e9da54c2f9
Too many changes to list.
286 lines
8.1 KiB
Lua
286 lines
8.1 KiB
Lua
CLASS.Name = "Zombie"
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CLASS.TranslationName = "class_zombie"
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CLASS.Description = "description_zombie"
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CLASS.Help = "controls_zombie"
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CLASS.BetterVersion = "Eradicator"
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CLASS.Wave = 0
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CLASS.Unlocked = true
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CLASS.IsDefault = true
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CLASS.Order = 0
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CLASS.Health = 225
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CLASS.Speed = 175
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CLASS.Revives = true
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CLASS.CanTaunt = true
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CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio
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CLASS.SWEP = "weapon_zs_zombie"
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CLASS.Model = Model("models/player/zombie_classic_hbfix.mdl")
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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_ceil = math.ceil
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local math_Clamp = math.Clamp
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local math_min = math.min
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local math_max = math.max
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local ACT_HL2MP_ZOMBIE_SLUMP_RISE = ACT_HL2MP_ZOMBIE_SLUMP_RISE
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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_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
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local ACT_HL2MP_IDLE_ZOMBIE = ACT_HL2MP_IDLE_ZOMBIE
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local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01
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local ACT_HL2MP_WALK_ZOMBIE_01 = ACT_HL2MP_WALK_ZOMBIE_01
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local GESTURE_SLOT_ATTACK_AND_RELOAD = GESTURE_SLOT_ATTACK_AND_RELOAD
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local PLAYERANIMEVENT_ATTACK_PRIMARY = PLAYERANIMEVENT_ATTACK_PRIMARY
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local ACT_GMOD_GESTURE_RANGE_ZOMBIE = ACT_GMOD_GESTURE_RANGE_ZOMBIE
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local ACT_INVALID = ACT_INVALID
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local PLAYERANIMEVENT_RELOAD = PLAYERANIMEVENT_RELOAD
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local ACT_GMOD_GESTURE_TAUNT_ZOMBIE = ACT_GMOD_GESTURE_TAUNT_ZOMBIE
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local STEPSOUNDTIME_NORMAL = STEPSOUNDTIME_NORMAL
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local STEPSOUNDTIME_WATER_FOOT = STEPSOUNDTIME_WATER_FOOT
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local STEPSOUNDTIME_ON_LADDER = STEPSOUNDTIME_ON_LADDER
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local STEPSOUNDTIME_WATER_KNEE = STEPSOUNDTIME_WATER_FOOT
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local HITGROUP_HEAD = HITGROUP_HEAD
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local HITGROUP_LEFTLEG = HITGROUP_LEFTLEG
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local HITGROUP_RIGHTLEG = HITGROUP_RIGHTLEG
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local DMG_ALWAYSGIB = DMG_ALWAYSGIB
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local DMG_BURN = DMG_BURN
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local DMG_CRUSH = DMG_CRUSH
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local bit_band = bit.band
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function CLASS:KnockedDown(pl, status, exists)
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pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD)
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end
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local StepSounds = {
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"npc/zombie/foot1.wav",
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"npc/zombie/foot2.wav",
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"npc/zombie/foot3.wav"
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}
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local ScuffSounds = {
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"npc/zombie/foot_slide1.wav",
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"npc/zombie/foot_slide2.wav",
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"npc/zombie/foot_slide3.wav"
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}
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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if math_random() < 0.15 then
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pl:EmitSound(ScuffSounds[math_random(#ScuffSounds)], 70)
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else
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pl:EmitSound(StepSounds[math_random(#StepSounds)], 70)
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end
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return true
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end
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-- Sound scripts are LITERALLY 100x slower than raw file input. Test it yourself if you don't believe me.
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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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if math_random() < 0.15 then
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pl:EmitSound("Zombie.ScuffLeft")
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else
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pl:EmitSound("Zombie.FootstepLeft")
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end
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else
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if math_random() < 0.15 then
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pl:EmitSound("Zombie.ScuffRight")
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else
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pl:EmitSound("Zombie.FootstepRight")
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end
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end
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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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if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
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return 625 - pl:GetVelocity():Length()
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elseif iType == STEPSOUNDTIME_ON_LADDER then
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return 600
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elseif iType == STEPSOUNDTIME_WATER_KNEE then
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return 750
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end
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return 450
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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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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.IsMoaning and wep:IsMoaning() then
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return ACT_HL2MP_RUN_ZOMBIE, -1
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end
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if velocity:Length2DSqr() <= 1 then
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if pl:Crouching() and pl:OnGround() then
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return ACT_HL2MP_IDLE_CROUCH_ZOMBIE, -1
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end
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return ACT_HL2MP_IDLE_ZOMBIE, -1
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end
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if pl:Crouching() and pl:OnGround() then
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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_WALK_ZOMBIE_01 - 1 + math_ceil((CurTime() / 3 + pl:EntIndex()) % 3), -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:Length()
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if len2d > 1 then
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.IsMoaning and wep:IsMoaning() then
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pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed, 3))
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else
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pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.666, 3))
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end
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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:AltUse(pl)
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pl:StartFeignDeath()
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end
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function CLASS:ProcessDamage(pl, dmginfo)
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local damage = dmginfo:GetDamage()
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if damage >= 70 or damage < pl:Health() then return end
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local attacker, inflictor = dmginfo:GetAttacker(), dmginfo:GetInflictor()
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if attacker == pl or not attacker:IsPlayer() or inflictor.IsMelee or inflictor.NoReviveFromKills then return end
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local hitgroup = pl:LastHitGroup()
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if pl:WasHitInHead() or pl:GetStatus("shockdebuff") or hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG then return end
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local dmgtype = dmginfo:GetDamageType()
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if bit_band(dmgtype, DMG_ALWAYSGIB) ~= 0 or bit_band(dmgtype, DMG_BURN) ~= 0 or bit_band(dmgtype, DMG_CRUSH) ~= 0 then return end
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if pl.FeignDeath and pl.FeignDeath:IsValid() then return end
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if CurTime() < (pl.NextZombieRevive or 0) then return end
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pl.NextZombieRevive = CurTime() + 3
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dmginfo:SetDamage(0)
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pl:SetHealth(10)
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local status = pl:GiveStatus("revive_slump")
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if status then
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status:SetReviveTime(CurTime() + 2.25)
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status:SetReviveHeal(10)
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end
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return true
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end
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function CLASS:ReviveCallback(pl, attacker, dmginfo)
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if not pl:ShouldReviveFrom(dmginfo) then return false end
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local classtable = math_random(3) == 3 and GAMEMODE.ZombieClasses["Zombie Legs"] or GAMEMODE.ZombieClasses["Zombie Torso"]
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if classtable then
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pl:RemoveStatus("overridemodel", false, true)
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local deathclass = pl.DeathClass or pl:GetZombieClass()
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pl:SetZombieClass(classtable.Index)
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pl:DoHulls(classtable.Index, TEAM_UNDEAD)
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pl.DeathClass = deathclass
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pl:EmitSound("physics/flesh/flesh_bloody_break.wav", 100, 75)
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if classtable == GAMEMODE.ZombieClasses["Zombie Torso"] then
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local ent = ents.Create("prop_dynamic_override")
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if ent:IsValid() then
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ent:SetModel(Model("models/Zombie/Classic_legs.mdl"))
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ent:SetPos(pl:GetPos())
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ent:SetAngles(pl:GetAngles())
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ent:Spawn()
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ent:Fire("kill", "", 1.5)
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end
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end
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pl:Gib()
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pl.Gibbed = nil
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timer.Simple(0, function()
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if pl:IsValid() then
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pl:SecondWind()
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end
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end)
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return true
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end
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return false
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end
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function CLASS:OnSecondWind(pl)
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pl:EmitSound("npc/zombie/zombie_voice_idle"..math_random(14)..".wav", 100, 85)
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end
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end
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if CLIENT then
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CLASS.Icon = "zombiesurvival/killicons/zombie"
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end
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