CLASS.Icon = "zombiesurvival/killicons/gigagorechild" CLASS.Name = "Gore Child" CLASS.TranslationName = "class_gore_child" CLASS.Description = "description_gore_child" CLASS.Help = "controls_gore_child" CLASS.Wave = 0 CLASS.Unlocked = true CLASS.Hidden = true CLASS.Health = 20 CLASS.Speed = 150 CLASS.Points = 0.5 CLASS.CanTaunt = true CLASS.SWEP = "weapon_zs_gorechild" CLASS.Model = Model("models/vinrax/player/doll_player.mdl") CLASS.VoicePitch = 1.5 CLASS.ModelScale = 0.4 CLASS.Mass = 30 CLASS.ViewOffset = DEFAULT_VIEW_OFFSET * CLASS.ModelScale CLASS.ViewOffsetDucked = DEFAULT_VIEW_OFFSET_DUCKED * CLASS.ModelScale CLASS.StepSize = 8 CLASS.Hull = {Vector(-16, -16, 0) * CLASS.ModelScale, Vector(16, 16, 100) * CLASS.ModelScale} CLASS.HullDuck = {Vector(-16, -16, 0) * CLASS.ModelScale, Vector(16, 16, 60) * CLASS.ModelScale} CLASS.CanFeignDeath = true local CurTime = CurTime local math_random = math.random local math_max = math.max local math_min = math.min local math_ceil = math.ceil 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 local StepLeftSounds = { "npc/zombie/foot1.wav", "npc/zombie/foot2.wav" } local StepRightSounds = { "npc/zombie/foot2.wav", "npc/zombie/foot3.wav" } function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if iFoot == 0 then pl:EmitSound(StepLeftSounds[math_random(#StepLeftSounds)], 55, 150) else pl:EmitSound(StepRightSounds[math_random(#StepRightSounds)], 55, 150) 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 wep = pl:GetActiveWeapon() if not wep:IsValid() or not wep.GetSwinging then return end if 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) end 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 if len2d >= 16 then pl:SetPlaybackRate(pl:GetPlaybackRate() * 2) end return true end function CLASS:PlayerStepSoundTime(pl, iType, bWalking) return GAMEMODE.BaseClass.PlayerStepSoundTime(GAMEMODE.BaseClass, pl, iType, bWalking) * 0.4 end function CLASS:DoAnimationEvent(pl, event, data) if event == PLAYERANIMEVENT_ATTACK_PRIMARY then 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 function CLASS:PlayPainSound(pl) pl:EmitSound("ambient/creatures/teddy.wav", 65, math_random(140, 150)) pl.NextPainSound = CurTime() + 0.5 return true end function CLASS:PlayDeathSound(pl) pl:EmitSound("ambient/voices/citizen_beaten"..math_random(5)..".wav", 70, math_random(140, 150)) return true end if SERVER then function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo) pl:FakeDeath(pl:LookupSequence("death_0"..math_random(4)), self.ModelScale) return true end function CLASS:PostOnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo) pl:SetZombieClass(GAMEMODE.DefaultZombieClass) end function CLASS:AltUse(pl) pl:StartFeignDeath() end function CLASS:OnSpawned(pl) local oldhands = pl:GetHands() if IsValid(oldhands) then oldhands:Remove() end local hands = ents.Create("zs_hands") if hands:IsValid() then hands:DoSetup(pl) hands:Spawn() end end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/gorechild" local render_ModelMaterialOverride = render.ModelMaterialOverride local matSheet = Material("models/props_c17/doll01") function CLASS:DrawHands(pl, hands) render_ModelMaterialOverride(matSheet) hands:DrawModel() render_ModelMaterialOverride(nil) return true end