CLASS.Name = "Skeletal Walker" CLASS.TranslationName = "class_skeletal_walker" CLASS.Description = "description_skeletal_walker" CLASS.Help = "controls_skeletal_walker" CLASS.Wave = 2 / 6 CLASS.Health = 100 CLASS.Speed = 150 CLASS.CanTaunt = true CLASS.Points = CLASS.Health/GM.SkeletonPointRatio CLASS.SWEP = "weapon_zs_skeleton" CLASS.BetterVersion = "Skeletal Shambler" CLASS.Model = Model("models/player/skeleton.mdl") CLASS.VoicePitch = 0.8 CLASS.CanFeignDeath = true CLASS.BloodColor = -1 CLASS.Skeletal = true CLASS.SkeletalRes = true local math_random = math.random --local math_ceil = math.ceil local math_min = math.min local math_max = math.max local string_format = string.format local bit_band = bit.band local DMG_BULLET = DMG_BULLET 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 function CLASS:KnockedDown(pl, status, exists) pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD) end function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if math_random(2) == 1 then pl:EmitSound("npc/barnacle/neck_snap1.wav", 65, math_random(135, 150), 0.27) else pl:EmitSound("npc/barnacle/neck_snap2.wav", 65, math_random(135, 150), 0.27) end return true end function CLASS:PlayPainSound(pl) pl:EmitSound(string_format("npc/metropolice/pain%d.wav", math_random(4)), 65, math_random(70, 75)) return true end function CLASS:PlayDeathSound(pl) pl:EmitSound(string_format("npc/zombie/zombie_die%d.wav", math_random(3)), 75, math_random(122, 128)) 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 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 if velocity:Length2DSqr() <= 1 then if pl:Crouching() and pl:OnGround() then return ACT_HL2MP_IDLE_CROUCH_FIST, -1 --ACT_HL2MP_IDLE_CROUCH_ZOMBIE end return ACT_HL2MP_IDLE_KNIFE, -1 --ACT_HL2MP_IDLE_ZOMBIE end if pl:Crouching() and pl:OnGround() then return ACT_HL2MP_WALK_CROUCH_KNIFE, -1 --ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math_ceil((CurTime() / 4 + pl:EntIndex()) % 3) end return ACT_HL2MP_RUN_KNIFE, -1 --ACT_HL2MP_WALK_ZOMBIE_01 - 1 + math_ceil((CurTime() / 4 + pl:EntIndex()) % 3) 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 len = velocity:Length() if len > 1 then --pl:SetPlaybackRate(math_min(len / maxseqgroundspeed * 0.666, 3)) pl:SetPlaybackRate(math_min(len / maxseqgroundspeed, 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: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) if bit_band(dmginfo:GetDamageType(), DMG_BULLET) ~= 0 then dmginfo:SetDamage(dmginfo:GetDamage() * 0.36) elseif bit_band(dmginfo:GetDamageType(), DMG_SLASH) == 0 and bit_band(dmginfo:GetDamageType(), DMG_CLUB) == 0 then dmginfo:SetDamage(dmginfo:GetDamage() * 0.45) end end end if CLIENT then CLASS.Icon = "zombiesurvival/killicons/skeletal_walker" end