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

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CLASS.Name = "Zombie"
CLASS.TranslationName = "class_zombie"
CLASS.Description = "description_zombie"
CLASS.Help = "controls_zombie"
CLASS.BetterVersion = "Eradicator"
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CLASS.Wave = 0
CLASS.Unlocked = true
CLASS.IsDefault = true
CLASS.Order = 0
CLASS.Health = 225
CLASS.Speed = 175
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CLASS.Revives = true
CLASS.CanTaunt = true
CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio
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CLASS.SWEP = "weapon_zs_zombie"
CLASS.Model = Model("models/player/zombie_classic_hbfix.mdl")
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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"}
CLASS.DeathSounds = {"npc/zombie/zombie_die1.wav", "npc/zombie/zombie_die2.wav", "npc/zombie/zombie_die3.wav"}
CLASS.VoicePitch = 0.65
CLASS.CanFeignDeath = true
local CurTime = CurTime
local math_random = math.random
local math_ceil = math.ceil
local math_Clamp = math.Clamp
local math_min = math.min
local math_max = math.max
local ACT_HL2MP_ZOMBIE_SLUMP_RISE = ACT_HL2MP_ZOMBIE_SLUMP_RISE
local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
local ACT_HL2MP_IDLE_ZOMBIE = ACT_HL2MP_IDLE_ZOMBIE
local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01
local ACT_HL2MP_WALK_ZOMBIE_01 = ACT_HL2MP_WALK_ZOMBIE_01
local GESTURE_SLOT_ATTACK_AND_RELOAD = GESTURE_SLOT_ATTACK_AND_RELOAD
local PLAYERANIMEVENT_ATTACK_PRIMARY = PLAYERANIMEVENT_ATTACK_PRIMARY
local ACT_GMOD_GESTURE_RANGE_ZOMBIE = ACT_GMOD_GESTURE_RANGE_ZOMBIE
local ACT_INVALID = ACT_INVALID
local PLAYERANIMEVENT_RELOAD = PLAYERANIMEVENT_RELOAD
local ACT_GMOD_GESTURE_TAUNT_ZOMBIE = ACT_GMOD_GESTURE_TAUNT_ZOMBIE
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_FOOT
local HITGROUP_HEAD = HITGROUP_HEAD
local HITGROUP_LEFTLEG = HITGROUP_LEFTLEG
local HITGROUP_RIGHTLEG = HITGROUP_RIGHTLEG
local DMG_ALWAYSGIB = DMG_ALWAYSGIB
local DMG_BURN = DMG_BURN
local DMG_CRUSH = DMG_CRUSH
local bit_band = bit.band
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function CLASS:KnockedDown(pl, status, exists)
pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD)
end
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
-- Sound scripts are LITERALLY 100x slower than raw file input. Test it yourself if you don't believe me.
--[[function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if iFoot == 0 then
if math_random() < 0.15 then
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pl:EmitSound("Zombie.ScuffLeft")
else
pl:EmitSound("Zombie.FootstepLeft")
end
else
if math_random() < 0.15 then
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pl:EmitSound("Zombie.ScuffRight")
else
pl:EmitSound("Zombie.FootstepRight")
end
end
return true
end]]
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)
local revive = pl.Revive
if revive and revive:IsValid() then
return ACT_HL2MP_ZOMBIE_SLUMP_RISE, -1
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end
local feign = pl.FeignDeath
if feign and feign:IsValid() then
if feign:GetDirection() == DIR_BACK then
return 1, pl:LookupSequence("zombie_slump_rise_02_fast")
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end
return ACT_HL2MP_ZOMBIE_SLUMP_RISE, -1
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end
if pl:WaterLevel() >= 3 then
return ACT_HL2MP_SWIM_PISTOL, -1
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end
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsMoaning and wep:IsMoaning() then
return ACT_HL2MP_RUN_ZOMBIE, -1
end
if velocity:Length2DSqr() <= 1 then
if pl:Crouching() and pl:OnGround() then
return ACT_HL2MP_IDLE_CROUCH_ZOMBIE, -1
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end
return ACT_HL2MP_IDLE_ZOMBIE, -1
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end
if pl:Crouching() and pl:OnGround() then
return ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math_ceil((CurTime() / 4 + pl:EntIndex()) % 3), -1
end
return ACT_HL2MP_WALK_ZOMBIE_01 - 1 + math_ceil((CurTime() / 3 + pl:EntIndex()) % 3), -1
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end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local revive = pl.Revive
if revive and revive:IsValid() then
pl:SetCycle(0.4 + (1 - math_Clamp((revive:GetReviveTime() - CurTime()) / revive.AnimTime, 0, 1)) * 0.6)
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pl:SetPlaybackRate(0)
return true
end
local feign = pl.FeignDeath
if feign and feign:IsValid() then
if feign:GetState() == 1 then
pl:SetCycle(1 - math_max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
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else
pl:SetCycle(math_max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
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end
pl:SetPlaybackRate(0)
return true
end
local len2d = velocity:Length()
if len2d > 1 then
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local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsMoaning and wep:IsMoaning() then
pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed, 3))
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else
pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.666, 3))
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end
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
function CLASS:DoesntGiveFear(pl)
return pl.FeignDeath and pl.FeignDeath:IsValid()
end
if SERVER then
function CLASS:AltUse(pl)
pl:StartFeignDeath()
end
function CLASS:ProcessDamage(pl, dmginfo)
local damage = dmginfo:GetDamage()
if damage >= 70 or damage < pl:Health() then return end
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local attacker, inflictor = dmginfo:GetAttacker(), dmginfo:GetInflictor()
if attacker == pl or not attacker:IsPlayer() or inflictor.IsMelee or inflictor.NoReviveFromKills then return end
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local hitgroup = pl:LastHitGroup()
if pl:WasHitInHead() or pl:GetStatus("shockdebuff") or hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG then return end
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local dmgtype = dmginfo:GetDamageType()
if bit_band(dmgtype, DMG_ALWAYSGIB) ~= 0 or bit_band(dmgtype, DMG_BURN) ~= 0 or bit_band(dmgtype, DMG_CRUSH) ~= 0 then return end
if pl.FeignDeath and pl.FeignDeath:IsValid() then return end
if CurTime() < (pl.NextZombieRevive or 0) then return end
pl.NextZombieRevive = CurTime() + 3
dmginfo:SetDamage(0)
pl:SetHealth(10)
local status = pl:GiveStatus("revive_slump")
if status then
status:SetReviveTime(CurTime() + 2.25)
status:SetReviveHeal(10)
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end
return true
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end
function CLASS:ReviveCallback(pl, attacker, dmginfo)
if not pl:ShouldReviveFrom(dmginfo) then return false end
local classtable = math_random(3) == 3 and GAMEMODE.ZombieClasses["Zombie Legs"] or GAMEMODE.ZombieClasses["Zombie Torso"]
if classtable then
pl:RemoveStatus("overridemodel", false, true)
local deathclass = pl.DeathClass or pl:GetZombieClass()
pl:SetZombieClass(classtable.Index)
pl:DoHulls(classtable.Index, TEAM_UNDEAD)
pl.DeathClass = deathclass
pl:EmitSound("physics/flesh/flesh_bloody_break.wav", 100, 75)
if classtable == GAMEMODE.ZombieClasses["Zombie Torso"] then
local ent = ents.Create("prop_dynamic_override")
if ent:IsValid() then
ent:SetModel(Model("models/Zombie/Classic_legs.mdl"))
ent:SetPos(pl:GetPos())
ent:SetAngles(pl:GetAngles())
ent:Spawn()
ent:Fire("kill", "", 1.5)
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end
end
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pl:Gib()
pl.Gibbed = nil
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timer.Simple(0, function()
if pl:IsValid() then
pl:SecondWind()
end
end)
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return true
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end
return false
end
function CLASS:OnSecondWind(pl)
pl:EmitSound("npc/zombie/zombie_voice_idle"..math_random(14)..".wav", 100, 85)
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end
end
if CLIENT then
CLASS.Icon = "zombiesurvival/killicons/zombie"
end