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

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2014-10-02 08:49:54 +08:00
CLASS.Name = "Will O' Wisp"
CLASS.TranslationName = "class_wilowisp"
CLASS.Description = "description_wilowisp"
CLASS.Health = 10000
CLASS.Wave = 0
CLASS.Threshold = 0
CLASS.Model = Model("models/error.mdl")
CLASS.Speed = 260
CLASS.JumpPower = 0
CLASS.PainSounds = {Sound("npc/scanner/photo1.wav")}
CLASS.DeathSounds = {Sound("zombiesurvival/wraithdeath1.ogg"), Sound("zombiesurvival/wraithdeath2.ogg"), Sound("zombiesurvival/wraithdeath3.ogg"), Sound("zombiesurvival/wraithdeath4.ogg")}
CLASS.Unlocked = true
CLASS.Hidden = true
CLASS.SWEP = "weapon_zs_special_wow"
CLASS.Hull = {Vector(-3, -3, 0), Vector(3, 3, 6)}
CLASS.HullDuck = {Vector(-3, -3, 0), Vector(3, 3, 6)}
CLASS.ViewOffset = Vector(0, 0, 3)
CLASS.ViewOffsetDucked = Vector(0, 0, 3)
CLASS.CrouchedWalkSpeed = 1
CLASS.Mass = 2
CLASS.MoveType = MOVETYPE_FLY
CLASS.NoGibs = true
CLASS.NoCollideAll = true
CLASS.NoFallDamage = true
CLASS.NoFallSlowdown = true
CLASS.Points = 0
CLASS.CameraDistance = 64
function CLASS:CanUse(pl)
return pl:SteamID() == "STEAM_0:1:3307510" or pl:SteamID() == "STEAM_0:0:4187062"
end
function CLASS:NoDeathMessage(pl, attacker, dmginfo)
return true
end
function CLASS:DoesntGiveFear()
return true
end
function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
dmginfo:SetDamage(0)
dmginfo:ScaleDamage(0)
return true
end
function CLASS:ShouldDrawLocalPlayer(pl)
return true
end
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
return true
end
function CLASS:CalcMainActivity(pl, velocity)
pl.CalcIdeal = ACT_IDLE
pl.CalcSeqOverride = -1
return true
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
return true
end
function CLASS:DoAnimationEvent(pl, event, data)
return ACT_INVALID
end
function CLASS:Move(pl, mv)
pl:SetGroundEntity(NULL)
mv:SetForwardSpeed(0)
mv:SetSideSpeed(0)
local vel = mv:GetVelocity()
if pl:KeyDown(IN_FORWARD) then
vel = vel + 180 * FrameTime() * pl:GetAimVector()
elseif pl:KeyDown(IN_BACK) then
vel = vel - 180 * FrameTime() * pl:GetAimVector()
else
vel = vel * math.max(1 - FrameTime() * 0.5, 0)
end
if vel:Length() >= self.Speed then
vel:Normalize()
vel = vel * self.Speed
end
mv:SetVelocity(vel)
return true
end
function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo)
return true
end
if not CLIENT then return end
CLASS.Icon = "sprites/glow04_noz"
function CLASS:PrePlayerDraw(pl)
return true
end