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

105 lines
2.6 KiB
Lua

CLASS.Base = "zombie_legs"
CLASS.Name = "Ass Kicker"
CLASS.TranslationName = "class_asskicker"
CLASS.Description = "description_asskicker"
CLASS.Help = "controls_asskicker"
CLASS.Boss = true
CLASS.KnockbackScale = 0
CLASS.FearPerInstance = 1
CLASS.Points = 40
CLASS.SWEP = "weapon_zs_asskicker"
CLASS.Health = 2500
CLASS.Speed = 240
CLASS.JumpPower = 260
CLASS.NoFallDamage = true
CLASS.NoFallSlowdown = true
CLASS.ModelScale = 1.75
CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 32)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)}
CLASS.ViewOffset = Vector(0, 0, 32 * CLASS.ModelScale)
CLASS.ViewOffsetDucked = Vector(0, 0, 32 * CLASS.ModelScale)
CLASS.StepSize = 25
CLASS.CrouchedWalkSpeed = 1
CLASS.Mass = DEFAULT_MASS * CLASS.ModelScale * 0.5
--CLASS.NoCollideAll = true
CLASS.CantDuck = true
CLASS.SWEP = "weapon_zs_asskicker"
CLASS.BloodColor = -1
local math_random = math.random
local CurTime = CurTime
local ACT_RUN = ACT_RUN
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
return GAMEMODE.BaseClass.PlayerStepSoundTime(GAMEMODE.BaseClass, pl, iType, bWalking) * self.ModelScale
end
function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
if not dmginfo:IsBulletDamage() then return true end
if hitgroup ~= HITGROUP_LEFTLEG and hitgroup ~= HITGROUP_RIGHTLEG and hitgroup ~= HITGROUP_GEAR and hitgroup ~= HITGROUP_GENERIC and dmginfo:GetDamagePosition().z > pl:LocalToWorld(Vector(0, 0, self.Hull[2].z * 1.33)).z then
dmginfo:SetDamage(0)
dmginfo:ScaleDamage(0)
end
return true
end
function CLASS:IgnoreLegDamage(pl, dmginfo)
return true
end
local StepSounds = {
"npc/zombie/foot1.wav",
"npc/zombie/foot2.wav",
"npc/zombie/foot3.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
pl:EmitSound(StepSounds[math_random(#StepSounds)], 77, 50)
if iFoot == 0 then
pl:EmitSound("^npc/strider/strider_step4.wav", 90, math_random(95, 115))
else
pl:EmitSound("^npc/strider/strider_step5.wav", 90, math_random(95, 115))
end
return true
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local feign = pl.FeignDeath
if feign and feign:IsValid() then
if feign:GetState() == 1 then
pl:SetCycle(1 - math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
else
pl:SetCycle(math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
end
pl:SetPlaybackRate(0)
return true
end
local len2d = velocity:Length2D()
if len2d > 1 then
pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed * 0.75 / self.ModelScale, 3))
else
pl:SetPlaybackRate(1 / self.ModelScale)
end
return true
end