zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/zombieclasses/ghoul.lua
2014-12-07 15:02:40 -05:00

199 lines
4.9 KiB
Lua

CLASS.Name = "Ghoul"
CLASS.TranslationName = "class_ghoul"
CLASS.Description = "description_ghoul"
CLASS.Help = "controls_ghoul"
CLASS.Wave = 0
CLASS.Unlocked = true
CLASS.Health = 150
CLASS.Speed = 160
CLASS.Points = 4
CLASS.CanTaunt = true
CLASS.SWEP = "weapon_zs_ghoul"
CLASS.Model = Model("models/player/corpse1.mdl")
CLASS.VoicePitch = 0.7
CLASS.CanFeignDeath = true
function CLASS:PlayPainSound(pl)
pl:EmitSound("npc/zombie_poison/pz_warn"..math.random(2)..".wav", 75, math.Rand(137, 143))
return true
end
function CLASS:PlayDeathSound(pl)
pl:EmitSound("npc/zombie_poison/pz_die2.wav", 75, math.Rand(122, 128))
return true
end
local mathrandom = math.random
local StepSounds = {
"npc/zombie/foot1.wav",
"npc/zombie/foot2.wav",
"npc/zombie/foot3.wav"
}
local ScuffSounds = {
"npc/zombie/foot_slide1.wav",
"npc/zombie/foot_slide2.wav",
"npc/zombie/foot_slide3.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if mathrandom() < 0.15 then
pl:EmitSound(ScuffSounds[mathrandom(#ScuffSounds)], 70)
else
pl:EmitSound(StepSounds[mathrandom(#StepSounds)], 70)
end
return true
end
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
return 625 - pl:GetVelocity():Length()
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 600
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 750
end
return 450
end
function CLASS:KnockedDown(pl, status, exists)
pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD)
end
function CLASS:CalcMainActivity(pl, velocity)
local feign = pl.FeignDeath
if feign and feign:IsValid() then
if feign:GetDirection() == DIR_BACK then
pl.CalcSeqOverride = pl:LookupSequence("zombie_slump_rise_02_fast")
else
pl.CalcIdeal = ACT_HL2MP_ZOMBIE_SLUMP_RISE
end
return true
end
if pl:WaterLevel() >= 3 then
pl.CalcIdeal = ACT_HL2MP_SWIM_PISTOL
return true
end
if velocity:Length2D() <= 0.5 then
if pl:Crouching() then
pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
else
pl.CalcIdeal = ACT_HL2MP_IDLE_ZOMBIE
end
elseif pl:Crouching() then
pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3)
else
pl.CalcIdeal = ACT_HL2MP_WALK_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3)
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 > 0.5 then
pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed * 0.666, 3))
else
pl:SetPlaybackRate(1)
end
return true
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_ZOMBIE, true)
return ACT_INVALID
end
end
function CLASS:DoesntGiveFear(pl)
return pl.FeignDeath and pl.FeignDeath:IsValid()
end
--[[local function CreateFlesh(pl, damage, damagepos, damagedir)
damage = math.min(damage, 100)
pl:EmitSound("physics/body/body_medium_break"..math.random(2, 4)..".wav", 74, 125 - damage * 0.50)
if SERVER then
local damagepos = pl:LocalToWorld(damagepos)
for i=1, math.max(1, math.floor(damage / 15)) do
local ent = ents.Create("projectile_poisonflesh")
if ent:IsValid() then
local heading = (damagedir + VectorRand() * 0.3):GetNormalized()
ent:SetPos(damagepos + heading)
ent:SetOwner(pl)
ent:Spawn()
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:Wake()
phys:SetVelocityInstantaneous(math.min(350, 16 + damage ^ math.Rand(1.15, 1.25)) * heading)
end
end
end
end
end
function CLASS:ProcessDamage(pl, dmginfo)
local attacker, damage = dmginfo:GetAttacker(), dmginfo:GetDamage()
if attacker ~= pl and damage >= 5 and damage < pl:Health() and CurTime() >= (pl.m_NextGhoulEmit or 0) then
pl.m_NextGhoulEmit = CurTime() + 0.25
local pos = pl:WorldToLocal(dmginfo:GetDamagePosition())
local norm = dmginfo:GetDamageForce():GetNormalized() * -1
timer.Simple(0, function()
if pl:IsValid() then
CreateFlesh(pl, damage, pos, norm)
end
end)
end
end]]
if SERVER then
function CLASS:AltUse(pl)
pl:StartFeignDeath()
end
--[[function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
local damage = dmginfo:GetDamage()
if damage >= 5 then
local pos = pl:WorldToLocal(dmginfo:GetDamagePosition())
local norm = dmginfo:GetDamageForce():GetNormalized() * -1
timer.Simple(0, function()
if pl:IsValid() then
CreateFlesh(pl, math.max(30, damage * 2), pos, norm)
end
end)
end
end]]
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/ghoul"