f8b9bbedb7
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.
230 lines
6 KiB
Lua
230 lines
6 KiB
Lua
CLASS.Name = "Fast Zombie"
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CLASS.TranslationName = "class_fast_zombie"
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CLASS.Description = "description_fast_zombie"
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CLASS.Help = "controls_fast_zombie"
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CLASS.Model = Model("models/player/zombie_fast.mdl") --Model("models/Zombie/Fast.mdl")
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CLASS.Wave = 1 / 2
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CLASS.Revives = true
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CLASS.Infliction = 0.5 -- We auto-unlock this class if 50% of humans are dead regardless of what wave it is.
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CLASS.Health = 125
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CLASS.Speed = 250
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CLASS.SWEP = "weapon_zs_fastzombie"
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CLASS.Points = 4
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CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 58)}
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CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)}
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CLASS.ViewOffset = Vector(0, 0, 50)
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CLASS.ViewOffsetDucked = Vector(0, 0, 24)
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CLASS.PainSounds = {"NPC_FastZombie.Pain"}
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CLASS.DeathSounds = {"npc/fast_zombie/leap1.wav"} --{"NPC_FastZombie.Die"}
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CLASS.VoicePitch = 0.75
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CLASS.NoFallDamage = true
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CLASS.NoFallSlowdown = true
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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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if mv:GetForwardSpeed() <= 0 then
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mv:SetMaxSpeed(math.min(mv:GetMaxSpeed(), 90))
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mv:SetMaxClientSpeed(math.min(mv:GetMaxClientSpeed(), 90))
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end
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end
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local mathrandom = math.random
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local StepLeftSounds = {
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"npc/fast_zombie/foot1.wav",
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"npc/fast_zombie/foot2.wav"
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}
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local StepRightSounds = {
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"npc/fast_zombie/foot3.wav",
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"npc/fast_zombie/foot4.wav"
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}
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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if iFoot == 0 then
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pl:EmitSound(StepLeftSounds[mathrandom(#StepLeftSounds)], 70)
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else
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pl:EmitSound(StepRightSounds[mathrandom(#StepRightSounds)], 70)
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end
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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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if iFoot == 0 then
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pl:EmitSound("NPC_FastZombie.GallopLeft")
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else
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pl:EmitSound("NPC_FastZombie.GallopRight")
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end
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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 450 - pl:GetVelocity():Length()
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elseif iType == STEPSOUNDTIME_ON_LADDER then
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return 400
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elseif iType == STEPSOUNDTIME_WATER_KNEE then
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return 550
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end
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return 250
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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 not wep:IsValid() or not wep.GetClimbing then return end
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if wep:GetClimbing() then
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pl.CalcIdeal = ACT_ZOMBIE_CLIMB_UP
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return true
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elseif wep:GetPounceTime() > 0 then
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pl.CalcIdeal = ACT_ZOMBIE_LEAP_START
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return true
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end
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local speed = velocity:Length2D()
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if not pl:OnGround() or pl:WaterLevel() >= 3 then
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pl.CalcIdeal = ACT_ZOMBIE_LEAPING
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elseif speed <= 0.5 and wep:IsRoaring() then
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pl.CalcSeqOverride = pl:LookupSequence("menu_zombie_01")
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elseif speed > 16 and wep:GetSwinging() then
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pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE
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else
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pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE_FAST
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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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local wep = pl:GetActiveWeapon()
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if not wep:IsValid() or not wep.GetClimbing then return end
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if wep:GetSwinging() then
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if not pl.PlayingFZSwing then
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pl.PlayingFZSwing = true
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pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY)
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end
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elseif pl.PlayingFZSwing then
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pl.PlayingFZSwing = false
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pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD) --pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY, true)
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end
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if wep:GetClimbing() then
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local vel = pl:GetVelocity()
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local speed = vel:Length()
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if speed > 8 then
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pl:SetPlaybackRate(math.Clamp(speed / 160, 0, 1) * (vel.z < 0 and -1 or 1))
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else
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pl:SetPlaybackRate(0)
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end
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return true
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end
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if wep:GetPounceTime() > 0 then
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pl:SetPlaybackRate(0.25)
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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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local speed = velocity:Length2D()
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if not pl:OnGround() or pl:WaterLevel() >= 3 then
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pl:SetPlaybackRate(1)
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if pl:GetCycle() >= 1 then
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pl:SetCycle(pl:GetCycle() - 1)
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end
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return true
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end
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if speed <= 0.5 and wep:IsRoaring() then
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pl:SetPlaybackRate(0)
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pl:SetCycle(math.Clamp(1 - (wep:GetRoarEndTime() - CurTime()) / wep.RoarTime, 0, 1) * 0.9)
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return true
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end
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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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return ACT_INVALID
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end
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end
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if SERVER then
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function CLASS:ReviveCallback(pl, attacker, dmginfo)
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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
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local classtable = GAMEMODE.ZombieClasses["Fast Zombie Legs"]
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if classtable then
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pl:RemoveStatus("overridemodel", false, true)
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local deathclass = pl.DeathClass or pl:GetZombieClass()
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pl:SetZombieClass(classtable.Index)
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pl:DoHulls(classtable.Index, TEAM_UNDEAD)
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pl.DeathClass = deathclass
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pl:EmitSound("physics/flesh/flesh_bloody_break.wav", 100, 75)
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pl:Gib()
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pl.Gibbed = nil
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timer.Simple(0, function()
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if IsValid(pl) then
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pl:SecondWind()
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end
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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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return false
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end
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end
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if SERVER then return end
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CLASS.Icon = "zombiesurvival/killicons/fastzombie"
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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.IsPouncing then
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if wep.m_ViewAngles and wep:IsPouncing() then
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local maxdiff = FrameTime() * 20
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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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--[[elseif wep:IsClimbing() then
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local buttons = cmd:GetButtons()
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if bit.band(buttons, IN_DUCK) ~= 0 then
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cmd:SetButtons(buttons - IN_DUCK)
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end]]
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end
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end
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end
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