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

101 lines
2.7 KiB
Lua

AddCSLuaFile()
SWEP.PrintName = "Elder Ghoul"
SWEP.Base = "weapon_zs_zombie"
SWEP.MeleeDamage = 26
SWEP.MeleeDamageVsProps = 22
SWEP.MeleeForceScale = 0.5
SWEP.SlowDownScale = 0.25
function SWEP:ApplyMeleeDamage(ent, trace, damage)
ent:PoisonDamage(damage, self:GetOwner(), self, trace.HitPos)
end
function SWEP:MeleeHit(ent, trace, damage, forcescale)
if not ent:IsPlayer() then
damage = self.MeleeDamageVsProps
end
self.BaseClass.MeleeHit(self, ent, trace, damage, forcescale)
end
function SWEP:Reload()
self.BaseClass.SecondaryAttack(self)
end
function SWEP:PlayAlertSound()
self:GetOwner():EmitSound("npc/fast_zombie/fz_alert_close1.wav", 75, math.Rand(70, 80))
end
SWEP.PlayIdleSound = SWEP.PlayAlertSound
function SWEP:PlayAttackSound()
self:EmitSound("npc/fast_zombie/leap1.wav", 74, math.Rand(110, 130))
end
local PoisonPatterns = {
Angle(0, 0, 0),
Angle(8, 0, 0),
Angle(-8, 8, 0),
Angle(-8, -8, 0)
}
local function DoFleshThrow(pl, wep)
if pl:IsValid() and pl:Alive() and wep:IsValid() then
pl.LastRangedAttack = CurTime()
if SERVER then
local startpos = pl:GetShootPos()
local aimang = pl:EyeAngles()
for i, pattern in pairs(PoisonPatterns) do
local ang = Angle(aimang.p, aimang.y, aimang.r)
ang:RotateAroundAxis(ang:Up(), pattern.yaw)
ang:RotateAroundAxis(ang:Right(), pattern.pitch)
local ent = ents.Create("projectile_poisonflesh")
if ent:IsValid() then
ent:SetPos(startpos)
ent:SetOwner(pl)
ent:Spawn()
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:SetVelocityInstantaneous(ang:Forward() * 350)
end
end
end
pl:EmitSound("physics/body/body_medium_break"..math.random(2, 4)..".wav", 72, math.Rand(85, 95))
end
end
end
function SWEP:SecondaryAttack()
local owner = self:GetOwner()
if CurTime() < self:GetNextPrimaryFire() or CurTime() < self:GetNextSecondaryFire() or IsValid(owner.FeignDeath) then return end
self:SetNextSecondaryFire(CurTime() + 3)
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
self:GetOwner():DoZombieEvent()
self:EmitSound("npc/fast_zombie/leap1.wav", 74, math.Rand(110, 130))
self:EmitSound(string.format("physics/body/body_medium_break%d.wav", math.random(2, 4)), 72, math.Rand(85, 95))
self:SendWeaponAnim(ACT_VM_HITCENTER)
self.IdleAnimation = CurTime() + self:SequenceDuration()
timer.Simple(0.7, function() DoFleshThrow(owner, self) end)
end
if not CLIENT then return end
function SWEP:ViewModelDrawn()
render.ModelMaterialOverride(0)
render.SetColorModulation(1, 1, 1)
end
local matSheet = Material("models/weapons/v_zombiearms/ghoulsheet")
function SWEP:PreDrawViewModel(vm)
render.ModelMaterialOverride(matSheet)
render.SetColorModulation(0.66, 0.86, 0)
end