e9da54c2f9
Too many changes to list.
132 lines
3.3 KiB
Lua
132 lines
3.3 KiB
Lua
CLASS.Name = "Bloated Zombie"
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CLASS.TranslationName = "class_bloated_zombie"
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CLASS.Description = "description_bloated_zombie"
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CLASS.Help = "controls_bloated_zombie"
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CLASS.BetterVersion = "Vile Bloated Zombie"
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CLASS.Wave = 2 / 6
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CLASS.Health = 325
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CLASS.Speed = 125
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--CLASS.JumpPower = DEFAULT_JUMP_POWER * 0.811
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CLASS.Mass = DEFAULT_MASS * 2
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CLASS.CanTaunt = true
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CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio
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CLASS.SWEP = "weapon_zs_bloatedzombie"
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CLASS.Model = Model("models/player/fatty/fatty.mdl")
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CLASS.DeathSounds = {"npc/ichthyosaur/water_growl5.wav"}
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CLASS.VoicePitch = 0.6
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CLASS.CanFeignDeath = true
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CLASS.BloodColor = BLOOD_COLOR_GREEN
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local math_random = math.random
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local math_Rand = math.Rand
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local math_min = math.min
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local math_max = math.max
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local math_ceil = math.ceil
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local string_format = string.format
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local CurTime = CurTime
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local DIR_BACK = DIR_BACK
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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_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_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_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE
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function CLASS:PlayPainSound(pl)
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pl:EmitSound(string_format("npc/zombie_poison/pz_idle%d.wav", math_random(2, 3)), 72, math_Rand(75, 85))
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pl.NextPainSound = CurTime() + 0.5
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return true
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end
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local StepSounds = {
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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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local ScuffSounds = {
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"npc/zombie/foot_slide1.wav",
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"npc/zombie/foot_slide2.wav",
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"npc/zombie/foot_slide3.wav"
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}
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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if math_random() < 0.15 then
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pl:EmitSound(ScuffSounds[math_random(#ScuffSounds)], 70, 75)
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else
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pl:EmitSound(StepSounds[math_random(#StepSounds)], 70, 75)
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end
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return true
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end
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function CLASS:CalcMainActivity(pl, velocity)
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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 pl:Crouching() and pl:OnGround() then
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if velocity:Length2DSqr() <= 1 then
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return ACT_HL2MP_IDLE_CROUCH_ZOMBIE, -1
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end
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return ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math_ceil((CurTime() / 4 + pl:EntIndex()) % 3), -1
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end
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return ACT_HL2MP_RUN_ZOMBIE, -1
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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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, 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:DoZombieAttackAnim(data)
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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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