CLASS.Name = "Puke Pus" CLASS.TranslationName = "class_pukepus" CLASS.Description = "description_pukepus" CLASS.Help = "controls_pukepus" CLASS.Boss = true CLASS.KnockbackScale = 0 CLASS.FearPerInstance = 1 CLASS.Health = 2750 CLASS.SWEP = "weapon_zs_pukepus" CLASS.Model = Model("models/Zombie/Poison.mdl") CLASS.Speed = 135 --120 CLASS.Points = 40 CLASS.PainSounds = {"NPC_PoisonZombie.Pain"} CLASS.DeathSounds = {Sound("npc/zombie_poison/pz_call1.wav")} CLASS.VoicePitch = 0.5 --[[CLASS.ModelScale = 1.5 CLASS.Mass = 200 CLASS.ViewOffset = Vector(0, 0, 75) CLASS.ViewOffsetDucked = Vector(0, 0, 48) CLASS.StepSize = 25]] --[[CLASS.Hull = {Vector(-22, -22, 0), Vector(22, 22, 96)} CLASS.HullDuck = {Vector(-22, -22, 0), Vector(22, 22, 58)}]] CLASS.ViewOffset = Vector(0, 0, 50) CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 64)} CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 35)} --CLASS.JumpPower = DEFAULT_JUMP_POWER * 1.216 CLASS.BloodColor = BLOOD_COLOR_YELLOW local math_random = math.random local math_min = math.min local ACT_IDLE = ACT_IDLE 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 function CLASS:CalcMainActivity(pl, velocity) if velocity:Length2DSqr() <= 1 then return ACT_IDLE, -1 end return 1, 2 end local StepSounds = { "npc/zombie_poison/pz_left_foot1.wav" } local ScuffSounds = { "npc/zombie_poison/pz_right_foot1.wav" } function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if iFoot == 0 and math_random() < 0.333 then pl:EmitSound(ScuffSounds[math_random(#ScuffSounds)], 80, 90) else pl:EmitSound(StepSounds[math_random(#StepSounds)], 80, 90) end return true end function CLASS:PlayerStepSoundTime(pl, iType, bWalking) if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then return (365 - pl:GetVelocity():Length()) * 1.5 elseif iType == STEPSOUNDTIME_ON_LADDER then return 450 elseif iType == STEPSOUNDTIME_WATER_KNEE then return 600 end return 200 end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local len2d = velocity:Length2D() if len2d > 1 then pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.5, 3)) else pl:SetPlaybackRate(0.5) end return true end if SERVER then function CLASS:OnSpawned(pl) pl:CreateAmbience("pukepusambience") end end local BonesToZero = { "ValveBiped.Bip01_L_UpperArm", "ValveBiped.Bip01_L_Forearm", "ValveBiped.Bip01_L_Hand", "ValveBiped.Bip01_L_Finger1", "ValveBiped.Bip01_L_Finger11", "ValveBiped.Bip01_L_Finger12", "ValveBiped.Bip01_L_Finger2", "ValveBiped.Bip01_L_Finger21", "ValveBiped.Bip01_L_Finger22", "ValveBiped.Bip01_L_Finger3", "ValveBiped.Bip01_L_Finger31", "ValveBiped.Bip01_L_Finger32", "ValveBiped.Bip01_R_UpperArm", "ValveBiped.Bip01_R_Forearm", "ValveBiped.Bip01_R_Hand", "ValveBiped.Bip01_R_Finger1", "ValveBiped.Bip01_R_Finger11", "ValveBiped.Bip01_R_Finger12", "ValveBiped.Bip01_R_Finger2", "ValveBiped.Bip01_R_Finger21", "ValveBiped.Bip01_R_Finger22", "ValveBiped.Bip01_R_Finger3", "ValveBiped.Bip01_R_Finger31", "ValveBiped.Bip01_R_Finger32" } function CLASS:BuildBonePositions(pl) for _, bone in pairs(BonesToZero) do local boneid = pl:LookupBone(bone) if boneid and boneid > 0 then pl:ManipulateBoneScale(boneid, vector_tiny) end end end local function CreateFlesh(pl, damage, damagepos, damagedir) damage = math.min(damage, 300) pl:EmitSound(string.format("physics/body/body_medium_break%d.wav", math.random(2, 4)), 74, 125 - damage * 0.50) if SERVER then damagepos = pl:LocalToWorld(damagepos) for i=1, math.max(1, math.floor(damage / 12)) do local ent = ents.Create("projectile_poisonflesh") if ent:IsValid() then local heading = (damagedir + VectorRand() * 0.3):GetNormalized() ent:SetPos(damagepos + heading) ent:SetOwner(pl) ent:Spawn() local phys = ent:GetPhysicsObject() if phys:IsValid() then phys:Wake() phys:SetVelocityInstantaneous(math.min(325, 100 + damage ^ math.Rand(1.15, 1.25)) * heading) end end end end end function CLASS:ProcessDamage(pl, dmginfo) local attacker, damage = dmginfo:GetAttacker(), dmginfo:GetDamage() if attacker ~= pl and damage >= 5 and damage < pl:Health() and CurTime() >= (pl.m_NextPukeEmit or 0) then pl.m_NextPukeEmit = CurTime() + 0.3 local pos = pl:WorldToLocal(dmginfo:GetDamagePosition()) local norm = dmginfo:GetDamageForce():GetNormalized() * -1 timer.Simple(0, function() if pl:IsValid() then CreateFlesh(pl, damage, pos, norm) end end) end end if SERVER then function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister) local pos = pl:WorldToLocal(dmginfo:GetDamagePosition()) local norm = dmginfo:GetDamageForce():GetNormalized() * -1 timer.Simple(0, function() if pl:IsValid() then CreateFlesh(pl, 300, pos, norm) end end) end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/pukepus" local matSkin = Material("Models/Barnacle/barnacle_sheet") function CLASS:PrePlayerDraw(pl) render.ModelMaterialOverride(matSkin) end function CLASS:PostPlayerDraw(pl) render.ModelMaterialOverride() end