mirror of
https://github.com/nillerusr/source-engine.git
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1033 lines
25 KiB
C++
1033 lines
25 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Combine Zombie... Zombie Combine... its like a... Zombine... get it?
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_basenpc.h"
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#include "ai_default.h"
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#include "ai_schedule.h"
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#include "ai_hull.h"
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#include "ai_motor.h"
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#include "ai_memory.h"
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#include "ai_route.h"
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#include "ai_squad.h"
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#include "soundent.h"
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#include "game.h"
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#include "npcevent.h"
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#include "entitylist.h"
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#include "ai_task.h"
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#include "activitylist.h"
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#include "engine/IEngineSound.h"
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#include "npc_BaseZombie.h"
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#include "movevars_shared.h"
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#include "IEffects.h"
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#include "props.h"
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#include "physics_npc_solver.h"
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#include "hl2_player.h"
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#include "hl2_gamerules.h"
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#include "basecombatweapon.h"
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#include "basegrenade_shared.h"
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#include "grenade_frag.h"
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#include "ai_interactions.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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enum
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{
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SQUAD_SLOT_ZOMBINE_SPRINT1 = LAST_SHARED_SQUADSLOT,
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SQUAD_SLOT_ZOMBINE_SPRINT2,
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};
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#define MIN_SPRINT_TIME 3.5f
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#define MAX_SPRINT_TIME 5.5f
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#define MIN_SPRINT_DISTANCE 64.0f
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#define MAX_SPRINT_DISTANCE 1024.0f
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#define SPRINT_CHANCE_VALUE 10
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#define SPRINT_CHANCE_VALUE_DARKNESS 50
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#define GRENADE_PULL_MAX_DISTANCE 256.0f
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#define ZOMBINE_MAX_GRENADES 1
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int ACT_ZOMBINE_GRENADE_PULL;
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int ACT_ZOMBINE_GRENADE_WALK;
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int ACT_ZOMBINE_GRENADE_RUN;
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int ACT_ZOMBINE_GRENADE_IDLE;
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int ACT_ZOMBINE_ATTACK_FAST;
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int ACT_ZOMBINE_GRENADE_FLINCH_BACK;
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int ACT_ZOMBINE_GRENADE_FLINCH_FRONT;
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int ACT_ZOMBINE_GRENADE_FLINCH_WEST;
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int ACT_ZOMBINE_GRENADE_FLINCH_EAST;
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int AE_ZOMBINE_PULLPIN;
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extern bool IsAlyxInDarknessMode();
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ConVar sk_zombie_soldier_health( "sk_zombie_soldier_health","0");
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float g_flZombineGrenadeTimes = 0;
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class CNPC_Zombine : public CAI_BlendingHost<CNPC_BaseZombie>, public CDefaultPlayerPickupVPhysics
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{
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DECLARE_DATADESC();
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DECLARE_CLASS( CNPC_Zombine, CAI_BlendingHost<CNPC_BaseZombie> );
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public:
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void Spawn( void );
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void Precache( void );
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void SetZombieModel( void );
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virtual void PrescheduleThink( void );
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virtual int SelectSchedule( void );
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virtual void BuildScheduleTestBits( void );
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virtual void HandleAnimEvent( animevent_t *pEvent );
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virtual const char *GetLegsModel( void );
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virtual const char *GetTorsoModel( void );
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virtual const char *GetHeadcrabClassname( void );
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virtual const char *GetHeadcrabModel( void );
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virtual void PainSound( const CTakeDamageInfo &info );
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virtual void DeathSound( const CTakeDamageInfo &info );
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virtual void AlertSound( void );
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virtual void IdleSound( void );
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virtual void AttackSound( void );
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virtual void AttackHitSound( void );
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virtual void AttackMissSound( void );
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virtual void FootstepSound( bool fRightFoot );
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virtual void FootscuffSound( bool fRightFoot );
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virtual void MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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virtual void RunTask( const Task_t *pTask );
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virtual int MeleeAttack1Conditions ( float flDot, float flDist );
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virtual bool ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold );
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virtual void OnScheduleChange ( void );
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virtual bool CanRunAScriptedNPCInteraction( bool bForced );
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void GatherGrenadeConditions( void );
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virtual Activity NPC_TranslateActivity( Activity baseAct );
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const char *GetMoanSound( int nSound );
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bool AllowedToSprint( void );
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void Sprint( bool bMadSprint = false );
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void StopSprint( void );
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void DropGrenade( Vector vDir );
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bool IsSprinting( void ) { return m_flSprintTime > gpGlobals->curtime; }
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bool HasGrenade( void ) { return m_hGrenade != NULL; }
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int TranslateSchedule( int scheduleType );
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void InputStartSprint ( inputdata_t &inputdata );
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void InputPullGrenade ( inputdata_t &inputdata );
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virtual CBaseEntity *OnFailedPhysGunPickup ( Vector vPhysgunPos );
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//Called when we want to let go of a grenade and let the physcannon pick it up.
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void ReleaseGrenade( Vector vPhysgunPos );
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virtual bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sourceEnt );
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enum
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{
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COND_ZOMBINE_GRENADE = LAST_BASE_ZOMBIE_CONDITION,
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};
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enum
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{
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SCHED_ZOMBINE_PULL_GRENADE = LAST_BASE_ZOMBIE_SCHEDULE,
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};
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public:
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DEFINE_CUSTOM_AI;
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private:
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float m_flSprintTime;
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float m_flSprintRestTime;
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float m_flSuperFastAttackTime;
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float m_flGrenadePullTime;
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int m_iGrenadeCount;
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EHANDLE m_hGrenade;
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protected:
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static const char *pMoanSounds[];
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};
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LINK_ENTITY_TO_CLASS( npc_zombine, CNPC_Zombine );
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BEGIN_DATADESC( CNPC_Zombine )
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DEFINE_FIELD( m_flSprintTime, FIELD_TIME ),
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DEFINE_FIELD( m_flSprintRestTime, FIELD_TIME ),
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DEFINE_FIELD( m_flSuperFastAttackTime, FIELD_TIME ),
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DEFINE_FIELD( m_hGrenade, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flGrenadePullTime, FIELD_TIME ),
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DEFINE_FIELD( m_iGrenadeCount, FIELD_INTEGER ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StartSprint", InputStartSprint ),
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DEFINE_INPUTFUNC( FIELD_VOID, "PullGrenade", InputPullGrenade ),
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END_DATADESC()
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//---------------------------------------------------------
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//---------------------------------------------------------
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const char *CNPC_Zombine::pMoanSounds[] =
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{
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"ATV_engine_null",
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};
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void CNPC_Zombine::Spawn( void )
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{
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Precache();
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m_fIsTorso = false;
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m_fIsHeadless = false;
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#ifdef HL2_EPISODIC
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SetBloodColor( BLOOD_COLOR_ZOMBIE );
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#else
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SetBloodColor( BLOOD_COLOR_GREEN );
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#endif // HL2_EPISODIC
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m_iHealth = sk_zombie_soldier_health.GetFloat();
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SetMaxHealth( m_iHealth );
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m_flFieldOfView = 0.2;
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CapabilitiesClear();
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BaseClass::Spawn();
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m_flSprintTime = 0.0f;
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m_flSprintRestTime = 0.0f;
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m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 1.0, 4.0 );
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g_flZombineGrenadeTimes = gpGlobals->curtime;
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m_flGrenadePullTime = gpGlobals->curtime;
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m_iGrenadeCount = ZOMBINE_MAX_GRENADES;
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}
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void CNPC_Zombine::Precache( void )
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{
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BaseClass::Precache();
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PrecacheModel( "models/zombie/zombie_soldier.mdl" );
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PrecacheScriptSound( "Zombie.FootstepRight" );
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PrecacheScriptSound( "Zombie.FootstepLeft" );
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PrecacheScriptSound( "Zombine.ScuffRight" );
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PrecacheScriptSound( "Zombine.ScuffLeft" );
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PrecacheScriptSound( "Zombie.AttackHit" );
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PrecacheScriptSound( "Zombie.AttackMiss" );
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PrecacheScriptSound( "Zombine.Pain" );
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PrecacheScriptSound( "Zombine.Die" );
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PrecacheScriptSound( "Zombine.Alert" );
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PrecacheScriptSound( "Zombine.Idle" );
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PrecacheScriptSound( "Zombine.ReadyGrenade" );
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PrecacheScriptSound( "ATV_engine_null" );
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PrecacheScriptSound( "Zombine.Charge" );
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PrecacheScriptSound( "Zombie.Attack" );
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}
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void CNPC_Zombine::SetZombieModel( void )
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{
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SetModel( "models/zombie/zombie_soldier.mdl" );
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SetHullType( HULL_HUMAN );
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SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );
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SetHullSizeNormal( true );
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SetDefaultEyeOffset();
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SetActivity( ACT_IDLE );
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}
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void CNPC_Zombine::PrescheduleThink( void )
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{
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GatherGrenadeConditions();
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if( gpGlobals->curtime > m_flNextMoanSound )
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{
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if( CanPlayMoanSound() )
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{
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// Classic guy idles instead of moans.
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IdleSound();
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m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 10.0, 15.0 );
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}
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else
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{
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m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 2.5, 5.0 );
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}
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}
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if ( HasGrenade () )
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{
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CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin() + GetSmoothedVelocity() * 0.5f , 256, 0.1, this, SOUNDENT_CHANNEL_ZOMBINE_GRENADE );
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if( IsSprinting() && GetEnemy() && GetEnemy()->Classify() == CLASS_PLAYER_ALLY_VITAL && HasCondition( COND_SEE_ENEMY ) )
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{
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if( GetAbsOrigin().DistToSqr(GetEnemy()->GetAbsOrigin()) < Square( 144 ) )
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{
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StopSprint();
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}
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}
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}
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BaseClass::PrescheduleThink();
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}
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void CNPC_Zombine::OnScheduleChange( void )
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{
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if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) && IsSprinting() == true )
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{
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m_flSuperFastAttackTime = gpGlobals->curtime + 1.0f;
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}
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BaseClass::OnScheduleChange();
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}
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bool CNPC_Zombine::CanRunAScriptedNPCInteraction( bool bForced )
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{
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if ( HasGrenade() == true )
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return false;
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return BaseClass::CanRunAScriptedNPCInteraction( bForced );
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}
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int CNPC_Zombine::SelectSchedule( void )
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{
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if ( GetHealth() <= 0 )
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return BaseClass::SelectSchedule();
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if ( HasCondition( COND_ZOMBINE_GRENADE ) )
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{
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ClearCondition( COND_ZOMBINE_GRENADE );
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return SCHED_ZOMBINE_PULL_GRENADE;
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}
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return BaseClass::SelectSchedule();
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}
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void CNPC_Zombine::BuildScheduleTestBits( void )
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{
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BaseClass::BuildScheduleTestBits();
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SetCustomInterruptCondition( COND_ZOMBINE_GRENADE );
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}
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Activity CNPC_Zombine::NPC_TranslateActivity( Activity baseAct )
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{
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if ( baseAct == ACT_MELEE_ATTACK1 )
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{
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if ( m_flSuperFastAttackTime > gpGlobals->curtime || HasGrenade() )
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{
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return (Activity)ACT_ZOMBINE_ATTACK_FAST;
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}
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}
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if ( baseAct == ACT_IDLE )
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{
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if ( HasGrenade() )
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{
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return (Activity)ACT_ZOMBINE_GRENADE_IDLE;
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}
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}
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return BaseClass::NPC_TranslateActivity( baseAct );
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}
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int CNPC_Zombine::MeleeAttack1Conditions ( float flDot, float flDist )
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{
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int iBase = BaseClass::MeleeAttack1Conditions( flDot, flDist );
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if( HasGrenade() )
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{
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//Adrian: stop spriting if we get close enough to melee and we have a grenade
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//this gives NPCs time to move away from you (before it was almost impossible cause of the high sprint speed)
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if ( iBase == COND_CAN_MELEE_ATTACK1 )
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{
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StopSprint();
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}
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}
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return iBase;
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}
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void CNPC_Zombine::GatherGrenadeConditions( void )
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{
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if ( m_iGrenadeCount <= 0 )
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return;
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if ( g_flZombineGrenadeTimes > gpGlobals->curtime )
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return;
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if ( m_flGrenadePullTime > gpGlobals->curtime )
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return;
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if ( m_flSuperFastAttackTime >= gpGlobals->curtime )
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return;
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if ( HasGrenade() )
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return;
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if ( GetEnemy() == NULL )
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return;
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if ( FVisible( GetEnemy() ) == false )
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return;
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if ( IsSprinting() )
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return;
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if ( IsOnFire() )
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return;
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if ( IsRunningDynamicInteraction() == true )
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return;
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if ( m_ActBusyBehavior.IsActive() )
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return;
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CBasePlayer *pPlayer = AI_GetSinglePlayer();
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if ( pPlayer && pPlayer->FVisible( this ) )
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{
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float flLengthToPlayer = (pPlayer->GetAbsOrigin() - GetAbsOrigin()).Length();
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float flLengthToEnemy = flLengthToPlayer;
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if ( pPlayer != GetEnemy() )
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{
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flLengthToEnemy = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin()).Length();
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}
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if ( flLengthToPlayer <= GRENADE_PULL_MAX_DISTANCE && flLengthToEnemy <= GRENADE_PULL_MAX_DISTANCE )
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{
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float flPullChance = 1.0f - ( flLengthToEnemy / GRENADE_PULL_MAX_DISTANCE );
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m_flGrenadePullTime = gpGlobals->curtime + 0.5f;
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if ( flPullChance >= random->RandomFloat( 0.0f, 1.0f ) )
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{
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g_flZombineGrenadeTimes = gpGlobals->curtime + 10.0f;
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SetCondition( COND_ZOMBINE_GRENADE );
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}
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}
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}
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}
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int CNPC_Zombine::TranslateSchedule( int scheduleType )
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{
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return BaseClass::TranslateSchedule( scheduleType );
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}
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void CNPC_Zombine::DropGrenade( Vector vDir )
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{
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if ( m_hGrenade == NULL )
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return;
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m_hGrenade->SetParent( NULL );
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m_hGrenade->SetOwnerEntity( NULL );
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Vector vGunPos;
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QAngle angles;
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GetAttachment( "grenade_attachment", vGunPos, angles );
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IPhysicsObject *pPhysObj = m_hGrenade->VPhysicsGetObject();
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if ( pPhysObj == NULL )
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{
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m_hGrenade->SetMoveType( MOVETYPE_VPHYSICS );
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m_hGrenade->SetSolid( SOLID_VPHYSICS );
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m_hGrenade->SetCollisionGroup( COLLISION_GROUP_WEAPON );
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m_hGrenade->CreateVPhysics();
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}
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if ( pPhysObj )
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{
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pPhysObj->Wake();
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pPhysObj->SetPosition( vGunPos, angles, true );
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pPhysObj->ApplyForceCenter( vDir * 0.2f );
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pPhysObj->RecheckCollisionFilter();
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}
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m_hGrenade = NULL;
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}
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void CNPC_Zombine::Event_Killed( const CTakeDamageInfo &info )
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{
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BaseClass::Event_Killed( info );
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if ( HasGrenade() )
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{
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DropGrenade( vec3_origin );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: This is a generic function (to be implemented by sub-classes) to
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// handle specific interactions between different types of characters
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// (For example the barnacle grabbing an NPC)
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// Input : Constant for the type of interaction
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// Output : true - if sub-class has a response for the interaction
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// false - if sub-class has no response
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//-----------------------------------------------------------------------------
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bool CNPC_Zombine::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sourceEnt )
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{
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if ( interactionType == g_interactionBarnacleVictimGrab )
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{
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if ( HasGrenade() )
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{
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DropGrenade( vec3_origin );
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}
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}
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return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
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}
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void CNPC_Zombine::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
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{
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BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
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//Only knock grenades off their hands if it's a player doing the damage.
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if ( info.GetAttacker() && info.GetAttacker()->IsNPC() )
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return;
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if ( info.GetDamageType() & ( DMG_BULLET | DMG_CLUB ) )
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{
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if ( ptr->hitgroup == HITGROUP_LEFTARM )
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|
{
|
|
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()
|
|
|
|
|
|
|