CLASS.Name = "The Butcher" CLASS.TranslationName = "class_butcher" CLASS.Description = "description_butcher" CLASS.Help = "controls_butcher" CLASS.Boss = true CLASS.KnockbackScale = 0 CLASS.Health = 1600 CLASS.Speed = 215 CLASS.CanTaunt = true CLASS.FearPerInstance = 1 CLASS.Points = 30 CLASS.SWEP = "weapon_zs_butcherknifez" CLASS.Model = Model("models/player/corpse1.mdl") CLASS.VoicePitch = 0.65 CLASS.PainSounds = {"npc/zombie/zombie_pain1.wav", "npc/zombie/zombie_pain2.wav", "npc/zombie/zombie_pain3.wav", "npc/zombie/zombie_pain4.wav", "npc/zombie/zombie_pain5.wav", "npc/zombie/zombie_pain6.wav"} CLASS.DeathSounds = {"npc/zombie/zombie_die1.wav", "npc/zombie/zombie_die2.wav", "npc/zombie/zombie_die3.wav"} local math_random = math.random local math_min = math.min local CurTime = CurTime local ACT_HL2MP_SWIM_MELEE = ACT_HL2MP_SWIM_MELEE local ACT_HL2MP_IDLE_CROUCH_MELEE = ACT_HL2MP_IDLE_CROUCH_MELEE local ACT_HL2MP_WALK_CROUCH_MELEE = ACT_HL2MP_WALK_CROUCH_MELEE local ACT_HL2MP_IDLE_MELEE = ACT_HL2MP_IDLE_MELEE local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE local ACT_HL2MP_RUN_MELEE = ACT_HL2MP_RUN_MELEE 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:CalcMainActivity(pl, velocity) if pl:WaterLevel() >= 3 then return ACT_HL2MP_SWIM_MELEE, -1 end if pl:Crouching() then if velocity:Length2DSqr() <= 1 then return ACT_HL2MP_IDLE_CROUCH_MELEE, -1 end return ACT_HL2MP_WALK_CROUCH_MELEE, -1 end local swinging = false local wep = pl:GetActiveWeapon() if wep:IsValid() and CurTime() < wep:GetNextPrimaryFire() then swinging = true end if velocity:Length2DSqr() <= 1 then if swinging then return ACT_HL2MP_IDLE_MELEE, -1 end return ACT_HL2MP_RUN_ZOMBIE, -1 end if swinging then return ACT_HL2MP_RUN_MELEE, -1 end return ACT_HL2MP_RUN_ZOMBIE, -1 end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local len2d = velocity:Length2D() if len2d > 0.5 then pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed, 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_HL2MP_GESTURE_RANGE_ATTACK_MELEE, 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 if SERVER then function CLASS:OnSpawned(pl) pl:CreateAmbience("butcherambience") end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/butcher" local render_SetMaterial = render.SetMaterial local render_DrawSprite = render.DrawSprite local angle_zero = angle_zero local LocalToWorld = LocalToWorld local colGlow = Color(235, 50, 0) local matGlow = Material("sprites/glow04_noz") local vecEyeLeft = Vector(4, -4.6, -1) local vecEyeRight = Vector(4, -4.6, 1) function CLASS:PrePlayerDraw(pl) render.SetColorModulation(1, 0.5, 0.5) end function CLASS:PostPlayerDraw(pl) render.SetColorModulation(1, 1, 1) if pl == MySelf and not pl:ShouldDrawLocalPlayer() or pl.SpawnProtection then return end local pos, ang = pl:GetBonePositionMatrixed(6) if pos then render_SetMaterial(matGlow) render_DrawSprite(LocalToWorld(vecEyeLeft, angle_zero, pos, ang), 4, 4, colGlow) render_DrawSprite(LocalToWorld(vecEyeRight, angle_zero, pos, ang), 4, 4, colGlow) end end