e9da54c2f9
Too many changes to list.
115 lines
2.9 KiB
Lua
115 lines
2.9 KiB
Lua
CLASS.Base = "freshdead"
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CLASS.Name = "Agile Dead"
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CLASS.TranslationName = "class_agile_dead"
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CLASS.Description = "description_agile_dead"
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CLASS.Help = "controls_agile_dead"
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CLASS.BetterVersion = "Fast Zombie"
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CLASS.SWEP = "weapon_zs_agiledead"
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CLASS.Unlocked = true
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CLASS.Health = 125
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CLASS.Points = CLASS.Health/GM.NoHeadboxZombiePointRatio
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CLASS.Speed = 220
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CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 58)}
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CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)}
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CLASS.ViewOffset = Vector(0, 0, 50)
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CLASS.ViewOffsetDucked = Vector(0, 0, 24)
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CLASS.UsePlayerModel = true
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CLASS.UsePreviousModel = false
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if SERVER then
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function CLASS:OnKilled() end
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end
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local ACT_ZOMBIE_LEAPING = ACT_ZOMBIE_LEAPING
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local ACT_HL2MP_RUN_ZOMBIE_FAST = ACT_HL2MP_RUN_ZOMBIE_FAST
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local ACT_ZOMBIE_CLIMB_UP = ACT_ZOMBIE_CLIMB_UP
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local ACT_GMOD_GESTURE_TAUNT_ZOMBIE = ACT_GMOD_GESTURE_TAUNT_ZOMBIE
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local ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL = ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL
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local ACT_INVALID = ACT_INVALID
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local math_Clamp = math.Clamp
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local math_min = math.min
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if SERVER then
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function CLASS:AltUse(pl) end
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function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo) end
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end
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function CLASS:Move(pl, mv)
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local wep = pl:GetActiveWeapon()
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if wep.Move and wep:Move(mv) then
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return true
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end
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if mv:GetForwardSpeed() <= 0 then
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mv:SetMaxSpeed(math_min(mv:GetMaxSpeed(), 120))
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mv:SetMaxClientSpeed(math_min(mv:GetMaxClientSpeed(), 120))
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end
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end
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function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
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return true
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end
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function CLASS:IgnoreLegDamage(pl, dmginfo)
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return true
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end
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function CLASS:CalcMainActivity(pl, velocity)
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.GetClimbing and wep:GetClimbing() then
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return ACT_ZOMBIE_CLIMB_UP, -1
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end
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if not pl:OnGround() or pl:WaterLevel() >= 3 then
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return ACT_ZOMBIE_LEAPING, -1
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end
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return ACT_HL2MP_RUN_ZOMBIE_FAST, -1
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.GetClimbing and wep:GetClimbing() then
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local vel = pl:GetVelocity()
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local speed = vel:LengthSqr()
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if speed > 64 then
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pl:SetPlaybackRate(math_Clamp(speed / 3600, 0, 1) * (vel.z < 0 and -1 or 1) * 0.25)
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else
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pl:SetPlaybackRate(0)
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end
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return true
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end
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if not pl:OnGround() or pl:WaterLevel() >= 3 then
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pl:SetPlaybackRate(1)
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if pl:GetCycle() >= 1 then
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pl:SetCycle(pl:GetCycle() - 1)
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end
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return true
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end
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end
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function CLASS:DoAnimationEvent(pl, event, data)
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if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
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pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL, true)
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return ACT_INVALID
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elseif event == PLAYERANIMEVENT_RELOAD then
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pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_TAUNT_ZOMBIE, true)
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return ACT_INVALID
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end
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end
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if not CLIENT then return end
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CLASS.Icon = "zombiesurvival/killicons/fresh_dead"
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