e9da54c2f9
Too many changes to list.
202 lines
5.2 KiB
Lua
202 lines
5.2 KiB
Lua
CLASS.Name = "Puke Pus"
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CLASS.TranslationName = "class_pukepus"
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CLASS.Description = "description_pukepus"
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CLASS.Help = "controls_pukepus"
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CLASS.Boss = true
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CLASS.KnockbackScale = 0
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CLASS.FearPerInstance = 1
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CLASS.Health = 2750
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CLASS.SWEP = "weapon_zs_pukepus"
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CLASS.Model = Model("models/Zombie/Poison.mdl")
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CLASS.Speed = 135 --120
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CLASS.Points = 40
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CLASS.PainSounds = {"NPC_PoisonZombie.Pain"}
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CLASS.DeathSounds = {Sound("npc/zombie_poison/pz_call1.wav")}
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CLASS.VoicePitch = 0.5
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--[[CLASS.ModelScale = 1.5
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CLASS.Mass = 200
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CLASS.ViewOffset = Vector(0, 0, 75)
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CLASS.ViewOffsetDucked = Vector(0, 0, 48)
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CLASS.StepSize = 25]]
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--[[CLASS.Hull = {Vector(-22, -22, 0), Vector(22, 22, 96)}
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CLASS.HullDuck = {Vector(-22, -22, 0), Vector(22, 22, 58)}]]
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CLASS.ViewOffset = Vector(0, 0, 50)
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CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 64)}
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CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 35)}
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--CLASS.JumpPower = DEFAULT_JUMP_POWER * 1.216
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CLASS.BloodColor = BLOOD_COLOR_YELLOW
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local math_random = math.random
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local math_min = math.min
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local ACT_IDLE = ACT_IDLE
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local STEPSOUNDTIME_NORMAL = STEPSOUNDTIME_NORMAL
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local STEPSOUNDTIME_WATER_FOOT = STEPSOUNDTIME_WATER_FOOT
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local STEPSOUNDTIME_ON_LADDER = STEPSOUNDTIME_ON_LADDER
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local STEPSOUNDTIME_WATER_KNEE = STEPSOUNDTIME_WATER_KNEE
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function CLASS:CalcMainActivity(pl, velocity)
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if velocity:Length2DSqr() <= 1 then
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return ACT_IDLE, -1
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end
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return 1, 2
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end
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local StepSounds = {
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"npc/zombie_poison/pz_left_foot1.wav"
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}
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local ScuffSounds = {
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"npc/zombie_poison/pz_right_foot1.wav"
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}
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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if iFoot == 0 and math_random() < 0.333 then
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pl:EmitSound(ScuffSounds[math_random(#ScuffSounds)], 80, 90)
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else
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pl:EmitSound(StepSounds[math_random(#StepSounds)], 80, 90)
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end
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return true
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end
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function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
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if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
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return (365 - pl:GetVelocity():Length()) * 1.5
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elseif iType == STEPSOUNDTIME_ON_LADDER then
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return 450
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elseif iType == STEPSOUNDTIME_WATER_KNEE then
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return 600
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end
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return 200
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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local len2d = velocity:Length2D()
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if len2d > 1 then
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pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.5, 3))
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else
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pl:SetPlaybackRate(0.5)
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end
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return true
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end
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if SERVER then
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function CLASS:OnSpawned(pl)
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pl:CreateAmbience("pukepusambience")
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end
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end
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local BonesToZero = {
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"ValveBiped.Bip01_L_UpperArm",
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"ValveBiped.Bip01_L_Forearm",
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"ValveBiped.Bip01_L_Hand",
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"ValveBiped.Bip01_L_Finger1",
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"ValveBiped.Bip01_L_Finger11",
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"ValveBiped.Bip01_L_Finger12",
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"ValveBiped.Bip01_L_Finger2",
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"ValveBiped.Bip01_L_Finger21",
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"ValveBiped.Bip01_L_Finger22",
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"ValveBiped.Bip01_L_Finger3",
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"ValveBiped.Bip01_L_Finger31",
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"ValveBiped.Bip01_L_Finger32",
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"ValveBiped.Bip01_R_UpperArm",
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"ValveBiped.Bip01_R_Forearm",
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"ValveBiped.Bip01_R_Hand",
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"ValveBiped.Bip01_R_Finger1",
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"ValveBiped.Bip01_R_Finger11",
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"ValveBiped.Bip01_R_Finger12",
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"ValveBiped.Bip01_R_Finger2",
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"ValveBiped.Bip01_R_Finger21",
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"ValveBiped.Bip01_R_Finger22",
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"ValveBiped.Bip01_R_Finger3",
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"ValveBiped.Bip01_R_Finger31",
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"ValveBiped.Bip01_R_Finger32"
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}
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function CLASS:BuildBonePositions(pl)
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for _, bone in pairs(BonesToZero) do
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local boneid = pl:LookupBone(bone)
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if boneid and boneid > 0 then
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pl:ManipulateBoneScale(boneid, vector_tiny)
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end
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end
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end
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local function CreateFlesh(pl, damage, damagepos, damagedir)
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damage = math.min(damage, 300)
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pl:EmitSound(string.format("physics/body/body_medium_break%d.wav", math.random(2, 4)), 74, 125 - damage * 0.50)
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if SERVER then
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damagepos = pl:LocalToWorld(damagepos)
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for i=1, math.max(1, math.floor(damage / 12)) do
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local ent = ents.Create("projectile_poisonflesh")
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if ent:IsValid() then
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local heading = (damagedir + VectorRand() * 0.3):GetNormalized()
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ent:SetPos(damagepos + heading)
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ent:SetOwner(pl)
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ent:Spawn()
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local phys = ent:GetPhysicsObject()
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if phys:IsValid() then
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phys:Wake()
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phys:SetVelocityInstantaneous(math.min(325, 100 + damage ^ math.Rand(1.15, 1.25)) * heading)
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end
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end
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end
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end
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end
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function CLASS:ProcessDamage(pl, dmginfo)
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local attacker, damage = dmginfo:GetAttacker(), dmginfo:GetDamage()
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if attacker ~= pl and damage >= 5 and damage < pl:Health() and CurTime() >= (pl.m_NextPukeEmit or 0) then
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pl.m_NextPukeEmit = CurTime() + 0.3
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local pos = pl:WorldToLocal(dmginfo:GetDamagePosition())
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local norm = dmginfo:GetDamageForce():GetNormalized() * -1
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timer.Simple(0, function()
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if pl:IsValid() then
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CreateFlesh(pl, damage, pos, norm)
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end
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end)
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end
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end
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if SERVER then
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function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
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local pos = pl:WorldToLocal(dmginfo:GetDamagePosition())
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local norm = dmginfo:GetDamageForce():GetNormalized() * -1
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timer.Simple(0, function()
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if pl:IsValid() then
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CreateFlesh(pl, 300, pos, norm)
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end
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end)
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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/pukepus"
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local matSkin = Material("Models/Barnacle/barnacle_sheet")
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function CLASS:PrePlayerDraw(pl)
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render.ModelMaterialOverride(matSkin)
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end
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function CLASS:PostPlayerDraw(pl)
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render.ModelMaterialOverride()
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end
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