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

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CLASS.Name = "Poison Headcrab"
CLASS.TranslationName = "class_poison_headcrab"
CLASS.Description = "description_poison_headcrab"
CLASS.Help = "controls_poison_headcrab"
CLASS.BetterVersion = "Barbed Headcrab"
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CLASS.Model = Model("models/headcrabblack.mdl")
CLASS.Wave = 3 / 6
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CLASS.Threshold = 0.6
CLASS.SWEP = "weapon_zs_poisonheadcrab"
CLASS.Health = 85
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CLASS.Speed = 145
CLASS.JumpPower = 100
CLASS.NoFallDamage = true
CLASS.NoFallSlowdown = true
CLASS.IsHeadcrab = true
CLASS.Points = CLASS.Health/GM.HeadcrabZombiePointRatio
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CLASS.Hull = {Vector(-12, -12, 0), Vector(12, 12, 18.1)}
CLASS.HullDuck = {Vector(-12, -12, 0), Vector(12, 12, 18.1)}
CLASS.ViewOffset = Vector(0, 0, 10)
CLASS.ViewOffsetDucked = Vector(0, 0, 10)
CLASS.StepSize = 8
CLASS.CrouchedWalkSpeed = 1
CLASS.Mass = 40
CLASS.CantDuck = true
CLASS.PainSounds = {"NPC_BlackHeadcrab.Pain"}
CLASS.DeathSounds = {"NPC_BlackHeadcrab.Die"}
CLASS.BloodColor = BLOOD_COLOR_GREEN
local math_random = math.random
local CurTime = CurTime
local math_max = math.max
local math_sin = math.sin
local math_pi = math.pi
local ACT_RUN = ACT_RUN
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
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function CLASS:Move(pl, mv)
local wep = pl:GetActiveWeapon()
if wep.Move and wep:Move(mv) then
return true
end
end
function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
return true
end
local StepSounds = {
"npc/headcrab_poison/ph_step1.wav",
"npc/headcrab_poison/ph_step2.wav",
"npc/headcrab_poison/ph_step3.wav",
"npc/headcrab_poison/ph_step4.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
pl:EmitSound(StepSounds[math_random(#StepSounds)], 60)
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return true
end
--[[function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
pl:EmitSound("NPC_BlackHeadcrab.Footstep")
return true
end]]
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
return 285 - pl:GetVelocity():Length()
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 200
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 280
end
return 175
end
function CLASS:CalcMainActivity(pl, velocity)
local wep = pl:GetActiveWeapon()
if wep:IsValid() then
if wep.ShouldPlayLeapAnimation and wep:ShouldPlayLeapAnimation() then
return 1, 7
end
if wep.IsGoingToSpit and wep:IsGoingToSpit() then
return 1, 2
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end
end
if pl:OnGround() then
if velocity:Length2DSqr() > 1 then
return ACT_RUN, -1
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end
return 1, 4
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end
return 1, 6
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end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local seq = pl:GetSequence()
--[[if seq == 2 or seq == 7 then
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pl:SetPlaybackRate(1)
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 seq == 2 then
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.SpitWindUp then
local spitend = wep:GetNextSpit()
local lerp = 1 - math_max(0, spitend - CurTime()) / wep.SpitWindUp
if lerp == 1 then
pl:SetCycle(0.6 + math_sin(CurTime() * math_pi) * 0.1)
else
pl:SetCycle(lerp * 0.6)
end
pl:SetPlaybackRate(0)
return true
end
elseif seq == 7 then
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.PounceWindUp then
local spitend = wep:GetNextLeap()
local lerp = 1 - math_max(0, spitend - CurTime()) / wep.PounceWindUp
if lerp == 1 then
pl:SetCycle(0.7 + math_sin(CurTime() * math_pi) * 0.1)
else
pl:SetCycle(lerp * 0.7)
end
pl:SetPlaybackRate(0)
return true
end
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end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/poisonheadcrab"
function CLASS:CreateMove(pl, cmd)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.m_ViewAngles and (wep.IsLeaping and wep:IsLeaping() or wep.IsGoingToLeap and wep:IsGoingToLeap()) then
local maxdiff = FrameTime() * 15
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)
end
end