130 lines
3.3 KiB
Lua
130 lines
3.3 KiB
Lua
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CLASS.Name = "Red Marrow"
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CLASS.TranslationName = "class_red_marrow"
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CLASS.Description = "description_red_marrow"
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CLASS.Help = "controls_red_marrow"
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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.Points = 30
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CLASS.Model = Model("models/player/skeleton.mdl")
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CLASS.VoicePitch = 0.65
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CLASS.SWEP = "weapon_zs_redmarrow"
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CLASS.Health = 1800
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CLASS.Speed = 165
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CLASS.Skeletal = true
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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 math_random = math.random
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local math_ceil = math.ceil
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local math_Clamp = math.Clamp
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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if math_random(2) == 1 then
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pl:EmitSound("npc/barnacle/neck_snap1.wav", 75, math_random(125, 135))
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else
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pl:EmitSound("npc/barnacle/neck_snap2.wav", 75, math_random(125, 135))
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end
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return true
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end
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local painsounds = {"npc/metropolice/pain1.wav", "npc/metropolice/pain2.wav", "npc/metropolice/pain3.wav", "npc/metropolice/pain4.wav"}
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function CLASS:PlayPainSound(pl)
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pl:EmitSound(table.Random(painsounds), 75, math_random(80, 90), 0.5)
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pl:EmitSound(table.Random(painsounds), 75, math_random(72, 82), 0.5)
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pl.NextPainSound = CurTime() + .7
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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/stalker/go_alert2a.wav", 75, 75, 0.5)
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pl:EmitSound("npc/stalker/go_alert2a.wav", 75, 85, 0.5)
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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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end
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if pl:Crouching() and pl:OnGround() then
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if velocity:Length2D() <= 0.5 then
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return ACT_HL2MP_IDLE_CROUCH_ZOMBIE, -1
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end
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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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return ACT_HL2MP_RUN_ZOMBIE, -1
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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 > 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:DoZombieAttackAnim(data)
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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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function CLASS:ProcessDamage(pl, dmginfo)
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local attacker = dmginfo:GetAttacker()
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local dmg = dmginfo:GetDamage()
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local hp = pl:Health()
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if pl:GetStatus("redmarrow") and attacker:IsPlayer() and attacker:Team() == TEAM_HUMAN then
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dmginfo:SetDamage(0)
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dmginfo:ScaleDamage(0)
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dmg = 0
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end
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local numthreshold = math_Clamp(math_ceil(hp / 200), 1, 9)
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local dmgthreshold = math_Clamp(numthreshold * 200 - 200, 1, 1600)
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local newhp = hp - dmg
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local nulldmg = dmgthreshold - newhp
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if newhp <= dmgthreshold and pl["bloodth"..numthreshold] then
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pl["bloodth"..numthreshold] = false
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dmginfo:SetDamage(dmg - nulldmg)
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pl:GiveStatus("redmarrow", 3)
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local effectdata = EffectData()
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effectdata:SetOrigin(pl:WorldSpaceCenter())
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util.Effect("explosion_bonemesh", effectdata)
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pl:GodEnable()
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util.BlastDamageEx(pl, pl, pl:GetPos(), 55, 7, DMG_CLUB)
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pl:GodDisable()
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end
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end
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