zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/zombieclasses/fast_zombie.lua
JetBoom f8b9bbedb7 Fast Zombie changes.
Fast Zombie pounce damage reduced from 10 -> 2.
Fast Zombie pounce force vs. players severely reduced.
Fast Zombies can now run at 90% speed while attacking.
2015-04-06 14:56:12 -04:00

230 lines
6 KiB
Lua

CLASS.Name = "Fast Zombie"
CLASS.TranslationName = "class_fast_zombie"
CLASS.Description = "description_fast_zombie"
CLASS.Help = "controls_fast_zombie"
CLASS.Model = Model("models/player/zombie_fast.mdl") --Model("models/Zombie/Fast.mdl")
CLASS.Wave = 1 / 2
CLASS.Revives = true
CLASS.Infliction = 0.5 -- We auto-unlock this class if 50% of humans are dead regardless of what wave it is.
CLASS.Health = 125
CLASS.Speed = 250
CLASS.SWEP = "weapon_zs_fastzombie"
CLASS.Points = 4
CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 58)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)}
CLASS.ViewOffset = Vector(0, 0, 50)
CLASS.ViewOffsetDucked = Vector(0, 0, 24)
CLASS.PainSounds = {"NPC_FastZombie.Pain"}
CLASS.DeathSounds = {"npc/fast_zombie/leap1.wav"} --{"NPC_FastZombie.Die"}
CLASS.VoicePitch = 0.75
CLASS.NoFallDamage = true
CLASS.NoFallSlowdown = true
function CLASS:Move(pl, mv)
local wep = pl:GetActiveWeapon()
if wep.Move and wep:Move(mv) then
return true
end
if mv:GetForwardSpeed() <= 0 then
mv:SetMaxSpeed(math.min(mv:GetMaxSpeed(), 90))
mv:SetMaxClientSpeed(math.min(mv:GetMaxClientSpeed(), 90))
end
end
local mathrandom = math.random
local StepLeftSounds = {
"npc/fast_zombie/foot1.wav",
"npc/fast_zombie/foot2.wav"
}
local StepRightSounds = {
"npc/fast_zombie/foot3.wav",
"npc/fast_zombie/foot4.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if iFoot == 0 then
pl:EmitSound(StepLeftSounds[mathrandom(#StepLeftSounds)], 70)
else
pl:EmitSound(StepRightSounds[mathrandom(#StepRightSounds)], 70)
end
return true
end
--[[function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if iFoot == 0 then
pl:EmitSound("NPC_FastZombie.GallopLeft")
else
pl:EmitSound("NPC_FastZombie.GallopRight")
end
return true
end]]
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
return 450 - pl:GetVelocity():Length()
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 400
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 550
end
return 250
end
function CLASS:CalcMainActivity(pl, velocity)
local wep = pl:GetActiveWeapon()
if not wep:IsValid() or not wep.GetClimbing then return end
if wep:GetClimbing() then
pl.CalcIdeal = ACT_ZOMBIE_CLIMB_UP
return true
elseif wep:GetPounceTime() > 0 then
pl.CalcIdeal = ACT_ZOMBIE_LEAP_START
return true
end
local speed = velocity:Length2D()
if not pl:OnGround() or pl:WaterLevel() >= 3 then
pl.CalcIdeal = ACT_ZOMBIE_LEAPING
elseif speed <= 0.5 and wep:IsRoaring() then
pl.CalcSeqOverride = pl:LookupSequence("menu_zombie_01")
elseif speed > 16 and wep:GetSwinging() then
pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
else
pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE_FAST
end
return true
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local wep = pl:GetActiveWeapon()
if not wep:IsValid() or not wep.GetClimbing then return end
if wep:GetSwinging() then
if not pl.PlayingFZSwing then
pl.PlayingFZSwing = true
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY)
end
elseif pl.PlayingFZSwing then
pl.PlayingFZSwing = false
pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD) --pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY, true)
end
if wep:GetClimbing() then
local vel = pl:GetVelocity()
local speed = vel:Length()
if speed > 8 then
pl:SetPlaybackRate(math.Clamp(speed / 160, 0, 1) * (vel.z < 0 and -1 or 1))
else
pl:SetPlaybackRate(0)
end
return true
end
if wep:GetPounceTime() > 0 then
pl:SetPlaybackRate(0.25)
if not pl.m_PrevFrameCycle then
pl.m_PrevFrameCycle = true
pl:SetCycle(0)
end
return true
elseif pl.m_PrevFrameCycle then
pl.m_PrevFrameCycle = nil
end
local speed = velocity:Length2D()
if not pl:OnGround() or pl:WaterLevel() >= 3 then
pl:SetPlaybackRate(1)
if pl:GetCycle() >= 1 then
pl:SetCycle(pl:GetCycle() - 1)
end
return true
end
if speed <= 0.5 and wep:IsRoaring() then
pl:SetPlaybackRate(0)
pl:SetCycle(math.Clamp(1 - (wep:GetRoarEndTime() - CurTime()) / wep.RoarTime, 0, 1) * 0.9)
return true
end
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
return ACT_INVALID
end
end
if SERVER then
function CLASS:ReviveCallback(pl, attacker, dmginfo)
if not pl.Revive and not dmginfo:GetInflictor().IsMelee and dmginfo:GetDamageType() ~= DMG_BLAST and dmginfo:GetDamageType() ~= DMG_BURN and (pl:LastHitGroup() == HITGROUP_LEFTLEG or pl:LastHitGroup() == HITGROUP_RIGHTLEG) and math.random(3) == 1 then
local classtable = GAMEMODE.ZombieClasses["Fast Zombie Legs"]
if classtable then
pl:RemoveStatus("overridemodel", false, true)
local deathclass = pl.DeathClass or pl:GetZombieClass()
pl:SetZombieClass(classtable.Index)
pl:DoHulls(classtable.Index, TEAM_UNDEAD)
pl.DeathClass = deathclass
pl:EmitSound("physics/flesh/flesh_bloody_break.wav", 100, 75)
pl:Gib()
pl.Gibbed = nil
timer.Simple(0, function()
if IsValid(pl) then
pl:SecondWind()
end
end)
return true
end
end
return false
end
end
if SERVER then return end
CLASS.Icon = "zombiesurvival/killicons/fastzombie"
function CLASS:CreateMove(pl, cmd)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.IsPouncing then
if wep.m_ViewAngles and wep:IsPouncing() then
local maxdiff = FrameTime() * 20
local mindiff = -maxdiff
local originalangles = wep.m_ViewAngles
local viewangles = cmd:GetViewAngles()
local diff = math.AngleDifference(viewangles.yaw, originalangles.yaw)
if diff > maxdiff or diff < mindiff then
viewangles.yaw = math.NormalizeAngle(originalangles.yaw + math.Clamp(diff, mindiff, maxdiff))
end
wep.m_ViewAngles = viewangles
cmd:SetViewAngles(viewangles)
--[[elseif wep:IsClimbing() then
local buttons = cmd:GetButtons()
if bit.band(buttons, IN_DUCK) ~= 0 then
cmd:SetButtons(buttons - IN_DUCK)
end]]
end
end
end