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

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2014-10-02 08:49:54 +08:00
CLASS.Name = "Zombie"
CLASS.TranslationName = "class_zombie"
CLASS.Description = "description_zombie"
CLASS.Help = "controls_zombie"
CLASS.Wave = 0
CLASS.Unlocked = true
CLASS.IsDefault = true
CLASS.Order = 0
CLASS.Health = 200
CLASS.Speed = 140
CLASS.Revives = true
CLASS.CanTaunt = true
CLASS.Points = 5
CLASS.SWEP = "weapon_zs_zombie"
CLASS.Model = Model("models/player/zombie_classic.mdl")
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.VoicePitch = 0.65
CLASS.CanFeignDeath = true
function CLASS:KnockedDown(pl, status, exists)
pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD)
end
local mathrandom = math.random
local StepSounds = {
"npc/zombie/foot1.wav",
"npc/zombie/foot2.wav",
"npc/zombie/foot3.wav"
}
local ScuffSounds = {
"npc/zombie/foot_slide1.wav",
"npc/zombie/foot_slide2.wav",
"npc/zombie/foot_slide3.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if mathrandom() < 0.15 then
pl:EmitSound(ScuffSounds[mathrandom(#ScuffSounds)], 70)
else
pl:EmitSound(StepSounds[mathrandom(#StepSounds)], 70)
end
return true
end
-- Sound scripts are LITERALLY 100x slower than raw file input. Test it yourself if you don't believe me.
--[[function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if iFoot == 0 then
if mathrandom() < 0.15 then
pl:EmitSound("Zombie.ScuffLeft")
else
pl:EmitSound("Zombie.FootstepLeft")
end
else
if mathrandom() < 0.15 then
pl:EmitSound("Zombie.ScuffRight")
else
pl:EmitSound("Zombie.FootstepRight")
end
end
return true
end]]
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
return 625 - pl:GetVelocity():Length()
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 600
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 750
end
return 450
end
function CLASS:CalcMainActivity(pl, velocity)
local revive = pl.Revive
if revive and revive:IsValid() then
pl.CalcIdeal = ACT_HL2MP_ZOMBIE_SLUMP_RISE
return true
end
local feign = pl.FeignDeath
if feign and feign:IsValid() then
if feign:GetDirection() == DIR_BACK then
pl.CalcSeqOverride = pl:LookupSequence("zombie_slump_rise_02_fast")
else
pl.CalcIdeal = ACT_HL2MP_ZOMBIE_SLUMP_RISE
end
return true
end
if pl:WaterLevel() >= 3 then
pl.CalcIdeal = ACT_HL2MP_SWIM_PISTOL
return true
end
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsMoaning and wep:IsMoaning() then
pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
elseif velocity:Length2D() <= 0.5 then
if pl:Crouching() then
pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
else
pl.CalcIdeal = ACT_HL2MP_IDLE_ZOMBIE
end
elseif pl:Crouching() then
pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3)
else
pl.CalcIdeal = ACT_HL2MP_WALK_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3)
end
return true
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local revive = pl.Revive
if revive and revive:IsValid() then
pl:SetCycle(0.4 + (1 - math.Clamp((revive:GetReviveTime() - CurTime()) / revive.AnimTime, 0, 1)) * 0.6)
pl:SetPlaybackRate(0)
return true
end
local feign = pl.FeignDeath
if feign and feign:IsValid() then
if feign:GetState() == 1 then
pl:SetCycle(1 - math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
else
pl:SetCycle(math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
end
pl:SetPlaybackRate(0)
return true
end
local len2d = velocity:Length2D()
if len2d > 0.5 then
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsMoaning and wep:IsMoaning() then
pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed, 3))
else
pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed * 0.666, 3))
end
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_GMOD_GESTURE_RANGE_ZOMBIE, true)
return ACT_INVALID
end
end
function CLASS:DoesntGiveFear(pl)
return pl.FeignDeath and pl.FeignDeath:IsValid()
end
if SERVER then
function CLASS:AltUse(pl)
pl:StartFeignDeath()
end
function CLASS:ProcessDamage(pl, dmginfo)
local attacker, inflictor, damage = dmginfo:GetAttacker(), dmginfo:GetInflictor(), dmginfo:GetDamage()
if attacker ~= pl and damage >= pl:Health() and pl:LastHitGroup() ~= HITGROUP_HEAD and damage < 70 and not inflictor.IsMelee and not inflictor.NoReviveFromKills and dmginfo:GetDamageType() ~= DMG_BLAST and dmginfo:GetDamageType() ~= DMG_BURN and dmginfo:GetDamageType() ~= DMG_CRUSH and (pl.NextZombieRevive or 0) <= CurTime() and pl:LastHitGroup() ~= HITGROUP_LEFTLEG and pl:LastHitGroup() ~= HITGROUP_RIGHTLEG then
pl.NextZombieRevive = CurTime() + 3
dmginfo:SetDamage(0)
pl:SetHealth(10)
local status = pl:GiveStatus("revive_slump")
if status then
status:SetReviveTime(CurTime() + 2.25)
end
return true
end
end
function CLASS:ReviveCallback(pl, attacker, dmginfo)
if not pl.Revive and not dmginfo:GetInflictor().IsMelee and not dmginfo:GetInflictor().NoReviveFromKills and dmginfo:GetDamageType() ~= DMG_BLAST and dmginfo:GetDamageType() ~= DMG_BURN and (pl:LastHitGroup() == HITGROUP_LEFTLEG or pl:LastHitGroup() == HITGROUP_RIGHTLEG) then
local classtable = math.random(1) == 3 and GAMEMODE.ZombieClasses["Zombie Legs"] or GAMEMODE.ZombieClasses["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)
if classtable == GAMEMODE.ZombieClasses["Zombie Torso"] then
local ent = ents.Create("prop_dynamic_override")
if ent:IsValid() then
ent:SetModel(Model("models/Zombie/Classic_legs.mdl"))
ent:SetPos(pl:GetPos())
ent:SetAngles(pl:GetAngles())
ent:Spawn()
ent:Fire("kill", "", 1.5)
end
end
pl:Gib()
pl.Gibbed = nil
timer.Simple(0, function()
if pl:IsValid() then
pl:SecondWind()
end
end)
return true
end
end
return false
end
function CLASS:OnSecondWind(pl)
pl:EmitSound("npc/zombie/zombie_voice_idle"..math.random(1, 14)..".wav", 100, 85)
end
end
if CLIENT then
CLASS.Icon = "zombiesurvival/killicons/zombie"
end