e9da54c2f9
Too many changes to list.
156 lines
4.2 KiB
Lua
156 lines
4.2 KiB
Lua
CLASS.Base = "zombie_torso"
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CLASS.Name = "Shadow Lurker"
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CLASS.TranslationName = "class_shadow_lurker"
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CLASS.Description = "description_shadow_lurker"
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CLASS.Help = "controls_shadow_lurker"
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CLASS.Model = Model("models/zombie/classic_torso.mdl")
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CLASS.OverrideModel = Model("models/player/skeleton.mdl")
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CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 22)}
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CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 22)}
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CLASS.SWEP = "weapon_zs_shadowlurker"
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CLASS.Wave = 2 / 6
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CLASS.Unlocked = false
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CLASS.Hidden = false
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CLASS.Health = 165
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CLASS.Speed = 160
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CLASS.JumpPower = 160
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CLASS.Points = CLASS.Health/GM.TorsoZombiePointRatio
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CLASS.VoicePitch = 0.55
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CLASS.NoHideMainModel = true
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CLASS.IsTorso = true
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CLASS.Skeletal = true
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local math_random = math.random
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local ACT_IDLE = ACT_IDLE
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local ACT_WALK = ACT_WALK
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function CLASS:CalcMainActivity(pl, velocity)
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if velocity:Length2DSqr() <= 1 then
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return ACT_IDLE, -1
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end
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return ACT_WALK, -1
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end
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function CLASS:PlayPainSound(pl)
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pl:EmitSound("npc/antlion/pain2.wav", 70, math_random(240, 250))
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pl.NextPainSound = CurTime() + 0.5
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return true
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end
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function CLASS:PlayDeathSound(pl)
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pl:EmitSound("npc/antlion/pain"..math_random(2)..".wav", 70, math_random(240, 250))
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return true
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end
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local StepSounds = {
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Sound("npc/barnacle/neck_snap1.wav"),
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Sound("npc/barnacle/neck_snap2.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)], 50, math_random(210, 220), 0.5)
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return true
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end
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function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
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return GAMEMODE.BaseClass.PlayerStepSoundTime(GAMEMODE, pl, iType, bWalking) --* 2
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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end
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function CLASS:ManipulateOverrideModel(pl, overridemodel)
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overridemodel:ManipulateBoneScale(0, vector_origin)
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overridemodel:ManipulateBoneScale(2, vector_origin)
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overridemodel:ManipulateBoneScale(4, vector_origin)
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for i=18, 25 do
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overridemodel:ManipulateBoneScale(i, vector_origin)
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end
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end
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if SERVER then
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function CLASS:ProcessDamage(pl, dmginfo)
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if dmginfo:GetInflictor().IsMelee then
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dmginfo:SetDamage(dmginfo:GetDamage() / 2)
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end
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end
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function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
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local effectdata = EffectData()
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effectdata:SetOrigin(pl:GetPos())
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effectdata:SetNormal(pl:GetForward())
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effectdata:SetEntity(pl)
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util.Effect("death_shadowlurker", effectdata, nil, true)
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local fakedeath = pl:FakeDeath(462, 1, 1, 1)
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if fakedeath and fakedeath:IsValid() then
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fakedeath:SetColor(color_black)
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fakedeath:SetModel(self.OverrideModel)
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fakedeath:SetPos(fakedeath:GetPos() - fakedeath:GetDeathAngles():Up() * 46)
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self:ManipulateOverrideModel(pl, fakedeath)
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end
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return true
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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/skeletal_lurker"
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CLASS.IconColor = Color(20, 20, 20)
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local render_SetBlend = render.SetBlend
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local render_SetColorModulation = render.SetColorModulation
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local render_SetMaterial = render.SetMaterial
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local render_DrawSprite = render.DrawSprite
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local render_ModelMaterialOverride = render.ModelMaterialOverride
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local angle_zero = angle_zero
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local LocalToWorld = LocalToWorld
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local colGlow = Color(255, 0, 0)
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local matGlow = Material("sprites/glow04_noz")
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local matBlack = CreateMaterial("shadowlurkersheet", "UnlitGeneric", {["$basetexture"] = "Tools/toolsblack", ["$model"] = 1})
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local vecEyeLeft = Vector(5, -3.5, -1)
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local vecEyeRight = Vector(5, -3.5, 1)
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function CLASS:PrePlayerDraw(pl)
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render_SetBlend(0.45)
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render_SetColorModulation(0.1, 0.1, 0.1)
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end
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function CLASS:PostPlayerDraw(pl)
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render_SetBlend(1)
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render_SetColorModulation(1, 1, 1)
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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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if pl == MySelf and not pl:ShouldDrawLocalPlayer() or pl.SpawnProtection then return end
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local pos, ang = pl:GetBonePositionMatrixed(5)
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if pos then
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render_SetMaterial(matGlow)
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render_DrawSprite(LocalToWorld(vecEyeLeft, angle_zero, pos, ang), 4, 4, colGlow)
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render_DrawSprite(LocalToWorld(vecEyeRight, angle_zero, pos, ang), 4, 4, colGlow)
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end
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end
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