Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Combine Zombie... Zombie Combine... its like a... Zombine... get it?
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_motor.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "ai_squad.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "ai_task.h"
#include "activitylist.h"
#include "engine/IEngineSound.h"
#include "npc_BaseZombie.h"
#include "movevars_shared.h"
#include "IEffects.h"
#include "props.h"
#include "physics_npc_solver.h"
#include "hl2_player.h"
#include "hl2_gamerules.h"
#include "basecombatweapon.h"
#include "basegrenade_shared.h"
#include "grenade_frag.h"
#include "ai_interactions.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
enum
{
SQUAD_SLOT_ZOMBINE_SPRINT1 = LAST_SHARED_SQUADSLOT,
SQUAD_SLOT_ZOMBINE_SPRINT2,
};
#define MIN_SPRINT_TIME 3.5f
#define MAX_SPRINT_TIME 5.5f
#define MIN_SPRINT_DISTANCE 64.0f
#define MAX_SPRINT_DISTANCE 1024.0f
#define SPRINT_CHANCE_VALUE 10
#define SPRINT_CHANCE_VALUE_DARKNESS 50
#define GRENADE_PULL_MAX_DISTANCE 256.0f
#define ZOMBINE_MAX_GRENADES 1
int ACT_ZOMBINE_GRENADE_PULL;
int ACT_ZOMBINE_GRENADE_WALK;
int ACT_ZOMBINE_GRENADE_RUN;
int ACT_ZOMBINE_GRENADE_IDLE;
int ACT_ZOMBINE_ATTACK_FAST;
int ACT_ZOMBINE_GRENADE_FLINCH_BACK;
int ACT_ZOMBINE_GRENADE_FLINCH_FRONT;
int ACT_ZOMBINE_GRENADE_FLINCH_WEST;
int ACT_ZOMBINE_GRENADE_FLINCH_EAST;
int AE_ZOMBINE_PULLPIN;
extern bool IsAlyxInDarknessMode();
ConVar sk_zombie_soldier_health( "sk_zombie_soldier_health","0");
float g_flZombineGrenadeTimes = 0;
class CNPC_Zombine : public CAI_BlendingHost<CNPC_BaseZombie>, public CDefaultPlayerPickupVPhysics
{
DECLARE_DATADESC();
DECLARE_CLASS( CNPC_Zombine, CAI_BlendingHost<CNPC_BaseZombie> );
public:
void Spawn( void );
void Precache( void );
void SetZombieModel( void );
virtual void PrescheduleThink( void );
virtual int SelectSchedule( void );
virtual void BuildScheduleTestBits( void );
virtual void HandleAnimEvent( animevent_t *pEvent );
virtual const char *GetLegsModel( void );
virtual const char *GetTorsoModel( void );
virtual const char *GetHeadcrabClassname( void );
virtual const char *GetHeadcrabModel( void );
virtual void PainSound( const CTakeDamageInfo &info );
virtual void DeathSound( const CTakeDamageInfo &info );
virtual void AlertSound( void );
virtual void IdleSound( void );
virtual void AttackSound( void );
virtual void AttackHitSound( void );
virtual void AttackMissSound( void );
virtual void FootstepSound( bool fRightFoot );
virtual void FootscuffSound( bool fRightFoot );
virtual void MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize );
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
virtual void RunTask( const Task_t *pTask );
virtual int MeleeAttack1Conditions ( float flDot, float flDist );
virtual bool ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold );
virtual void OnScheduleChange ( void );
virtual bool CanRunAScriptedNPCInteraction( bool bForced );
void GatherGrenadeConditions( void );
virtual Activity NPC_TranslateActivity( Activity baseAct );
const char *GetMoanSound( int nSound );
bool AllowedToSprint( void );
void Sprint( bool bMadSprint = false );
void StopSprint( void );
void DropGrenade( Vector vDir );
bool IsSprinting( void ) { return m_flSprintTime > gpGlobals->curtime; }
bool HasGrenade( void ) { return m_hGrenade != NULL; }
int TranslateSchedule( int scheduleType );
void InputStartSprint ( inputdata_t &inputdata );
void InputPullGrenade ( inputdata_t &inputdata );
virtual CBaseEntity *OnFailedPhysGunPickup ( Vector vPhysgunPos );
//Called when we want to let go of a grenade and let the physcannon pick it up.
void ReleaseGrenade( Vector vPhysgunPos );
virtual bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sourceEnt );
enum
{
COND_ZOMBINE_GRENADE = LAST_BASE_ZOMBIE_CONDITION,
};
enum
{
SCHED_ZOMBINE_PULL_GRENADE = LAST_BASE_ZOMBIE_SCHEDULE,
};
public:
DEFINE_CUSTOM_AI;
private:
float m_flSprintTime;
float m_flSprintRestTime;
float m_flSuperFastAttackTime;
float m_flGrenadePullTime;
int m_iGrenadeCount;
EHANDLE m_hGrenade;
protected:
static const char *pMoanSounds[];
};
LINK_ENTITY_TO_CLASS( npc_zombine, CNPC_Zombine );
BEGIN_DATADESC( CNPC_Zombine )
DEFINE_FIELD( m_flSprintTime, FIELD_TIME ),
DEFINE_FIELD( m_flSprintRestTime, FIELD_TIME ),
DEFINE_FIELD( m_flSuperFastAttackTime, FIELD_TIME ),
DEFINE_FIELD( m_hGrenade, FIELD_EHANDLE ),
DEFINE_FIELD( m_flGrenadePullTime, FIELD_TIME ),
DEFINE_FIELD( m_iGrenadeCount, FIELD_INTEGER ),
DEFINE_INPUTFUNC( FIELD_VOID, "StartSprint", InputStartSprint ),
DEFINE_INPUTFUNC( FIELD_VOID, "PullGrenade", InputPullGrenade ),
END_DATADESC()
//---------------------------------------------------------
//---------------------------------------------------------
const char *CNPC_Zombine::pMoanSounds[] =
{
"ATV_engine_null",
};
void CNPC_Zombine::Spawn( void )
{
Precache();
m_fIsTorso = false;
m_fIsHeadless = false;
#ifdef HL2_EPISODIC
SetBloodColor( BLOOD_COLOR_ZOMBIE );
#else
SetBloodColor( BLOOD_COLOR_GREEN );
#endif // HL2_EPISODIC
m_iHealth = sk_zombie_soldier_health.GetFloat();
SetMaxHealth( m_iHealth );
m_flFieldOfView = 0.2;
CapabilitiesClear();
BaseClass::Spawn();
m_flSprintTime = 0.0f;
m_flSprintRestTime = 0.0f;
m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 1.0, 4.0 );
g_flZombineGrenadeTimes = gpGlobals->curtime;
m_flGrenadePullTime = gpGlobals->curtime;
m_iGrenadeCount = ZOMBINE_MAX_GRENADES;
}
void CNPC_Zombine::Precache( void )
{
BaseClass::Precache();
PrecacheModel( "models/zombie/zombie_soldier.mdl" );
PrecacheScriptSound( "Zombie.FootstepRight" );
PrecacheScriptSound( "Zombie.FootstepLeft" );
PrecacheScriptSound( "Zombine.ScuffRight" );
PrecacheScriptSound( "Zombine.ScuffLeft" );
PrecacheScriptSound( "Zombie.AttackHit" );
PrecacheScriptSound( "Zombie.AttackMiss" );
PrecacheScriptSound( "Zombine.Pain" );
PrecacheScriptSound( "Zombine.Die" );
PrecacheScriptSound( "Zombine.Alert" );
PrecacheScriptSound( "Zombine.Idle" );
PrecacheScriptSound( "Zombine.ReadyGrenade" );
PrecacheScriptSound( "ATV_engine_null" );
PrecacheScriptSound( "Zombine.Charge" );
PrecacheScriptSound( "Zombie.Attack" );
}
void CNPC_Zombine::SetZombieModel( void )
{
SetModel( "models/zombie/zombie_soldier.mdl" );
SetHullType( HULL_HUMAN );
SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );
SetHullSizeNormal( true );
SetDefaultEyeOffset();
SetActivity( ACT_IDLE );
}
void CNPC_Zombine::PrescheduleThink( void )
{
GatherGrenadeConditions();
if( gpGlobals->curtime > m_flNextMoanSound )
{
if( CanPlayMoanSound() )
{
// Classic guy idles instead of moans.
IdleSound();
m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 10.0, 15.0 );
}
else
{
m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 2.5, 5.0 );
}
}
if ( HasGrenade () )
{
CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin() + GetSmoothedVelocity() * 0.5f , 256, 0.1, this, SOUNDENT_CHANNEL_ZOMBINE_GRENADE );
if( IsSprinting() && GetEnemy() && GetEnemy()->Classify() == CLASS_PLAYER_ALLY_VITAL && HasCondition( COND_SEE_ENEMY ) )
{
if( GetAbsOrigin().DistToSqr(GetEnemy()->GetAbsOrigin()) < Square( 144 ) )
{
StopSprint();
}
}
}
BaseClass::PrescheduleThink();
}
void CNPC_Zombine::OnScheduleChange( void )
{
if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) && IsSprinting() == true )
{
m_flSuperFastAttackTime = gpGlobals->curtime + 1.0f;
}
BaseClass::OnScheduleChange();
}
bool CNPC_Zombine::CanRunAScriptedNPCInteraction( bool bForced )
{
if ( HasGrenade() == true )
return false;
return BaseClass::CanRunAScriptedNPCInteraction( bForced );
}
int CNPC_Zombine::SelectSchedule( void )
{
if ( GetHealth() <= 0 )
return BaseClass::SelectSchedule();
if ( HasCondition( COND_ZOMBINE_GRENADE ) )
{
ClearCondition( COND_ZOMBINE_GRENADE );
return SCHED_ZOMBINE_PULL_GRENADE;
}
return BaseClass::SelectSchedule();
}
void CNPC_Zombine::BuildScheduleTestBits( void )
{
BaseClass::BuildScheduleTestBits();
SetCustomInterruptCondition( COND_ZOMBINE_GRENADE );
}
Activity CNPC_Zombine::NPC_TranslateActivity( Activity baseAct )
{
if ( baseAct == ACT_MELEE_ATTACK1 )
{
if ( m_flSuperFastAttackTime > gpGlobals->curtime || HasGrenade() )
{
return (Activity)ACT_ZOMBINE_ATTACK_FAST;
}
}
if ( baseAct == ACT_IDLE )
{
if ( HasGrenade() )
{
return (Activity)ACT_ZOMBINE_GRENADE_IDLE;
}
}
return BaseClass::NPC_TranslateActivity( baseAct );
}
int CNPC_Zombine::MeleeAttack1Conditions ( float flDot, float flDist )
{
int iBase = BaseClass::MeleeAttack1Conditions( flDot, flDist );
if( HasGrenade() )
{
//Adrian: stop spriting if we get close enough to melee and we have a grenade
//this gives NPCs time to move away from you (before it was almost impossible cause of the high sprint speed)
if ( iBase == COND_CAN_MELEE_ATTACK1 )
{
StopSprint();
}
}
return iBase;
}
void CNPC_Zombine::GatherGrenadeConditions( void )
{
if ( m_iGrenadeCount <= 0 )
return;
if ( g_flZombineGrenadeTimes > gpGlobals->curtime )
return;
if ( m_flGrenadePullTime > gpGlobals->curtime )
return;
if ( m_flSuperFastAttackTime >= gpGlobals->curtime )
return;
if ( HasGrenade() )
return;
if ( GetEnemy() == NULL )
return;
if ( FVisible( GetEnemy() ) == false )
return;
if ( IsSprinting() )
return;
if ( IsOnFire() )
return;
if ( IsRunningDynamicInteraction() == true )
return;
if ( m_ActBusyBehavior.IsActive() )
return;
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer && pPlayer->FVisible( this ) )
{
float flLengthToPlayer = (pPlayer->GetAbsOrigin() - GetAbsOrigin()).Length();
float flLengthToEnemy = flLengthToPlayer;
if ( pPlayer != GetEnemy() )
{
flLengthToEnemy = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin()).Length();
}
if ( flLengthToPlayer <= GRENADE_PULL_MAX_DISTANCE && flLengthToEnemy <= GRENADE_PULL_MAX_DISTANCE )
{
float flPullChance = 1.0f - ( flLengthToEnemy / GRENADE_PULL_MAX_DISTANCE );
m_flGrenadePullTime = gpGlobals->curtime + 0.5f;
if ( flPullChance >= random->RandomFloat( 0.0f, 1.0f ) )
{
g_flZombineGrenadeTimes = gpGlobals->curtime + 10.0f;
SetCondition( COND_ZOMBINE_GRENADE );
}
}
}
}
int CNPC_Zombine::TranslateSchedule( int scheduleType )
{
return BaseClass::TranslateSchedule( scheduleType );
}
void CNPC_Zombine::DropGrenade( Vector vDir )
{
if ( m_hGrenade == NULL )
return;
m_hGrenade->SetParent( NULL );
m_hGrenade->SetOwnerEntity( NULL );
Vector vGunPos;
QAngle angles;
GetAttachment( "grenade_attachment", vGunPos, angles );
IPhysicsObject *pPhysObj = m_hGrenade->VPhysicsGetObject();
if ( pPhysObj == NULL )
{
m_hGrenade->SetMoveType( MOVETYPE_VPHYSICS );
m_hGrenade->SetSolid( SOLID_VPHYSICS );
m_hGrenade->SetCollisionGroup( COLLISION_GROUP_WEAPON );
m_hGrenade->CreateVPhysics();
}
if ( pPhysObj )
{
pPhysObj->Wake();
pPhysObj->SetPosition( vGunPos, angles, true );
pPhysObj->ApplyForceCenter( vDir * 0.2f );
pPhysObj->RecheckCollisionFilter();
}
m_hGrenade = NULL;
}
void CNPC_Zombine::Event_Killed( const CTakeDamageInfo &info )
{
BaseClass::Event_Killed( info );
if ( HasGrenade() )
{
DropGrenade( vec3_origin );
}
}
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : Constant for the type of interaction
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CNPC_Zombine::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sourceEnt )
{
if ( interactionType == g_interactionBarnacleVictimGrab )
{
if ( HasGrenade() )
{
DropGrenade( vec3_origin );
}
}
return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
}
void CNPC_Zombine::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
//Only knock grenades off their hands if it's a player doing the damage.
if ( info.GetAttacker() && info.GetAttacker()->IsNPC() )
return;
if ( info.GetDamageType() & ( DMG_BULLET | DMG_CLUB ) )
{
if ( ptr->hitgroup == HITGROUP_LEFTARM )
{
if ( HasGrenade() )
{
DropGrenade( info.GetDamageForce() );
StopSprint();
}
}
}
}
void CNPC_Zombine::HandleAnimEvent( animevent_t *pEvent )
{
if ( pEvent->event == AE_ZOMBINE_PULLPIN )
{
Vector vecStart;
QAngle angles;
GetAttachment( "grenade_attachment", vecStart, angles );
CBaseGrenade *pGrenade = Fraggrenade_Create( vecStart, vec3_angle, vec3_origin, AngularImpulse( 0, 0, 0 ), this, 3.5f, true );
if ( pGrenade )
{
// Move physobject to shadow
IPhysicsObject *pPhysicsObject = pGrenade->VPhysicsGetObject();
if ( pPhysicsObject )
{
pGrenade->VPhysicsDestroyObject();
int iAttachment = LookupAttachment( "grenade_attachment");
pGrenade->SetMoveType( MOVETYPE_NONE );
pGrenade->SetSolid( SOLID_NONE );
pGrenade->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
pGrenade->SetAbsOrigin( vecStart );
pGrenade->SetAbsAngles( angles );
pGrenade->SetParent( this, iAttachment );
pGrenade->SetDamage( 200.0f );
m_hGrenade = pGrenade;
EmitSound( "Zombine.ReadyGrenade" );
// Tell player allies nearby to regard me!
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
CAI_BaseNPC *pNPC;
for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
{
pNPC = ppAIs[i];
if( pNPC->Classify() == CLASS_PLAYER_ALLY || ( pNPC->Classify() == CLASS_PLAYER_ALLY_VITAL && pNPC->FVisible(this) ) )
{
int priority;
Disposition_t disposition;
priority = pNPC->IRelationPriority(this);
disposition = pNPC->IRelationType(this);
pNPC->AddEntityRelationship( this, disposition, priority + 1 );
}
}
}
m_iGrenadeCount--;
}
return;
}
if ( pEvent->event == AE_NPC_ATTACK_BROADCAST )
{
if ( HasGrenade() )
return;
}
BaseClass::HandleAnimEvent( pEvent );
}
bool CNPC_Zombine::AllowedToSprint( void )
{
if ( IsOnFire() )
return false;
//If you're sprinting then there's no reason to sprint again.
if ( IsSprinting() )
return false;
int iChance = SPRINT_CHANCE_VALUE;
CHL2_Player *pPlayer = dynamic_cast <CHL2_Player*> ( AI_GetSinglePlayer() );
if ( pPlayer )
{
if ( HL2GameRules()->IsAlyxInDarknessMode() && pPlayer->FlashlightIsOn() == false )
{
iChance = SPRINT_CHANCE_VALUE_DARKNESS;
}
//Bigger chance of this happening if the player is not looking at the zombie
if ( pPlayer->FInViewCone( this ) == false )
{
iChance *= 2;
}
}
if ( HasGrenade() )
{
iChance *= 4;
}
//Below 25% health they'll always sprint
if ( ( GetHealth() > GetMaxHealth() * 0.5f ) )
{
if ( IsStrategySlotRangeOccupied( SQUAD_SLOT_ZOMBINE_SPRINT1, SQUAD_SLOT_ZOMBINE_SPRINT2 ) == true )
return false;
if ( random->RandomInt( 0, 100 ) > iChance )
return false;
if ( m_flSprintRestTime > gpGlobals->curtime )
return false;
}
float flLength = ( GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter() ).Length();
if ( flLength > MAX_SPRINT_DISTANCE )
return false;
return true;
}
void CNPC_Zombine::StopSprint( void )
{
GetNavigator()->SetMovementActivity( ACT_WALK );
m_flSprintTime = gpGlobals->curtime;
m_flSprintRestTime = m_flSprintTime + random->RandomFloat( 2.5f, 5.0f );
}
void CNPC_Zombine::Sprint( bool bMadSprint )
{
if ( IsSprinting() )
return;
OccupyStrategySlotRange( SQUAD_SLOT_ZOMBINE_SPRINT1, SQUAD_SLOT_ZOMBINE_SPRINT2 );
GetNavigator()->SetMovementActivity( ACT_RUN );
float flSprintTime = random->RandomFloat( MIN_SPRINT_TIME, MAX_SPRINT_TIME );
//If holding a grenade then sprint until it blows up.
if ( HasGrenade() || bMadSprint == true )
{
flSprintTime = 9999;
}
m_flSprintTime = gpGlobals->curtime + flSprintTime;
//Don't sprint for this long after I'm done with this sprint run.
m_flSprintRestTime = m_flSprintTime + random->RandomFloat( 2.5f, 5.0f );
EmitSound( "Zombine.Charge" );
}
void CNPC_Zombine::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_WAIT_FOR_MOVEMENT_STEP:
case TASK_WAIT_FOR_MOVEMENT:
{
BaseClass::RunTask( pTask );
if ( IsOnFire() && IsSprinting() )
{
StopSprint();
}
//Only do this if I have an enemy
if ( GetEnemy() )
{
if ( AllowedToSprint() == true )
{
Sprint( ( GetHealth() <= GetMaxHealth() * 0.5f ) );
return;
}
if ( HasGrenade() )
{
if ( IsSprinting() )
{
GetNavigator()->SetMovementActivity( (Activity)ACT_ZOMBINE_GRENADE_RUN );
}
else
{
GetNavigator()->SetMovementActivity( (Activity)ACT_ZOMBINE_GRENADE_WALK );
}
return;
}
if ( GetNavigator()->GetMovementActivity() != ACT_WALK )
{
if ( IsSprinting() == false )
{
GetNavigator()->SetMovementActivity( ACT_WALK );
}
}
}
else
{
GetNavigator()->SetMovementActivity( ACT_WALK );
}
break;
}
default:
{
BaseClass::RunTask( pTask );
break;
}
}
}
void CNPC_Zombine::InputStartSprint ( inputdata_t &inputdata )
{
Sprint();
}
void CNPC_Zombine::InputPullGrenade ( inputdata_t &inputdata )
{
g_flZombineGrenadeTimes = gpGlobals->curtime + 5.0f;
SetCondition( COND_ZOMBINE_GRENADE );
}
//-----------------------------------------------------------------------------
// Purpose: Returns a moan sound for this class of zombie.
//-----------------------------------------------------------------------------
const char *CNPC_Zombine::GetMoanSound( int nSound )
{
return pMoanSounds[ nSound % ARRAYSIZE( pMoanSounds ) ];
}
//-----------------------------------------------------------------------------
// Purpose: Sound of a footstep
//-----------------------------------------------------------------------------
void CNPC_Zombine::FootstepSound( bool fRightFoot )
{
if( fRightFoot )
{
EmitSound( "Zombie.FootstepRight" );
}
else
{
EmitSound( "Zombie.FootstepLeft" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Overloaded so that explosions don't split the zombine in twain.
//-----------------------------------------------------------------------------
bool CNPC_Zombine::ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold )
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Sound of a foot sliding/scraping
//-----------------------------------------------------------------------------
void CNPC_Zombine::FootscuffSound( bool fRightFoot )
{
if( fRightFoot )
{
EmitSound( "Zombine.ScuffRight" );
}
else
{
EmitSound( "Zombine.ScuffLeft" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack hit sound
//-----------------------------------------------------------------------------
void CNPC_Zombine::AttackHitSound( void )
{
EmitSound( "Zombie.AttackHit" );
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack miss sound
//-----------------------------------------------------------------------------
void CNPC_Zombine::AttackMissSound( void )
{
// Play a random attack miss sound
EmitSound( "Zombie.AttackMiss" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Zombine::PainSound( const CTakeDamageInfo &info )
{
// We're constantly taking damage when we are on fire. Don't make all those noises!
if ( IsOnFire() )
{
return;
}
EmitSound( "Zombine.Pain" );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Zombine::DeathSound( const CTakeDamageInfo &info )
{
EmitSound( "Zombine.Die" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Zombine::AlertSound( void )
{
EmitSound( "Zombine.Alert" );
// Don't let a moan sound cut off the alert sound.
m_flNextMoanSound += random->RandomFloat( 2.0, 4.0 );
}
//-----------------------------------------------------------------------------
// Purpose: Play a random idle sound.
//-----------------------------------------------------------------------------
void CNPC_Zombine::IdleSound( void )
{
if( GetState() == NPC_STATE_IDLE && random->RandomFloat( 0, 1 ) == 0 )
{
// Moan infrequently in IDLE state.
return;
}
if( IsSlumped() )
{
// Sleeping zombies are quiet.
return;
}
EmitSound( "Zombine.Idle" );
MakeAISpookySound( 360.0f );
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack sound.
//-----------------------------------------------------------------------------
void CNPC_Zombine::AttackSound( void )
{
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const char *CNPC_Zombine::GetHeadcrabModel( void )
{
return "models/headcrabclassic.mdl";
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CNPC_Zombine::GetLegsModel( void )
{
return "models/zombie/zombie_soldier_legs.mdl";
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const char *CNPC_Zombine::GetTorsoModel( void )
{
return "models/zombie/zombie_soldier_torso.mdl";
}
//---------------------------------------------------------
// Classic zombie only uses moan sound if on fire.
//---------------------------------------------------------
void CNPC_Zombine::MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize )
{
if( IsOnFire() )
{
BaseClass::MoanSound( pEnvelope, iEnvelopeSize );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the classname (ie "npc_headcrab") to spawn when our headcrab bails.
//-----------------------------------------------------------------------------
const char *CNPC_Zombine::GetHeadcrabClassname( void )
{
return "npc_headcrab";
}
void CNPC_Zombine::ReleaseGrenade( Vector vPhysgunPos )
{
if ( HasGrenade() == false )
return;
Vector vDir = vPhysgunPos - m_hGrenade->GetAbsOrigin();
VectorNormalize( vDir );
Activity aActivity;
Vector vForward, vRight;
GetVectors( &vForward, &vRight, NULL );
float flDotForward = DotProduct( vForward, vDir );
float flDotRight = DotProduct( vRight, vDir );
bool bNegativeForward = false;
bool bNegativeRight = false;
if ( flDotForward < 0.0f )
{
bNegativeForward = true;
flDotForward = flDotForward * -1;
}
if ( flDotRight < 0.0f )
{
bNegativeRight = true;
flDotRight = flDotRight * -1;
}
if ( flDotRight > flDotForward )
{
if ( bNegativeRight == true )
aActivity = (Activity)ACT_ZOMBINE_GRENADE_FLINCH_WEST;
else
aActivity = (Activity)ACT_ZOMBINE_GRENADE_FLINCH_EAST;
}
else
{
if ( bNegativeForward == true )
aActivity = (Activity)ACT_ZOMBINE_GRENADE_FLINCH_BACK;
else
aActivity = (Activity)ACT_ZOMBINE_GRENADE_FLINCH_FRONT;
}
AddGesture( aActivity );
DropGrenade( vec3_origin );
if ( IsSprinting() )
{
StopSprint();
}
else
{
Sprint();
}
}
CBaseEntity *CNPC_Zombine::OnFailedPhysGunPickup( Vector vPhysgunPos )
{
CBaseEntity *pGrenade = m_hGrenade;
ReleaseGrenade( vPhysgunPos );
return pGrenade;
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_zombine, CNPC_Zombine )
//Squad slots
DECLARE_SQUADSLOT( SQUAD_SLOT_ZOMBINE_SPRINT1 )
DECLARE_SQUADSLOT( SQUAD_SLOT_ZOMBINE_SPRINT2 )
DECLARE_CONDITION( COND_ZOMBINE_GRENADE )
DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_PULL )
DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_WALK )
DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_RUN )
DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_IDLE )
DECLARE_ACTIVITY( ACT_ZOMBINE_ATTACK_FAST )
DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_FLINCH_BACK )
DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_FLINCH_FRONT )
DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_FLINCH_WEST)
DECLARE_ACTIVITY( ACT_ZOMBINE_GRENADE_FLINCH_EAST )
DECLARE_ANIMEVENT( AE_ZOMBINE_PULLPIN )
DEFINE_SCHEDULE
(
SCHED_ZOMBINE_PULL_GRENADE,
" Tasks"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ZOMBINE_GRENADE_PULL"
" Interrupts"
)
AI_END_CUSTOM_NPC()