CLASS.Name = "Zombie" CLASS.TranslationName = "class_zombie" CLASS.Description = "description_zombie" CLASS.Help = "controls_zombie" CLASS.BetterVersion = "Eradicator" CLASS.Wave = 0 CLASS.Unlocked = true CLASS.IsDefault = true CLASS.Order = 0 CLASS.Health = 225 CLASS.Speed = 175 CLASS.Revives = true CLASS.CanTaunt = true CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio CLASS.SWEP = "weapon_zs_zombie" CLASS.Model = Model("models/player/zombie_classic_hbfix.mdl") 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 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) else pl:EmitSound(StepSounds[math_random(#StepSounds)], 70) 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 pl:EmitSound("Zombie.ScuffLeft") else pl:EmitSound("Zombie.FootstepLeft") end else if math_random() < 0.15 then 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 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") end return ACT_HL2MP_ZOMBIE_SLUMP_RISE, -1 end if pl:WaterLevel() >= 3 then return ACT_HL2MP_SWIM_PISTOL, -1 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 end return ACT_HL2MP_IDLE_ZOMBIE, -1 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 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) 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) else pl:SetCycle(math_max(feign:GetStateEndTime() - CurTime(), 0) * 0.666) end pl:SetPlaybackRate(0) return true end local len2d = velocity:Length() if len2d > 1 then local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.IsMoaning and wep:IsMoaning() then pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed, 3)) else pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.666, 3)) 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) 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 local attacker, inflictor = dmginfo:GetAttacker(), dmginfo:GetInflictor() if attacker == pl or not attacker:IsPlayer() or inflictor.IsMelee or inflictor.NoReviveFromKills then return end local hitgroup = pl:LastHitGroup() if pl:WasHitInHead() or pl:GetStatus("shockdebuff") or hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG then return end 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) end return true 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) end end pl:Gib() pl.Gibbed = nil timer.Simple(0, function() if pl:IsValid() then pl:SecondWind() end end) return true end return false end function CLASS:OnSecondWind(pl) pl:EmitSound("npc/zombie/zombie_voice_idle"..math_random(14)..".wav", 100, 85) end end if CLIENT then CLASS.Icon = "zombiesurvival/killicons/zombie" end