194 lines
5 KiB
Lua
194 lines
5 KiB
Lua
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CLASS.Name = "Giga Gore Child"
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CLASS.TranslationName = "class_giga_gore_child"
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CLASS.Description = "description_giga_gore_child"
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CLASS.Help = "controls_giga_gore_child"
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CLASS.Wave = 0
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CLASS.Threshold = 0
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CLASS.Unlocked = true
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CLASS.Hidden = true
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CLASS.Boss = true
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CLASS.Health = 2000
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CLASS.Speed = 170
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CLASS.Points = 30
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CLASS.CanTaunt = true
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CLASS.FearPerInstance = 1
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CLASS.SWEP = "weapon_zs_gigagorechild"
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CLASS.Model = Model("models/vinrax/player/doll_player.mdl")
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CLASS.VoicePitch = 1
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CLASS.ModelScale = 1.6
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CLASS.CanFeignDeath = true
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CLASS.Mass = 500
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CLASS.ViewOffset = DEFAULT_VIEW_OFFSET * CLASS.ModelScale
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CLASS.ViewOffsetDucked = DEFAULT_VIEW_OFFSET_DUCKED * CLASS.ModelScale
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CLASS.StepSize = 25
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CLASS.Hull = {Vector(-16, -16, 0) * CLASS.ModelScale, Vector(16, 16, 64) * CLASS.ModelScale}
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CLASS.HullDuck = {Vector(-16, -16, 0) * CLASS.ModelScale, Vector(16, 16, 32) * CLASS.ModelScale}
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CLASS.Hull[1].x = -16
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CLASS.Hull[2].x = 16
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CLASS.Hull[1].y = -16
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CLASS.Hull[2].y = 16
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CLASS.HullDuck[1].x = -16
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CLASS.HullDuck[2].x = 16
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CLASS.HullDuck[1].y = -16
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CLASS.HullDuck[2].y = 16
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local DIR_BACK = DIR_BACK
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local ACT_HL2MP_ZOMBIE_SLUMP_RISE = ACT_HL2MP_ZOMBIE_SLUMP_RISE
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local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
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local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
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local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01
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local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
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local mathrandom = math.random
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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[mathrandom(#StepLeftSounds)], 77, 50)
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pl:EmitSound("physics/concrete/concrete_break2.wav", 77, 70)
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else
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pl:EmitSound(StepRightSounds[mathrandom(#StepRightSounds)], 77, 50)
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pl:EmitSound("physics/concrete/concrete_break3.wav", 77, 70)
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end
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if EyePos():Distance(vFootPos) <= 300 then
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util.ScreenShake(vFootPos, 5, 5, 1, 300)
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end
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return true
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end
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function CLASS:PlayDeathSound(pl)
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local pitch = math.random(60, 70)
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for i=1, 2 do
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pl:EmitSound("ambient/creatures/town_child_scream1.wav", 75, pitch)
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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("ambient/voices/citizen_beaten"..math.random(5)..".wav", 70, math.random(50, 60))
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pl.NextPainSound = CurTime() + 1.25
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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 feign = pl.FeignDeath
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if feign and feign:IsValid() then
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if feign:GetDirection() == DIR_BACK then
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pl.CalcSeqOverride = pl:LookupSequence("zombie_slump_rise_02_fast")
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else
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pl.CalcIdeal = ACT_HL2MP_ZOMBIE_SLUMP_RISE
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end
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return true
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end
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if pl:WaterLevel() >= 3 then
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pl.CalcIdeal = ACT_HL2MP_SWIM_PISTOL
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elseif pl:Crouching() then
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if velocity:Length2D() <= 0.5 then
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pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
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else
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pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3)
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end
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else
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pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
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end
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return true
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end
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function CLASS:Move(pl, move)
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.IsSwinging and wep:IsSwinging() then
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move:SetMaxSpeed(move:GetMaxSpeed() * 0.25)
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move:SetMaxClientSpeed(move:GetMaxClientSpeed() * 0.25)
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return true
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end
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end
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function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
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return GAMEMODE.BaseClass.PlayerStepSoundTime(GAMEMODE.BaseClass, pl, iType, bWalking) * 1.8
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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local feign = pl.FeignDeath
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if feign and feign:IsValid() then
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if feign:GetState() == 1 then
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pl:SetCycle(1 - math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
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else
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pl:SetCycle(math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
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end
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pl:SetPlaybackRate(0)
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return true
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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, 3))
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else
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pl:SetPlaybackRate(1)
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end
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pl:SetPlaybackRate(pl:GetPlaybackRate() * 0.5)
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return true
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end
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function CLASS:DoAnimationEvent(pl, event, data)
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if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
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pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_ZOMBIE, true)
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return ACT_INVALID
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elseif event == PLAYERANIMEVENT_RELOAD then
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pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_ITEM_THROW, true)
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return ACT_INVALID
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end
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end
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function CLASS:DoesntGiveFear(pl)
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return pl.FeignDeath and pl.FeignDeath:IsValid()
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end
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if SERVER then
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function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo)
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pl:FakeDeath(pl:LookupSequence("death_0"..math.random(4)), self.ModelScale)
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return true
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end
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function CLASS:PostOnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo)
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pl:SetZombieClass(GAMEMODE.DefaultZombieClass)
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end
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function CLASS:AltUse(pl)
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pl:StartFeignDeath()
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end
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end
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if not CLIENT then return end
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function CLASS:ShouldDrawLocalPlayer()
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return true
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end
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