200 lines
5 KiB
Lua
200 lines
5 KiB
Lua
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CLASS.Name = "Ghoul"
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CLASS.TranslationName = "class_ghoul"
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CLASS.Description = "description_ghoul"
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CLASS.Help = "controls_ghoul"
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CLASS.Wave = 0
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CLASS.Unlocked = true
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CLASS.Health = 150
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CLASS.Speed = 170
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CLASS.Points = 4
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CLASS.CanTaunt = true
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CLASS.SWEP = "weapon_zs_ghoul"
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CLASS.Model = Model("models/player/corpse1.mdl")
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CLASS.VoicePitch = 0.7
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CLASS.CanFeignDeath = true
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function CLASS:PlayPainSound(pl)
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pl:EmitSound("npc/zombie_poison/pz_warn"..math.random(2)..".wav", 75, math.Rand(137, 143))
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return true
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end
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function CLASS:PlayDeathSound(pl)
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pl:EmitSound("npc/zombie_poison/pz_die2.wav", 75, math.Rand(122, 128))
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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)
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else
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pl:EmitSound(StepSounds[mathrandom(#StepSounds)], 70)
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end
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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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if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
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return 625 - pl:GetVelocity():Length()
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elseif iType == STEPSOUNDTIME_ON_LADDER then
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return 600
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elseif iType == STEPSOUNDTIME_WATER_KNEE then
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return 750
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end
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return 450
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end
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function CLASS:KnockedDown(pl, status, exists)
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pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD)
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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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return true
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end
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if velocity:Length2D() <= 0.5 then
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if pl:Crouching() 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_IDLE_ZOMBIE
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end
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elseif pl:Crouching() then
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pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3)
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else
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pl.CalcIdeal = ACT_HL2MP_WALK_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3)
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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 * 0.666, 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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--[[local function CreateFlesh(pl, damage, damagepos, damagedir)
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damage = math.min(damage, 100)
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pl:EmitSound("physics/body/body_medium_break"..math.random(2, 4)..".wav", 74, 125 - damage * 0.50)
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if SERVER then
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local damagepos = pl:LocalToWorld(damagepos)
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for i=1, math.max(1, math.floor(damage / 15)) do
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local ent = ents.Create("projectile_poisonflesh")
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if ent:IsValid() then
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local heading = (damagedir + VectorRand() * 0.3):GetNormalized()
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ent:SetPos(damagepos + heading)
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ent:SetOwner(pl)
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ent:Spawn()
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ent:SetTeamID(TEAM_UNDEAD)
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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(math.min(350, 16 + damage ^ math.Rand(1.15, 1.25)) * heading)
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end
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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:ProcessDamage(pl, dmginfo)
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local attacker, damage = dmginfo:GetAttacker(), dmginfo:GetDamage()
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if attacker ~= pl and damage >= 5 and damage < pl:Health() and CurTime() >= (pl.m_NextGhoulEmit or 0) then
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pl.m_NextGhoulEmit = CurTime() + 0.25
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local pos = pl:WorldToLocal(dmginfo:GetDamagePosition())
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local norm = dmginfo:GetDamageForce():GetNormalized() * -1
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timer.Simple(0, function()
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if pl:IsValid() then
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CreateFlesh(pl, damage, pos, norm)
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end
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end)
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end
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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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--[[function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
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local damage = dmginfo:GetDamage()
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if damage >= 5 then
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local pos = pl:WorldToLocal(dmginfo:GetDamagePosition())
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local norm = dmginfo:GetDamageForce():GetNormalized() * -1
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timer.Simple(0, function()
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if pl:IsValid() then
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CreateFlesh(pl, math.max(30, damage * 2), pos, norm)
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end
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end)
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end
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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/ghoul"
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