CLASS.Base = "zombie" CLASS.Name = "Gore Blaster Zombie" CLASS.TranslationName = "class_zombie_gore_blaster" CLASS.Description = "description_zombie_gore_blaster" CLASS.Help = "controls_zombie_gore_blaster" CLASS.BetterVersion = "Chem Burster" CLASS.Wave = 0 CLASS.Unlocked = true CLASS.Health = 220 CLASS.Speed = 180 CLASS.Revives = false CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio CLASS.SWEP = "weapon_zs_zombie_gore_blaster" function CLASS:PlayPainSound(pl) pl:EmitSound("npc/zombie/zombie_pain"..math.random(6)..".wav", 75, math.random(87, 92)) pl.NextPainSound = CurTime() + .5 return true end function CLASS:PlayDeathSound(pl) pl:EmitSound("npc/zombie/zombie_die"..math.random(3)..".wav", 70, math.random(87, 92)) return true end if SERVER then function CLASS:ReviveCallback(pl, attacker, dmginfo) return false end function CLASS:ProcessDamage(pl, dmginfo) return false end function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister) if suicide then return end local pos = pl:WorldSpaceCenter() local effectdata = EffectData() effectdata:SetOrigin(pos) util.Effect("gore_blast", effectdata, true) effectdata:SetEntity(pl) util.Effect("gib_player", effectdata, true, true) pl:GodEnable() util.BlastDamageEx(pl:GetActiveWeapon() or pl, pl, pos, 105, 3, DMG_GENERIC, 0.7) pl:GodDisable() return true end end if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/zombie" CLASS.IconColor = Color(255, 0, 0) local matSkin = Material("models/Zombie_Classic/Zombie_Classic_sheet.vtf") function CLASS:PrePlayerDraw(pl) render.ModelMaterialOverride(matSkin) render.SetColorModulation(1, 0, 0) end function CLASS:PostPlayerDraw(pl) render.ModelMaterialOverride() render.SetColorModulation(1, 1, 1) end