CLASS.Name = "Shadow Walker" CLASS.TranslationName = "class_shadow_walker" CLASS.Description = "description_shadow_walker" CLASS.Help = "controls_shadow_lurker" CLASS.BetterVersion = "Frigid Revenant" CLASS.Model = Model("models/player/corpse1.mdl") CLASS.OverrideModel = Model("models/player/skeleton.mdl") CLASS.CanTaunt = true CLASS.SWEP = "weapon_zs_shadowwalker" CLASS.Wave = 2 / 6 CLASS.Health = 220 CLASS.Speed = 180 CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio CLASS.VoicePitch = 0.55 CLASS.CanFeignDeath = true CLASS.NoHideMainModel = true CLASS.Skeletal = true local math_random = math.random local math_min = math.min local math_max = math.max local DMG_BULLET = DMG_BULLET local ACT_HL2MP_ZOMBIE_SLUMP_RISE = ACT_HL2MP_ZOMBIE_SLUMP_RISE local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL local ACT_HL2MP_IDLE_CROUCH_FIST = ACT_HL2MP_IDLE_CROUCH_FIST local ACT_HL2MP_IDLE_KNIFE = ACT_HL2MP_IDLE_KNIFE local ACT_HL2MP_WALK_CROUCH_KNIFE = ACT_HL2MP_WALK_CROUCH_KNIFE local ACT_HL2MP_RUN_KNIFE = ACT_HL2MP_RUN_KNIFE function CLASS:KnockedDown(pl, status, exists) pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD) end function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if math_random(2) == 1 then pl:EmitSound("npc/barnacle/neck_snap1.wav", 65, math_random(135, 150), 0.27) else pl:EmitSound("npc/barnacle/neck_snap2.wav", 65, math_random(135, 150), 0.27) end return true end 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(190, 200)) pl.NextPainSound = CurTime() + 0.5 return true end function CLASS:PlayDeathSound(pl) pl:EmitSound("npc/antlion/pain"..math_random(2)..".wav", 70, math_random(190, 200)) return true end function CLASS:CalcMainActivity(pl, velocity) local feign = pl.FeignDeath if feign and feign:IsValid() then if feign:GetDirection() == DIR_BACK then return 1, pl:LookupSequence("zombie_slump_rise_02_fast") end return ACT_HL2MP_ZOMBIE_SLUMP_RISE, -1 end if pl:WaterLevel() >= 3 then return ACT_HL2MP_SWIM_PISTOL, -1 end if velocity:Length2DSqr() <= 1 then if pl:Crouching() and pl:OnGround() then return ACT_HL2MP_IDLE_CROUCH_FIST, -1 end return ACT_HL2MP_IDLE_KNIFE, -1 end if pl:Crouching() and pl:OnGround() then return ACT_HL2MP_WALK_CROUCH_KNIFE, -1 end return ACT_HL2MP_RUN_KNIFE, -1 end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local feign = pl.FeignDeath if feign and feign:IsValid() then if feign:GetState() == 1 then pl:SetCycle(1 - math_max(feign:GetStateEndTime() - CurTime(), 0) * 0.666) else pl:SetCycle(math_max(feign:GetStateEndTime() - CurTime(), 0) * 0.666) end pl:SetPlaybackRate(0) return true end local len = velocity:Length() if len > 1 then --pl:SetPlaybackRate(math_min(len / maxseqgroundspeed * 0.666, 3)) pl:SetPlaybackRate(math_min(len / 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 function CLASS:DoesntGiveFear(pl) return pl.FeignDeath and pl.FeignDeath:IsValid() end if SERVER then function CLASS:AltUse(pl) pl:StartFeignDeath() end function CLASS:ProcessDamage(pl, dmginfo) if dmginfo:GetInflictor().IsMelee then dmginfo:SetDamage(dmginfo:GetDamage() / 2) end end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/skeletal_walker" CLASS.IconColor = Color(50, 50, 50) 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(0.2, 0.2, 0.2) 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(6) 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