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341 lines
9.7 KiB
341 lines
9.7 KiB
/*** |
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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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//========================================================= |
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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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class CZombie : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void SetYawSpeed( void ); |
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int Classify( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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int IgnoreConditions( void ); |
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float m_flNextFlinch; |
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void PainSound( void ); |
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void AlertSound( void ); |
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void IdleSound( void ); |
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void AttackSound( void ); |
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static const char *pAttackSounds[]; |
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static const char *pIdleSounds[]; |
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static const char *pAlertSounds[]; |
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static const char *pPainSounds[]; |
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static const char *pAttackHitSounds[]; |
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static const char *pAttackMissSounds[]; |
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// No range attacks |
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BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } |
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BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; } |
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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BOOL ShouldGibMonster(int iGib) { return FALSE; } // Reapers should not gib. |
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void GibMonster( void ); |
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}; |
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LINK_ENTITY_TO_CLASS( monster_zombie, CZombie ) |
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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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//========================================================= |
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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 m_iClass?m_iClass: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 ) * 0.5f; |
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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 *= 0.3f; |
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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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int pitch = 95 + RANDOM_LONG( 0, 9 ); |
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if( RANDOM_LONG( 0, 5 ) < 2 ) |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM, 0, pitch ); |
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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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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), 1.0, ATTN_NORM, 0, pitch ); |
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} |
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void CZombie::IdleSound( void ) |
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{ |
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int pitch = 95 + RANDOM_LONG( 0, 9 ); |
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// Play a random idle sound |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pIdleSounds ), 1.0, ATTN_NORM, 0, pitch ); |
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} |
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void CZombie::AttackSound( void ) |
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{ |
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int pitch = 95 + RANDOM_LONG( 0, 9 ); |
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// Play a random attack sound |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, ATTN_NORM, 0, pitch ); |
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} |
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//========================================================= |
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// HandleAnimEvent - catches the monster-specific messages |
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// that occur when tagged animation frames are played. |
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//========================================================= |
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void CZombie::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case ZOMBIE_AE_ATTACK_RIGHT: |
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{ |
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// do stuff for this event. |
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//ALERT( at_console, "Slash right!\n" ); |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); |
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if( pHurt ) |
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{ |
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) |
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{ |
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pHurt->pev->punchangle.z = -18; |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; |
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} |
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// Play a random attack hit sound |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5 , 5 ) ); |
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} |
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else // Play a random attack miss sound |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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if( RANDOM_LONG( 0, 1 ) ) |
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AttackSound(); |
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} |
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break; |
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case ZOMBIE_AE_ATTACK_LEFT: |
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{ |
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// do stuff for this event. |
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//ALERT( at_console, "Slash left!\n" ); |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); |
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if( pHurt ) |
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{ |
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) |
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{ |
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pHurt->pev->punchangle.z = 18; |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; |
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} |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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} |
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else |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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if( RANDOM_LONG( 0, 1 ) ) |
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AttackSound(); |
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} |
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break; |
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case ZOMBIE_AE_ATTACK_BOTH: |
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{ |
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// do stuff for this event. |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH ); |
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if( pHurt ) |
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{ |
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) |
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{ |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; |
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} |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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} |
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else |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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if( RANDOM_LONG( 0, 1 ) ) |
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AttackSound(); |
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} |
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break; |
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default: |
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CBaseMonster::HandleAnimEvent( pEvent ); |
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break; |
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} |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CZombie::Spawn() |
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{ |
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Precache(); |
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if (pev->model) |
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SET_MODEL(ENT(pev), STRING(pev->model)); //LRC |
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else |
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SET_MODEL( ENT( pev ), "models/zombie.mdl" ); |
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// Reapers have a taller model. |
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN + Vector( -8, -8, 0 ), VEC_HUMAN_HULL_MAX + Vector( 8, 8, 48 ) ); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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// Reapers should use red blood color. |
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m_bloodColor = BLOOD_COLOR_RED; |
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if (pev->health == 0) |
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pev->health = gSkillData.zombieHealth; |
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pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. |
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_MonsterState = MONSTERSTATE_NONE; |
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m_afCapability = bits_CAP_DOORS_GROUP; |
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MonsterInit(); |
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} |
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//========================================================= |
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// Precache - precaches all resources this monster needs |
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//========================================================= |
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void CZombie::Precache() |
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{ |
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if (pev->model) |
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PRECACHE_MODEL(STRING(pev->model)); //LRC |
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else |
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PRECACHE_MODEL( "models/zombie.mdl" ); |
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PRECACHE_SOUND_ARRAY( pAttackHitSounds ); |
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PRECACHE_SOUND_ARRAY( pAttackMissSounds ); |
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PRECACHE_SOUND_ARRAY( pAttackSounds ); |
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PRECACHE_SOUND_ARRAY( pIdleSounds ); |
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PRECACHE_SOUND_ARRAY( pAlertSounds ); |
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PRECACHE_SOUND_ARRAY( pPainSounds ); |
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} |
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//========================================================= |
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// AI Schedules Specific to this monster |
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//========================================================= |
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int CZombie::IgnoreConditions( void ) |
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{ |
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int iIgnore = CBaseMonster::IgnoreConditions(); |
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if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) ) |
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{ |
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#if 0 |
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if( pev->health < 20 ) |
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iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE ); |
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else |
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#endif |
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if( m_flNextFlinch >= gpGlobals->time ) |
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iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ); |
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} |
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if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) ) |
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{ |
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if( m_flNextFlinch < gpGlobals->time ) |
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m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY; |
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} |
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return iIgnore; |
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} |
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void CZombie::GibMonster( void ) |
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{ |
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FadeMonster(); |
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}
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