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

211 lines
5.8 KiB
Lua

CLASS.Name = "Charger"
CLASS.TranslationName = "class_lacerator_charging"
CLASS.Description = "description_lacerator_charging"
CLASS.Help = "controls_lacerator_charging"
CLASS.Model = Model("models/player/zombie_lacerator2.mdl")
CLASS.Wave = 4 / 6
CLASS.Health = 350
CLASS.Speed = 220
CLASS.SWEP = "weapon_zs_lacerator_charging"
CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 58)}
CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)}
CLASS.ViewOffset = Vector(0, 0, 50)
CLASS.ViewOffsetDucked = Vector(0, 0, 24)
CLASS.Points = CLASS.Health/GM.NoHeadboxZombiePointRatio
CLASS.VoicePitch = 0.75
local math_random = math.random
local math_min = math.min
local CurTime = CurTime
local STEPSOUNDTIME_NORMAL = STEPSOUNDTIME_NORMAL
local STEPSOUNDTIME_WATER_FOOT = STEPSOUNDTIME_WATER_FOOT
local STEPSOUNDTIME_ON_LADDER = STEPSOUNDTIME_ON_LADDER
local STEPSOUNDTIME_WATER_KNEE = STEPSOUNDTIME_WATER_KNEE
local ACT_ZOMBIE_LEAP_START = ACT_ZOMBIE_LEAP_START
local ACT_ZOMBIE_LEAPING = ACT_ZOMBIE_LEAPING
local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01
local ACT_HL2MP_RUN_ZOMBIE_FAST = ACT_HL2MP_RUN_ZOMBIE_FAST
local ACT_GMOD_GESTURE_TAUNT_ZOMBIE = ACT_GMOD_GESTURE_TAUNT_ZOMBIE
local ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL = ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL
local ACT_HL2MP_RUN_CHARGING = ACT_HL2MP_RUN_CHARGING
local ACT_INVALID = ACT_INVALID
function CLASS:Move(pl, mv)
local wep = pl:GetActiveWeapon()
if wep.Move and wep:Move(mv) then
return true
end
if mv:GetForwardSpeed() <= 0 then
mv:SetMaxSpeed(math_min(mv:GetMaxSpeed(), 140))
mv:SetMaxClientSpeed(math_min(mv:GetMaxClientSpeed(), 140))
end
end
function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
return true
end
local GearFoley = {
"npc/combine_soldier/gear1.wav",
"npc/combine_soldier/gear2.wav",
"npc/combine_soldier/gear3.wav",
"npc/combine_soldier/gear4.wav",
"npc/combine_soldier/gear5.wav",
"npc/combine_soldier/gear6.wav"
}
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
if iFoot == 0 then
pl:EmitSound("npc/antlion_guard/foot_heavy1.wav", 70, math_random(120,133), 0.4)
else
pl:EmitSound("npc/antlion_guard/foot_heavy2.wav", 70, math_random(120,133), 0.4)
end
pl:EmitSound(GearFoley[math_random(#GearFoley)], 70, 100, 0.6)
return true
end
function CLASS:IgnoreLegDamage(pl, dmginfo)
return true
end
function CLASS:PlayPainSound(pl)
pl:EmitSound("npc/fast_zombie/leap1.wav", 75, math_random(70, 80))
pl.NextPainSound = CurTime() + .5
return true
end
function CLASS:PlayDeathSound(pl)
pl:EmitSound("npc/zombie/zombie_die"..math_random(3)..".wav",70, math_random(80,85))
return true
end
function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.GetCharge and wep:GetCharge() > 0 and (iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT) then
return 640 - pl:GetVelocity():Length()
elseif iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
return 580 - pl:GetVelocity():Length()
elseif iType == STEPSOUNDTIME_ON_LADDER then
return 400
elseif iType == STEPSOUNDTIME_WATER_KNEE then
return 550
end
return 250
end
function CLASS:CalcMainActivity(pl, velocity)
local wep = pl:GetActiveWeapon()
if not wep:IsValid() or not wep.GetChargeStart then return end
if wep:GetChargeStart() > 0 then
if wep:GetCharge() <= 0 then
return ACT_ZOMBIE_LEAP_START, -1
elseif velocity:Length2DSqr() <= 1 then
return 1, pl:LookupSequence("seq_cower")
else
return ACT_HL2MP_RUN_CHARGING, -1
end
end
if not pl:OnGround() or pl:WaterLevel() >= 3 then
return ACT_ZOMBIE_LEAPING, -1
end
if pl:Crouching() then
return velocity:Length2DSqr() <= 1 and ACT_HL2MP_IDLE_CROUCH_ZOMBIE or ACT_HL2MP_WALK_CROUCH_ZOMBIE_01, -1
end
return ACT_HL2MP_RUN_ZOMBIE_FAST, -1
end
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
local wep = pl:GetActiveWeapon()
if not wep:IsValid() or not wep.GetChargeStart then return end
local len2d = velocity:Length2D()
if len2d > 1 then
pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.666, 3))
else
pl:SetPlaybackRate(1)
end
if wep:GetChargeStart() > 0 and wep:GetCharge() <= 0 then
pl:SetPlaybackRate(0.25)
if not pl.m_PrevFrameCycle then
pl.m_PrevFrameCycle = true
pl:SetCycle(0)
end
return true
elseif pl.m_PrevFrameCycle then
pl.m_PrevFrameCycle = nil
end
if not pl:OnGround() or pl:WaterLevel() >= 3 then
pl:SetPlaybackRate(1)
if pl:GetCycle() >= 1 then
pl:SetCycle(pl:GetCycle() - 1)
end
return true
end
return true
end
function CLASS:DoAnimationEvent(pl, event, data)
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL, 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 return end
CLASS.Icon = "zombiesurvival/killicons/lacerator"
CLASS.IconColor = Color(180, 45, 0)
function CLASS:CreateMove(pl, cmd)
local wep = pl:GetActiveWeapon()
if wep:IsValid() and wep.m_ViewAngles and ((wep.GetChargeStart and wep:GetChargeStart() ~= 0) or wep.IsCharging) then
local maxdiff = FrameTime() * 15
local mindiff = -maxdiff
local originalangles = wep.m_ViewAngles
local viewangles = cmd:GetViewAngles()
local diff = math.AngleDifference(viewangles.yaw, originalangles.yaw)
if diff > maxdiff or diff < mindiff then
viewangles.yaw = math.NormalizeAngle(originalangles.yaw + math.Clamp(diff, mindiff, maxdiff))
end
wep.m_ViewAngles = viewangles
cmd:SetViewAngles(viewangles)
end
end
function CLASS:PrePlayerDraw(pl)
render.SetColorModulation(0.7, 0.17, 0)
end
function CLASS:PostPlayerDraw(pl)
render.SetColorModulation(1, 1, 1)
end