142 lines
3 KiB
Lua
142 lines
3 KiB
Lua
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CLASS.Name = "Doom Crab"
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CLASS.TranslationName = "class_doomcrab"
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CLASS.Description = "description_doomcrab"
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CLASS.Help = "controls_doomcrab"
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CLASS.Boss = true
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CLASS.KnockbackScale = 0
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CLASS.FearPerInstance = 1
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CLASS.Points = 35
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CLASS.Model = Model("models/headcrabclassic.mdl")
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CLASS.SWEP = "weapon_zs_doomcrab"
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CLASS.Health = 2200
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CLASS.Speed = 210
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--CLASS.JumpPower = 160
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CLASS.NoFallDamage = true
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CLASS.NoFallSlowdown = true
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CLASS.ModelScale = 3
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CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 12 * CLASS.ModelScale)}
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CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 12 * CLASS.ModelScale)}
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CLASS.ViewOffset = Vector(0, 0, 48)
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CLASS.ViewOffsetDucked = Vector(0, 0, 48)
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CLASS.StepSize = 8 * CLASS.ModelScale
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CLASS.CrouchedWalkSpeed = 1
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CLASS.Mass = 25 * CLASS.ModelScale
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--CLASS.NoCollideAll = true
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CLASS.CantDuck = true
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--CLASS.IsHeadcrab = true
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CLASS.BloodColor = BLOOD_COLOR_YELLOW
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local math_random = math.random
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local CurTime = CurTime
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local ACT_RUN = ACT_RUN
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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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local StepLeftSounds = {
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"npc/zombie/foot1.wav",
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"npc/zombie/foot2.wav"
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}
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local StepRightSounds = {
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"npc/zombie/foot2.wav",
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"npc/zombie/foot3.wav"
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}
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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if iFoot == 0 then
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pl:EmitSound(StepLeftSounds[math_random(#StepLeftSounds)], 77, 50)
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else
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pl:EmitSound(StepRightSounds[math_random(#StepRightSounds)], 77, 50)
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end
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return true
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end
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function CLASS:PlayPainSound(pl)
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pl:EmitSound(string.format("npc/antlion_guard/angry%d.wav", math_random(3)))
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pl.NextPainSound = CurTime() + 0.5
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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/ichthyosaur/water_growl5.wav")
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return true
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end
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function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
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return true
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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.IsAttacking and wep:IsAttacking() then
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return 1, 5
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end
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if pl:OnGround() then
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if velocity:Length2DSqr() > 1 then
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return ACT_RUN, -1
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end
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return 1, 1
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end
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--if pl:WaterLevel() >= 3 then
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return 1, 6
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--[[else
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pl.CalcSeqOverride = 5
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end]]
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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.IsAttacking and wep:IsAttacking() then
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pl:SetPlaybackRate(0)
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if wep.GetAttackEndTime then --??? How can this be nil?
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pl:SetCycle(1 - ((wep:GetAttackEndTime() - CurTime()) / wep.AttackTime))
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end
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end
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local seq = pl:GetSequence()
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if seq == 5 then
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if not pl.m_PrevFrameCycle then
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pl.m_PrevFrameCycle = true
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pl:SetCycle(0)
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end
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pl:SetPlaybackRate(1 / self.ModelScale)
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return true
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elseif pl.m_PrevFrameCycle then
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pl.m_PrevFrameCycle = nil
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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 / 2 / self.ModelScale, 2))
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else
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pl:SetPlaybackRate(1 / self.ModelScale)
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end
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return true
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end
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