e9da54c2f9
Too many changes to list.
213 lines
5.8 KiB
Lua
213 lines
5.8 KiB
Lua
CLASS.Name = "Skeletal Shambler"
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CLASS.TranslationName = "class_skeletal_shambler"
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CLASS.Description = "description_skeletal_shambler"
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CLASS.Help = "controls_skeletal_shambler"
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CLASS.Wave = 5 / 6
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CLASS.Health = 180
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CLASS.Speed = 155
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CLASS.CanTaunt = true
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CLASS.Points = CLASS.Health/GM.SkeletonPointRatio
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CLASS.SWEP = "weapon_zs_skelesham"
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CLASS.Model = Model("models/player/skeleton.mdl")
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CLASS.VoicePitch = 0.8
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CLASS.CanFeignDeath = true
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CLASS.BloodColor = -1
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CLASS.Skeletal = true
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CLASS.SkeletalRes = true
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local math_random = math.random
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local math_ceil = math.ceil
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local math_min = math.min
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local math_max = math.max
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local math_Clamp = math.Clamp
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local string_format = string.format
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local bit_band = bit.band
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local DMG_BULLET = DMG_BULLET
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local ACT_HL2MP_ZOMBIE_SLUMP_RISE = ACT_HL2MP_ZOMBIE_SLUMP_RISE
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local ACT_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL
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local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
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local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE
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local ACT_HL2MP_IDLE_ZOMBIE = ACT_HL2MP_IDLE_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_WALK_ZOMBIE_01 = ACT_HL2MP_WALK_ZOMBIE_01
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function CLASS:KnockedDown(pl, status, exists)
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pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD)
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end
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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if math_random(2) == 1 then
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pl:EmitSound("npc/barnacle/neck_snap1.wav", 65, math_random(105, 110), 0.27)
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else
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pl:EmitSound("npc/barnacle/neck_snap2.wav", 65, math_random(105, 110), 0.27)
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end
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return true
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end
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function CLASS:PlayPainSound(pl)
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pl:EmitSound(string_format("npc/metropolice/pain%d.wav", math_random(4)), 65, math_random(60, 65))
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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(string_format("npc/zombie/zombie_die%d.wav", math_random(3)), 75, math_random(122, 128))
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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 675 - pl:GetVelocity():Length()
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elseif iType == STEPSOUNDTIME_ON_LADDER then
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return 600
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elseif iType == STEPSOUNDTIME_WATER_KNEE then
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return 750
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end
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return 450
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end
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function CLASS:CalcMainActivity(pl, velocity)
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local revive = pl.Revive
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if revive and revive:IsValid() then
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return ACT_HL2MP_ZOMBIE_SLUMP_RISE, -1
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end
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local feign = pl.FeignDeath
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if feign and feign:IsValid() then
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if feign:GetDirection() == DIR_BACK then
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return 1, pl:LookupSequence("zombie_slump_rise_02_fast")
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end
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return ACT_HL2MP_ZOMBIE_SLUMP_RISE, -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_IDLE_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() / 3 + pl:EntIndex()) % 3), -1
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end
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return ACT_HL2MP_WALK_ZOMBIE_01 - 1 + math_ceil((CurTime() / 3 + pl:EntIndex()) % 3), -1
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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local revive = pl.Revive
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if revive and revive:IsValid() then
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pl:SetCycle(0.4 + (1 - math_Clamp((revive:GetReviveTime() - CurTime()) / revive.AnimTime, 0, 1)) * 0.6)
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pl:SetPlaybackRate(0)
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return true
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end
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local feign = pl.FeignDeath
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if feign and feign:IsValid() then
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if feign:GetState() == 1 then
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pl:SetCycle(1 - math_max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
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else
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pl:SetCycle(math_max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
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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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local len2d = velocity:Length2D()
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if len2d > 1 then
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pl:SetPlaybackRate(math_min(len2d / maxseqgroundspeed * 0.45, 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:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_ZOMBIE, true)
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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:DoesntGiveFear(pl)
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return pl.FeignDeath and pl.FeignDeath:IsValid()
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end
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if SERVER then
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function CLASS:AltUse(pl)
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pl:StartFeignDeath()
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end
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function CLASS:ProcessDamage(pl, dmginfo)
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if bit_band(dmginfo:GetDamageType(), DMG_BULLET) ~= 0 then
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dmginfo:SetDamage(dmginfo:GetDamage() * 0.36)
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elseif bit_band(dmginfo:GetDamageType(), DMG_SLASH) == 0 and bit_band(dmginfo:GetDamageType(), DMG_CLUB) == 0 then
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dmginfo:SetDamage(dmginfo:GetDamage() * 0.45)
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end
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local damage = dmginfo:GetDamage()
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if damage >= 70 or damage < pl:Health() then return end
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local attacker, inflictor = dmginfo:GetAttacker(), dmginfo:GetInflictor()
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if attacker == pl or not attacker:IsPlayer() or inflictor.IsMelee or inflictor.NoReviveFromKills then return end
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if pl:WasHitInHead() or pl:GetStatus("shockdebuff") then return end
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local dmgtype = dmginfo:GetDamageType()
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if bit_band(dmgtype, DMG_ALWAYSGIB) ~= 0 or bit_band(dmgtype, DMG_BURN) ~= 0 or bit_band(dmgtype, DMG_CRUSH) ~= 0 then return end
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if pl.FeignDeath and pl.FeignDeath:IsValid() then return end
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if CurTime() < (pl.NextZombieRevive or 0) then return end
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pl.NextZombieRevive = CurTime() + 3
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dmginfo:SetDamage(0)
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pl:SetHealth(10)
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local status = pl:GiveStatus("revive_slump")
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if status then
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status:SetReviveTime(CurTime() + 2.25)
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status:SetReviveHeal(10)
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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/skeletal_walker"
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CLASS.IconColor = Color(220, 200, 150)
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local render_SetColorModulation = render.SetColorModulation
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function CLASS:PrePlayerDraw(pl)
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render_SetColorModulation(0.6, 0.45, 0.4)
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end
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function CLASS:PostPlayerDraw(pl)
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render_SetColorModulation(1, 1, 1)
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end
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