:EmitSound(StepSounds[math_random(#StepSounds)], 70)
return true
end
function CLASS:CalcMainActivity(pl, velocity)
if pl:WaterLevel() >= 3 then
return ACT_HL2MP_SWIM_PISTOL, -1
end
local len = velocity:Length2DSqr()
if len <= 1 then
if pl:Crouching() and pl:OnGround() then
return ACT_HL2MP_IDLE_CROUCH_FIST, -1
end
return ACT_HL2MP_IDLE_KNIFE, -1
end
if pl:Crouching() and pl:OnGround() then
return ACT_HL2MP_WALK_CROUCH_KNIFE, -1
end
if len < 2800 then
return ACT_HL2MP_WALK_KNIFE, -1
end
return ACT_HL2MP_RUN_KNIFE, -1
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local len2d = velocity:Length()
if len2d > 1 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
elseif event == PLAYERANIMEVENT_RELOAD then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_TAUNT_ZOMBIE, true)
return ACT_INVALID
end
end
if SERVER then
function CLASS:OnSpawned(pl)
pl:CreateAmbience("devourerambience")
end
end
local vecSpineOffset = Vector(1, 3, 0)
local MuscularBones = {
["ValveBiped.Bip01_R_Upperarm"] = Vector(1, 2, 3.5),
["ValveBiped.Bip01_R_Forearm"] = Vector(1, 2.5, 3),
["ValveBiped.Bip01_L_Upperarm"] = Vector(1, 2, 3.5),
["ValveBiped.Bip01_L_Forearm"] = Vector(1, 2.5, 3),
["ValveBiped.Bip01_L_Hand"] = Vector(1, 2, 4),
["ValveBiped.Bip01_R_Hand"] = Vector(1, 2, 4),
["ValveBiped.Bip01_L_Thigh"] = Vector(1, 2, 3),
["ValveBiped.Bip01_R_Thigh"] = Vector(1, 2, 3),
["ValveBiped.Bip01_L_Calf"] = Vector(1, 2, 3),
["ValveBiped.Bip01_R_Calf"] = Vector(1, 2, 3),
["ValveBiped.Bip01_L_Foot"] = Vector(1, 2, 3),
["ValveBiped.Bip01_R_Foot"] = Vector(1, 2, 3),
}
local SpineBones = {"ValveBiped.Bip01_Spine2", "ValveBiped.Bip01_Spine4", "ValveBiped.Bip01_Spine1", "ValveBiped.Bip01_Neck1"}
function CLASS:BuildBonePositions(pl)
for _, bone in pairs(SpineBones) do
local boneid = pl:LookupBone(bone)
if boneid and boneid > 0 then
pl:ManipulateBonePosition(boneid, vecSpineOffset)
end
end
for bonename, newscale in pairs(MuscularBones) do
local boneid = pl:LookupBone(bonename)
if boneid and boneid > 0 then
pl:ManipulateBoneScale(boneid, newscale)
end
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/devourer"
local matFlesh = Material("models/flesh")
local matBlack = CreateMaterial("devourer", "UnlitGeneric", {["$basetexture"] = "Tools/toolsblack", ["$model"] = 1})
function CLASS:PrePlayerDraw(pl)
render.ModelMaterialOverride(matFlesh)
render.SetColorModulation(0.45, 0.35, 0.05)
end
function CLASS:PostPlayerDraw(pl)
render.SetColorModulation(1, 1, 1)
render.ModelMaterialOverride()
end
function CLASS:PrePlayerDrawOverrideModel(pl)
render.ModelMaterialOverride(matBlack)
end
function CLASS:PostPlayerDrawOverrideModel(pl)
render.ModelMaterialOverride(nil)
end