e9da54c2f9
Too many changes to list.
169 lines
4.1 KiB
Lua
169 lines
4.1 KiB
Lua
CLASS.Base = "boss_shade"
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CLASS.Name = "Frost Shade"
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CLASS.TranslationName = "class_frostshade"
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CLASS.Description = "description_frostshade"
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CLASS.Help = "controls_frostshade"
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CLASS.Boss = true
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CLASS.Health = 1500
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CLASS.Speed = 170
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CLASS.Points = 30
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CLASS.SWEP = "weapon_zs_frostshade"
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CLASS.ResistFrost = true
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CLASS.Model = Model("models/player/zombie_fast.mdl")
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local math_cos = math.cos
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local math_abs = math.abs
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local math_Clamp = math.Clamp
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local CurTime = CurTime
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function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
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if not dmginfo:IsBulletDamage() then return true end
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if hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG or hitgroup == HITGROUP_GEAR or hitgroup == HITGROUP_GENERIC then
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dmginfo:SetDamage(0)
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dmginfo:ScaleDamage(0)
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end
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return true
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end
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function CLASS:IgnoreLegDamage(pl, dmginfo)
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return true
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end
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function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo, assister)
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if SERVER then
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local effectdata = EffectData()
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effectdata:SetOrigin(pl:WorldSpaceCenter())
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effectdata:SetNormal(pl:GetUp())
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effectdata:SetEntity(pl)
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util.Effect("death_shade", effectdata, nil, true)
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end
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return true
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end
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if SERVER then
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function CLASS:OnSpawned(pl)
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pl:CreateAmbience("frostshadeambience")
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pl:SetRenderMode(RENDERMODE_TRANSALPHA)
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end
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function CLASS:ProcessDamage(pl, dmginfo)
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if SERVER then
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local inflictor = dmginfo:GetInflictor()
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if inflictor:IsValid() and (inflictor:IsPhysicsModel() or inflictor.IsPhysbox) then
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return
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end
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local status = pl.status_frostshadeambience
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if status and status:IsValid() then
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status:SetLastDamaged(CurTime())
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end
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end
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end
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function CLASS:ShadeShield(pl)
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local shadeshield = pl.ShadeShield
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local curtime = CurTime()
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if pl.NextShield and curtime <= pl.NextShield then return end
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if shadeshield and shadeshield:IsValid() then
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if curtime >= shadeshield:GetStateEndTime() then
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shadeshield:SetState(1)
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shadeshield:SetStateEndTime(curtime + 0.5)
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end
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elseif pl:IsOnGround() and not pl:IsPlayingTaunt() then
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and curtime > wep:GetNextPrimaryFire() and curtime > wep:GetNextSecondaryFire() then
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local status = pl:GiveStatus("frostshadeshield")
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if status and status:IsValid() then
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status:SetStateEndTime(curtime + 0.5)
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for _, ent in pairs(ents.FindByClass("env_frostshadecontrol")) do
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if ent:IsValid() and ent:GetOwner() == pl then
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ent:Remove()
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return
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end
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end
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end
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end
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end
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end
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function CLASS:AltUse(pl)
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self:ShadeShield(pl)
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end
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end
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if not CLIENT then return end
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CLASS.Icon = "zombiesurvival/killicons/shadev2"
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CLASS.IconColor = Color(0, 190, 255)
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local nodraw = false
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local matWhite = Material("models/debug/debugwhite")
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local matRefract = Material("models/spawn_effect")
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function CLASS:PreRenderEffects(pl)
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if render.SupportsVertexShaders_2_0() then
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local normal = pl:GetUp()
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render.EnableClipping(true)
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render.PushCustomClipPlane(normal, normal:Dot(pl:GetPos() + normal * 16))
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end
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if nodraw then return end
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local red = 0
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local status = pl.status_frostshadeambience
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if status and status:IsValid() then
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red = 1 - math_Clamp((CurTime() - status:GetLastDamaged()) * 3, 0, 1) ^ 3
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end
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render.SetColorModulation(red, 0.7 * (1 - red), 1 - red)
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render.SetBlend(0.5 + math_abs(math_cos(CurTime())) ^ 2 * 0.1)
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render.SuppressEngineLighting(true)
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render.ModelMaterialOverride(matWhite)
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end
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function CLASS:PostRenderEffects(pl)
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if render.SupportsVertexShaders_2_0() then
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render.PopCustomClipPlane()
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render.EnableClipping(false)
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end
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if nodraw then return end
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render.SetColorModulation(1, 1, 1)
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render.SetBlend(1)
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render.SuppressEngineLighting(false)
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render.ModelMaterialOverride()
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if render.SupportsPixelShaders_2_0() then
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render.UpdateRefractTexture()
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matRefract:SetFloat("$refractamount", 0.01)
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render.ModelMaterialOverride(matRefract)
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nodraw = true
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pl:DrawModel()
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nodraw = false
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render.ModelMaterialOverride(0)
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end
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end
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function CLASS:PrePlayerDraw(pl)
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pl:RemoveAllDecals()
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self:PreRenderEffects(pl)
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end
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function CLASS:PostPlayerDraw(pl)
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self:PostRenderEffects(pl)
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end
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