CLASS.Name = "Poison Zombie" CLASS.TranslationName = "class_poison_zombie" CLASS.Description = "description_poison_zombie" CLASS.Help = "controls_poison_zombie" CLASS.Model = Model("models/Zombie/Poison.mdl") CLASS.Wave = 2 / 3 CLASS.Health = 400 CLASS.Speed = 150 CLASS.SWEP = "weapon_zs_poisonzombie" CLASS.Mass = DEFAULT_MASS * 1.5 CLASS.Points = 7 CLASS.PainSounds = {"NPC_PoisonZombie.Pain"} CLASS.DeathSounds = {"NPC_PoisonZombie.Die"} CLASS.VoicePitch = 0.6 CLASS.ViewOffset = Vector(0, 0, 50) CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 64)} CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 35)} function CLASS:CalcMainActivity(pl, velocity) if velocity:Length2D() <= 0.5 then pl.CalcIdeal = ACT_IDLE else pl.CalcIdeal = ACT_WALK end return true end local mathrandom = math.random function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if iFoot == 0 and mathrandom(3) < 3 then pl:EmitSound("NPC_PoisonZombie.FootstepRight") else pl:EmitSound("NPC_PoisonZombie.FootstepLeft") end return true end function CLASS:PlayerStepSoundTime(pl, iType, bWalking) if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then return 365 - pl:GetVelocity():Length() elseif iType == STEPSOUNDTIME_ON_LADDER then return 300 elseif iType == STEPSOUNDTIME_WATER_KNEE then return 450 end return 150 end function CLASS:DoAnimationEvent(pl, event, data) if event == PLAYERANIMEVENT_ATTACK_PRIMARY then pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MELEE_ATTACK1, true) return ACT_INVALID end end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) pl:FixModelAngles(velocity) end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/poisonzombie"