CLASS.Name = "Zombie Torso" CLASS.TranslationName = "class_zombie_torso" CLASS.Description = "description_zombie_torso" CLASS.Model = Model("models/Zombie/Classic_torso.mdl") CLASS.SWEP = "weapon_zs_zombietorso" CLASS.Wave = 0 CLASS.Threshold = 0 CLASS.Unlocked = true CLASS.Hidden = true CLASS.Health = 100 CLASS.Speed = 130 CLASS.JumpPower = 120 CLASS.Points = 1 CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 20)} CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 20)} CLASS.ViewOffset = Vector(0, 0, 14) CLASS.ViewOffsetDucked = Vector(0, 0, 14) CLASS.Mass = DEFAULT_MASS * 0.5 CLASS.CrouchedWalkSpeed = 1 CLASS.StepSize = 12 CLASS.CantDuck = true 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 function CLASS:CalcMainActivity(pl, velocity) if velocity:Length2D() <= 0.5 then pl.CalcSeqOverride = 1 else pl.CalcIdeal = ACT_WALK end return true end local mathrandom = math.random 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 mathrandom() < 0.07 then pl:EmitSound(ScuffSounds[mathrandom(#ScuffSounds)], 70, 90) end return true 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 function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) pl:FixModelAngles(velocity) end if SERVER then function CLASS:OnSecondWind(pl) pl:EmitSound("npc/zombie/zombie_voice_idle"..math.random(1, 14)..".wav", 100, 85) end end if CLIENT then CLASS.Icon = "zombiesurvival/killicons/torso" end