zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/zombieclasses/flesh_creeper.lua
William Moodhe e9da54c2f9 ZS updates for 2014-2018
Too many changes to list.
2018-05-01 18:32:59 -04:00

193 lines
4.6 KiB
Lua

CLASS.Name = "Flesh Creeper"
CLASS.TranslationName = "class_flesh_creeper"
CLASS.Description = "description_flesh_creeper"
CLASS.Help = "controls_flesh_creeper"
CLASS.Wave = 0
CLASS.Hidden = true
CLASS.Unlocked = true
CLASS.NotRandomStart = true
CLASS.Health = 175
CLASS.SWEP = "weapon_zs_fleshcreeper"
CLASS.Model = Model("models/antlion.mdl")
CLASS.Speed = 160
CLASS.JumpPower = 220
CLASS.Points = CLASS.Health/GM.NoHeadboxZombiePointRatio
CLASS.VoicePitch = 0.55
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")}
CLASS.DeathSounds = {Sound("npc/barnacle/barnacle_die1.wav"), Sound("npc/barnacle/barnacle_die2.wav")}
CLASS.ModelScale = 0.65
--[[CLASS.ModelScale = 0.6324555
CLASS.ClientsideModelScale = 0.4 / CLASS.ModelScale]]
CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 36)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 36)}
CLASS.ViewOffset = Vector(0, 0, 35.5)
CLASS.ViewOffsetDucked = Vector(0, 0, 35.5)
local CurTime = CurTime
local math_random = math.random
local math_sin = math.sin
local IN_JUMP = IN_JUMP
function CLASS:CanUse(pl)
return GAMEMODE:GetDynamicSpawning() and not GAMEMODE.ZombieEscape
end
function CLASS:Move(pl, mv)
local wep = pl:GetActiveWeapon()
if wep.Move and wep:Move(mv) then
return true
end
if mv:GetForwardSpeed() <= 0 then
mv:SetMaxSpeed(mv:GetMaxSpeed() * 0.45)
mv:SetMaxClientSpeed(mv:GetMaxClientSpeed() * 0.45)
end
end
function CLASS:CalcMainActivity(pl, velocity)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsInAttackAnim then
if wep:IsInAttackAnim() then
return 1, 14
end
if wep:GetHoldingRightClick() then
return 1, 21
end
end
if wep.IsPouncing and wep:IsPouncing() then
return ACT_GLIDE, -1
end
if velocity:Length2DSqr() > 1 then
--[[if pl:Crouching() and pl:OnGround() then
return 1, 17
else]]
return 1, 4
--[[end
elseif pl:Crouching() and pl:OnGround() then
pl.CalcSeqOverride = 40]]
end
return 1, 2
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsInAttackAnim then
if wep:IsInAttackAnim() then
pl:SetPlaybackRate(0)
pl:SetCycle(1 - (wep:GetAttackAnimTime() - CurTime()) / wep.Primary.Delay)
return true
elseif wep:GetHoldingRightClick() then
pl:SetPlaybackRate(0)
local delta = CurTime() - wep:GetRightClickStart()
if delta > 1 then
--pl:SetCycle(0.333 + (delta * 3 % 1) * 0.2)
pl:SetCycle(0.5 + math_sin(delta * 12) * 0.05)
else
--pl:SetCycle(delta / 3)
pl:SetCycle(delta / 2)
end
return true
end
end
if velocity:Length2DSqr() >= 256 then
GAMEMODE.BaseClass.UpdateAnimation(GAMEMODE.BaseClass, pl, velocity, maxseqgroundspeed)
--[[local dir = Vector(0, 0, 0)
dir:Set(velocity)
dir.z = 0
dir:Normalize()
local aimdir = pl:GetAimVector()
aimdir.z = 0
aimdir:Normalize()
if dir:Dot(aimdir) >= 0.5 then
pl:SetPlaybackRate(pl:GetPlaybackRate() / self.ModelScale / 2)
else]]
pl:SetPlaybackRate(pl:GetPlaybackRate() / self.ModelScale)
--end
--[[if pl:Crouching() then
pl:SetPoseParameter("move_yaw", 0)
end]]
return true
end
--[[if pl:Crouching() then
pl:SetCycle(0.5 + math.sin(CurTime() * 2) * 0.025)
pl:SetPlaybackRate(0)
return true
end]]
return true
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
return ACT_INVALID
end
end
function CLASS:CreateMove(pl, cmd)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsSwinging and wep:IsSwinging() and bit.band(cmd:GetButtons(), IN_JUMP) ~= 0 then
cmd:SetButtons(cmd:GetButtons() - IN_JUMP)
end
end
local FootSounds = {
"npc/zombie/foot1.wav",
"npc/zombie/foot2.wav",
"npc/zombie/foot3.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
pl:EmitSound(FootSounds[math_random(#FootSounds)], 65, math.random(105, 115))
return true
end
if SERVER then
function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo)
local ent = pl:FakeDeath(pl:LookupSequence("Flip1"), self.ModelScale, math.Rand(0.45, 0.5))
if ent:IsValid() then
ent:SetMaterial("models/flesh")
end
return true
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/fleshcreeper"
local matFlesh = Material("models/flesh")
function CLASS:PrePlayerDraw(pl)
render.ModelMaterialOverride(matFlesh)
end
function CLASS:PostPlayerDraw(pl)
render.ModelMaterialOverride()
end
function CLASS:ShouldDrawLocalPlayer()
return true
end