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

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CLASS.Name = "Poison Zombie"
CLASS.TranslationName = "class_poison_zombie"
CLASS.Description = "description_poison_zombie"
CLASS.Help = "controls_poison_zombie"
CLASS.BetterVersion = "Wild Poison Zombie"
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CLASS.Model = Model("models/Zombie/Poison.mdl")
CLASS.Wave = 4 / 6
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CLASS.Health = 440
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CLASS.Speed = 150
CLASS.JumpPower = DEFAULT_JUMP_POWER * 1.081
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CLASS.SWEP = "weapon_zs_poisonzombie"
CLASS.Mass = DEFAULT_MASS * 1.5
CLASS.Points = CLASS.Health/GM.PoisonZombiePointRatio
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CLASS.PainSounds = {"npc/zombie_poison/pz_pain1.wav", "npc/zombie_poison/pz_pain2.wav", "npc/zombie_poison/pz_pain3.wav"}
CLASS.DeathSounds = {"npc/zombie_poison/pz_die1.wav", "npc/zombie_poison/pz_die2.wav"}
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CLASS.VoicePitch = 0.6
CLASS.ViewOffset = Vector(0, 0, 50)
CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 64)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 35)}
CLASS.BloodColor = BLOOD_COLOR_YELLOW
local math_random = math.random
local ACT_IDLE = ACT_IDLE
local ACT_WALK = ACT_WALK
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
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function CLASS:CalcMainActivity(pl, velocity)
if velocity:Length2DSqr() <= 1 then
return ACT_IDLE, -1
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end
return ACT_WALK, -1
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end
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if iFoot == 0 and math_random(3) < 3 then
pl:EmitSound("npc/zombie_poison/pz_right_foot1.wav")
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else
pl:EmitSound("npc/zombie_poison/pz_left_foot1.wav")
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end
return true
end
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
return 365 - pl:GetVelocity():Length()
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 300
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 450
end
return 150
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MELEE_ATTACK1, true)
return ACT_INVALID
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/poisonzombie"