e9da54c2f9
Too many changes to list.
185 lines
4.4 KiB
Lua
185 lines
4.4 KiB
Lua
CLASS.Name = "Poison Headcrab"
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CLASS.TranslationName = "class_poison_headcrab"
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CLASS.Description = "description_poison_headcrab"
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CLASS.Help = "controls_poison_headcrab"
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CLASS.BetterVersion = "Barbed Headcrab"
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CLASS.Model = Model("models/headcrabblack.mdl")
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CLASS.Wave = 3 / 6
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CLASS.Threshold = 0.6
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CLASS.SWEP = "weapon_zs_poisonheadcrab"
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CLASS.Health = 85
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CLASS.Speed = 145
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CLASS.JumpPower = 100
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CLASS.NoFallDamage = true
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CLASS.NoFallSlowdown = true
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CLASS.IsHeadcrab = true
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CLASS.Points = CLASS.Health/GM.HeadcrabZombiePointRatio
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CLASS.Hull = {Vector(-12, -12, 0), Vector(12, 12, 18.1)}
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CLASS.HullDuck = {Vector(-12, -12, 0), Vector(12, 12, 18.1)}
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CLASS.ViewOffset = Vector(0, 0, 10)
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CLASS.ViewOffsetDucked = Vector(0, 0, 10)
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CLASS.StepSize = 8
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CLASS.CrouchedWalkSpeed = 1
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CLASS.Mass = 40
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CLASS.CantDuck = true
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CLASS.PainSounds = {"NPC_BlackHeadcrab.Pain"}
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CLASS.DeathSounds = {"NPC_BlackHeadcrab.Die"}
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CLASS.BloodColor = BLOOD_COLOR_GREEN
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local math_random = math.random
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local CurTime = CurTime
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local math_max = math.max
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local math_sin = math.sin
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local math_pi = math.pi
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local ACT_RUN = ACT_RUN
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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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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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function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
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return true
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end
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local StepSounds = {
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"npc/headcrab_poison/ph_step1.wav",
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"npc/headcrab_poison/ph_step2.wav",
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"npc/headcrab_poison/ph_step3.wav",
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"npc/headcrab_poison/ph_step4.wav"
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}
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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pl:EmitSound(StepSounds[math_random(#StepSounds)], 60)
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return true
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end
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--[[function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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pl:EmitSound("NPC_BlackHeadcrab.Footstep")
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return true
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end]]
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function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
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if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then
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return 285 - pl:GetVelocity():Length()
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elseif iType == STEPSOUNDTIME_ON_LADDER then
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return 200
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elseif iType == STEPSOUNDTIME_WATER_KNEE then
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return 280
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end
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return 175
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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() then
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if wep.ShouldPlayLeapAnimation and wep:ShouldPlayLeapAnimation() then
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return 1, 7
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end
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if wep.IsGoingToSpit and wep:IsGoingToSpit() then
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return 1, 2
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end
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end
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if pl:OnGround() then
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if velocity:Length2DSqr() > 1 then
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return ACT_RUN, -1
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end
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return 1, 4
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end
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return 1, 6
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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local seq = pl:GetSequence()
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--[[if seq == 2 or seq == 7 then
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pl:SetPlaybackRate(1)
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if not pl.m_PrevFrameCycle then
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pl.m_PrevFrameCycle = true
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pl:SetCycle(0)
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end
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return true
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elseif pl.m_PrevFrameCycle then
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pl.m_PrevFrameCycle = nil
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end]]
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if seq == 2 then
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.SpitWindUp then
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local spitend = wep:GetNextSpit()
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local lerp = 1 - math_max(0, spitend - CurTime()) / wep.SpitWindUp
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if lerp == 1 then
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pl:SetCycle(0.6 + math_sin(CurTime() * math_pi) * 0.1)
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else
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pl:SetCycle(lerp * 0.6)
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end
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pl:SetPlaybackRate(0)
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return true
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end
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elseif seq == 7 then
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local wep = pl:GetActiveWeapon()
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if wep:IsValid() and wep.PounceWindUp then
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local spitend = wep:GetNextLeap()
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local lerp = 1 - math_max(0, spitend - CurTime()) / wep.PounceWindUp
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if lerp == 1 then
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pl:SetCycle(0.7 + math_sin(CurTime() * math_pi) * 0.1)
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else
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pl:SetCycle(lerp * 0.7)
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end
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pl:SetPlaybackRate(0)
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return true
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end
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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/poisonheadcrab"
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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.m_ViewAngles and (wep.IsLeaping and wep:IsLeaping() or wep.IsGoingToLeap and wep:IsGoingToLeap()) then
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local maxdiff = FrameTime() * 15
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local mindiff = -maxdiff
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local originalangles = wep.m_ViewAngles
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local viewangles = cmd:GetViewAngles()
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local diff = math.AngleDifference(viewangles.yaw, originalangles.yaw)
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if diff > maxdiff or diff < mindiff then
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viewangles.yaw = math.NormalizeAngle(originalangles.yaw + math.Clamp(diff, mindiff, maxdiff))
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end
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wep.m_ViewAngles = viewangles
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cmd:SetViewAngles(viewangles)
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end
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end
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