CLASS.Name = "Flesh Creeper" CLASS.TranslationName = "class_flesh_creeper" CLASS.Description = "description_flesh_creeper" CLASS.Help = "controls_flesh_creeper" CLASS.Wave = 0 CLASS.Hidden = true CLASS.Unlocked = true CLASS.NotRandomStart = true CLASS.Health = 175 CLASS.SWEP = "weapon_zs_fleshcreeper" CLASS.Model = Model("models/antlion.mdl") CLASS.Speed = 160 CLASS.JumpPower = 220 CLASS.Points = CLASS.Health/GM.NoHeadboxZombiePointRatio CLASS.VoicePitch = 0.55 CLASS.PainSounds = {Sound("npc/barnacle/barnacle_pull1.wav"), Sound("npc/barnacle/barnacle_pull2.wav"), Sound("npc/barnacle/barnacle_pull3.wav"), Sound("npc/barnacle/barnacle_pull4.wav")} CLASS.DeathSounds = {Sound("npc/barnacle/barnacle_die1.wav"), Sound("npc/barnacle/barnacle_die2.wav")} CLASS.ModelScale = 0.65 --[[CLASS.ModelScale = 0.6324555 CLASS.ClientsideModelScale = 0.4 / CLASS.ModelScale]] CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 36)} CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 36)} CLASS.ViewOffset = Vector(0, 0, 35.5) CLASS.ViewOffsetDucked = Vector(0, 0, 35.5) local CurTime = CurTime local math_random = math.random local math_sin = math.sin local IN_JUMP = IN_JUMP function CLASS:CanUse(pl) return GAMEMODE:GetDynamicSpawning() and not GAMEMODE.ZombieEscape end function CLASS:Move(pl, mv) local wep = pl:GetActiveWeapon() if wep.Move and wep:Move(mv) then return true end if mv:GetForwardSpeed() <= 0 then mv:SetMaxSpeed(mv:GetMaxSpeed() * 0.45) mv:SetMaxClientSpeed(mv:GetMaxClientSpeed() * 0.45) end end function CLASS:CalcMainActivity(pl, velocity) local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.IsInAttackAnim then if wep:IsInAttackAnim() then return 1, 14 end if wep:GetHoldingRightClick() then return 1, 21 end end if wep.IsPouncing and wep:IsPouncing() then return ACT_GLIDE, -1 end if velocity:Length2DSqr() > 1 then --[[if pl:Crouching() and pl:OnGround() then return 1, 17 else]] return 1, 4 --[[end elseif pl:Crouching() and pl:OnGround() then pl.CalcSeqOverride = 40]] end return 1, 2 end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.IsInAttackAnim then if wep:IsInAttackAnim() then pl:SetPlaybackRate(0) pl:SetCycle(1 - (wep:GetAttackAnimTime() - CurTime()) / wep.Primary.Delay) return true elseif wep:GetHoldingRightClick() then pl:SetPlaybackRate(0) local delta = CurTime() - wep:GetRightClickStart() if delta > 1 then --pl:SetCycle(0.333 + (delta * 3 % 1) * 0.2) pl:SetCycle(0.5 + math_sin(delta * 12) * 0.05) else --pl:SetCycle(delta / 3) pl:SetCycle(delta / 2) end return true end end if velocity:Length2DSqr() >= 256 then GAMEMODE.BaseClass.UpdateAnimation(GAMEMODE.BaseClass, pl, velocity, maxseqgroundspeed) --[[local dir = Vector(0, 0, 0) dir:Set(velocity) dir.z = 0 dir:Normalize() local aimdir = pl:GetAimVector() aimdir.z = 0 aimdir:Normalize() if dir:Dot(aimdir) >= 0.5 then pl:SetPlaybackRate(pl:GetPlaybackRate() / self.ModelScale / 2) else]] pl:SetPlaybackRate(pl:GetPlaybackRate() / self.ModelScale) --end --[[if pl:Crouching() then pl:SetPoseParameter("move_yaw", 0) end]] return true end --[[if pl:Crouching() then pl:SetCycle(0.5 + math.sin(CurTime() * 2) * 0.025) pl:SetPlaybackRate(0) return true end]] return true end function CLASS:DoAnimationEvent(pl, event, data) if event == PLAYERANIMEVENT_ATTACK_PRIMARY then return ACT_INVALID end end function CLASS:CreateMove(pl, cmd) local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.IsSwinging and wep:IsSwinging() and bit.band(cmd:GetButtons(), IN_JUMP) ~= 0 then cmd:SetButtons(cmd:GetButtons() - IN_JUMP) end end local FootSounds = { "npc/zombie/foot1.wav", "npc/zombie/foot2.wav", "npc/zombie/foot3.wav" } function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) pl:EmitSound(FootSounds[math_random(#FootSounds)], 65, math.random(105, 115)) return true end if SERVER then function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo) local ent = pl:FakeDeath(pl:LookupSequence("Flip1"), self.ModelScale, math.Rand(0.45, 0.5)) if ent:IsValid() then ent:SetMaterial("models/flesh") end return true end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/fleshcreeper" local matFlesh = Material("models/flesh") function CLASS:PrePlayerDraw(pl) render.ModelMaterialOverride(matFlesh) end function CLASS:PostPlayerDraw(pl) render.ModelMaterialOverride() end function CLASS:ShouldDrawLocalPlayer() return true end