113 lines
2.9 KiB
Lua
113 lines
2.9 KiB
Lua
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CLASS.Base = "zombie_torso"
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CLASS.Name = "Skeletal Crawler"
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CLASS.TranslationName = "class_skeletal_lurker"
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CLASS.Description = "description_skeletal_lurker"
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CLASS.Help = "controls_skeletal_lurker"
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CLASS.Model = Model("models/zombie/classic_torso.mdl")
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CLASS.OverrideModel = Model("models/player/skeleton.mdl")
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CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 22)}
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CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 22)}
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CLASS.SWEP = "weapon_zs_skeletallurker"
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CLASS.Wave = 2 / 6
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CLASS.Unlocked = false
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CLASS.Hidden = false
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CLASS.Health = 75
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CLASS.Speed = 155
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CLASS.JumpPower = 160
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CLASS.Points = CLASS.Health/GM.SkeletonPointRatio
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CLASS.VoicePitch = 0.8
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CLASS.IsTorso = true
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CLASS.Skeletal = true
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CLASS.SkeletalRes = true
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local math_random = math.random
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local ACT_IDLE = ACT_IDLE
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local ACT_WALK = ACT_WALK
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local bit_band = bit.band
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local DMG_BULLET = DMG_BULLET
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local DMG_CLUB = DMG_CLUB
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local DMG_SLASH = DMG_SLASH
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local string_format = string.format
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function CLASS:CalcMainActivity(pl, velocity)
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if velocity:Length2DSqr() <= 1 then
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return ACT_IDLE, -1
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end
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return ACT_WALK, -1
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end
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function CLASS:PlayPainSound(pl)
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pl:EmitSound(string_format("npc/metropolice/pain%d.wav", math_random(4)), 65, math_random(80, 85))
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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(string_format("npc/zombie/zombie_die%d.wav", math_random(3)), 75, math_random(132, 138))
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return true
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end
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local StepSounds = {
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Sound("npc/barnacle/neck_snap1.wav"),
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Sound("npc/barnacle/neck_snap2.wav")
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}
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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pl:EmitSound(StepSounds[math_random(#StepSounds)], 50, math_random(210, 220), 0.5)
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return true
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end
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function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
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return GAMEMODE.BaseClass.PlayerStepSoundTime(GAMEMODE, pl, iType, bWalking) --* 2
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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end
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function CLASS:ManipulateOverrideModel(pl, overridemodel)
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overridemodel:ManipulateBoneScale(0, vector_origin)
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overridemodel:ManipulateBoneScale(2, vector_origin)
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overridemodel:ManipulateBoneScale(4, vector_origin)
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for i=18, 25 do
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overridemodel:ManipulateBoneScale(i, vector_origin)
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end
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end
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if SERVER then
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function CLASS:ProcessDamage(pl, dmginfo)
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if bit_band(dmginfo:GetDamageType(), DMG_BULLET) ~= 0 then
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dmginfo:SetDamage(dmginfo:GetDamage() * 0.36)
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elseif bit_band(dmginfo:GetDamageType(), DMG_SLASH) == 0 and bit_band(dmginfo:GetDamageType(), DMG_CLUB) == 0 then
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dmginfo:SetDamage(dmginfo:GetDamage() * 0.45)
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end
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end
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function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
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local fakedeath = pl:FakeDeath(462, 1, 1, 1)
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if fakedeath and fakedeath:IsValid() then
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fakedeath:SetModel(self.OverrideModel)
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fakedeath:SetPos(fakedeath:GetPos() - fakedeath:GetDeathAngles():Up() * 46)
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self:ManipulateOverrideModel(pl, fakedeath)
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end
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return true
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end
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end
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if not CLIENT then return end
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CLASS.Icon = "zombiesurvival/killicons/skeletal_lurker"
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