e9da54c2f9
Too many changes to list.
291 lines
7.4 KiB
Lua
291 lines
7.4 KiB
Lua
AddCSLuaFile()
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DEFINE_BASECLASS("weapon_zs_zombie")
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SWEP.PrintName = "Charger"
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SWEP.ViewModel = Model("models/weapons/v_pza.mdl")
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SWEP.MeleeDelay = 0.8
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SWEP.MeleeDamage = 23
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SWEP.BleedDamage = 10
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SWEP.MeleeDamageVsProps = 23
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SWEP.Primary.Delay = 1.5
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SWEP.SwingAnimSpeed = 0.6
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SWEP.ChargeDamage = 30
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SWEP.ChargeDamageVsPlayerMul = 0.8333
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SWEP.ChargeReach = 26
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SWEP.ChargeSize = 12
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SWEP.ChargeStartDelay = 0.35
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SWEP.ChargeDelay = 2
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SWEP.ChargeRecovery = 0.75
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SWEP.ChargeTime = 2.5
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SWEP.ChargeAccel = 0.5
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SWEP.ChargeKnockdown = 1.75
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SWEP.Secondary.Automatic = false
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SWEP.NextAllowCharge = 0
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function SWEP:Think()
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BaseClass.Think(self)
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local curtime = CurTime()
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local owner = self:GetOwner()
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if self.NextAllowJump and self.NextAllowJump <= curtime then
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self.NextAllowJump = nil
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owner:ResetJumpPower()
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end
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if self:IsCharging() then
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if owner:WaterLevel() >= 2 or CurTime() > self:GetChargeStart() + self.ChargeTime then
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self:StopCharge()
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elseif IsFirstTimePredicted() then
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local dir = owner:GetVelocity()
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dir:Normalize()
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local chargemul = math.min(self:GetCharge(), owner:GetVelocity():LengthSqr() / 193600)
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local traces = owner:CompensatedZombieMeleeTrace(self.ChargeReach, self.ChargeSize, owner:WorldSpaceCenter(), dir)
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local damage = self:GetDamage(self:GetTracesNumPlayers(traces), self.ChargeDamage * chargemul)
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local hit = false
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for _, trace in ipairs(traces) do
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if not trace.Hit then continue end
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if trace.HitWorld then
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if trace.HitNormal.z < 0.8 then
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hit = true
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self:MeleeHitWorld(trace)
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end
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else
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local ent = trace.Entity
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if ent and ent:IsValid() and not ent:IsProjectile() then
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hit = true
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self:MeleeHit(ent, trace, damage * (ent:IsPlayer() and self.ChargeDamageVsPlayerMul or ent.PounceWeakness or 1) * (self:IsChargeCritical() and not ent:IsPlayer() and 2 or 1), 1)
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if ent:IsPlayer() then
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ent:ThrowFromPositionSetZ(trace.StartPos, 120 * chargemul + owner:GetVelocity():Length() * 0.5)
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if CurTime() >= (ent.NextKnockdown or 0) and self:IsChargeCritical() then
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ent:GiveStatus("knockdown", self.ChargeKnockdown * chargemul)
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ent.NextKnockdown = CurTime() + 4 * chargemul
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end
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end
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end
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end
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end
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if not self.CriticalCharge and self:IsChargeCritical() then
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self:PlayCriticalChargeStartSound()
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self.CriticalCharge = true
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end
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if hit then
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self:PlayChargeHitSound()
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self:StopCharge()
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end
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end
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elseif self:GetChargeStart() > 0 and CurTime() > self:GetChargeStart() then
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self:StartCharge()
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elseif self.m_ViewAngles then
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self.m_ViewAngles = nil
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end
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self:NextThink(curtime)
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return true
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end
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function SWEP:PlayChargeHitSound()
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self:EmitSound("npc/antlion_guard/shove1.wav")
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self:EmitSound("npc/fast_zombie/wake1.wav", 75, math.random(75, 80), nil, CHAN_AUTO)
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end
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function SWEP:PlayCriticalChargeStartSound()
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self:EmitSound("npc/zombie_poison/pz_throw3.wav", 75, math.random(85, 90), nil, CHAN_AUTO)
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end
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function SWEP:Move(mv)
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local charge = self:GetCharge()
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if self:GetChargeStart() > 0 and charge <= 0 then
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mv:SetMaxSpeed(0)
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mv:SetMaxClientSpeed(0)
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elseif charge > 0 then
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mv:SetForwardSpeed(10000)
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mv:SetSideSpeed(mv:GetSideSpeed() * 0.1)
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local mul = 1 + charge * 1 + (self:IsChargeCritical() and 0.5 or 0)
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mv:SetMaxSpeed(mv:GetMaxSpeed() * mul)
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mv:SetMaxClientSpeed(mv:GetMaxClientSpeed() * mul)
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end
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end
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function SWEP:PrimaryAttack()
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if self:IsCharging() or self:GetChargeStart() > 0 then return end
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BaseClass.PrimaryAttack(self)
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end
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function SWEP:MeleeHit(ent, trace, damage, forcescale)
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if not ent:IsPlayer() and not (self:IsCharging() or self:GetChargeStart() > 0) then
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damage = self.MeleeDamageVsProps
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end
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BaseClass.MeleeHit(self, ent, trace, damage, forcescale)
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end
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function SWEP:ApplyMeleeDamage(ent, trace, damage)
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if SERVER and ent:IsPlayer() and not (self:IsCharging() or self:GetChargeStart() > 0) then
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local bleed = ent:GiveStatus("bleed")
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if bleed and bleed:IsValid() then
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bleed:AddDamage(self.BleedDamage)
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bleed.Damager = self:GetOwner()
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end
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end
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BaseClass.ApplyMeleeDamage(self, ent, trace, damage)
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end
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function SWEP:SecondaryAttack()
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if self:IsCharging() or self:GetChargeStart() > 0 then return end
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if self:GetOwner():IsOnGround() then
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if CurTime() < self:GetNextPrimaryFire() or CurTime() < self:GetNextSecondaryFire() or CurTime() < self.NextAllowCharge then return end
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self:SetNextPrimaryFire(math.huge)
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self:SetChargeStart(CurTime() + self.ChargeStartDelay)
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self:GetOwner():ResetJumpPower()
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if IsFirstTimePredicted() then
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self:PlayChargeStartSound()
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end
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end
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end
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function SWEP:StartCharge()
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if self:IsCharging() then return end
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local owner = self:GetOwner()
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if owner:IsOnGround() then
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self:SetCharging(true)
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self.m_ViewAngles = owner:EyeAngles()
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if IsFirstTimePredicted() then
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self:PlayChargeSound()
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end
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owner:SetAnimation(PLAYER_JUMP)
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else
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self:SetNextSecondaryFire(CurTime())
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self.m_ViewAngles = nil
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self.NextAllowJump = CurTime()
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self.NextAllowCharge = CurTime() + self.ChargeDelay
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self:SetNextPrimaryFire(CurTime() + self.ChargeRecovery)
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self:GetOwner():ResetJumpPower()
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end
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end
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function SWEP:PlayChargeSound()
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self:EmitSound("npc/ichthyosaur/attack_growl1.wav", 75, math.random(100,116), nil, CHAN_AUTO)
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end
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function SWEP:PlayChargeStartSound()
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self:EmitSound("npc/fast_zombie/leap1.wav", 75, math.random(75,80), nil, CHAN_AUTO)
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end
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function SWEP:StopCharge()
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if not self:IsCharging() then return end
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self:SetChargeStart(0)
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self:SetCharging(false)
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self:SetNextSecondaryFire(CurTime())
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self.m_ViewAngles = nil
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self.NextAllowJump = CurTime() + 0.25
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self.NextAllowCharge = CurTime() + self.ChargeDelay
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self:SetNextPrimaryFire(CurTime() + self.ChargeRecovery)
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self:GetOwner():ResetJumpPower()
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self.CriticalCharge = nil
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end
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function SWEP:Reload()
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BaseClass.SecondaryAttack(self)
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end
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function SWEP:OnRemove()
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self.Removing = true
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local owner = self:GetOwner()
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if owner and owner:IsValid() then
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owner:ResetJumpPower()
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end
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BaseClass.OnRemove(self)
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end
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function SWEP:Holster()
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local owner = self:GetOwner()
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if owner and owner:IsValid() then
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owner:ResetJumpPower()
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end
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BaseClass.Holster(self)
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end
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function SWEP:ResetJumpPower(power)
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if self.Removing then return end
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if self.NextAllowJump and CurTime() < self.NextAllowJump or self:IsCharging() or self:GetChargeStart() > 0 then
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return 1
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end
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end
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function SWEP:PlayAttackSound()
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self:EmitSound("npc/antlion_guard/angry"..math.random(3)..".wav")
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end
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function SWEP:PlayAlertSound()
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self:GetOwner():EmitSound("npc/zombie/zombie_alert"..math.random(1,3)..".wav", 75, math.random(80,85))
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end
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SWEP.PlayIdleSound = SWEP.PlayAlertSound
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function SWEP:SetChargeStart(time)
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self:SetDTFloat(1, time)
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end
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function SWEP:GetChargeStart()
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return self:GetDTFloat(1)
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end
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function SWEP:GetCharge()
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if self:GetChargeStart() == 0 then return 0 end
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return math.Clamp((CurTime() - self:GetChargeStart()) / self.ChargeAccel, 0, 1)
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end
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function SWEP:IsChargeCritical()
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if not self:IsCharging() then return false end
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return CurTime() >= self:GetChargeStart() + self.ChargeTime * 0.6
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end
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function SWEP:SetCharging(charging)
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self:SetDTBool(2, charging)
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end
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function SWEP:GetCharging()
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return self:GetDTBool(2)
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end
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SWEP.IsCharging = SWEP.GetCharging
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if not CLIENT then return end
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SWEP.ViewModelFOV = 48
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function SWEP:ViewModelDrawn()
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render.SetColorModulation(1, 1, 1)
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end
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function SWEP:PreDrawViewModel(vm)
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render.SetColorModulation(0.7, 0.17, 0)
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end
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