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

199 lines
5.1 KiB
Lua

CLASS.Name = "Shadow Walker"
CLASS.TranslationName = "class_shadow_walker"
CLASS.Description = "description_shadow_walker"
CLASS.Help = "controls_shadow_lurker"
CLASS.BetterVersion = "Frigid Revenant"
CLASS.Model = Model("models/player/corpse1.mdl")
CLASS.OverrideModel = Model("models/player/skeleton.mdl")
CLASS.CanTaunt = true
CLASS.SWEP = "weapon_zs_shadowwalker"
CLASS.Wave = 2 / 6
CLASS.Health = 220
CLASS.Speed = 180
CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio
CLASS.VoicePitch = 0.55
CLASS.CanFeignDeath = true
CLASS.NoHideMainModel = true
CLASS.Skeletal = true
local math_random = math.random
local math_min = math.min
local math_max = math.max
local DMG_BULLET = DMG_BULLET
local ACT_HL2MP_ZOMBIE_SLUMP_RISE = ACT_HL2MP_ZOMBIE_SLUMP_RISE
local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
local ACT_HL2MP_IDLE_CROUCH_FIST = ACT_HL2MP_IDLE_CROUCH_FIST
local ACT_HL2MP_IDLE_KNIFE = ACT_HL2MP_IDLE_KNIFE
local ACT_HL2MP_WALK_CROUCH_KNIFE = ACT_HL2MP_WALK_CROUCH_KNIFE
local ACT_HL2MP_RUN_KNIFE = ACT_HL2MP_RUN_KNIFE
function CLASS:KnockedDown(pl, status, exists)
pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD)
end
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if math_random(2) == 1 then
pl:EmitSound("npc/barnacle/neck_snap1.wav", 65, math_random(135, 150), 0.27)
else
pl:EmitSound("npc/barnacle/neck_snap2.wav", 65, math_random(135, 150), 0.27)
end
return true
end
function CLASS:CalcMainActivity(pl, velocity)
if velocity:Length2DSqr() <= 1 then
return ACT_IDLE, -1
end
return ACT_WALK, -1
end
function CLASS:PlayPainSound(pl)
pl:EmitSound("npc/antlion/pain2.wav", 70, math_random(190, 200))
pl.NextPainSound = CurTime() + 0.5
return true
end
function CLASS:PlayDeathSound(pl)
pl:EmitSound("npc/antlion/pain"..math_random(2)..".wav", 70, math_random(190, 200))
return true
end
function CLASS:CalcMainActivity(pl, velocity)
local feign = pl.FeignDeath
if feign and feign:IsValid() then
if feign:GetDirection() == DIR_BACK then
return 1, pl:LookupSequence("zombie_slump_rise_02_fast")
end
return ACT_HL2MP_ZOMBIE_SLUMP_RISE, -1
end
if pl:WaterLevel() >= 3 then
return ACT_HL2MP_SWIM_PISTOL, -1
end
if velocity:Length2DSqr() <= 1 then
if pl:Crouching() and pl:OnGround() then
return ACT_HL2MP_IDLE_CROUCH_FIST, -1
end
return ACT_HL2MP_IDLE_KNIFE, -1
end
if pl:Crouching() and pl:OnGround() then
return ACT_HL2MP_WALK_CROUCH_KNIFE, -1
end
return ACT_HL2MP_RUN_KNIFE, -1
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local feign = pl.FeignDeath
if feign and feign:IsValid() then
if feign:GetState() == 1 then
pl:SetCycle(1 - math_max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
else
pl:SetCycle(math_max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
end
pl:SetPlaybackRate(0)
return true
end
local len = velocity:Length()
if len > 1 then
--pl:SetPlaybackRate(math_min(len / maxseqgroundspeed * 0.666, 3))
pl:SetPlaybackRate(math_min(len / maxseqgroundspeed, 3))
else
pl:SetPlaybackRate(1)
end
return true
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
pl:DoZombieAttackAnim(data)
return ACT_INVALID
elseif event == PLAYERANIMEVENT_RELOAD then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_TAUNT_ZOMBIE, true)
return ACT_INVALID
end
end
function CLASS:DoesntGiveFear(pl)
return pl.FeignDeath and pl.FeignDeath:IsValid()
end
if SERVER then
function CLASS:AltUse(pl)
pl:StartFeignDeath()
end
function CLASS:ProcessDamage(pl, dmginfo)
if dmginfo:GetInflictor().IsMelee then
dmginfo:SetDamage(dmginfo:GetDamage() / 2)
end
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/skeletal_walker"
CLASS.IconColor = Color(50, 50, 50)
local render_SetBlend = render.SetBlend
local render_SetColorModulation = render.SetColorModulation
local render_SetMaterial = render.SetMaterial
local render_DrawSprite = render.DrawSprite
local render_ModelMaterialOverride = render.ModelMaterialOverride
local angle_zero = angle_zero
local LocalToWorld = LocalToWorld
local colGlow = Color(255, 0, 0)
local matGlow = Material("sprites/glow04_noz")
local matBlack = CreateMaterial("shadowlurkersheet", "UnlitGeneric", {["$basetexture"] = "Tools/toolsblack", ["$model"] = 1})
local vecEyeLeft = Vector(5, -3.5, -1)
local vecEyeRight = Vector(5, -3.5, 1)
function CLASS:PrePlayerDraw(pl)
render_SetBlend(0.45)
render_SetColorModulation(0.2, 0.2, 0.2)
end
function CLASS:PostPlayerDraw(pl)
render_SetBlend(1)
render_SetColorModulation(1, 1, 1)
end
function CLASS:PrePlayerDrawOverrideModel(pl)
render_ModelMaterialOverride(matBlack)
end
function CLASS:PostPlayerDrawOverrideModel(pl)
render_ModelMaterialOverride(nil)
if pl == MySelf and not pl:ShouldDrawLocalPlayer() or pl.SpawnProtection then return end
local pos, ang = pl:GetBonePositionMatrixed(6)
if pos then
render_SetMaterial(matGlow)
render_DrawSprite(LocalToWorld(vecEyeLeft, angle_zero, pos, ang), 4, 4, colGlow)
render_DrawSprite(LocalToWorld(vecEyeRight, angle_zero, pos, ang), 4, 4, colGlow)
end
end