CLASS.Name = "Skeletal Shambler" CLASS.TranslationName = "class_skeletal_shambler" CLASS.Description = "description_skeletal_shambler" CLASS.Help = "controls_skeletal_shambler" CLASS.Wave = 5 / 6 CLASS.Health = 180 CLASS.Speed = 155 CLASS.CanTaunt = true CLASS.Points = CLASS.Health/GM.SkeletonPointRatio CLASS.SWEP = "weapon_zs_skelesham" CLASS.Model = Model("models/player/skeleton.mdl") CLASS.VoicePitch = 0.8 CLASS.CanFeignDeath = true CLASS.BloodColor = -1 CLASS.Skeletal = true CLASS.SkeletalRes = true local math_random = math.random local math_ceil = math.ceil local math_min = math.min local math_max = math.max local math_Clamp = math.Clamp local string_format = string.format local bit_band = bit.band local DMG_BULLET = DMG_BULLET local ACT_HL2MP_ZOMBIE_SLUMP_RISE = ACT_HL2MP_ZOMBIE_SLUMP_RISE local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE local ACT_HL2MP_IDLE_ZOMBIE = ACT_HL2MP_IDLE_ZOMBIE local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 local ACT_HL2MP_WALK_ZOMBIE_01 = ACT_HL2MP_WALK_ZOMBIE_01 function CLASS:KnockedDown(pl, status, exists) pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD) end function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if math_random(2) == 1 then pl:EmitSound("npc/barnacle/neck_snap1.wav", 65, math_random(105, 110), 0.27) else pl:EmitSound("npc/barnacle/neck_snap2.wav", 65, math_random(105, 110), 0.27) end return true end function CLASS:PlayPainSound(pl) pl:EmitSound(string_format("npc/metropolice/pain%d.wav", math_random(4)), 65, math_random(60, 65)) return true end function CLASS:PlayDeathSound(pl) pl:EmitSound(string_format("npc/zombie/zombie_die%d.wav", math_random(3)), 75, math_random(122, 128)) return true end function CLASS:PlayerStepSoundTime(pl, iType, bWalking) if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then return 675 - pl:GetVelocity():Length() elseif iType == STEPSOUNDTIME_ON_LADDER then return 600 elseif iType == STEPSOUNDTIME_WATER_KNEE then return 750 end return 450 end function CLASS:CalcMainActivity(pl, velocity) local revive = pl.Revive if revive and revive:IsValid() then return ACT_HL2MP_ZOMBIE_SLUMP_RISE, -1 end 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 velocity:Length2DSqr() <= 1 then if pl:Crouching() and pl:OnGround() then return ACT_HL2MP_IDLE_CROUCH_ZOMBIE, -1 end return ACT_HL2MP_IDLE_ZOMBIE, -1 end if pl:Crouching() and pl:OnGround() then return ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math_ceil((CurTime() / 3 + pl:EntIndex()) % 3), -1 end return ACT_HL2MP_WALK_ZOMBIE_01 - 1 + math_ceil((CurTime() / 3 + pl:EntIndex()) % 3), -1 end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local revive = pl.Revive if revive and revive:IsValid() then pl:SetCycle(0.4 + (1 - math_Clamp((revive:GetReviveTime() - CurTime()) / revive.AnimTime, 0, 1)) * 0.6) pl:SetPlaybackRate(0) return true 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 * 0.45, 3)) else pl:SetPlaybackRate(1) end return true 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, true) 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 if SERVER then function CLASS:AltUse(pl) pl:StartFeignDeath() end function CLASS:ProcessDamage(pl, dmginfo) if bit_band(dmginfo:GetDamageType(), DMG_BULLET) ~= 0 then dmginfo:SetDamage(dmginfo:GetDamage() * 0.36) elseif bit_band(dmginfo:GetDamageType(), DMG_SLASH) == 0 and bit_band(dmginfo:GetDamageType(), DMG_CLUB) == 0 then dmginfo:SetDamage(dmginfo:GetDamage() * 0.45) end local damage = dmginfo:GetDamage() if damage >= 70 or damage < pl:Health() then return end local attacker, inflictor = dmginfo:GetAttacker(), dmginfo:GetInflictor() if attacker == pl or not attacker:IsPlayer() or inflictor.IsMelee or inflictor.NoReviveFromKills then return end if pl:WasHitInHead() or pl:GetStatus("shockdebuff") then return end local dmgtype = dmginfo:GetDamageType() if bit_band(dmgtype, DMG_ALWAYSGIB) ~= 0 or bit_band(dmgtype, DMG_BURN) ~= 0 or bit_band(dmgtype, DMG_CRUSH) ~= 0 then return end if pl.FeignDeath and pl.FeignDeath:IsValid() then return end if CurTime() < (pl.NextZombieRevive or 0) then return end pl.NextZombieRevive = CurTime() + 3 dmginfo:SetDamage(0) pl:SetHealth(10) local status = pl:GiveStatus("revive_slump") if status then status:SetReviveTime(CurTime() + 2.25) status:SetReviveHeal(10) end return true end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/skeletal_walker" CLASS.IconColor = Color(220, 200, 150) local render_SetColorModulation = render.SetColorModulation function CLASS:PrePlayerDraw(pl) render_SetColorModulation(0.6, 0.45, 0.4) end function CLASS:PostPlayerDraw(pl) render_SetColorModulation(1, 1, 1) end