e9da54c2f9
Too many changes to list.
159 lines
4.3 KiB
Lua
159 lines
4.3 KiB
Lua
CLASS.Name = "Devourer"
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CLASS.TranslationName = "class_devourer"
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CLASS.Description = "description_devourer"
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CLASS.Help = "controls_devourer"
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CLASS.Boss = true
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CLASS.KnockbackScale = 0
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CLASS.Health = 1600
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CLASS.Speed = 160
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CLASS.CanTaunt = true
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CLASS.FearPerInstance = 1
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CLASS.Points = 30
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CLASS.SWEP = "weapon_zs_devourer"
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CLASS.Model = Model("models/player/charple.mdl")
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CLASS.OverrideModel = Model("models/player/skeleton.mdl")
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CLASS.NoHideMainModel = true
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CLASS.VoicePitch = 0.65
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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.Skeletal = true
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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 ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
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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 = ACT_HL2MP_RUN_ZOMBIE
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local StepSounds = {
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"npc/zombie/foot1.wav",
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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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pl:EmitSound(StepSounds[math_random(#StepSounds)], 70)
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return true
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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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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_HL2MP_GESTURE_RANGE_ATTACK_MELEE, 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
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function CLASS:OnSpawned(pl)
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pl:CreateAmbience("devourerambience")
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end
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end
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local vecSpineOffset = Vector(1, 3, 0)
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local MuscularBones = {
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["ValveBiped.Bip01_R_Upperarm"] = Vector(1, 2, 3.5),
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["ValveBiped.Bip01_R_Forearm"] = Vector(1, 2.5, 3),
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["ValveBiped.Bip01_L_Upperarm"] = Vector(1, 2, 3.5),
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["ValveBiped.Bip01_L_Forearm"] = Vector(1, 2.5, 3),
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["ValveBiped.Bip01_L_Hand"] = Vector(1, 2, 4),
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["ValveBiped.Bip01_R_Hand"] = Vector(1, 2, 4),
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["ValveBiped.Bip01_L_Thigh"] = Vector(1, 2, 3),
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["ValveBiped.Bip01_R_Thigh"] = Vector(1, 2, 3),
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["ValveBiped.Bip01_L_Calf"] = Vector(1, 2, 3),
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["ValveBiped.Bip01_R_Calf"] = Vector(1, 2, 3),
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["ValveBiped.Bip01_L_Foot"] = Vector(1, 2, 3),
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["ValveBiped.Bip01_R_Foot"] = Vector(1, 2, 3),
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}
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local SpineBones = {"ValveBiped.Bip01_Spine2", "ValveBiped.Bip01_Spine4", "ValveBiped.Bip01_Spine1", "ValveBiped.Bip01_Neck1"}
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function CLASS:BuildBonePositions(pl)
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for _, bone in pairs(SpineBones) do
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local boneid = pl:LookupBone(bone)
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if boneid and boneid > 0 then
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pl:ManipulateBonePosition(boneid, vecSpineOffset)
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end
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end
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for bonename, newscale in pairs(MuscularBones) do
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local boneid = pl:LookupBone(bonename)
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if boneid and boneid > 0 then
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pl:ManipulateBoneScale(boneid, newscale)
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end
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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/devourer"
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local matFlesh = Material("models/flesh")
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local matBlack = CreateMaterial("devourer", "UnlitGeneric", {["$basetexture"] = "Tools/toolsblack", ["$model"] = 1})
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function CLASS:PrePlayerDraw(pl)
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render.ModelMaterialOverride(matFlesh)
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render.SetColorModulation(0.45, 0.35, 0.05)
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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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render.ModelMaterialOverride()
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end
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function CLASS:PrePlayerDrawOverrideModel(pl)
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render.ModelMaterialOverride(matBlack)
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end
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function CLASS:PostPlayerDrawOverrideModel(pl)
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render.ModelMaterialOverride(nil)
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end
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