CLASS.Name = "Bloated Zombie" CLASS.TranslationName = "class_bloated_zombie" CLASS.Description = "description_bloated_zombie" CLASS.Help = "controls_bloated_zombie" CLASS.BetterVersion = "Vile Bloated Zombie" CLASS.Wave = 2 / 6 CLASS.Health = 325 CLASS.Speed = 125 --CLASS.JumpPower = DEFAULT_JUMP_POWER * 0.811 CLASS.Mass = DEFAULT_MASS * 2 CLASS.CanTaunt = true CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio CLASS.SWEP = "weapon_zs_bloatedzombie" CLASS.Model = Model("models/player/fatty/fatty.mdl") CLASS.DeathSounds = {"npc/ichthyosaur/water_growl5.wav"} CLASS.VoicePitch = 0.6 CLASS.CanFeignDeath = true CLASS.BloodColor = BLOOD_COLOR_GREEN local math_random = math.random local math_Rand = math.Rand local math_min = math.min local math_max = math.max local math_ceil = math.ceil local string_format = string.format local CurTime = CurTime local DIR_BACK = DIR_BACK 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_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 function CLASS:PlayPainSound(pl) pl:EmitSound(string_format("npc/zombie_poison/pz_idle%d.wav", math_random(2, 3)), 72, math_Rand(75, 85)) pl.NextPainSound = CurTime() + 0.5 return true end local StepSounds = { "npc/zombie/foot1.wav", "npc/zombie/foot2.wav", "npc/zombie/foot3.wav" } local ScuffSounds = { "npc/zombie/foot_slide1.wav", "npc/zombie/foot_slide2.wav", "npc/zombie/foot_slide3.wav" } function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if math_random() < 0.15 then pl:EmitSound(ScuffSounds[math_random(#ScuffSounds)], 70, 75) else pl:EmitSound(StepSounds[math_random(#StepSounds)], 70, 75) end 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 pl:Crouching() and pl:OnGround() then if velocity:Length2DSqr() <= 1 then return ACT_HL2MP_IDLE_CROUCH_ZOMBIE, -1 end return ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math_ceil((CurTime() / 4 + pl:EntIndex()) % 3), -1 end return ACT_HL2MP_RUN_ZOMBIE, -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 len2d = velocity:Length2D() if len2d > 1 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: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