e9da54c2f9
Too many changes to list.
134 lines
3.6 KiB
Lua
134 lines
3.6 KiB
Lua
CLASS.Name = "Chem Burster"
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CLASS.TranslationName = "class_chem_burster"
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CLASS.Description = "description_chem_burster"
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CLASS.Help = "controls_chem_burster"
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CLASS.Wave = 6 / 6
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CLASS.Health = 125
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CLASS.Speed = 170
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CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio
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CLASS.CanTaunt = true
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CLASS.SWEP = "weapon_zs_burster"
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CLASS.Model = Model("models/player/zombie_classic.mdl")
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CLASS.OverrideModel = Model("models/Zombie/Poison.mdl")
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CLASS.PainSounds = {Sound("npc/metropolice/knockout2.wav"), Sound("npc/metropolice/pain1.wav"), Sound("npc/metropolice/pain2.wav"), Sound("npc/metropolice/pain3.wav"), Sound("npc/metropolice/pain4.wav")}
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CLASS.VoicePitch = 0.7
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CLASS.BloodColor = BLOOD_COLOR_GREEN
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local math_random = math.random
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local math_min = math.min
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local math_ceil = math.ceil
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local CurTime = CurTime
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--local string_format = string.format
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local STEPSOUNDTIME_NORMAL = STEPSOUNDTIME_NORMAL
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local STEPSOUNDTIME_WATER_FOOT = STEPSOUNDTIME_WATER_FOOT
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local STEPSOUNDTIME_ON_LADDER = STEPSOUNDTIME_ON_LADDER
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local STEPSOUNDTIME_WATER_KNEE = STEPSOUNDTIME_WATER_KNEE
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local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
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local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
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local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
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local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01
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local ACT_HL2MP_RUN_CHARGING = ACT_HL2MP_RUN_CHARGING
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--[[function CLASS:PlayPainSound(pl)
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pl:EmitSound(string_format("npc/zombie_poison/pz_warn%d.wav", math.random(2)), 75, math.Rand(137, 143))
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pl.NextPainSound = CurTime() + 0.5
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return true
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end]]
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function CLASS:PlayDeathSound(pl)
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pl:EmitSound("npc/zombie_poison/pz_die2.wav", 75, math.Rand(122, 128))
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return true
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end
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local StepLeftSounds = {
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"npc/zombie/foot1.wav",
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"npc/zombie/foot2.wav"
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}
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local StepRightSounds = {
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"npc/zombie/foot2.wav",
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"npc/zombie/foot3.wav"
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}
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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if iFoot == 0 then
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pl:EmitSound(StepLeftSounds[math_random(#StepLeftSounds)], 70)
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else
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pl:EmitSound(StepRightSounds[math_random(#StepRightSounds)], 70)
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end
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return true
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end
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function CLASS:CalcMainActivity(pl, velocity)
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.GetCharge and wep:GetCharge() > 0 then
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if velocity:Length2DSqr() <= 1 then
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return 1, pl:LookupSequence("seq_cower")
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end
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return ACT_HL2MP_RUN_CHARGING, -1
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end
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if pl:WaterLevel() >= 3 then
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return ACT_HL2MP_SWIM_PISTOL, -1
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end
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if velocity:Length2DSqr() <= 1 then
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if pl:Crouching() and pl:OnGround() then
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return ACT_HL2MP_IDLE_CROUCH_ZOMBIE, -1
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end
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return ACT_HL2MP_RUN_ZOMBIE, -1
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end
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if pl:Crouching() and pl:OnGround() then
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return ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math_ceil((CurTime() / 4 + pl:EntIndex()) % 3), -1
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end
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return ACT_HL2MP_RUN_ZOMBIE, -1
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.GetCharge and wep:GetCharge() > 0 and velocity:Length2DSqr() <= 1 then
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pl:SetPlaybackRate(0)
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pl:SetCycle(wep:GetCharge() ^ 2)
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return true
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end
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local len2d = velocity:Length2D()
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if len2d > 1 then
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pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.666, 3))
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else
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pl:SetPlaybackRate(1)
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end
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return true
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end
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function CLASS:DoAnimationEvent(pl, event, data)
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if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
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pl:DoZombieAttackAnim(data)
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return ACT_INVALID
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elseif event == PLAYERANIMEVENT_RELOAD then
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pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_TAUNT_ZOMBIE, true)
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return ACT_INVALID
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end
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end
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function CLASS:Move(pl, mv)
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local wep = pl:GetActiveWeapon()
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if wep.Move and wep:Move(mv) then
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return true
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end
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end
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