114 lines
3 KiB
Lua
114 lines
3 KiB
Lua
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AddCSLuaFile()
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SWEP.PrintName = "Noxious Ghoul"
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SWEP.Base = "weapon_zs_zombie"
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SWEP.MeleeDamage = 32
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SWEP.MeleeDamageVsProps = 24
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SWEP.MeleeForceScale = 0.5
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SWEP.SlowDownScale = 0.25
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SWEP.EnfeebleDurationMul = 10 / SWEP.MeleeDamage
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function SWEP:ApplyMeleeDamage(ent, trace, damage)
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ent:PoisonDamage(damage, self:GetOwner(), self, trace.HitPos)
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if SERVER and ent:IsPlayer() then
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local gt = ent:GiveStatus("enfeeble", damage * self.EnfeebleDurationMul)
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if gt and gt:IsValid() then
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gt.Applier = self:GetOwner()
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end
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end
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end
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function SWEP:MeleeHit(ent, trace, damage, forcescale)
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if not ent:IsPlayer() then
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damage = self.MeleeDamageVsProps
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end
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self.BaseClass.MeleeHit(self, ent, trace, damage, forcescale)
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end
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function SWEP:Reload()
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self.BaseClass.SecondaryAttack(self)
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end
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function SWEP:PlayAlertSound()
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self:GetOwner():EmitSound("npc/fast_zombie/fz_alert_close1.wav", 75, math.Rand(70, 80))
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end
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SWEP.PlayIdleSound = SWEP.PlayAlertSound
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function SWEP:PlayAttackSound()
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self:EmitSound("npc/fast_zombie/leap1.wav", 74, math.Rand(110, 130))
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end
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local PoisonPattern = {
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{-0.66, 0},
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{-0.33, 0},
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{0, 0},
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{0, 1},
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{0, -1},
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{0.33, 0},
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{0.66, 0},
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}
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local function DoFleshThrow(owner, self)
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local startpos = owner:GetShootPos()
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local aimang = owner:EyeAngles()
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local ang
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for k, spr in pairs(PoisonPattern) do
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if k == "BaseClass" then continue end
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ang = Angle(aimang.p, aimang.y, aimang.r)
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ang:RotateAroundAxis(ang:Up(), spr[1] * 12.5)
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ang:RotateAroundAxis(ang:Right(), spr[2] * 5)
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local heading = ang:Forward()
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local ent = ents.Create(k % 3 == 1 and "projectile_ghoulfleshno" or "projectile_poisonflesh")
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if ent:IsValid() then
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ent:SetPos(startpos + heading * 8)
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ent:SetOwner(owner)
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ent:Spawn()
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local phys = ent:GetPhysicsObject()
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if phys:IsValid() then
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phys:SetVelocityInstantaneous(heading * 400)
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end
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end
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end
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owner:EmitSound(string.format("physics/body/body_medium_break%d.wav", math.random(2, 4)), 72, math.Rand(105, 115))
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end
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function SWEP:SecondaryAttack()
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local owner = self:GetOwner()
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if CurTime() < self:GetNextPrimaryFire() or CurTime() < self:GetNextSecondaryFire() or IsValid(owner.FeignDeath) then return end
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self:SetNextSecondaryFire(CurTime() + 3)
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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self:GetOwner():DoZombieEvent()
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self:EmitSound("npc/fast_zombie/leap1.wav", 74, math.Rand(110, 130))
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self:EmitSound(string.format("physics/body/body_medium_break%d.wav", math.random(2, 4)), 72, math.Rand(85, 95))
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self:SendWeaponAnim(ACT_VM_HITCENTER)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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if SERVER then
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timer.Simple(0.7, function() DoFleshThrow(owner, self) 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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function SWEP:ViewModelDrawn()
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render.ModelMaterialOverride(0)
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render.SetColorModulation(1, 1, 1)
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end
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local matSheet = Material("models/weapons/v_zombiearms/ghoulsheet")
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function SWEP:PreDrawViewModel(vm)
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render.ModelMaterialOverride(matSheet)
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render.SetColorModulation(0.9, 0.55, 0.9)
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end
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