148 lines
3.6 KiB
Lua
148 lines
3.6 KiB
Lua
CLASS.Name = "Fresh Dead"
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CLASS.TranslationName = "class_fresh_dead"
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CLASS.Description = ""
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CLASS.Help = ""
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CLASS.Wave = 0
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CLASS.Unlocked = true
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CLASS.Hidden = true
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CLASS.Health = 125
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CLASS.Speed = 200
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CLASS.Points = 3
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CLASS.CanTaunt = true
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CLASS.UsePreviousModel = true
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CLASS.SWEP = "weapon_zs_freshdead"
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CLASS.PainSounds = {"npc/zombie/zombie_pain1.wav", "npc/zombie/zombie_pain2.wav", "npc/zombie/zombie_pain3.wav", "npc/zombie/zombie_pain4.wav", "npc/zombie/zombie_pain5.wav", "npc/zombie/zombie_pain6.wav"}
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CLASS.DeathSounds = {"npc/zombie/zombie_die1.wav", "npc/zombie/zombie_die2.wav", "npc/zombie/zombie_die3.wav"}
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CLASS.VoicePitch = 0.65
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CLASS.CanFeignDeath = true
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local mathrandom = math.random
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local StepLeftSounds = {
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"npc/zombie/foot1.wav",
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"npc/zombie/foot2.wav"
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}
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local StepRightSounds = {
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"npc/zombie/foot2.wav",
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"npc/zombie/foot3.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(StepLeftSounds[mathrandom(#StepLeftSounds)], 70)
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else
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pl:EmitSound(StepRightSounds[mathrandom(#StepRightSounds)], 70)
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end
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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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if iFoot == 0 then
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pl:EmitSound("Zombie.FootstepLeft")
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else
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pl:EmitSound("Zombie.FootstepRight")
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end
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return true
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end]]
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function CLASS:CalcMainActivity(pl, velocity)
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local revive = pl.Revive
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if revive and revive:IsValid() then
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pl.CalcIdeal = ACT_HL2MP_ZOMBIE_SLUMP_RISE
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return true
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end
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local feign = pl.FeignDeath
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if feign and feign:IsValid() then
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if feign:GetDirection() == DIR_BACK then
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pl.CalcSeqOverride = pl:LookupSequence("zombie_slump_rise_02_fast")
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else
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pl.CalcIdeal = ACT_HL2MP_ZOMBIE_SLUMP_RISE
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end
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return true
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end
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if pl:WaterLevel() >= 3 then
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pl.CalcIdeal = ACT_HL2MP_SWIM_PISTOL
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elseif pl:Crouching() then
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if velocity:Length2D() <= 0.5 then
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pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
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else
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pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3)
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end
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else
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pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
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end
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return true
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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local revive = pl.Revive
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if revive and revive:IsValid() then
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pl:SetCycle(0.4 + (1 - math.Clamp((revive:GetReviveTime() - CurTime()) / revive.AnimTime, 0, 1)) * 0.6)
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pl:SetPlaybackRate(0)
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return true
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end
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local feign = pl.FeignDeath
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if feign and feign:IsValid() then
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if feign:GetState() == 1 then
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pl:SetCycle(1 - math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
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else
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pl:SetCycle(math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
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end
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pl:SetPlaybackRate(0)
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return true
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end
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local len2d = velocity:Length2D()
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if len2d > 0.5 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, true)
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return ACT_INVALID
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end
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end
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function CLASS:DoesntGiveFear(pl)
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return pl.FeignDeath and pl.FeignDeath:IsValid()
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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)
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pl:SetZombieClass(GAMEMODE.DefaultZombieClass)
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end
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function CLASS:AltUse(pl)
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pl:StartFeignDeath()
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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/zombie"
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function CLASS:PrePlayerDraw(pl)
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render.SetColorModulation(0.5, 0.9, 0.5)
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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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