e9da54c2f9
Too many changes to list.
193 lines
4.6 KiB
Lua
193 lines
4.6 KiB
Lua
CLASS.Name = "Flesh Creeper"
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CLASS.TranslationName = "class_flesh_creeper"
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CLASS.Description = "description_flesh_creeper"
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CLASS.Help = "controls_flesh_creeper"
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CLASS.Wave = 0
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CLASS.Hidden = true
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CLASS.Unlocked = true
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CLASS.NotRandomStart = true
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CLASS.Health = 175
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CLASS.SWEP = "weapon_zs_fleshcreeper"
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CLASS.Model = Model("models/antlion.mdl")
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CLASS.Speed = 160
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CLASS.JumpPower = 220
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CLASS.Points = CLASS.Health/GM.NoHeadboxZombiePointRatio
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CLASS.VoicePitch = 0.55
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CLASS.PainSounds = {Sound("npc/barnacle/barnacle_pull1.wav"), Sound("npc/barnacle/barnacle_pull2.wav"), Sound("npc/barnacle/barnacle_pull3.wav"), Sound("npc/barnacle/barnacle_pull4.wav")}
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CLASS.DeathSounds = {Sound("npc/barnacle/barnacle_die1.wav"), Sound("npc/barnacle/barnacle_die2.wav")}
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CLASS.ModelScale = 0.65
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--[[CLASS.ModelScale = 0.6324555
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CLASS.ClientsideModelScale = 0.4 / CLASS.ModelScale]]
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CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 36)}
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CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 36)}
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CLASS.ViewOffset = Vector(0, 0, 35.5)
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CLASS.ViewOffsetDucked = Vector(0, 0, 35.5)
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local CurTime = CurTime
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local math_random = math.random
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local math_sin = math.sin
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local IN_JUMP = IN_JUMP
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function CLASS:CanUse(pl)
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return GAMEMODE:GetDynamicSpawning() and not GAMEMODE.ZombieEscape
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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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if mv:GetForwardSpeed() <= 0 then
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mv:SetMaxSpeed(mv:GetMaxSpeed() * 0.45)
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mv:SetMaxClientSpeed(mv:GetMaxClientSpeed() * 0.45)
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end
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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.IsInAttackAnim then
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if wep:IsInAttackAnim() then
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return 1, 14
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end
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if wep:GetHoldingRightClick() then
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return 1, 21
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end
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end
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if wep.IsPouncing and wep:IsPouncing() then
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return ACT_GLIDE, -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 1, 17
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else]]
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return 1, 4
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--[[end
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elseif pl:Crouching() and pl:OnGround() then
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pl.CalcSeqOverride = 40]]
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end
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return 1, 2
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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.IsInAttackAnim then
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if wep:IsInAttackAnim() then
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pl:SetPlaybackRate(0)
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pl:SetCycle(1 - (wep:GetAttackAnimTime() - CurTime()) / wep.Primary.Delay)
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return true
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elseif wep:GetHoldingRightClick() then
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pl:SetPlaybackRate(0)
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local delta = CurTime() - wep:GetRightClickStart()
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if delta > 1 then
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--pl:SetCycle(0.333 + (delta * 3 % 1) * 0.2)
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pl:SetCycle(0.5 + math_sin(delta * 12) * 0.05)
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else
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--pl:SetCycle(delta / 3)
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pl:SetCycle(delta / 2)
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end
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return true
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end
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end
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if velocity:Length2DSqr() >= 256 then
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GAMEMODE.BaseClass.UpdateAnimation(GAMEMODE.BaseClass, pl, velocity, maxseqgroundspeed)
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--[[local dir = Vector(0, 0, 0)
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dir:Set(velocity)
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dir.z = 0
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dir:Normalize()
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local aimdir = pl:GetAimVector()
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aimdir.z = 0
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aimdir:Normalize()
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if dir:Dot(aimdir) >= 0.5 then
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pl:SetPlaybackRate(pl:GetPlaybackRate() / self.ModelScale / 2)
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else]]
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pl:SetPlaybackRate(pl:GetPlaybackRate() / self.ModelScale)
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--end
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--[[if pl:Crouching() then
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pl:SetPoseParameter("move_yaw", 0)
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end]]
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return true
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end
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--[[if pl:Crouching() then
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pl:SetCycle(0.5 + math.sin(CurTime() * 2) * 0.025)
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pl:SetPlaybackRate(0)
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return true
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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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return ACT_INVALID
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end
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end
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function CLASS:CreateMove(pl, cmd)
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.IsSwinging and wep:IsSwinging() and bit.band(cmd:GetButtons(), IN_JUMP) ~= 0 then
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cmd:SetButtons(cmd:GetButtons() - IN_JUMP)
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end
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end
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local FootSounds = {
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"npc/zombie/foot1.wav",
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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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pl:EmitSound(FootSounds[math_random(#FootSounds)], 65, math.random(105, 115))
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return true
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end
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if SERVER then
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function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo)
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local ent = pl:FakeDeath(pl:LookupSequence("Flip1"), self.ModelScale, math.Rand(0.45, 0.5))
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if ent:IsValid() then
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ent:SetMaterial("models/flesh")
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end
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return true
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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/fleshcreeper"
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local matFlesh = Material("models/flesh")
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function CLASS:PrePlayerDraw(pl)
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render.ModelMaterialOverride(matFlesh)
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end
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function CLASS:PostPlayerDraw(pl)
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render.ModelMaterialOverride()
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end
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function CLASS:ShouldDrawLocalPlayer()
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return true
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end
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