CLASS.Base = "zombie_torso" CLASS.Name = "Shadow Lurker" CLASS.TranslationName = "class_shadow_lurker" CLASS.Description = "description_shadow_lurker" CLASS.Help = "controls_shadow_lurker" CLASS.Model = Model("models/zombie/classic_torso.mdl") CLASS.OverrideModel = Model("models/player/skeleton.mdl") CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 22)} CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 22)} CLASS.SWEP = "weapon_zs_shadowlurker" CLASS.Wave = 2 / 6 CLASS.Unlocked = false CLASS.Hidden = false CLASS.Health = 165 CLASS.Speed = 160 CLASS.JumpPower = 160 CLASS.Points = CLASS.Health/GM.TorsoZombiePointRatio CLASS.VoicePitch = 0.55 CLASS.NoHideMainModel = true CLASS.IsTorso = true CLASS.Skeletal = true local math_random = math.random local ACT_IDLE = ACT_IDLE local ACT_WALK = ACT_WALK function CLASS:CalcMainActivity(pl, velocity) if velocity:Length2DSqr() <= 1 then return ACT_IDLE, -1 end return ACT_WALK, -1 end function CLASS:PlayPainSound(pl) pl:EmitSound("npc/antlion/pain2.wav", 70, math_random(240, 250)) pl.NextPainSound = CurTime() + 0.5 return true end function CLASS:PlayDeathSound(pl) pl:EmitSound("npc/antlion/pain"..math_random(2)..".wav", 70, math_random(240, 250)) return true end local StepSounds = { Sound("npc/barnacle/neck_snap1.wav"), Sound("npc/barnacle/neck_snap2.wav") } function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) pl:EmitSound(StepSounds[math_random(#StepSounds)], 50, math_random(210, 220), 0.5) return true end function CLASS:PlayerStepSoundTime(pl, iType, bWalking) return GAMEMODE.BaseClass.PlayerStepSoundTime(GAMEMODE, pl, iType, bWalking) --* 2 end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) end function CLASS:ManipulateOverrideModel(pl, overridemodel) overridemodel:ManipulateBoneScale(0, vector_origin) overridemodel:ManipulateBoneScale(2, vector_origin) overridemodel:ManipulateBoneScale(4, vector_origin) for i=18, 25 do overridemodel:ManipulateBoneScale(i, vector_origin) end end if SERVER then function CLASS:ProcessDamage(pl, dmginfo) if dmginfo:GetInflictor().IsMelee then dmginfo:SetDamage(dmginfo:GetDamage() / 2) end end function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister) local effectdata = EffectData() effectdata:SetOrigin(pl:GetPos()) effectdata:SetNormal(pl:GetForward()) effectdata:SetEntity(pl) util.Effect("death_shadowlurker", effectdata, nil, true) local fakedeath = pl:FakeDeath(462, 1, 1, 1) if fakedeath and fakedeath:IsValid() then fakedeath:SetColor(color_black) fakedeath:SetModel(self.OverrideModel) fakedeath:SetPos(fakedeath:GetPos() - fakedeath:GetDeathAngles():Up() * 46) self:ManipulateOverrideModel(pl, fakedeath) end return true end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/skeletal_lurker" CLASS.IconColor = Color(20, 20, 20) local render_SetBlend = render.SetBlend local render_SetColorModulation = render.SetColorModulation local render_SetMaterial = render.SetMaterial local render_DrawSprite = render.DrawSprite local render_ModelMaterialOverride = render.ModelMaterialOverride local angle_zero = angle_zero local LocalToWorld = LocalToWorld local colGlow = Color(255, 0, 0) local matGlow = Material("sprites/glow04_noz") local matBlack = CreateMaterial("shadowlurkersheet", "UnlitGeneric", {["$basetexture"] = "Tools/toolsblack", ["$model"] = 1}) local vecEyeLeft = Vector(5, -3.5, -1) local vecEyeRight = Vector(5, -3.5, 1) function CLASS:PrePlayerDraw(pl) render_SetBlend(0.45) render_SetColorModulation(0.1, 0.1, 0.1) end function CLASS:PostPlayerDraw(pl) render_SetBlend(1) render_SetColorModulation(1, 1, 1) end function CLASS:PrePlayerDrawOverrideModel(pl) render_ModelMaterialOverride(matBlack) end function CLASS:PostPlayerDrawOverrideModel(pl) render_ModelMaterialOverride(nil) if pl == MySelf and not pl:ShouldDrawLocalPlayer() or pl.SpawnProtection then return end local pos, ang = pl:GetBonePositionMatrixed(5) if pos then render_SetMaterial(matGlow) render_DrawSprite(LocalToWorld(vecEyeLeft, angle_zero, pos, ang), 4, 4, colGlow) render_DrawSprite(LocalToWorld(vecEyeRight, angle_zero, pos, ang), 4, 4, colGlow) end end