//========= Copyright Valve Corporation, All rights reserved. ============// // c_eyeball_boss.cpp #include "cbase.h" #include "NextBot/C_NextBot.h" #include "c_zombie.h" #include "tf_shareddefs.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- IMPLEMENT_CLIENTCLASS_DT( C_Zombie, DT_Zombie, CZombie ) RecvPropFloat( RECVINFO( m_flHeadScale ) ), END_RECV_TABLE() C_Zombie::C_Zombie() { } bool C_Zombie::ShouldCollide( int collisionGroup, int contentsMask ) const { if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT ) return false; return BaseClass::ShouldCollide( collisionGroup, contentsMask ); } extern void BuildBigHeadTransformations( CBaseAnimating *pObject, CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed, float flScale ); void C_Zombie::BuildTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed ) { BaseClass::BuildTransformations( hdr, pos, q, cameraTransform, boneMask, boneComputed ); m_BoneAccessor.SetWritableBones( BONE_USED_BY_ANYTHING ); BuildBigHeadTransformations( this, hdr, pos, q, cameraTransform, boneMask, boneComputed, m_flHeadScale ); }