CLASS.Name = "Zombie" CLASS.TranslationName = "class_zombie" CLASS.Description = "description_zombie" CLASS.Help = "controls_zombie" CLASS.Wave = 0 CLASS.Unlocked = true CLASS.IsDefault = true CLASS.Order = 0 CLASS.Health = 200 CLASS.Speed = 140 CLASS.Revives = true CLASS.CanTaunt = true CLASS.Points = 5 CLASS.SWEP = "weapon_zs_zombie" CLASS.Model = Model("models/player/zombie_classic.mdl") 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.VoicePitch = 0.65 CLASS.CanFeignDeath = true function CLASS:KnockedDown(pl, status, exists) pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD) 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 -- Sound scripts are LITERALLY 100x slower than raw file input. Test it yourself if you don't believe me. --[[function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter) if iFoot == 0 then if mathrandom() < 0.15 then pl:EmitSound("Zombie.ScuffLeft") else pl:EmitSound("Zombie.FootstepLeft") end else if mathrandom() < 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 revive = pl.Revive if revive and revive:IsValid() then pl.CalcIdeal = ACT_HL2MP_ZOMBIE_SLUMP_RISE return true end local feign = pl.FeignDeath if feign and feign:IsValid() then if feign:GetDirection() == DIR_BACK then pl.CalcSeqOverride = pl:LookupSequence("zombie_slump_rise_02_fast") else pl.CalcIdeal = ACT_HL2MP_ZOMBIE_SLUMP_RISE end return true end if pl:WaterLevel() >= 3 then pl.CalcIdeal = ACT_HL2MP_SWIM_PISTOL return true end local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.IsMoaning and wep:IsMoaning() then pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE elseif velocity:Length2D() <= 0.5 then if pl:Crouching() then pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_ZOMBIE else pl.CalcIdeal = ACT_HL2MP_IDLE_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_WALK_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3) end return true end function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed) local revive = pl.Revive if revive and revive:IsValid() then pl:SetCycle(0.4 + (1 - math.Clamp((revive:GetReviveTime() - CurTime()) / revive.AnimTime, 0, 1)) * 0.6) pl:SetPlaybackRate(0) return true end 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 > 0.5 then local wep = pl:GetActiveWeapon() if wep:IsValid() and wep.IsMoaning and wep:IsMoaning() then pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed, 3)) else pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed * 0.666, 3)) end 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:DoesntGiveFear(pl) return pl.FeignDeath and pl.FeignDeath:IsValid() end if SERVER then function CLASS:AltUse(pl) pl:StartFeignDeath() end function CLASS:ProcessDamage(pl, dmginfo) local attacker, inflictor, damage = dmginfo:GetAttacker(), dmginfo:GetInflictor(), dmginfo:GetDamage() if attacker ~= pl and damage >= pl:Health() and pl:LastHitGroup() ~= HITGROUP_HEAD and damage < 70 and not inflictor.IsMelee and not inflictor.NoReviveFromKills and dmginfo:GetDamageType() ~= DMG_BLAST and dmginfo:GetDamageType() ~= DMG_BURN and dmginfo:GetDamageType() ~= DMG_CRUSH and (pl.NextZombieRevive or 0) <= CurTime() and pl:LastHitGroup() ~= HITGROUP_LEFTLEG and pl:LastHitGroup() ~= HITGROUP_RIGHTLEG then pl.NextZombieRevive = CurTime() + 3 dmginfo:SetDamage(0) pl:SetHealth(10) local status = pl:GiveStatus("revive_slump") if status then status:SetReviveTime(CurTime() + 2.25) end return true end end function CLASS:ReviveCallback(pl, attacker, dmginfo) if not pl.Revive and not dmginfo:GetInflictor().IsMelee and not dmginfo:GetInflictor().NoReviveFromKills and dmginfo:GetDamageType() ~= DMG_BLAST and dmginfo:GetDamageType() ~= DMG_BURN and (pl:LastHitGroup() == HITGROUP_LEFTLEG or pl:LastHitGroup() == HITGROUP_RIGHTLEG) then local classtable = math.random(1) == 3 and GAMEMODE.ZombieClasses["Zombie Legs"] or GAMEMODE.ZombieClasses["Zombie Torso"] if classtable then pl:RemoveStatus("overridemodel", false, true) local deathclass = pl.DeathClass or pl:GetZombieClass() pl:SetZombieClass(classtable.Index) pl:DoHulls(classtable.Index, TEAM_UNDEAD) pl.DeathClass = deathclass pl:EmitSound("physics/flesh/flesh_bloody_break.wav", 100, 75) if classtable == GAMEMODE.ZombieClasses["Zombie Torso"] then local ent = ents.Create("prop_dynamic_override") if ent:IsValid() then ent:SetModel(Model("models/Zombie/Classic_legs.mdl")) ent:SetPos(pl:GetPos()) ent:SetAngles(pl:GetAngles()) ent:Spawn() ent:Fire("kill", "", 1.5) end end pl:Gib() pl.Gibbed = nil timer.Simple(0, function() if pl:IsValid() then pl:SecondWind() end end) return true end end return false end function CLASS:OnSecondWind(pl) pl:EmitSound("npc/zombie/zombie_voice_idle"..math.random(1, 14)..".wav", 100, 85) end end if CLIENT then CLASS.Icon = "zombiesurvival/killicons/zombie" end