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

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CLASS.Name = "Fast Zombie"
CLASS.TranslationName = "class_fast_zombie"
CLASS.Description = "description_fast_zombie"
CLASS.Help = "controls_fast_zombie"
CLASS.BetterVersion = "Lacerator"
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CLASS.Model = Model("models/player/zombie_fast.mdl")
CLASS.Wave = 2 / 6
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CLASS.Infliction = 0.5 -- We auto-unlock this class if 50% of humans are dead regardless of what wave it is.
CLASS.Revives = true
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CLASS.Health = 150
CLASS.Speed = 255
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CLASS.SWEP = "weapon_zs_fastzombie"
CLASS.Points = CLASS.Health/GM.NoHeadboxZombiePointRatio
CLASS.CanTaunt = true
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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"}
CLASS.DeathSounds = {"npc/fast_zombie/leap1.wav"} --{"NPC_FastZombie.Die"}
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CLASS.VoicePitch = 0.75
CLASS.NoFallDamage = true
CLASS.NoFallSlowdown = true
local math_random = math.random
local math_min = math.min
local math_Clamp = math.Clamp
local CurTime = CurTime
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
local ACT_ZOMBIE_CLIMB_UP = ACT_ZOMBIE_CLIMB_UP
local ACT_ZOMBIE_LEAP_START = ACT_ZOMBIE_LEAP_START
local ACT_ZOMBIE_LEAPING = ACT_ZOMBIE_LEAPING
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
local ACT_HL2MP_RUN_ZOMBIE_FAST = ACT_HL2MP_RUN_ZOMBIE_FAST
local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01
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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))
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end
end
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[math_random(#StepLeftSounds)], 70)
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else
pl:EmitSound(StepRightSounds[math_random(#StepRightSounds)], 70)
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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:ScalePlayerDamage(pl, hitgroup, dmginfo)
return true
end
function CLASS:IgnoreLegDamage(pl, dmginfo)
return true
end
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function CLASS:CalcMainActivity(pl, velocity)
local wep = pl:GetActiveWeapon()
if not wep:IsValid() or not wep.GetClimbing or not wep.GetPounceTime then return end
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if wep:GetClimbing() then
return ACT_ZOMBIE_CLIMB_UP, -1
end
if wep:GetPounceTime() > 0 then
return ACT_ZOMBIE_LEAP_START, -1
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end
if not pl:OnGround() or pl:WaterLevel() >= 3 then
return ACT_ZOMBIE_LEAPING, -1
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end
local speed = velocity:Length2DSqr()
if speed <= 1 and wep:IsRoaring() then
return 1, pl:LookupSequence("menu_zombie_01")
end
if speed > 256 and wep:GetSwinging() then --16^2
return ACT_HL2MP_RUN_ZOMBIE, -1
end
if pl:Crouching() then
return speed <= 1 and ACT_HL2MP_IDLE_CROUCH_ZOMBIE or ACT_HL2MP_WALK_CROUCH_ZOMBIE_01, -1
end
return ACT_HL2MP_RUN_ZOMBIE_FAST, -1
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end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local wep = pl:GetActiveWeapon()
if not wep:IsValid() or not wep.GetClimbing or not wep.GetPounceTime then return end
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if wep.GetSwinging and wep:GetSwinging() then
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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:LengthSqr()
if speed > 64 then --8^2
pl:SetPlaybackRate(math_Clamp(speed / 25600, 0, 1) * (vel.z < 0 and -1 or 1)) --160^2
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else
pl:SetPlaybackRate(0)
end
return true
end
if wep.GetPounceTime and wep:GetPounceTime() > 0 then
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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
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 wep:IsRoaring() and velocity:Length2DSqr() <= 1 then
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pl:SetPlaybackRate(0)
pl:SetCycle(math_Clamp(1 - (wep:GetRoarEndTime() - CurTime()) / wep.RoarTime, 0, 1) * 0.9)
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return true
end
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL, true)
return ACT_INVALID
elseif event == PLAYERANIMEVENT_RELOAD then
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return ACT_INVALID
end
end
if SERVER then
function CLASS:ReviveCallback(pl, attacker, dmginfo)
if math.random(2) == 2 or not pl:ShouldReviveFrom(dmginfo, self.Hull[2].z * 0.4) then return false end
local classtable = math_random(3) == 3 and GAMEMODE.ZombieClasses["Fast Zombie Legs"] or GAMEMODE.ZombieClasses["Fast Zombie Torso"]
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
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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