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304 lines
7.9 KiB
304 lines
7.9 KiB
4 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 "../zombie.h"
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#include "zombie_attack.h"
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#include "zombie_special_attack.h"
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#define ZOMBIE_CHASE_MIN_DURATION 3.0f
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ConVar tf_halloween_zombie_damage( "tf_halloween_zombie_damage", "10", FCVAR_CHEAT, "How much damage a zombie melee hit does." );
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//----------------------------------------------------------------------------------
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ActionResult< CZombie > CZombieAttack::OnStart( CZombie *me, Action< CZombie > *priorAction )
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{
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// smooth out the bot's path following by moving toward a point farther down the path
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m_path.SetMinLookAheadDistance( 100.0f );
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// start animation
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me->GetBodyInterface()->StartActivity( ACT_MP_RUN_MELEE );
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m_specialAttackTimer.Start( RandomFloat( 5.f, 10.f ) );
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return Continue();
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}
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//----------------------------------------------------------------------------------
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bool CZombieAttack::IsPotentiallyChaseable( CZombie *me, CBaseCombatCharacter *victim )
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{
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if ( !victim )
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{
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return false;
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}
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if ( !victim->IsAlive() )
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{
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// victim is dead - pick a new one
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return false;
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}
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CTFNavArea *victimArea = (CTFNavArea *)victim->GetLastKnownArea();
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if ( !victimArea || victimArea->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE | TF_NAV_SPAWN_ROOM_RED ) )
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{
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// unreachable - pick a new victim
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return false;
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}
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if ( victim->GetGroundEntity() != NULL )
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{
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Vector victimAreaPos;
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victimArea->GetClosestPointOnArea( victim->GetAbsOrigin(), &victimAreaPos );
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if ( ( victim->GetAbsOrigin() - victimAreaPos ).AsVector2D().IsLengthGreaterThan( 50.0f ) )
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{
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// off the mesh and unreachable - pick a new victim
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return false;
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}
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}
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return true;
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}
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//----------------------------------------------------------------------------------
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void CZombieAttack::SelectVictim( CZombie *me )
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{
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if ( IsPotentiallyChaseable( me, m_attackTarget ) && !m_attackTargetFocusTimer.IsElapsed() )
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{
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// Continue chasing current target
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return;
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}
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// pick a new victim to chase
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CBaseCombatCharacter *newVictim = NULL;
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CUtlVector< CTFPlayer * > playerVector;
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// collect everyone
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if ( me->GetTeamNumber() == TF_TEAM_RED )
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{
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CollectPlayers( &playerVector, TF_TEAM_BLUE, COLLECT_ONLY_LIVING_PLAYERS );
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}
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else if ( me->GetTeamNumber() == TF_TEAM_BLUE )
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{
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CollectPlayers( &playerVector, TF_TEAM_RED, COLLECT_ONLY_LIVING_PLAYERS );
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}
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else
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{
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CollectPlayers( &playerVector, TF_TEAM_RED, COLLECT_ONLY_LIVING_PLAYERS );
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CollectPlayers( &playerVector, TF_TEAM_BLUE, COLLECT_ONLY_LIVING_PLAYERS, APPEND_PLAYERS );
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}
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float victimRangeSq = FLT_MAX;
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// find closest player
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for( int i=0; i<playerVector.Count(); ++i )
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{
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CTFPlayer *pPlayer = playerVector[i];
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if ( !IsPotentiallyChaseable( me, pPlayer ) )
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{
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continue;
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}
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// ignore stealth player
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if ( pPlayer->m_Shared.IsStealthed() )
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{
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if ( !pPlayer->m_Shared.InCond( TF_COND_BURNING ) &&
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!pPlayer->m_Shared.InCond( TF_COND_URINE ) &&
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!pPlayer->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) &&
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!pPlayer->m_Shared.InCond( TF_COND_BLEEDING ) )
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{
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// cloaked spies are invisible to us
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continue;
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}
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}
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// ignore player who disguises as my team
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if ( pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && pPlayer->m_Shared.GetDisguiseTeam() == me->GetTeamNumber() )
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{
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continue;
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}
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// ignore ghost players
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if ( pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
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{
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continue;
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}
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float rangeSq = me->GetRangeSquaredTo( pPlayer );
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if ( rangeSq < victimRangeSq )
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{
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newVictim = pPlayer;
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victimRangeSq = rangeSq;
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}
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}
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// find closest zombie
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for ( int i=0; i<IZombieAutoList::AutoList().Count(); ++i )
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{
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CZombie* pZombie = static_cast< CZombie* >( IZombieAutoList::AutoList()[i] );
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if ( pZombie->GetTeamNumber() == me->GetTeamNumber() )
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{
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continue;
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}
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if ( !IsPotentiallyChaseable( me, pZombie ) )
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{
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continue;
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}
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float rangeSq = me->GetRangeSquaredTo( pZombie );
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if ( rangeSq < victimRangeSq )
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{
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newVictim = pZombie;
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victimRangeSq = rangeSq;
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}
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}
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if ( newVictim )
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{
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// we have a new victim
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m_attackTargetFocusTimer.Start( ZOMBIE_CHASE_MIN_DURATION );
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}
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m_attackTarget = newVictim;
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}
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//----------------------------------------------------------------------------------
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ActionResult< CZombie > CZombieAttack::Update( CZombie *me, float interval )
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{
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if ( !me->IsAlive() )
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{
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return Done();
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}
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if ( !m_tauntTimer.IsElapsed() )
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{
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// wait for taunt to finish
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return Continue();
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}
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SelectVictim( me );
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if ( m_attackTarget == NULL || !m_attackTarget->IsAlive() )
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{
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return Continue();
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}
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// chase after our chase victim
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const float standAndSwingRange = 50.0f;
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bool isLineOfSightClear = me->IsLineOfSightClear( m_attackTarget );
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if ( me->IsRangeGreaterThan( m_attackTarget, standAndSwingRange ) || !isLineOfSightClear )
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{
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if ( m_path.GetAge() > 0.5f )
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{
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CZombiePathCost cost( me );
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m_path.Compute( me, m_attackTarget, cost );
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}
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m_path.Update( me );
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}
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// claw at attack target if they are in range
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const float zombieSwingRange = 150.0f;
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if ( me->IsRangeLessThan( m_attackTarget, zombieSwingRange ) )
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{
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me->GetLocomotionInterface()->FaceTowards( m_attackTarget->WorldSpaceCenter() );
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// swing!
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if ( !me->IsPlayingGesture( ACT_MP_ATTACK_STAND_MELEE ) )
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{
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me->AddGesture( ACT_MP_ATTACK_STAND_MELEE );
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}
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const float zombieAttackRange = me->GetAttackRange();
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if ( me->IsRangeLessThan( m_attackTarget, zombieAttackRange ) )
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{
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if ( me->GetSkeletonType() == 1 && m_specialAttackTimer.IsElapsed() )
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{
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m_specialAttackTimer.Start( RandomFloat( 5.f, 10.f ) );
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return SuspendFor( new CZombieSpecialAttack, "Do Special Attack!" );
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}
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if ( m_attackTimer.IsElapsed() )
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{
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m_attackTimer.Start( RandomFloat( 0.8f, 1.2f ) );
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Vector toVictim = m_attackTarget->WorldSpaceCenter() - me->WorldSpaceCenter();
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toVictim.NormalizeInPlace();
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// hit!
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CBaseEntity *pAttacker = me->GetOwnerEntity() ? me->GetOwnerEntity() : me;
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CTakeDamageInfo info( pAttacker, pAttacker, me->GetAttackDamage(), DMG_SLASH );
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info.SetDamageCustom( TF_DMG_CUSTOM_SPELL_SKELETON );
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CalculateMeleeDamageForce( &info, toVictim, me->WorldSpaceCenter(), 5.0f );
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m_attackTarget->TakeDamage( info );
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}
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}
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}
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if ( !me->GetBodyInterface()->IsActivity( ACT_MP_RUN_MELEE ) )
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{
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me->GetBodyInterface()->StartActivity( ACT_MP_RUN_MELEE );
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CZombie > CZombieAttack::OnStuck( CZombie *me )
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{
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// if we're stuck just die
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CTakeDamageInfo info( me, me, 99999.9f, DMG_SLASH );
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me->TakeDamage( info );
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return TryContinue( RESULT_TRY );
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CZombie > CZombieAttack::OnContact( CZombie *me, CBaseEntity *other, CGameTrace *result )
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{
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if ( other->IsPlayer() )
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{
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CTFPlayer *pTFPlayer = ToTFPlayer( other );
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if ( pTFPlayer )
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{
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if ( pTFPlayer->IsAlive() && me->GetTeamNumber() != TF_TEAM_HALLOWEEN && me->GetTeamNumber() != pTFPlayer->GetTeamNumber() )
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{
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// force attack the thing we bumped into
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// this prevents us from being stuck on dispensers, for example
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m_attackTarget = pTFPlayer;
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m_attackTargetFocusTimer.Start( ZOMBIE_CHASE_MIN_DURATION );
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}
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}
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}
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return TryContinue( RESULT_TRY );
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CZombie > CZombieAttack::OnOtherKilled( CZombie *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info )
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{
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/*if ( victim && victim->IsPlayer() && me->GetLocomotionInterface()->IsOnGround() )
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{
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me->AddGestureSequence( me->LookupSequence( "taunt06" ) );
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m_tauntTimer.Start( 3.0f );
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}*/
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return TryContinue( RESULT_TRY );
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}
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