CLASS.Name = "Red Marrow" CLASS.TranslationName = "class_red_marrow" CLASS.Description = "description_red_marrow" CLASS.Help = "controls_red_marrow" CLASS.Boss = true CLASS.KnockbackScale = 0 CLASS.FearPerInstance = 1 CLASS.Points = 30 CLASS.Model = Model("models/player/skeleton.mdl") CLASS.VoicePitch = 0.65 CLASS.SWEP = "weapon_zs_redmarrow" CLASS.Health = 1800 CLASS.Speed = 165 CLASS.Skeletal = true local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE local math_random = math.random local math_ceil = math.ceil local math_Clamp = math.Clamp function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if math_random(2) == 1 then pl:EmitSound("npc/barnacle/neck_snap1.wav", 75, math_random(125, 135)) else pl:EmitSound("npc/barnacle/neck_snap2.wav", 75, math_random(125, 135)) end return true end local painsounds = {"npc/metropolice/pain1.wav", "npc/metropolice/pain2.wav", "npc/metropolice/pain3.wav", "npc/metropolice/pain4.wav"} function CLASS:PlayPainSound(pl) pl:EmitSound(table.Random(painsounds), 75, math_random(80, 90), 0.5) pl:EmitSound(table.Random(painsounds), 75, math_random(72, 82), 0.5) pl.NextPainSound = CurTime() + .7 return true end function CLASS:PlayDeathSound(pl) pl:EmitSound("npc/stalker/go_alert2a.wav", 75, 75, 0.5) pl:EmitSound("npc/stalker/go_alert2a.wav", 75, 85, 0.5) return true end function CLASS:CalcMainActivity(pl, velocity) if pl:WaterLevel() >= 3 then return ACT_HL2MP_SWIM_PISTOL, -1 end if pl:Crouching() and pl:OnGround() then if velocity:Length2D() <= 0.5 then return ACT_HL2MP_IDLE_CROUCH_ZOMBIE, -1 end 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 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: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:ProcessDamage(pl, dmginfo) local attacker = dmginfo:GetAttacker() local dmg = dmginfo:GetDamage() local hp = pl:Health() if pl:GetStatus("redmarrow") and attacker:IsPlayer() and attacker:Team() == TEAM_HUMAN then dmginfo:SetDamage(0) dmginfo:ScaleDamage(0) dmg = 0 end local numthreshold = math_Clamp(math_ceil(hp / 200), 1, 9) local dmgthreshold = math_Clamp(numthreshold * 200 - 200, 1, 1600) local newhp = hp - dmg local nulldmg = dmgthreshold - newhp if newhp <= dmgthreshold and pl["bloodth"..numthreshold] then pl["bloodth"..numthreshold] = false dmginfo:SetDamage(dmg - nulldmg) pl:GiveStatus("redmarrow", 3) local effectdata = EffectData() effectdata:SetOrigin(pl:WorldSpaceCenter()) util.Effect("explosion_bonemesh", effectdata) pl:GodEnable() util.BlastDamageEx(pl, pl, pl:GetPos(), 55, 7, DMG_CLUB) pl:GodDisable() end end