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

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CLASS.Name = "Nightmare"
CLASS.TranslationName = "class_nightmare"
CLASS.Description = "description_nightmare"
CLASS.Help = "controls_nightmare"
CLASS.Boss = true
CLASS.KnockbackScale = 0
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CLASS.Health = 2000
CLASS.Speed = 280 -- 150
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CLASS.CanTaunt = true
CLASS.FearPerInstance = 1
CLASS.Points = 30
CLASS.SWEP = "weapon_zs_nightmare"
CLASS.Model = Model("models/player/zombie_classic_hbfix.mdl")
CLASS.OverrideModel = Model("models/player/charple.mdl")
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CLASS.VoicePitch = 0.65
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"}
CLASS.DeathSounds = {"npc/zombie/zombie_die1.wav", "npc/zombie/zombie_die2.wav", "npc/zombie/zombie_die3.wav"}
local math_random = math.random
local math_Rand = math.Rand
local math_min = math.min
local math_ceil = math.ceil
local CurTime = CurTime
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local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
local StepSounds = {
"npc/zombie/foot1.wav",
"npc/zombie/foot2.wav",
"npc/zombie/foot3.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
pl:EmitSound(StepSounds[math_random(#StepSounds)], 70)
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return true
end
function CLASS:CalcMainActivity(pl, velocity)
if pl:WaterLevel() >= 3 then
return ACT_HL2MP_SWIM_PISTOL, -1
end
if pl:Crouching() and pl:OnGround() then
if velocity:Length2DSqr() <= 1 then
return ACT_HL2MP_IDLE_CROUCH_ZOMBIE, -1
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end
return ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math_ceil((CurTime() / 4 + pl:EntIndex()) % 3), -1
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end
return ACT_HL2MP_RUN_ZOMBIE, -1
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end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local len2d = velocity:Length2D()
if len2d > 0.5 then
pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed, 3))
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else
pl:SetPlaybackRate(1)
end
return true
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
pl:DoZombieAttackAnim(data)
return ACT_INVALID
elseif event == PLAYERANIMEVENT_RELOAD then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_TAUNT_ZOMBIE, true)
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return ACT_INVALID
end
end
if SERVER then
function CLASS:OnSpawned(pl)
pl:CreateAmbience("nightmareambience")
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/nightmare2"
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local function CreateBoneOffsets(pl)
pl.m_NightmareBoneOffsetsNext = CurTime() + math_Rand(0.02, 0.1)
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local offsets = {}
local angs = {}
for i=1, pl:GetBoneCount() - 1 do
if math_random(3) == 3 then
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offsets[i] = VectorRand():GetNormalized() * math.Rand(0.5, 3)
end
if math_random(5) == 5 then
angs[i] = Angle(math_Rand(-5, 5), math_Rand(-15, 15), math_Rand(-5, 5))
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end
end
pl.m_NightmareBoneOffsets = offsets
pl.m_NightmareBoneAngles = angs
end
function CLASS:BuildBonePositions(pl)
if not pl.m_NightmareBoneOffsets or CurTime() >= pl.m_NightmareBoneOffsetsNext then
CreateBoneOffsets(pl)
end
local offsets = pl.m_NightmareBoneOffsets
local angs = pl.m_NightmareBoneAngles
for i=1, pl:GetBoneCount() - 1 do
if offsets[i] then
pl:ManipulateBonePosition(i, offsets[i])
end
if angs[i] then
pl:ManipulateBoneAngles(i, angs[i])
end
end
end
function CLASS:PrePlayerDraw(pl)
render.SetColorModulation(0.1, 0.1, 0.1)
end
function CLASS:PostPlayerDraw(pl)
render.SetColorModulation(1, 1, 1)
end