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

147 lines
3.8 KiB
Lua

CLASS.Name = "The Butcher"
CLASS.TranslationName = "class_butcher"
CLASS.Description = "description_butcher"
CLASS.Help = "controls_butcher"
CLASS.Boss = true
CLASS.KnockbackScale = 0
CLASS.Health = 1600
CLASS.Speed = 215
CLASS.CanTaunt = true
CLASS.FearPerInstance = 1
CLASS.Points = 30
CLASS.SWEP = "weapon_zs_butcherknifez"
CLASS.Model = Model("models/player/corpse1.mdl")
CLASS.VoicePitch = 0.65
CLASS.PainSounds = {"npc/zombie/zombie_pain1.wav", "npc/zombie/zombie_pain2.wav", "npc/zombie/zombie_pain3.wav", "npc/zombie/zombie_pain4.wav", "npc/zombie/zombie_pain5.wav", "npc/zombie/zombie_pain6.wav"}
CLASS.DeathSounds = {"npc/zombie/zombie_die1.wav", "npc/zombie/zombie_die2.wav", "npc/zombie/zombie_die3.wav"}
local math_random = math.random
local math_min = math.min
local CurTime = CurTime
local ACT_HL2MP_SWIM_MELEE = ACT_HL2MP_SWIM_MELEE
local ACT_HL2MP_IDLE_CROUCH_MELEE = ACT_HL2MP_IDLE_CROUCH_MELEE
local ACT_HL2MP_WALK_CROUCH_MELEE = ACT_HL2MP_WALK_CROUCH_MELEE
local ACT_HL2MP_IDLE_MELEE = ACT_HL2MP_IDLE_MELEE
local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
local ACT_HL2MP_RUN_MELEE = ACT_HL2MP_RUN_MELEE
local StepLeftSounds = {
"npc/fast_zombie/foot1.wav",
"npc/fast_zombie/foot2.wav"
}
local StepRightSounds = {
"npc/fast_zombie/foot3.wav",
"npc/fast_zombie/foot4.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if iFoot == 0 then
pl:EmitSound(StepLeftSounds[math_random(#StepLeftSounds)], 70)
else
pl:EmitSound(StepRightSounds[math_random(#StepRightSounds)], 70)
end
return true
end
function CLASS:CalcMainActivity(pl, velocity)
if pl:WaterLevel() >= 3 then
return ACT_HL2MP_SWIM_MELEE, -1
end
if pl:Crouching() then
if velocity:Length2DSqr() <= 1 then
return ACT_HL2MP_IDLE_CROUCH_MELEE, -1
end
return ACT_HL2MP_WALK_CROUCH_MELEE, -1
end
local swinging = false
local wep = pl:GetActiveWeapon()
if wep:IsValid() and CurTime() < wep:GetNextPrimaryFire() then
swinging = true
end
if velocity:Length2DSqr() <= 1 then
if swinging then
return ACT_HL2MP_IDLE_MELEE, -1
end
return ACT_HL2MP_RUN_ZOMBIE, -1
end
if swinging then
return ACT_HL2MP_RUN_MELEE, -1
end
return ACT_HL2MP_RUN_ZOMBIE, -1
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local len2d = velocity:Length2D()
if len2d > 0.5 then
pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed, 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_HL2MP_GESTURE_RANGE_ATTACK_MELEE, true)
return ACT_INVALID
elseif event == PLAYERANIMEVENT_RELOAD then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_TAUNT_ZOMBIE, true)
return ACT_INVALID
end
end
if SERVER then
function CLASS:OnSpawned(pl)
pl:CreateAmbience("butcherambience")
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/butcher"
local render_SetMaterial = render.SetMaterial
local render_DrawSprite = render.DrawSprite
local angle_zero = angle_zero
local LocalToWorld = LocalToWorld
local colGlow = Color(235, 50, 0)
local matGlow = Material("sprites/glow04_noz")
local vecEyeLeft = Vector(4, -4.6, -1)
local vecEyeRight = Vector(4, -4.6, 1)
function CLASS:PrePlayerDraw(pl)
render.SetColorModulation(1, 0.5, 0.5)
end
function CLASS:PostPlayerDraw(pl)
render.SetColorModulation(1, 1, 1)
if pl == MySelf and not pl:ShouldDrawLocalPlayer() or pl.SpawnProtection then return end
local pos, ang = pl:GetBonePositionMatrixed(6)
if pos then
render_SetMaterial(matGlow)
render_DrawSprite(LocalToWorld(vecEyeLeft, angle_zero, pos, ang), 4, 4, colGlow)
render_DrawSprite(LocalToWorld(vecEyeRight, angle_zero, pos, ang), 4, 4, colGlow)
end
end