zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/zombieclasses/fast_zombie_slingshot.lua
William Moodhe e9da54c2f9 ZS updates for 2014-2018
Too many changes to list.
2018-05-01 18:32:59 -04:00

214 lines
5.5 KiB
Lua

CLASS.Base = "fast_zombie"
CLASS.Wave = 2 / 6
CLASS.Name = "Slingshot Zombie"
CLASS.TranslationName = "class_fast_zombie_slingshot"
CLASS.Description = "description_fast_zombie_slingshot"
CLASS.Help = "controls_fast_zombie_slingshot"
CLASS.Revives = false
CLASS.Health = 180
CLASS.Speed = 235
CLASS.SWEP = "weapon_zs_fastzombie_slingshot"
CLASS.Points = CLASS.Health/GM.NoHeadboxZombiePointRatio
local math_random = math.random
local math_min = math.min
local math_Clamp = math.Clamp
local CurTime = CurTime
local STEPSOUNDTIME_NORMAL = STEPSOUNDTIME_NORMAL
local STEPSOUNDTIME_WATER_FOOT = STEPSOUNDTIME_WATER_FOOT
local STEPSOUNDTIME_ON_LADDER = STEPSOUNDTIME_ON_LADDER
local STEPSOUNDTIME_WATER_KNEE = STEPSOUNDTIME_WATER_KNEE
local ACT_ZOMBIE_CLIMB_UP = ACT_ZOMBIE_CLIMB_UP
local ACT_ZOMBIE_LEAP_START = ACT_ZOMBIE_LEAP_START
local ACT_ZOMBIE_LEAPING = ACT_ZOMBIE_LEAPING
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
local ACT_HL2MP_RUN_ZOMBIE_FAST = ACT_HL2MP_RUN_ZOMBIE_FAST
function CLASS:Move(pl, mv)
local wep = pl:GetActiveWeapon()
if wep.Move and wep:Move(mv) then
return true
end
if mv:GetForwardSpeed() <= 0 then
mv:SetMaxSpeed(math_min(mv:GetMaxSpeed(), 90))
mv:SetMaxClientSpeed(math_min(mv:GetMaxClientSpeed(), 90))
end
end
local StepLeftSounds = {
"npc/fast_zombie/foot1.wav",
"npc/fast_zombie/foot2.wav"
}
local StepRightSounds = {
"npc/fast_zombie/foot3.wav",
"npc/fast_zombie/foot4.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if iFoot == 0 then
pl:EmitSound(StepLeftSounds[math_random(#StepLeftSounds)], 70)
else
pl:EmitSound(StepRightSounds[math_random(#StepRightSounds)], 70)
end
return true
end
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
return 450 - pl:GetVelocity():Length()
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 400
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 550
end
return 250
end
function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
return true
end
function CLASS:IgnoreLegDamage(pl, dmginfo)
return true
end
function CLASS:CalcMainActivity(pl, velocity)
local wep = pl:GetActiveWeapon()
if not wep:IsValid() or not wep.GetClimbing or not wep.GetPounceTime then return end
if wep:GetClimbing() then
return ACT_ZOMBIE_CLIMB_UP, -1
end
if wep:GetPounceTime() > 0 then
return ACT_ZOMBIE_LEAP_START, -1
end
local speed = velocity:Length2DSqr()
if not pl:OnGround() or pl:WaterLevel() >= 3 then
return ACT_ZOMBIE_LEAPING, -1
end
if speed <= 1 and wep:IsRoaring() then
return 1, pl:LookupSequence("menu_zombie_01")
end
if speed > 256 and wep:GetSwinging() then --16^2
return ACT_HL2MP_RUN_ZOMBIE, -1
end
return ACT_HL2MP_RUN_ZOMBIE_FAST, -1
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local wep = pl:GetActiveWeapon()
if not wep:IsValid() or not wep.GetClimbing or not wep.GetPounceTime then return end
if wep.GetSwinging and wep:GetSwinging() then
if not pl.PlayingFZSwing then
pl.PlayingFZSwing = true
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY)
end
elseif pl.PlayingFZSwing then
pl.PlayingFZSwing = false
pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD) --pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY, true)
end
if wep:GetClimbing() then
local vel = pl:GetVelocity()
local speed = vel:LengthSqr()
if speed > 64 then --8^2
pl:SetPlaybackRate(math_Clamp(speed / 25600, 0, 1) * (vel.z < 0 and -1 or 1)) --160^2
else
pl:SetPlaybackRate(0)
end
return true
end
if wep.GetPounceTime and wep:GetPounceTime() > 0 then
pl:SetPlaybackRate(0.25)
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
if not pl:OnGround() or pl:WaterLevel() >= 3 then
pl:SetPlaybackRate(1)
if pl:GetCycle() >= 1 then
pl:SetCycle(pl:GetCycle() - 1)
end
return true
end
if wep:IsRoaring() and velocity:Length2DSqr() <= 1 then
pl:SetPlaybackRate(0)
pl:SetCycle(math_Clamp(1 - (wep:GetRoarEndTime() - CurTime()) / wep.RoarTime, 0, 1) * 0.9)
return true
end
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL, true)
return ACT_INVALID
elseif event == PLAYERANIMEVENT_RELOAD then
return ACT_INVALID
end
end
CLASS.ReviveCallback = nil
if SERVER then return end
CLASS.Icon = "zombiesurvival/killicons/fastzombie"
CLASS.IconColor = Color(163, 94, 99)
function CLASS:CreateMove(pl, cmd)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsPouncing then
if wep.m_ViewAngles and wep:IsPouncing() then
local maxdiff = FrameTime() * 20
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
end
local matSkin = Material("models/barnacle/barnacle_sheet")
function CLASS:PrePlayerDraw(pl)
render.ModelMaterialOverride(matSkin)
render.SetColorModulation(0.64, 0.37, 0.39)
end
function CLASS:PostPlayerDraw(pl)
render.ModelMaterialOverride()
render.SetColorModulation(1, 1, 1)
end