zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/zombieclasses/poison_headcrab.lua
2014-10-01 20:49:54 -04:00

142 lines
3.4 KiB
Lua

CLASS.Name = "Poison Headcrab"
CLASS.TranslationName = "class_poison_headcrab"
CLASS.Description = "description_poison_headcrab"
CLASS.Help = "controls_poison_headcrab"
CLASS.Model = Model("models/headcrabblack.mdl")
CLASS.Wave = 2 / 3
CLASS.Threshold = 0.6
CLASS.SWEP = "weapon_zs_poisonheadcrab"
CLASS.Health = 70
CLASS.Speed = 145
CLASS.JumpPower = 100
CLASS.NoFallDamage = true
CLASS.NoFallSlowdown = true
CLASS.IsHeadcrab = true
CLASS.Points = 4
CLASS.Hull = {Vector(-12, -12, 0), Vector(12, 12, 18.1)}
CLASS.HullDuck = {Vector(-12, -12, 0), Vector(12, 12, 18.1)}
CLASS.ViewOffset = Vector(0, 0, 10)
CLASS.ViewOffsetDucked = Vector(0, 0, 10)
CLASS.StepSize = 8
CLASS.CrouchedWalkSpeed = 1
CLASS.Mass = 40
CLASS.CantDuck = true
CLASS.PainSounds = {"NPC_BlackHeadcrab.Pain"}
CLASS.DeathSounds = {"NPC_BlackHeadcrab.Die"}
function CLASS:Move(pl, mv)
local wep = pl:GetActiveWeapon()
if wep.Move and wep:Move(mv) then
return true
end
end
function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
return true
end
local mathrandom = math.random
local StepSounds = {
"npc/headcrab_poison/ph_step1.wav",
"npc/headcrab_poison/ph_step2.wav",
"npc/headcrab_poison/ph_step3.wav",
"npc/headcrab_poison/ph_step4.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
pl:EmitSound(StepSounds[mathrandom(#StepSounds)], 60)
return true
end
--[[function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
pl:EmitSound("NPC_BlackHeadcrab.Footstep")
return true
end]]
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
return 285 - pl:GetVelocity():Length()
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 200
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 280
end
return 175
end
function CLASS:CalcMainActivity(pl, velocity)
local wep = pl:GetActiveWeapon()
if wep:IsValid() then
if wep.ShouldPlayLeapAnimation and wep:ShouldPlayLeapAnimation() then
pl.CalcSeqOverride = 7
return true
elseif wep.IsGoingToSpit and wep:IsGoingToSpit() then
pl.CalcSeqOverride = 2
return true
end
end
if pl:OnGround() then
if velocity:Length2D() > 0.5 then
pl.CalcIdeal = ACT_RUN
else
pl.CalcSeqOverride = 4
end
else
pl.CalcSeqOverride = 6
end
return true
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
pl:FixModelAngles(velocity)
local seq = pl:GetSequence()
if seq == 2 or seq == 7 then
pl:SetPlaybackRate(1)
if not pl.m_PrevFrameCycle then
pl.m_PrevFrameCycle = true
pl:SetCycle(0)
end
return true
elseif pl.m_PrevFrameCycle then
pl.m_PrevFrameCycle = nil
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/poisonheadcrab"
function CLASS:CreateMove(pl, cmd)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.m_ViewAngles and (wep.IsLeaping and wep:IsLeaping() or wep.IsGoingToLeap and wep:IsGoingToLeap()) then
local maxdiff = FrameTime() * 15
local mindiff = -maxdiff
local originalangles = wep.m_ViewAngles
local viewangles = cmd:GetViewAngles()
local diff = math.AngleDifference(viewangles.yaw, originalangles.yaw)
if diff > maxdiff or diff < mindiff then
viewangles.yaw = math.NormalizeAngle(originalangles.yaw + math.Clamp(diff, mindiff, maxdiff))
end
wep.m_ViewAngles = viewangles
cmd:SetViewAngles(viewangles)
end
end