CLASS.Name = "The Tickle Monster" CLASS.TranslationName = "class_the_tickle_monster" CLASS.Description = "description_the_tickle_monster" CLASS.Help = "controls_the_tickle_monster" CLASS.Boss = true CLASS.KnockbackScale = 0 CLASS.Health = 1750 CLASS.Speed = 150 CLASS.FearPerInstance = 1 CLASS.CanTaunt = true CLASS.Points = 30 CLASS.SWEP = "weapon_zs_ticklemonster" CLASS.Model = Model("models/player/zombie_classic_hbfix.mdl") CLASS.OverrideModel = Model("models/player/zombie_fast.mdl") CLASS.VoicePitch = 0.8 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.ViewOffset = Vector(0, 0, 80) CLASS.ViewOffsetDucked = Vector(0, 0, 50) CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 86)} CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 48)} local math_random = math.random local math_Approach = math.Approach local math_min = math.min local math_ceil = math.ceil local math_Clamp = math.Clamp local CurTime = CurTime 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 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 StepSounds = { "npc/zombie/foot1.wav", "npc/zombie/foot2.wav", "npc/zombie/foot3.wav" } local ScuffSounds = { "npc/zombie/foot_slide1.wav", "npc/zombie/foot_slide2.wav", "npc/zombie/foot_slide3.wav" } function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if math_random() < 0.15 then pl:EmitSound(ScuffSounds[math_random(#ScuffSounds)], 70) else pl:EmitSound(StepSounds[math_random(#StepSounds)], 70) end return true end function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo) return true end function CLASS:IgnoreLegDamage(pl, dmginfo) return true end function CLASS:PlayerStepSoundTime(pl, iType, bWalking) if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then return 625 - pl:GetVelocity():Length() elseif iType == STEPSOUNDTIME_ON_LADDER then return 600 elseif iType == STEPSOUNDTIME_WATER_KNEE then return 750 end return 450 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:Length2DSqr() <= 1 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 > 1 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 if SERVER then function CLASS:OnSpawned(pl) pl:CreateAmbience("ticklemonsterambience") end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/tickle" local vecSpineOffset = Vector(8, 0, 0) local SpineBones = {"ValveBiped.Bip01_Spine2", "ValveBiped.Bip01_Spine4", "ValveBiped.Bip01_Spine3"} function CLASS:BuildBonePositions(pl) for _, bone in pairs(SpineBones) do local spineid = pl:LookupBone(bone) if spineid and spineid > 0 then pl:ManipulateBonePosition(spineid, vecSpineOffset) end end local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.GetSwingEndTime then local desiredscale if wep:GetSwingEndTime() > 0 then desiredscale = 2 + (1 - math_Clamp((wep:GetSwingEndTime() - CurTime()) / wep.MeleeDelay, 0, 1)) * 10 else desiredscale = 2 end pl.m_TMArmLength = math_Approach(pl.m_TMArmLength or 2, desiredscale, FrameTime() * 10) local larmid = pl:LookupBone("ValveBiped.Bip01_L_Forearm") if larmid and larmid > 0 then pl:ManipulateBoneScale(larmid, Vector(pl.m_TMArmLength, 2, 2)) end local rarmid = pl:LookupBone("ValveBiped.Bip01_R_Forearm") if rarmid and rarmid > 0 then pl:ManipulateBoneScale(rarmid, Vector(pl.m_TMArmLength, 2, 2)) end end end