CLASS.Name = "Zombie Legs" CLASS.TranslationName = "class_zombie_legs" CLASS.Description = "description_zombie_legs" CLASS.Model = Model("models/player/zombie_classic.mdl") CLASS.OverrideModel = Model("models/Zombie/Classic_legs.mdl") CLASS.NoHead = true CLASS.Wave = 0 CLASS.Threshold = 0 CLASS.Unlocked = true CLASS.Hidden = true CLASS.Health = 100 CLASS.Speed = 170 CLASS.JumpPower = 250 CLASS.CanTaunt = true CLASS.Points = CLASS.Health/GM.LegsZombiePointRatio CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 32)} CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)} CLASS.ViewOffset = Vector(0, 0, 32) CLASS.ViewOffsetDucked = Vector(0, 0, 32) CLASS.Mass = DEFAULT_MASS * 0.5 CLASS.CrouchedWalkSpeed = 1 CLASS.CantDuck = true CLASS.CanFeignDeath = true CLASS.VoicePitch = 0.65 CLASS.SWEP = "weapon_zs_zombielegs" CLASS.BloodColor = -1 local math_random = math.random function CLASS:DoesntGiveFear(pl) return pl.FeignDeath and pl.FeignDeath:IsValid() end if SERVER then function CLASS:AltUse(pl) pl:StartFeignDeath() end function CLASS:IgnoreLegDamage(pl, dmginfo) return true end end function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo) if not dmginfo:IsBulletDamage() then return true end if hitgroup ~= HITGROUP_LEFTLEG and hitgroup ~= HITGROUP_RIGHTLEG and hitgroup ~= HITGROUP_GEAR and hitgroup ~= HITGROUP_GENERIC and dmginfo:GetDamagePosition().z > pl:LocalToWorld(Vector(0, 0, self.Hull[2].z * 1.33)).z then dmginfo:SetDamage(0) dmginfo:ScaleDamage(0) end return true end --[[function CLASS:Move(pl, mv) local wep = pl:GetActiveWeapon() if wep.Move and wep:Move(mv) then return true end end]] function CLASS:ShouldDrawLocalPlayer(pl) return true end local StepSounds = { "npc/zombie/foot1.wav", "npc/zombie/foot2.wav", "npc/zombie/foot3.wav" } local ScuffSounds = { "npc/zombie/foot_slide1.wav", "npc/zombie/foot_slide2.wav", "npc/zombie/foot_slide3.wav" } function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if math_random() < 0.15 then pl:EmitSound(ScuffSounds[math_random(#ScuffSounds)], 70) else pl:EmitSound(StepSounds[math_random(#StepSounds)], 70) end return true end --[[function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if iFoot == 0 then if math_random() < 0.15 then pl:EmitSound("Zombie.ScuffLeft") else pl:EmitSound("Zombie.FootstepLeft") end else if math_random() < 0.15 then pl:EmitSound("Zombie.ScuffRight") else pl:EmitSound("Zombie.FootstepRight") end end return true end]] function CLASS:PlayerStepSoundTime(pl, iType, bWalking) if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then return 625 - 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 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 velocity:Length2DSqr() <= 1 then return ACT_HL2MP_IDLE_ZOMBIE, -1 end return ACT_HL2MP_RUN_ZOMBIE, -1 end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) 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 * 0.75, 3)) else pl:SetPlaybackRate(1) end return true end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/legs" -- This whole point of this is to stop drawing decals on the upper part of the model. It doesn't actually do anything to the visible model. local undo = false function CLASS:PrePlayerDraw(pl) local boneid = pl:LookupBone("ValveBiped.Bip01_Spine") if boneid and boneid > 0 then local pos, ang = pl:GetBonePosition(boneid) if pos then local normal = ang:Forward() * -1 render.EnableClipping(true) render.PushCustomClipPlane(normal, normal:Dot(pos)) undo = true end end end function CLASS:PostPlayerDraw(pl) if undo then render.PopCustomClipPlane() render.EnableClipping(false) end end function CLASS:BuildBonePositions(pl) local desired local bone = "ValveBiped.Bip01_L_Thigh" local wep = pl:GetActiveWeapon() if wep:IsValid() then if wep.GetSwingEndTime and wep:GetSwingEndTime() > 0 then desired = 1 - math.Clamp((wep:GetSwingEndTime() - CurTime()) / wep.MeleeDelay, 0, 1) end if wep:GetDTBool(3) then bone = "ValveBiped.Bip01_R_Thigh" end end desired = desired or 0 if desired > 0 then pl.m_KickDelta = CosineInterpolation(0, 1, desired) else pl.m_KickDelta = math.Approach(pl.m_KickDelta or 0, desired, FrameTime() * 4) end local boneid = pl:LookupBone(bone) if boneid and boneid > 0 then pl:ManipulateBoneAngles(boneid, pl.m_KickDelta * Angle(bone == "ValveBiped.Bip01_L_Thigh" and 0 or 20, -110, 30)) end end