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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// Zombie
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//=========================================================
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// UNDONE: Don't flinch every time you get hit
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "zombie.h"
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//
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// Spawn Flags
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//
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#define SF_ZOMBIE_FASTMODE 1024
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#define NUM_ZOMBIE1_BODIES 11
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#define NUM_ZOMBIE2_BODIES 6
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#define NUM_ZOMBIE3_BODIES 5
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enum
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{
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ZOMBIE1_FUNERAL = 0,
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ZOMBIE1_FUNERAL_HEADLESS,
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ZOMBIE1_CIVILIAN,
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ZOMBIE1_CIVILIAN_HEADLESS,
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ZOMBIE1_COP,
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ZOMBIE1_FEMALE,
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ZOMBIE1_BIOHAZARD_SUIT,
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ZOMBIE1_ECHELON_OFFICER,
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ZOMBIE1_EINSTEIN,
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ZOMBIE1_DOCTOR,
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ZOMBIE1_PATIENT
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};
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enum
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{
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ZOMBIE2_COP_HEADOPEN = 0,
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ZOMBIE2_COP_CROWBAR,
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ZOMBIE2_DOCTOR,
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ZOMBIE2_DOCTOR_BUTCHER,
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ZOMBIE2_DOCTOR_SHOTGUN,
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ZOMBIE2_CIVILIAN_CHEST_GUN
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};
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enum
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{
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ZOMBIE3_NEIL = 0,
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ZOMBIE3_BROOM,
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ZOMBIE3_OLD,
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ZOMBIE3_MECHANIC,
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ZOMBIE3_HAMMER
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};
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enum
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{
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LPZOMBIE_STANDARD = 0,
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LPZOMBIE_COP,
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LPZOMBIE_BURNT,
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LPZOMBIE_FLESH
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};
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ZOMBIE_AE_ATTACK_RIGHT 0x01
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#define ZOMBIE_AE_ATTACK_LEFT 0x02
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#define ZOMBIE_AE_ATTACK_BOTH 0x03
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#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
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LINK_ENTITY_TO_CLASS( monster_zombie, CZombie )
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TYPEDESCRIPTION CZombie::m_SaveData[] =
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{
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DEFINE_FIELD( CZombie, m_iZombieFlags, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CZombie, CBaseMonster )
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const char *CZombie::pAttackHitSounds[] =
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{
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav",
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};
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const char *CZombie::pAttackMissSounds[] =
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{
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"zombie/claw_miss1.wav",
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"zombie/claw_miss2.wav",
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};
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const char *CZombie::pAttackSounds[] =
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{
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"zombie/zo_attack1.wav",
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"zombie/zo_attack2.wav",
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};
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const char *CZombie::pIdleSounds[] =
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{
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"zombie/zo_idle1.wav",
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"zombie/zo_idle2.wav",
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"zombie/zo_idle3.wav",
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"zombie/zo_idle4.wav",
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};
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const char *CZombie::pAlertSounds[] =
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{
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"zombie/zo_alert10.wav",
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"zombie/zo_alert20.wav",
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"zombie/zo_alert30.wav",
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};
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const char *CZombie::pPainSounds[] =
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{
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"zombie/zo_pain1.wav",
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"zombie/zo_pain2.wav",
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};
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const char *CZombie::pCopAttackSounds[] =
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{
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"zombiecop/zo_attack1.wav",
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"zombiecop/zo_attack2.wav",
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};
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const char *CZombie::pCopIdleSounds[] =
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{
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"zombiecop/zo_idle1.wav",
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"zombiecop/zo_idle2.wav",
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"zombiecop/zo_idle3.wav",
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"zombiecop/zo_idle4.wav",
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};
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const char *CZombie::pCopAlertSounds[] =
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{
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"zombiecop/zo_alert10.wav",
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"zombiecop/zo_alert20.wav",
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"zombiecop/zo_alert30.wav",
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};
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const char *CZombie::pCopPainSounds[] =
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{
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"zombiecop/zo_pain1.wav",
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"zombiecop/zo_pain2.wav",
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};
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const char *CZombie::pFemaleAttackSounds[] =
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{
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"zfemale/zo_attack1.wav",
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"zfemale/zo_attack2.wav",
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};
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const char *CZombie::pFemaleIdleSounds[] =
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{
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"zfemale/zo_idle1.wav",
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"zfemale/zo_idle2.wav",
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"zfemale/zo_idle3.wav",
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"zfemale/zo_idle4.wav",
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};
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const char *CZombie::pFemaleAlertSounds[] =
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{
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"zfemale/zo_alert10.wav",
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"zfemale/zo_alert20.wav",
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"zfemale/zo_alert30.wav",
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};
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const char *CZombie::pFemalePainSounds[] =
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{
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"zfemale/zo_pain1.wav",
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"zfemale/zo_pain2.wav",
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};
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const char *CZombie::pNurseAttackSounds[] =
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{
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"znurse/zo_attack1.wav",
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"znurse/zo_attack2.wav",
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};
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const char *CZombie::pNurseIdleSounds[] =
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{
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"znurse/zo_idle1.wav",
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"znurse/zo_idle2.wav",
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"znurse/zo_idle3.wav",
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"znurse/zo_idle4.wav",
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};
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const char *CZombie::pNurseAlertSounds[] =
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{
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"znurse/zo_alert10.wav",
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"znurse/zo_alert20.wav",
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"znurse/zo_alert30.wav",
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};
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const char *CZombie::pNursePainSounds[] =
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{
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"znurse/zo_pain1.wav",
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"znurse/zo_pain2.wav",
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};
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const char *CZombie::pNewAttackSounds[] =
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{
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"zombienew/zo_attack1.wav",
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"zombienew/zo_attack2.wav",
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};
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const char *CZombie::pNewIdleSounds[] =
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{
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"zombienew/zo_idle1.wav",
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"zombienew/zo_idle2.wav",
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"zombienew/zo_idle3.wav",
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"zombienew/zo_idle4.wav",
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};
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const char *CZombie::pNewAlertSounds[] =
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{
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"zombienew/zo_alert10.wav",
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"zombienew/zo_alert20.wav",
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"zombienew/zo_alert30.wav",
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};
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const char *CZombie::pNewPainSounds[] =
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{
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"zombienew/zo_pain1.wav",
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"zombienew/zo_pain2.wav",
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"zombienew/zo_pain3.wav",
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};
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BOOL CZombie::IsFemale() const
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{
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return ( m_iZombieFlags & ZF_FEMALE );
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}
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BOOL CZombie::IsNurse() const
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{
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return ( m_iZombieFlags & ZF_NURSE );
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}
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BOOL CZombie::IsCop() const
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{
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return ( m_iZombieFlags & ZF_COP );
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}
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BOOL CZombie::UseNewSounds() const
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{
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return ( m_iZombieFlags & ZF_NEWSOUNDS );
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}
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CZombie::Classify( void )
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{
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return CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CZombie::SetYawSpeed( void )
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{
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int ys;
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ys = 120;
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#if 0
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switch ( m_Activity )
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{
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}
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#endif
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pev->yaw_speed = ys;
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}
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int CZombie::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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// Take 30% damage from bullets
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if( bitsDamageType == DMG_BULLET )
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{
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
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vecDir = vecDir.Normalize();
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float flForce = DamageForce( flDamage );
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pev->velocity = pev->velocity + vecDir * flForce;
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flDamage *= 0.3;
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}
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// HACK HACK -- until we fix this.
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if( IsAlive() )
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PainSound();
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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void CZombie::PainSound( void )
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{
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if( RANDOM_LONG( 0, 5 ) < 2 )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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if( IsFemale() )
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{
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if( IsNurse() )
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pNursePainSounds[RANDOM_LONG( 0, ARRAYSIZE( pNursePainSounds) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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else
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pFemalePainSounds[RANDOM_LONG( 0, ARRAYSIZE( pFemalePainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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}
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else
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{
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if( IsCop() )
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pCopPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pCopPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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else
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{
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if( UseNewSounds() )
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pNewPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pNewPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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else
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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}
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}
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}
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}
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void CZombie::AlertSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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if( IsFemale() )
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{
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if( IsNurse() )
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pNurseAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pNurseAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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else
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pFemaleAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pFemaleAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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}
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else
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{
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if( IsCop() )
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pCopAlertSounds[RANDOM_LONG(0, ARRAYSIZE(pCopAlertSounds) - 1)], 1.0, ATTN_NORM, 0, pitch);
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}
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else
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{
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if( UseNewSounds() )
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pNewAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pNewAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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else
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|
|
|
{
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CZombie::IdleSound( void )
|
|
|
|
{
|
|
|
|
int pitch = 95 + RANDOM_LONG( 0, 9 );
|
|
|
|
|
|
|
|
if( IsFemale() )
|
|
|
|
{
|
|
|
|
if( IsNurse() )
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pNurseIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pNurseIdleSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pFemaleIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pFemaleIdleSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( IsCop() )
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pCopIdleSounds[RANDOM_LONG(0, ARRAYSIZE(pCopIdleSounds) - 1)], 1.0, ATTN_NORM, 0, pitch);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( UseNewSounds() )
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pNewIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pNewIdleSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CZombie::AttackSound( void )
|
|
|
|
{
|
|
|
|
int pitch = 100 + RANDOM_LONG( -5, 5 );
|
|
|
|
|
|
|
|
// Play a random attack sound
|
|
|
|
if( IsFemale() )
|
|
|
|
{
|
|
|
|
if( IsNurse() )
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pNurseAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pNurseAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pFemaleAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pFemaleAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( IsCop() )
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pCopAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pCopAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( UseNewSounds() )
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pNewAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pNewAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
|
|
// that occur when tagged animation frames are played.
|
|
|
|
//=========================================================
|
|
|
|
void CZombie::HandleAnimEvent( MonsterEvent_t *pEvent )
|
|
|
|
{
|
|
|
|
switch( pEvent->event )
|
|
|
|
{
|
|
|
|
case ZOMBIE_AE_ATTACK_RIGHT:
|
|
|
|
{
|
|
|
|
// do stuff for this event.
|
|
|
|
//ALERT( at_console, "Slash right!\n" );
|
|
|
|
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
|
|
|
|
if( pHurt )
|
|
|
|
{
|
|
|
|
if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
|
|
|
|
{
|
|
|
|
pHurt->pev->punchangle.z = -18;
|
|
|
|
pHurt->pev->punchangle.x = 5;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
|
|
|
|
}
|
|
|
|
// Play a random attack hit sound
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5 , 5 ) );
|
|
|
|
}
|
|
|
|
else // Play a random attack miss sound
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
|
|
|
|
|
|
if( RANDOM_LONG( 0, 1 ) )
|
|
|
|
AttackSound();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case ZOMBIE_AE_ATTACK_LEFT:
|
|
|
|
{
|
|
|
|
// do stuff for this event.
|
|
|
|
//ALERT( at_console, "Slash left!\n" );
|
|
|
|
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
|
|
|
|
if( pHurt )
|
|
|
|
{
|
|
|
|
if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
|
|
|
|
{
|
|
|
|
pHurt->pev->punchangle.z = 18;
|
|
|
|
pHurt->pev->punchangle.x = 5;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
|
|
|
|
}
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
|
|
|
|
|
|
if( RANDOM_LONG( 0, 1 ) )
|
|
|
|
AttackSound();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case ZOMBIE_AE_ATTACK_BOTH:
|
|
|
|
{
|
|
|
|
// do stuff for this event.
|
|
|
|
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH );
|
|
|
|
if( pHurt )
|
|
|
|
{
|
|
|
|
if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
|
|
|
|
{
|
|
|
|
pHurt->pev->punchangle.x = 5;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
|
|
|
|
}
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
|
|
|
|
|
|
if( RANDOM_LONG( 0, 1 ) )
|
|
|
|
AttackSound();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
CBaseMonster::HandleAnimEvent( pEvent );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Spawn
|
|
|
|
//=========================================================
|
|
|
|
void CZombie::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
char* szModel = (char*)STRING( pev->model );
|
|
|
|
if( !szModel || !*szModel )
|
|
|
|
{
|
|
|
|
szModel = "models/zombie.mdl";
|
|
|
|
pev->model = ALLOC_STRING( szModel );
|
|
|
|
}
|
|
|
|
|
|
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) );
|
|
|
|
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
|
|
|
|
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
|
|
pev->movetype = MOVETYPE_STEP;
|
|
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
|
|
pev->health = gSkillData.zombieHealth;
|
|
|
|
pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
|
|
|
|
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
|
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
|
|
m_afCapability = bits_CAP_DOORS_GROUP;
|
|
|
|
|
|
|
|
MonsterInit();
|
|
|
|
|
|
|
|
m_iZombieFlags = 0;
|
|
|
|
|
|
|
|
if( FStrEq( STRING( pev->model ), "models/zombie.mdl" ) )
|
|
|
|
{
|
|
|
|
switch( pev->body )
|
|
|
|
{
|
|
|
|
case ZOMBIE1_COP:
|
|
|
|
m_iZombieFlags |= ZF_COP;
|
|
|
|
break;
|
|
|
|
case ZOMBIE1_FEMALE:
|
|
|
|
m_iZombieFlags |= ZF_FEMALE;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( FStrEq( STRING( pev->model ), "models/zombie2.mdl" ) )
|
|
|
|
{
|
|
|
|
switch( pev->body )
|
|
|
|
{
|
|
|
|
case ZOMBIE2_COP_HEADOPEN:
|
|
|
|
case ZOMBIE2_COP_CROWBAR:
|
|
|
|
m_iZombieFlags |= ZF_COP;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( FStrEq( STRING( pev->model ), "models/zombie3.mdl" ) )
|
|
|
|
{
|
|
|
|
// Third zombie model always use new sounds.
|
|
|
|
m_iZombieFlags |= ZF_NEWSOUNDS;
|
|
|
|
|
|
|
|
switch( pev->body )
|
|
|
|
{
|
|
|
|
case ZOMBIE3_BROOM:
|
|
|
|
m_iZombieFlags |= ZF_FEMALE;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( FStrEq( STRING( pev->model ), "models/nursezombie.mdl" ) )
|
|
|
|
{
|
|
|
|
m_iZombieFlags |= ( ZF_FEMALE | ZF_NURSE );
|
|
|
|
}
|
|
|
|
else if( FStrEq( STRING( pev->model ), "models/lpzombie.mdl" ) ) // Special zombie type with few polygons.
|
|
|
|
{
|
|
|
|
// Low polygon zombie model always use new sounds.
|
|
|
|
m_iZombieFlags |= ZF_NEWSOUNDS;
|
|
|
|
|
|
|
|
switch( pev->skin )
|
|
|
|
{
|
|
|
|
case LPZOMBIE_COP:
|
|
|
|
m_iZombieFlags |= ZF_COP;
|
|
|
|
break;
|
|
|
|
case LPZOMBIE_FLESH:
|
|
|
|
// Unable to differentiate genders so set this flag randomly.
|
|
|
|
if( RANDOM_LONG( 0, 1 ) )
|
|
|
|
m_iZombieFlags |= ZF_FEMALE;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ALERT( at_warning, "Unsupported zombie model %s\n", STRING( pev->model ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Precache - precaches all resources this monster needs
|
|
|
|
//=========================================================
|
|
|
|
void CZombie::Precache()
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
PRECACHE_MODEL( "models/zombie.mdl" );
|
|
|
|
PRECACHE_MODEL( "models/zombie2.mdl" );
|
|
|
|
PRECACHE_MODEL( "models/zombie3.mdl" );
|
|
|
|
PRECACHE_MODEL( "models/nursezombie.mdl" );
|
|
|
|
PRECACHE_MODEL( "models/lpzombie.mdl" );
|
|
|
|
|
|
|
|
for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
|
|
|
|
PRECACHE_SOUND( (char *)pAttackHitSounds[i] );
|
|
|
|
|
|
|
|
for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
|
|
|
|
PRECACHE_SOUND( (char *)pAttackMissSounds[i] );
|
|
|
|
|
|
|
|
for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
|
|
|
|
PRECACHE_SOUND( (char *)pAttackSounds[i] );
|
|
|
|
|
|
|
|
for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
|
|
|
|
PRECACHE_SOUND( (char *)pIdleSounds[i] );
|
|
|
|
|
|
|
|
for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
|
|
|
|
PRECACHE_SOUND( (char *)pAlertSounds[i] );
|
|
|
|
|
|
|
|
for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
|
|
|
|
PRECACHE_SOUND( (char *)pPainSounds[i] );
|
|
|
|
|
|
|
|
PRECACHE_SOUND_ARRAY( pCopAttackSounds );
|
|
|
|
PRECACHE_SOUND_ARRAY( pCopIdleSounds );
|
|
|
|
PRECACHE_SOUND_ARRAY( pCopAlertSounds );
|
|
|
|
PRECACHE_SOUND_ARRAY( pCopPainSounds );
|
|
|
|
|
|
|
|
PRECACHE_SOUND_ARRAY( pFemaleAttackSounds );
|
|
|
|
PRECACHE_SOUND_ARRAY( pFemaleIdleSounds );
|
|
|
|
PRECACHE_SOUND_ARRAY( pFemaleAlertSounds );
|
|
|
|
PRECACHE_SOUND_ARRAY( pFemalePainSounds );
|
|
|
|
|
|
|
|
PRECACHE_SOUND_ARRAY( pNurseAttackSounds );
|
|
|
|
PRECACHE_SOUND_ARRAY( pNurseIdleSounds );
|
|
|
|
PRECACHE_SOUND_ARRAY( pNurseAlertSounds );
|
|
|
|
PRECACHE_SOUND_ARRAY( pNursePainSounds );
|
|
|
|
|
|
|
|
PRECACHE_SOUND_ARRAY( pNewAttackSounds );
|
|
|
|
PRECACHE_SOUND_ARRAY( pNewIdleSounds );
|
|
|
|
PRECACHE_SOUND_ARRAY( pNewAlertSounds );
|
|
|
|
PRECACHE_SOUND_ARRAY( pNewPainSounds );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// AI Schedules Specific to this monster
|
|
|
|
//=========================================================
|
|
|
|
|
|
|
|
int CZombie::IgnoreConditions( void )
|
|
|
|
{
|
|
|
|
int iIgnore = CBaseMonster::IgnoreConditions();
|
|
|
|
|
|
|
|
if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) )
|
|
|
|
{
|
|
|
|
#if 0
|
|
|
|
if( pev->health < 20 )
|
|
|
|
iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE );
|
|
|
|
else
|
|
|
|
#endif
|
|
|
|
if( m_flNextFlinch >= gpGlobals->time )
|
|
|
|
iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) )
|
|
|
|
{
|
|
|
|
if( m_flNextFlinch < gpGlobals->time )
|
|
|
|
m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY;
|
|
|
|
}
|
|
|
|
|
|
|
|
return iIgnore;
|
|
|
|
}
|
|
|
|
|
|
|
|
//========================================================
|
|
|
|
// RunAI - overridden for zombie because there are things
|
|
|
|
// that need to be checked every think.
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//========================================================
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void CZombie::RunAI( void )
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{
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// first, do base class stuff
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CBaseMonster::RunAI();
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if( pev->spawnflags & SF_ZOMBIE_FASTMODE )
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{
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if( m_Activity == ACT_WALK || m_Activity == ACT_RUN )
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{
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pev->framerate = 1.5;
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}
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}
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}
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