2014-10-02 08:49:54 +08:00
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CLASS.Name = "Bonemesh"
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CLASS.TranslationName = "class_bonemesh"
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CLASS.Description = "description_bonemesh"
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CLASS.Help = "controls_bonemesh"
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CLASS.Boss = true
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2018-05-02 06:32:59 +08:00
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CLASS.KnockbackScale = 0
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CLASS.CanTaunt = true
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CLASS.Health = 2000
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2014-10-02 08:49:54 +08:00
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CLASS.Speed = 195
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CLASS.FearPerInstance = 1
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2018-05-02 06:32:59 +08:00
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CLASS.Points = 35
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2014-10-02 08:49:54 +08:00
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CLASS.SWEP = "weapon_zs_bonemesh"
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CLASS.Model = Model("models/player/zombie_fast.mdl")
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2018-05-02 06:32:59 +08:00
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CLASS.OverrideModel = Model("models/Zombie/Poison.mdl")
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2014-10-02 08:49:54 +08:00
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CLASS.VoicePitch = 0.8
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CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 58)}
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CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)}
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CLASS.ViewOffset = Vector(0, 0, 50)
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CLASS.ViewOffsetDucked = Vector(0, 0, 24)
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CLASS.PainSounds = {"npc/zombie/zombie_pain1.wav", "npc/zombie/zombie_pain2.wav", "npc/zombie/zombie_pain3.wav", "npc/zombie/zombie_pain4.wav", "npc/zombie/zombie_pain5.wav", "npc/zombie/zombie_pain6.wav"}
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CLASS.DeathSounds = {"npc/zombie/zombie_die1.wav", "npc/zombie/zombie_die2.wav", "npc/zombie/zombie_die3.wav"}
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2018-05-02 06:32:59 +08:00
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local math_random = math.random
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2014-10-02 08:49:54 +08:00
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local STEPSOUNDTIME_NORMAL = STEPSOUNDTIME_NORMAL
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local STEPSOUNDTIME_WATER_FOOT = STEPSOUNDTIME_WATER_FOOT
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local STEPSOUNDTIME_ON_LADDER = STEPSOUNDTIME_ON_LADDER
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local STEPSOUNDTIME_WATER_KNEE = STEPSOUNDTIME_WATER_KNEE
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local ACT_ZOMBIE_LEAPING = ACT_ZOMBIE_LEAPING
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local ACT_HL2MP_RUN_ZOMBIE_FAST = ACT_HL2MP_RUN_ZOMBIE_FAST
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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if iFoot == 0 then
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2018-05-02 06:32:59 +08:00
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pl:EmitSound("npc/antlion_guard/foot_light1.wav", 70, math_random(115, 120))
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2014-10-02 08:49:54 +08:00
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else
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2018-05-02 06:32:59 +08:00
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pl:EmitSound("npc/antlion_guard/foot_light2.wav", 70, math_random(115, 120))
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2014-10-02 08:49:54 +08:00
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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 450 - pl:GetVelocity():Length()
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elseif iType == STEPSOUNDTIME_ON_LADDER then
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return 400
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elseif iType == STEPSOUNDTIME_WATER_KNEE then
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return 550
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end
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return 250
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end
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function CLASS:CalcMainActivity(pl, velocity)
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if not pl:OnGround() or pl:WaterLevel() >= 3 then
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2018-05-02 06:32:59 +08:00
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return ACT_ZOMBIE_LEAPING, -1
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2014-10-02 08:49:54 +08:00
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end
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2018-05-02 06:32:59 +08:00
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return ACT_HL2MP_RUN_ZOMBIE_FAST, -1
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2014-10-02 08:49:54 +08:00
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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if not pl:OnGround() or pl:WaterLevel() >= 3 then
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pl:SetPlaybackRate(1)
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if pl:GetCycle() >= 1 then
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pl:SetCycle(pl:GetCycle() - 1)
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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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2018-05-02 06:32:59 +08:00
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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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2014-10-02 08:49:54 +08:00
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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_SPECIAL, true)
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return ACT_INVALID
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2018-05-02 06:32:59 +08:00
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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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2014-10-02 08:49:54 +08:00
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end
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end
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if SERVER then
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function CLASS:OnSpawned(pl)
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pl:CreateAmbience("bonemeshambience")
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end
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end
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if not CLIENT then return end
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2018-05-02 06:32:59 +08:00
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CLASS.Icon = "zombiesurvival/killicons/bonemesh"
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