CLASS.Name = "Bonemesh" CLASS.TranslationName = "class_bonemesh" CLASS.Description = "description_bonemesh" CLASS.Help = "controls_bonemesh" CLASS.Wave = 0 CLASS.Threshold = 0 CLASS.Unlocked = true CLASS.Hidden = true CLASS.Boss = true CLASS.Health = 1000 CLASS.Speed = 195 CLASS.FearPerInstance = 1 CLASS.Points = 30 CLASS.SWEP = "weapon_zs_bonemesh" CLASS.Model = Model("models/player/zombie_fast.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 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 pl.CalcIdeal = ACT_ZOMBIE_LEAPING else pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE_FAST end return true 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:Move(pl, mv) if mv:GetForwardSpeed() <= 0 then mv:SetMaxSpeed(mv:GetMaxSpeed() * 0.33) mv:SetMaxClientSpeed(mv:GetMaxClientSpeed() * 0.33) end 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 end end if SERVER then function CLASS:OnSpawned(pl) local status = pl:GiveStatus("overridemodel") if status and status:IsValid() then status:SetModel("models/Zombie/Poison.mdl") end pl:CreateAmbience("bonemeshambience") end end if not CLIENT then return end --CLASS.Icon = "zombiesurvival/killicons/bonemesh"