e9da54c2f9
Too many changes to list.
175 lines
3.8 KiB
Lua
175 lines
3.8 KiB
Lua
AddCSLuaFile()
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SWEP.Base = "weapon_zs_zombie"
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SWEP.PrintName = "Slingshot Zombie Torso"
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SWEP.ViewModel = Model("models/weapons/v_fza.mdl")
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SWEP.MeleeDelay = 0.25
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SWEP.MeleeDamage = 20
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SWEP.MeleeReach = 40
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SWEP.SwingAnimSpeed = 2.4
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SWEP.PounceDamage = 20
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SWEP.PounceDamageVsPlayerMul = 0.75
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SWEP.PounceReach = 26
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SWEP.PounceSize = 12
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function SWEP:Think()
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self.BaseClass.Think(self)
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local curtime = CurTime()
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local owner = self:GetOwner()
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if self.NextAllowJump and self.NextAllowJump <= curtime then
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self.NextAllowJump = nil
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owner:ResetJumpPower()
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end
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if self:GetPouncing() then
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if owner:IsOnGround() or owner:WaterLevel() >= 2 then
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self:StopPounce()
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else
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local dir = owner:GetAimVector()
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dir.z = math.Clamp(dir.z, -0.5, 0.9)
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dir:Normalize()
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local traces = owner:CompensatedZombieMeleeTrace(self.PounceReach, self.PounceSize, owner:WorldSpaceCenter(), dir)
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local damage = self:GetDamage(self:GetTracesNumPlayers(traces), self.PounceDamage)
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local hit = false
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for _, trace in ipairs(traces) do
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if not trace.Hit then continue end
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if trace.HitWorld then
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if trace.HitNormal.z < 0.8 then
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hit = true
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self:MeleeHitWorld(trace)
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end
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else
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local ent = trace.Entity
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if ent and ent:IsValid() then
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hit = true
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self:MeleeHit(ent, trace, damage * (ent:IsPlayer() and self.PounceDamageVsPlayerMul or ent.PounceWeakness or 1), ent:IsPlayer() and 1 or 10)
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if ent:IsPlayer() then
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ent:GiveStatus("slow", 5)
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ent:AddLegDamage(24)
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end
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end
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end
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end
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if SERVER and hit then
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owner:EmitSound("physics/flesh/flesh_strider_impact_bullet1.wav")
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owner:EmitSound("npc/fast_zombie/wake1.wav")
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end
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if hit then
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self:StopPounce()
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
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end
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end
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end
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self:NextThink(curtime)
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return true
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end
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function SWEP:PrimaryAttack()
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if CurTime() < self:GetNextPrimaryFire() or self:IsPouncing() then return end
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local owner = self:GetOwner()
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local armdelay = owner:GetMeleeSpeedMul()
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self:SetNextPrimaryFire(CurTime() + self.Primary.Delay * armdelay)
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self:SetNextSecondaryFire(self:GetNextPrimaryFire() + 0.5)
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self:StartSwinging()
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end
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function SWEP:Move(mv)
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if self:IsPouncing() then
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mv:SetMaxSpeed(0)
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mv:SetMaxClientSpeed(0)
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end
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end
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function SWEP:StopPounce()
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if not self:IsPouncing() then return end
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self:SetPouncing(false)
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self.m_ViewAngles = nil
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self.NextAllowJump = CurTime() + 0.25
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self:SetNextPrimaryFire(CurTime() + 0.1)
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self:GetOwner():ResetJumpPower()
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end
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function SWEP:PlayHitSound()
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self:EmitSound("NPC_FastZombie.AttackHit", nil, nil, nil, CHAN_AUTO)
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end
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function SWEP:PlayMissSound()
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self:EmitSound("NPC_FastZombie.AttackMiss", nil, nil, nil, CHAN_AUTO)
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end
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function SWEP:PlayAttackSound()
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self:EmitSound("npc/fast_zombie/leap1.wav", nil, nil, nil, CHAN_AUTO)
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end
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function SWEP:PlayIdleSound()
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self:GetOwner():EmitSound("NPC_FastZombie.AlertFar")
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end
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function SWEP:PlayAlertSound()
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self:GetOwner():EmitSound("NPC_FastZombie.Frenzy")
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end
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function SWEP:Reload()
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self:SecondaryAttack()
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end
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function SWEP:StartMoaning()
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end
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function SWEP:StopMoaning()
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end
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function SWEP:IsMoaning()
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return false
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end
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function SWEP:SetPouncing(leaping)
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self:SetDTBool(3, leaping)
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end
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function SWEP:GetPouncing()
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return self:GetDTBool(3)
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end
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SWEP.IsPouncing = SWEP.GetPouncing
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if SERVER then
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function SWEP:Deploy()
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self:GetOwner():CreateAmbience("fastzombieambience")
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return self.BaseClass.Deploy(self)
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end
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end
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if not CLIENT then return end
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local matSkin = Material("models/barnacle/barnacle_sheet")
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function SWEP:PreDrawViewModel(vm)
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render.ModelMaterialOverride(matSkin)
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render.SetColorModulation(0.64, 0.37, 0.39)
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end
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function SWEP:ViewModelDrawn()
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render.ModelMaterialOverride()
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render.SetColorModulation(1, 1, 1)
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end
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