CLASS.Hidden = true CLASS.Disabled = true CLASS.Unlocked = true CLASS.Name = "Burster" CLASS.TranslationName = "class_burster" CLASS.Description = "description_burster" CLASS.Help = "controls_burster" CLASS.Wave = 5 / 6 CLASS.Health = 100 CLASS.Speed = 160 CLASS.Points = 3 CLASS.CanTaunt = true CLASS.SWEP = "weapon_zs_burster" CLASS.Model = Model("models/player/zombie_fast.mdl") CLASS.VoicePitch = 0.7 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_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE function CLASS:PlayPainSound(pl) pl:EmitSound("npc/zombie_poison/pz_warn"..math.random(2)..".wav", 75, math.Rand(137, 143)) return true end function CLASS:PlayDeathSound(pl) pl:EmitSound("npc/zombie_poison/pz_die2.wav", 75, math.Rand(122, 128)) return true end local mathrandom = math.random 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 mathrandom() < 0.15 then pl:EmitSound(ScuffSounds[mathrandom(#ScuffSounds)], 70) else pl:EmitSound(StepSounds[mathrandom(#StepSounds)], 70) 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 wep = pl:GetActiveWeapon() if wep:IsValid() and wep.GetCharge then local charge = wep:GetCharge() if charge > 0 then pl.CalcSeqOverride = pl:LookupSequence("taunt_zombie_original") return true end end if pl:WaterLevel() >= 3 then pl.CalcIdeal = ACT_HL2MP_SWIM_PISTOL return true end if velocity:Length2D() <= 0.5 then if pl:Crouching() then pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_ZOMBIE else pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE end elseif pl:Crouching() then pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3) else pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE end return true end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.GetCharge then local charge = wep:GetCharge() if charge > 0 then pl:SetPlaybackRate(0) pl:SetCycle(wep:GetCharge() ^ 2 * 0.8) return true end end local len2d = velocity:Length2D() if len2d > 0.5 then pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed * 0.666, 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 end end function CLASS:Move(pl, mv) local wep = pl:GetActiveWeapon() if wep.Move and wep:Move(mv) then return true end end if SERVER then function CLASS:CanPlayerSuicide(pl) local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.GetCharge and wep:GetCharge() > 0 then return false end end local function DoExplode(pl, pos, magnitude) local inflictor = pl:GetActiveWeapon() if not inflictor:IsValid() then inflictor = pl end local effectdata = EffectData() effectdata:SetOrigin(pos) effectdata:SetMagnitude(magnitude) util.Effect("chemzombieexplode", effectdata, true) util.PoisonBlastDamage(inflictor, pl, pos, magnitude * 128, magnitude * 85, true) pl:CheckRedeem() end function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister) local magnitude = 1 local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.GetCharge then magnitude = wep:GetCharge() end if magnitude == 0 then return end local pos = pl:WorldSpaceCenter() pl:Gib(dmginfo) timer.Simple(0, function() DoExplode(pl, pos, magnitude) end) return true end function CLASS:OnSpawned(pl) local status = pl:GiveStatus("overridemodel") if status and status:IsValid() then status:SetModel("models/Zombie/Poison.mdl") end pl:CreateAmbience("bursterambience") end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/chemzombie"