CLASS.Name = "Devourer" CLASS.TranslationName = "class_devourer" CLASS.Description = "description_devourer" CLASS.Help = "controls_devourer" CLASS.Boss = true CLASS.KnockbackScale = 0 CLASS.Health = 1600 CLASS.Speed = 160 CLASS.CanTaunt = true CLASS.FearPerInstance = 1 CLASS.Points = 30 CLASS.SWEP = "weapon_zs_devourer" CLASS.Model = Model("models/player/charple.mdl") CLASS.OverrideModel = Model("models/player/skeleton.mdl") CLASS.NoHideMainModel = true 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"} CLASS.Skeletal = true local math_random = math.random local math_min = math.min local CurTime = CurTime 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 StepSounds = { "npc/zombie/foot1.wav", "npc/zombie/foot2.wav", "npc/zombie/foot3.wav" } function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) pl:EmitSound(StepSounds[math_random(#StepSounds)], 70) return true end function CLASS:CalcMainActivity(pl, velocity) if pl:WaterLevel() >= 3 then return ACT_HL2MP_SWIM_PISTOL, -1 end local len = velocity:Length2DSqr() if len <= 1 then if pl:Crouching() and pl:OnGround() then return ACT_HL2MP_IDLE_CROUCH_FIST, -1 end return ACT_HL2MP_IDLE_KNIFE, -1 end if pl:Crouching() and pl:OnGround() then return ACT_HL2MP_WALK_CROUCH_KNIFE, -1 end if len < 2800 then return ACT_HL2MP_WALK_KNIFE, -1 end return ACT_HL2MP_RUN_KNIFE, -1 end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local len2d = velocity:Length() if len2d > 1 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("devourerambience") end end local vecSpineOffset = Vector(1, 3, 0) local MuscularBones = { ["ValveBiped.Bip01_R_Upperarm"] = Vector(1, 2, 3.5), ["ValveBiped.Bip01_R_Forearm"] = Vector(1, 2.5, 3), ["ValveBiped.Bip01_L_Upperarm"] = Vector(1, 2, 3.5), ["ValveBiped.Bip01_L_Forearm"] = Vector(1, 2.5, 3), ["ValveBiped.Bip01_L_Hand"] = Vector(1, 2, 4), ["ValveBiped.Bip01_R_Hand"] = Vector(1, 2, 4), ["ValveBiped.Bip01_L_Thigh"] = Vector(1, 2, 3), ["ValveBiped.Bip01_R_Thigh"] = Vector(1, 2, 3), ["ValveBiped.Bip01_L_Calf"] = Vector(1, 2, 3), ["ValveBiped.Bip01_R_Calf"] = Vector(1, 2, 3), ["ValveBiped.Bip01_L_Foot"] = Vector(1, 2, 3), ["ValveBiped.Bip01_R_Foot"] = Vector(1, 2, 3), } local SpineBones = {"ValveBiped.Bip01_Spine2", "ValveBiped.Bip01_Spine4", "ValveBiped.Bip01_Spine1", "ValveBiped.Bip01_Neck1"} function CLASS:BuildBonePositions(pl) for _, bone in pairs(SpineBones) do local boneid = pl:LookupBone(bone) if boneid and boneid > 0 then pl:ManipulateBonePosition(boneid, vecSpineOffset) end end for bonename, newscale in pairs(MuscularBones) do local boneid = pl:LookupBone(bonename) if boneid and boneid > 0 then pl:ManipulateBoneScale(boneid, newscale) end end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/devourer" local matFlesh = Material("models/flesh") local matBlack = CreateMaterial("devourer", "UnlitGeneric", {["$basetexture"] = "Tools/toolsblack", ["$model"] = 1}) function CLASS:PrePlayerDraw(pl) render.ModelMaterialOverride(matFlesh) render.SetColorModulation(0.45, 0.35, 0.05) end function CLASS:PostPlayerDraw(pl) render.SetColorModulation(1, 1, 1) render.ModelMaterialOverride() end function CLASS:PrePlayerDrawOverrideModel(pl) render.ModelMaterialOverride(matBlack) end function CLASS:PostPlayerDrawOverrideModel(pl) render.ModelMaterialOverride(nil) end