CLASS.Name = "Shade" CLASS.TranslationName = "class_shade" CLASS.Description = "description_shade" CLASS.Help = "controls_shade" CLASS.Boss = true CLASS.KnockbackScale = 0 CLASS.NoGibs = true CLASS.NoFallDamage = true CLASS.NoFallSlowdown = true CLASS.NoShadow = true CLASS.NoAdjustPhysDamage = true CLASS.CanTaunt = true CLASS.Health = 1500 --1200 CLASS.Speed = 170 --125 CLASS.FearPerInstance = 1 CLASS.Points = 30 CLASS.SWEP = "weapon_zs_shade" CLASS.Model = Model("models/player/zombie_fast.mdl") CLASS.VoicePitch = 0.8 CLASS.BloodColor = BLOOD_COLOR_MECH CLASS.PainSounds = {Sound("npc/barnacle/barnacle_pull1.wav"), Sound("npc/barnacle/barnacle_pull2.wav"), Sound("npc/barnacle/barnacle_pull3.wav"), Sound("npc/barnacle/barnacle_pull4.wav")} CLASS.DeathSounds = {Sound("zombiesurvival/wraithdeath1.ogg"), Sound("zombiesurvival/wraithdeath2.ogg"), Sound("zombiesurvival/wraithdeath3.ogg"), Sound("zombiesurvival/wraithdeath4.ogg")} local math_sin = math.sin local math_cos = math.cos local math_abs = math.abs local math_Clamp = math.Clamp local CurTime = CurTime local ACT_HL2MP_IDLE_MAGIC = ACT_HL2MP_IDLE_MAGIC local ACT_HL2MP_RUN_MAGIC = ACT_HL2MP_RUN_MAGIC local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo) if not dmginfo:IsBulletDamage() then return true end if hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG or hitgroup == HITGROUP_GEAR or hitgroup == HITGROUP_GENERIC then dmginfo:SetDamage(0) dmginfo:ScaleDamage(0) end return true end function CLASS:IgnoreLegDamage(pl, dmginfo) return true end function CLASS:Move(pl, move) if pl.ShadeShield and pl.ShadeShield:IsValid() then move:SetMaxSpeed(35) move:SetMaxClientSpeed(35) end end function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) return true end function CLASS:PlayerStepSoundTime(pl, iType, bWalking) return 1000 end function CLASS:CalcMainActivity(pl, velocity) if (pl.ShadeControl and pl.ShadeControl:IsValid()) or (pl.ShadeShield and pl.ShadeShield:IsValid()) then if velocity:Length2DSqr() <= 1 then return ACT_HL2MP_IDLE_MAGIC, -1 end return ACT_HL2MP_RUN_MAGIC, -1 end return ACT_HL2MP_RUN_ZOMBIE, -1 end function CLASS:DoAnimationEvent(pl, event, data) if event == PLAYERANIMEVENT_ATTACK_PRIMARY then pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2, true) return ACT_INVALID end end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) pl:SetPlaybackRate(1) pl:SetCycle(0.35 + math_abs(math_sin(CurTime() * 1.5)) * 0.3) return true end function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister) if SERVER then local effectdata = EffectData() effectdata:SetOrigin(pl:WorldSpaceCenter()) effectdata:SetNormal(pl:GetUp()) effectdata:SetEntity(pl) util.Effect("death_shade", effectdata, nil, true) end return true end if SERVER then function CLASS:OnSpawned(pl) pl:CreateAmbience("shadeambience") pl:SetRenderMode(RENDERMODE_TRANSALPHA) end function CLASS:SwitchedAway(pl) pl:SetRenderMode(RENDERMODE_NORMAL) end function CLASS:ProcessDamage(pl, dmginfo) if SERVER then local inflictor = dmginfo:GetInflictor() if inflictor:IsValid() and (inflictor:IsPhysicsModel() or inflictor.IsPhysbox) then return end local status = pl.status_shadeambience if status and status:IsValid() then status:SetLastDamaged(CurTime()) end end end function CLASS:ShadeShield(pl) local shadeshield = pl.ShadeShield local curtime = CurTime() if pl.NextShield and curtime <= pl.NextShield then return end if shadeshield and shadeshield:IsValid() then if curtime >= shadeshield:GetStateEndTime() then shadeshield:SetState(1) shadeshield:SetStateEndTime(curtime + 0.5) end elseif pl:IsOnGround() and not pl:IsPlayingTaunt() then local wep = pl:GetActiveWeapon() if wep:IsValid() and curtime > wep:GetNextPrimaryFire() and curtime > wep:GetNextSecondaryFire() then local status = pl:GiveStatus("shadeshield") if status and status:IsValid() then status:SetStateEndTime(curtime + 0.5) for _, ent in pairs(ents.FindByClass("env_shadecontrol")) do if ent:IsValid() and ent:GetOwner() == pl then ent:Remove() return end end end end end end function CLASS:AltUse(pl) self:ShadeShield(pl) end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/shadev2" CLASS.IconColor = Color(0, 50, 255) local ToZero = {"ValveBiped.Bip01_L_Thigh", "ValveBiped.Bip01_R_Thigh", "ValveBiped.Bip01_L_Calf", "ValveBiped.Bip01_R_Calf", "ValveBiped.Bip01_L_Foot", "ValveBiped.Bip01_R_Foot"} function CLASS:BuildBonePositions(pl) for _, bonename in pairs(ToZero) do local boneid = pl:LookupBone(bonename) if boneid and boneid > 0 then pl:ManipulateBoneScale(boneid, vector_tiny) end end end local nodraw = false local matWhite = Material("models/debug/debugwhite") local matRefract = Material("models/spawn_effect") function CLASS:PreRenderEffects(pl) if render.SupportsVertexShaders_2_0() then local normal = pl:GetUp() render.EnableClipping(true) render.PushCustomClipPlane(normal, normal:Dot(pl:GetPos() + normal * 16)) end if nodraw then return end local red = 0 local status = pl.status_shadeambience if status and status:IsValid() then red = 1 - math_Clamp((CurTime() - status:GetLastDamaged()) * 3, 0, 1) ^ 3 end render.SetColorModulation(red, 0.1, 1 - red) render.SetBlend(0.5 + math_abs(math_cos(CurTime())) ^ 2 * 0.1) render.SuppressEngineLighting(true) render.ModelMaterialOverride(matWhite) end function CLASS:PostRenderEffects(pl) if render.SupportsVertexShaders_2_0() then render.PopCustomClipPlane() render.EnableClipping(false) end if nodraw then return end render.SetColorModulation(1, 1, 1) render.SetBlend(1) render.SuppressEngineLighting(false) render.ModelMaterialOverride() if render.SupportsPixelShaders_2_0() then render.UpdateRefractTexture() matRefract:SetFloat("$refractamount", 0.01) render.ModelMaterialOverride(matRefract) nodraw = true pl:DrawModel() nodraw = false render.ModelMaterialOverride(0) end end function CLASS:PrePlayerDraw(pl) pl:RemoveAllDecals() self:PreRenderEffects(pl) end function CLASS:PostPlayerDraw(pl) self:PostRenderEffects(pl) end