2014-10-02 08:49:54 +08:00
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CLASS.Name = "Bloated Zombie"
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CLASS.TranslationName = "class_bloated_zombie"
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CLASS.Description = "description_bloated_zombie"
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CLASS.Help = "controls_bloated_zombie"
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CLASS.Wave = 3 / 6
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CLASS.Health = 325
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CLASS.Speed = 120
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CLASS.JumpPower = 150
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CLASS.Mass = DEFAULT_MASS * 2
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CLASS.CanTaunt = true
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CLASS.Points = 6
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CLASS.SWEP = "weapon_zs_bloatedzombie"
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CLASS.Model = Model("models/player/fatty/fatty.mdl")
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CLASS.DeathSounds = {"npc/ichthyosaur/water_growl5.wav"}
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CLASS.VoicePitch = 0.6
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CLASS.CanFeignDeath = true
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sound.Add({
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name = "fatty.footstep",
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channel = CHAN_BODY,
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volume = 0.8,
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soundlevel = 65,
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pitchstart = 75,
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pitchend = 75,
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sound = {"npc/zombie/foot1.wav", "npc/zombie/foot2.wav", "npc/zombie/foot3.wav"}
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})
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sound.Add({
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name = "fatty.footscuff",
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channel = CHAN_BODY,
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volume = 0.8,
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soundlevel = 65,
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pitchstart = 75,
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pitchend = 75,
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sound = {"npc/zombie/foot_slide1.wav", "npc/zombie/foot_slide2.wav", "npc/zombie/foot_slide3.wav"}
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})
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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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function CLASS:PlayPainSound(pl)
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pl:EmitSound("npc/zombie_poison/pz_idle"..math.random(2, 3)..".wav", 72, math.Rand(75, 85))
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return true
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end
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local mathrandom = math.random
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local StepSounds = {
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"npc/zombie/foot1.wav",
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"npc/zombie/foot2.wav",
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"npc/zombie/foot3.wav"
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}
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local ScuffSounds = {
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"npc/zombie/foot_slide1.wav",
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"npc/zombie/foot_slide2.wav",
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"npc/zombie/foot_slide3.wav"
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}
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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if mathrandom() < 0.15 then
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pl:EmitSound(ScuffSounds[mathrandom(#ScuffSounds)], 70, 75)
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else
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pl:EmitSound(StepSounds[mathrandom(#StepSounds)], 70, 75)
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end
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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: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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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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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:AltUse(pl)
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pl:StartFeignDeath()
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end
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local function Bomb(pl, pos, dir)
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if not IsValid(pl) then return end
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dir:RotateAroundAxis(dir:Right(), 30)
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local effectdata = EffectData()
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effectdata:SetOrigin(pos)
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effectdata:SetNormal(dir:Forward())
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util.Effect("fatexplosion", effectdata, true)
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for i=1, 6 do
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local ang = Angle()
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ang:Set(dir)
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ang:RotateAroundAxis(ang:Up(), math.Rand(-30, 30))
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ang:RotateAroundAxis(ang:Right(), math.Rand(-30, 30))
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local heading = ang:Forward()
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local ent = ents.CreateLimited("projectile_poisonflesh")
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if ent:IsValid() then
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ent:SetPos(pos)
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ent:SetOwner(pl)
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ent:Spawn()
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2014-12-08 04:02:40 +08:00
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2014-10-02 08:49:54 +08:00
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local phys = ent:GetPhysicsObject()
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if phys:IsValid() then
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phys:Wake()
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phys:SetVelocityInstantaneous(heading * math.Rand(120, 250))
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end
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end
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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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if attacker ~= pl and not suicide then
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local pos = pl:LocalToWorld(pl:OBBCenter())
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local ang = pl:SyncAngles()
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timer.Simple(0, function() Bomb(pl, pos, ang) end)
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end
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end
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end
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if CLIENT then
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CLASS.Icon = "zombiesurvival/killicons/zombie"
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end
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