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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Combine Zombie... Zombie Combine... its like a... Zombine... get it?
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_motor.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "ai_squad.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "ai_task.h"
#include "activitylist.h"
#include "engine/IEngineSound.h"
#include "npc_BaseZombie.h"
#include "movevars_shared.h"
#include "IEffects.h"
#include "props.h"
#include "physics_npc_solver.h"
#include "hl2_player.h"
#include "hl2_gamerules.h"
#include "basecombatweapon.h"
#include "basegrenade_shared.h"
#include "grenade_frag.h"
#include "ai_interactions.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
enum { SQUAD_SLOT_ZOMBINE_SPRINT1 = LAST_SHARED_SQUADSLOT, SQUAD_SLOT_ZOMBINE_SPRINT2, };
#define MIN_SPRINT_TIME 3.5f
#define MAX_SPRINT_TIME 5.5f
#define MIN_SPRINT_DISTANCE 64.0f
#define MAX_SPRINT_DISTANCE 1024.0f
#define SPRINT_CHANCE_VALUE 10
#define SPRINT_CHANCE_VALUE_DARKNESS 50
#define GRENADE_PULL_MAX_DISTANCE 256.0f
#define ZOMBINE_MAX_GRENADES 1
int ACT_ZOMBINE_GRENADE_PULL; int ACT_ZOMBINE_GRENADE_WALK; int ACT_ZOMBINE_GRENADE_RUN; int ACT_ZOMBINE_GRENADE_IDLE; int ACT_ZOMBINE_ATTACK_FAST; int ACT_ZOMBINE_GRENADE_FLINCH_BACK; int ACT_ZOMBINE_GRENADE_FLINCH_FRONT; int ACT_ZOMBINE_GRENADE_FLINCH_WEST; int ACT_ZOMBINE_GRENADE_FLINCH_EAST;
int AE_ZOMBINE_PULLPIN;
extern bool IsAlyxInDarknessMode();
ConVar sk_zombie_soldier_health( "sk_zombie_soldier_health","0");
float g_flZombineGrenadeTimes = 0;
class CNPC_Zombine : public CAI_BlendingHost<CNPC_BaseZombie>, public CDefaultPlayerPickupVPhysics { DECLARE_DATADESC(); DECLARE_CLASS( CNPC_Zombine, CAI_BlendingHost<CNPC_BaseZombie> );
public:
void Spawn( void ); void Precache( void );
void SetZombieModel( void );
virtual void PrescheduleThink( void ); virtual int SelectSchedule( void ); virtual void BuildScheduleTestBits( void );
virtual void HandleAnimEvent( animevent_t *pEvent );
virtual const char *GetLegsModel( void ); virtual const char *GetTorsoModel( void ); virtual const char *GetHeadcrabClassname( void ); virtual const char *GetHeadcrabModel( void );
virtual void PainSound( const CTakeDamageInfo &info ); virtual void DeathSound( const CTakeDamageInfo &info ); virtual void AlertSound( void ); virtual void IdleSound( void ); virtual void AttackSound( void ); virtual void AttackHitSound( void ); virtual void AttackMissSound( void ); virtual void FootstepSound( bool fRightFoot ); virtual void FootscuffSound( bool fRightFoot ); virtual void MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize );
virtual void Event_Killed( const CTakeDamageInfo &info ); virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); virtual void RunTask( const Task_t *pTask ); virtual int MeleeAttack1Conditions ( float flDot, float flDist );
virtual bool ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold );
virtual void OnScheduleChange ( void ); virtual bool CanRunAScriptedNPCInteraction( bool bForced );
void GatherGrenadeConditions( void );
virtual Activity NPC_TranslateActivity( Activity baseAct );
const char *GetMoanSound( int nSound );
bool AllowedToSprint( void ); void Sprint( bool bMadSprint = false ); void StopSprint( void );
void DropGrenade( Vector vDir );
bool IsSprinting( void ) { return m_flSprintTime > gpGlobals->curtime; } bool HasGrenade( void ) { return m_hGrenade != NULL; }
int TranslateSchedule( int scheduleType );
void InputStartSprint ( inputdata_t &inputdata ); void InputPullGrenade ( inputdata_t &inputdata );
virtual CBaseEntity *OnFailedPhysGunPickup ( Vector vPhysgunPos );
//Called when we want to let go of a grenade and let the physcannon pick it up.
void ReleaseGrenade( Vector vPhysgunPos );
virtual bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sourceEnt );
enum { COND_ZOMBINE_GRENADE = LAST_BASE_ZOMBIE_CONDITION, };
enum { SCHED_ZOMBINE_PULL_GRENADE = LAST_BASE_ZOMBIE_SCHEDULE, };
public: DEFINE_CUSTOM_AI;
private:
float m_flSprintTime; float m_flSprintRestTime;
float m_flSuperFastAttackTime; float m_flGrenadePullTime; int m_iGrenadeCount;
EHANDLE m_hGrenade;
protected: static const char *pMoanSounds[];
};
LINK_ENTITY_TO_CLASS( npc_zombine, CNPC_Zombine );
BEGIN_DATADESC( CNPC_Zombine ) DEFINE_FIELD( m_flSprintTime, FIELD_TIME ), DEFINE_FIELD( m_flSprintRestTime, FIELD_TIME ), DEFINE_FIELD( m_flSuperFastAttackTime, FIELD_TIME ), DEFINE_FIELD( m_hGrenade, FIELD_EHANDLE ), DEFINE_FIELD( m_flGrenadePullTime, FIELD_TIME ), DEFINE_FIELD( m_iGrenadeCount, FIELD_INTEGER ), DEFINE_INPUTFUNC( FIELD_VOID, "StartSprint", InputStartSprint ), DEFINE_INPUTFUNC( FIELD_VOID, "PullGrenade", InputPullGrenade ), END_DATADESC()
//---------------------------------------------------------
//---------------------------------------------------------
const char *CNPC_Zombine::pMoanSounds[] = { "ATV_engine_null", };
void CNPC_Zombine::Spawn( void ) { Precache();
m_fIsTorso = false; m_fIsHeadless = false; #ifdef HL2_EPISODIC
SetBloodColor( BLOOD_COLOR_ZOMBIE ); #else
SetBloodColor( BLOOD_COLOR_GREEN ); #endif // HL2_EPISODIC
m_iHealth = sk_zombie_soldier_health.GetFloat(); SetMaxHealth( m_iHealth );
m_flFieldOfView = 0.2;
CapabilitiesClear();
BaseClass::Spawn();
m_flSprintTime = 0.0f; m_flSprintRestTime = 0.0f;
m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 1.0, 4.0 );
g_flZombineGrenadeTimes = gpGlobals->curtime; m_flGrenadePullTime = gpGlobals->curtime;
m_iGrenadeCount = ZOMBINE_MAX_GRENADES; }
void CNPC_Zombine::Precache( void ) { BaseClass::Precache();
PrecacheModel( "models/zombie/zombie_soldier.mdl" );
PrecacheScriptSound( "Zombie.FootstepRight" ); PrecacheScriptSound( "Zombie.FootstepLeft" ); PrecacheScriptSound( "Zombine.ScuffRight" ); PrecacheScriptSound( "Zombine.ScuffLeft" ); PrecacheScriptSound( "Zombie.AttackHit" ); PrecacheScriptSound( "Zombie.AttackMiss" ); PrecacheScriptSound( "Zombine.Pain" ); PrecacheScriptSound( "Zombine.Die" ); PrecacheScriptSound( "Zombine.Alert" ); PrecacheScriptSound( "Zombine.Idle" ); PrecacheScriptSound( "Zombine.ReadyGrenade" );
PrecacheScriptSound( "ATV_engine_null" ); PrecacheScriptSound( "Zombine.Charge" ); PrecacheScriptSound( "Zombie.Attack" ); }
void CNPC_Zombine::SetZombieModel( void ) { SetModel( "models/zombie/zombie_soldier.mdl" ); SetHullType( HULL_HUMAN );
SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );
SetHullSizeNormal( true ); SetDefaultEyeOffset(); SetActivity( ACT_IDLE ); }
void CNPC_Zombine::PrescheduleThink( void ) { GatherGrenadeConditions();
if( gpGlobals->curtime > m_flNextMoanSound ) { if( CanPlayMoanSound() ) { // Classic guy idles instead of moans.
IdleSound();
m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 10.0, 15.0 ); } else { m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 2.5, 5.0 ); } }
if ( HasGrenade () ) { CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin() + GetSmoothedVelocity() * 0.5f , 256, 0.1, this, SOUNDENT_CHANNEL_ZOMBINE_GRENADE );
if( IsSprinting() && GetEnemy() && GetEnemy()->Classify() == CLASS_PLAYER_ALLY_VITAL && HasCondition( COND_SEE_ENEMY ) ) { if( GetAbsOrigin().DistToSqr(GetEnemy()->GetAbsOrigin()) < Square( 144 ) ) { StopSprint(); } } }
BaseClass::PrescheduleThink(); }
void CNPC_Zombine::OnScheduleChange( void ) { if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) && IsSprinting() == true ) { m_flSuperFastAttackTime = gpGlobals->curtime + 1.0f; }
BaseClass::OnScheduleChange(); } bool CNPC_Zombine::CanRunAScriptedNPCInteraction( bool bForced ) { if ( HasGrenade() == true ) return false;
return BaseClass::CanRunAScriptedNPCInteraction( bForced ); }
int CNPC_Zombine::SelectSchedule( void ) { if ( GetHealth() <= 0 ) return BaseClass::SelectSchedule();
if ( HasCondition( COND_ZOMBINE_GRENADE ) ) { ClearCondition( COND_ZOMBINE_GRENADE ); return SCHED_ZOMBINE_PULL_GRENADE; }
return BaseClass::SelectSchedule(); }
void CNPC_Zombine::BuildScheduleTestBits( void ) { BaseClass::BuildScheduleTestBits();
SetCustomInterruptCondition( COND_ZOMBINE_GRENADE ); }
Activity CNPC_Zombine::NPC_TranslateActivity( Activity baseAct ) { if ( baseAct == ACT_MELEE_ATTACK1 ) { if ( m_flSuperFastAttackTime > gpGlobals->curtime || HasGrenade() ) { return (Activity)ACT_ZOMBINE_ATTACK_FAST; } }
if ( baseAct == ACT_IDLE ) { if ( HasGrenade() ) { return (Activity)ACT_ZOMBINE_GRENADE_IDLE; } }
return BaseClass::NPC_TranslateActivity( baseAct ); }
int CNPC_Zombine::MeleeAttack1Conditions ( float flDot, float flDist ) { int iBase = BaseClass::MeleeAttack1Conditions( flDot, flDist );
if( HasGrenade() ) { //Adrian: stop spriting if we get close enough to melee and we have a grenade
//this gives NPCs time to move away from you (before it was almost impossible cause of the high sprint speed)
if ( iBase == COND_CAN_MELEE_ATTACK1 ) { StopSprint(); } }
return iBase; }
void CNPC_Zombine::GatherGrenadeConditions( void ) { if ( m_iGrenadeCount <= 0 ) return;
if ( g_flZombineGrenadeTimes > gpGlobals->curtime ) return;
if ( m_flGrenadePullTime > gpGlobals->curtime ) return;
if ( m_flSuperFastAttackTime >= gpGlobals->curtime ) return; if ( HasGrenade() ) return;
if ( GetEnemy() == NULL ) return;
if ( FVisible( GetEnemy() ) == false ) return;
if ( IsSprinting() ) return;
if ( IsOnFire() ) return; if ( IsRunningDynamicInteraction() == true ) return;
if ( m_ActBusyBehavior.IsActive() ) return;
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer && pPlayer->FVisible( this ) ) { float flLengthToPlayer = (pPlayer->GetAbsOrigin() - GetAbsOrigin()).Length(); float flLengthToEnemy = flLengthToPlayer;
if ( pPlayer != GetEnemy() ) { flLengthToEnemy = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin()).Length(); }
if ( flLengthToPlayer <= GRENADE_PULL_MAX_DISTANCE && flLengthToEnemy <= GRENADE_PULL_MAX_DISTANCE ) { float flPullChance = 1.0f - ( flLengthToEnemy / GRENADE_PULL_MAX_DISTANCE ); m_flGrenadePullTime = gpGlobals->curtime + 0.5f;
if ( flPullChance >= random->RandomFloat( 0.0f, 1.0f ) ) { g_flZombineGrenadeTimes = gpGlobals->curtime + 10.0f; SetCondition( COND_ZOMBINE_GRENADE ); } } } }
int CNPC_Zombine::TranslateSchedule( int scheduleType ) { return BaseClass::TranslateSchedule( scheduleType ); }
void CNPC_Zombine::DropGrenade( Vector vDir ) { if ( m_hGrenade == NULL ) return;
m_hGrenade->SetParent( NULL ); m_hGrenade->SetOwnerEntity( NULL );
Vector vGunPos; QAngle angles; GetAttachment( "grenade_attachment", vGunPos, angles );
IPhysicsObject *pPhysObj = m_hGrenade->VPhysicsGetObject();
if ( pPhysObj == NULL ) { m_hGrenade->SetMoveType( MOVETYPE_VPHYSICS ); m_hGrenade->SetSolid( SOLID_VPHYSICS ); m_hGrenade->SetCollisionGroup( COLLISION_GROUP_WEAPON );
m_hGrenade->CreateVPhysics(); }
if ( pPhysObj ) { pPhysObj->Wake(); pPhysObj->SetPosition( vGunPos, angles, true ); pPhysObj->ApplyForceCenter( vDir * 0.2f );
pPhysObj->RecheckCollisionFilter(); }
m_hGrenade = NULL; }
void CNPC_Zombine::Event_Killed( const CTakeDamageInfo &info ) { BaseClass::Event_Killed( info );
if ( HasGrenade() ) { DropGrenade( vec3_origin ); } }
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : Constant for the type of interaction
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CNPC_Zombine::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sourceEnt ) { if ( interactionType == g_interactionBarnacleVictimGrab ) { if ( HasGrenade() ) { DropGrenade( vec3_origin ); } }
return BaseClass::HandleInteraction( interactionType, data, sourceEnt ); }
void CNPC_Zombine::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
//Only knock grenades off their hands if it's a player doing the damage.
if ( info.GetAttacker() && info.GetAttacker()->IsNPC() ) return;
if ( info.GetDamageType() & ( DMG_BULLET | DMG_CLUB ) ) { if ( ptr->hitgroup == HITGROUP_LEFTARM ) { if ( HasGrenade() ) { DropGrenade( info.GetDamageForce() ); StopSprint(); } } } }
void CNPC_Zombine::HandleAnimEvent( animevent_t *pEvent ) { if ( pEvent->event == AE_ZOMBINE_PULLPIN ) { Vector vecStart; QAngle angles; GetAttachment( "grenade_attachment", vecStart, angles );
CBaseGrenade *pGrenade = Fraggrenade_Create( vecStart, vec3_angle, vec3_origin, AngularImpulse( 0, 0, 0 ), this, 3.5f, true );
if ( pGrenade ) { // Move physobject to shadow
IPhysicsObject *pPhysicsObject = pGrenade->VPhysicsGetObject();
if ( pPhysicsObject ) { pGrenade->VPhysicsDestroyObject();
int iAttachment = LookupAttachment( "grenade_attachment");
pGrenade->SetMoveType( MOVETYPE_NONE ); pGrenade->SetSolid( SOLID_NONE ); pGrenade->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
pGrenade->SetAbsOrigin( vecStart ); pGrenade->SetAbsAngles( angles );
pGrenade->SetParent( this, iAttachment );
pGrenade->SetDamage( 200.0f ); m_hGrenade = pGrenade; EmitSound( "Zombine.ReadyGrenade" );
// Tell player allies nearby to regard me!
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); CAI_BaseNPC *pNPC; for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) { pNPC = ppAIs[i];
if( pNPC->Classify() == CLASS_PLAYER_ALLY || ( pNPC->Classify() == CLASS_PLAYER_ALLY_VITAL && pNPC->FVisible(this) ) ) { int priority; Disposition_t disposition;
priority = pNPC->IRelationPriority(this); disposition = pNPC->IRelationType(this);
pNPC->AddEntityRelationship( this, disposition, priority + 1 ); } } }
m_iGrenadeCount--; }
return; }
if ( pEvent->event == AE_NPC_ATTACK_BROADCAST ) { if ( HasGrenade() ) return; }
BaseClass::HandleAnimEvent( pEvent ); }
bool CNPC_Zombine::AllowedToSprint( void ) { if ( IsOnFire() ) return false; //If you're sprinting then there's no reason to sprint again.
if ( IsSprinting() ) return false;
int iChance = SPRINT_CHANCE_VALUE;
CHL2_Player *pPlayer = dynamic_cast <CHL2_Player*> ( AI_GetSinglePlayer() );
if ( pPlayer ) { if ( HL2GameRules()->IsAlyxInDarknessMode() && pPlayer->FlashlightIsOn() == false ) { iChance = SPRINT_CHANCE_VALUE_DARKNESS; }
//Bigger chance of this happening if the player is not looking at the zombie
if ( pPlayer->FInViewCone( this ) == false ) { iChance *= 2; } }
if ( HasGrenade() ) { iChance *= 4; }
//Below 25% health they'll always sprint
if ( ( GetHealth() > GetMaxHealth() * 0.5f ) ) { if ( IsStrategySlotRangeOccupied( SQUAD_SLOT_ZOMBINE_SPRINT1, SQUAD_SLOT_ZOMBINE_SPRINT2 ) == true ) return false; if ( random->RandomInt( 0, 100 ) > iChance ) return false; if ( m_flSprintRestTime > gpGlobals->curtime ) return false; }
float flLength = ( GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter() ).Length();
if ( flLength > MAX_SPRINT_DISTANCE ) return false;
return true; }
void CNPC_Zombine::StopSprint( void ) { GetNavigator()->SetMovementActivity( ACT_WALK );
m_flSprintTime = gpGlobals->curtime; m_flSprintRestTime = m_flSprintTime + random->RandomFloat( 2.5f, 5.0f ); }
void CNPC_Zombine::Sprint( bool bMadSprint ) { if ( IsSprinting() ) return;
OccupyStrategySlotRange( SQUAD_SLOT_ZOMBINE_SPRINT1, SQUAD_SLOT_ZOMBINE_SPRINT2 ); GetNavigator()->SetMovementActivity( ACT_RUN );
float flSprintTime = random->RandomFloat( MIN_SPRINT_TIME, MAX_SPRINT_TIME );
//If holding a grenade then sprint until it blows up.
if ( HasGrenade() || bMadSprint == true ) { flSprintTime = 9999; }
m_flSprintTime = gpGlobals->curtime + flSprintTime;
//Don't sprint for this long after I'm done with this sprint run.
m_flSprintRestTime = m_flSprintTime + random->RandomFloat( 2.5f, 5.0f );
EmitSound( "Zombine.Charge" ); }
void CNPC_Zombine::RunTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_WAIT_FOR_MOVEMENT_STEP: case TASK_WAIT_FOR_MOVEMENT: { BaseClass::RunTask( pTask );
if ( IsOnFire() && IsSprinting() ) { StopSprint(); }
//Only do this if I have an enemy
if ( GetEnemy() ) { if ( AllowedToSprint() == true ) { Sprint( ( GetHealth() <= GetMaxHealth() * 0.5f ) ); return; }
if ( HasGrenade() ) { if ( IsSprinting() ) { GetNavigator()->SetMovementActivity( (Activity)ACT_ZOMBINE_GRENADE_RUN ); } else { GetNavigator()->SetMovementActivity( (Activity)ACT_ZOMBINE_GRENADE_WALK ); }
return; }
if ( GetNavigator()->GetMovementActivity() != ACT_WALK ) { if ( IsSprinting() == false ) { GetNavigator()->SetMovementActivity( ACT_WALK ); } } } else { GetNavigator()->SetMovementActivity( ACT_WALK ); } break; } default: { BaseClass::RunTask( pTask ); break; } } }
void CNPC_Zombine::InputStartSprint ( inputdata_t &inputdata ) { Sprint(); }
void CNPC_Zombine::InputPullGrenade ( inputdata_t &inputdata ) { g_flZombineGrenadeTimes = gpGlobals->curtime + 5.0f; SetCondition( COND_ZOMBINE_GRENADE ); }
//-----------------------------------------------------------------------------
// Purpose: Returns a moan sound for this class of zombie.
//-----------------------------------------------------------------------------
const char *CNPC_Zombine::GetMoanSound( int nSound ) { return pMoanSounds[ nSound % ARRAYSIZE( pMoanSounds ) ]; }
//-----------------------------------------------------------------------------
// Purpose: Sound of a footstep
//-----------------------------------------------------------------------------
void CNPC_Zombine::FootstepSound( bool fRightFoot ) { if( fRightFoot ) { EmitSound( "Zombie.FootstepRight" ); } else { EmitSound( "Zombie.FootstepLeft" ); } }
//-----------------------------------------------------------------------------
// Purpose: Overloaded so that explosions don't split the zombine in twain.
//-----------------------------------------------------------------------------
bool CNPC_Zombine::ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold ) { return false; }
//-----------------------------------------------------------------------------
// Purpose: Sound of a foot sliding/scraping
//-----------------------------------------------------------------------------
void CNPC_Zombine::FootscuffSound( bool fRightFoot ) { if( fRightFoot ) { EmitSound( "Zombine.ScuffRight" ); } else { EmitSound( "Zombine.ScuffLeft" ); } }
//-----------------------------------------------------------------------------
// Purpose: Play a random attack hit sound
//-----------------------------------------------------------------------------
void CNPC_Zombine::AttackHitSound( void ) { EmitSound( "Zombie.AttackHit" ); }
//-----------------------------------------------------------------------------
// Purpose: Play a random attack miss sound
//-----------------------------------------------------------------------------
void CNPC_Zombine::AttackMissSound( void ) { // Play a random attack miss sound
EmitSound( "Zombie.AttackMiss" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Zombine::PainSound( const CTakeDamageInfo &info ) { // We're constantly taking damage when we are on fire. Don't make all those noises!
if ( IsOnFire() ) { return; }
EmitSound( "Zombine.Pain" ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Zombine::DeathSound( const CTakeDamageInfo &info ) { EmitSound( "Zombine.Die" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Zombine::AlertSound( void ) { EmitSound( "Zombine.Alert" );
// Don't let a moan sound cut off the alert sound.
m_flNextMoanSound += random->RandomFloat( 2.0, 4.0 ); }
//-----------------------------------------------------------------------------
// Purpose: Play a random idle sound.
//-----------------------------------------------------------------------------
void CNPC_Zombine::IdleSound( void ) { if( GetState() == NPC_STATE_IDLE && random->RandomFloat( 0, 1 ) == 0 ) { // Moan infrequently in IDLE state.
return; }
if( IsSlumped() ) { // Sleeping zombies are quiet.
return; }
EmitSound( "Zombine.Idle" ); MakeAISpookySound( 360.0f ); }
//-----------------------------------------------------------------------------
// Purpose: Play a random attack sound.
//-----------------------------------------------------------------------------
void CNPC_Zombine::AttackSound( void ) { }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const char *CNPC_Zombine::GetHeadcrabModel( void ) { return "models/headcrabclassic.mdl"; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CNPC_Zombine::GetLegsModel( void ) { return "models/zombie/zombie_soldier_legs.mdl"; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const char *CNPC_Zombine::GetTorsoModel( void ) { return "models/zombie/zombie_soldier_torso.mdl"; }
//---------------------------------------------------------
// Classic zombie only uses moan sound if on fire.
//---------------------------------------------------------
void CNPC_Zombine::MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize ) { if( IsOnFire() ) { BaseClass::MoanSound( pEnvelope, iEnvelopeSize ); } }
//-----------------------------------------------------------------------------
// Purpose: Returns the classname (ie "npc_headcrab") to spawn when our headcrab bails.
//-----------------------------------------------------------------------------
const char *CNPC_Zombine::GetHeadcrabClassname( void ) { return "npc_headcrab"; }
void CNPC_Zombine::ReleaseGrenade( Vector vPhysgunPos ) { if ( HasGrenade() == false ) return;
Vector vDir = vPhysgunPos - m_hGrenade->GetAbsOrigin(); VectorNormalize( vDir );
Activity aActivity;
Vector vForward, vRight; GetVectors( &vForward, &vRight, NULL );
float flDotForward = DotProduct( vForward, vDir ); float flDotRight = DotProduct( vRight, vDir );
bool bNegativeForward = false; bool bNegativeRight = false;
if ( flDotForward < 0.0f ) { bNegativeForward = true; flDotForward = flDotForward * -1; }
if ( flDotRight < 0.0f ) { bNegativeRight = true; flDotRight = flDotRight * -1; }
if ( flDotRight > flDotForward ) { if ( bNegativeRight == true ) aActivity = (Activity)ACT_ZOMBINE_GRENADE_FLINCH_WEST; else aActivity = (Activity)ACT_ZOMBINE_GRENADE_FLINCH_EAST; } else { if ( bNegativeForward == true ) aActivity = (Activity)ACT_ZOMBINE_GRENADE_FLINCH_BACK; else aActivity = (Activity)ACT_ZOMBINE_GRENADE_FLINCH_FRONT; }
AddGesture( aActivity );
DropGrenade( vec3_origin );
if ( IsSprinting() ) { StopSprint(); } else { Sprint(); } }
CBaseEntity *CNPC_Zombine::OnFailedPhysGunPickup( Vector vPhysgunPos ) { CBaseEntity *pGrenade = m_hGrenade; ReleaseGrenade( vPhysgunPos ); return pGrenade; }
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_zombine, CNPC_Zombine )
//Squad slots
DECLARE_SQUADSLOT( SQUAD_SLOT_ZOMBINE_SPRINT1 ) DECLARE_SQUADSLOT( SQUAD_SLOT_ZOMBINE_SPRINT2 )
DECLARE_CONDITION( COND_ZOMBINE_GRENADE )
DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_PULL ) DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_WALK ) DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_RUN ) DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_IDLE ) DECLARE_ACTIVITY( ACT_ZOMBINE_ATTACK_FAST ) DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_FLINCH_BACK ) DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_FLINCH_FRONT ) DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_FLINCH_WEST) DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_FLINCH_EAST )
DECLARE_ANIMEVENT( AE_ZOMBINE_PULLPIN )
DEFINE_SCHEDULE ( SCHED_ZOMBINE_PULL_GRENADE,
" Tasks" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ZOMBINE_GRENADE_PULL"
" Interrupts"
)
AI_END_CUSTOM_NPC()
|