e9da54c2f9
Too many changes to list.
245 lines
6.3 KiB
Lua
245 lines
6.3 KiB
Lua
CLASS.Name = "Shade"
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CLASS.TranslationName = "class_shade"
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CLASS.Description = "description_shade"
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CLASS.Help = "controls_shade"
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CLASS.Boss = true
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CLASS.KnockbackScale = 0
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CLASS.NoGibs = true
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CLASS.NoFallDamage = true
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CLASS.NoFallSlowdown = true
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CLASS.NoShadow = true
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CLASS.NoAdjustPhysDamage = true
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CLASS.CanTaunt = true
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CLASS.Health = 1500 --1200
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CLASS.Speed = 170 --125
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CLASS.FearPerInstance = 1
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CLASS.Points = 30
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CLASS.SWEP = "weapon_zs_shade"
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CLASS.Model = Model("models/player/zombie_fast.mdl")
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CLASS.VoicePitch = 0.8
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CLASS.BloodColor = BLOOD_COLOR_MECH
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CLASS.PainSounds = {Sound("npc/barnacle/barnacle_pull1.wav"), Sound("npc/barnacle/barnacle_pull2.wav"), Sound("npc/barnacle/barnacle_pull3.wav"), Sound("npc/barnacle/barnacle_pull4.wav")}
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CLASS.DeathSounds = {Sound("zombiesurvival/wraithdeath1.ogg"), Sound("zombiesurvival/wraithdeath2.ogg"), Sound("zombiesurvival/wraithdeath3.ogg"), Sound("zombiesurvival/wraithdeath4.ogg")}
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local math_sin = math.sin
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local math_cos = math.cos
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local math_abs = math.abs
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local math_Clamp = math.Clamp
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local CurTime = CurTime
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local ACT_HL2MP_IDLE_MAGIC = ACT_HL2MP_IDLE_MAGIC
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local ACT_HL2MP_RUN_MAGIC = ACT_HL2MP_RUN_MAGIC
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local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
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function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
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if not dmginfo:IsBulletDamage() then return true end
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if hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG or hitgroup == HITGROUP_GEAR or hitgroup == HITGROUP_GENERIC then
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dmginfo:SetDamage(0)
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dmginfo:ScaleDamage(0)
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end
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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:Move(pl, move)
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if pl.ShadeShield and pl.ShadeShield:IsValid() then
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move:SetMaxSpeed(35)
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move:SetMaxClientSpeed(35)
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end
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end
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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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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return 1000
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end
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function CLASS:CalcMainActivity(pl, velocity)
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if (pl.ShadeControl and pl.ShadeControl:IsValid()) or (pl.ShadeShield and pl.ShadeShield:IsValid()) then
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if velocity:Length2DSqr() <= 1 then
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return ACT_HL2MP_IDLE_MAGIC, -1
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end
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return ACT_HL2MP_RUN_MAGIC, -1
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end
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return ACT_HL2MP_RUN_ZOMBIE, -1
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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_HL2MP_GESTURE_RANGE_ATTACK_MELEE2, true)
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return ACT_INVALID
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end
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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pl:SetPlaybackRate(1)
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pl:SetCycle(0.35 + math_abs(math_sin(CurTime() * 1.5)) * 0.3)
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return true
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end
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function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
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if SERVER then
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local effectdata = EffectData()
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effectdata:SetOrigin(pl:WorldSpaceCenter())
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effectdata:SetNormal(pl:GetUp())
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effectdata:SetEntity(pl)
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util.Effect("death_shade", effectdata, nil, true)
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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("shadeambience")
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pl:SetRenderMode(RENDERMODE_TRANSALPHA)
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end
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function CLASS:SwitchedAway(pl)
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pl:SetRenderMode(RENDERMODE_NORMAL)
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end
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function CLASS:ProcessDamage(pl, dmginfo)
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if SERVER then
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local inflictor = dmginfo:GetInflictor()
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if inflictor:IsValid() and (inflictor:IsPhysicsModel() or inflictor.IsPhysbox) then
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return
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end
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local status = pl.status_shadeambience
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if status and status:IsValid() then
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status:SetLastDamaged(CurTime())
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end
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end
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end
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function CLASS:ShadeShield(pl)
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local shadeshield = pl.ShadeShield
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local curtime = CurTime()
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if pl.NextShield and curtime <= pl.NextShield then return end
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if shadeshield and shadeshield:IsValid() then
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if curtime >= shadeshield:GetStateEndTime() then
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shadeshield:SetState(1)
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shadeshield:SetStateEndTime(curtime + 0.5)
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end
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elseif pl:IsOnGround() and not pl:IsPlayingTaunt() then
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and curtime > wep:GetNextPrimaryFire() and curtime > wep:GetNextSecondaryFire() then
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local status = pl:GiveStatus("shadeshield")
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if status and status:IsValid() then
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status:SetStateEndTime(curtime + 0.5)
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for _, ent in pairs(ents.FindByClass("env_shadecontrol")) do
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if ent:IsValid() and ent:GetOwner() == pl then
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ent:Remove()
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return
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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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end
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function CLASS:AltUse(pl)
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self:ShadeShield(pl)
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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/shadev2"
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CLASS.IconColor = Color(0, 50, 255)
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local ToZero = {"ValveBiped.Bip01_L_Thigh", "ValveBiped.Bip01_R_Thigh", "ValveBiped.Bip01_L_Calf", "ValveBiped.Bip01_R_Calf", "ValveBiped.Bip01_L_Foot", "ValveBiped.Bip01_R_Foot"}
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function CLASS:BuildBonePositions(pl)
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for _, bonename in pairs(ToZero) do
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local boneid = pl:LookupBone(bonename)
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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 nodraw = false
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local matWhite = Material("models/debug/debugwhite")
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local matRefract = Material("models/spawn_effect")
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function CLASS:PreRenderEffects(pl)
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if render.SupportsVertexShaders_2_0() then
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local normal = pl:GetUp()
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render.EnableClipping(true)
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render.PushCustomClipPlane(normal, normal:Dot(pl:GetPos() + normal * 16))
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end
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if nodraw then return end
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local red = 0
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local status = pl.status_shadeambience
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if status and status:IsValid() then
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red = 1 - math_Clamp((CurTime() - status:GetLastDamaged()) * 3, 0, 1) ^ 3
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end
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render.SetColorModulation(red, 0.1, 1 - red)
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render.SetBlend(0.5 + math_abs(math_cos(CurTime())) ^ 2 * 0.1)
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render.SuppressEngineLighting(true)
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render.ModelMaterialOverride(matWhite)
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end
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function CLASS:PostRenderEffects(pl)
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if render.SupportsVertexShaders_2_0() then
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render.PopCustomClipPlane()
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render.EnableClipping(false)
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end
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if nodraw then return end
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render.SetColorModulation(1, 1, 1)
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render.SetBlend(1)
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render.SuppressEngineLighting(false)
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render.ModelMaterialOverride()
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if render.SupportsPixelShaders_2_0() then
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render.UpdateRefractTexture()
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matRefract:SetFloat("$refractamount", 0.01)
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render.ModelMaterialOverride(matRefract)
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nodraw = true
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pl:DrawModel()
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nodraw = false
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render.ModelMaterialOverride(0)
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end
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end
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function CLASS:PrePlayerDraw(pl)
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pl:RemoveAllDecals()
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self:PreRenderEffects(pl)
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end
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function CLASS:PostPlayerDraw(pl)
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self:PostRenderEffects(pl)
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end
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