zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/zombieclasses/burster.lua
2014-10-01 20:49:54 -04:00

192 lines
4.7 KiB
Lua

CLASS.Hidden = true
CLASS.Disabled = true
CLASS.Unlocked = true
CLASS.Name = "Burster"
CLASS.TranslationName = "class_burster"
CLASS.Description = "description_burster"
CLASS.Help = "controls_burster"
CLASS.Wave = 5 / 6
CLASS.Health = 100
CLASS.Speed = 160
CLASS.Points = 3
CLASS.CanTaunt = true
CLASS.SWEP = "weapon_zs_burster"
CLASS.Model = Model("models/player/zombie_fast.mdl")
CLASS.VoicePitch = 0.7
local STEPSOUNDTIME_NORMAL = STEPSOUNDTIME_NORMAL
local STEPSOUNDTIME_WATER_FOOT = STEPSOUNDTIME_WATER_FOOT
local STEPSOUNDTIME_ON_LADDER = STEPSOUNDTIME_ON_LADDER
local STEPSOUNDTIME_WATER_KNEE = STEPSOUNDTIME_WATER_KNEE
local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
function CLASS:PlayPainSound(pl)
pl:EmitSound("npc/zombie_poison/pz_warn"..math.random(2)..".wav", 75, math.Rand(137, 143))
return true
end
function CLASS:PlayDeathSound(pl)
pl:EmitSound("npc/zombie_poison/pz_die2.wav", 75, math.Rand(122, 128))
return true
end
local mathrandom = math.random
local StepSounds = {
"npc/zombie/foot1.wav",
"npc/zombie/foot2.wav",
"npc/zombie/foot3.wav"
}
local ScuffSounds = {
"npc/zombie/foot_slide1.wav",
"npc/zombie/foot_slide2.wav",
"npc/zombie/foot_slide3.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if mathrandom() < 0.15 then
pl:EmitSound(ScuffSounds[mathrandom(#ScuffSounds)], 70)
else
pl:EmitSound(StepSounds[mathrandom(#StepSounds)], 70)
end
return true
end
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
return 625 - pl:GetVelocity():Length()
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 600
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 750
end
return 450
end
function CLASS:CalcMainActivity(pl, velocity)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.GetCharge then
local charge = wep:GetCharge()
if charge > 0 then
pl.CalcSeqOverride = pl:LookupSequence("taunt_zombie_original")
return true
end
end
if pl:WaterLevel() >= 3 then
pl.CalcIdeal = ACT_HL2MP_SWIM_PISTOL
return true
end
if velocity:Length2D() <= 0.5 then
if pl:Crouching() then
pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
else
pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
end
elseif pl:Crouching() then
pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3)
else
pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
end
return true
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.GetCharge then
local charge = wep:GetCharge()
if charge > 0 then
pl:SetPlaybackRate(0)
pl:SetCycle(wep:GetCharge() ^ 2 * 0.8)
return true
end
end
local len2d = velocity:Length2D()
if len2d > 0.5 then
pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed * 0.666, 3))
else
pl:SetPlaybackRate(1)
end
return true
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_ZOMBIE, true)
return ACT_INVALID
end
end
function CLASS:Move(pl, mv)
local wep = pl:GetActiveWeapon()
if wep.Move and wep:Move(mv) then
return true
end
end
if SERVER then
function CLASS:CanPlayerSuicide(pl)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.GetCharge and wep:GetCharge() > 0 then return false end
end
local function DoExplode(pl, pos, magnitude)
local inflictor = pl:GetActiveWeapon()
if not inflictor:IsValid() then inflictor = pl end
local effectdata = EffectData()
effectdata:SetOrigin(pos)
effectdata:SetMagnitude(magnitude)
util.Effect("chemzombieexplode", effectdata, true)
util.PoisonBlastDamage(inflictor, pl, pos, magnitude * 128, magnitude * 85, true)
pl:CheckRedeem()
end
function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
local magnitude = 1
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.GetCharge then magnitude = wep:GetCharge() end
if magnitude == 0 then return end
local pos = pl:WorldSpaceCenter()
pl:Gib(dmginfo)
timer.Simple(0, function() DoExplode(pl, pos, magnitude) end)
return true
end
function CLASS:OnSpawned(pl)
local status = pl:GiveStatus("overridemodel")
if status and status:IsValid() then
status:SetModel("models/Zombie/Poison.mdl")
end
pl:CreateAmbience("bursterambience")
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/chemzombie"