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

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CLASS.Name = "The Tickle Monster"
CLASS.TranslationName = "class_the_tickle_monster"
CLASS.Description = "description_the_tickle_monster"
CLASS.Help = "controls_the_tickle_monster"
CLASS.Boss = true
CLASS.KnockbackScale = 0
CLASS.Health = 1750
CLASS.Speed = 150
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CLASS.FearPerInstance = 1
CLASS.CanTaunt = true
CLASS.Points = 30
CLASS.SWEP = "weapon_zs_ticklemonster"
CLASS.Model = Model("models/player/zombie_classic_hbfix.mdl")
CLASS.OverrideModel = Model("models/player/zombie_fast.mdl")
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CLASS.VoicePitch = 0.8
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"}
CLASS.ViewOffset = Vector(0, 0, 80)
CLASS.ViewOffsetDucked = Vector(0, 0, 50)
CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 86)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 48)}
local math_random = math.random
local math_Approach = math.Approach
local math_min = math.min
local math_ceil = math.ceil
local math_Clamp = math.Clamp
local CurTime = CurTime
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local STEPSOUNDTIME_NORMAL = STEPSOUNDTIME_NORMAL
local STEPSOUNDTIME_WATER_FOOT = STEPSOUNDTIME_WATER_FOOT
local STEPSOUNDTIME_ON_LADDER = STEPSOUNDTIME_ON_LADDER
local STEPSOUNDTIME_WATER_KNEE = STEPSOUNDTIME_WATER_KNEE
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"
}
local ScuffSounds = {
"npc/zombie/foot_slide1.wav",
"npc/zombie/foot_slide2.wav",
"npc/zombie/foot_slide3.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if math_random() < 0.15 then
pl:EmitSound(ScuffSounds[math_random(#ScuffSounds)], 70)
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else
pl:EmitSound(StepSounds[math_random(#StepSounds)], 70)
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end
return true
end
function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
return true
end
function CLASS:IgnoreLegDamage(pl, dmginfo)
return true
end
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function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
return 625 - pl:GetVelocity():Length()
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 600
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 750
end
return 450
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 > 1 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("ticklemonsterambience")
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/tickle"
local vecSpineOffset = Vector(8, 0, 0)
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local SpineBones = {"ValveBiped.Bip01_Spine2", "ValveBiped.Bip01_Spine4", "ValveBiped.Bip01_Spine3"}
function CLASS:BuildBonePositions(pl)
for _, bone in pairs(SpineBones) do
local spineid = pl:LookupBone(bone)
if spineid and spineid > 0 then
pl:ManipulateBonePosition(spineid, vecSpineOffset)
end
end
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.GetSwingEndTime then
local desiredscale
if wep:GetSwingEndTime() > 0 then
desiredscale = 2 + (1 - math_Clamp((wep:GetSwingEndTime() - CurTime()) / wep.MeleeDelay, 0, 1)) * 10
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else
desiredscale = 2
end
pl.m_TMArmLength = math_Approach(pl.m_TMArmLength or 2, desiredscale, FrameTime() * 10)
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local larmid = pl:LookupBone("ValveBiped.Bip01_L_Forearm")
if larmid and larmid > 0 then
pl:ManipulateBoneScale(larmid, Vector(pl.m_TMArmLength, 2, 2))
end
local rarmid = pl:LookupBone("ValveBiped.Bip01_R_Forearm")
if rarmid and rarmid > 0 then
pl:ManipulateBoneScale(rarmid, Vector(pl.m_TMArmLength, 2, 2))
end
end
end