CLASS.Name = "Howler" CLASS.TranslationName = "class_howler" CLASS.Description = "description_howler" CLASS.Help = "controls_howler" CLASS.Boss = true CLASS.KnockbackScale = 0 CLASS.FearPerInstance = 1 CLASS.CanTaunt = true CLASS.Points = 40 CLASS.SWEP = "weapon_zs_howler" CLASS.Model = Model("models/player/zombie_classic_hbfix.mdl") CLASS.OverrideModel = Model("models/player/zombie_lacerator2.mdl") CLASS.Health = 2750 CLASS.Speed = 175 CLASS.VoicePitch = 0.65 CLASS.ModelScale = 1.2 CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 72)} CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 36)} CLASS.ViewOffset = DEFAULT_VIEW_OFFSET * CLASS.ModelScale CLASS.ViewOffsetDucked = DEFAULT_VIEW_OFFSET_DUCKED * CLASS.ModelScale CLASS.StepSize = 25 CLASS.Mass = DEFAULT_MASS * CLASS.ModelScale local math_random = math.random local math_min = math.min local math_ceil = math.ceil local CurTime = CurTime local DIR_BACK = DIR_BACK local ACT_INVALID = ACT_INVALID local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL 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 = ACT_HL2MP_RUN_ZOMBIE local ACT_GMOD_GESTURE_TAUNT_ZOMBIE = ACT_GMOD_GESTURE_TAUNT_ZOMBIE function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo) return true end function CLASS:IgnoreLegDamage(pl, dmginfo) return true end function CLASS:PlayerStepSoundTime(pl, iType, bWalking) return GAMEMODE.BaseClass.PlayerStepSoundTime(GAMEMODE.BaseClass, pl, iType, bWalking) * 1.8 end function CLASS:PlayDeathSound(pl) pl:EmitSound("npc/antlion_guard/antlion_guard_die"..math_random(2)..".wav", 100, math_random(80, 90)) return true end function CLASS:PlayPainSound(pl) pl:EmitSound("npc/combine_gunship/gunship_pain.wav", 75, math_random(85, 95)) pl.NextPainSound = CurTime() + 1.5 return true end local StepSounds = { "npc/zombie/foot1.wav", "npc/zombie/foot2.wav", "npc/zombie/foot3.wav" } function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) pl:EmitSound(StepSounds[math_random(#StepSounds)], 77, 50) if iFoot == 0 then pl:EmitSound("^npc/strider/strider_step4.wav", 90, math_random(95, 115)) else pl:EmitSound("^npc/strider/strider_step5.wav", 90, math_random(95, 115)) end return true end function CLASS:CalcMainActivity(pl, velocity) if pl:WaterLevel() >= 3 then return ACT_HL2MP_SWIM_PISTOL, -1 elseif pl:Crouching() then if velocity:Length2DSqr() <= 1 then return ACT_HL2MP_IDLE_CROUCH_ZOMBIE, -1 else return ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math_ceil((CurTime() / 4 + pl:EntIndex()) % 3), -1 end else return ACT_HL2MP_RUN_ZOMBIE, -1 end return true end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local len2d = velocity:Length2D() if len2d > 1 then pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.5 , 3)) else pl:SetPlaybackRate(1 / self.ModelScale) 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, 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 function CLASS:ProcessDamage(pl, dmginfo) local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.GetBattlecry and wep:GetBattlecry() > CurTime() then dmginfo:SetDamage(dmginfo:GetDamage() * 0.5) end end function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo) local fakedeath = pl:FakeDeath(234, self.ModelScale) if fakedeath and fakedeath:IsValid() then fakedeath:SetModel(self.OverrideModel) end return true end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/howler"