CLASS.Name = "Bonemesh" CLASS.TranslationName = "class_bonemesh" CLASS.Description = "description_bonemesh" CLASS.Help = "controls_bonemesh" CLASS.Boss = true CLASS.KnockbackScale = 0 CLASS.CanTaunt = true CLASS.Health = 2000 CLASS.Speed = 195 CLASS.FearPerInstance = 1 CLASS.Points = 35 CLASS.SWEP = "weapon_zs_bonemesh" CLASS.Model = Model("models/player/zombie_fast.mdl") CLASS.OverrideModel = Model("models/Zombie/Poison.mdl") CLASS.VoicePitch = 0.8 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.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 math_random = math.random 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_LEAPING = ACT_ZOMBIE_LEAPING local ACT_HL2MP_RUN_ZOMBIE_FAST = ACT_HL2MP_RUN_ZOMBIE_FAST function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if iFoot == 0 then pl:EmitSound("npc/antlion_guard/foot_light1.wav", 70, math_random(115, 120)) else pl:EmitSound("npc/antlion_guard/foot_light2.wav", 70, math_random(115, 120)) end return true end function CLASS:PlayerStepSoundTime(pl, iType, bWalking) if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then return 450 - 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) if not pl:OnGround() or pl:WaterLevel() >= 3 then return ACT_ZOMBIE_LEAPING, -1 end return ACT_HL2MP_RUN_ZOMBIE_FAST, -1 end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) 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 end function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo) return true end function CLASS:IgnoreLegDamage(pl, dmginfo) 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 function CLASS:OnSpawned(pl) pl:CreateAmbience("bonemeshambience") end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/bonemesh"