CLASS.Name = "Fast Zombie Legs" CLASS.TranslationName = "class_fast_zombie_legs" CLASS.Description = "description_fast_zombie_legs" CLASS.Model = Model("models/player/zombie_fast.mdl") CLASS.NoHead = true CLASS.Wave = 0 CLASS.Threshold = 0 CLASS.Unlocked = true CLASS.Hidden = true CLASS.Health = 75 CLASS.Speed = 200 CLASS.JumpPower = 250 CLASS.Points = 2 CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 32)} CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)} CLASS.ViewOffset = Vector(0, 0, 32) CLASS.ViewOffsetDucked = Vector(0, 0, 32) CLASS.Mass = DEFAULT_MASS * 0.5 CLASS.CrouchedWalkSpeed = 1 CLASS.CantDuck = true CLASS.CanFeignDeath = false CLASS.VoicePitch = 0.65 CLASS.SWEP = "weapon_zs_fastzombielegs" if SERVER then function CLASS:OnSpawned(pl) local status = pl:GiveStatus("overridemodel") if status and status:IsValid() then status:SetModel("models/Gibs/Fast_Zombie_Legs.mdl") end end function CLASS:AltUse(pl) local feigndeath = pl.FeignDeath if feigndeath and feigndeath:IsValid() then if CurTime() >= feigndeath:GetStateEndTime() then feigndeath:SetState(1) feigndeath:SetStateEndTime(CurTime() + 1.5) end elseif pl:IsOnGround() and not pl:KeyDown(IN_FORWARD) and not pl:KeyDown(IN_MOVERIGHT) and not pl:KeyDown(IN_MOVELEFT) and not pl:KeyDown(IN_BACK) then local wep = pl:GetActiveWeapon() if wep:IsValid() and not wep:IsSwinging() and CurTime() > wep:GetNextPrimaryFire() then local status = pl:GiveStatus("feigndeath") if status and status:IsValid() then status:SetStateEndTime(CurTime() + 1.5) end end end end end --[[function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo) if hitgroup ~= HITGROUP_LEFTLEG and hitgroup ~= HITGROUP_RIGHTLEG and hitgroup ~= HITGROUP_GEAR and hitgroup ~= HITGROUP_GENERIC then dmginfo:SetDamage(0) dmginfo:ScaleDamage(0) end return true end]] function CLASS:Move(pl, mv) local wep = pl:GetActiveWeapon() if wep.Move and wep:Move(mv) then return true end end function CLASS:ShouldDrawLocalPlayer(pl) return true end 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:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if iFoot == 0 then pl:EmitSound("NPC_FastZombie.GallopLeft") else pl:EmitSound("NPC_FastZombie.GallopRight") end return true end]] function CLASS:PlayerStepSoundTime(pl, iType, bWalking) if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then return 625 - pl:GetVelocity():Length() elseif iType == STEPSOUNDTIME_ON_LADDER then return 600 elseif iType == STEPSOUNDTIME_WATER_KNEE then return 750 end return 450 end function CLASS:CalcMainActivity(pl, velocity) local feign = pl.FeignDeath if feign and feign:IsValid() then pl.CalcSeqOverride = pl:LookupSequence("zombie_slump_rise_02_fast") elseif velocity:Length2D() <= 0.5 then pl.CalcIdeal = ACT_HL2MP_IDLE_ZOMBIE else pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE end return true 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 len2d = velocity:Length2D() if len2d > 0.5 then pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed * 0.75, 3)) else pl:SetPlaybackRate(1) end return true end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/legs" -- This whole point of this is to stop drawing decals on the upper part of the model. It doesn't actually do anything to the visible model. local undo = false function CLASS:PrePlayerDraw(pl) local boneid = pl:LookupBone("ValveBiped.Bip01_Spine") if boneid and boneid > 0 then local pos, ang = pl:GetBonePosition(boneid) if pos then local normal = ang:Forward() * -1 render.EnableClipping(true) render.PushCustomClipPlane(normal, normal:Dot(pos)) undo = true end end end function CLASS:PostPlayerDraw(pl) if undo then render.PopCustomClipPlane() render.EnableClipping(false) end end function CLASS:BuildBonePositions(pl) local desired local bone = "ValveBiped.Bip01_L_Thigh" local wep = pl:GetActiveWeapon() if wep:IsValid() then if wep.GetSwingEndTime and wep:GetSwingEndTime() > 0 then desired = 1 - math.Clamp((wep:GetSwingEndTime() - CurTime()) / wep.MeleeDelay, 0, 1) end if wep:GetDTBool(3) then bone = "ValveBiped.Bip01_R_Thigh" end end desired = desired or 0 if desired > 0 then pl.m_KickDelta = CosineInterpolation(0, 1, desired) else pl.m_KickDelta = math.Approach(pl.m_KickDelta or 0, desired, FrameTime() * 4) end local boneid = pl:LookupBone(bone) if boneid and boneid > 0 then pl:ManipulateBoneAngles(boneid, pl.m_KickDelta * Angle(bone == "ValveBiped.Bip01_L_Thigh" and 0 or 20, -110, 30)) end end