CLASS.Name = "Chem Burster" CLASS.TranslationName = "class_chem_burster" CLASS.Description = "description_chem_burster" CLASS.Help = "controls_chem_burster" CLASS.Wave = 6 / 6 CLASS.Health = 125 CLASS.Speed = 170 CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio CLASS.CanTaunt = true CLASS.SWEP = "weapon_zs_burster" CLASS.Model = Model("models/player/zombie_classic.mdl") CLASS.OverrideModel = Model("models/Zombie/Poison.mdl") CLASS.PainSounds = {Sound("npc/metropolice/knockout2.wav"), Sound("npc/metropolice/pain1.wav"), Sound("npc/metropolice/pain2.wav"), Sound("npc/metropolice/pain3.wav"), Sound("npc/metropolice/pain4.wav")} CLASS.VoicePitch = 0.7 CLASS.BloodColor = BLOOD_COLOR_GREEN local math_random = math.random local math_min = math.min local math_ceil = math.ceil local CurTime = CurTime --local string_format = string.format 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_KNEE local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 local ACT_HL2MP_RUN_CHARGING = ACT_HL2MP_RUN_CHARGING --[[function CLASS:PlayPainSound(pl) pl:EmitSound(string_format("npc/zombie_poison/pz_warn%d.wav", math.random(2)), 75, math.Rand(137, 143)) pl.NextPainSound = CurTime() + 0.5 return true end]] function CLASS:PlayDeathSound(pl) pl:EmitSound("npc/zombie_poison/pz_die2.wav", 75, math.Rand(122, 128)) return true end 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[math_random(#StepLeftSounds)], 70) else pl:EmitSound(StepRightSounds[math_random(#StepRightSounds)], 70) end return true end function CLASS:CalcMainActivity(pl, velocity) local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.GetCharge and wep:GetCharge() > 0 then if velocity:Length2DSqr() <= 1 then return 1, pl:LookupSequence("seq_cower") end return ACT_HL2MP_RUN_CHARGING, -1 end if pl:WaterLevel() >= 3 then return ACT_HL2MP_SWIM_PISTOL, -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_RUN_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_RUN_ZOMBIE, -1 end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.GetCharge and wep:GetCharge() > 0 and velocity:Length2DSqr() <= 1 then pl:SetPlaybackRate(0) pl:SetCycle(wep:GetCharge() ^ 2) return true end local len2d = velocity:Length2D() if len2d > 1 then pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.666, 3)) 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:Move(pl, mv) local wep = pl:GetActiveWeapon() if wep.Move and wep:Move(mv) then return true end end