Fix up fast zombie pounce behavior.

Pounces no longer hit the floor.
Pouncing facing down will no longer pounce upwards.
Reduced pounce hit box size 32 -> 24
This commit is contained in:
JetBoom 2014-11-16 05:21:55 -05:00
parent e76f3779d8
commit 20b510af8a
2 changed files with 19 additions and 13 deletions

View file

@ -19,8 +19,8 @@ SWEP.Primary.Delay = 0.32
SWEP.PounceDamage = 10 SWEP.PounceDamage = 10
SWEP.PounceDamageType = DMG_IMPACT SWEP.PounceDamageType = DMG_IMPACT
SWEP.PounceReach = 32 SWEP.PounceReach = 20
SWEP.PounceSize = 16 SWEP.PounceSize = 12
SWEP.PounceStartDelay = 0.5 SWEP.PounceStartDelay = 0.5
SWEP.PounceDelay = 1.25 SWEP.PounceDelay = 1.25
SWEP.PounceVelocity = 700 SWEP.PounceVelocity = 700
@ -85,22 +85,28 @@ function SWEP:Think()
if owner:IsOnGround() or owner:WaterLevel() >= 2 then if owner:IsOnGround() or owner:WaterLevel() >= 2 then
self:StopPounce() self:StopPounce()
else else
local dir = owner:GetAimVector()
dir.z = math.Clamp(dir.z, -0.5, 0.9)
dir:Normalize()
owner:LagCompensation(true) owner:LagCompensation(true)
local hit = false local traces = owner:PenetratingMeleeTrace(self.PounceReach, self.PounceSize, nil, owner:LocalToWorld(owner:OBBCenter()), dir)
local traces = owner:PenetratingMeleeTrace(self.PounceReach, self.PounceSize, nil, owner:LocalToWorld(owner:OBBCenter()))
local damage = self:GetDamage(self:GetTracesNumPlayers(traces), self.PounceDamage) local damage = self:GetDamage(self:GetTracesNumPlayers(traces), self.PounceDamage)
local hit = false
for _, trace in ipairs(traces) do for _, trace in ipairs(traces) do
if not trace.Hit then continue end if not trace.Hit then continue end
hit = true
if trace.HitWorld then if trace.HitWorld then
if trace.HitNormal.z < 0.8 then
hit = true
self:MeleeHitWorld(trace) self:MeleeHitWorld(trace)
end
else else
local ent = trace.Entity local ent = trace.Entity
if ent and ent:IsValid() then if ent and ent:IsValid() then
hit = true
self:MeleeHit(ent, trace, damage, 10) self:MeleeHit(ent, trace, damage, 10)
end end
end end
@ -218,12 +224,11 @@ function SWEP:StartPounce()
owner:EmitSound("NPC_FastZombie.Scream") owner:EmitSound("NPC_FastZombie.Scream")
end end
local dir = owner:GetAimVector() local ang = owner:EyeAngles()
dir.z = math.max(0.25, dir.z) ang.pitch = math.min(-20, ang.pitch)
dir:Normalize()
owner:SetGroundEntity(NULL) owner:SetGroundEntity(NULL)
owner:SetVelocity((1 - 0.5 * (owner:GetLegDamage() / GAMEMODE.MaxLegDamage)) * self.PounceVelocity * dir) owner:SetVelocity((1 - 0.5 * (owner:GetLegDamage() / GAMEMODE.MaxLegDamage)) * self.PounceVelocity * ang:Forward())
owner:SetAnimation(PLAYER_JUMP) owner:SetAnimation(PLAYER_JUMP)
else else
self:SetNextSecondaryFire(CurTime()) self:SetNextSecondaryFire(CurTime())

View file

@ -505,11 +505,12 @@ function meta:MeleeTrace(distance, size, filter, start)
return self:TraceHull(distance, MASK_SOLID, size, filter, start) return self:TraceHull(distance, MASK_SOLID, size, filter, start)
end end
function meta:PenetratingMeleeTrace(distance, size, prehit, start) function meta:PenetratingMeleeTrace(distance, size, prehit, start, dir)
start = start or self:GetShootPos() start = start or self:GetShootPos()
dir = dir or self:GetAimVector()
local t = {} local t = {}
local trace = {start = start, endpos = start + self:GetAimVector() * distance, filter = self:GetMeleeFilter(), mask = MASK_SOLID, mins = Vector(-size, -size, -size), maxs = Vector(size, size, size)} local trace = {start = start, endpos = start + dir * distance, filter = self:GetMeleeFilter(), mask = MASK_SOLID, mins = Vector(-size, -size, -size), maxs = Vector(size, size, size)}
local onlyhitworld local onlyhitworld
for i=1, 50 do for i=1, 50 do
local tr = util.TraceHull(trace) local tr = util.TraceHull(trace)