local meta = FindMetaTable("Player") if not meta then return end function meta:GetMaxHealthEx() if self:Team() == TEAM_UNDEAD then return self:GetMaxZombieHealth() end return self:GetMaxHealth() end function meta:Dismember(dismembermenttype) local effectdata = EffectData() effectdata:SetOrigin(self:EyePos()) effectdata:SetEntity(self) effectdata:SetScale(dismembermenttype) util.Effect("dismemberment", effectdata, true, true) end function meta:HasWon() if self:Team() == TEAM_HUMAN and self:GetObserverMode() == OBS_MODE_ROAMING then if SERVER then local target = self:GetObserverTarget() return target and target:IsValid() and target:GetClass() == "prop_obj_exit" end return true end return false end function meta:GetBossZombieIndex() local bossclasses = {} for _, classtable in pairs(GAMEMODE.ZombieClasses) do if classtable.Boss then table.insert(bossclasses, classtable.Index) end end if #bossclasses == 0 then return -1 end local desired = self:GetInfo("zs_bossclass") or "" if GAMEMODE:IsBabyMode() then desired = "Giga Gore Child" elseif desired == "[RANDOM]" or desired == "" then desired = "Nightmare" end local bossindex for _, classindex in pairs(bossclasses) do local classtable = GAMEMODE.ZombieClasses[classindex] if string.lower(classtable.Name) == string.lower(desired) then bossindex = classindex break end end return bossindex or bossclasses[math.random(#bossclasses)] end function meta:GetAuraRange() local wep = self:GetActiveWeapon() return wep:IsValid() and wep.GetAuraRange and wep:GetAuraRange() or 2048 end function meta:GetCoupledHeadcrab() local status = self.m_Couple return status and status:IsValid() and status:GetPartner() or NULL end function meta:GetPoisonDamage() return self.PoisonRecovery and self.PoisonRecovery:IsValid() and self.PoisonRecovery:GetDamage() or 0 end function meta:GetBleedDamage() return self.Bleed and self.Bleed:IsValid() and self.Bleed:GetDamage() or 0 end function meta:CallWeaponFunction(funcname, ...) local wep = self:GetActiveWeapon() if wep:IsValid() and wep[funcname] then return wep[funcname](wep, self, ...) end end function meta:ClippedName() local name = self:Name() if #name > 16 then name = string.sub(name, 1, 14)..".." end return name end function meta:DispatchAltUse() local tr = self:TraceLine(64, MASK_SOLID, self:GetMeleeFilter()) local ent = tr.Entity if ent and ent:IsValid() then if ent.AltUse then return ent:AltUse(self, tr) end end end function meta:MeleeViewPunch(damage) local maxpunch = (damage + 25) * 0.5 local minpunch = -maxpunch self:ViewPunch(Angle(math.Rand(minpunch, maxpunch), math.Rand(minpunch, maxpunch), math.Rand(minpunch, maxpunch))) end function meta:NearArsenalCrate() local pos = self:EyePos() for _, ent in pairs(ents.FindByClass("prop_arsenalcrate")) do local nearest = ent:NearestPoint(pos) if pos:Distance(nearest) <= 80 and (WorldVisible(pos, nearest) or self:TraceLine(80).Entity == ent) then return true end end return false end meta.IsNearArsenalCrate = meta.NearArsenalCrate function meta:NearestArsenalCrateOwnedByOther() local pos = self:EyePos() for _, ent in pairs(ents.FindByClass("prop_arsenalcrate")) do local nearest = ent:NearestPoint(pos) local owner = ent:GetObjectOwner() if owner ~= self and owner:IsValid() and owner:IsPlayer() and owner:Team() == TEAM_HUMAN and pos:Distance(nearest) <= 80 and (WorldVisible(pos, nearest) or self:TraceLine(80).Entity == ent) then return ent end end end function meta:SetZombieClassName(classname) if GAMEMODE.ZombieClasses[classname] then self:SetZombieClass(GAMEMODE.ZombieClasses[classname].Index) end end function meta:SetPoints(points) self:SetDTInt(1, points) end function meta:GetPoints() return self:GetDTInt(1) end function meta:SetPalsy(onoff, nosend) self.m_Palsy = onoff if SERVER and not nosend then self:SendLua("LocalPlayer():SetPalsy("..tostring(onoff)..")") end end function meta:GetPalsy() return self.m_Palsy end function meta:SetHemophilia(onoff, nosend) self.m_Hemophilia = onoff if SERVER and not nosend then self:SendLua("LocalPlayer():SetHemophilia("..tostring(onoff)..")") end end function meta:GetHemophilia() return self.m_Hemophilia end function meta:SetUnlucky(onoff) self.m_Unlucky = onoff end function meta:GetUnlucky() return self.m_Unlucky end function meta:AddLegDamage(damage) self:SetLegDamage(self:GetLegDamage() + damage) end function meta:SetLegDamage(damage) self.LegDamage = CurTime() + math.min(GAMEMODE.MaxLegDamage, damage * 0.125) if SERVER then self:UpdateLegDamage() end end function meta:RawSetLegDamage(time) self.LegDamage = math.min(CurTime() + GAMEMODE.MaxLegDamage, time) if SERVER then self:UpdateLegDamage() end end function meta:RawCapLegDamage(time) self:RawSetLegDamage(math.max(self.LegDamage or 0, time)) end function meta:GetLegDamage() return math.max(0, (self.LegDamage or 0) - CurTime()) end function meta:WouldDieFrom(damage, hitpos) return self:Health() <= damage * GAMEMODE:GetZombieDamageScale(hitpos, self) end function meta:ProcessDamage(dmginfo) local attacker, inflictor = dmginfo:GetAttacker(), dmginfo:GetInflictor() if self.DamageVulnerability then dmginfo:SetDamage(dmginfo:GetDamage() * self.DamageVulnerability) end if self:Team() == TEAM_UNDEAD then if self ~= attacker then dmginfo:SetDamage(dmginfo:GetDamage() * GAMEMODE:GetZombieDamageScale(dmginfo:GetDamagePosition(), self)) end return self:CallZombieFunction("ProcessDamage", dmginfo) elseif attacker:IsValid() and attacker:IsPlayer() and attacker:Team() == TEAM_UNDEAD and inflictor:IsValid() and inflictor == attacker:GetActiveWeapon() then local damage = dmginfo:GetDamage() local scale = inflictor.SlowDownScale or 1 if damage >= 40 or scale > 1 then local dolegdamage = true if inflictor.SlowDownImmunityTime then if CurTime() < (self.SlowDownImmunityTime or 0) then dolegdamage = false else self.SlowDownImmunityTime = CurTime() + inflictor.SlowDownImmunityTime end end if dolegdamage then self:RawCapLegDamage(self:GetLegDamage() + CurTime() + damage * 0.04 * (inflictor.SlowDownScale or 1)) end end if self:GetHemophilia() and damage >= 5 then local dmgtype = dmginfo:GetDamageType() if dmgtype == 0 or bit.band(dmgtype, DMG_SLASH) ~= 0 or bit.band(dmgtype, DMG_CLUB) ~= 0 or bit.band(dmgtype, DMG_BULLET) ~= 0 or bit.band(dmgtype, DMG_BUCKSHOT) ~= 0 or bit.band(dmgtype, DMG_CRUSH) ~= 0 then local bleed = self:GiveStatus("bleed") if bleed and bleed:IsValid() then bleed:AddDamage(damage * 0.2) if attacker:IsValid() and attacker:IsPlayer() then bleed.Damager = attacker end end end end end end function meta:KnockDown(time) if self:Team() ~= TEAM_UNDEAD then self:GiveStatus("knockdown", time or 3) end end function meta:GetZombieClass() return self.Class or GAMEMODE.DefaultZombieClass end local ZombieClasses = GM.ZombieClasses function meta:GetZombieClassTable() return ZombieClasses[self:GetZombieClass()] end function meta:CallZombieFunction(funcname, ...) if self:Team() == TEAM_UNDEAD then local tab = self:GetZombieClassTable() if tab[funcname] then return tab[funcname](tab, self, ...) end end end function meta:TraceLine(distance, mask, filter, start) start = start or self:GetShootPos() return util.TraceLine({start = start, endpos = start + self:GetAimVector() * distance, filter = filter or self, mask = mask}) end function meta:TraceHull(distance, mask, size, filter, start) start = start or self:GetShootPos() return util.TraceHull({start = start, endpos = start + self:GetAimVector() * distance, filter = filter or self, mask = mask, mins = Vector(-size, -size, -size), maxs = Vector(size, size, size)}) end function meta:DoubleTrace(distance, mask, size, mask2, filter) local tr1 = self:TraceLine(distance, mask, filter) if tr1.Hit then return tr1 end if mask2 then local tr2 = self:TraceLine(distance, mask2, filter) if tr2.Hit then return tr2 end end local tr3 = self:TraceHull(distance, mask, size, filter) if tr3.Hit then return tr3 end if mask2 then local tr4 = self:TraceHull(distance, mask2, size, filter) if tr4.Hit then return tr4 end end return tr1 end function meta:SetSpeed(speed) if not speed then speed = 200 end self:SetWalkSpeed(speed) self:SetRunSpeed(speed) self:SetMaxSpeed(speed) end function meta:SetHumanSpeed(speed) if self:Team() == TEAM_HUMAN then self:SetSpeed(speed) end end function meta:ResetSpeed(noset, health) if not self:IsValid() then return end if self:Team() == TEAM_UNDEAD then local speed = self:GetZombieClassTable().Speed * GAMEMODE.ZombieSpeedMultiplier self:SetSpeed(speed) return speed end local wep = self:GetActiveWeapon() local speed if wep:IsValid() and wep.GetWalkSpeed then speed = wep:GetWalkSpeed() end if not speed then speed = wep.WalkSpeed or SPEED_NORMAL end if self.HumanSpeedAdder and self:Team() == TEAM_HUMAN and 32 < speed then speed = speed + self.HumanSpeedAdder end --[[if self:IsHolding() then local status = self.status_human_holding if status and status:IsValid() and status:GetObject():IsValid() and status:GetObject():GetPhysicsObject():IsValid() then speed = math.min(speed, math.max(CARRY_SPEEDLOSS_MINSPEED, speed - status:GetObject():GetPhysicsObject():GetMass() * CARRY_SPEEDLOSS_PERKG)) end end]] if 32 < speed and not GAMEMODE.ZombieEscape then if not health then health = self:Health() end if health < 60 then speed = math.max(88, speed - speed * 0.4 * (1 - health / 60)) end end if not noset then self:SetSpeed(speed) end return speed end function meta:ResetJumpPower(noset) local power = DEFAULT_JUMP_POWER if self:Team() == TEAM_UNDEAD then power = self:CallZombieFunction("GetJumpPower") or power local classtab = self:GetZombieClassTable() if classtab and classtab.JumpPower then power = classtab.JumpPower end else if self:GetBarricadeGhosting() then power = power * 0.25 if not noset then self:SetJumpPower(power) end return power end end local wep = self:GetActiveWeapon() if wep and wep.ResetJumpPower then power = wep:ResetJumpPower(power) or power end if not noset then self:SetJumpPower(power) end return power end function meta:SetBarricadeGhosting(b) if b and self.NoGhosting then return end self:SetDTBool(0, b) self:CollisionRulesChanged() self:ResetJumpPower() end function meta:GetBarricadeGhosting() return self:GetDTBool(0) end meta.IsBarricadeGhosting = meta.GetBarricadeGhosting function meta:ShouldBarricadeGhostWith(ent) return ent:IsBarricadeProp() end function meta:BarricadeGhostingThink() if self:KeyDown(IN_ZOOM) or self:ActiveBarricadeGhosting() then return end self:SetBarricadeGhosting(false) end function meta:ShouldNotCollide(ent) if ent:IsValid() then if ent:IsPlayer() then return self:Team() == ent:Team() or self.NoCollideAll or ent.NoCollideAll end return self:GetBarricadeGhosting() and ent:IsBarricadeProp() or self:Team() == TEAM_HUMAN and ent:GetPhysicsObject():IsValid() and ent:GetPhysicsObject():HasGameFlag(FVPHYSICS_PLAYER_HELD) end return false end local function nocollidetimer(self, timername) if self:IsValid() then for _, e in pairs(ents.FindInBox(self:WorldSpaceAABB())) do if e and e:IsValid() and e:IsPlayer() and e ~= self and GAMEMODE:ShouldCollide(self, e) then return end end self:SetCollisionGroup(COLLISION_GROUP_PLAYER) end timer.Destroy(timername) end function meta:TemporaryNoCollide(force) if self:GetCollisionGroup() ~= COLLISION_GROUP_PLAYER and not force then return end for _, e in pairs(ents.FindInBox(self:WorldSpaceAABB())) do if e and e:IsValid() and e:IsPlayer() and e ~= self and GAMEMODE:ShouldCollide(self, e) then self:SetCollisionGroup(COLLISION_GROUP_DEBRIS_TRIGGER) local timername = "TemporaryNoCollide"..self:UniqueID() timer.CreateEx(timername, 0, 0, nocollidetimer, self, timername) return end end self:SetCollisionGroup(COLLISION_GROUP_PLAYER) end meta.OldSetHealth = FindMetaTable("Entity").SetHealth function meta:SetHealth(health) self:OldSetHealth(health) if self:Team() == TEAM_HUMAN and 1 <= health then self:ResetSpeed(nil, health) end end function meta:IsHeadcrab() return self:Team() == TEAM_UNDEAD and GAMEMODE.ZombieClasses[self:GetZombieClass()].IsHeadcrab end function meta:AirBrake() local vel = self:GetVelocity() vel.x = vel.x * 0.15 vel.y = vel.y * 0.15 if vel.z > 0 then vel.z = vel.z * 0.15 end self:SetLocalVelocity(vel) end function meta:GetMeleeFilter() return GAMEMODE.RoundEnded and {self} or team.GetPlayers(self:Team()) end meta.GetTraceFilter = meta.GetMeleeFilter function meta:MeleeTrace(distance, size, filter, start) return self:TraceHull(distance, MASK_SOLID, size, filter, start) end function meta:PenetratingMeleeTrace(distance, size, prehit, start, dir) start = start or self:GetShootPos() dir = dir or self:GetAimVector() local t = {} 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 for i=1, 50 do local tr = util.TraceHull(trace) if not tr.Hit then break end if tr.HitWorld then table.insert(t, tr) break end if onlyhitworld then break end local ent = tr.Entity if ent and ent:IsValid() then if not ent:IsPlayer() then trace.mask = MASK_SOLID_BRUSHONLY onlyhitworld = true end table.insert(t, tr) table.insert(trace.filter, ent) end end if prehit and (#t == 1 and not t[1].HitNonWorld and prehit.HitNonWorld or #t == 0 and prehit.HitNonWorld) then t[1] = prehit end return t end function meta:ActiveBarricadeGhosting(override) if self:Team() ~= TEAM_HUMAN and not override or not self:GetBarricadeGhosting() then return false end for _, ent in pairs(ents.FindInBox(self:WorldSpaceAABB())) do if ent and ent:IsValid() and self:ShouldBarricadeGhostWith(ent) then return true end end return false end function meta:IsHolding() return self:GetHolding():IsValid() end meta.IsCarrying = meta.IsHolding function meta:GetHolding() local status = self.status_human_holding if status and status:IsValid() then local obj = status:GetObject() if obj:IsValid() then return obj end end return NULL end function meta:GetMaxZombieHealth() return self:GetZombieClassTable().Health end local oldmaxhealth = FindMetaTable("Entity").GetMaxHealth function meta:GetMaxHealth() if self:Team() == TEAM_UNDEAD then return self:GetMaxZombieHealth() end return oldmaxhealth(self) end if not meta.OldAlive then meta.OldAlive = meta.Alive function meta:Alive() return self:GetObserverMode() == OBS_MODE_NONE and not self.NeverAlive and self:OldAlive() end end local VoiceSets = {} VoiceSets["male"] = { ["GiveAmmoSounds"] = { Sound("vo/npc/male01/ammo03.wav"), Sound("vo/npc/male01/ammo04.wav"), Sound("vo/npc/male01/ammo05.wav") }, ["PainSoundsLight"] = { Sound("vo/npc/male01/ow01.wav"), Sound("vo/npc/male01/ow02.wav"), Sound("vo/npc/male01/pain01.wav"), Sound("vo/npc/male01/pain02.wav"), Sound("vo/npc/male01/pain03.wav") }, ["PainSoundsMed"] = { Sound("vo/npc/male01/pain04.wav"), Sound("vo/npc/male01/pain05.wav"), Sound("vo/npc/male01/pain06.wav") }, ["PainSoundsHeavy"] = { Sound("vo/npc/male01/pain07.wav"), Sound("vo/npc/male01/pain08.wav"), Sound("vo/npc/male01/pain09.wav") }, ["DeathSounds"] = { Sound("vo/npc/male01/no02.wav"), Sound("ambient/voices/citizen_beaten1.wav"), Sound("ambient/voices/citizen_beaten3.wav"), Sound("ambient/voices/citizen_beaten4.wav"), Sound("ambient/voices/citizen_beaten5.wav"), Sound("vo/npc/male01/pain07.wav"), Sound("vo/npc/male01/pain08.wav") }, ["EyePoisonedSounds"] = { Sound("ambient/voices/m_scream1.wav") } } VoiceSets["barney"] = { ["GiveAmmoSounds"] = { Sound("items/ammo_pickup.wav") }, ["PainSoundsLight"] = { Sound("vo/npc/Barney/ba_pain02.wav"), Sound("vo/npc/Barney/ba_pain07.wav"), Sound("vo/npc/Barney/ba_pain04.wav") }, ["PainSoundsMed"] = { Sound("vo/npc/Barney/ba_pain01.wav"), Sound("vo/npc/Barney/ba_pain08.wav"), Sound("vo/npc/Barney/ba_pain10.wav") }, ["PainSoundsHeavy"] = { Sound("vo/npc/Barney/ba_pain05.wav"), Sound("vo/npc/Barney/ba_pain06.wav"), Sound("vo/npc/Barney/ba_pain09.wav") }, ["DeathSounds"] = { Sound("vo/npc/Barney/ba_ohshit03.wav"), Sound("vo/npc/Barney/ba_no01.wav"), Sound("vo/npc/Barney/ba_no02.wav"), Sound("vo/npc/Barney/ba_pain03.wav") }, ["EyePoisonedSounds"] = { Sound("vo/k_lab/ba_thingaway02.wav") } } VoiceSets["female"] = { ["GiveAmmoSounds"] = { Sound("vo/npc/female01/ammo03.wav"), Sound("vo/npc/female01/ammo04.wav"), Sound("vo/npc/female01/ammo05.wav") }, ["PainSoundsLight"] = { Sound("vo/npc/female01/pain01.wav"), Sound("vo/npc/female01/pain02.wav"), Sound("vo/npc/female01/pain03.wav") }, ["PainSoundsMed"] = { Sound("vo/npc/female01/pain04.wav"), Sound("vo/npc/female01/pain05.wav"), Sound("vo/npc/female01/pain06.wav") }, ["PainSoundsHeavy"] = { Sound("vo/npc/female01/pain07.wav"), Sound("vo/npc/female01/pain08.wav"), Sound("vo/npc/female01/pain09.wav") }, ["DeathSounds"] = { Sound("vo/npc/female01/no01.wav"), Sound("vo/npc/female01/ow01.wav"), Sound("vo/npc/female01/ow02.wav"), Sound("vo/npc/female01/goodgod.wav"), Sound("ambient/voices/citizen_beaten2.wav") }, ["EyePoisonedSounds"] = { Sound("ambient/voices/f_scream1.wav") } } VoiceSets["alyx"] = { ["GiveAmmoSounds"] = { Sound("vo/npc/female01/ammo03.wav"), Sound("vo/npc/female01/ammo04.wav"), Sound("vo/npc/female01/ammo05.wav") }, ["PainSoundsLight"] = { Sound("vo/npc/Alyx/gasp03.wav"), Sound("vo/npc/Alyx/hurt08.wav") }, ["PainSoundsMed"] = { Sound("vo/npc/Alyx/hurt04.wav"), Sound("vo/npc/Alyx/hurt06.wav"), Sound("vo/Citadel/al_struggle07.wav"), Sound("vo/Citadel/al_struggle08.wav") }, ["PainSoundsHeavy"] = { Sound("vo/npc/Alyx/hurt05.wav"), Sound("vo/npc/Alyx/hurt06.wav") }, ["DeathSounds"] = { Sound("vo/npc/Alyx/no01.wav"), Sound("vo/npc/Alyx/no02.wav"), Sound("vo/npc/Alyx/no03.wav"), Sound("vo/Citadel/al_dadgordonno_c.wav"), Sound("vo/Streetwar/Alyx_gate/al_no.wav") }, ["EyePoisonedSounds"] = { Sound("vo/npc/Alyx/uggh01.wav"), Sound("vo/npc/Alyx/uggh02.wav") } } VoiceSets["combine"] = { ["GiveAmmoSounds"] = { Sound("npc/combine_soldier/vo/hardenthatposition.wav"), Sound("npc/combine_soldier/vo/readyweapons.wav"), Sound("npc/combine_soldier/vo/weareinaninfestationzone.wav"), Sound("npc/metropolice/vo/dismountinghardpoint.wav") }, ["PainSoundsLight"] = { Sound("npc/combine_soldier/pain1.wav"), Sound("npc/combine_soldier/pain2.wav"), Sound("npc/combine_soldier/pain3.wav") }, ["PainSoundsMed"] = { Sound("npc/metropolice/pain1.wav"), Sound("npc/metropolice/pain2.wav") }, ["PainSoundsHeavy"] = { Sound("npc/metropolice/pain3.wav"), Sound("npc/metropolice/pain4.wav") }, ["DeathSounds"] = { Sound("npc/combine_soldier/die1.wav"), Sound("npc/combine_soldier/die2.wav"), Sound("npc/combine_soldier/die3.wav") }, ["EyePoisonSounds"] = { Sound("npc/combine_soldier/die1.wav"), Sound("npc/combine_soldier/die2.wav"), Sound("npc/metropolice/vo/shit.wav") } } VoiceSets["monk"] = { ["GiveAmmoSounds"] = { Sound("vo/ravenholm/monk_giveammo01.wav") }, ["PainSoundsLight"] = { Sound("vo/ravenholm/monk_pain01.wav"), Sound("vo/ravenholm/monk_pain02.wav"), Sound("vo/ravenholm/monk_pain03.wav"), Sound("vo/ravenholm/monk_pain05.wav") }, ["PainSoundsMed"] = { Sound("vo/ravenholm/monk_pain04.wav"), Sound("vo/ravenholm/monk_pain06.wav"), Sound("vo/ravenholm/monk_pain07.wav"), Sound("vo/ravenholm/monk_pain08.wav") }, ["PainSoundsHeavy"] = { Sound("vo/ravenholm/monk_pain09.wav"), Sound("vo/ravenholm/monk_pain10.wav"), Sound("vo/ravenholm/monk_pain12.wav") }, ["DeathSounds"] = { Sound("vo/ravenholm/monk_death07.wav") }, ["EyePoisonSounds"] = { Sound("vo/ravenholm/monk_death07.wav") } } function meta:PlayEyePoisonedSound() local snds = VoiceSets[self.VoiceSet].EyePoisonSounds if snds then self:EmitSound(snds[math.random(1, #snds)]) end end function meta:PlayGiveAmmoSound() local snds = VoiceSets[self.VoiceSet].GiveAmmoSounds if snds then self:EmitSound(snds[math.random(1, #snds)]) end end function meta:PlayDeathSound() local snds = VoiceSets[self.VoiceSet].DeathSounds if snds then self:EmitSound(snds[math.random(1, #snds)]) end end function meta:PlayZombieDeathSound() if not self:CallZombieFunction("PlayDeathSound") then local snds = self:GetZombieClassTable().DeathSounds if snds then self:EmitSound(snds[math.random(#snds)]) end end end function meta:PlayPainSound() if CurTime() < self.NextPainSound then return end local snds if self:Team() == TEAM_UNDEAD then if self:CallZombieFunction("PlayPainSound") then return end snds = self:GetZombieClassTable().PainSounds else local set = VoiceSets[self.VoiceSet] if set then local health = self:Health() if 70 <= health then snds = set.PainSoundsLight elseif 35 <= health then snds = set.PainSoundsMed else snds = set.PainSoundsHeavy end end end if snds then local snd = snds[math.random(#snds)] if snd then self:EmitSound(snd) self.NextPainSound = CurTime() + SoundDuration(snd) - 0.1 end end end local ViewHullMins = Vector(-8, -8, -8) local ViewHullMaxs = Vector(8, 8, 8) function meta:GetThirdPersonCameraPos(origin, angles) local allplayers = player.GetAll() local tr = util.TraceHull({start = origin, endpos = origin + angles:Forward() * -math.max(36, self:Team() == TEAM_UNDEAD and self:GetZombieClassTable().CameraDistance or self:BoundingRadius()), mask = MASK_SHOT, filter = allplayers, mins = ViewHullMins, maxs = ViewHullMaxs}) return tr.HitPos + tr.HitNormal * 3 end -- Override these because they're different in 1st person and on the server. function meta:SyncAngles() local ang = self:EyeAngles() ang.pitch = 0 ang.roll = 0 return ang end meta.GetAngles = meta.SyncAngles function meta:GetForward() return self:SyncAngles():Forward() end function meta:GetUp() return self:SyncAngles():Up() end function meta:GetRight() return self:SyncAngles():Right() end