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600 lines
15 KiB
600 lines
15 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_gamerules.h"
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#include "tf_team.h"
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#include "nav_mesh/tf_nav_area.h"
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#include "NextBot/Path/NextBotChasePath.h"
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#include "particle_parse.h"
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#include "zombie.h"
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#include "zombie_behavior/zombie_spawn.h"
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#include "halloween/tf_weapon_spellbook.h"
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#define SKELETON_MODEL "models/bots/skeleton_sniper/skeleton_sniper.mdl"
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#define SKELETON_KING_MODEL "models/bots/skeleton_sniper_boss/skeleton_sniper_boss.mdl"
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#define SKELETON_KING_CROWN_MODEL "models/player/items/demo/crown.mdl"
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ConVar tf_max_active_zombie( "tf_max_active_zombie", "30", FCVAR_CHEAT );
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#ifdef STAGING_ONLY
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ConVar tf_halloween_skeleton_test_hat( "tf_halloween_skeleton_test_hat", "-1", FCVAR_CHEAT );
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#endif // STAGING_ONLY
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//-----------------------------------------------------------------------------------------------------
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// NPC Zombie versions of the players
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//-----------------------------------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( tf_zombie, CZombie );
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IMPLEMENT_SERVERCLASS_ST( CZombie, DT_Zombie )
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SendPropFloat( SENDINFO( m_flHeadScale ) ),
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END_SEND_TABLE()
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IMPLEMENT_AUTO_LIST( IZombieAutoList );
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static const char *s_skeletonHatModels[] =
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{
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"models/player/items/all_class/skull_scout.mdl",
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"models/workshop/player/items/scout/hw2013_boston_bandy_mask/hw2013_boston_bandy_mask.mdl",
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"models/workshop/player/items/demo/hw2013_blackguards_bicorn/hw2013_blackguards_bicorn.mdl",
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"models/player/items/heavy/heavy_big_chief.mdl",
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};
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//-----------------------------------------------------------------------------------------------------
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CZombie::CZombie()
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{
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m_intention = new CZombieIntention( this );
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m_locomotor = new CZombieLocomotion( this );
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m_body = new CHeadlessHatmanBody( this );
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m_nType = SKELETON_NORMAL;
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m_flHeadScale = 1.f;
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m_flAttackRange = 50.f;
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m_flAttackDamage = 30.f;
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m_bSpy = false;
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m_bForceSuicide = false;
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}
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//-----------------------------------------------------------------------------------------------------
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CZombie::~CZombie()
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{
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if ( m_intention )
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delete m_intention;
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if ( m_locomotor )
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delete m_locomotor;
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if ( m_body )
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delete m_body;
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}
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void CZombie::PrecacheZombie()
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{
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/*PrecacheModel( "models/player/items/scout/scout_zombie.mdl" );
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PrecacheModel( "models/player/items/sniper/sniper_zombie.mdl" );
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PrecacheModel( "models/player/items/soldier/soldier_zombie.mdl" );
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PrecacheModel( "models/player/items/demo/demo_zombie.mdl" );
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PrecacheModel( "models/player/items/medic/medic_zombie.mdl" );
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PrecacheModel( "models/player/items/heavy/heavy_zombie.mdl" );
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PrecacheModel( "models/player/items/pyro/pyro_zombie.mdl" );
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PrecacheModel( "models/player/items/spy/spy_zombie.mdl" );
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PrecacheModel( "models/player/items/engineer/engineer_zombie.mdl" );*/
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int nSkeletonModel = PrecacheModel( SKELETON_MODEL );
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PrecacheGibsForModel( nSkeletonModel );
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int nSkeletonKingModel = PrecacheModel( SKELETON_KING_MODEL );
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PrecacheGibsForModel( nSkeletonKingModel );
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PrecacheModel( SKELETON_KING_CROWN_MODEL );
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if( TFGameRules()->GetHalloweenScenario() == CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY )
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{
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for ( int i=0; i<ARRAYSIZE( s_skeletonHatModels ) ; ++i )
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{
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PrecacheModel( s_skeletonHatModels[i] );
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}
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}
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PrecacheParticleSystem( "bomibomicon_ring" );
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PrecacheParticleSystem( "spell_pumpkin_mirv_goop_red" );
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PrecacheParticleSystem( "spell_pumpkin_mirv_goop_blue" );
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PrecacheParticleSystem( "spell_skeleton_goop_green" );
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PrecacheScriptSound( "Halloween.skeleton_break" );
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PrecacheScriptSound( "Halloween.skeleton_laugh_small" );
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PrecacheScriptSound( "Halloween.skeleton_laugh_medium" );
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PrecacheScriptSound( "Halloween.skeleton_laugh_giant" );
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}
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//-----------------------------------------------------------------------------------------------------
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void CZombie::Precache()
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{
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BaseClass::Precache();
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// These are player models which are already precached...
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bool bAllowPrecache = CBaseEntity::IsPrecacheAllowed();
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CBaseEntity::SetAllowPrecache( true );
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PrecacheZombie();
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CBaseEntity::SetAllowPrecache( bAllowPrecache );
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}
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//-----------------------------------------------------------------------------------------------------
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void CZombie::Spawn( void )
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{
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Precache();
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/*int which = RandomInt( TF_CLASS_SCOUT, TF_CLASS_ENGINEER );
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const char *name = g_aRawPlayerClassNamesShort[ which ];
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if ( FStrEq( name, "spy" ) )
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{
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m_bSpy = true;
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}*/
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//SetModel( CFmtStr( "models/player/%s.mdl", name ) );
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SetModel( SKELETON_MODEL );
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BaseClass::Spawn();
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const int health = 50;
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SetHealth( health );
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SetMaxHealth( health );
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AddFlag( FL_NPC );
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QAngle qAngle = vec3_angle;
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qAngle[YAW] = RandomFloat( 0, 360 );
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SetAbsAngles( qAngle );
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// Spawn Pos
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GetBodyInterface()->StartActivity( ACT_TRANSITION );
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//int iSkinIndex = GetTeamNumber() == TF_TEAM_RED ? 0 : 1;
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//m_zombieParts = (CBaseAnimating *)CreateEntityByName( "prop_dynamic" );
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//if ( m_zombieParts )
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//{
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// m_zombieParts->SetModel( CFmtStr( "models/player/items/%s/%s_zombie.mdl", name, name ) );
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// m_zombieParts->m_nSkin = iSkinIndex;
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// // bonemerge into our model
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// m_zombieParts->FollowEntity( this, true );
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//}
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//if ( m_bSpy )
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//{
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// // Spy has a bunch of extra skins used to adjust the mask
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// iSkinIndex += 22;
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//}
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//else
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//{
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// // 4: red zombie
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// // 5: blue zombie
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// // 6: red zombie invuln
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// // 7: blue zombie invuln
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// iSkinIndex += 4;
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//}
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switch ( GetTeamNumber() )
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{
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case TF_TEAM_RED:
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m_nSkin = 0;
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break;
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case TF_TEAM_BLUE:
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m_nSkin = 1;
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break;
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default:
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{
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m_nSkin = 2;
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// make sure I'm on TF_TEAM_HALLOWEEN
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ChangeTeam( TF_TEAM_HALLOWEEN );
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}
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}
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// force kill oldest skeletons in the level (except skeleton king) to keep the number of skeletons under the max active
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int nForceKill = IZombieAutoList::AutoList().Count() - tf_max_active_zombie.GetInt();
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for ( int i=0; i<IZombieAutoList::AutoList().Count() && nForceKill > 0; ++i )
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{
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CZombie *pZombie = static_cast< CZombie* >( IZombieAutoList::AutoList()[i] );
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if ( pZombie->GetSkeletonType() != SKELETON_KING )
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{
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pZombie->ForceSuicide();
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nForceKill--;
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}
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}
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Assert( nForceKill <= 0 );
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}
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//-----------------------------------------------------------------------------------------------------
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int CZombie::OnTakeDamage_Alive( const CTakeDamageInfo &info )
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{
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if ( info.GetAttacker() && info.GetAttacker()->GetTeamNumber() == GetTeamNumber() )
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return 0;
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if ( !IsPlayingGesture( ACT_MP_GESTURE_FLINCH_CHEST ) )
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{
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AddGesture( ACT_MP_GESTURE_FLINCH_CHEST );
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}
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const char* pszEffectName;
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if ( GetTeamNumber() == TF_TEAM_HALLOWEEN )
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{
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pszEffectName = "spell_skeleton_goop_green";
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}
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else
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{
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pszEffectName = GetTeamNumber() == TF_TEAM_RED ? "spell_pumpkin_mirv_goop_red" : "spell_pumpkin_mirv_goop_blue";
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}
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DispatchParticleEffect( pszEffectName, info.GetDamagePosition(), GetAbsAngles() );
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return BaseClass::OnTakeDamage_Alive( info );
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}
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//-----------------------------------------------------------------------------------------------------
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void CZombie::Event_Killed( const CTakeDamageInfo &info )
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{
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EmitSound( "Halloween.skeleton_break" );
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if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_HIGHTOWER ) )
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{
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CTFPlayer *pPlayerAttacker = NULL;
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if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() )
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{
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pPlayerAttacker = ToTFPlayer( info.GetAttacker() );
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if ( pPlayerAttacker )
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{
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pPlayerAttacker->AwardAchievement( ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_SKELETON_GRIND );
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IGameEvent *pEvent = gameeventmanager->CreateEvent( "halloween_skeleton_killed" );
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if ( pEvent )
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{
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pEvent->SetInt( "player", pPlayerAttacker->GetUserID() );
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gameeventmanager->FireEvent( pEvent, true );
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}
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}
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}
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}
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BaseClass::Event_Killed( info );
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}
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//-----------------------------------------------------------------------------------------------------
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void CZombie::UpdateOnRemove()
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{
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CPVSFilter filter( GetAbsOrigin() );
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UserMessageBegin( filter, "BreakModel" );
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WRITE_SHORT( GetModelIndex() );
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WRITE_VEC3COORD( GetAbsOrigin() );
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WRITE_ANGLES( GetAbsAngles() );
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WRITE_SHORT( m_nSkin );
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MessageEnd();
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UTIL_Remove( m_hHat );
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BaseClass::UpdateOnRemove();
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}
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//---------------------------------------------------------------------------------------------
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/*static*/ CZombie* CZombie::SpawnAtPos( const Vector& vSpawnPos, float flLifeTime /*= 0.f*/, int nTeam /*= TF_TEAM_HALLOWEEN*/, CBaseEntity *pOwner /*= NULL*/, SkeletonType_t nSkeletonType /*= SKELETON_NORMAL*/ )
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{
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CZombie *pZombie = (CZombie *)CreateEntityByName( "tf_zombie" );
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if ( pZombie )
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{
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pZombie->ChangeTeam( nTeam );
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DispatchSpawn( pZombie );
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pZombie->SetAbsOrigin( vSpawnPos );
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pZombie->SetOwnerEntity( pOwner );
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if ( flLifeTime > 0.f )
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{
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pZombie->StartLifeTimer( flLifeTime );
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}
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pZombie->SetSkeletonType( nSkeletonType );
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}
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return pZombie;
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}
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bool CZombie::ShouldSuicide() const
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{
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// out of life time
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if ( m_lifeTimer.HasStarted() && m_lifeTimer.IsElapsed() )
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return true;
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// owner changed team
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if ( GetOwnerEntity() && GetOwnerEntity()->GetTeamNumber() != GetTeamNumber() )
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return true;
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return m_bForceSuicide;
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}
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//-----------------------------------------------------------------------------------------------------
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void CZombie::SetSkeletonType( SkeletonType_t nType )
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{
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m_nType = nType;
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// Skeleton King?
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if ( nType == SKELETON_KING )
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{
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SetModel( SKELETON_KING_MODEL );
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SetModelScale( 2.f );
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const int health = 1000;
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SetHealth( health );
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SetMaxHealth( health );
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m_flAttackRange = 100.f;
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m_flAttackDamage = 100.f;
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AddHat( SKELETON_KING_CROWN_MODEL );
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}
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else if ( nType == SKELETON_MINI )
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{
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SetModel( SKELETON_MODEL );
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SetModelScale( 0.5f );
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m_flHeadScale = 3.f;
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if( TFGameRules()->GetHalloweenScenario() == CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY )
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{
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int iModelIndex = RandomInt( 0, ARRAYSIZE( s_skeletonHatModels ) - 1 );
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#ifdef STAGING_ONLY
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iModelIndex = tf_halloween_skeleton_test_hat.GetInt() > 0 ? tf_halloween_skeleton_test_hat.GetInt() : iModelIndex;
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#endif // STAGING_ONLY
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const char *pszHat = s_skeletonHatModels[ iModelIndex ];
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AddHat( pszHat );
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}
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m_flAttackRange = 40.f;
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m_flAttackDamage = 20.f;
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}
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}
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//-----------------------------------------------------------------------------------------------------
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void CZombie::AddHat( const char *pszModel )
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{
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if ( !m_hHat )
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{
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int iHead = LookupBone( "bip_head" );
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Assert( iHead != -1 );
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if ( iHead != -1 )
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{
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m_hHat = (CBaseAnimating *)CreateEntityByName( "prop_dynamic" );
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if ( m_hHat )
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{
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m_hHat->SetModel( pszModel );
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Vector pos;
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QAngle angles;
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GetBonePosition( iHead, pos, angles );
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m_hHat->SetAbsOrigin( pos );
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m_hHat->SetAbsAngles( angles );
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m_hHat->FollowEntity( this, true );
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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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class CZombieBehavior : public Action< CZombie >
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{
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public:
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virtual Action< CZombie > *InitialContainedAction( CZombie *me )
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{
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return new CZombieSpawn;
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}
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virtual ActionResult< CZombie > OnStart( CZombie *me, Action< CZombie > *priorAction )
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{
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return Continue();
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}
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virtual ActionResult< CZombie > Update( CZombie *me, float interval )
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{
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if ( !me->IsAlive() || me->ShouldSuicide() )
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{
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UTIL_Remove( me );
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return Done();
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}
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if ( ShouldLaugh( me ) )
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{
|
||
|
Laugh( me );
|
||
|
}
|
||
|
|
||
|
return Continue();
|
||
|
}
|
||
|
|
||
|
virtual EventDesiredResult< CZombie > OnKilled( CZombie *me, const CTakeDamageInfo &info )
|
||
|
{
|
||
|
// bonemerged models don't ragdoll
|
||
|
//UTIL_Remove( me->m_zombieParts );
|
||
|
|
||
|
if ( info.GetAttacker() && dynamic_cast< CBaseCombatCharacter* >( info.GetAttacker() ) )
|
||
|
{
|
||
|
if ( me->GetSkeletonType() == CZombie::SKELETON_NORMAL )
|
||
|
{
|
||
|
// normal skeleton spawns 3 mini skeletons
|
||
|
CBaseCombatCharacter* pOwner = dynamic_cast< CBaseCombatCharacter* >( me->GetOwnerEntity() );
|
||
|
pOwner = pOwner ? pOwner : me;
|
||
|
for ( int i=0; i<3; ++i )
|
||
|
{
|
||
|
CreateSpellSpawnZombie( pOwner, me->GetAbsOrigin(), 2 );
|
||
|
}
|
||
|
}
|
||
|
else if ( me->GetSkeletonType() == CZombie::SKELETON_KING )
|
||
|
{
|
||
|
// skeleton king drops rare spell
|
||
|
TFGameRules()->DropSpellPickup( me->GetAbsOrigin(), 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
UTIL_Remove( me );
|
||
|
|
||
|
return TryDone();
|
||
|
}
|
||
|
|
||
|
virtual const char *GetName( void ) const { return "ZombieBehavior"; } // return name of this action
|
||
|
|
||
|
private:
|
||
|
|
||
|
bool ShouldLaugh( CZombie *me )
|
||
|
{
|
||
|
if ( !m_laughTimer.HasStarted() )
|
||
|
{
|
||
|
switch ( me->GetSkeletonType() )
|
||
|
{
|
||
|
case CZombie::SKELETON_KING:
|
||
|
{
|
||
|
m_laughTimer.Start( RandomFloat( 6.f, 7.f ) );
|
||
|
break;
|
||
|
}
|
||
|
case CZombie::SKELETON_MINI:
|
||
|
{
|
||
|
m_laughTimer.Start( RandomFloat( 2.f, 3.f ) );
|
||
|
break;
|
||
|
}
|
||
|
default:
|
||
|
{
|
||
|
m_laughTimer.Start( RandomFloat( 4.f, 5.f ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( m_laughTimer.HasStarted() && m_laughTimer.IsElapsed() )
|
||
|
{
|
||
|
m_laughTimer.Invalidate();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void Laugh( CZombie *me )
|
||
|
{
|
||
|
const char *pszSoundName;
|
||
|
switch ( me->GetSkeletonType() )
|
||
|
{
|
||
|
case CZombie::SKELETON_KING:
|
||
|
{
|
||
|
pszSoundName = "Halloween.skeleton_laugh_giant";
|
||
|
break;
|
||
|
}
|
||
|
case CZombie::SKELETON_MINI:
|
||
|
{
|
||
|
pszSoundName = "Halloween.skeleton_laugh_small";
|
||
|
break;
|
||
|
}
|
||
|
default:
|
||
|
{
|
||
|
pszSoundName = "Halloween.skeleton_laugh_medium";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
me->EmitSound( pszSoundName );
|
||
|
}
|
||
|
|
||
|
CountdownTimer m_laughTimer;
|
||
|
};
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
CZombieIntention::CZombieIntention( CZombie *me ) : IIntention( me )
|
||
|
{
|
||
|
m_behavior = new Behavior< CZombie >( new CZombieBehavior );
|
||
|
}
|
||
|
|
||
|
CZombieIntention::~CZombieIntention()
|
||
|
{
|
||
|
delete m_behavior;
|
||
|
}
|
||
|
|
||
|
void CZombieIntention::Reset( void )
|
||
|
{
|
||
|
delete m_behavior;
|
||
|
m_behavior = new Behavior< CZombie >( new CZombieBehavior );
|
||
|
}
|
||
|
|
||
|
void CZombieIntention::Update( void )
|
||
|
{
|
||
|
m_behavior->Update( static_cast< CZombie * >( GetBot() ), GetUpdateInterval() );
|
||
|
}
|
||
|
|
||
|
// is this a place we can be?
|
||
|
QueryResultType CZombieIntention::IsPositionAllowed( const INextBot *meBot, const Vector &pos ) const
|
||
|
{
|
||
|
return ANSWER_YES;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
float CZombieLocomotion::GetRunSpeed( void ) const
|
||
|
{
|
||
|
return 300.f;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
// if delta Z is greater than this, we have to jump to get up
|
||
|
float CZombieLocomotion::GetStepHeight( void ) const
|
||
|
{
|
||
|
return 18.0f;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
// return maximum height of a jump
|
||
|
float CZombieLocomotion::GetMaxJumpHeight( void ) const
|
||
|
{
|
||
|
return 18.0f;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
// Return max rate of yaw rotation
|
||
|
float CZombieLocomotion::GetMaxYawRate( void ) const
|
||
|
{
|
||
|
return 200.0f;
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------------------------
|
||
|
bool CZombieLocomotion::ShouldCollideWith( const CBaseEntity *object ) const
|
||
|
{
|
||
|
return false;
|
||
|
}
|