zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/zombieclasses/boss_willowisp/shared.lua
William Moodhe e9da54c2f9 ZS updates for 2014-2018
Too many changes to list.
2018-05-01 18:32:59 -04:00

97 lines
2 KiB
Lua

CLASS.Name = "Wil O' Wisp"
CLASS.TranslationName = "class_wilowisp"
CLASS.Description = "description_wilowisp"
CLASS.Help = "controls_wilowisp"
CLASS.Boss = true
CLASS.KnockbackScale = 0
CLASS.FearPerInstance = 0.05
CLASS.Points = 20
CLASS.Model = Model("models/dav0r/hoverball.mdl")
CLASS.SWEP = "weapon_zs_special_wow"
CLASS.Health = 1000
CLASS.Speed = 240
CLASS.JumpPower = 0
CLASS.PainSounds = {Sound("npc/scanner/scanner_photo1.wav")}
CLASS.DeathSounds = {Sound("npc/scanner/scanner_electric2.wav")}
CLASS.Hull = {Vector(-6, -6, 0), Vector(6, 6, 12)}
CLASS.HullDuck = {Vector(-6, -6, 0), Vector(6, 6, 12)}
CLASS.ViewOffset = Vector(0, 0, 3)
CLASS.ViewOffsetDucked = Vector(0, 0, 3)
CLASS.CrouchedWalkSpeed = 1
CLASS.Mass = 40
--CLASS.Gravity = -0.0001
CLASS.NoGibs = true
CLASS.NoCollideAll = true
CLASS.NoFallDamage = true
CLASS.NoFallSlowdown = true
CLASS.BloodColor = BLOOD_COLOR_MECH
CLASS.CameraDistance = 64
--[[function CLASS:ShouldDrawLocalPlayer(pl)
return true
end]]
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
return true
end
function CLASS:CalcMainActivity(pl, velocity)
return 1, -1
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
return true
end
function CLASS:DoAnimationEvent(pl, event, data)
return ACT_INVALID
end
function CLASS:Move(pl, mv)
pl:SetGroundEntity(NULL)
mv:SetMaxSpeed(0)
mv:SetMaxClientSpeed(0)
local dir = Vector(mv:GetForwardSpeed(), mv:GetSideSpeed(), 0)
dir:Normalize()
if pl:KeyDown(IN_JUMP) then
dir.z = 1
end
if pl:KeyDown(IN_DUCK) then
dir.z = dir.z - 1
end
dir:Normalize()
local vel = mv:GetVelocity()
if dir == vector_origin then
vel = vel * math.max(1 - FrameTime() * 0.75, 0)
else
local eyeang = mv:GetAngles()
vel = vel + 260 * FrameTime() * (eyeang:Forward() * dir.x + eyeang:Right() * dir.y + eyeang:Up() * dir.z)
end
if vel:Length() >= self.Speed then
vel:Normalize()
vel = vel * self.Speed
end
vel.z = vel.z + FrameTime() * 590
mv:SetVelocity(vel)
return true
end