CLASS.Name = "Shit Slapper" CLASS.TranslationName = "class_shitslapper" CLASS.Description = "description_shitslapper" CLASS.Help = "controls_shitslapper" CLASS.Model = Model("models/Zombie/Classic_torso.mdl") CLASS.Boss = true CLASS.KnockbackScale = 0 CLASS.FearPerInstance = 1 CLASS.Points = 40 CLASS.SWEP = "weapon_zs_shitslapper" CLASS.Health = 4000 CLASS.Speed = 225 CLASS.JumpPower = 200 CLASS.ModelScale = 1.75 CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 64)} CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 35)} CLASS.ViewOffset = Vector(0, 0, 14 * CLASS.ModelScale) CLASS.ViewOffsetDucked = Vector(0, 0, 14 * CLASS.ModelScale) CLASS.StepSize = 25 CLASS.CrouchedWalkSpeed = 1 CLASS.Mass = DEFAULT_MASS * CLASS.ModelScale * 0.5 CLASS.CantDuck = true local math_random = math.random local CurTime = CurTime local ACT_WALK = ACT_WALK function CLASS:PlayPainSound(pl) pl:EmitSound("npc/zombie/zombie_pain"..math.random(6)..".wav", 75, math_random(70, 80)) pl.NextPainSound = CurTime() + .5 return true end function CLASS:PlayDeathSound(pl) pl:EmitSound("npc/zombie/zombie_die"..math_random(3)..".wav", 70, math_random(70, 80)) return true end function CLASS:PlayerStepSoundTime(pl, iType, bWalking) return GAMEMODE.BaseClass.PlayerStepSoundTime(GAMEMODE.BaseClass, pl, iType, bWalking) * self.ModelScale end local StepSounds = { "npc/zombie/foot1.wav", "npc/zombie/foot2.wav", "npc/zombie/foot3.wav" } function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) pl:EmitSound(StepSounds[math_random(#StepSounds)], 77, 50) if iFoot == 0 then pl:EmitSound("^npc/strider/strider_step4.wav", 90, math_random(95, 115)) else pl:EmitSound("^npc/strider/strider_step5.wav", 90, math_random(95, 115)) end return true end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local len2d = velocity:Length2D() if len2d > 1 then pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed * 0.25 / self.ModelScale, 3)) else pl:SetPlaybackRate(1 / self.ModelScale) end return true end function CLASS:CalcMainActivity(pl, velocity) if velocity:Length2DSqr() <= 1 then return 1, 1 end return ACT_WALK, -1 end function CLASS:DoAnimationEvent(pl, event, data) if event == PLAYERANIMEVENT_ATTACK_PRIMARY then pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MELEE_ATTACK1, true) return ACT_INVALID end end