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

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CLASS.Base = "freshdead"
CLASS.Name = "Agile Dead"
CLASS.TranslationName = "class_agile_dead"
CLASS.Description = "description_agile_dead"
CLASS.Help = "controls_agile_dead"
CLASS.BetterVersion = "Fast Zombie"
CLASS.SWEP = "weapon_zs_agiledead"
CLASS.Unlocked = true
CLASS.Health = 125
CLASS.Points = CLASS.Health/GM.NoHeadboxZombiePointRatio
CLASS.Speed = 220
CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 58)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)}
CLASS.ViewOffset = Vector(0, 0, 50)
CLASS.ViewOffsetDucked = Vector(0, 0, 24)
CLASS.UsePlayerModel = true
CLASS.UsePreviousModel = false
if SERVER then
function CLASS:OnKilled() end
end
local ACT_ZOMBIE_LEAPING = ACT_ZOMBIE_LEAPING
local ACT_HL2MP_RUN_ZOMBIE_FAST = ACT_HL2MP_RUN_ZOMBIE_FAST
local ACT_ZOMBIE_CLIMB_UP = ACT_ZOMBIE_CLIMB_UP
local ACT_GMOD_GESTURE_TAUNT_ZOMBIE = ACT_GMOD_GESTURE_TAUNT_ZOMBIE
local ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL = ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL
local ACT_INVALID = ACT_INVALID
local math_Clamp = math.Clamp
local math_min = math.min
if SERVER then
function CLASS:AltUse(pl) end
function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo) end
end
function CLASS:Move(pl, mv)
local wep = pl:GetActiveWeapon()
if wep.Move and wep:Move(mv) then
return true
end
if mv:GetForwardSpeed() <= 0 then
mv:SetMaxSpeed(math_min(mv:GetMaxSpeed(), 120))
mv:SetMaxClientSpeed(math_min(mv:GetMaxClientSpeed(), 120))
end
end
function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
return true
end
function CLASS:IgnoreLegDamage(pl, dmginfo)
return true
end
function CLASS:CalcMainActivity(pl, velocity)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.GetClimbing and wep:GetClimbing() then
return ACT_ZOMBIE_CLIMB_UP, -1
end
if not pl:OnGround() or pl:WaterLevel() >= 3 then
return ACT_ZOMBIE_LEAPING, -1
end
return ACT_HL2MP_RUN_ZOMBIE_FAST, -1
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.GetClimbing and wep:GetClimbing() then
local vel = pl:GetVelocity()
local speed = vel:LengthSqr()
if speed > 64 then
pl:SetPlaybackRate(math_Clamp(speed / 3600, 0, 1) * (vel.z < 0 and -1 or 1) * 0.25)
else
pl:SetPlaybackRate(0)
end
return true
end
if not pl:OnGround() or pl:WaterLevel() >= 3 then
pl:SetPlaybackRate(1)
if pl:GetCycle() >= 1 then
pl:SetCycle(pl:GetCycle() - 1)
end
return true
end
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL, true)
return ACT_INVALID
elseif event == PLAYERANIMEVENT_RELOAD then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_TAUNT_ZOMBIE, true)
return ACT_INVALID
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/fresh_dead"