Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// Zombie
//=========================================================
// UNDONE: Don't flinch every time you get hit
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "zombie.h"
//
// Spawn Flags
//
#define SF_ZOMBIE_FASTMODE 1024
#define NUM_ZOMBIE1_BODIES 11
#define NUM_ZOMBIE2_BODIES 6
#define NUM_ZOMBIE3_BODIES 5
enum
{
ZOMBIE1_FUNERAL = 0,
ZOMBIE1_FUNERAL_HEADLESS,
ZOMBIE1_CIVILIAN,
ZOMBIE1_CIVILIAN_HEADLESS,
ZOMBIE1_COP,
ZOMBIE1_FEMALE,
ZOMBIE1_BIOHAZARD_SUIT,
ZOMBIE1_ECHELON_OFFICER,
ZOMBIE1_EINSTEIN,
ZOMBIE1_DOCTOR,
ZOMBIE1_PATIENT
};
enum
{
ZOMBIE2_COP_HEADOPEN = 0,
ZOMBIE2_COP_CROWBAR,
ZOMBIE2_DOCTOR,
ZOMBIE2_DOCTOR_BUTCHER,
ZOMBIE2_DOCTOR_SHOTGUN,
ZOMBIE2_CIVILIAN_CHEST_GUN
};
enum
{
ZOMBIE3_NEIL = 0,
ZOMBIE3_BROOM,
ZOMBIE3_OLD,
ZOMBIE3_MECHANIC,
ZOMBIE3_HAMMER
};
enum
{
LPZOMBIE_STANDARD = 0,
LPZOMBIE_COP,
LPZOMBIE_BURNT,
LPZOMBIE_FLESH
};
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ZOMBIE_AE_ATTACK_RIGHT 0x01
#define ZOMBIE_AE_ATTACK_LEFT 0x02
#define ZOMBIE_AE_ATTACK_BOTH 0x03
#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
LINK_ENTITY_TO_CLASS( monster_zombie, CZombie )
TYPEDESCRIPTION CZombie::m_SaveData[] =
{
DEFINE_FIELD( CZombie, m_iZombieFlags, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CZombie, CBaseMonster )
const char *CZombie::pAttackHitSounds[] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char *CZombie::pAttackMissSounds[] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char *CZombie::pAttackSounds[] =
{
"zombie/zo_attack1.wav",
"zombie/zo_attack2.wav",
};
const char *CZombie::pIdleSounds[] =
{
"zombie/zo_idle1.wav",
"zombie/zo_idle2.wav",
"zombie/zo_idle3.wav",
"zombie/zo_idle4.wav",
};
const char *CZombie::pAlertSounds[] =
{
"zombie/zo_alert10.wav",
"zombie/zo_alert20.wav",
"zombie/zo_alert30.wav",
};
const char *CZombie::pPainSounds[] =
{
"zombie/zo_pain1.wav",
"zombie/zo_pain2.wav",
};
const char *CZombie::pCopAttackSounds[] =
{
"zombiecop/zo_attack1.wav",
"zombiecop/zo_attack2.wav",
};
const char *CZombie::pCopIdleSounds[] =
{
"zombiecop/zo_idle1.wav",
"zombiecop/zo_idle2.wav",
"zombiecop/zo_idle3.wav",
"zombiecop/zo_idle4.wav",
};
const char *CZombie::pCopAlertSounds[] =
{
"zombiecop/zo_alert10.wav",
"zombiecop/zo_alert20.wav",
"zombiecop/zo_alert30.wav",
};
const char *CZombie::pCopPainSounds[] =
{
"zombiecop/zo_pain1.wav",
"zombiecop/zo_pain2.wav",
};
const char *CZombie::pFemaleAttackSounds[] =
{
"zfemale/zo_attack1.wav",
"zfemale/zo_attack2.wav",
};
const char *CZombie::pFemaleIdleSounds[] =
{
"zfemale/zo_idle1.wav",
"zfemale/zo_idle2.wav",
"zfemale/zo_idle3.wav",
"zfemale/zo_idle4.wav",
};
const char *CZombie::pFemaleAlertSounds[] =
{
"zfemale/zo_alert10.wav",
"zfemale/zo_alert20.wav",
"zfemale/zo_alert30.wav",
};
const char *CZombie::pFemalePainSounds[] =
{
"zfemale/zo_pain1.wav",
"zfemale/zo_pain2.wav",
};
const char *CZombie::pNurseAttackSounds[] =
{
"znurse/zo_attack1.wav",
"znurse/zo_attack2.wav",
};
const char *CZombie::pNurseIdleSounds[] =
{
"znurse/zo_idle1.wav",
"znurse/zo_idle2.wav",
"znurse/zo_idle3.wav",
"znurse/zo_idle4.wav",
};
const char *CZombie::pNurseAlertSounds[] =
{
"znurse/zo_alert10.wav",
"znurse/zo_alert20.wav",
"znurse/zo_alert30.wav",
};
const char *CZombie::pNursePainSounds[] =
{
"znurse/zo_pain1.wav",
"znurse/zo_pain2.wav",
};
const char *CZombie::pNewAttackSounds[] =
{
"zombienew/zo_attack1.wav",
"zombienew/zo_attack2.wav",
};
const char *CZombie::pNewIdleSounds[] =
{
"zombienew/zo_idle1.wav",
"zombienew/zo_idle2.wav",
"zombienew/zo_idle3.wav",
"zombienew/zo_idle4.wav",
};
const char *CZombie::pNewAlertSounds[] =
{
"zombienew/zo_alert10.wav",
"zombienew/zo_alert20.wav",
"zombienew/zo_alert30.wav",
};
const char *CZombie::pNewPainSounds[] =
{
"zombienew/zo_pain1.wav",
"zombienew/zo_pain2.wav",
"zombienew/zo_pain3.wav",
};
BOOL CZombie::IsFemale() const
{
return ( m_iZombieFlags & ZF_FEMALE );
}
BOOL CZombie::IsNurse() const
{
return ( m_iZombieFlags & ZF_NURSE );
}
BOOL CZombie::IsCop() const
{
return ( m_iZombieFlags & ZF_COP );
}
BOOL CZombie::UseNewSounds() const
{
return ( m_iZombieFlags & ZF_NEWSOUNDS );
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CZombie::Classify( void )
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CZombie::SetYawSpeed( void )
{
int ys;
ys = 120;
#if 0
switch ( m_Activity )
{
}
#endif
pev->yaw_speed = ys;
}
int CZombie::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
// Take 30% damage from bullets
if( bitsDamageType == DMG_BULLET )
{
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
vecDir = vecDir.Normalize();
float flForce = DamageForce( flDamage );
pev->velocity = pev->velocity + vecDir * flForce;
flDamage *= 0.3;
}
// HACK HACK -- until we fix this.
if( IsAlive() )
PainSound();
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
void CZombie::PainSound( void )
{
if( RANDOM_LONG( 0, 5 ) < 2 )
{
int pitch = 95 + RANDOM_LONG( 0, 9 );
if( IsFemale() )
{
if( IsNurse() )
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pNursePainSounds[RANDOM_LONG( 0, ARRAYSIZE( pNursePainSounds) - 1 )], 1.0, ATTN_NORM, 0, pitch );
}
else
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pFemalePainSounds[RANDOM_LONG( 0, ARRAYSIZE( pFemalePainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
}
}
else
{
if( IsCop() )
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pCopPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pCopPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
}
else
{
if( UseNewSounds() )
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pNewPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pNewPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
}
else
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
}
}
}
}
}
void CZombie::AlertSound( void )
{
int pitch = 95 + RANDOM_LONG( 0, 9 );
if( IsFemale() )
{
if( IsNurse() )
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pNurseAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pNurseAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
}
else
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pFemaleAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pFemaleAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
}
}
else
{
if( IsCop() )
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pCopAlertSounds[RANDOM_LONG(0, ARRAYSIZE(pCopAlertSounds) - 1)], 1.0, ATTN_NORM, 0, pitch);
}
else
{
if( UseNewSounds() )
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pNewAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pNewAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
}
else
{
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.
//========================================================
void CZombie::RunAI( void )
{
// first, do base class stuff
CBaseMonster::RunAI();
if( pev->spawnflags & SF_ZOMBIE_FASTMODE )
{
if( m_Activity == ACT_WALK || m_Activity == ACT_RUN )
{
pev->framerate = 1.5;
}
}
}