e9da54c2f9
Too many changes to list.
199 lines
5.1 KiB
Lua
199 lines
5.1 KiB
Lua
CLASS.Name = "Shadow Walker"
|
|
CLASS.TranslationName = "class_shadow_walker"
|
|
CLASS.Description = "description_shadow_walker"
|
|
CLASS.Help = "controls_shadow_lurker"
|
|
|
|
CLASS.BetterVersion = "Frigid Revenant"
|
|
|
|
CLASS.Model = Model("models/player/corpse1.mdl")
|
|
CLASS.OverrideModel = Model("models/player/skeleton.mdl")
|
|
|
|
CLASS.CanTaunt = true
|
|
|
|
CLASS.SWEP = "weapon_zs_shadowwalker"
|
|
|
|
CLASS.Wave = 2 / 6
|
|
|
|
CLASS.Health = 220
|
|
CLASS.Speed = 180
|
|
|
|
CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio
|
|
|
|
CLASS.VoicePitch = 0.55
|
|
|
|
CLASS.CanFeignDeath = true
|
|
|
|
CLASS.NoHideMainModel = true
|
|
|
|
CLASS.Skeletal = true
|
|
|
|
local math_random = math.random
|
|
local math_min = math.min
|
|
local math_max = math.max
|
|
local DMG_BULLET = DMG_BULLET
|
|
local ACT_HL2MP_ZOMBIE_SLUMP_RISE = ACT_HL2MP_ZOMBIE_SLUMP_RISE
|
|
local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
|
|
local ACT_HL2MP_IDLE_CROUCH_FIST = ACT_HL2MP_IDLE_CROUCH_FIST
|
|
local ACT_HL2MP_IDLE_KNIFE = ACT_HL2MP_IDLE_KNIFE
|
|
local ACT_HL2MP_WALK_CROUCH_KNIFE = ACT_HL2MP_WALK_CROUCH_KNIFE
|
|
local ACT_HL2MP_RUN_KNIFE = ACT_HL2MP_RUN_KNIFE
|
|
|
|
function CLASS:KnockedDown(pl, status, exists)
|
|
pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD)
|
|
end
|
|
|
|
function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
|
|
if math_random(2) == 1 then
|
|
pl:EmitSound("npc/barnacle/neck_snap1.wav", 65, math_random(135, 150), 0.27)
|
|
else
|
|
pl:EmitSound("npc/barnacle/neck_snap2.wav", 65, math_random(135, 150), 0.27)
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
function CLASS:CalcMainActivity(pl, velocity)
|
|
if velocity:Length2DSqr() <= 1 then
|
|
return ACT_IDLE, -1
|
|
end
|
|
|
|
return ACT_WALK, -1
|
|
end
|
|
|
|
function CLASS:PlayPainSound(pl)
|
|
pl:EmitSound("npc/antlion/pain2.wav", 70, math_random(190, 200))
|
|
pl.NextPainSound = CurTime() + 0.5
|
|
|
|
return true
|
|
end
|
|
|
|
function CLASS:PlayDeathSound(pl)
|
|
pl:EmitSound("npc/antlion/pain"..math_random(2)..".wav", 70, math_random(190, 200))
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
function CLASS:CalcMainActivity(pl, velocity)
|
|
local feign = pl.FeignDeath
|
|
if feign and feign:IsValid() then
|
|
if feign:GetDirection() == DIR_BACK then
|
|
return 1, pl:LookupSequence("zombie_slump_rise_02_fast")
|
|
end
|
|
|
|
return ACT_HL2MP_ZOMBIE_SLUMP_RISE, -1
|
|
end
|
|
|
|
if pl:WaterLevel() >= 3 then
|
|
return ACT_HL2MP_SWIM_PISTOL, -1
|
|
end
|
|
|
|
if velocity:Length2DSqr() <= 1 then
|
|
if pl:Crouching() and pl:OnGround() then
|
|
return ACT_HL2MP_IDLE_CROUCH_FIST, -1
|
|
end
|
|
|
|
return ACT_HL2MP_IDLE_KNIFE, -1
|
|
end
|
|
|
|
if pl:Crouching() and pl:OnGround() then
|
|
return ACT_HL2MP_WALK_CROUCH_KNIFE, -1
|
|
end
|
|
|
|
return ACT_HL2MP_RUN_KNIFE, -1
|
|
end
|
|
|
|
function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
|
|
local feign = pl.FeignDeath
|
|
if feign and feign:IsValid() then
|
|
if feign:GetState() == 1 then
|
|
pl:SetCycle(1 - math_max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
|
|
else
|
|
pl:SetCycle(math_max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
|
|
end
|
|
pl:SetPlaybackRate(0)
|
|
return true
|
|
end
|
|
|
|
local len = velocity:Length()
|
|
if len > 1 then
|
|
--pl:SetPlaybackRate(math_min(len / maxseqgroundspeed * 0.666, 3))
|
|
pl:SetPlaybackRate(math_min(len / maxseqgroundspeed, 3))
|
|
else
|
|
pl:SetPlaybackRate(1)
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
function CLASS:DoAnimationEvent(pl, event, data)
|
|
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
|
|
pl:DoZombieAttackAnim(data)
|
|
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
|
|
|
|
function CLASS:DoesntGiveFear(pl)
|
|
return pl.FeignDeath and pl.FeignDeath:IsValid()
|
|
end
|
|
|
|
if SERVER then
|
|
function CLASS:AltUse(pl)
|
|
pl:StartFeignDeath()
|
|
end
|
|
|
|
function CLASS:ProcessDamage(pl, dmginfo)
|
|
if dmginfo:GetInflictor().IsMelee then
|
|
dmginfo:SetDamage(dmginfo:GetDamage() / 2)
|
|
end
|
|
end
|
|
end
|
|
|
|
if not CLIENT then return end
|
|
|
|
CLASS.Icon = "zombiesurvival/killicons/skeletal_walker"
|
|
CLASS.IconColor = Color(50, 50, 50)
|
|
|
|
local render_SetBlend = render.SetBlend
|
|
local render_SetColorModulation = render.SetColorModulation
|
|
local render_SetMaterial = render.SetMaterial
|
|
local render_DrawSprite = render.DrawSprite
|
|
local render_ModelMaterialOverride = render.ModelMaterialOverride
|
|
local angle_zero = angle_zero
|
|
local LocalToWorld = LocalToWorld
|
|
|
|
local colGlow = Color(255, 0, 0)
|
|
local matGlow = Material("sprites/glow04_noz")
|
|
local matBlack = CreateMaterial("shadowlurkersheet", "UnlitGeneric", {["$basetexture"] = "Tools/toolsblack", ["$model"] = 1})
|
|
local vecEyeLeft = Vector(5, -3.5, -1)
|
|
local vecEyeRight = Vector(5, -3.5, 1)
|
|
|
|
function CLASS:PrePlayerDraw(pl)
|
|
render_SetBlend(0.45)
|
|
render_SetColorModulation(0.2, 0.2, 0.2)
|
|
end
|
|
|
|
function CLASS:PostPlayerDraw(pl)
|
|
render_SetBlend(1)
|
|
render_SetColorModulation(1, 1, 1)
|
|
end
|
|
|
|
function CLASS:PrePlayerDrawOverrideModel(pl)
|
|
render_ModelMaterialOverride(matBlack)
|
|
end
|
|
|
|
function CLASS:PostPlayerDrawOverrideModel(pl)
|
|
render_ModelMaterialOverride(nil)
|
|
|
|
if pl == MySelf and not pl:ShouldDrawLocalPlayer() or pl.SpawnProtection then return end
|
|
|
|
local pos, ang = pl:GetBonePositionMatrixed(6)
|
|
if pos then
|
|
render_SetMaterial(matGlow)
|
|
render_DrawSprite(LocalToWorld(vecEyeLeft, angle_zero, pos, ang), 4, 4, colGlow)
|
|
render_DrawSprite(LocalToWorld(vecEyeRight, angle_zero, pos, ang), 4, 4, colGlow)
|
|
end
|
|
end
|