CLASS.Name = "The Butcher" CLASS.TranslationName = "class_butcher" CLASS.Description = "description_butcher" CLASS.Help = "controls_butcher" CLASS.Wave = 0 CLASS.Threshold = 0 CLASS.Unlocked = true CLASS.Hidden = true CLASS.Boss = true CLASS.Health = 750 CLASS.Speed = 190 CLASS.CanTaunt = true CLASS.FearPerInstance = 1 CLASS.Points = 30 CLASS.SWEP = "weapon_zs_butcherknifez" CLASS.Model = Model("models/player/corpse1.mdl") CLASS.VoicePitch = 0.65 CLASS.PainSounds = {"npc/zombie/zombie_pain1.wav", "npc/zombie/zombie_pain2.wav", "npc/zombie/zombie_pain3.wav", "npc/zombie/zombie_pain4.wav", "npc/zombie/zombie_pain5.wav", "npc/zombie/zombie_pain6.wav"} CLASS.DeathSounds = {"npc/zombie/zombie_die1.wav", "npc/zombie/zombie_die2.wav", "npc/zombie/zombie_die3.wav"} local ACT_HL2MP_SWIM_MELEE = ACT_HL2MP_SWIM_MELEE local ACT_HL2MP_IDLE_CROUCH_MELEE = ACT_HL2MP_IDLE_CROUCH_MELEE local ACT_HL2MP_WALK_CROUCH_MELEE = ACT_HL2MP_WALK_CROUCH_MELEE local ACT_HL2MP_IDLE_MELEE = ACT_HL2MP_IDLE_MELEE local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE local ACT_HL2MP_RUN_MELEE = ACT_HL2MP_RUN_MELEE local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE local mathrandom = math.random local StepLeftSounds = { "npc/fast_zombie/foot1.wav", "npc/fast_zombie/foot2.wav" } local StepRightSounds = { "npc/fast_zombie/foot3.wav", "npc/fast_zombie/foot4.wav" } function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if iFoot == 0 then pl:EmitSound(StepLeftSounds[mathrandom(#StepLeftSounds)], 70) else pl:EmitSound(StepRightSounds[mathrandom(#StepRightSounds)], 70) end return true end function CLASS:CalcMainActivity(pl, velocity) if pl:WaterLevel() >= 3 then pl.CalcIdeal = ACT_HL2MP_SWIM_MELEE return true end local swinging = false local wep = pl:GetActiveWeapon() if wep:IsValid() and CurTime() < wep:GetNextPrimaryFire() then swinging = true end if pl:Crouching() then if velocity:Length2D() <= 0.5 then pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_MELEE else pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_MELEE end elseif velocity:Length2D() <= 0.5 then if swinging then pl.CalcIdeal = ACT_HL2MP_IDLE_MELEE else pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE end elseif swinging then pl.CalcIdeal = ACT_HL2MP_RUN_MELEE else pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE end return true end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local len2d = velocity:Length2D() if len2d > 0.5 then pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed, 3)) else pl:SetPlaybackRate(1) end return true end function CLASS:DoAnimationEvent(pl, event, data) if event == PLAYERANIMEVENT_ATTACK_PRIMARY then pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, true) return ACT_INVALID end end if SERVER then function CLASS:OnSpawned(pl) pl:CreateAmbience("butcherambience") end local function MakeButcherKnife(pos) local ent = ents.Create("prop_weapon") if ent:IsValid() then ent:SetPos(pos) ent:SetAngles(AngleRand()) ent:SetWeaponType("weapon_zs_butcherknife") ent:Spawn() local phys = ent:GetPhysicsObject() if phys:IsValid() then phys:Wake() phys:SetVelocityInstantaneous(VectorRand():GetNormalized() * math.Rand(24, 100)) phys:AddAngleVelocity(VectorRand() * 200) end end end function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister) local pos = pl:LocalToWorld(pl:OBBCenter()) timer.Simple(0, function() MakeButcherKnife(pos) end) end end if not CLIENT then return end --CLASS.Icon = "zombiesurvival/killicons/butcher" function CLASS:PrePlayerDraw(pl) render.SetColorModulation(1, 0.5, 0.5) end function CLASS:PostPlayerDraw(pl) render.SetColorModulation(1, 1, 1) end