142 lines
3.4 KiB
Lua
142 lines
3.4 KiB
Lua
CLASS.Name = "Poison Headcrab"
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CLASS.TranslationName = "class_poison_headcrab"
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CLASS.Description = "description_poison_headcrab"
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CLASS.Help = "controls_poison_headcrab"
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CLASS.Model = Model("models/headcrabblack.mdl")
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CLASS.Wave = 2 / 3
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CLASS.Threshold = 0.6
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CLASS.SWEP = "weapon_zs_poisonheadcrab"
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CLASS.Health = 70
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CLASS.Speed = 145
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CLASS.JumpPower = 100
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CLASS.NoFallDamage = true
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CLASS.NoFallSlowdown = true
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CLASS.IsHeadcrab = true
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CLASS.Points = 4
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CLASS.Hull = {Vector(-12, -12, 0), Vector(12, 12, 18.1)}
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CLASS.HullDuck = {Vector(-12, -12, 0), Vector(12, 12, 18.1)}
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CLASS.ViewOffset = Vector(0, 0, 10)
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CLASS.ViewOffsetDucked = Vector(0, 0, 10)
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CLASS.StepSize = 8
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CLASS.CrouchedWalkSpeed = 1
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CLASS.Mass = 40
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CLASS.CantDuck = true
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CLASS.PainSounds = {"NPC_BlackHeadcrab.Pain"}
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CLASS.DeathSounds = {"NPC_BlackHeadcrab.Die"}
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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:ScalePlayerDamage(pl, hitgroup, dmginfo)
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return true
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end
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local mathrandom = math.random
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local StepSounds = {
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"npc/headcrab_poison/ph_step1.wav",
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"npc/headcrab_poison/ph_step2.wav",
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"npc/headcrab_poison/ph_step3.wav",
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"npc/headcrab_poison/ph_step4.wav"
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}
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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pl:EmitSound(StepSounds[mathrandom(#StepSounds)], 60)
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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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pl:EmitSound("NPC_BlackHeadcrab.Footstep")
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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 285 - pl:GetVelocity():Length()
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elseif iType == STEPSOUNDTIME_ON_LADDER then
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return 200
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elseif iType == STEPSOUNDTIME_WATER_KNEE then
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return 280
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end
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return 175
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end
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function CLASS:CalcMainActivity(pl, velocity)
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() then
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if wep.ShouldPlayLeapAnimation and wep:ShouldPlayLeapAnimation() then
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pl.CalcSeqOverride = 7
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return true
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elseif wep.IsGoingToSpit and wep:IsGoingToSpit() then
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pl.CalcSeqOverride = 2
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return true
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end
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end
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if pl:OnGround() then
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if velocity:Length2D() > 0.5 then
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pl.CalcIdeal = ACT_RUN
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else
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pl.CalcSeqOverride = 4
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end
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else
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pl.CalcSeqOverride = 6
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end
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return true
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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pl:FixModelAngles(velocity)
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local seq = pl:GetSequence()
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if seq == 2 or seq == 7 then
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pl:SetPlaybackRate(1)
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if not pl.m_PrevFrameCycle then
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pl.m_PrevFrameCycle = true
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pl:SetCycle(0)
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end
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return true
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elseif pl.m_PrevFrameCycle then
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pl.m_PrevFrameCycle = nil
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end
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end
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if not CLIENT then return end
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CLASS.Icon = "zombiesurvival/killicons/poisonheadcrab"
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function CLASS:CreateMove(pl, cmd)
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.m_ViewAngles and (wep.IsLeaping and wep:IsLeaping() or wep.IsGoingToLeap and wep:IsGoingToLeap()) then
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local maxdiff = FrameTime() * 15
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local mindiff = -maxdiff
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local originalangles = wep.m_ViewAngles
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local viewangles = cmd:GetViewAngles()
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local diff = math.AngleDifference(viewangles.yaw, originalangles.yaw)
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if diff > maxdiff or diff < mindiff then
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viewangles.yaw = math.NormalizeAngle(originalangles.yaw + math.Clamp(diff, mindiff, maxdiff))
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end
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wep.m_ViewAngles = viewangles
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cmd:SetViewAngles(viewangles)
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end
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end
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