e9da54c2f9
Too many changes to list.
162 lines
4.2 KiB
Lua
162 lines
4.2 KiB
Lua
CLASS.Name = "Fresh Dead"
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CLASS.TranslationName = "class_fresh_dead"
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CLASS.Description = "description_fresh_dead"
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CLASS.Help = "controls_fresh_dead"
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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 = 100
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CLASS.Speed = 195
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CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio
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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 CurTime = CurTime
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local math_random = math.random
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local math_max = math.max
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local math_min = math.min
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local math_ceil = math.ceil
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local math_Clamp = math.Clamp
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local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
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local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
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local ACT_GMOD_GESTURE_RANGE_ZOMBIE = ACT_GMOD_GESTURE_RANGE_ZOMBIE
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local ACT_HL2MP_ZOMBIE_SLUMP_RISE = ACT_HL2MP_ZOMBIE_SLUMP_RISE
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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 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[math_random(#StepLeftSounds)], 70)
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else
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pl:EmitSound(StepRightSounds[math_random(#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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return ACT_HL2MP_ZOMBIE_SLUMP_RISE, -1
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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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return 1, pl:LookupSequence("zombie_slump_rise_02_fast")
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end
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return ACT_HL2MP_ZOMBIE_SLUMP_RISE, -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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if pl:Crouching() and pl:OnGround() then
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if velocity:Length2DSqr() <= 1 then
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return ACT_HL2MP_IDLE_CROUCH_ZOMBIE, -1
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end
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return ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math_ceil((CurTime() / 4 + pl:EntIndex()) % 3), -1
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end
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return ACT_HL2MP_RUN_ZOMBIE, -1
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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 > 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:DoZombieAttackAnim(data)
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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: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/fresh_dead"
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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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