zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_fastzombie.lua
JetBoom f8b9bbedb7 Fast Zombie changes.
Fast Zombie pounce damage reduced from 10 -> 2.
Fast Zombie pounce force vs. players severely reduced.
Fast Zombies can now run at 90% speed while attacking.
2015-04-06 14:56:12 -04:00

432 lines
9.8 KiB
Lua

AddCSLuaFile()
SWEP.Base = "weapon_zs_zombie"
SWEP.ViewModel = Model("models/weapons/v_fza.mdl")
SWEP.WorldModel = Model("models/weapons/w_crowbar.mdl")
if CLIENT then
SWEP.ViewModelFOV = 70
end
SWEP.MeleeDelay = 0
SWEP.MeleeReach = 42
SWEP.MeleeDamage = 8
SWEP.MeleeForceScale = 0.1
SWEP.MeleeSize = 1.5
SWEP.MeleeDamageType = DMG_SLASH
SWEP.Primary.Delay = 0.32
SWEP.PounceDamage = 1 --SWEP.PounceDamage = 10
SWEP.PounceDamageType = DMG_IMPACT
SWEP.PounceReach = 26
SWEP.PounceSize = 12
SWEP.PounceStartDelay = 0.5
SWEP.PounceDelay = 1.25
SWEP.PounceVelocity = 700
SWEP.RoarTime = 1.6
SWEP.Secondary.Automatic = false
SWEP.NextClimbSound = 0
SWEP.NextAllowPounce = 0
function SWEP:Think()
self.BaseClass.Think(self)
local curtime = CurTime()
local owner = self.Owner
if self.NextAllowJump and self.NextAllowJump <= curtime then
self.NextAllowJump = nil
owner:ResetJumpPower()
end
if self:GetClimbing() then
if self:GetClimbSurface() and owner:KeyDown(IN_ATTACK2) then
if SERVER and curtime >= self.NextClimbSound then
local speed = owner:GetVelocity():Length()
if speed >= 50 then
if speed >= 100 then
self.NextClimbSound = curtime + 0.25
else
self.NextClimbSound = curtime + 0.8
end
owner:EmitSound("player/footsteps/metalgrate"..math.random(4)..".wav")
end
end
else
self:StopClimbing()
end
end
if self:GetSwinging() then
if not owner:KeyDown(IN_ATTACK) and self.SwingStop and self.SwingStop <= curtime then
self:SetSwinging(false)
self.SwingStop = nil
self.RoarCheck = curtime + 0.1
self:StopSwingingSound()
end
elseif self.RoarCheck then
if self.RoarCheck <= curtime then
self.RoarCheck = nil
if owner:GetVelocity():Length2D() <= 0.5 and owner:IsOnGround() then
self:SetRoarEndTime(curtime + self.RoarTime)
if SERVER then
owner:EmitSound("NPC_FastZombie.Frenzy")
end
end
end
elseif self:GetPouncing() then
if owner:IsOnGround() or owner:WaterLevel() >= 2 then
self:StopPounce()
else
local dir = owner:GetAimVector()
dir.z = math.Clamp(dir.z, -0.5, 0.9)
dir:Normalize()
owner:LagCompensation(true)
local traces = owner:PenetratingMeleeTrace(self.PounceReach, self.PounceSize, nil, owner:LocalToWorld(owner:OBBCenter()), dir)
local damage = self:GetDamage(self:GetTracesNumPlayers(traces), self.PounceDamage)
local hit = false
for _, trace in ipairs(traces) do
if not trace.Hit then continue end
if trace.HitWorld then
if trace.HitNormal.z < 0.8 then
hit = true
self:MeleeHitWorld(trace)
end
else
local ent = trace.Entity
if ent and ent:IsValid() then
hit = true
self:MeleeHit(ent, trace, damage, ent:IsPlayer() and 1 or 10)
end
end
end
if SERVER and hit then
owner:EmitSound("physics/flesh/flesh_strider_impact_bullet1.wav")
owner:EmitSound("npc/fast_zombie/wake1.wav")
end
owner:LagCompensation(false)
if hit then
self:StopPounce()
end
end
elseif self:GetPounceTime() > 0 and curtime >= self:GetPounceTime() then
self:StartPounce()
end
self:NextThink(curtime)
return true
end
function SWEP:MeleeHitEntity(ent, trace, damage, forcescale)
self.BaseClass.MeleeHitEntity(self, ent, trace, damage, forcescale ~= nil and forcescale * 0.25)
end
local climblerp = 0
function SWEP:GetViewModelPosition(pos, ang)
climblerp = math.Approach(climblerp, self:IsClimbing() and not self:IsSwinging() and 1 or 0, FrameTime() * ((climblerp + 1) ^ 3))
ang:RotateAroundAxis(ang:Right(), 64 * climblerp)
if climblerp > 0 then
pos = pos + -8 * climblerp * ang:Up() + -12 * climblerp * ang:Forward()
end
return pos, ang
end
function SWEP:Swung()
self.SwingStop = CurTime() + 0.5
if not self:GetSwinging() then
self:SetSwinging(true)
self:StartSwingingSound()
end
self.BaseClass.Swung(self)
end
function SWEP:PrimaryAttack()
if self:IsPouncing() or self:GetPounceTime() > 0 or not self.Owner:OnGround() and not self:IsClimbing() and self.Owner:WaterLevel() < 2 then return end
self.BaseClass.PrimaryAttack(self)
end
local climbtrace = {mask = MASK_SOLID_BRUSHONLY, mins = Vector(-4, -4, -4), maxs = Vector(4, 4, 4)}
function SWEP:GetClimbSurface()
local owner = self.Owner
climbtrace.start = owner:GetPos() + owner:GetUp() * 8
climbtrace.endpos = climbtrace.start + owner:SyncAngles():Forward() * 24
local tr = util.TraceHull(climbtrace)
if tr.Hit and not tr.HitSky then
return tr
end
end
function SWEP:SecondaryAttack()
if self:IsPouncing() or self:IsClimbing() or self:GetPounceTime() > 0 then return end
if self.Owner:IsOnGround() then
if CurTime() < self:GetNextPrimaryFire() or CurTime() < self:GetNextSecondaryFire() or CurTime() < self.NextAllowPounce then return end
self:SetNextPrimaryFire(math.huge)
self:SetPounceTime(CurTime() + self.PounceStartDelay)
self.Owner:ResetJumpPower()
if SERVER then
self.Owner:EmitSound("npc/fast_zombie/leap1.wav")
end
elseif self:GetClimbSurface() then
self:StartClimbing()
end
end
function SWEP:StartClimbing()
if self:GetClimbing() then return end
self:SetClimbing(true)
self:SetNextSecondaryFire(CurTime() + 0.5)
end
function SWEP:StopClimbing()
if not self:GetClimbing() then return end
self:SetClimbing(false)
self:SetNextSecondaryFire(CurTime())
end
function SWEP:StartPounce()
if self:IsPouncing() then return end
self:SetPounceTime(0)
local owner = self.Owner
if owner:IsOnGround() then
self:SetPouncing(true)
self.m_ViewAngles = owner:EyeAngles()
if SERVER then
owner:EmitSound("NPC_FastZombie.Scream")
end
local ang = owner:EyeAngles()
ang.pitch = math.min(-20, ang.pitch)
owner:SetGroundEntity(NULL)
owner:SetVelocity((1 - 0.5 * (owner:GetLegDamage() / GAMEMODE.MaxLegDamage)) * self.PounceVelocity * ang:Forward())
owner:SetAnimation(PLAYER_JUMP)
else
self:SetNextSecondaryFire(CurTime())
self.m_ViewAngles = nil
self.NextAllowJump = CurTime()
self.NextAllowPounce = CurTime() + self.PounceDelay
self:SetNextPrimaryFire(CurTime() + 0.1)
self.Owner:ResetJumpPower()
end
end
function SWEP:StopPounce()
if not self:IsPouncing() then return end
self:SetPouncing(false)
self:SetNextSecondaryFire(CurTime())
self.m_ViewAngles = nil
self.NextAllowJump = CurTime() + 0.25
self.NextAllowPounce = CurTime() + self.PounceDelay
self:SetNextPrimaryFire(CurTime() + 0.1)
self.Owner:ResetJumpPower()
end
function SWEP:Reload()
self.BaseClass.SecondaryAttack(self)
end
function SWEP:OnRemove()
self.Removing = true
local owner = self.Owner
if owner and owner:IsValid() then
self:StopSwingingSound()
owner:ResetJumpPower()
end
self.BaseClass.OnRemove(self)
end
function SWEP:Holster()
local owner = self.Owner
if owner and owner:IsValid() then
self:StopSwingingSound()
owner:ResetJumpPower()
end
self.BaseClass.Holster(self)
end
function SWEP:ResetJumpPower(power)
if self.Removing then return end
if self.NextAllowJump and CurTime() < self.NextAllowJump or self:IsPouncing() or self:GetPounceTime() > 0 then
return 1
end
end
function SWEP:StartMoaning()
end
function SWEP:StopMoaning()
end
function SWEP:StartMoaningSound()
end
function SWEP:PlayHitSound()
self.Owner:EmitSound("NPC_FastZombie.AttackHit")
end
function SWEP:PlayMissSound()
self.Owner:EmitSound("NPC_FastZombie.AttackMiss")
end
function SWEP:PlayAttackSound()
end
function SWEP:PlayIdleSound()
self.Owner:EmitSound("NPC_FastZombie.AlertFar")
self:SetRoarEndTime(CurTime() + self.RoarTime)
end
function SWEP:PlayAlertSound()
self.Owner:EmitSound("NPC_FastZombie.Frenzy")
self:SetRoarEndTime(CurTime() + self.RoarTime)
end
function SWEP:StartSwingingSound()
self.Owner:EmitSound("NPC_FastZombie.Gurgle")
end
function SWEP:StopSwingingSound()
self.Owner:StopSound("NPC_FastZombie.Gurgle")
end
function SWEP:IsMoaning()
return false
end
function SWEP:Move(mv)
if self:IsPouncing() or self:GetPounceTime() > 0 then
mv:SetMaxSpeed(0)
mv:SetMaxClientSpeed(0)
elseif self:GetClimbing() then
mv:SetMaxSpeed(0)
mv:SetMaxClientSpeed(0)
local owner = self.Owner
local tr = self:GetClimbSurface()
local angs = self.Owner:SyncAngles()
local dir = tr and tr.Hit and (tr.HitNormal.z <= -0.5 and (angs:Forward() * -1) or math.abs(tr.HitNormal.z) < 0.75 and tr.HitNormal:Angle():Up()) or Vector(0, 0, 1)
local vel = Vector(0, 0, 4)
if owner:KeyDown(IN_FORWARD) then
vel = vel + dir * 250 --160
end
if owner:KeyDown(IN_BACK) then
vel = vel + dir * -250 ---160
end
if vel.z == 4 then
if owner:KeyDown(IN_MOVERIGHT) then
vel = vel + angs:Right() * 100 --60
end
if owner:KeyDown(IN_MOVELEFT) then
vel = vel + angs:Right() * -100 ---60
end
end
mv:SetVelocity(vel)
return true
elseif self:GetSwinging() then
--[[mv:SetMaxSpeed(math.min(mv:GetMaxSpeed(), 60))
mv:SetMaxClientSpeed(math.min(mv:GetMaxClientSpeed(), 60))]]
mv:SetMaxSpeed(mv:GetMaxSpeed() * 0.9)
mv:SetMaxClientSpeed(mv:GetMaxClientSpeed() * 0.9)
end
end
function SWEP:SetRoarEndTime(time)
self:SetDTFloat(1, time)
end
function SWEP:GetRoarEndTime()
return self:GetDTFloat(1)
end
function SWEP:IsRoaring()
return CurTime() < self:GetRoarEndTime()
end
function SWEP:SetPounceTime(time)
self:SetDTFloat(2, time)
end
function SWEP:GetPounceTime()
return self:GetDTFloat(2)
end
function SWEP:SetPounceTime(time)
self:SetDTFloat(2, time)
end
function SWEP:GetPounceTime()
return self:GetDTFloat(2)
end
function SWEP:SetClimbing(climbing)
self:SetDTBool(1, climbing)
end
function SWEP:GetClimbing()
return self:GetDTBool(1)
end
SWEP.IsClimbing = SWEP.GetClimbing
function SWEP:SetSwinging(swinging)
self:SetDTBool(2, swinging)
end
function SWEP:GetSwinging()
return self:GetDTBool(2)
end
function SWEP:SetPouncing(leaping)
self:SetDTBool(3, leaping)
end
function SWEP:GetPouncing()
return self:GetDTBool(3)
end
SWEP.IsPouncing = SWEP.GetPouncing
if CLIENT then return end
function SWEP:Deploy()
self.Owner:CreateAmbience("fastzombieambience")
return self.BaseClass.Deploy(self)
end