e9da54c2f9
Too many changes to list.
220 lines
5.1 KiB
Lua
220 lines
5.1 KiB
Lua
CLASS.Name = "Zombie Legs"
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CLASS.TranslationName = "class_zombie_legs"
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CLASS.Description = "description_zombie_legs"
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CLASS.Model = Model("models/player/zombie_classic.mdl")
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CLASS.OverrideModel = Model("models/Zombie/Classic_legs.mdl")
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CLASS.NoHead = true
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CLASS.Wave = 0
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CLASS.Threshold = 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 = 170
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CLASS.JumpPower = 250
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CLASS.CanTaunt = true
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CLASS.Points = CLASS.Health/GM.LegsZombiePointRatio
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CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 32)}
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CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)}
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CLASS.ViewOffset = Vector(0, 0, 32)
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CLASS.ViewOffsetDucked = Vector(0, 0, 32)
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CLASS.Mass = DEFAULT_MASS * 0.5
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CLASS.CrouchedWalkSpeed = 1
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CLASS.CantDuck = true
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CLASS.CanFeignDeath = true
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CLASS.VoicePitch = 0.65
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CLASS.SWEP = "weapon_zs_zombielegs"
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CLASS.BloodColor = -1
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local math_random = math.random
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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:IgnoreLegDamage(pl, dmginfo)
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return true
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end
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end
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function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
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if not dmginfo:IsBulletDamage() then return true end
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if hitgroup ~= HITGROUP_LEFTLEG and hitgroup ~= HITGROUP_RIGHTLEG and hitgroup ~= HITGROUP_GEAR and hitgroup ~= HITGROUP_GENERIC and dmginfo:GetDamagePosition().z > pl:LocalToWorld(Vector(0, 0, self.Hull[2].z * 1.33)).z then
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dmginfo:SetDamage(0)
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dmginfo:ScaleDamage(0)
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end
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return true
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end
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--[[function CLASS:Move(pl, mv)
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local wep = pl:GetActiveWeapon()
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if wep.Move and wep:Move(mv) then
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return true
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end
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end]]
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function CLASS:ShouldDrawLocalPlayer(pl)
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return true
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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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--[[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 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 velocity:Length2DSqr() <= 1 then
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return ACT_HL2MP_IDLE_ZOMBIE, -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 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 * 0.75, 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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if not CLIENT then return end
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CLASS.Icon = "zombiesurvival/killicons/legs"
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-- This whole point of this is to stop drawing decals on the upper part of the model. It doesn't actually do anything to the visible model.
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local undo = false
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function CLASS:PrePlayerDraw(pl)
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local boneid = pl:LookupBone("ValveBiped.Bip01_Spine")
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if boneid and boneid > 0 then
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local pos, ang = pl:GetBonePosition(boneid)
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if pos then
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local normal = ang:Forward() * -1
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render.EnableClipping(true)
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render.PushCustomClipPlane(normal, normal:Dot(pos))
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undo = true
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end
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end
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end
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function CLASS:PostPlayerDraw(pl)
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if undo then
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render.PopCustomClipPlane()
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render.EnableClipping(false)
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end
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end
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function CLASS:BuildBonePositions(pl)
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local desired
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local bone = "ValveBiped.Bip01_L_Thigh"
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() then
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if wep.GetSwingEndTime and wep:GetSwingEndTime() > 0 then
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desired = 1 - math.Clamp((wep:GetSwingEndTime() - CurTime()) / wep.MeleeDelay, 0, 1)
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end
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if wep:GetDTBool(3) then
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bone = "ValveBiped.Bip01_R_Thigh"
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end
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end
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desired = desired or 0
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if desired > 0 then
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pl.m_KickDelta = CosineInterpolation(0, 1, desired)
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else
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pl.m_KickDelta = math.Approach(pl.m_KickDelta or 0, desired, FrameTime() * 4)
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end
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local boneid = pl:LookupBone(bone)
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if boneid and boneid > 0 then
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pl:ManipulateBoneAngles(boneid, pl.m_KickDelta * Angle(bone == "ValveBiped.Bip01_L_Thigh" and 0 or 20, -110, 30))
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end
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end
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