e9da54c2f9
Too many changes to list.
163 lines
4.4 KiB
Lua
163 lines
4.4 KiB
Lua
CLASS.Name = "Wraith"
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CLASS.TranslationName = "class_wraith"
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CLASS.Description = "description_wraith"
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CLASS.Help = "controls_wraith"
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CLASS.BetterVersion = "Tormented Wraith"
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CLASS.Wave = 0
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CLASS.Unlocked = true
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CLASS.Health = 135
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CLASS.SWEP = "weapon_zs_wraith"
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CLASS.Model = Model("models/player/zelpa/stalker.mdl")
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CLASS.Speed = 150
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CLASS.CanTaunt = true
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CLASS.Points = CLASS.Health/GM.NoHeadboxZombiePointRatio
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CLASS.VoicePitch = 0.65
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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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CLASS.NoShadow = true
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CLASS.IgnoreTargetAssist = true
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CLASS.RenderMode = RENDERMODE_TRANSALPHA -- Prevents flashlight shadows
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CLASS.BloodColor = BLOOD_COLOR_MECH
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local math_min = math.min
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local math_Clamp = math.Clamp
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local IN_SPEED = IN_SPEED
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local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
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local ACT_HL2MP_IDLE_CROUCH_FIST = ACT_HL2MP_IDLE_CROUCH_FIST
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local ACT_HL2MP_IDLE_KNIFE = ACT_HL2MP_IDLE_KNIFE
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local ACT_HL2MP_WALK_CROUCH_KNIFE = ACT_HL2MP_WALK_CROUCH_KNIFE
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local ACT_HL2MP_WALK_KNIFE = ACT_HL2MP_WALK_KNIFE
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local ACT_HL2MP_RUN_KNIFE = ACT_HL2MP_RUN_KNIFE
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local PLAYERANIMEVENT_ATTACK_PRIMARY = PLAYERANIMEVENT_ATTACK_PRIMARY
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local GESTURE_SLOT_ATTACK_AND_RELOAD = GESTURE_SLOT_ATTACK_AND_RELOAD
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local ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL = ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL
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local ACT_GMOD_GESTURE_TAUNT_ZOMBIE = ACT_GMOD_GESTURE_TAUNT_ZOMBIE
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local ACT_INVALID = ACT_INVALID
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function CLASS:Move(pl, move)
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if pl:KeyDown(IN_SPEED) then
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move:SetMaxSpeed(40)
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move:SetMaxClientSpeed(40)
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end
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end
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function CLASS:CalcMainActivity(pl, velocity)
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if pl:WaterLevel() >= 3 then
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return ACT_HL2MP_SWIM_PISTOL, -1
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end
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if pl:WaterLevel() >= 3 then
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return ACT_HL2MP_SWIM_PISTOL, -1
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end
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local len = velocity:Length2DSqr()
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if len <= 1 then
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if pl:Crouching() and pl:OnGround() then
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return ACT_HL2MP_IDLE_CROUCH_FIST, -1
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end
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return ACT_HL2MP_IDLE_KNIFE, -1
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end
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if pl:Crouching() and pl:OnGround() then
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return ACT_HL2MP_WALK_CROUCH_KNIFE, -1
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end
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if len < 2800 then
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return ACT_HL2MP_WALK_KNIFE, -1
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end
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return ACT_HL2MP_RUN_KNIFE, -1
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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local len2d = velocity:Length()
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if len2d > 1 then
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pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed, 3))
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else
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pl:SetPlaybackRate(1)
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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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--[[function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
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-- The Wraith model doesn't have hitboxes.
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return true
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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:GetAlpha(pl)
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local wep = pl:GetActiveWeapon()
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if not wep.IsAttacking then wep = NULL end
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if wep:IsValid() and wep:IsAttacking() then
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return 0.7
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end
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local eyepos = EyePos()
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local nearest = pl:WorldSpaceCenter()
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local norm = nearest - eyepos
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norm:Normalize()
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local dot = EyeVector():Dot(norm)
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local vis = (dot * 0.4 + pl:GetVelocity():Length() / self.Speed / 2 - eyepos:Distance(nearest) / 400) * dot
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return math_Clamp(vis, MySelf:IsValid() and MySelf:Team() == TEAM_UNDEAD and 0.137 or 0, 0.7)
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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 effectdata = EffectData()
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effectdata:SetOrigin(pl:GetPos())
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effectdata:SetNormal(pl:GetForward())
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effectdata:SetEntity(pl)
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util.Effect("death_wraith", effectdata, nil, true)
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return true
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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/wraithv2"
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function CLASS:PrePlayerDraw(pl)
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--pl:RemoveAllDecals()
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local alpha = self:GetAlpha(pl)
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if alpha == 0 then return true end
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render.SetBlend(alpha)
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render.SetColorModulation(0.025, 0.025, 0.1)
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render.SuppressEngineLighting(true)
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end
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function CLASS:PostPlayerDraw(pl)
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render.SuppressEngineLighting(false)
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render.SetColorModulation(1, 1, 1)
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render.SetBlend(1)
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end
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