CLASS.Name = "Giga Gore Child" CLASS.TranslationName = "class_giga_gore_child" CLASS.Description = "description_giga_gore_child" CLASS.Help = "controls_giga_gore_child" CLASS.Wave = 0 CLASS.Threshold = 0 CLASS.Unlocked = true CLASS.Hidden = true CLASS.Boss = true CLASS.Health = 2000 CLASS.Speed = 170 CLASS.Points = 30 CLASS.CanTaunt = true CLASS.FearPerInstance = 1 CLASS.SWEP = "weapon_zs_gigagorechild" CLASS.Model = Model("models/vinrax/player/doll_player.mdl") CLASS.VoicePitch = 1 CLASS.ModelScale = 1.6 CLASS.CanFeignDeath = true CLASS.Mass = 500 CLASS.ViewOffset = DEFAULT_VIEW_OFFSET * CLASS.ModelScale CLASS.ViewOffsetDucked = DEFAULT_VIEW_OFFSET_DUCKED * CLASS.ModelScale CLASS.StepSize = 25 CLASS.Hull = {Vector(-16, -16, 0) * CLASS.ModelScale, Vector(16, 16, 64) * CLASS.ModelScale} CLASS.HullDuck = {Vector(-16, -16, 0) * CLASS.ModelScale, Vector(16, 16, 32) * CLASS.ModelScale} CLASS.Hull[1].x = -16 CLASS.Hull[2].x = 16 CLASS.Hull[1].y = -16 CLASS.Hull[2].y = 16 CLASS.HullDuck[1].x = -16 CLASS.HullDuck[2].x = 16 CLASS.HullDuck[1].y = -16 CLASS.HullDuck[2].y = 16 local DIR_BACK = DIR_BACK local ACT_HL2MP_ZOMBIE_SLUMP_RISE = ACT_HL2MP_ZOMBIE_SLUMP_RISE local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE local mathrandom = math.random local StepLeftSounds = { "npc/zombie/foot1.wav", "npc/zombie/foot2.wav" } local StepRightSounds = { "npc/zombie/foot2.wav", "npc/zombie/foot3.wav" } function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if iFoot == 0 then pl:EmitSound(StepLeftSounds[mathrandom(#StepLeftSounds)], 77, 50) pl:EmitSound("physics/concrete/concrete_break2.wav", 77, 70) else pl:EmitSound(StepRightSounds[mathrandom(#StepRightSounds)], 77, 50) pl:EmitSound("physics/concrete/concrete_break3.wav", 77, 70) end if EyePos():Distance(vFootPos) <= 300 then util.ScreenShake(vFootPos, 5, 5, 1, 300) end return true end function CLASS:PlayDeathSound(pl) local pitch = math.random(60, 70) for i=1, 2 do pl:EmitSound("ambient/creatures/town_child_scream1.wav", 75, pitch) end return true end function CLASS:PlayPainSound(pl) pl:EmitSound("ambient/voices/citizen_beaten"..math.random(5)..".wav", 70, math.random(50, 60)) pl.NextPainSound = CurTime() + 1.25 return true end function CLASS:CalcMainActivity(pl, velocity) local feign = pl.FeignDeath if feign and feign:IsValid() then if feign:GetDirection() == DIR_BACK then pl.CalcSeqOverride = pl:LookupSequence("zombie_slump_rise_02_fast") else pl.CalcIdeal = ACT_HL2MP_ZOMBIE_SLUMP_RISE end return true end if pl:WaterLevel() >= 3 then pl.CalcIdeal = ACT_HL2MP_SWIM_PISTOL elseif pl:Crouching() then if velocity:Length2D() <= 0.5 then pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_ZOMBIE else pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3) end else pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE end return true end function CLASS:Move(pl, move) local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.IsSwinging and wep:IsSwinging() then move:SetMaxSpeed(move:GetMaxSpeed() * 0.25) move:SetMaxClientSpeed(move:GetMaxClientSpeed() * 0.25) return true end end function CLASS:PlayerStepSoundTime(pl, iType, bWalking) return GAMEMODE.BaseClass.PlayerStepSoundTime(GAMEMODE.BaseClass, pl, iType, bWalking) * 1.8 end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) 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:Length2D() if len2d > 0.5 then pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed, 3)) else pl:SetPlaybackRate(1) end pl:SetPlaybackRate(pl:GetPlaybackRate() * 0.5) return true end function CLASS:DoAnimationEvent(pl, event, data) if event == PLAYERANIMEVENT_ATTACK_PRIMARY then pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_ZOMBIE, true) return ACT_INVALID elseif event == PLAYERANIMEVENT_RELOAD then pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_ITEM_THROW, true) return ACT_INVALID end end function CLASS:DoesntGiveFear(pl) return pl.FeignDeath and pl.FeignDeath:IsValid() end if SERVER then function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo) pl:FakeDeath(pl:LookupSequence("death_0"..math.random(4)), self.ModelScale) return true end function CLASS:PostOnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo) pl:SetZombieClass(GAMEMODE.DefaultZombieClass) end function CLASS:AltUse(pl) pl:StartFeignDeath() end end if not CLIENT then return end function CLASS:ShouldDrawLocalPlayer() return true end