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

169 lines
3.8 KiB
Lua

CLASS.Name = "Headcrab"
CLASS.TranslationName = "class_headcrab"
CLASS.Description = "description_headcrab"
CLASS.Help = "controls_headcrab"
CLASS.Model = Model("models/headcrabclassic.mdl")
CLASS.Wave = 0
CLASS.Unlocked = true
CLASS.SWEP = "weapon_zs_headcrab"
CLASS.Health = 70
CLASS.Speed = 175
CLASS.JumpPower = 100
CLASS.NoFallDamage = true
CLASS.NoFallSlowdown = true
CLASS.Points = CLASS.Health/GM.HeadcrabZombiePointRatio
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 = 25
CLASS.CantDuck = true
CLASS.IsHeadcrab = true
CLASS.PainSounds = {"NPC_HeadCrab.Pain"}
CLASS.DeathSounds = {"NPC_HeadCrab.Die"}
CLASS.BloodColor = BLOOD_COLOR_YELLOW
local CurTime = CurTime
local math_min = math.min
local math_Clamp = math.Clamp
local math_abs = math.abs
function CLASS:Move(pl, mv)
local wep = pl:GetActiveWeapon()
if wep.Move and wep:Move(mv) then
return true
end
end
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
return true
end
function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
return true
end
function CLASS:CalcMainActivity(pl, velocity)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.GetBurrowTime then
local time = wep:GetBurrowTime()
if time > 0 then
return 1, 11
end
if time < 0 then
return 1, 10
end
end
if pl:OnGround() then
if velocity:Length2DSqr() > 1 then
return ACT_RUN, -1
end
return 1, 1
end
if pl:WaterLevel() >= 3 then
return 1, 6
end
return 1, 5
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.GetBurrowTime then
local time = wep:GetBurrowTime()
if time ~= 0 then
pl:SetCycle(math_Clamp((math_abs(time) - CurTime()) / wep.BurrowTime, 0, 1))
pl:SetPlaybackRate(0)
return true
end
end
local seq = pl:GetSequence()
if seq == 5 then
if not pl.m_PrevFrameCycle then
pl.m_PrevFrameCycle = true
pl:SetCycle(0)
end
pl:SetPlaybackRate(1)
return true
elseif pl.m_PrevFrameCycle then
pl.m_PrevFrameCycle = nil
end
local len2d = velocity:Length2D()
if len2d > 1 then
pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.5, 2))
else
pl:SetPlaybackRate(1)
end
return true
end
function CLASS:DoesntGiveFear(pl)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.GetBurrowTime then
return wep:GetBurrowTime() > 0 and CurTime() > math_abs(wep:GetBurrowTime())
end
end
CLASS.NoDraw = CLASS.DoesntGiveFear
function CLASS:ShouldDrawLocalPlayer(pl)
local wep = pl:GetActiveWeapon()
return wep:IsValid() and wep.GetBurrowTime and wep:GetBurrowTime() ~= 0
end
if SERVER then
function CLASS:AltUse(pl)
local wep = pl:GetActiveWeapon()
if wep:IsValid() then wep:Reload() end
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/headcrab"
function CLASS:PrePlayerDraw(pl)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.GetBurrowTime and wep:GetBurrowTime() ~= 0 and CurTime() >= math_abs(wep:GetBurrowTime()) then
return true
end
end
function CLASS:CreateMove(pl, cmd)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.m_ViewAngles and wep.IsPouncing and wep:IsPouncing() 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