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

189 lines
4.9 KiB
Lua

CLASS.Name = "Shade"
CLASS.TranslationName = "class_shade"
CLASS.Description = "description_shade"
CLASS.Help = "controls_shade"
CLASS.Wave = 0
CLASS.Threshold = 0
CLASS.Unlocked = true
CLASS.Hidden = true
CLASS.Boss = true
CLASS.NoGibs = true
CLASS.NoFallDamage = true
CLASS.NoFallSlowdown = true
CLASS.NoShadow = true
CLASS.Health = 1200
CLASS.Speed = 125
CLASS.FearPerInstance = 1
CLASS.Points = 30
CLASS.SWEP = "weapon_zs_shade"
CLASS.Model = Model("models/player/zombie_fast.mdl")
CLASS.VoicePitch = 0.8
CLASS.PainSounds = {Sound("npc/barnacle/barnacle_pull1.wav"), Sound("npc/barnacle/barnacle_pull2.wav"), Sound("npc/barnacle/barnacle_pull3.wav"), Sound("npc/barnacle/barnacle_pull4.wav")}
CLASS.DeathSounds = {Sound("zombiesurvival/wraithdeath1.ogg"), Sound("zombiesurvival/wraithdeath2.ogg"), Sound("zombiesurvival/wraithdeath3.ogg"), Sound("zombiesurvival/wraithdeath4.ogg")}
local ACT_HL2MP_IDLE_MAGIC = ACT_HL2MP_IDLE_MAGIC
local ACT_HL2MP_RUN_MAGIC = ACT_HL2MP_RUN_MAGIC
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
return true
end
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
return 1000
end
function CLASS:CalcMainActivity(pl, velocity)
if pl.ShadeControl and pl.ShadeControl:IsValid() then
if velocity:Length2D() <= 0.5 then
pl.CalcIdeal = ACT_HL2MP_IDLE_MAGIC
else
pl.CalcIdeal = ACT_HL2MP_RUN_MAGIC
end
return true
end
pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
return true
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2, true)
return ACT_INVALID
end
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
pl:SetPlaybackRate(1)
pl:SetCycle(0.35 + math.abs(math.sin(CurTime() * 1.5)) * 0.3)
return true
end
function CLASS:ProcessDamage(pl, dmginfo)
local attacker = dmginfo:GetAttacker()
if not SHADEFLASHLIGHTDAMAGE and attacker:IsPlayer() and attacker:Team() == TEAM_HUMAN then
dmginfo:SetDamage(0)
dmginfo:ScaleDamage(0)
if SERVER then
local center = pl:LocalToWorld(pl:OBBCenter())
local hitpos = pl:NearestPoint(dmginfo:GetDamagePosition())
local effectdata = EffectData()
effectdata:SetOrigin(center)
effectdata:SetStart(pl:WorldToLocal(hitpos))
effectdata:SetAngles((center - hitpos):Angle())
effectdata:SetEntity(pl)
util.Effect("shadedeflect", effectdata, true, true)
local status = pl.status_shadeambience
if status and status:IsValid() then
status:SetLastReflect(CurTime())
end
end
end
end
function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
return true
end
if SERVER then
function CLASS:OnSpawned(pl)
pl:CreateAmbience("shadeambience")
pl:SetRenderMode(RENDERMODE_TRANSALPHA)
end
function CLASS:SwitchedAway(pl)
pl:SetRenderMode(RENDERMODE_NORMAL)
end
end
if not CLIENT then return end
--CLASS.Icon = "zombiesurvival/killicons/shade"
local ToZero = {"ValveBiped.Bip01_L_Thigh", "ValveBiped.Bip01_R_Thigh", "ValveBiped.Bip01_L_Calf", "ValveBiped.Bip01_R_Calf", "ValveBiped.Bip01_L_Foot", "ValveBiped.Bip01_R_Foot"}
function CLASS:BuildBonePositions(pl)
for _, bonename in pairs(ToZero) do
local boneid = pl:LookupBone(bonename)
if boneid and boneid > 0 then
pl:ManipulateBoneScale(boneid, vector_tiny)
end
end
end
local nodraw = false
local matWhite = Material("models/debug/debugwhite")
local matRefract = Material("models/spawn_effect")
function CLASS:PreRenderEffects(pl)
if render.SupportsVertexShaders_2_0() then
local normal = pl:GetUp()
render.EnableClipping(true)
render.PushCustomClipPlane(normal, normal:Dot(pl:GetPos() + normal * 16))
end
if nodraw then return end
local red = 0
local baseblend = 0.1
local status = pl.status_shadeambience
if status and status:IsValid() then
red = 1 - math.Clamp((CurTime() - status:GetLastDamaged()) * 3, 0, 1) ^ 3
baseblend = baseblend + (1 - math.Clamp((CurTime() - status:GetLastReflect()) * 2, 0, 1) ^ 0.5) * 0.75
end
render.SetColorModulation(red, 0.1, 1 - red)
render.SetBlend(baseblend + math.abs(math.cos(CurTime())) ^ 2 * 0.1)
render.SuppressEngineLighting(true)
render.ModelMaterialOverride(matWhite)
end
function CLASS:PostRenderEffects(pl)
if render.SupportsVertexShaders_2_0() then
render.PopCustomClipPlane()
render.EnableClipping(false)
end
if nodraw then return end
render.SetColorModulation(1, 1, 1)
render.SetBlend(1)
render.SuppressEngineLighting(false)
render.ModelMaterialOverride()
if render.SupportsPixelShaders_2_0() then
render.UpdateRefractTexture()
matRefract:SetFloat("$refractamount", 0.01)
render.ModelMaterialOverride(matRefract)
nodraw = true
pl:DrawModel()
nodraw = false
render.ModelMaterialOverride(0)
end
end
function CLASS:PrePlayerDraw(pl)
pl:RemoveAllDecals()
self:PreRenderEffects(pl)
end
function CLASS:PostPlayerDraw(pl)
self:PostRenderEffects(pl)
end