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1146 lines
32 KiB
1146 lines
32 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A hideous, putrescent, pus-filled undead carcass atop which a vile
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// nest of filthy poisonous headcrabs lurks.
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//
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// Anyway, this guy has two range attacks: at short range, headcrabs
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// will leap from the nest to attack. At long range he will wrench a
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// headcrab from his back to throw it at his enemy.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_basenpc.h"
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#include "ai_default.h"
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#include "ai_schedule.h"
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#include "ai_hull.h"
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#include "ai_motor.h"
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#include "game.h"
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#include "npc_headcrab.h"
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#include "npcevent.h"
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#include "entitylist.h"
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#include "ai_task.h"
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#include "activitylist.h"
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#include "engine/IEngineSound.h"
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#include "npc_BaseZombie.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define BREATH_VOL_MAX 0.6
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//
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// Controls how soon he throws the first headcrab after seeing his enemy (also when the first headcrab leaps off)
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//
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#define ZOMBIE_THROW_FIRST_MIN_DELAY 1 // min seconds before first crab throw
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#define ZOMBIE_THROW_FIRST_MAX_DELAY 2 // max seconds before first crab throw
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//
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// Controls how often he throws headcrabs (also how often headcrabs leap off)
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//
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#define ZOMBIE_THROW_MIN_DELAY 4 // min seconds between crab throws
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#define ZOMBIE_THROW_MAX_DELAY 10 // max seconds between crab throws
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//
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// Ranges for throwing headcrabs.
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//
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#define ZOMBIE_THROW_RANGE_MIN 250
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#define ZOMBIE_THROW_RANGE_MAX 800
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#define ZOMBIE_THROW_CONE 0.6
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//
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// Ranges for headcrabs leaping off.
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//
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#define ZOMBIE_HC_LEAP_RANGE_MIN 12
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#define ZOMBIE_HC_LEAP_RANGE_MAX 256
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#define ZOMBIE_HC_LEAP_CONE 0.6
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#define ZOMBIE_BODYGROUP_NEST_BASE 2 // First nest crab, +2 more
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#define ZOMBIE_BODYGROUP_THROW 5 // The crab in our hand for throwing
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#define ZOMBIE_ENEMY_BREATHE_DIST 300 // How close we must be to our enemy before we start breathing hard.
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envelopePoint_t envPoisonZombieMoanVolumeFast[] =
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{
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{ 1.0f, 1.0f,
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0.1f, 0.1f,
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},
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{ 0.0f, 0.0f,
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0.2f, 0.3f,
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},
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};
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//
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// Turns the breathing off for a second, then back on.
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//
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envelopePoint_t envPoisonZombieBreatheVolumeOffShort[] =
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{
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{ 0.0f, 0.0f,
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0.1f, 0.1f,
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},
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{ 0.0f, 0.0f,
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2.0f, 2.0f,
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},
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{ BREATH_VOL_MAX, BREATH_VOL_MAX,
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1.0f, 1.0f,
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},
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};
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//
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// Custom schedules.
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//
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enum
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{
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SCHED_ZOMBIE_POISON_RANGE_ATTACK2 = LAST_BASE_ZOMBIE_SCHEDULE,
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SCHED_ZOMBIE_POISON_RANGE_ATTACK1,
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};
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//-----------------------------------------------------------------------------
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// The maximum number of headcrabs we can have riding on our back.
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// NOTE: If you change this value you must also change the lookup table in Spawn!
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//-----------------------------------------------------------------------------
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#define MAX_CRABS 3
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int AE_ZOMBIE_POISON_THROW_WARN_SOUND;
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int AE_ZOMBIE_POISON_PICKUP_CRAB;
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int AE_ZOMBIE_POISON_THROW_SOUND;
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int AE_ZOMBIE_POISON_THROW_CRAB;
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int AE_ZOMBIE_POISON_SPIT;
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//-----------------------------------------------------------------------------
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// The model we use for our legs when we get blowed up.
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//-----------------------------------------------------------------------------
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static const char *s_szLegsModel = "models/zombie/classic_legs.mdl";
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//-----------------------------------------------------------------------------
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// The classname of the headcrab that jumps off of this kind of zombie.
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//-----------------------------------------------------------------------------
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static const char *s_szHeadcrabClassname = "npc_headcrab_poison";
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static const char *s_szHeadcrabModel = "models/headcrabblack.mdl";
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static const char *pMoanSounds[] =
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{
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"NPC_PoisonZombie.Moan1",
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};
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//-----------------------------------------------------------------------------
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// Skill settings.
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//-----------------------------------------------------------------------------
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ConVar sk_zombie_poison_health( "sk_zombie_poison_health", "0");
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ConVar sk_zombie_poison_dmg_spit( "sk_zombie_poison_dmg_spit","0");
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class CNPC_PoisonZombie : public CAI_BlendingHost<CNPC_BaseZombie>
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{
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DECLARE_CLASS( CNPC_PoisonZombie, CAI_BlendingHost<CNPC_BaseZombie> );
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public:
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//
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// CBaseZombie implemenation.
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//
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virtual Vector HeadTarget( const Vector &posSrc );
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bool ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold );
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virtual bool IsChopped( const CTakeDamageInfo &info ) { return false; }
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//
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// CAI_BaseNPC implementation.
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//
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virtual float MaxYawSpeed( void );
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virtual int RangeAttack1Conditions( float flDot, float flDist );
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virtual int RangeAttack2Conditions( float flDot, float flDist );
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virtual float GetClawAttackRange() const { return 70; }
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virtual void PrescheduleThink( void );
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virtual void BuildScheduleTestBits( void );
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virtual int SelectSchedule( void );
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virtual int SelectFailSchedule( int nFailedSchedule, int nFailedTask, AI_TaskFailureCode_t eTaskFailCode );
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virtual int TranslateSchedule( int scheduleType );
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virtual bool ShouldPlayIdleSound( void );
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//
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// CBaseAnimating implementation.
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//
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virtual void HandleAnimEvent( animevent_t *pEvent );
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//
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// CBaseEntity implementation.
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//
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual void SetZombieModel( void );
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virtual Class_T Classify( void );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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void PainSound( const CTakeDamageInfo &info );
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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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void AttackHitSound( void );
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void AttackMissSound( void );
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void FootstepSound( bool fRightFoot );
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void FootscuffSound( bool fRightFoot ) {};
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virtual void StopLoopingSounds( void );
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protected:
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virtual void MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize );
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virtual bool MustCloseToAttack( void );
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virtual const char *GetMoanSound( int nSoundIndex );
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virtual const char *GetLegsModel( void );
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virtual const char *GetTorsoModel( void );
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virtual const char *GetHeadcrabClassname( void );
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virtual const char *GetHeadcrabModel( void );
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private:
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void BreatheOffShort( void );
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void EnableCrab( int nCrab, bool bEnable );
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int RandomThrowCrab( void );
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void EvacuateNest( bool bExplosion, float flDamage, CBaseEntity *pAttacker );
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CSoundPatch *m_pFastBreathSound;
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CSoundPatch *m_pSlowBreathSound;
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int m_nCrabCount; // How many headcrabs we have on our back.
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bool m_bCrabs[MAX_CRABS]; // Which crabs in particular are on our back.
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float m_flNextCrabThrowTime; // The next time we are allowed to throw a headcrab.
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float m_flNextPainSoundTime;
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bool m_bNearEnemy;
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// NOT serialized:
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int m_nThrowCrab; // The crab we are about to throw.
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};
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LINK_ENTITY_TO_CLASS( npc_poisonzombie, CNPC_PoisonZombie );
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BEGIN_DATADESC( CNPC_PoisonZombie )
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DEFINE_SOUNDPATCH( m_pFastBreathSound ),
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DEFINE_SOUNDPATCH( m_pSlowBreathSound ),
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DEFINE_KEYFIELD( m_nCrabCount, FIELD_INTEGER, "crabcount" ),
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DEFINE_ARRAY( m_bCrabs, FIELD_BOOLEAN, MAX_CRABS ),
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DEFINE_FIELD( m_flNextCrabThrowTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextPainSoundTime, FIELD_TIME ),
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DEFINE_FIELD( m_bNearEnemy, FIELD_BOOLEAN ),
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// NOT serialized:
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//DEFINE_FIELD( m_nThrowCrab, FIELD_INTEGER ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_PoisonZombie::Precache( void )
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{
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PrecacheModel("models/zombie/poison.mdl");
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PrecacheScriptSound( "NPC_PoisonZombie.Die" );
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PrecacheScriptSound( "NPC_PoisonZombie.ThrowWarn" );
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PrecacheScriptSound( "NPC_PoisonZombie.Throw" );
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PrecacheScriptSound( "NPC_PoisonZombie.Idle" );
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PrecacheScriptSound( "NPC_PoisonZombie.Pain" );
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PrecacheScriptSound( "NPC_PoisonZombie.Alert" );
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PrecacheScriptSound( "NPC_PoisonZombie.FootstepRight" );
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PrecacheScriptSound( "NPC_PoisonZombie.FootstepLeft" );
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PrecacheScriptSound( "NPC_PoisonZombie.Attack" );
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PrecacheScriptSound( "NPC_PoisonZombie.FastBreath" );
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PrecacheScriptSound( "NPC_PoisonZombie.Moan1" );
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PrecacheScriptSound( "Zombie.AttackHit" );
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PrecacheScriptSound( "Zombie.AttackMiss" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_PoisonZombie::Spawn( void )
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{
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Precache();
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m_fIsTorso = m_fIsHeadless = false;
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#ifdef HL2_EPISODIC
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SetBloodColor( BLOOD_COLOR_ZOMBIE );
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#else
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SetBloodColor( BLOOD_COLOR_YELLOW );
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#endif // HL2_EPISODIC
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m_iHealth = sk_zombie_poison_health.GetFloat();
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m_flFieldOfView = 0.2;
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CapabilitiesClear();
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CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 );
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BaseClass::Spawn();
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CPASAttenuationFilter filter( this, ATTN_IDLE );
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m_pFastBreathSound = ENVELOPE_CONTROLLER.SoundCreate( filter, entindex(), CHAN_ITEM, "NPC_PoisonZombie.FastBreath", ATTN_IDLE );
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ENVELOPE_CONTROLLER.Play( m_pFastBreathSound, 0.0f, 100 );
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CPASAttenuationFilter filter2( this );
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m_pSlowBreathSound = ENVELOPE_CONTROLLER.SoundCreate( filter2, entindex(), CHAN_ITEM, "NPC_PoisonZombie.Moan1", ATTN_NORM );
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ENVELOPE_CONTROLLER.Play( m_pSlowBreathSound, BREATH_VOL_MAX, 100 );
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int nCrabs = m_nCrabCount;
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if ( !nCrabs )
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{
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nCrabs = MAX_CRABS;
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}
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m_nCrabCount = 0;
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//
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// Generate a random set of crabs based on the crab count
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// specified by the level designer.
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//
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int nBits[] =
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{
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// One bit
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0x01,
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0x02,
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0x04,
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// Two bits
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0x03,
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0x05,
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0x06,
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};
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int nBitMask = 7;
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if (nCrabs == 1)
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{
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nBitMask = nBits[random->RandomInt( 0, 2 )];
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}
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else if (nCrabs == 2)
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{
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nBitMask = nBits[random->RandomInt( 3, 5 )];
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}
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for ( int i = 0; i < MAX_CRABS; i++ )
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{
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EnableCrab( i, ( nBitMask & ( 1 << i ) ) != 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns a moan sound for this class of zombie.
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//-----------------------------------------------------------------------------
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const char *CNPC_PoisonZombie::GetMoanSound( int nSound )
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{
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return pMoanSounds[nSound % ARRAYSIZE( pMoanSounds )];
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the model to use for our legs ragdoll when we are blown in twain.
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//-----------------------------------------------------------------------------
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const char *CNPC_PoisonZombie::GetLegsModel( void )
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{
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return s_szLegsModel;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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const char *CNPC_PoisonZombie::GetTorsoModel( void )
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{
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return "models/zombie/classic_torso.mdl";
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the classname (ie "npc_headcrab") to spawn when our headcrab bails.
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//-----------------------------------------------------------------------------
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const char *CNPC_PoisonZombie::GetHeadcrabClassname( void )
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{
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return s_szHeadcrabClassname;
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}
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const char *CNPC_PoisonZombie::GetHeadcrabModel( void )
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{
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return s_szHeadcrabModel;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Turns the given crab on or off.
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||
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//-----------------------------------------------------------------------------
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void CNPC_PoisonZombie::EnableCrab( int nCrab, bool bEnable )
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{
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ASSERT( ( nCrab >= 0 ) && ( nCrab < MAX_CRABS ) );
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if ( ( nCrab >= 0 ) && ( nCrab < MAX_CRABS ) )
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{
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if (m_bCrabs[nCrab] != bEnable)
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{
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m_nCrabCount += bEnable ? 1 : -1;
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}
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m_bCrabs[nCrab] = bEnable;
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SetBodygroup( ZOMBIE_BODYGROUP_NEST_BASE + nCrab, bEnable );
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}
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}
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||
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||
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|
||
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//-----------------------------------------------------------------------------
|
||
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// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
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void CNPC_PoisonZombie::StopLoopingSounds( void )
|
||
|
{
|
||
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ENVELOPE_CONTROLLER.SoundDestroy( m_pFastBreathSound );
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||
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m_pFastBreathSound = NULL;
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||
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|
||
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ENVELOPE_CONTROLLER.SoundDestroy( m_pSlowBreathSound );
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||
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m_pSlowBreathSound = NULL;
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||
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|
||
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BaseClass::StopLoopingSounds();
|
||
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}
|
||
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|
||
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|
||
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//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : info -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::Event_Killed( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
if ( !( info.GetDamageType() & ( DMG_BLAST | DMG_ALWAYSGIB) ) )
|
||
|
{
|
||
|
EmitSound( "NPC_PoisonZombie.Die" );
|
||
|
}
|
||
|
|
||
|
if ( !m_fIsTorso )
|
||
|
{
|
||
|
EvacuateNest(info.GetDamageType() == DMG_BLAST, info.GetDamage(), info.GetAttacker() );
|
||
|
}
|
||
|
|
||
|
BaseClass::Event_Killed( info );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &inputInfo -
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_PoisonZombie::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
|
||
|
{
|
||
|
//
|
||
|
// Calculate what percentage of the creature's max health
|
||
|
// this amount of damage represents (clips at 1.0).
|
||
|
//
|
||
|
float flDamagePercent = MIN( 1, inputInfo.GetDamage() / m_iMaxHealth );
|
||
|
|
||
|
//
|
||
|
// Throw one crab for every 20% damage we take.
|
||
|
//
|
||
|
if ( flDamagePercent >= 0.2 )
|
||
|
{
|
||
|
m_flNextCrabThrowTime = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
return BaseClass::OnTakeDamage_Alive( inputInfo );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CNPC_PoisonZombie::MaxYawSpeed( void )
|
||
|
{
|
||
|
return BaseClass::MaxYawSpeed();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Class_T CNPC_PoisonZombie::Classify( void )
|
||
|
{
|
||
|
return CLASS_ZOMBIE;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//
|
||
|
// NOTE: This function is still heavy with common code (found at the bottom).
|
||
|
// we should consider moving some into the base class! (sjb)
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::SetZombieModel( void )
|
||
|
{
|
||
|
Hull_t lastHull = GetHullType();
|
||
|
|
||
|
if ( m_fIsTorso )
|
||
|
{
|
||
|
SetModel( "models/zombie/classic_torso.mdl" );
|
||
|
SetHullType(HULL_TINY);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetModel( "models/zombie/poison.mdl" );
|
||
|
SetHullType(HULL_HUMAN);
|
||
|
}
|
||
|
|
||
|
SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );
|
||
|
|
||
|
SetHullSizeNormal( true );
|
||
|
SetDefaultEyeOffset();
|
||
|
SetActivity( ACT_IDLE );
|
||
|
|
||
|
// hull changed size, notify vphysics
|
||
|
// UNDONE: Solve this generally, systematically so other
|
||
|
// NPCs can change size
|
||
|
if ( lastHull != GetHullType() )
|
||
|
{
|
||
|
if ( VPhysicsGetObject() )
|
||
|
{
|
||
|
SetupVPhysicsHull();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Checks conditions for letting a headcrab leap off our back at our enemy.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_PoisonZombie::RangeAttack1Conditions( float flDot, float flDist )
|
||
|
{
|
||
|
if ( !m_nCrabCount )
|
||
|
{
|
||
|
//DevMsg("Range1: No crabs\n");
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
if ( m_flNextCrabThrowTime > gpGlobals->curtime )
|
||
|
{
|
||
|
//DevMsg("Range1: Too soon\n");
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
if ( flDist < ZOMBIE_HC_LEAP_RANGE_MIN )
|
||
|
{
|
||
|
//DevMsg("Range1: Too close to attack\n");
|
||
|
return COND_TOO_CLOSE_TO_ATTACK;
|
||
|
}
|
||
|
|
||
|
if ( flDist > ZOMBIE_HC_LEAP_RANGE_MAX )
|
||
|
{
|
||
|
//DevMsg("Range1: Too far to attack\n");
|
||
|
return COND_TOO_FAR_TO_ATTACK;
|
||
|
}
|
||
|
|
||
|
if ( flDot < ZOMBIE_HC_LEAP_CONE )
|
||
|
{
|
||
|
//DevMsg("Range1: Not facing\n");
|
||
|
return COND_NOT_FACING_ATTACK;
|
||
|
}
|
||
|
|
||
|
m_nThrowCrab = RandomThrowCrab();
|
||
|
|
||
|
//DevMsg("*** Range1: Can range attack\n");
|
||
|
return COND_CAN_RANGE_ATTACK1;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Checks conditions for throwing a headcrab leap at our enemy.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_PoisonZombie::RangeAttack2Conditions( float flDot, float flDist )
|
||
|
{
|
||
|
if ( !m_nCrabCount )
|
||
|
{
|
||
|
//DevMsg("Range2: No crabs\n");
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
if ( m_flNextCrabThrowTime > gpGlobals->curtime )
|
||
|
{
|
||
|
//DevMsg("Range2: Too soon\n");
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
if ( flDist < ZOMBIE_THROW_RANGE_MIN )
|
||
|
{
|
||
|
//DevMsg("Range2: Too close to attack\n");
|
||
|
return COND_TOO_CLOSE_TO_ATTACK;
|
||
|
}
|
||
|
|
||
|
if ( flDist > ZOMBIE_THROW_RANGE_MAX )
|
||
|
{
|
||
|
//DevMsg("Range2: Too far to attack\n");
|
||
|
return COND_TOO_FAR_TO_ATTACK;
|
||
|
}
|
||
|
|
||
|
if ( flDot < ZOMBIE_THROW_CONE )
|
||
|
{
|
||
|
//DevMsg("Range2: Not facing\n");
|
||
|
return COND_NOT_FACING_ATTACK;
|
||
|
}
|
||
|
|
||
|
m_nThrowCrab = RandomThrowCrab();
|
||
|
|
||
|
//DevMsg("*** Range2: Can range attack\n");
|
||
|
return COND_CAN_RANGE_ATTACK2;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Vector CNPC_PoisonZombie::HeadTarget( const Vector &posSrc )
|
||
|
{
|
||
|
int iCrabAttachment = LookupAttachment( "headcrab1" );
|
||
|
Assert( iCrabAttachment > 0 );
|
||
|
|
||
|
Vector vecPosition;
|
||
|
|
||
|
GetAttachment( iCrabAttachment, vecPosition );
|
||
|
|
||
|
return vecPosition;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Turns off our breath so we can play another vocal sound.
|
||
|
// TODO: pass in duration
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::BreatheOffShort( void )
|
||
|
{
|
||
|
if ( m_bNearEnemy )
|
||
|
{
|
||
|
ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pFastBreathSound, SOUNDCTRL_CHANGE_VOLUME, envPoisonZombieBreatheVolumeOffShort, ARRAYSIZE(envPoisonZombieBreatheVolumeOffShort) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pSlowBreathSound, SOUNDCTRL_CHANGE_VOLUME, envPoisonZombieBreatheVolumeOffShort, ARRAYSIZE(envPoisonZombieBreatheVolumeOffShort) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Catches the monster-specific events that occur when tagged animation
|
||
|
// frames are played.
|
||
|
// Input : pEvent -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::HandleAnimEvent( animevent_t *pEvent )
|
||
|
{
|
||
|
|
||
|
if ( pEvent->event == AE_ZOMBIE_POISON_PICKUP_CRAB )
|
||
|
{
|
||
|
EnableCrab( m_nThrowCrab, false );
|
||
|
SetBodygroup( ZOMBIE_BODYGROUP_THROW, 1 );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( pEvent->event == AE_ZOMBIE_POISON_THROW_WARN_SOUND )
|
||
|
{
|
||
|
BreatheOffShort();
|
||
|
EmitSound( "NPC_PoisonZombie.ThrowWarn" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( pEvent->event == AE_ZOMBIE_POISON_THROW_SOUND )
|
||
|
{
|
||
|
BreatheOffShort();
|
||
|
EmitSound( "NPC_PoisonZombie.Throw" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( pEvent->event == AE_ZOMBIE_POISON_THROW_CRAB )
|
||
|
{
|
||
|
SetBodygroup( ZOMBIE_BODYGROUP_THROW, 0 );
|
||
|
|
||
|
CBlackHeadcrab *pCrab = (CBlackHeadcrab *)CreateNoSpawn( GetHeadcrabClassname(), EyePosition(), vec3_angle, this );
|
||
|
pCrab->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );
|
||
|
|
||
|
// Fade if our parent is supposed to
|
||
|
if ( HasSpawnFlags( SF_NPC_FADE_CORPSE ) )
|
||
|
{
|
||
|
pCrab->AddSpawnFlags( SF_NPC_FADE_CORPSE );
|
||
|
}
|
||
|
|
||
|
// make me the crab's owner to avoid collision issues
|
||
|
pCrab->SetOwnerEntity( this );
|
||
|
|
||
|
pCrab->Spawn();
|
||
|
|
||
|
pCrab->SetLocalAngles( GetLocalAngles() );
|
||
|
pCrab->SetActivity( ACT_RANGE_ATTACK1 );
|
||
|
pCrab->SetNextThink( gpGlobals->curtime );
|
||
|
pCrab->PhysicsSimulate();
|
||
|
|
||
|
pCrab->GetMotor()->SetIdealYaw( GetAbsAngles().y );
|
||
|
|
||
|
if ( IsOnFire() )
|
||
|
{
|
||
|
pCrab->Ignite( 100.0 );
|
||
|
}
|
||
|
|
||
|
CBaseEntity *pEnemy = GetEnemy();
|
||
|
if ( pEnemy )
|
||
|
{
|
||
|
Vector vecEnemyEyePos = pEnemy->EyePosition();
|
||
|
pCrab->ThrowAt( vecEnemyEyePos );
|
||
|
}
|
||
|
|
||
|
if (m_nCrabCount == 0)
|
||
|
{
|
||
|
CapabilitiesRemove( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 );
|
||
|
}
|
||
|
|
||
|
m_flNextCrabThrowTime = gpGlobals->curtime + random->RandomInt( ZOMBIE_THROW_MIN_DELAY, ZOMBIE_THROW_MAX_DELAY );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( pEvent->event == AE_ZOMBIE_POISON_SPIT )
|
||
|
{
|
||
|
Vector forward;
|
||
|
QAngle qaPunch( 45, random->RandomInt(-5, 5), random->RandomInt(-5, 5) );
|
||
|
AngleVectors( GetLocalAngles(), &forward );
|
||
|
forward = forward * 200;
|
||
|
ClawAttack( GetClawAttackRange(), sk_zombie_poison_dmg_spit.GetFloat(), qaPunch, forward, ZOMBIE_BLOOD_BITE );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
BaseClass::HandleAnimEvent( pEvent );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Returns the index of a randomly chosen crab to throw.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_PoisonZombie::RandomThrowCrab( void )
|
||
|
{
|
||
|
// FIXME: this could take a long time, theoretically
|
||
|
int nCrab = -1;
|
||
|
do
|
||
|
{
|
||
|
int nTest = random->RandomInt( 0, 2 );
|
||
|
if ( m_bCrabs[nTest] )
|
||
|
{
|
||
|
nCrab = nTest;
|
||
|
}
|
||
|
} while ( nCrab == -1 );
|
||
|
|
||
|
return nCrab;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: The nest is dead! Evacuate the nest!
|
||
|
// Input : bExplosion - We were evicted by an explosion so we should go a-flying.
|
||
|
// flDamage - The damage that was done to cause the evacuation.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::EvacuateNest( bool bExplosion, float flDamage, CBaseEntity *pAttacker )
|
||
|
{
|
||
|
// HACK: if we were in mid-throw, drop the throwing crab also.
|
||
|
if ( GetBodygroup( ZOMBIE_BODYGROUP_THROW ) )
|
||
|
{
|
||
|
SetBodygroup( ZOMBIE_BODYGROUP_THROW, 0 );
|
||
|
m_nCrabCount++;
|
||
|
}
|
||
|
|
||
|
for( int i = 0; i < MAX_CRABS ; i++ )
|
||
|
{
|
||
|
if( m_bCrabs[i] )
|
||
|
{
|
||
|
Vector vecPosition;
|
||
|
QAngle vecAngles;
|
||
|
|
||
|
char szAttachment[64];
|
||
|
|
||
|
switch( i )
|
||
|
{
|
||
|
case 0:
|
||
|
strcpy( szAttachment, "headcrab2" );
|
||
|
break;
|
||
|
case 1:
|
||
|
strcpy( szAttachment, "headcrab3" );
|
||
|
break;
|
||
|
case 2:
|
||
|
strcpy( szAttachment, "headcrab4" );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
GetAttachment( szAttachment, vecPosition, vecAngles );
|
||
|
|
||
|
// Now slam the angles because the attachment point will have pitch and roll, which we can't use.
|
||
|
vecAngles = QAngle( 0, random->RandomFloat( 0, 360 ), 0 );
|
||
|
|
||
|
CBlackHeadcrab *pCrab = (CBlackHeadcrab *)CreateNoSpawn( GetHeadcrabClassname(), vecPosition, vecAngles, this );
|
||
|
pCrab->Spawn();
|
||
|
|
||
|
if( !HeadcrabFits(pCrab) )
|
||
|
{
|
||
|
UTIL_Remove(pCrab);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
float flVelocityScale = 2.0f;
|
||
|
if ( bExplosion && ( flDamage > 10 ) )
|
||
|
{
|
||
|
flVelocityScale = 0.1 * flDamage;
|
||
|
}
|
||
|
|
||
|
if (IsOnFire())
|
||
|
{
|
||
|
pCrab->Ignite( 100.0 );
|
||
|
}
|
||
|
|
||
|
pCrab->Eject( vecAngles, flVelocityScale, pAttacker );
|
||
|
EnableCrab( i, false );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::PrescheduleThink( void )
|
||
|
{
|
||
|
if ( HasCondition( COND_NEW_ENEMY ) )
|
||
|
{
|
||
|
m_flNextCrabThrowTime = gpGlobals->curtime + random->RandomInt( ZOMBIE_THROW_FIRST_MIN_DELAY, ZOMBIE_THROW_FIRST_MAX_DELAY );
|
||
|
}
|
||
|
|
||
|
bool bNearEnemy = false;
|
||
|
if ( GetEnemy() != NULL )
|
||
|
{
|
||
|
float flDist = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin()).Length();
|
||
|
if ( flDist < ZOMBIE_ENEMY_BREATHE_DIST )
|
||
|
{
|
||
|
bNearEnemy = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( bNearEnemy )
|
||
|
{
|
||
|
if ( !m_bNearEnemy )
|
||
|
{
|
||
|
// Our enemy is nearby. Breathe faster.
|
||
|
float duration = random->RandomFloat( 1.0f, 2.0f );
|
||
|
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pFastBreathSound, BREATH_VOL_MAX, duration );
|
||
|
ENVELOPE_CONTROLLER.SoundChangePitch( m_pFastBreathSound, random->RandomInt( 100, 120 ), random->RandomFloat( 1.0f, 2.0f ) );
|
||
|
|
||
|
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pSlowBreathSound, 0.0f, duration );
|
||
|
|
||
|
m_bNearEnemy = true;
|
||
|
}
|
||
|
}
|
||
|
else if ( m_bNearEnemy )
|
||
|
{
|
||
|
// Our enemy is far away. Slow our breathing down.
|
||
|
float duration = random->RandomFloat( 2.0f, 4.0f );
|
||
|
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pFastBreathSound, BREATH_VOL_MAX, duration );
|
||
|
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pSlowBreathSound, 0.0f, duration );
|
||
|
// ENVELOPE_CONTROLLER.SoundChangePitch( m_pBreathSound, random->RandomInt( 80, 100 ), duration );
|
||
|
|
||
|
m_bNearEnemy = false;
|
||
|
}
|
||
|
|
||
|
BaseClass::PrescheduleThink();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Allows for modification of the interrupt mask for the current schedule.
|
||
|
// In the most cases the base implementation should be called first.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::BuildScheduleTestBits( void )
|
||
|
{
|
||
|
BaseClass::BuildScheduleTestBits();
|
||
|
|
||
|
if ( IsCurSchedule( SCHED_CHASE_ENEMY ) )
|
||
|
{
|
||
|
SetCustomInterruptCondition( COND_LIGHT_DAMAGE );
|
||
|
SetCustomInterruptCondition( COND_HEAVY_DAMAGE );
|
||
|
}
|
||
|
else if ( IsCurSchedule( SCHED_RANGE_ATTACK1 ) || IsCurSchedule( SCHED_RANGE_ATTACK2 ) )
|
||
|
{
|
||
|
ClearCustomInterruptCondition( COND_LIGHT_DAMAGE );
|
||
|
ClearCustomInterruptCondition( COND_HEAVY_DAMAGE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_PoisonZombie::SelectFailSchedule( int nFailedSchedule, int nFailedTask, AI_TaskFailureCode_t eTaskFailCode )
|
||
|
{
|
||
|
int nSchedule = BaseClass::SelectFailSchedule( nFailedSchedule, nFailedTask, eTaskFailCode );
|
||
|
|
||
|
if ( nSchedule == SCHED_CHASE_ENEMY_FAILED && m_nCrabCount > 0 )
|
||
|
{
|
||
|
return SCHED_ESTABLISH_LINE_OF_FIRE;
|
||
|
}
|
||
|
|
||
|
return nSchedule;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_PoisonZombie::SelectSchedule( void )
|
||
|
{
|
||
|
int nSchedule = BaseClass::SelectSchedule();
|
||
|
|
||
|
if ( nSchedule == SCHED_SMALL_FLINCH )
|
||
|
{
|
||
|
m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 1, 3 );
|
||
|
}
|
||
|
|
||
|
return nSchedule;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : scheduleType -
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_PoisonZombie::TranslateSchedule( int scheduleType )
|
||
|
{
|
||
|
if ( scheduleType == SCHED_RANGE_ATTACK2 )
|
||
|
{
|
||
|
return SCHED_ZOMBIE_POISON_RANGE_ATTACK2;
|
||
|
}
|
||
|
|
||
|
if ( scheduleType == SCHED_RANGE_ATTACK1 )
|
||
|
{
|
||
|
return SCHED_ZOMBIE_POISON_RANGE_ATTACK1;
|
||
|
}
|
||
|
|
||
|
if ( scheduleType == SCHED_COMBAT_FACE && IsUnreachable( GetEnemy() ) )
|
||
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
||
|
|
||
|
// We'd simply like to shamble towards our enemy
|
||
|
if ( scheduleType == SCHED_MOVE_TO_WEAPON_RANGE )
|
||
|
return SCHED_CHASE_ENEMY;
|
||
|
|
||
|
return BaseClass::TranslateSchedule( scheduleType );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_PoisonZombie::ShouldPlayIdleSound( void )
|
||
|
{
|
||
|
return CAI_BaseNPC::ShouldPlayIdleSound();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Play a random attack hit sound
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::AttackHitSound( void )
|
||
|
{
|
||
|
EmitSound( "Zombie.AttackHit" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Play a random attack miss sound
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::AttackMissSound( void )
|
||
|
{
|
||
|
EmitSound( "Zombie.AttackMiss" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Play a random attack sound.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::AttackSound( void )
|
||
|
{
|
||
|
EmitSound( "NPC_PoisonZombie.Attack" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Play a random idle sound.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::IdleSound( void )
|
||
|
{
|
||
|
// HACK: base zombie code calls IdleSound even when not idle!
|
||
|
if ( m_NPCState != NPC_STATE_COMBAT )
|
||
|
{
|
||
|
BreatheOffShort();
|
||
|
EmitSound( "NPC_PoisonZombie.Idle" );
|
||
|
MakeAISpookySound( 360.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Play a random pain sound.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::PainSound( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
// Don't make pain sounds too often.
|
||
|
if ( m_flNextPainSoundTime <= gpGlobals->curtime )
|
||
|
{
|
||
|
BreatheOffShort();
|
||
|
EmitSound( "NPC_PoisonZombie.Pain" );
|
||
|
m_flNextPainSoundTime = gpGlobals->curtime + random->RandomFloat( 4.0, 7.0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Play a random alert sound.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::AlertSound( void )
|
||
|
{
|
||
|
BreatheOffShort();
|
||
|
|
||
|
EmitSound( "NPC_PoisonZombie.Alert" );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Sound of a footstep
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::FootstepSound( bool fRightFoot )
|
||
|
{
|
||
|
if( fRightFoot )
|
||
|
{
|
||
|
EmitSound( "NPC_PoisonZombie.FootstepRight" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EmitSound( "NPC_PoisonZombie.FootstepLeft" );
|
||
|
}
|
||
|
|
||
|
if( ShouldPlayFootstepMoan() )
|
||
|
{
|
||
|
m_flNextMoanSound = gpGlobals->curtime;
|
||
|
MoanSound( envPoisonZombieMoanVolumeFast, ARRAYSIZE( envPoisonZombieMoanVolumeFast ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: If we don't have any headcrabs to throw, we must close to attack our enemy.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_PoisonZombie::MustCloseToAttack(void)
|
||
|
{
|
||
|
return (m_nCrabCount == 0);
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Open a window and let a little bit of the looping moan sound
|
||
|
// come through.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_PoisonZombie::MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize )
|
||
|
{
|
||
|
if( !m_pMoanSound )
|
||
|
{
|
||
|
// Don't set this up until the code calls for it.
|
||
|
const char *pszSound = GetMoanSound( m_iMoanSound );
|
||
|
m_flMoanPitch = random->RandomInt( 98, 110 );
|
||
|
|
||
|
CPASAttenuationFilter filter( this, 1.5 );
|
||
|
//m_pMoanSound = ENVELOPE_CONTROLLER.SoundCreate( entindex(), CHAN_STATIC, pszSound, ATTN_NORM );
|
||
|
m_pMoanSound = ENVELOPE_CONTROLLER.SoundCreate( filter, entindex(), CHAN_STATIC, pszSound, 1.5 );
|
||
|
|
||
|
ENVELOPE_CONTROLLER.Play( m_pMoanSound, 0.5, m_flMoanPitch );
|
||
|
}
|
||
|
|
||
|
envPoisonZombieMoanVolumeFast[ 1 ].durationMin = 0.1;
|
||
|
envPoisonZombieMoanVolumeFast[ 1 ].durationMax = 0.4;
|
||
|
|
||
|
if ( random->RandomInt( 1, 2 ) == 1 )
|
||
|
{
|
||
|
IdleSound();
|
||
|
}
|
||
|
|
||
|
float duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pMoanSound, SOUNDCTRL_CHANGE_VOLUME, pEnvelope, iEnvelopeSize );
|
||
|
|
||
|
float flPitchShift = random->RandomInt( -4, 4 );
|
||
|
ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, m_flMoanPitch + flPitchShift, 0.3 );
|
||
|
|
||
|
m_flNextMoanSound = gpGlobals->curtime + duration + 9999;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Overloaded so that explosions don't split the poison zombie in twain.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_PoisonZombie::ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
int ACT_ZOMBIE_POISON_THREAT;
|
||
|
|
||
|
|
||
|
AI_BEGIN_CUSTOM_NPC( npc_poisonzombie, CNPC_PoisonZombie )
|
||
|
|
||
|
DECLARE_ACTIVITY( ACT_ZOMBIE_POISON_THREAT )
|
||
|
|
||
|
//Adrian: events go here
|
||
|
DECLARE_ANIMEVENT( AE_ZOMBIE_POISON_THROW_WARN_SOUND )
|
||
|
DECLARE_ANIMEVENT( AE_ZOMBIE_POISON_PICKUP_CRAB )
|
||
|
DECLARE_ANIMEVENT( AE_ZOMBIE_POISON_THROW_SOUND )
|
||
|
DECLARE_ANIMEVENT( AE_ZOMBIE_POISON_THROW_CRAB )
|
||
|
DECLARE_ANIMEVENT( AE_ZOMBIE_POISON_SPIT )
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ZOMBIE_POISON_RANGE_ATTACK2,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_FACE_IDEAL 0"
|
||
|
" TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_ZOMBIE_POISON_THREAT"
|
||
|
" TASK_FACE_IDEAL 0"
|
||
|
" TASK_RANGE_ATTACK2 0"
|
||
|
|
||
|
" Interrupts"
|
||
|
" COND_NO_PRIMARY_AMMO"
|
||
|
)
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ZOMBIE_POISON_RANGE_ATTACK1,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_FACE_ENEMY 0"
|
||
|
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
|
||
|
" TASK_RANGE_ATTACK1 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_NO_PRIMARY_AMMO"
|
||
|
)
|
||
|
|
||
|
AI_END_CUSTOM_NPC()
|
||
|
|
||
|
|