CLASS.Base = "fast_zombie" CLASS.Wave = 2 / 6 CLASS.Name = "Slingshot Zombie" CLASS.TranslationName = "class_fast_zombie_slingshot" CLASS.Description = "description_fast_zombie_slingshot" CLASS.Help = "controls_fast_zombie_slingshot" CLASS.Revives = false CLASS.Health = 180 CLASS.Speed = 235 CLASS.SWEP = "weapon_zs_fastzombie_slingshot" CLASS.Points = CLASS.Health/GM.NoHeadboxZombiePointRatio local math_random = math.random local math_min = math.min local math_Clamp = math.Clamp local CurTime = CurTime 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_CLIMB_UP = ACT_ZOMBIE_CLIMB_UP local ACT_ZOMBIE_LEAP_START = ACT_ZOMBIE_LEAP_START local ACT_ZOMBIE_LEAPING = ACT_ZOMBIE_LEAPING local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE local ACT_HL2MP_RUN_ZOMBIE_FAST = ACT_HL2MP_RUN_ZOMBIE_FAST function CLASS:Move(pl, mv) local wep = pl:GetActiveWeapon() if wep.Move and wep:Move(mv) then return true end if mv:GetForwardSpeed() <= 0 then mv:SetMaxSpeed(math_min(mv:GetMaxSpeed(), 90)) mv:SetMaxClientSpeed(math_min(mv:GetMaxClientSpeed(), 90)) end end 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[math_random(#StepLeftSounds)], 70) else pl:EmitSound(StepRightSounds[math_random(#StepRightSounds)], 70) 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:ScalePlayerDamage(pl, hitgroup, dmginfo) return true end function CLASS:IgnoreLegDamage(pl, dmginfo) return true end function CLASS:CalcMainActivity(pl, velocity) local wep = pl:GetActiveWeapon() if not wep:IsValid() or not wep.GetClimbing or not wep.GetPounceTime then return end if wep:GetClimbing() then return ACT_ZOMBIE_CLIMB_UP, -1 end if wep:GetPounceTime() > 0 then return ACT_ZOMBIE_LEAP_START, -1 end local speed = velocity:Length2DSqr() if not pl:OnGround() or pl:WaterLevel() >= 3 then return ACT_ZOMBIE_LEAPING, -1 end if speed <= 1 and wep:IsRoaring() then return 1, pl:LookupSequence("menu_zombie_01") end if speed > 256 and wep:GetSwinging() then --16^2 return ACT_HL2MP_RUN_ZOMBIE, -1 end return ACT_HL2MP_RUN_ZOMBIE_FAST, -1 end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local wep = pl:GetActiveWeapon() if not wep:IsValid() or not wep.GetClimbing or not wep.GetPounceTime then return end if wep.GetSwinging and wep:GetSwinging() then if not pl.PlayingFZSwing then pl.PlayingFZSwing = true pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY) end elseif pl.PlayingFZSwing then pl.PlayingFZSwing = false pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD) --pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY, true) end if wep:GetClimbing() then local vel = pl:GetVelocity() local speed = vel:LengthSqr() if speed > 64 then --8^2 pl:SetPlaybackRate(math_Clamp(speed / 25600, 0, 1) * (vel.z < 0 and -1 or 1)) --160^2 else pl:SetPlaybackRate(0) end return true end if wep.GetPounceTime and wep:GetPounceTime() > 0 then pl:SetPlaybackRate(0.25) if not pl.m_PrevFrameCycle then pl.m_PrevFrameCycle = true pl:SetCycle(0) end return true elseif pl.m_PrevFrameCycle then pl.m_PrevFrameCycle = nil end 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 if wep:IsRoaring() and velocity:Length2DSqr() <= 1 then pl:SetPlaybackRate(0) pl:SetCycle(math_Clamp(1 - (wep:GetRoarEndTime() - CurTime()) / wep.RoarTime, 0, 1) * 0.9) return true 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 elseif event == PLAYERANIMEVENT_RELOAD then return ACT_INVALID end end CLASS.ReviveCallback = nil if SERVER then return end CLASS.Icon = "zombiesurvival/killicons/fastzombie" CLASS.IconColor = Color(163, 94, 99) function CLASS:CreateMove(pl, cmd) local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.IsPouncing then if wep.m_ViewAngles and wep:IsPouncing() then local maxdiff = FrameTime() * 20 local mindiff = -maxdiff local originalangles = wep.m_ViewAngles local viewangles = cmd:GetViewAngles() local diff = math.AngleDifference(viewangles.yaw, originalangles.yaw) if diff > maxdiff or diff < mindiff then viewangles.yaw = math.NormalizeAngle(originalangles.yaw + math.Clamp(diff, mindiff, maxdiff)) end wep.m_ViewAngles = viewangles cmd:SetViewAngles(viewangles) end end end local matSkin = Material("models/barnacle/barnacle_sheet") function CLASS:PrePlayerDraw(pl) render.ModelMaterialOverride(matSkin) render.SetColorModulation(0.64, 0.37, 0.39) end function CLASS:PostPlayerDraw(pl) render.ModelMaterialOverride() render.SetColorModulation(1, 1, 1) end