bd937c290e
Players are no longer implicitly zombies if they're not humans. Players are no longer implicitly humans if they're not zombies. This is preparation for a third, optional spectator team. A few small optimizations and fixes.
150 lines
3.4 KiB
Lua
150 lines
3.4 KiB
Lua
CLASS.Name = "Crow"
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CLASS.TranslationName = "class_crow"
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CLASS.Description = "description_crow"
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CLASS.Health = 5
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CLASS.Wave = 0
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CLASS.Threshold = 0
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CLASS.SWEP = "weapon_zs_crow"
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CLASS.Model = Model("models/crow.mdl")
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CLASS.Speed = 90
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CLASS.JumpPower = 230
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CLASS.PainSounds = {"NPC_Crow.Pain"}
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CLASS.DeathSounds = {"NPC_Crow.Die"}
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CLASS.Unlocked = true
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CLASS.Hidden = true
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CLASS.Hull = {Vector(-4, -4, 0), Vector(4, 4, 9)}
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CLASS.HullDuck = {Vector(-4, -4, 0), Vector(4, 4, 9)}
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CLASS.ViewOffset = Vector(0,0,8)
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CLASS.ViewOffsetDucked = Vector(0,0,8)
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CLASS.CrouchedWalkSpeed = 1
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CLASS.StepSize = 8
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CLASS.Mass = 2
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CLASS.NoUse = true
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CLASS.NoGibs = true
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CLASS.NoCollideAll = true
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CLASS.NoFallDamage = true
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CLASS.NoFallSlowdown = true
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CLASS.NeverAlive = true
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CLASS.AllowTeamDamage = true
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CLASS.NoDeaths = true
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CLASS.Points = 0
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function CLASS:NoDeathMessage(pl, attacker, dmginfo)
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return true
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end
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function CLASS:DoesntGiveFear()
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return true
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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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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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return true
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end
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function CLASS:CalcMainActivity(pl, velocity)
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if pl:OnGround() then
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.IsPecking and wep:IsPecking() then
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pl.CalcSeqOverride = 5
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elseif velocity:Length2D() > 0.5 then
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pl.CalcIdeal = ACT_RUN
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else
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pl.CalcIdeal = ACT_IDLE
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end
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elseif velocity:Length() > 350 then
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pl.CalcIdeal = ACT_FLY
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else
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pl.CalcSeqOverride = 7
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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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pl:SetPlaybackRate(1)
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return true
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end
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function CLASS:DoAnimationEvent(pl, event, data)
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if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
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pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MELEE_ATTACK1, true)
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return ACT_INVALID
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end
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end
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function CLASS:Move(pl, mv)
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if not pl:GetActiveWeapon().IsCrow then return end
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if not pl:IsOnGround() and pl:KeyDown(IN_JUMP) then
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local dir = pl:EyeAngles()
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if pl:KeyDown(IN_MOVELEFT) then
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dir:RotateAroundAxis(dir:Up(), 20)
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elseif pl:KeyDown(IN_MOVERIGHT) then
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dir:RotateAroundAxis(dir:Up(), -20)
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end
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if pl:KeyDown(IN_FORWARD) then
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mv:SetVelocity(dir:Forward() * 450)
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else
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mv:SetVelocity(dir:Forward() * 300)
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end
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return true
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end
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end
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if SERVER then
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function CLASS:SwitchedAway(pl)
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pl:SetAllowFullRotation(false)
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end
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function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo)
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pl:SetAllowFullRotation(false)
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if attacker:IsPlayer() and attacker ~= pl then
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if attacker:Team() == TEAM_HUMAN then
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attacker.CrowKills = attacker.CrowKills + 1
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elseif attacker:Team() == TEAM_UNDEAD and attacker:GetZombieClassTable().Name == "Crow" then
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attacker.CrowVsCrowKills = attacker.CrowVsCrowKills + 1
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net.Start("zs_crow_kill_crow")
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net.WriteString(pl:Name())
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net.WriteString(attacker:Name())
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net.Broadcast()
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end
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end
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if pl:Health() < -45 then
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local amount = pl:OBBMaxs():Length()
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local vel = pl:GetVelocity()
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util.Blood(pl:LocalToWorld(pl:OBBCenter()), math.Rand(amount * 0.25, amount * 0.5), vel:GetNormalized(), vel:Length() * 0.75)
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return true
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elseif not pl.KnockedDown then
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pl:CreateRagdoll()
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end
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pl:SetHealth(pl:GetMaxHealth())
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pl:StripWeapons()
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pl:Spectate(OBS_MODE_ROAMING)
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end
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end
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if not CLIENT then return end
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function CLASS:ShouldDrawLocalPlayer(pl)
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return true
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end
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CLASS.Icon = "zombiesurvival/killicons/crow"
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