e9da54c2f9
Too many changes to list.
211 lines
5.8 KiB
Lua
211 lines
5.8 KiB
Lua
CLASS.Name = "Charger"
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CLASS.TranslationName = "class_lacerator_charging"
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CLASS.Description = "description_lacerator_charging"
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CLASS.Help = "controls_lacerator_charging"
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CLASS.Model = Model("models/player/zombie_lacerator2.mdl")
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CLASS.Wave = 4 / 6
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CLASS.Health = 350
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CLASS.Speed = 220
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CLASS.SWEP = "weapon_zs_lacerator_charging"
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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.Points = CLASS.Health/GM.NoHeadboxZombiePointRatio
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CLASS.VoicePitch = 0.75
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local math_random = math.random
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local math_min = math.min
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local CurTime = CurTime
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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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local ACT_ZOMBIE_LEAP_START = ACT_ZOMBIE_LEAP_START
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local ACT_ZOMBIE_LEAPING = ACT_ZOMBIE_LEAPING
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local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
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local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01
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local ACT_HL2MP_RUN_ZOMBIE_FAST = ACT_HL2MP_RUN_ZOMBIE_FAST
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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_HL2MP_RUN_CHARGING = ACT_HL2MP_RUN_CHARGING
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local ACT_INVALID = ACT_INVALID
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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(), 140))
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mv:SetMaxClientSpeed(math_min(mv:GetMaxClientSpeed(), 140))
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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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local GearFoley = {
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"npc/combine_soldier/gear1.wav",
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"npc/combine_soldier/gear2.wav",
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"npc/combine_soldier/gear3.wav",
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"npc/combine_soldier/gear4.wav",
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"npc/combine_soldier/gear5.wav",
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"npc/combine_soldier/gear6.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 then
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pl:EmitSound("npc/antlion_guard/foot_heavy1.wav", 70, math_random(120,133), 0.4)
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else
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pl:EmitSound("npc/antlion_guard/foot_heavy2.wav", 70, math_random(120,133), 0.4)
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end
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pl:EmitSound(GearFoley[math_random(#GearFoley)], 70, 100, 0.6)
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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:PlayPainSound(pl)
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pl:EmitSound("npc/fast_zombie/leap1.wav", 75, math_random(70, 80))
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pl.NextPainSound = CurTime() + .5
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return true
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end
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function CLASS:PlayDeathSound(pl)
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pl:EmitSound("npc/zombie/zombie_die"..math_random(3)..".wav",70, math_random(80,85))
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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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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.GetCharge and wep:GetCharge() > 0 and (iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT) then
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return 640 - pl:GetVelocity():Length()
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elseif iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
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return 580 - pl:GetVelocity():Length()
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elseif iType == STEPSOUNDTIME_ON_LADDER then
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return 400
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elseif iType == STEPSOUNDTIME_WATER_KNEE then
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return 550
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end
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return 250
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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 not wep:IsValid() or not wep.GetChargeStart then return end
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if wep:GetChargeStart() > 0 then
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if wep:GetCharge() <= 0 then
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return ACT_ZOMBIE_LEAP_START, -1
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elseif velocity:Length2DSqr() <= 1 then
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return 1, pl:LookupSequence("seq_cower")
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else
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return ACT_HL2MP_RUN_CHARGING, -1
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end
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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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if pl:Crouching() then
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return velocity:Length2DSqr() <= 1 and ACT_HL2MP_IDLE_CROUCH_ZOMBIE or ACT_HL2MP_WALK_CROUCH_ZOMBIE_01, -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 not wep:IsValid() or not wep.GetChargeStart then return end
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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 * 0.666, 3))
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else
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pl:SetPlaybackRate(1)
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end
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if wep:GetChargeStart() > 0 and wep:GetCharge() <= 0 then
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pl:SetPlaybackRate(0.25)
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if not pl.m_PrevFrameCycle then
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pl.m_PrevFrameCycle = true
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pl:SetCycle(0)
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end
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return true
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elseif pl.m_PrevFrameCycle then
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pl.m_PrevFrameCycle = nil
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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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return true
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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 SERVER then return end
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CLASS.Icon = "zombiesurvival/killicons/lacerator"
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CLASS.IconColor = Color(180, 45, 0)
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function CLASS:CreateMove(pl, cmd)
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.m_ViewAngles and ((wep.GetChargeStart and wep:GetChargeStart() ~= 0) or wep.IsCharging) then
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local maxdiff = FrameTime() * 15
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local mindiff = -maxdiff
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local originalangles = wep.m_ViewAngles
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local viewangles = cmd:GetViewAngles()
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local diff = math.AngleDifference(viewangles.yaw, originalangles.yaw)
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if diff > maxdiff or diff < mindiff then
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viewangles.yaw = math.NormalizeAngle(originalangles.yaw + math.Clamp(diff, mindiff, maxdiff))
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end
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wep.m_ViewAngles = viewangles
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cmd:SetViewAngles(viewangles)
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end
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end
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function CLASS:PrePlayerDraw(pl)
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render.SetColorModulation(0.7, 0.17, 0)
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end
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function CLASS:PostPlayerDraw(pl)
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render.SetColorModulation(1, 1, 1)
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end
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