CLASS.Name = "Fresh Dead" CLASS.TranslationName = "class_fresh_dead" CLASS.Description = "" CLASS.Help = "" CLASS.Wave = 0 CLASS.Unlocked = true CLASS.Hidden = true CLASS.Health = 125 CLASS.Speed = 200 CLASS.Points = 3 CLASS.CanTaunt = true CLASS.UsePreviousModel = true CLASS.SWEP = "weapon_zs_freshdead" 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 CLASS.CanFeignDeath = true 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)], 70) else pl:EmitSound(StepRightSounds[mathrandom(#StepRightSounds)], 70) end return true end --[[function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if iFoot == 0 then pl:EmitSound("Zombie.FootstepLeft") else pl:EmitSound("Zombie.FootstepRight") end return true end]] function CLASS:CalcMainActivity(pl, velocity) local revive = pl.Revive if revive and revive:IsValid() then pl.CalcIdeal = ACT_HL2MP_ZOMBIE_SLUMP_RISE return true end 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:UpdateAnimation(pl, velocity, maxseqgroundspeed) local revive = pl.Revive if revive and revive:IsValid() then pl:SetCycle(0.4 + (1 - math.Clamp((revive:GetReviveTime() - CurTime()) / revive.AnimTime, 0, 1)) * 0.6) pl:SetPlaybackRate(0) return true end 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 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 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:SetZombieClass(GAMEMODE.DefaultZombieClass) end function CLASS:AltUse(pl) pl:StartFeignDeath() end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/zombie" function CLASS:PrePlayerDraw(pl) render.SetColorModulation(0.5, 0.9, 0.5) end function CLASS:PostPlayerDraw(pl) render.SetColorModulation(1, 1, 1) end