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

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CLASS.Base = "zombie_torso"
CLASS.Name = "Shadow Lurker"
CLASS.TranslationName = "class_shadow_lurker"
CLASS.Description = "description_shadow_lurker"
CLASS.Help = "controls_shadow_lurker"
CLASS.Model = Model("models/zombie/classic_torso.mdl")
CLASS.OverrideModel = Model("models/player/skeleton.mdl")
CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 22)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 22)}
CLASS.SWEP = "weapon_zs_shadowlurker"
CLASS.Wave = 2 / 6
CLASS.Unlocked = false
CLASS.Hidden = false
CLASS.Health = 165
CLASS.Speed = 160
CLASS.JumpPower = 160
CLASS.Points = CLASS.Health/GM.TorsoZombiePointRatio
CLASS.VoicePitch = 0.55
CLASS.NoHideMainModel = true
CLASS.IsTorso = true
CLASS.Skeletal = true
local math_random = math.random
local ACT_IDLE = ACT_IDLE
local ACT_WALK = ACT_WALK
function CLASS:CalcMainActivity(pl, velocity)
if velocity:Length2DSqr() <= 1 then
return ACT_IDLE, -1
end
return ACT_WALK, -1
end
function CLASS:PlayPainSound(pl)
pl:EmitSound("npc/antlion/pain2.wav", 70, math_random(240, 250))
pl.NextPainSound = CurTime() + 0.5
return true
end
function CLASS:PlayDeathSound(pl)
pl:EmitSound("npc/antlion/pain"..math_random(2)..".wav", 70, math_random(240, 250))
return true
end
local StepSounds = {
Sound("npc/barnacle/neck_snap1.wav"),
Sound("npc/barnacle/neck_snap2.wav")
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
pl:EmitSound(StepSounds[math_random(#StepSounds)], 50, math_random(210, 220), 0.5)
return true
end
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
return GAMEMODE.BaseClass.PlayerStepSoundTime(GAMEMODE, pl, iType, bWalking) --* 2
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
end
function CLASS:ManipulateOverrideModel(pl, overridemodel)
overridemodel:ManipulateBoneScale(0, vector_origin)
overridemodel:ManipulateBoneScale(2, vector_origin)
overridemodel:ManipulateBoneScale(4, vector_origin)
for i=18, 25 do
overridemodel:ManipulateBoneScale(i, vector_origin)
end
end
if SERVER then
function CLASS:ProcessDamage(pl, dmginfo)
if dmginfo:GetInflictor().IsMelee then
dmginfo:SetDamage(dmginfo:GetDamage() / 2)
end
end
function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
local effectdata = EffectData()
effectdata:SetOrigin(pl:GetPos())
effectdata:SetNormal(pl:GetForward())
effectdata:SetEntity(pl)
util.Effect("death_shadowlurker", effectdata, nil, true)
local fakedeath = pl:FakeDeath(462, 1, 1, 1)
if fakedeath and fakedeath:IsValid() then
fakedeath:SetColor(color_black)
fakedeath:SetModel(self.OverrideModel)
fakedeath:SetPos(fakedeath:GetPos() - fakedeath:GetDeathAngles():Up() * 46)
self:ManipulateOverrideModel(pl, fakedeath)
end
return true
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/skeletal_lurker"
CLASS.IconColor = Color(20, 20, 20)
local render_SetBlend = render.SetBlend
local render_SetColorModulation = render.SetColorModulation
local render_SetMaterial = render.SetMaterial
local render_DrawSprite = render.DrawSprite
local render_ModelMaterialOverride = render.ModelMaterialOverride
local angle_zero = angle_zero
local LocalToWorld = LocalToWorld
local colGlow = Color(255, 0, 0)
local matGlow = Material("sprites/glow04_noz")
local matBlack = CreateMaterial("shadowlurkersheet", "UnlitGeneric", {["$basetexture"] = "Tools/toolsblack", ["$model"] = 1})
local vecEyeLeft = Vector(5, -3.5, -1)
local vecEyeRight = Vector(5, -3.5, 1)
function CLASS:PrePlayerDraw(pl)
render_SetBlend(0.45)
render_SetColorModulation(0.1, 0.1, 0.1)
end
function CLASS:PostPlayerDraw(pl)
render_SetBlend(1)
render_SetColorModulation(1, 1, 1)
end
function CLASS:PrePlayerDrawOverrideModel(pl)
render_ModelMaterialOverride(matBlack)
end
function CLASS:PostPlayerDrawOverrideModel(pl)
render_ModelMaterialOverride(nil)
if pl == MySelf and not pl:ShouldDrawLocalPlayer() or pl.SpawnProtection then return end
local pos, ang = pl:GetBonePositionMatrixed(5)
if pos then
render_SetMaterial(matGlow)
render_DrawSprite(LocalToWorld(vecEyeLeft, angle_zero, pos, ang), 4, 4, colGlow)
render_DrawSprite(LocalToWorld(vecEyeRight, angle_zero, pos, ang), 4, 4, colGlow)
end
end