CLASS.Name = "Charger" CLASS.TranslationName = "class_lacerator_charging" CLASS.Description = "description_lacerator_charging" CLASS.Help = "controls_lacerator_charging" CLASS.Model = Model("models/player/zombie_lacerator2.mdl") CLASS.Wave = 4 / 6 CLASS.Health = 350 CLASS.Speed = 220 CLASS.SWEP = "weapon_zs_lacerator_charging" 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.VoicePitch = 0.75 local math_random = math.random local math_min = math.min 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_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_HL2MP_RUN_CHARGING = ACT_HL2MP_RUN_CHARGING local ACT_INVALID = ACT_INVALID 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(math_min(mv:GetMaxSpeed(), 140)) mv:SetMaxClientSpeed(math_min(mv:GetMaxClientSpeed(), 140)) end end function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo) return true end 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:IgnoreLegDamage(pl, dmginfo) return true 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:PlayerStepSoundTime(pl, iType, bWalking) local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.GetCharge and wep:GetCharge() > 0 and (iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT) then return 640 - pl:GetVelocity():Length() elseif 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:CalcMainActivity(pl, velocity) local wep = pl:GetActiveWeapon() if not wep:IsValid() or not wep.GetChargeStart then return end if wep:GetChargeStart() > 0 then if wep:GetCharge() <= 0 then return ACT_ZOMBIE_LEAP_START, -1 elseif velocity:Length2DSqr() <= 1 then return 1, pl:LookupSequence("seq_cower") else return ACT_HL2MP_RUN_CHARGING, -1 end end if not pl:OnGround() or pl:WaterLevel() >= 3 then return ACT_ZOMBIE_LEAPING, -1 end if pl:Crouching() then return velocity:Length2DSqr() <= 1 and ACT_HL2MP_IDLE_CROUCH_ZOMBIE or ACT_HL2MP_WALK_CROUCH_ZOMBIE_01, -1 end return ACT_HL2MP_RUN_ZOMBIE_FAST, -1 end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local wep = pl:GetActiveWeapon() if not wep:IsValid() or not wep.GetChargeStart 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:GetChargeStart() > 0 and wep:GetCharge() <= 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 return true end function CLASS:DoAnimationEvent(pl, event, data) if event == PLAYERANIMEVENT_ATTACK_PRIMARY then pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL, true) 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 return end CLASS.Icon = "zombiesurvival/killicons/lacerator" CLASS.IconColor = Color(180, 45, 0) function CLASS:CreateMove(pl, cmd) local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.m_ViewAngles and ((wep.GetChargeStart and wep:GetChargeStart() ~= 0) or wep.IsCharging) then local maxdiff = FrameTime() * 15 local mindiff = -maxdiff local originalangles = wep.m_ViewAngles local viewangles = cmd:GetViewAngles() local diff = math.AngleDifference(viewangles.yaw, originalangles.yaw) if diff > maxdiff or diff < mindiff then viewangles.yaw = math.NormalizeAngle(originalangles.yaw + math.Clamp(diff, mindiff, maxdiff)) end wep.m_ViewAngles = viewangles cmd:SetViewAngles(viewangles) end end function CLASS:PrePlayerDraw(pl) render.SetColorModulation(0.7, 0.17, 0) end function CLASS:PostPlayerDraw(pl) render.SetColorModulation(1, 1, 1) end