CLASS.Base = "fast_zombie" CLASS.Revives = false CLASS.Name = "Lacerator" CLASS.TranslationName = "class_lacerator" CLASS.Description = "description_lacerator" CLASS.Help = "controls_lacerator" CLASS.Model = Model("models/player/zombie_lacerator2.mdl") CLASS.Wave = 4 / 6 CLASS.Health = 225 CLASS.Speed = 270 CLASS.SWEP = "weapon_zs_lacerator" CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 58)} CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)} CLASS.ViewOffset = Vector(0, 0, 50) CLASS.ViewOffsetDucked = Vector(0, 0, 24) CLASS.Points = CLASS.Health/GM.NoHeadboxZombiePointRatio CLASS.CanTaunt = true CLASS.VoicePitch = 0.75 CLASS.NoFallDamage = true CLASS.NoFallSlowdown = true local math_random = math.random local math_min = math.min local math_Clamp = math.Clamp local math_ceil = math.ceil local CurTime = CurTime local BoneScale = Vector(2,2,2) 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_ZOMBIE_LEAP_START = ACT_ZOMBIE_LEAP_START local ACT_ZOMBIE_LEAPING = ACT_ZOMBIE_LEAPING 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_FAST = ACT_HL2MP_RUN_ZOMBIE_FAST local ACT_GMOD_GESTURE_TAUNT_ZOMBIE = ACT_GMOD_GESTURE_TAUNT_ZOMBIE local ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL = ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL local ACT_INVALID = ACT_INVALID local GearFoley = { "npc/combine_soldier/gear1.wav", "npc/combine_soldier/gear2.wav", "npc/combine_soldier/gear3.wav", "npc/combine_soldier/gear4.wav", "npc/combine_soldier/gear5.wav", "npc/combine_soldier/gear6.wav" } function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if iFoot == 0 then pl:EmitSound("npc/antlion_guard/foot_heavy1.wav", 70, math_random(120,133), 0.4) else pl:EmitSound("npc/antlion_guard/foot_heavy2.wav", 70, math_random(120,133), 0.4) end pl:EmitSound(GearFoley[math_random(#GearFoley)], 70, 100, 0.6) return true end function CLASS:PlayerStepSoundTime(pl, iType, bWalking) if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then return 580 - pl:GetVelocity():Length() elseif iType == STEPSOUNDTIME_ON_LADDER then return 400 elseif iType == STEPSOUNDTIME_WATER_KNEE then return 550 end return 250 end function CLASS:PlayPainSound(pl) pl:EmitSound("npc/fast_zombie/leap1.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(80,85)) return true end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local wep = pl:GetActiveWeapon() if not wep:IsValid() or not wep.GetClimbing or not wep.GetPounceTime then return end local len2d = velocity:Length2D() if len2d > 1 then pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.666, 3)) else pl:SetPlaybackRate(1) end if wep.GetSwinging and wep:GetSwinging() then if not pl.PlayingFZSwing then pl.PlayingFZSwing = true pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY) end elseif pl.PlayingFZSwing then pl.PlayingFZSwing = false pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD) --pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY, true) end if wep:GetClimbing() then local vel = pl:GetVelocity() local speed = vel:LengthSqr() if speed > 64 then --8^2 pl:SetPlaybackRate(math_Clamp(speed / 25600, 0, 1) * (vel.z < 0 and -1 or 1)) --160^2 else pl:SetPlaybackRate(0) end return true end if wep.GetPounceTime and wep:GetPounceTime() > 0 then pl:SetPlaybackRate(0.25) if not pl.m_PrevFrameCycle then pl.m_PrevFrameCycle = true pl:SetCycle(0) end return true elseif pl.m_PrevFrameCycle then pl.m_PrevFrameCycle = nil end if not pl:OnGround() or pl:WaterLevel() >= 3 then pl:SetPlaybackRate(1) if pl:GetCycle() >= 1 then pl:SetCycle(pl:GetCycle() - 1) end return true end if wep:IsRoaring() and velocity:Length2DSqr() <= 1 then pl:SetPlaybackRate(0) pl:SetCycle(math_Clamp(1 - (wep:GetRoarEndTime() - CurTime()) / wep.RoarTime, 0, 1) * 0.9) return true end return true end if SERVER then return end CLASS.Icon = "zombiesurvival/killicons/lacerator"