source-engine/game/server/hl2/npc_zombine.cpp
2025-02-02 01:43:34 +05:00

2499 lines
63 KiB
C++

//========= 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"
#ifdef EZ2
#include "grenade_hopwire.h"
#include "ez2/npc_husk_soldier.h"
#endif
#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","150"); // Breadman - was 0
float g_flZombineGrenadeTimes = 0;
#ifdef EZ
string_t gm_iszZombineGrenadeTypeFrag;
string_t gm_iszZombineGrenadeTypeXen;
string_t gm_iszZombineGrenadeTypeStunstick;
string_t gm_iszZombineGrenadeTypeManhack;
string_t gm_iszZombineGrenadeTypeCrowbar;
int g_interactionZombinePullGrenade = 0;
#endif
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 EquipWeapon();
void Precache( void );
void AllocPooledStringsForGrenadeTypes();
void SetZombieModel( void );
virtual void PrescheduleThink( void );
virtual int SelectSchedule( void );
virtual void BuildScheduleTestBits( void );
virtual void HandleAnimEvent( animevent_t *pEvent );
#ifndef EZ
virtual const char *GetLegsModel( void );
virtual const char *GetTorsoModel( void );
#endif
virtual const char *GetHeadcrabClassname( void );
virtual const char *GetHeadcrabModel( void );
#ifdef EZ
virtual CBaseEntity *ClawAttack( float flDist, int iDamage, QAngle &qaViewPunch, Vector &vecVelocityPunch, int BloodOrigin );
#endif
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 );
#ifdef EZ
virtual void ChargeSound( void );
virtual void ReadyGrenadeSound( void );
virtual void ChooseDefaultGrenadeType();
#endif
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 );
#ifdef EZ
virtual Disposition_t IRelationType( CBaseEntity *pTarget );
#endif
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;
#ifdef MAPBASE
int m_iGrenadeCount = ZOMBINE_MAX_GRENADES;
#else
int m_iGrenadeCount;
#endif
#ifdef MAPBASE
COutputEHANDLE m_OnGrenade;
#endif
EHANDLE m_hGrenade;
protected:
static const char *pMoanSounds[];
#ifdef EZ
string_t m_iszGrenadeType = NULL_STRING;
#endif
};
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 ),
#ifdef MAPBASE
DEFINE_KEYFIELD( m_iGrenadeCount, FIELD_INTEGER, "NumGrenades" ),
DEFINE_OUTPUT( m_OnGrenade, "OnPullGrenade" ),
#else
DEFINE_FIELD( m_iGrenadeCount, FIELD_INTEGER ),
#endif
#ifdef EZ
DEFINE_KEYFIELD( m_iszGrenadeType, FIELD_STRING, "GrenadeType" ),
#endif
DEFINE_INPUTFUNC( FIELD_VOID, "StartSprint", InputStartSprint ),
DEFINE_INPUTFUNC( FIELD_VOID, "PullGrenade", InputPullGrenade ),
END_DATADESC()
#ifdef EZ2
ConVar sk_zombiecop_health( "sk_zombiecop_health", "0" );
class CNPC_MetroZombie : public CNPC_Zombine
{
DECLARE_CLASS( CNPC_MetroZombie, CNPC_Zombine );
void Spawn( void );
void Precache( void );
void ChooseDefaultGrenadeType();
virtual void PainSound( const CTakeDamageInfo &info );
virtual void DeathSound( const CTakeDamageInfo &info );
virtual void AlertSound( void );
virtual void IdleSound( void );
virtual void FootscuffSound( bool fRightFoot );
virtual void ChargeSound( void );
virtual void ReadyGrenadeSound( void );
};
LINK_ENTITY_TO_CLASS( npc_metrozombie, CNPC_MetroZombie );
//---------------------------------------------------------------------------------
ConVar sk_hevzombie_health( "sk_hevzombie_health", "0" );
class CNPC_HEVZombie : public CNPC_Zombine
{
DECLARE_DATADESC()
DECLARE_CLASS( CNPC_HEVZombie, CNPC_Zombine );
public:
CNPC_HEVZombie() {
m_bDropItems = true;
m_ArmorValue = 100;
}
void Spawn( void );
void Precache( void );
void ChooseDefaultGrenadeType();
virtual void PainSound( const CTakeDamageInfo &info );
virtual void DeathSound( const CTakeDamageInfo &info );
virtual void AlertSound( void );
virtual void IdleSound( void );
virtual void FootscuffSound( bool fRightFoot );
virtual void ChargeSound( void );
virtual void ReadyGrenadeSound( void );
int OnTakeDamage( const CTakeDamageInfo &info );
virtual void Event_Killed( const CTakeDamageInfo &info );
// HEV zombies never drop headcrabs or become torsos
virtual bool ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold ) { return false; }
virtual HeadcrabRelease_t ShouldReleaseHeadcrab( const CTakeDamageInfo &info, float flDamageThreshold ) { return RELEASE_NO; }
private:
bool m_bDropItems;
int m_ArmorValue;
};
BEGIN_DATADESC( CNPC_HEVZombie )
DEFINE_KEYFIELD( m_bDropItems, FIELD_BOOLEAN, "DropItems" ),
DEFINE_INPUT( m_ArmorValue, FIELD_INTEGER, "SetArmor" ), // From npc_clonecop
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_hevzombie, CNPC_HEVZombie );
//---------------------------------------------------------------------------------
ConVar sk_zombie_elite_health( "sk_zombie_elite_health", "140" );
ConVar sk_zombie_grunt_health( "sk_zombie_grunt_health", "75" );
ConVar sk_zombie_ordinal_health( "sk_zombie_ordinal_health", "90" );
ConVar sk_zombie_charger_health( "sk_zombie_charger_health", "125" );
ConVar sk_zombie_suppressor_health( "sk_zombie_suppressor_health", "140" );
extern ConVar sk_husk_charger_armor_hitgroup_scale;
static ConVar *g_HuskZombineValues_Health[] =
{
NULL, // Default, should never be used
&sk_zombie_soldier_health,
&sk_zombie_elite_health,
&sk_zombie_grunt_health,
&sk_zombie_ordinal_health,
&sk_zombie_charger_health,
&sk_zombie_suppressor_health,
};
static const char *g_HuskZombineValues_DefaultModels[] =
{
NULL, // Default, should never be used
"models/zombie/%s_soldier.mdl",
"models/zombie/%s_super_soldier.mdl",
"models/zombie/%s_grunt.mdl",
"models/zombie/%s_ordinal.mdl",
"models/zombie/%s_charger.mdl",
"models/zombie/%s_suppressor.mdl",
};
class CNPC_HuskZombine : public CNPC_Zombine
{
DECLARE_DATADESC()
DECLARE_CLASS( CNPC_HuskZombine, CNPC_Zombine );
void Spawn( void );
void Precache( void );
void ChooseDefaultGrenadeType();
void FootstepSound( bool fRightFoot );
bool ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold );
bool IsChopped( const CTakeDamageInfo &info );
float GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info );
private:
HuskSoldierType_t m_tHuskSoldierType;
};
BEGIN_DATADESC( CNPC_HuskZombine )
DEFINE_KEYFIELD( m_tHuskSoldierType, FIELD_INTEGER, "HuskSoldierType" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_husk_zombine, CNPC_HuskZombine );
#endif
//---------------------------------------------------------
//---------------------------------------------------------
const char *CNPC_Zombine::pMoanSounds[] =
{
"ATV_engine_null",
};
void CNPC_Zombine::Spawn( void )
{
Precache();
m_fIsTorso = false;
#ifndef MAPBASE // Controlled by KV
m_fIsHeadless = false;
#endif
#ifdef EZ
if ( m_tEzVariant == EZ_VARIANT_RAD )
{
SetBloodColor( BLOOD_COLOR_BLUE );
}
else
{
SetBloodColor( BLOOD_COLOR_ZOMBIE );
}
#elif 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;
#ifndef MAPBASE
m_iGrenadeCount = ZOMBINE_MAX_GRENADES;
#endif
#ifdef EZ
if ( m_iszGrenadeType == NULL_STRING )
{
ChooseDefaultGrenadeType();
}
if (strncmp( STRING( m_iszGrenadeType ), "weapon_", 7 ) == 0)
{
EquipWeapon();
return;
}
#endif
}
#ifdef EZ
void CNPC_Zombine::EquipWeapon()
{
GiveWeapon( m_iszGrenadeType );
m_iGrenadeCount = 0;
if (GetActiveWeapon() && GetActiveWeapon()->IsMeleeWeapon())
{
CapabilitiesAdd( bits_CAP_WEAPON_MELEE_ATTACK1 );
}
}
#endif
void CNPC_Zombine::Precache( void )
{
#ifndef EZ
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" );
#else
AllocPooledStringsForGrenadeTypes();
char * modelVariant;
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
modelVariant = "glowbie";
PrecacheScriptSound( "Glowbie.FootstepRight" );
PrecacheScriptSound( "Glowbie.FootstepLeft" );
PrecacheScriptSound( "Glowbine.ScuffRight" );
PrecacheScriptSound( "Glowbine.ScuffLeft" );
PrecacheScriptSound( "Glowbie.AttackHit" );
PrecacheScriptSound( "Glowbie.AttackMiss" );
PrecacheScriptSound( "Glowbine.Pain" );
PrecacheScriptSound( "Glowbine.Die" );
PrecacheScriptSound( "Glowbine.Alert" );
PrecacheScriptSound( "Glowbine.Idle" );
PrecacheScriptSound( "Glowbine.ReadyGrenade" );
PrecacheScriptSound( "ATV_engine_null" );
PrecacheScriptSound( "Glowbine.Charge" );
PrecacheScriptSound( "Glowbie.Attack" );
break;
case EZ_VARIANT_XEN:
modelVariant = "xenbie";
PrecacheScriptSound( "Xenbie.FootstepRight" );
PrecacheScriptSound( "Xenbie.FootstepLeft" );
PrecacheScriptSound( "Xenbine.ScuffRight" );
PrecacheScriptSound( "Xenbine.ScuffLeft" );
PrecacheScriptSound( "Xenbie.AttackHit" );
PrecacheScriptSound( "Xenbie.AttackMiss" );
PrecacheScriptSound( "Xenbine.Pain" );
PrecacheScriptSound( "Xenbine.Die" );
PrecacheScriptSound( "Xenbine.Alert" );
PrecacheScriptSound( "Xenbine.Idle" );
PrecacheScriptSound( "Xenbine.ReadyGrenade" );
PrecacheScriptSound( "ATV_engine_null" );
PrecacheScriptSound( "Xenbine.Charge" );
PrecacheScriptSound( "Xenbie.Attack" );
break;
default:
modelVariant = "zombie";
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" );
break;
}
if (GetModelName() == NULL_STRING)
{
SetModelName( AllocPooledString( UTIL_VarArgs( "models/zombie/%s_soldier.mdl", modelVariant ) ) );
}
if (GetTorsoModelName() == NULL_STRING && m_tEzVariant != EZ_VARIANT_XEN)
{
SetTorsoModelName( AllocPooledString( UTIL_VarArgs( "models/zombie/%s_soldier_torso.mdl", modelVariant ) ) );
}
if (GetLegsModelName() == NULL_STRING && m_tEzVariant != EZ_VARIANT_XEN)
{
SetLegsModelName( AllocPooledString( UTIL_VarArgs( "models/zombie/%s_soldier_legs.mdl", modelVariant ) ) );
}
PrecacheModel( STRING( GetModelName() ) );
BaseClass::Precache();
#endif
}
void CNPC_Zombine::AllocPooledStringsForGrenadeTypes()
{
gm_iszZombineGrenadeTypeFrag = AllocPooledString( "npc_grenade_frag" );
gm_iszZombineGrenadeTypeXen = AllocPooledString( "npc_grenade_hopwire" );
gm_iszZombineGrenadeTypeStunstick = AllocPooledString( "weapon_stunstick" );
gm_iszZombineGrenadeTypeManhack = AllocPooledString( "npc_manhack" );
gm_iszZombineGrenadeTypeCrowbar = AllocPooledString( "weapon_crowbar" );
}
void CNPC_Zombine::SetZombieModel( void )
{
#ifndef EZ
SetModel( "models/zombie/zombie_soldier.mdl" );
#else
SetModel( STRING( GetModelName() ) );
#endif
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 );
}
#ifdef EZ
Disposition_t CNPC_Zombine::IRelationType( CBaseEntity * pTarget )
{
// Treat any held NPCs as neutral
if ( pTarget == m_hGrenade )
{
return D_NU;
}
return BaseClass::IRelationType( pTarget );
}
#endif
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 )
{
#ifdef EZ
int iBase;
if ( GetActiveWeapon() && GetActiveWeapon()->IsMeleeWeapon() )
{
iBase = GetActiveWeapon()->WeaponMeleeAttack1Condition( flDot, flDist );
}
else
{
iBase = BaseClass::MeleeAttack1Conditions( flDot, flDist );
}
#else
int iBase = BaseClass::MeleeAttack1Conditions( flDot, flDist );
#endif
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
#ifdef EZ
&& m_tEzVariant != EZ_VARIANT_RAD // EZ2 Glowing zombine keep running
#endif
)
{
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 )
{
#ifdef EZ
// Even when equipped with a weapon, zombine chase enemies instead of moving to weapon range
if ( scheduleType == SCHED_MOVE_TO_WEAPON_RANGE )
return SCHED_CHASE_ENEMY;
#endif
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 );
}
}
#ifdef EZ2
else if ( interactionType == g_interactionXenGrenadeHop )
{
if ( HasGrenade() )
{
DropGrenade( vec3_origin );
}
}
#endif
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 );
#ifdef EZ
CBaseEntity *pGrenade = NULL;
if (m_iszGrenadeType == NULL_STRING)
{
ChooseDefaultGrenadeType();
}
if (m_iszGrenadeType == gm_iszZombineGrenadeTypeFrag)
{
pGrenade = Fraggrenade_Create( vecStart, vec3_angle, vec3_origin, AngularImpulse( 0, 0, 0 ), this, 3.5f, true );
}
#ifdef EZ2
else if (m_iszGrenadeType == gm_iszZombineGrenadeTypeXen)
{
// Glowbines pull Xen grenades. Yikes!
pGrenade = HopWire_Create( vecStart, vec3_angle, vec3_origin, AngularImpulse( 0, 0, 0 ), this, 3.5f );
}
#endif
else if (m_iszGrenadeType == gm_iszZombineGrenadeTypeStunstick)
{
EquipWeapon();
return;
}
else
{
const char * pGrenadeClass = STRING( m_iszGrenadeType );
DevMsg( "npc_zombine is using generic handling for grenade type: %s\n", pGrenadeClass );
pGrenade = CBaseEntity::CreateNoSpawn( pGrenadeClass, vecStart, vec3_angle, this );
pGrenade->SetEZVariant( m_tEzVariant );
DispatchSpawn( pGrenade );
if(pGrenade)
pGrenade->SetOwnerEntity( this );
}
#else
CBaseGrenade *pGrenade = Fraggrenade_Create( vecStart, vec3_angle, vec3_origin, AngularImpulse( 0, 0, 0 ), this, 3.5f, true );
#endif
if ( pGrenade )
{
#ifdef EZ
pGrenade->DispatchInteraction( g_interactionZombinePullGrenade, NULL, this );
#endif
// 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 );
#ifdef MAPBASE
m_OnGrenade.Set(pGrenade, pGrenade, this);
#endif
m_hGrenade = pGrenade;
#ifdef EZ
ReadyGrenadeSound();
#else
EmitSound( "Zombine.ReadyGrenade" );
#endif
// 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];
#ifndef EZ
if( pNPC->Classify() == CLASS_PLAYER_ALLY || ( pNPC->Classify() == CLASS_PLAYER_ALLY_VITAL && pNPC->FVisible(this) ) )
#else
// Citizens and Combine prioritize zombine with grenades pulled
if( pNPC->Classify() == CLASS_PLAYER_ALLY || pNPC->Classify() == CLASS_COMBINE || (pNPC->Classify() == CLASS_PLAYER_ALLY_VITAL && pNPC->FVisible( this ) ) )
#endif
{
int priority;
Disposition_t disposition;
priority = pNPC->IRelationPriority(this);
disposition = pNPC->IRelationType(this);
pNPC->AddEntityRelationship( this, disposition, priority + 1 );
}
}
}
m_iGrenadeCount--;
}
else
{
DevMsg( "Warning: Zombine tried to pull grenade but grenade is null!\n" );
}
return;
}
if ( pEvent->event == AE_NPC_ATTACK_BROADCAST )
{
if ( HasGrenade() )
return;
}
BaseClass::HandleAnimEvent( pEvent );
}
#ifdef EZ
void CNPC_Zombine::ChooseDefaultGrenadeType()
{
if (m_tEzVariant == EZ_VARIANT_RAD)
{
m_iszGrenadeType = gm_iszZombineGrenadeTypeXen;
}
else
{
m_iszGrenadeType = gm_iszZombineGrenadeTypeFrag;
}
}
#endif
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 )
#ifdef EZ
// EZ2 Glowing zombine always run
|| m_tEzVariant == EZ_VARIANT_RAD
#endif
)
{
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 );
#ifdef EZ
ChargeSound();
#else
EmitSound( "Zombine.Charge" );
#endif
}
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 )
{
#ifdef EZ
if (m_tEzVariant == EZ_VARIANT_RAD && fRightFoot)
{
EmitSound( "Glowbie.FootstepRight" );
}
else if (m_tEzVariant == EZ_VARIANT_RAD)
{
EmitSound( "Glowbie.FootstepLeft" );
}
if (m_tEzVariant == EZ_VARIANT_XEN && fRightFoot)
{
EmitSound( "Xenbie.FootstepRight" );
}
else if (m_tEzVariant == EZ_VARIANT_XEN)
{
EmitSound( "Xenbie.FootstepLeft" );
}
else
#endif
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 )
{
#ifdef EZ
if (m_tEzVariant == EZ_VARIANT_RAD && fRightFoot)
{
EmitSound( "Glowbine.ScuffRight" );
}
else if (m_tEzVariant == EZ_VARIANT_RAD)
{
EmitSound( "Glowbine.ScuffLeft" );
}
if (m_tEzVariant == EZ_VARIANT_XEN && fRightFoot)
{
EmitSound( "Xenbine.ScuffRight" );
}
else if (m_tEzVariant == EZ_VARIANT_XEN)
{
EmitSound( "Xenbine.ScuffLeft" );
}
else
#endif
if( fRightFoot )
{
EmitSound( "Zombine.ScuffRight" );
}
else
{
EmitSound( "Zombine.ScuffLeft" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack hit sound
//-----------------------------------------------------------------------------
void CNPC_Zombine::AttackHitSound( void )
{
#ifdef EZ
switch ( m_tEzVariant )
{
case EZ_VARIANT_RAD:
EmitSound( "Glowbie.AttackHit" );
break;
case EZ_VARIANT_XEN:
EmitSound( "Xenbie.AttackHit" );
break;
default:
EmitSound( "Zombie.AttackHit" );
break;
}
#else
EmitSound( "Zombie.AttackHit" );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack miss sound
//-----------------------------------------------------------------------------
void CNPC_Zombine::AttackMissSound( void )
{
#ifdef EZ
switch ( m_tEzVariant )
{
case EZ_VARIANT_RAD:
EmitSound( "Glowbie.AttackMiss" );
break;
case EZ_VARIANT_XEN:
EmitSound( "Xenbie.AttackMiss" );
break;
default:
EmitSound( "Zombie.AttackMiss" );
break;
}
#else
// Play a random attack miss sound
EmitSound( "Zombie.AttackMiss" );
#endif
}
//-----------------------------------------------------------------------------
// 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;
}
#ifdef EZ
switch ( m_tEzVariant )
{
case EZ_VARIANT_RAD:
EmitSound( "Glowbine.Pain" );
break;
case EZ_VARIANT_XEN:
EmitSound( "Xenbine.Pain" );
break;
default:
EmitSound( "Zombine.Pain" );
break;
}
#else
EmitSound( "Zombine.Pain" );
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Zombine::DeathSound( const CTakeDamageInfo &info )
{
#ifdef EZ
switch ( m_tEzVariant )
{
case EZ_VARIANT_RAD:
EmitSound( "Glowbine.Die" );
break;
case EZ_VARIANT_XEN:
EmitSound( "Xenbine.Die" );
break;
default:
EmitSound( "Zombine.Die" );
break;
}
#else
EmitSound( "Zombine.Die" );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Zombine::AlertSound( void )
{
#ifdef EZ
switch ( m_tEzVariant )
{
case EZ_VARIANT_RAD:
EmitSound( "Glowbine.Alert" );
break;
case EZ_VARIANT_XEN:
EmitSound( "Xenbine.Alert" );
break;
default:
EmitSound( "Zombine.Alert" );
break;
}
#else
EmitSound( "Zombine.Alert" );
#endif
// 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;
}
#ifdef EZ
switch ( m_tEzVariant )
{
case EZ_VARIANT_RAD:
EmitSound( "Glowbine.Idle" );
break;
case EZ_VARIANT_XEN:
EmitSound( "Xenbine.Idle" );
break;
default:
EmitSound( "Zombine.Idle" );
break;
}
#else
EmitSound( "Zombine.Idle" );
#endif
MakeAISpookySound( 360.0f );
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack sound.
//-----------------------------------------------------------------------------
void CNPC_Zombine::AttackSound( void )
{
}
#ifdef EZ
//-----------------------------------------------------------------------------
// Purpose: Play a sound while charging towards the enemy
//-----------------------------------------------------------------------------
void CNPC_Zombine::ChargeSound( void )
{
#ifdef EZ
switch ( m_tEzVariant )
{
case EZ_VARIANT_RAD:
EmitSound( "Glowbine.Charge" );
break;
case EZ_VARIANT_XEN:
EmitSound( "Xenbine.Charge" );
break;
default:
EmitSound( "Zombine.Charge" );
break;
}
#else
EmitSound( "Zombine.Charge" );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Play a sound while readying a grenade
//-----------------------------------------------------------------------------
void CNPC_Zombine::ReadyGrenadeSound( void )
{
#ifdef EZ
switch ( m_tEzVariant )
{
case EZ_VARIANT_RAD:
EmitSound( "Glowbine.ReadyGrenade" );
break;
case EZ_VARIANT_XEN:
EmitSound( "Xenbine.ReadyGrenade" );
break;
default:
EmitSound( "Zombine.ReadyGrenade" );
break;
}
#else
EmitSound( "Zombine.ReadyGrenade" );
#endif
}
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const char *CNPC_Zombine::GetHeadcrabModel( void )
{
switch ( m_tEzVariant )
{
case EZ_VARIANT_RAD:
return "models/glowcrabclassic.mdl";
default:
return "models/headcrabclassic.mdl";
}
}
#ifdef EZ
CBaseEntity * CNPC_Zombine::ClawAttack( float flDist, int iDamage, QAngle & qaViewPunch, Vector & vecVelocityPunch, int BloodOrigin )
{
if ( GetActiveWeapon() && GetActiveWeapon()->IsMeleeWeapon() )
{
animevent_t * pEvent = new animevent_t();
pEvent->event = EVENT_WEAPON_MELEE_HIT;
// If this is a right hand claw attack or both, check weapons
switch (BloodOrigin)
{
case ZOMBIE_BLOOD_RIGHT_HAND:
case ZOMBIE_BLOOD_BOTH_HANDS:
GetActiveWeapon()->Operator_HandleAnimEvent( pEvent, this );
if (BloodOrigin == ZOMBIE_BLOOD_RIGHT_HAND)
return NULL;
}
}
return BaseClass::ClawAttack(flDist, iDamage, qaViewPunch, vecVelocityPunch, BloodOrigin);
}
#endif
#ifndef EZ
//-----------------------------------------------------------------------------
// 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";
}
#endif
//---------------------------------------------------------
// 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;
}
#ifdef EZ2
void CNPC_MetroZombie::Spawn( void )
{
BaseClass::Spawn();
m_iHealth = sk_zombiecop_health.GetFloat();
SetMaxHealth( m_iHealth );
}
void CNPC_MetroZombie::Precache( void )
{
AllocPooledStringsForGrenadeTypes();
char * modelVariant;
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
modelVariant = "glowbie";
PrecacheScriptSound( "Glowbie.FootstepRight" );
PrecacheScriptSound( "Glowbie.FootstepLeft" );
PrecacheScriptSound( "Glowbiecop.ScuffRight" );
PrecacheScriptSound( "Glowbiecop.ScuffLeft" );
PrecacheScriptSound( "Glowbie.AttackHit" );
PrecacheScriptSound( "Glowbie.AttackMiss" );
PrecacheScriptSound( "Glowbiecop.Pain" );
PrecacheScriptSound( "Glowbiecop.Die" );
PrecacheScriptSound( "Glowbiecop.Alert" );
PrecacheScriptSound( "Glowbiecop.Idle" );
PrecacheScriptSound( "Glowbiecop.ReadyGrenade" );
PrecacheScriptSound( "ATV_engine_null" );
PrecacheScriptSound( "Glowbiecop.Charge" );
PrecacheScriptSound( "Glowbie.Attack" );
break;
case EZ_VARIANT_XEN:
modelVariant = "xenbie";
PrecacheScriptSound( "Xenbie.FootstepRight" );
PrecacheScriptSound( "Xenbie.FootstepLeft" );
PrecacheScriptSound( "Xenbiecop.ScuffRight" );
PrecacheScriptSound( "Xenbiecop.ScuffLeft" );
PrecacheScriptSound( "Xenbie.AttackHit" );
PrecacheScriptSound( "Xenbie.AttackMiss" );
PrecacheScriptSound( "Xenbiecop.Pain" );
PrecacheScriptSound( "Xenbiecop.Die" );
PrecacheScriptSound( "Xenbiecop.Alert" );
PrecacheScriptSound( "Xenbiecop.Idle" );
PrecacheScriptSound( "Xenbiecop.ReadyGrenade" );
PrecacheScriptSound( "ATV_engine_null" );
PrecacheScriptSound( "Xenbiecop.Charge" );
PrecacheScriptSound( "Xenbie.Attack" );
break;
default:
modelVariant = "zombie";
PrecacheScriptSound( "Zombie.FootstepRight" );
PrecacheScriptSound( "Zombie.FootstepLeft" );
PrecacheScriptSound( "Zombiecop.ScuffRight" );
PrecacheScriptSound( "Zombiecop.ScuffLeft" );
PrecacheScriptSound( "Zombie.AttackHit" );
PrecacheScriptSound( "Zombie.AttackMiss" );
PrecacheScriptSound( "Zombiecop.Pain" );
PrecacheScriptSound( "Zombiecop.Die" );
PrecacheScriptSound( "Zombiecop.Alert" );
PrecacheScriptSound( "Zombiecop.Idle" );
PrecacheScriptSound( "Zombiecop.ReadyGrenade" );
PrecacheScriptSound( "ATV_engine_null" );
PrecacheScriptSound( "Zombiecop.Charge" );
PrecacheScriptSound( "Zombie.Attack" );
break;
}
if (GetModelName() == NULL_STRING)
{
SetModelName( AllocPooledString( UTIL_VarArgs( "models/zombie/%scop.mdl", modelVariant ) ) );
}
if (GetTorsoModelName() == NULL_STRING && m_tEzVariant != EZ_VARIANT_XEN)
{
SetTorsoModelName( AllocPooledString( UTIL_VarArgs( "models/zombie/%scop_torso.mdl", modelVariant ) ) );
}
if (GetLegsModelName() == NULL_STRING && m_tEzVariant != EZ_VARIANT_XEN)
{
SetLegsModelName( AllocPooledString( UTIL_VarArgs( "models/zombie/%scop_legs.mdl", modelVariant ) ) );
}
PrecacheModel( STRING( GetModelName() ) );
BaseClass::Precache();
}
void CNPC_MetroZombie::ChooseDefaultGrenadeType()
{
int chance = random->RandomInt( 0, 2 );
switch (chance)
{
case 0:
m_iszGrenadeType = gm_iszZombineGrenadeTypeFrag;
break;
case 1:
m_iszGrenadeType = gm_iszZombineGrenadeTypeStunstick;
break;
default:
m_iszGrenadeType = gm_iszZombineGrenadeTypeManhack;
break;
}
return;
}
//-----------------------------------------------------------------------------
// Purpose: Sound of a foot sliding/scraping
//-----------------------------------------------------------------------------
void CNPC_MetroZombie::FootscuffSound( bool fRightFoot )
{
if (m_tEzVariant == EZ_VARIANT_RAD && fRightFoot)
{
EmitSound( "Glowbiecop.ScuffRight" );
}
else if (m_tEzVariant == EZ_VARIANT_RAD)
{
EmitSound( "Glowbiecop.ScuffLeft" );
}
if (m_tEzVariant == EZ_VARIANT_XEN && fRightFoot)
{
EmitSound( "Xenbiecop.ScuffRight" );
}
else if (m_tEzVariant == EZ_VARIANT_XEN)
{
EmitSound( "Xenbiecop.ScuffLeft" );
}
else if (fRightFoot)
{
EmitSound( "Zombiecop.ScuffRight" );
}
else
{
EmitSound( "Zombiecop.ScuffLeft" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_MetroZombie::PainSound( const CTakeDamageInfo &info )
{
// We're constantly taking damage when we are on fire. Don't make all those noises!
if (IsOnFire())
{
return;
}
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
EmitSound( "Glowbiecop.Pain" );
break;
case EZ_VARIANT_XEN:
EmitSound( "Xenbiecop.Pain" );
break;
default:
EmitSound( "Zombiecop.Pain" );
break;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_MetroZombie::DeathSound( const CTakeDamageInfo &info )
{
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
EmitSound( "Glowbiecop.Die" );
break;
case EZ_VARIANT_XEN:
EmitSound( "Xenbiecop.Die" );
break;
default:
EmitSound( "Zombiecop.Die" );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_MetroZombie::AlertSound( void )
{
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
EmitSound( "Glowbiecop.Alert" );
break;
case EZ_VARIANT_XEN:
EmitSound( "Xenbiecop.Alert" );
break;
default:
EmitSound( "Zombiecop.Alert" );
break;
}
// 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_MetroZombie::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;
}
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
EmitSound( "Glowbiecop.Idle" );
break;
case EZ_VARIANT_XEN:
EmitSound( "Xenbiecop.Idle" );
break;
default:
EmitSound( "Zombiecop.Idle" );
break;
}
MakeAISpookySound( 360.0f );
}
//-----------------------------------------------------------------------------
// Purpose: Play a sound while charging towards the enemy
//-----------------------------------------------------------------------------
void CNPC_MetroZombie::ChargeSound( void )
{
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
EmitSound( "Glowbiecop.Charge" );
break;
case EZ_VARIANT_XEN:
EmitSound( "Xenbiecop.Charge" );
break;
default:
EmitSound( "Zombiecop.Charge" );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Play a sound while readying a grenade
//-----------------------------------------------------------------------------
void CNPC_MetroZombie::ReadyGrenadeSound( void )
{
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
EmitSound( "Glowbiecop.ReadyGrenade" );
break;
case EZ_VARIANT_XEN:
EmitSound( "Xenbiecop.ReadyGrenade" );
break;
default:
EmitSound( "Zombiecop.ReadyGrenade" );
break;
}
}
void CNPC_HEVZombie::Spawn( void )
{
BaseClass::Spawn();
m_iHealth = sk_hevzombie_health.GetFloat();
SetMaxHealth( m_iHealth );
}
void CNPC_HEVZombie::Precache( void )
{
AllocPooledStringsForGrenadeTypes();
char * modelVariant;
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
modelVariant = "glowbie";
PrecacheScriptSound( "Glowbie.FootstepRight" );
PrecacheScriptSound( "Glowbie.FootstepLeft" );
PrecacheScriptSound( "HEVGlowbie.ScuffRight" );
PrecacheScriptSound( "HEVGlowbie.ScuffLeft" );
PrecacheScriptSound( "Glowbie.AttackHit" );
PrecacheScriptSound( "Glowbie.AttackMiss" );
PrecacheScriptSound( "HEVGlowbie.Pain" );
PrecacheScriptSound( "HEVGlowbie.Die" );
PrecacheScriptSound( "HEVGlowbie.Alert" );
PrecacheScriptSound( "HEVGlowbie.Idle" );
PrecacheScriptSound( "HEVGlowbie.ReadyGrenade" );
PrecacheScriptSound( "HEVGlowbie.Vox_Idle" );
PrecacheScriptSound( "HEVGlowbie.Vox_Alert" );
PrecacheScriptSound( "HEVGlowbie.Vox_Charge" );
PrecacheScriptSound( "HEVGlowbie.Vox_Flatline" );
PrecacheScriptSound( "HEVGlowbie.Vox_Pain" );
PrecacheScriptSound( "ATV_engine_null" );
PrecacheScriptSound( "HEVGlowbie.Charge" );
PrecacheScriptSound( "Glowbie.Attack" );
break;
case EZ_VARIANT_XEN:
modelVariant = "xenbie";
PrecacheScriptSound( "Xenbie.FootstepRight" );
PrecacheScriptSound( "Xenbie.FootstepLeft" );
PrecacheScriptSound( "HEVXenbie.ScuffRight" );
PrecacheScriptSound( "HEVXenbie.ScuffLeft" );
PrecacheScriptSound( "Xenbie.AttackHit" );
PrecacheScriptSound( "Xenbie.AttackMiss" );
PrecacheScriptSound( "HEVXenbie.Pain" );
PrecacheScriptSound( "HEVXenbie.Die" );
PrecacheScriptSound( "HEVXenbie.Alert" );
PrecacheScriptSound( "HEVXenbie.Idle" );
PrecacheScriptSound( "HEVXenbie.ReadyGrenade" );
PrecacheScriptSound( "HEVXenbie.Vox_Idle" );
PrecacheScriptSound( "HEVXenbie.Vox_Alert" );
PrecacheScriptSound( "HEVXenbie.Vox_Charge" );
PrecacheScriptSound( "HEVXenbie.Vox_Flatline" );
PrecacheScriptSound( "HEVXenbie.Vox_Pain" );
PrecacheScriptSound( "ATV_engine_null" );
PrecacheScriptSound( "HEVXenbie.Charge" );
PrecacheScriptSound( "Xenbie.Attack" );
break;
default:
modelVariant = "zombie";
PrecacheScriptSound( "Zombie.FootstepRight" );
PrecacheScriptSound( "Zombie.FootstepLeft" );
PrecacheScriptSound( "HEVZombie.ScuffRight" );
PrecacheScriptSound( "HEVZombie.ScuffLeft" );
PrecacheScriptSound( "Zombie.AttackHit" );
PrecacheScriptSound( "Zombie.AttackMiss" );
PrecacheScriptSound( "HEVZombie.Pain" );
PrecacheScriptSound( "HEVZombie.Die" );
PrecacheScriptSound( "HEVZombie.Alert" );
PrecacheScriptSound( "HEVZombie.Idle" );
PrecacheScriptSound( "HEVZombie.ReadyGrenade" );
PrecacheScriptSound( "HEVZombie.Vox_Idle" );
PrecacheScriptSound( "HEVZombie.Vox_Alert" );
PrecacheScriptSound( "HEVZombie.Vox_Charge" );
PrecacheScriptSound( "HEVZombie.Vox_Flatline" );
PrecacheScriptSound( "HEVZombie.Vox_Pain" );
PrecacheScriptSound( "ATV_engine_null" );
PrecacheScriptSound( "HEVZombie.Charge" );
PrecacheScriptSound( "Zombie.Attack" );
break;
}
if (GetModelName() == NULL_STRING)
{
SetModelName( AllocPooledString( UTIL_VarArgs( "models/zombie/%s_hev.mdl", modelVariant ) ) );
}
if (GetTorsoModelName() == NULL_STRING && m_tEzVariant != EZ_VARIANT_XEN)
{
SetTorsoModelName( AllocPooledString( UTIL_VarArgs( "models/zombie/%s_hev_torso.mdl", modelVariant ) ) );
}
if (GetLegsModelName() == NULL_STRING && m_tEzVariant != EZ_VARIANT_XEN)
{
SetLegsModelName( AllocPooledString( UTIL_VarArgs( "models/zombie/%_hev_legs.mdl", modelVariant ) ) );
}
PrecacheModel( STRING( GetModelName() ) );
BaseClass::Precache();
}
void CNPC_HEVZombie::ChooseDefaultGrenadeType()
{
int chance = random->RandomInt( 0, 3 );
// If we set the type to "Arbeit" or "glow", give them Xen grenades
if ( m_tEzVariant == EZ_VARIANT_ARBEIT || m_tEzVariant == EZ_VARIANT_RAD )
{
m_iszGrenadeType = gm_iszZombineGrenadeTypeXen;
}
switch (chance)
{
case 0:
m_iszGrenadeType = gm_iszZombineGrenadeTypeCrowbar;
break;
// Default to Xen greandes so the grenade type isn't null string, but set the count to 0
// TODO: I would really like to add an 'electrical grenade' - a battery damaged by the HEV zombie. Out of scope for now, but a nice to have in the future - 1upD
default:
m_iszGrenadeType = gm_iszZombineGrenadeTypeXen;
KeyValue( "NumGrenades", "0" );
break;
}
return;
}
//-----------------------------------------------------------------------------
// Purpose: Sound of a foot sliding/scraping
//-----------------------------------------------------------------------------
void CNPC_HEVZombie::FootscuffSound( bool fRightFoot )
{
if (m_tEzVariant == EZ_VARIANT_RAD && fRightFoot)
{
EmitSound( "HEVGlowbie.ScuffRight" );
}
else if (m_tEzVariant == EZ_VARIANT_RAD)
{
EmitSound( "HEVGlowbie.ScuffLeft" );
}
if (m_tEzVariant == EZ_VARIANT_XEN && fRightFoot)
{
EmitSound( "HEVXenbie.ScuffRight" );
}
else if (m_tEzVariant == EZ_VARIANT_XEN)
{
EmitSound( "HEVXenbie.ScuffLeft" );
}
else if (fRightFoot)
{
EmitSound( "HEVZombie.ScuffRight" );
}
else
{
EmitSound( "HEVZombie.ScuffLeft" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_HEVZombie::PainSound( const CTakeDamageInfo &info )
{
// We're constantly taking damage when we are on fire. Don't make all those noises!
if (IsOnFire())
{
return;
}
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
EmitSound( "HEVGlowbie.Pain" );
EmitSound( "HEVGlowbie.Vox_Pain" ); // This soundscript should be on a different channel
break;
case EZ_VARIANT_XEN:
EmitSound( "HEVXenbie.Pain" );
EmitSound( "HEVXenbie.Vox_Pain" ); // This soundscript should be on a different channel
break;
default:
EmitSound( "HEVZombie.Pain" );
EmitSound( "HEVZombie.Vox_Pain" ); // This soundscript should be on a different channel
break;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_HEVZombie::DeathSound( const CTakeDamageInfo &info )
{
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
EmitSound( "HEVGlowbie.Die" );
EmitSound( "HEVGlowbie.Vox_Flatline" ); // This soundscript should be on a different channel
break;
case EZ_VARIANT_XEN:
EmitSound( "HEVXenbie.Die" );
EmitSound( "HEVXenbie.Vox_Flatline" ); // This soundscript should be on a different channel
break;
default:
EmitSound( "HEVZombie.Die" );
EmitSound( "HEVZombie.Vox_Flatline" ); // This soundscript should be on a different channel
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_HEVZombie::AlertSound( void )
{
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
EmitSound( "HEVGlowbie.Alert" );
EmitSound( "HEVGlowbie.Vox_Alert" ); // This soundscript should be on a different channel
break;
case EZ_VARIANT_XEN:
EmitSound( "HEVXenbie.Alert" );
EmitSound( "HEVXenbie.Vox_Alert" ); // This soundscript should be on a different channel
break;
default:
EmitSound( "HEVZombie.Alert" );
EmitSound( "HEVZombie.Vox_Alert" ); // This soundscript should be on a different channel
break;
}
// 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_HEVZombie::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;
}
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
EmitSound( "HEVGlowbie.Idle" );
EmitSound( "HEVGlowbie.Vox_Idle" ); // This soundscript should be on a different channel
break;
case EZ_VARIANT_XEN:
EmitSound( "HEVXenbie.Idle" );
EmitSound( "HEVXenbie.Vox_Idle" ); // This soundscript should be on a different channel
break;
default:
EmitSound( "HEVZombie.Idle" );
EmitSound( "HEVZombie.Vox_Idle" ); // This soundscript should be on a different channel
break;
}
MakeAISpookySound( 360.0f );
}
//-----------------------------------------------------------------------------
// Purpose: Play a sound while charging towards the enemy
//-----------------------------------------------------------------------------
void CNPC_HEVZombie::ChargeSound( void )
{
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
EmitSound( "HEVGlowbie.Charge" );
EmitSound( "HEVGlowbie.Vox_Charge" ); // This soundscript should be on a different channel
break;
case EZ_VARIANT_XEN:
EmitSound( "HEVXenbie.Charge" );
EmitSound( "HEVXenbie.Vox_Charge" ); // This soundscript should be on a different channel
break;
default:
EmitSound( "HEVZombie.Charge" );
EmitSound( "HEVZombie.Vox_Charge" ); // This soundscript should be on a different channel
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Play a sound while readying a grenade
//-----------------------------------------------------------------------------
void CNPC_HEVZombie::ReadyGrenadeSound( void )
{
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
EmitSound( "HEVGlowbie.ReadyGrenade" );
break;
case EZ_VARIANT_XEN:
EmitSound( "HEVXenbie.ReadyGrenade" );
break;
default:
EmitSound( "HEVZombie.ReadyGrenade" );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: HEV Zombies have suit charge
//-----------------------------------------------------------------------------
int CNPC_HEVZombie::OnTakeDamage( const CTakeDamageInfo &inputInfo )
{
CTakeDamageInfo info = inputInfo;
// Armor code taken from CNPC_CloneCop::OnTakeDamage
if (info.GetDamage() && m_ArmorValue && !(info.GetDamageType() & (DMG_FALL | DMG_DROWN | DMG_POISON | DMG_RADIATION)))// armor doesn't protect against fall or drown damage!
{
float flRatio = 0.2f;
float flNew = info.GetDamage() * flRatio;
float flArmor;
flArmor = (info.GetDamage() - flNew);
if (flArmor < 1.0)
{
flArmor = 1.0;
}
// Does this use more armor than we have?
if (flArmor > m_ArmorValue)
{
flArmor = m_ArmorValue;
flNew = info.GetDamage() - flArmor;
m_ArmorValue = 0;
}
else
{
m_ArmorValue -= flArmor;
}
info.SetDamage( flNew );
}
return BaseClass::OnTakeDamage( info );
}
extern ConVar sk_battery; // Need to know how much battery is applied per item
//-----------------------------------------------------------------------------
// Purpose: HEV Zombies should drop a bunch of items on death
// TODO - SHould we be worried about the variant of the item?
//-----------------------------------------------------------------------------
void CNPC_HEVZombie::Event_Killed( const CTakeDamageInfo &info )
{
BaseClass::Event_Killed( info );
if (m_bDropItems) {
int numBatteries = MAX( m_ArmorValue / sk_battery.GetInt(), random->RandomInt( 1, 3 ));
for (int i = 0; i < numBatteries; i++)
{
DropItem( "item_battery", WorldSpaceCenter() + RandomVector( -4, 4 ), RandomAngle( 0, 360 ) );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_HuskZombine::Spawn( void )
{
BaseClass::Spawn();
SetHealth( g_HuskZombineValues_Health[m_tHuskSoldierType]->GetInt() );
SetMaxHealth( GetHealth() );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_HuskZombine::Precache( void )
{
char * modelVariant;
switch (m_tEzVariant)
{
case EZ_VARIANT_RAD:
modelVariant = "glowbie";
break;
case EZ_VARIANT_XEN:
modelVariant = "xenbie";
break;
case EZ_VARIANT_ASH:
modelVariant = "ashbie";
break;
default:
modelVariant = "zombie";
break;
}
if (GetModelName() == NULL_STRING)
{
// Default models
if (m_tHuskSoldierType == HUSK_DEFAULT)
{
SetModelName( AllocPooledString( UTIL_VarArgs( g_HuskZombineValues_DefaultModels[HUSK_SOLDIER], modelVariant ) ) );
}
else
{
SetModelName( AllocPooledString( UTIL_VarArgs( g_HuskZombineValues_DefaultModels[m_tHuskSoldierType], modelVariant ) ) );
}
}
if (m_tHuskSoldierType == HUSK_DEFAULT)
{
// This is normally precached in the base class, but we need the index now
int nModel = PrecacheModel( STRING( GetModelName() ) );
HuskSoldier_AscertainModelType( this, modelinfo->GetModel( nModel ), m_tHuskSoldierType );
}
if (m_tHuskSoldierType == HUSK_CHARGER)
{
PrecacheScriptSound( "NPC_HuskCharger.FootstepRight" );
PrecacheScriptSound( "NPC_HuskCharger.FootstepLeft" );
}
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_HuskZombine::ChooseDefaultGrenadeType()
{
if (m_tHuskSoldierType == HUSK_ORDINAL)
{
int chance = random->RandomInt( 0, 1 );
// 50% chance of pulling out a manhack
switch (chance)
{
default:
case 0:
m_iszGrenadeType = gm_iszZombineGrenadeTypeFrag;
break;
case 1:
m_iszGrenadeType = gm_iszZombineGrenadeTypeManhack;
break;
}
}
else if (m_tHuskSoldierType == HUSK_CHARGER)
{
m_iszGrenadeType = gm_iszZombineGrenadeTypeStunstick;
}
else
{
BaseClass::ChooseDefaultGrenadeType();
}
}
//-----------------------------------------------------------------------------
// Purpose: Sound of a footstep
//-----------------------------------------------------------------------------
void CNPC_HuskZombine::FootstepSound( bool fRightFoot )
{
if (m_tHuskSoldierType == HUSK_CHARGER)
{
if (fRightFoot)
{
EmitSound( "NPC_HuskCharger.FootstepRight" );
}
else
{
EmitSound( "NPC_HuskCharger.FootstepLeft" );
}
return;
}
BaseClass::FootstepSound( fRightFoot );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_HuskZombine::ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold )
{
if (!BaseClass::ShouldBecomeTorso( info, flDamageThreshold ))
return false;
// For now, only soldiers turn into torsos
if (m_tHuskSoldierType != HUSK_SOLDIER)
return false;
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_HuskZombine::IsChopped( const CTakeDamageInfo &info )
{
if (!BaseClass::IsChopped( info ))
return false;
// For now, only soldiers can be chopped
if (m_tHuskSoldierType != HUSK_SOLDIER)
return false;
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CNPC_HuskZombine::GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info )
{
float flBase = BaseClass::GetHitgroupDamageMultiplier( iHitGroup, info );
if (m_tHuskSoldierType == HUSK_CHARGER)
{
switch (iHitGroup)
{
case HITGROUP_HEAD:
case HITGROUP_CHEST:
case HITGROUP_STOMACH:
case HITGROUP_LEFTLEG:
case HITGROUP_RIGHTLEG:
{
flBase *= sk_husk_charger_armor_hitgroup_scale.GetFloat();
}
}
}
return flBase;
}
#endif
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_zombine, CNPC_Zombine )
#ifdef EZ
DECLARE_INTERACTION( g_interactionZombinePullGrenade )
#endif
//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()