148 lines
3.8 KiB
Lua
148 lines
3.8 KiB
Lua
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CLASS.Name = "Howler"
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CLASS.TranslationName = "class_howler"
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CLASS.Description = "description_howler"
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CLASS.Help = "controls_howler"
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CLASS.Boss = true
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CLASS.KnockbackScale = 0
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CLASS.FearPerInstance = 1
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CLASS.CanTaunt = true
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CLASS.Points = 40
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CLASS.SWEP = "weapon_zs_howler"
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CLASS.Model = Model("models/player/zombie_classic_hbfix.mdl")
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CLASS.OverrideModel = Model("models/player/zombie_lacerator2.mdl")
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CLASS.Health = 2750
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CLASS.Speed = 175
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CLASS.VoicePitch = 0.65
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CLASS.ModelScale = 1.2
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CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 72)}
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CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 36)}
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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.Mass = DEFAULT_MASS * CLASS.ModelScale
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local math_random = math.random
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local math_min = math.min
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local math_ceil = math.ceil
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local CurTime = CurTime
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local DIR_BACK = DIR_BACK
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local ACT_INVALID = ACT_INVALID
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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 ACT_GMOD_GESTURE_TAUNT_ZOMBIE = ACT_GMOD_GESTURE_TAUNT_ZOMBIE
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function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
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return true
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end
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function CLASS:IgnoreLegDamage(pl, dmginfo)
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return true
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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:PlayDeathSound(pl)
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pl:EmitSound("npc/antlion_guard/antlion_guard_die"..math_random(2)..".wav", 100, math_random(80, 90))
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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("npc/combine_gunship/gunship_pain.wav", 75, math_random(85, 95))
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pl.NextPainSound = CurTime() + 1.5
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return true
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end
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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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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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pl:EmitSound(StepSounds[math_random(#StepSounds)], 77, 50)
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if iFoot == 0 then
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pl:EmitSound("^npc/strider/strider_step4.wav", 90, math_random(95, 115))
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else
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pl:EmitSound("^npc/strider/strider_step5.wav", 90, math_random(95, 115))
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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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if pl:WaterLevel() >= 3 then
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return ACT_HL2MP_SWIM_PISTOL, -1
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elseif pl:Crouching() then
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if velocity:Length2DSqr() <= 1 then
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return ACT_HL2MP_IDLE_CROUCH_ZOMBIE, -1
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else
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return ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math_ceil((CurTime() / 4 + pl:EntIndex()) % 3), -1
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end
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else
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return ACT_HL2MP_RUN_ZOMBIE, -1
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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 len2d = velocity:Length2D()
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if len2d > 1 then
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pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.5 , 3))
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else
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pl:SetPlaybackRate(1 / self.ModelScale)
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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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elseif event == PLAYERANIMEVENT_RELOAD then
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pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_TAUNT_ZOMBIE, true)
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return ACT_INVALID
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end
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end
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if SERVER then
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function CLASS:ProcessDamage(pl, dmginfo)
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.GetBattlecry and wep:GetBattlecry() > CurTime() then
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dmginfo:SetDamage(dmginfo:GetDamage() * 0.5)
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end
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end
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function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo)
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local fakedeath = pl:FakeDeath(234, self.ModelScale)
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if fakedeath and fakedeath:IsValid() then
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fakedeath:SetModel(self.OverrideModel)
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end
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return true
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end
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end
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if not CLIENT then return end
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CLASS.Icon = "zombiesurvival/killicons/howler"
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