mirror of
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3024 lines
81 KiB
C++
3024 lines
81 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements the zombie, a horrific once-human headcrab victim.
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//
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// The zombie has two main states: Full and Torso.
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//
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// In Full state, the zombie is whole and walks upright as he did in Half-Life.
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// He will try to claw the player and swat physics items at him.
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//
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// In Torso state, the zombie has been blasted or cut in half, and the Torso will
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// drag itself along the ground with its arms. It will try to claw the player.
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//
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// In either state, a severely injured Zombie will release its headcrab, which
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// will immediately go after the player. The Zombie will then die (ragdoll).
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//
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//=============================================================================//
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#include "cbase.h"
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#include "npc_BaseZombie.h"
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#include "player.h"
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#include "game.h"
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#include "ai_network.h"
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#include "ai_navigator.h"
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#include "ai_motor.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_node.h"
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#include "ai_memory.h"
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#include "ai_senses.h"
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#include "bitstring.h"
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#include "EntityFlame.h"
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#include "hl2_shareddefs.h"
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#include "npcevent.h"
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#include "activitylist.h"
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#include "entitylist.h"
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#include "gib.h"
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#include "soundenvelope.h"
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#include "ndebugoverlay.h"
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#include "rope.h"
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#include "rope_shared.h"
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#include "igamesystem.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "props.h"
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#include "hl2_gamerules.h"
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#include "weapon_physcannon.h"
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#include "ammodef.h"
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#include "vehicle_base.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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extern ConVar sk_npc_head;
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#define ZOMBIE_BULLET_DAMAGE_SCALE 0.5f
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int g_interactionZombieMeleeWarning;
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envelopePoint_t envDefaultZombieMoanVolumeFast[] =
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{
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{ 1.0f, 1.0f,
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0.1f, 0.1f,
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},
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{ 0.0f, 0.0f,
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0.2f, 0.3f,
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},
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};
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envelopePoint_t envDefaultZombieMoanVolume[] =
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{
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{ 1.0f, 0.1f,
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0.1f, 0.1f,
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},
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{ 1.0f, 1.0f,
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0.2f, 0.2f,
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},
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{ 0.0f, 0.0f,
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0.3f, 0.4f,
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},
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};
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// if the zombie doesn't find anything closer than this, it doesn't swat.
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#define ZOMBIE_FARTHEST_PHYSICS_OBJECT 40.0*12.0
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#define ZOMBIE_PHYSICS_SEARCH_DEPTH 100
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// Don't swat objects unless player is closer than this.
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#define ZOMBIE_PLAYER_MAX_SWAT_DIST 1000
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//
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// How much health a Zombie torso gets when a whole zombie is broken
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// It's whole zombie's MAX Health * this value
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#define ZOMBIE_TORSO_HEALTH_FACTOR 0.5
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//
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// When the zombie has health < m_iMaxHealth * this value, it will
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// try to release its headcrab.
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#define ZOMBIE_RELEASE_HEALTH_FACTOR 0.5
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//
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// The heaviest physics object that a zombie should try to swat. (kg)
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#define ZOMBIE_MAX_PHYSOBJ_MASS 60
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//
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// Zombie tries to get this close to a physics object's origin to swat it
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#define ZOMBIE_PHYSOBJ_SWATDIST 80
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//
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// Because movement code sometimes doesn't get us QUITE where we
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// want to go, the zombie tries to get this close to a physics object
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// Zombie will end up somewhere between PHYSOBJ_MOVE_TO_DIST & PHYSOBJ_SWATDIST
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#define ZOMBIE_PHYSOBJ_MOVE_TO_DIST 48
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//
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// How long between physics swat attacks (in seconds).
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#define ZOMBIE_SWAT_DELAY 5
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//
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// After taking damage, ignore further damage for n seconds. This keeps the zombie
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// from being interrupted while.
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//
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#define ZOMBIE_FLINCH_DELAY 3
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#define ZOMBIE_BURN_TIME 10 // If ignited, burn for this many seconds
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#define ZOMBIE_BURN_TIME_NOISE 2 // Give or take this many seconds.
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//=========================================================
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// private activities
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//=========================================================
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int CNPC_BaseZombie::ACT_ZOM_SWATLEFTMID;
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int CNPC_BaseZombie::ACT_ZOM_SWATRIGHTMID;
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int CNPC_BaseZombie::ACT_ZOM_SWATLEFTLOW;
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int CNPC_BaseZombie::ACT_ZOM_SWATRIGHTLOW;
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int CNPC_BaseZombie::ACT_ZOM_RELEASECRAB;
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int CNPC_BaseZombie::ACT_ZOM_FALL;
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ConVar sk_zombie_dmg_one_slash( "sk_zombie_dmg_one_slash","0");
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ConVar sk_zombie_dmg_both_slash( "sk_zombie_dmg_both_slash","0");
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// When a zombie spawns, he will select a 'base' pitch value
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// that's somewhere between basepitchmin & basepitchmax
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ConVar zombie_basemin( "zombie_basemin", "100" );
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ConVar zombie_basemax( "zombie_basemax", "100" );
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ConVar zombie_changemin( "zombie_changemin", "0" );
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ConVar zombie_changemax( "zombie_changemax", "0" );
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// play a sound once in every zombie_stepfreq steps
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ConVar zombie_stepfreq( "zombie_stepfreq", "4" );
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ConVar zombie_moanfreq( "zombie_moanfreq", "1" );
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ConVar zombie_decaymin( "zombie_decaymin", "0.1" );
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ConVar zombie_decaymax( "zombie_decaymax", "0.4" );
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ConVar zombie_ambushdist( "zombie_ambushdist", "16000" );
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//=========================================================
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// For a couple of reasons, we keep a running count of how
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// many zombies in the world are angry at any given time.
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//=========================================================
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static int s_iAngryZombies = 0;
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//=========================================================
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//=========================================================
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class CAngryZombieCounter : public CAutoGameSystem
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{
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public:
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CAngryZombieCounter( char const *name ) : CAutoGameSystem( name )
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{
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}
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// Level init, shutdown
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virtual void LevelInitPreEntity()
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{
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s_iAngryZombies = 0;
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}
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};
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CAngryZombieCounter AngryZombieCounter( "CAngryZombieCounter" );
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int AE_ZOMBIE_ATTACK_RIGHT;
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int AE_ZOMBIE_ATTACK_LEFT;
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int AE_ZOMBIE_ATTACK_BOTH;
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int AE_ZOMBIE_SWATITEM;
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int AE_ZOMBIE_STARTSWAT;
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int AE_ZOMBIE_STEP_LEFT;
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int AE_ZOMBIE_STEP_RIGHT;
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int AE_ZOMBIE_SCUFF_LEFT;
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int AE_ZOMBIE_SCUFF_RIGHT;
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int AE_ZOMBIE_ATTACK_SCREAM;
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int AE_ZOMBIE_GET_UP;
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int AE_ZOMBIE_POUND;
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int AE_ZOMBIE_ALERTSOUND;
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int AE_ZOMBIE_POPHEADCRAB;
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//=========================================================
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//=========================================================
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BEGIN_DATADESC( CNPC_BaseZombie )
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DEFINE_SOUNDPATCH( m_pMoanSound ),
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DEFINE_FIELD( m_fIsTorso, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_fIsHeadless, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flNextFlinch, FIELD_TIME ),
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DEFINE_FIELD( m_bHeadShot, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flBurnDamage, FIELD_FLOAT ),
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DEFINE_FIELD( m_flBurnDamageResetTime, FIELD_TIME ),
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DEFINE_FIELD( m_hPhysicsEnt, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flNextMoanSound, FIELD_TIME ),
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DEFINE_FIELD( m_flNextSwat, FIELD_TIME ),
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DEFINE_FIELD( m_flNextSwatScan, FIELD_TIME ),
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DEFINE_FIELD( m_crabHealth, FIELD_FLOAT ),
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DEFINE_FIELD( m_flMoanPitch, FIELD_FLOAT ),
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DEFINE_FIELD( m_iMoanSound, FIELD_INTEGER ),
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DEFINE_FIELD( m_hObstructor, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bIsSlumped, FIELD_BOOLEAN ),
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END_DATADESC()
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//LINK_ENTITY_TO_CLASS( base_zombie, CNPC_BaseZombie );
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//---------------------------------------------------------
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//---------------------------------------------------------
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int CNPC_BaseZombie::g_numZombies = 0;
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//---------------------------------------------------------
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//---------------------------------------------------------
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CNPC_BaseZombie::CNPC_BaseZombie()
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{
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// Gotta select which sound we're going to play, right here!
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// Because everyone's constructed before they spawn.
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//
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// Assign moan sounds in order, over and over.
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// This means if 3 or so zombies spawn near each
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// other, they will definitely not pick the same
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// moan loop.
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m_iMoanSound = g_numZombies;
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g_numZombies++;
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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CNPC_BaseZombie::~CNPC_BaseZombie()
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{
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g_numZombies--;
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}
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//---------------------------------------------------------
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// The closest physics object is chosen that is:
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// <= MaxMass in Mass
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// Between the zombie and the enemy
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// not too far from a direct line to the enemy.
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//---------------------------------------------------------
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bool CNPC_BaseZombie::FindNearestPhysicsObject( int iMaxMass )
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{
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CBaseEntity *pList[ ZOMBIE_PHYSICS_SEARCH_DEPTH ];
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CBaseEntity *pNearest = NULL;
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float flDist;
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IPhysicsObject *pPhysObj;
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int i;
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Vector vecDirToEnemy;
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Vector vecDirToObject;
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if ( !CanSwatPhysicsObjects() || !GetEnemy() )
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{
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// Can't swat, or no enemy, so no swat.
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m_hPhysicsEnt = NULL;
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return false;
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}
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vecDirToEnemy = GetEnemy()->GetAbsOrigin() - GetAbsOrigin();
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float dist = VectorNormalize(vecDirToEnemy);
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vecDirToEnemy.z = 0;
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if( dist > ZOMBIE_PLAYER_MAX_SWAT_DIST )
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{
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// Player is too far away. Don't bother
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// trying to swat anything at them until
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// they are closer.
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return false;
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}
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float flNearestDist = MIN( dist, ZOMBIE_FARTHEST_PHYSICS_OBJECT * 0.5 );
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Vector vecDelta( flNearestDist, flNearestDist, GetHullHeight() * 2.0 );
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class CZombieSwatEntitiesEnum : public CFlaggedEntitiesEnum
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{
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public:
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CZombieSwatEntitiesEnum( CBaseEntity **pList, int listMax, int iMaxMass )
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: CFlaggedEntitiesEnum( pList, listMax, 0 ),
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m_iMaxMass( iMaxMass )
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{
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}
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virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
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{
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CBaseEntity *pEntity = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() );
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if ( pEntity &&
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pEntity->VPhysicsGetObject() &&
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pEntity->VPhysicsGetObject()->GetMass() <= m_iMaxMass &&
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pEntity->VPhysicsGetObject()->IsAsleep() &&
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pEntity->VPhysicsGetObject()->IsMoveable() )
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{
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return CFlaggedEntitiesEnum::EnumElement( pHandleEntity );
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}
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return ITERATION_CONTINUE;
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}
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int m_iMaxMass;
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};
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CZombieSwatEntitiesEnum swatEnum( pList, ZOMBIE_PHYSICS_SEARCH_DEPTH, iMaxMass );
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int count = UTIL_EntitiesInBox( GetAbsOrigin() - vecDelta, GetAbsOrigin() + vecDelta, &swatEnum );
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// magically know where they are
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Vector vecZombieKnees;
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CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.25f ), &vecZombieKnees );
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for( i = 0 ; i < count ; i++ )
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{
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pPhysObj = pList[ i ]->VPhysicsGetObject();
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Assert( !( !pPhysObj || pPhysObj->GetMass() > iMaxMass || !pPhysObj->IsAsleep() ) );
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Vector center = pList[ i ]->WorldSpaceCenter();
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flDist = UTIL_DistApprox2D( GetAbsOrigin(), center );
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if( flDist >= flNearestDist )
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continue;
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// This object is closer... but is it between the player and the zombie?
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vecDirToObject = pList[ i ]->WorldSpaceCenter() - GetAbsOrigin();
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VectorNormalize(vecDirToObject);
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vecDirToObject.z = 0;
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if( DotProduct( vecDirToEnemy, vecDirToObject ) < 0.8 )
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continue;
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if( flDist >= UTIL_DistApprox2D( center, GetEnemy()->GetAbsOrigin() ) )
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continue;
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// don't swat things where the highest point is under my knees
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// NOTE: This is a rough test; a more exact test is going to occur below
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if ( (center.z + pList[i]->BoundingRadius()) < vecZombieKnees.z )
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continue;
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// don't swat things that are over my head.
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if( center.z > EyePosition().z )
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continue;
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vcollide_t *pCollide = modelinfo->GetVCollide( pList[i]->GetModelIndex() );
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Vector objMins, objMaxs;
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physcollision->CollideGetAABB( &objMins, &objMaxs, pCollide->solids[0], pList[i]->GetAbsOrigin(), pList[i]->GetAbsAngles() );
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if ( objMaxs.z < vecZombieKnees.z )
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continue;
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if ( !FVisible( pList[i] ) )
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continue;
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if ( hl2_episodic.GetBool() )
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{
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// Skip things that the enemy can't see. Do we want this as a general thing?
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// The case for this feature is that zombies who are pursuing the player will
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// stop along the way to swat objects at the player who is around the corner or
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// otherwise not in a place that the object has a hope of hitting. This diversion
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// makes the zombies very late (in a random fashion) getting where they are going. (sjb 1/2/06)
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if( !GetEnemy()->FVisible( pList[i] ) )
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continue;
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}
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// Make this the last check, since it makes a string.
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// Don't swat server ragdolls!
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if ( FClassnameIs( pList[ i ], "physics_prop_ragdoll" ) )
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continue;
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if ( FClassnameIs( pList[ i ], "prop_ragdoll" ) )
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continue;
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// The object must also be closer to the zombie than it is to the enemy
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pNearest = pList[ i ];
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flNearestDist = flDist;
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}
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m_hPhysicsEnt = pNearest;
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if( m_hPhysicsEnt == NULL )
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns this monster's place in the relationship table.
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//-----------------------------------------------------------------------------
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Class_T CNPC_BaseZombie::Classify( void )
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{
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if ( IsSlumped() )
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return CLASS_NONE;
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return( CLASS_ZOMBIE );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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Disposition_t CNPC_BaseZombie::IRelationType( CBaseEntity *pTarget )
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{
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// Slumping should not affect Zombie's opinion of others
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if ( IsSlumped() )
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{
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m_bIsSlumped = false;
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Disposition_t result = BaseClass::IRelationType( pTarget );
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m_bIsSlumped = true;
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return result;
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}
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return BaseClass::IRelationType( pTarget );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the maximum yaw speed based on the monster's current activity.
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//-----------------------------------------------------------------------------
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float CNPC_BaseZombie::MaxYawSpeed( void )
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{
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if( m_fIsTorso )
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{
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return( 60 );
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}
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else if (IsMoving() && HasPoseParameter( GetSequence(), m_poseMove_Yaw ))
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{
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return( 15 );
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}
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else
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{
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switch( GetActivity() )
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{
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case ACT_TURN_LEFT:
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case ACT_TURN_RIGHT:
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return 100;
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break;
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case ACT_RUN:
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return 15;
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break;
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case ACT_WALK:
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case ACT_IDLE:
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return 25;
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break;
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case ACT_RANGE_ATTACK1:
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case ACT_RANGE_ATTACK2:
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case ACT_MELEE_ATTACK1:
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case ACT_MELEE_ATTACK2:
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return 120;
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default:
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return 90;
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: turn in the direction of movement
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// Output :
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//-----------------------------------------------------------------------------
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bool CNPC_BaseZombie::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval )
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{
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if (!HasPoseParameter( GetSequence(), m_poseMove_Yaw ))
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{
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return BaseClass::OverrideMoveFacing( move, flInterval );
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}
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// required movement direction
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float flMoveYaw = UTIL_VecToYaw( move.dir );
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float idealYaw = UTIL_AngleMod( flMoveYaw );
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if (GetEnemy())
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{
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float flEDist = UTIL_DistApprox2D( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter() );
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if (flEDist < 256.0)
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{
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float flEYaw = UTIL_VecToYaw( GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter() );
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if (flEDist < 128.0)
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{
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idealYaw = flEYaw;
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}
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else
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{
|
|
idealYaw = flMoveYaw + UTIL_AngleDiff( flEYaw, flMoveYaw ) * (2 - flEDist / 128.0);
|
|
}
|
|
|
|
//DevMsg("was %.0f now %.0f\n", flMoveYaw, idealYaw );
|
|
}
|
|
}
|
|
|
|
GetMotor()->SetIdealYawAndUpdate( idealYaw );
|
|
|
|
// find movement direction to compensate for not being turned far enough
|
|
float fSequenceMoveYaw = GetSequenceMoveYaw( GetSequence() );
|
|
float flDiff = UTIL_AngleDiff( flMoveYaw, GetLocalAngles().y + fSequenceMoveYaw );
|
|
SetPoseParameter( m_poseMove_Yaw, GetPoseParameter( m_poseMove_Yaw ) + flDiff );
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: For innate melee attack
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_BaseZombie::MeleeAttack1Conditions ( float flDot, float flDist )
|
|
{
|
|
float range = GetClawAttackRange();
|
|
|
|
if (flDist > range )
|
|
{
|
|
// Translate a hit vehicle into its passenger if found
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
#if defined(HL2_DLL) && !defined(HL2MP)
|
|
// If the player is holding an object, knock it down.
|
|
if( GetEnemy()->IsPlayer() )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetEnemy() );
|
|
|
|
Assert( pPlayer != NULL );
|
|
|
|
// Is the player carrying something?
|
|
CBaseEntity *pObject = GetPlayerHeldEntity(pPlayer);
|
|
|
|
if( !pObject )
|
|
{
|
|
pObject = PhysCannonGetHeldEntity( pPlayer->GetActiveWeapon() );
|
|
}
|
|
|
|
if( pObject )
|
|
{
|
|
float flDist = pObject->WorldSpaceCenter().DistTo( WorldSpaceCenter() );
|
|
|
|
if( flDist <= GetClawAttackRange() )
|
|
return COND_CAN_MELEE_ATTACK1;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
}
|
|
|
|
if (flDot < 0.7)
|
|
{
|
|
return COND_NOT_FACING_ATTACK;
|
|
}
|
|
|
|
// Build a cube-shaped hull, the same hull that ClawAttack() is going to use.
|
|
Vector vecMins = GetHullMins();
|
|
Vector vecMaxs = GetHullMaxs();
|
|
vecMins.z = vecMins.x;
|
|
vecMaxs.z = vecMaxs.x;
|
|
|
|
Vector forward;
|
|
GetVectors( &forward, NULL, NULL );
|
|
|
|
trace_t tr;
|
|
CTraceFilterNav traceFilter( this, false, this, COLLISION_GROUP_NONE );
|
|
AI_TraceHull( WorldSpaceCenter(), WorldSpaceCenter() + forward * GetClawAttackRange(), vecMins, vecMaxs, MASK_NPCSOLID, &traceFilter, &tr );
|
|
|
|
if( tr.fraction == 1.0 || !tr.m_pEnt )
|
|
{
|
|
|
|
#ifdef HL2_EPISODIC
|
|
|
|
// If our trace was unobstructed but we were shooting
|
|
if ( GetEnemy() && GetEnemy()->Classify() == CLASS_BULLSEYE )
|
|
return COND_CAN_MELEE_ATTACK1;
|
|
|
|
#endif // HL2_EPISODIC
|
|
|
|
// This attack would miss completely. Trick the zombie into moving around some more.
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
}
|
|
|
|
if( tr.m_pEnt == GetEnemy() ||
|
|
tr.m_pEnt->IsNPC() ||
|
|
( tr.m_pEnt->m_takedamage == DAMAGE_YES && (dynamic_cast<CBreakableProp*>(tr.m_pEnt) ) ) )
|
|
{
|
|
// -Let the zombie swipe at his enemy if he's going to hit them.
|
|
// -Also let him swipe at NPC's that happen to be between the zombie and the enemy.
|
|
// This makes mobs of zombies seem more rowdy since it doesn't leave guys in the back row standing around.
|
|
// -Also let him swipe at things that takedamage, under the assumptions that they can be broken.
|
|
return COND_CAN_MELEE_ATTACK1;
|
|
}
|
|
|
|
Vector vecTrace = tr.endpos - tr.startpos;
|
|
float lenTraceSq = vecTrace.Length2DSqr();
|
|
|
|
if ( GetEnemy() && GetEnemy()->MyCombatCharacterPointer() && tr.m_pEnt == static_cast<CBaseCombatCharacter *>(GetEnemy())->GetVehicleEntity() )
|
|
{
|
|
if ( lenTraceSq < Square( GetClawAttackRange() * 0.75f ) )
|
|
{
|
|
return COND_CAN_MELEE_ATTACK1;
|
|
}
|
|
}
|
|
|
|
if( tr.m_pEnt->IsBSPModel() )
|
|
{
|
|
// The trace hit something solid, but it's not the enemy. If this item is closer to the zombie than
|
|
// the enemy is, treat this as an obstruction.
|
|
Vector vecToEnemy = GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter();
|
|
|
|
if( lenTraceSq < vecToEnemy.Length2DSqr() )
|
|
{
|
|
return COND_ZOMBIE_LOCAL_MELEE_OBSTRUCTION;
|
|
}
|
|
}
|
|
|
|
#ifdef HL2_EPISODIC
|
|
|
|
if ( !tr.m_pEnt->IsWorld() && GetEnemy() && GetEnemy()->GetGroundEntity() == tr.m_pEnt )
|
|
{
|
|
//Try to swat whatever the player is standing on instead of acting like a dill.
|
|
return COND_CAN_MELEE_ATTACK1;
|
|
}
|
|
|
|
// Bullseyes are given some grace on if they can be hit
|
|
if ( GetEnemy() && GetEnemy()->Classify() == CLASS_BULLSEYE )
|
|
return COND_CAN_MELEE_ATTACK1;
|
|
|
|
#endif // HL2_EPISODIC
|
|
|
|
// Move around some more
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
#define ZOMBIE_BUCKSHOT_TRIPLE_DAMAGE_DIST 96.0f // Triple damage from buckshot at 8 feet (headshot only)
|
|
float CNPC_BaseZombie::GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info )
|
|
{
|
|
switch( iHitGroup )
|
|
{
|
|
case HITGROUP_HEAD:
|
|
{
|
|
if( info.GetDamageType() & DMG_BUCKSHOT )
|
|
{
|
|
float flDist = FLT_MAX;
|
|
|
|
if( info.GetAttacker() )
|
|
{
|
|
flDist = ( GetAbsOrigin() - info.GetAttacker()->GetAbsOrigin() ).Length();
|
|
}
|
|
|
|
if( flDist <= ZOMBIE_BUCKSHOT_TRIPLE_DAMAGE_DIST )
|
|
{
|
|
return 3.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return 2.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
return BaseClass::GetHitgroupDamageMultiplier( iHitGroup, info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_BaseZombie::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
|
{
|
|
CTakeDamageInfo infoCopy = info;
|
|
|
|
// Keep track of headshots so we can determine whether to pop off our headcrab.
|
|
if (ptr->hitgroup == HITGROUP_HEAD)
|
|
{
|
|
m_bHeadShot = true;
|
|
}
|
|
|
|
if( infoCopy.GetDamageType() & DMG_BUCKSHOT )
|
|
{
|
|
// Zombie gets across-the-board damage reduction for buckshot. This compensates for the recent changes which
|
|
// make the shotgun much more powerful, and returns the zombies to a level that has been playtested extensively.(sjb)
|
|
// This normalizes the buckshot damage to what it used to be on normal (5 dmg per pellet. Now it's 8 dmg per pellet).
|
|
infoCopy.ScaleDamage( 0.625 );
|
|
}
|
|
|
|
BaseClass::TraceAttack( infoCopy, vecDir, ptr, pAccumulator );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A zombie has taken damage. Determine whether he should split in half
|
|
// Input :
|
|
// Output : bool, true if yes.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_BaseZombie::ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold )
|
|
{
|
|
if ( info.GetDamageType() & DMG_REMOVENORAGDOLL )
|
|
return false;
|
|
|
|
if ( m_fIsTorso )
|
|
{
|
|
// Already split.
|
|
return false;
|
|
}
|
|
|
|
// Not if we're in a dss
|
|
if ( IsRunningDynamicInteraction() )
|
|
return false;
|
|
|
|
// Break in half IF:
|
|
//
|
|
// Take half or more of max health in DMG_BLAST
|
|
if( (info.GetDamageType() & DMG_BLAST) && flDamageThreshold >= 0.5 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if ( hl2_episodic.GetBool() )
|
|
{
|
|
// Always split after a cannon hit
|
|
if ( info.GetAmmoType() == GetAmmoDef()->Index("CombineHeavyCannon") )
|
|
return true;
|
|
}
|
|
|
|
#if 0
|
|
if( info.GetDamageType() & DMG_BUCKSHOT )
|
|
{
|
|
if( m_iHealth <= 0 || flDamageThreshold >= 0.5 )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A zombie has taken damage. Determine whether he release his headcrab.
|
|
// Output : YES, IMMEDIATE, or SCHEDULED (see HeadcrabRelease_t)
|
|
//-----------------------------------------------------------------------------
|
|
HeadcrabRelease_t CNPC_BaseZombie::ShouldReleaseHeadcrab( const CTakeDamageInfo &info, float flDamageThreshold )
|
|
{
|
|
if ( m_iHealth <= 0 )
|
|
{
|
|
if ( info.GetDamageType() & DMG_REMOVENORAGDOLL )
|
|
return RELEASE_NO;
|
|
|
|
if ( info.GetDamageType() & DMG_SNIPER )
|
|
return RELEASE_RAGDOLL;
|
|
|
|
// If I was killed by a bullet...
|
|
if ( info.GetDamageType() & DMG_BULLET )
|
|
{
|
|
if( m_bHeadShot )
|
|
{
|
|
if( flDamageThreshold > 0.25 )
|
|
{
|
|
// Enough force to kill the crab.
|
|
return RELEASE_RAGDOLL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Killed by a shot to body or something. Crab is ok!
|
|
return RELEASE_IMMEDIATE;
|
|
}
|
|
}
|
|
|
|
// If I was killed by an explosion, release the crab.
|
|
if ( info.GetDamageType() & DMG_BLAST )
|
|
{
|
|
return RELEASE_RAGDOLL;
|
|
}
|
|
|
|
if ( m_fIsTorso && IsChopped( info ) )
|
|
{
|
|
return RELEASE_RAGDOLL_SLICED_OFF;
|
|
}
|
|
}
|
|
|
|
return RELEASE_NO;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pInflictor -
|
|
// pAttacker -
|
|
// flDamage -
|
|
// bitsDamageType -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
#define ZOMBIE_SCORCH_RATE 8
|
|
#define ZOMBIE_MIN_RENDERCOLOR 50
|
|
int CNPC_BaseZombie::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
|
|
{
|
|
CTakeDamageInfo info = inputInfo;
|
|
|
|
if( inputInfo.GetDamageType() & DMG_BURN )
|
|
{
|
|
// If a zombie is on fire it only takes damage from the fire that's attached to it. (DMG_DIRECT)
|
|
// This is to stop zombies from burning to death 10x faster when they're standing around
|
|
// 10 fire entities.
|
|
if( IsOnFire() && !(inputInfo.GetDamageType() & DMG_DIRECT) )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
Scorch( ZOMBIE_SCORCH_RATE, ZOMBIE_MIN_RENDERCOLOR );
|
|
}
|
|
|
|
// Take some percentage of damage from bullets (unless hit in the crab). Always take full buckshot & sniper damage
|
|
if ( !m_bHeadShot && (info.GetDamageType() & DMG_BULLET) && !(info.GetDamageType() & (DMG_BUCKSHOT|DMG_SNIPER)) )
|
|
{
|
|
info.ScaleDamage( ZOMBIE_BULLET_DAMAGE_SCALE );
|
|
}
|
|
|
|
if ( ShouldIgnite( info ) )
|
|
{
|
|
Ignite( 100.0f );
|
|
}
|
|
|
|
int tookDamage = BaseClass::OnTakeDamage_Alive( info );
|
|
|
|
// flDamageThreshold is what percentage of the creature's max health
|
|
// this amount of damage represents. (clips at 1.0)
|
|
float flDamageThreshold = MIN( 1, info.GetDamage() / m_iMaxHealth );
|
|
|
|
// Being chopped up by a sharp physics object is a pretty special case
|
|
// so we handle it with some special code. Mainly for
|
|
// Ravenholm's helicopter traps right now (sjb).
|
|
bool bChopped = IsChopped(info);
|
|
bool bSquashed = IsSquashed(info);
|
|
bool bKilledByVehicle = ( ( info.GetDamageType() & DMG_VEHICLE ) != 0 );
|
|
|
|
if( !m_fIsTorso && (bChopped || bSquashed) && !bKilledByVehicle && !(info.GetDamageType() & DMG_REMOVENORAGDOLL) )
|
|
{
|
|
if( bChopped )
|
|
{
|
|
EmitSound( "E3_Phystown.Slicer" );
|
|
}
|
|
|
|
DieChopped( info );
|
|
}
|
|
else
|
|
{
|
|
HeadcrabRelease_t release = ShouldReleaseHeadcrab( info, flDamageThreshold );
|
|
|
|
switch( release )
|
|
{
|
|
case RELEASE_IMMEDIATE:
|
|
ReleaseHeadcrab( EyePosition(), vec3_origin, true, true );
|
|
break;
|
|
|
|
case RELEASE_RAGDOLL:
|
|
// Go a little easy on headcrab ragdoll force. They're light!
|
|
ReleaseHeadcrab( EyePosition(), inputInfo.GetDamageForce() * 0.25, true, false, true );
|
|
break;
|
|
|
|
case RELEASE_RAGDOLL_SLICED_OFF:
|
|
{
|
|
EmitSound( "E3_Phystown.Slicer" );
|
|
Vector vecForce = inputInfo.GetDamageForce() * 0.1;
|
|
vecForce += Vector( 0, 0, 2000.0 );
|
|
ReleaseHeadcrab( EyePosition(), vecForce, true, false, true );
|
|
}
|
|
break;
|
|
|
|
case RELEASE_VAPORIZE:
|
|
RemoveHead();
|
|
break;
|
|
|
|
case RELEASE_SCHEDULED:
|
|
SetCondition( COND_ZOMBIE_RELEASECRAB );
|
|
break;
|
|
}
|
|
|
|
if( ShouldBecomeTorso( info, flDamageThreshold ) )
|
|
{
|
|
bool bHitByCombineCannon = (inputInfo.GetAmmoType() == GetAmmoDef()->Index("CombineHeavyCannon"));
|
|
|
|
if ( CanBecomeLiveTorso() )
|
|
{
|
|
BecomeTorso( vec3_origin, inputInfo.GetDamageForce() * 0.50 );
|
|
|
|
if ( ( info.GetDamageType() & DMG_BLAST) && random->RandomInt( 0, 1 ) == 0 )
|
|
{
|
|
Ignite( 5.0 + random->RandomFloat( 0.0, 5.0 ) );
|
|
}
|
|
|
|
// For Combine cannon impacts
|
|
if ( hl2_episodic.GetBool() )
|
|
{
|
|
if ( bHitByCombineCannon )
|
|
{
|
|
// Catch on fire.
|
|
Ignite( 5.0f + random->RandomFloat( 0.0f, 5.0f ) );
|
|
}
|
|
}
|
|
|
|
if (flDamageThreshold >= 1.0)
|
|
{
|
|
m_iHealth = 0;
|
|
BecomeRagdollOnClient( info.GetDamageForce() );
|
|
}
|
|
}
|
|
else if ( random->RandomInt(1, 3) == 1 )
|
|
DieChopped( info );
|
|
}
|
|
}
|
|
|
|
if( tookDamage > 0 && (info.GetDamageType() & (DMG_BURN|DMG_DIRECT)) && m_ActBusyBehavior.IsActive() )
|
|
{
|
|
//!!!HACKHACK- Stuff a light_damage condition if an actbusying zombie takes direct burn damage. This will cause an
|
|
// ignited zombie to 'wake up' and rise out of its actbusy slump. (sjb)
|
|
SetCondition( COND_LIGHT_DAMAGE );
|
|
}
|
|
|
|
// IMPORTANT: always clear the headshot flag after applying damage. No early outs!
|
|
m_bHeadShot = false;
|
|
|
|
return tookDamage;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: make a sound Alyx can hear when in darkness mode
|
|
// Input : volume (radius) of the sound.
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_BaseZombie::MakeAISpookySound( float volume, float duration )
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
if ( HL2GameRules()->IsAlyxInDarknessMode() )
|
|
{
|
|
CSoundEnt::InsertSound( SOUND_COMBAT, EyePosition(), volume, duration, this, SOUNDENT_CHANNEL_SPOOKY_NOISE );
|
|
}
|
|
#endif // HL2_EPISODIC
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_BaseZombie::CanPlayMoanSound()
|
|
{
|
|
if( HasSpawnFlags( SF_NPC_GAG ) )
|
|
return false;
|
|
|
|
// Burning zombies play their moan loop at full volume for as long as they're
|
|
// burning. Don't let a moan envelope play cause it will turn the volume down when done.
|
|
if( IsOnFire() )
|
|
return false;
|
|
|
|
// Members of a small group of zombies can vocalize whenever they want
|
|
if( s_iAngryZombies <= 4 )
|
|
return true;
|
|
|
|
// This serves to limit the number of zombies that can moan at one time when there are a lot.
|
|
if( random->RandomInt( 1, zombie_moanfreq.GetInt() * (s_iAngryZombies/2) ) == 1 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Open a window and let a little bit of the looping moan sound
|
|
// come through.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_BaseZombie::MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize )
|
|
{
|
|
if( HasSpawnFlags( SF_NPC_GAG ) )
|
|
{
|
|
// Not yet!
|
|
return;
|
|
}
|
|
|
|
if( !m_pMoanSound )
|
|
{
|
|
// Don't set this up until the code calls for it.
|
|
const char *pszSound = GetMoanSound( m_iMoanSound );
|
|
m_flMoanPitch = random->RandomInt( zombie_basemin.GetInt(), zombie_basemax.GetInt() );
|
|
|
|
//m_pMoanSound = ENVELOPE_CONTROLLER.SoundCreate( entindex(), CHAN_STATIC, pszSound, ATTN_NORM );
|
|
CPASAttenuationFilter filter( this );
|
|
m_pMoanSound = ENVELOPE_CONTROLLER.SoundCreate( filter, entindex(), CHAN_STATIC, pszSound, ATTN_NORM );
|
|
|
|
ENVELOPE_CONTROLLER.Play( m_pMoanSound, 1.0, m_flMoanPitch );
|
|
}
|
|
|
|
//HACKHACK get these from chia chin's console vars.
|
|
envDefaultZombieMoanVolumeFast[ 1 ].durationMin = zombie_decaymin.GetFloat();
|
|
envDefaultZombieMoanVolumeFast[ 1 ].durationMax = zombie_decaymax.GetFloat();
|
|
|
|
if( random->RandomInt( 1, 2 ) == 1 )
|
|
{
|
|
IdleSound();
|
|
}
|
|
|
|
float duration = ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pMoanSound, SOUNDCTRL_CHANGE_VOLUME, pEnvelope, iEnvelopeSize );
|
|
|
|
float flPitch = random->RandomInt( m_flMoanPitch + zombie_changemin.GetInt(), m_flMoanPitch + zombie_changemax.GetInt() );
|
|
ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, flPitch, 0.3 );
|
|
|
|
m_flNextMoanSound = gpGlobals->curtime + duration + 9999;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determine whether the zombie is chopped up by some physics item
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_BaseZombie::IsChopped( const CTakeDamageInfo &info )
|
|
{
|
|
float flDamageThreshold = MIN( 1, info.GetDamage() / m_iMaxHealth );
|
|
|
|
if ( m_iHealth > 0 || flDamageThreshold <= 0.5 )
|
|
return false;
|
|
|
|
if ( !( info.GetDamageType() & DMG_SLASH) )
|
|
return false;
|
|
|
|
if ( !( info.GetDamageType() & DMG_CRUSH) )
|
|
return false;
|
|
|
|
if ( info.GetDamageType() & DMG_REMOVENORAGDOLL )
|
|
return false;
|
|
|
|
// If you take crush and slash damage, you're hit by a sharp physics item.
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if this gibbing zombie should ignite its gibs
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_BaseZombie::ShouldIgniteZombieGib( void )
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
// If we're in darkness mode, don't ignite giblets, because we don't want to
|
|
// pay the perf cost of multiple dynamic lights per giblet.
|
|
return ( IsOnFire() && !HL2GameRules()->IsAlyxInDarknessMode() );
|
|
#else
|
|
return IsOnFire();
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handle the special case of a zombie killed by a physics chopper.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_BaseZombie::DieChopped( const CTakeDamageInfo &info )
|
|
{
|
|
bool bSquashed = IsSquashed(info);
|
|
|
|
Vector forceVector( vec3_origin );
|
|
|
|
forceVector += CalcDamageForceVector( info );
|
|
|
|
if( !m_fIsHeadless && !bSquashed )
|
|
{
|
|
if( random->RandomInt( 0, 1 ) == 0 )
|
|
{
|
|
// Drop a live crab half of the time.
|
|
ReleaseHeadcrab( EyePosition(), forceVector * 0.005, true, false, false );
|
|
}
|
|
}
|
|
|
|
float flFadeTime = 0.0;
|
|
|
|
if( HasSpawnFlags( SF_NPC_FADE_CORPSE ) )
|
|
{
|
|
flFadeTime = 5.0;
|
|
}
|
|
|
|
SetSolid( SOLID_NONE );
|
|
AddEffects( EF_NODRAW );
|
|
|
|
Vector vecLegsForce;
|
|
vecLegsForce.x = random->RandomFloat( -400, 400 );
|
|
vecLegsForce.y = random->RandomFloat( -400, 400 );
|
|
vecLegsForce.z = random->RandomFloat( 0, 250 );
|
|
|
|
if( bSquashed && vecLegsForce.z > 0 )
|
|
{
|
|
// Force the broken legs down. (Give some additional force, too)
|
|
vecLegsForce.z *= -10;
|
|
}
|
|
|
|
CBaseEntity *pLegGib = CreateRagGib( GetLegsModel(), GetAbsOrigin(), GetAbsAngles(), vecLegsForce, flFadeTime, ShouldIgniteZombieGib() );
|
|
if ( pLegGib )
|
|
{
|
|
CopyRenderColorTo( pLegGib );
|
|
}
|
|
|
|
forceVector *= random->RandomFloat( 0.04, 0.06 );
|
|
forceVector.z = ( 100 * 12 * 5 ) * random->RandomFloat( 0.8, 1.2 );
|
|
|
|
if( bSquashed && forceVector.z > 0 )
|
|
{
|
|
// Force the broken torso down.
|
|
forceVector.z *= -1.0;
|
|
}
|
|
|
|
// Why do I have to fix this up?! (sjb)
|
|
QAngle TorsoAngles;
|
|
TorsoAngles = GetAbsAngles();
|
|
TorsoAngles.x -= 90.0f;
|
|
CBaseEntity *pTorsoGib = CreateRagGib( GetTorsoModel(), GetAbsOrigin() + Vector( 0, 0, 64 ), TorsoAngles, forceVector, flFadeTime, ShouldIgniteZombieGib() );
|
|
if ( pTorsoGib )
|
|
{
|
|
CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pTorsoGib);
|
|
if( pAnimating )
|
|
{
|
|
pAnimating->SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );
|
|
}
|
|
|
|
pTorsoGib->SetOwnerEntity( this );
|
|
CopyRenderColorTo( pTorsoGib );
|
|
|
|
}
|
|
|
|
if ( UTIL_ShouldShowBlood( BLOOD_COLOR_YELLOW ) )
|
|
{
|
|
int i;
|
|
Vector vecSpot;
|
|
Vector vecDir;
|
|
|
|
for ( i = 0 ; i < 4; i++ )
|
|
{
|
|
vecSpot = WorldSpaceCenter();
|
|
|
|
vecSpot.x += random->RandomFloat( -12, 12 );
|
|
vecSpot.y += random->RandomFloat( -12, 12 );
|
|
vecSpot.z += random->RandomFloat( -4, 16 );
|
|
|
|
UTIL_BloodDrips( vecSpot, vec3_origin, BLOOD_COLOR_YELLOW, 50 );
|
|
}
|
|
|
|
for ( int i = 0 ; i < 4 ; i++ )
|
|
{
|
|
Vector vecSpot = WorldSpaceCenter();
|
|
|
|
vecSpot.x += random->RandomFloat( -12, 12 );
|
|
vecSpot.y += random->RandomFloat( -12, 12 );
|
|
vecSpot.z += random->RandomFloat( -4, 16 );
|
|
|
|
vecDir.x = random->RandomFloat(-1, 1);
|
|
vecDir.y = random->RandomFloat(-1, 1);
|
|
vecDir.z = 0;
|
|
VectorNormalize( vecDir );
|
|
|
|
UTIL_BloodImpact( vecSpot, vecDir, BloodColor(), 1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: damage has been done. Should the zombie ignite?
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_BaseZombie::ShouldIgnite( const CTakeDamageInfo &info )
|
|
{
|
|
if ( IsOnFire() )
|
|
{
|
|
// Already burning!
|
|
return false;
|
|
}
|
|
|
|
if ( info.GetDamageType() & DMG_BURN )
|
|
{
|
|
//
|
|
// If we take more than ten percent of our health in burn damage within a five
|
|
// second interval, we should catch on fire.
|
|
//
|
|
m_flBurnDamage += info.GetDamage();
|
|
m_flBurnDamageResetTime = gpGlobals->curtime + 5;
|
|
|
|
if ( m_flBurnDamage >= m_iMaxHealth * 0.1 )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sufficient fire damage has been done. Zombie ignites!
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_BaseZombie::Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner )
|
|
{
|
|
BaseClass::Ignite( flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner );
|
|
|
|
#ifdef HL2_EPISODIC
|
|
if ( HL2GameRules()->IsAlyxInDarknessMode() == true && GetEffectEntity() != NULL )
|
|
{
|
|
GetEffectEntity()->AddEffects( EF_DIMLIGHT );
|
|
}
|
|
#endif // HL2_EPISODIC
|
|
|
|
// Set the zombie up to burn to death in about ten seconds.
|
|
SetHealth( MIN( m_iHealth, FLAME_DIRECT_DAMAGE_PER_SEC * (ZOMBIE_BURN_TIME + random->RandomFloat( -ZOMBIE_BURN_TIME_NOISE, ZOMBIE_BURN_TIME_NOISE)) ) );
|
|
|
|
// FIXME: use overlays when they come online
|
|
//AddOverlay( ACT_ZOM_WALK_ON_FIRE, false );
|
|
if( !m_ActBusyBehavior.IsActive() )
|
|
{
|
|
Activity activity = GetActivity();
|
|
Activity burningActivity = activity;
|
|
|
|
if ( activity == ACT_WALK )
|
|
{
|
|
burningActivity = ACT_WALK_ON_FIRE;
|
|
}
|
|
else if ( activity == ACT_RUN )
|
|
{
|
|
burningActivity = ACT_RUN_ON_FIRE;
|
|
}
|
|
else if ( activity == ACT_IDLE )
|
|
{
|
|
burningActivity = ACT_IDLE_ON_FIRE;
|
|
}
|
|
|
|
if( HaveSequenceForActivity(burningActivity) )
|
|
{
|
|
// Make sure we have a sequence for this activity (torsos don't have any, for instance)
|
|
// to prevent the baseNPC & baseAnimating code from throwing red level errors.
|
|
SetActivity( burningActivity );
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CNPC_BaseZombie::CopyRenderColorTo( CBaseEntity *pOther )
|
|
{
|
|
color32 color = GetRenderColor();
|
|
pOther->SetRenderColor( color.r, color.g, color.b, color.a );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Look in front and see if the claw hit anything.
|
|
//
|
|
// Input : flDist distance to trace
|
|
// iDamage damage to do if attack hits
|
|
// vecViewPunch camera punch (if attack hits player)
|
|
// vecVelocityPunch velocity punch (if attack hits player)
|
|
//
|
|
// Output : The entity hit by claws. NULL if nothing.
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CNPC_BaseZombie::ClawAttack( float flDist, int iDamage, QAngle &qaViewPunch, Vector &vecVelocityPunch, int BloodOrigin )
|
|
{
|
|
// Added test because claw attack anim sometimes used when for cases other than melee
|
|
int iDriverInitialHealth = -1;
|
|
CBaseEntity *pDriver = NULL;
|
|
if ( GetEnemy() )
|
|
{
|
|
trace_t tr;
|
|
AI_TraceHull( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), -Vector(8,8,8), Vector(8,8,8), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if ( tr.fraction < 1.0f )
|
|
return NULL;
|
|
|
|
// CheckTraceHullAttack() can damage player in vehicle as side effect of melee attack damaging physics objects, which the car forwards to the player
|
|
// need to detect this to get correct damage effects
|
|
CBaseCombatCharacter *pCCEnemy = ( GetEnemy() != NULL ) ? GetEnemy()->MyCombatCharacterPointer() : NULL;
|
|
CBaseEntity *pVehicleEntity;
|
|
if ( pCCEnemy != NULL && ( pVehicleEntity = pCCEnemy->GetVehicleEntity() ) != NULL )
|
|
{
|
|
if ( pVehicleEntity->GetServerVehicle() && dynamic_cast<CPropVehicleDriveable *>(pVehicleEntity) )
|
|
{
|
|
pDriver = static_cast<CPropVehicleDriveable *>(pVehicleEntity)->GetDriver();
|
|
if ( pDriver && pDriver->IsPlayer() )
|
|
{
|
|
iDriverInitialHealth = pDriver->GetHealth();
|
|
}
|
|
else
|
|
{
|
|
pDriver = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Trace out a cubic section of our hull and see what we hit.
|
|
//
|
|
Vector vecMins = GetHullMins();
|
|
Vector vecMaxs = GetHullMaxs();
|
|
vecMins.z = vecMins.x;
|
|
vecMaxs.z = vecMaxs.x;
|
|
|
|
CBaseEntity *pHurt = NULL;
|
|
if ( GetEnemy() && GetEnemy()->Classify() == CLASS_BULLSEYE )
|
|
{
|
|
// We always hit bullseyes we're targeting
|
|
pHurt = GetEnemy();
|
|
CTakeDamageInfo info( this, this, vec3_origin, GetAbsOrigin(), iDamage, DMG_SLASH );
|
|
pHurt->TakeDamage( info );
|
|
}
|
|
else
|
|
{
|
|
// Try to hit them with a trace
|
|
pHurt = CheckTraceHullAttack( flDist, vecMins, vecMaxs, iDamage, DMG_SLASH );
|
|
}
|
|
|
|
if ( pDriver && iDriverInitialHealth != pDriver->GetHealth() )
|
|
{
|
|
pHurt = pDriver;
|
|
}
|
|
|
|
if ( !pHurt && m_hPhysicsEnt != NULL && IsCurSchedule(SCHED_ZOMBIE_ATTACKITEM) )
|
|
{
|
|
pHurt = m_hPhysicsEnt;
|
|
|
|
Vector vForce = pHurt->WorldSpaceCenter() - WorldSpaceCenter();
|
|
VectorNormalize( vForce );
|
|
|
|
vForce *= 5 * 24;
|
|
|
|
CTakeDamageInfo info( this, this, vForce, GetAbsOrigin(), iDamage, DMG_SLASH );
|
|
pHurt->TakeDamage( info );
|
|
|
|
pHurt = m_hPhysicsEnt;
|
|
}
|
|
|
|
if ( pHurt )
|
|
{
|
|
AttackHitSound();
|
|
|
|
CBasePlayer *pPlayer = ToBasePlayer( pHurt );
|
|
|
|
if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE ) )
|
|
{
|
|
pPlayer->ViewPunch( qaViewPunch );
|
|
|
|
pPlayer->VelocityPunch( vecVelocityPunch );
|
|
}
|
|
else if( !pPlayer && UTIL_ShouldShowBlood(pHurt->BloodColor()) )
|
|
{
|
|
// Hit an NPC. Bleed them!
|
|
Vector vecBloodPos;
|
|
|
|
switch( BloodOrigin )
|
|
{
|
|
case ZOMBIE_BLOOD_LEFT_HAND:
|
|
if( GetAttachment( "blood_left", vecBloodPos ) )
|
|
SpawnBlood( vecBloodPos, g_vecAttackDir, pHurt->BloodColor(), MIN( iDamage, 30 ) );
|
|
break;
|
|
|
|
case ZOMBIE_BLOOD_RIGHT_HAND:
|
|
if( GetAttachment( "blood_right", vecBloodPos ) )
|
|
SpawnBlood( vecBloodPos, g_vecAttackDir, pHurt->BloodColor(), MIN( iDamage, 30 ) );
|
|
break;
|
|
|
|
case ZOMBIE_BLOOD_BOTH_HANDS:
|
|
if( GetAttachment( "blood_left", vecBloodPos ) )
|
|
SpawnBlood( vecBloodPos, g_vecAttackDir, pHurt->BloodColor(), MIN( iDamage, 30 ) );
|
|
|
|
if( GetAttachment( "blood_right", vecBloodPos ) )
|
|
SpawnBlood( vecBloodPos, g_vecAttackDir, pHurt->BloodColor(), MIN( iDamage, 30 ) );
|
|
break;
|
|
|
|
case ZOMBIE_BLOOD_BITE:
|
|
// No blood for these.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AttackMissSound();
|
|
}
|
|
|
|
if ( pHurt == m_hPhysicsEnt && IsCurSchedule(SCHED_ZOMBIE_ATTACKITEM) )
|
|
{
|
|
m_hPhysicsEnt = NULL;
|
|
m_flNextSwat = gpGlobals->curtime + random->RandomFloat( 2, 4 );
|
|
}
|
|
|
|
return pHurt;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: The zombie is frustrated and pounding walls/doors. Make an appropriate noise
|
|
// Input :
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_BaseZombie::PoundSound()
|
|
{
|
|
trace_t tr;
|
|
Vector forward;
|
|
|
|
GetVectors( &forward, NULL, NULL );
|
|
|
|
AI_TraceLine( EyePosition(), EyePosition() + forward * 128, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if( tr.fraction == 1.0 )
|
|
{
|
|
// Didn't hit anything!
|
|
return;
|
|
}
|
|
|
|
if( tr.fraction < 1.0 && tr.m_pEnt )
|
|
{
|
|
const surfacedata_t *psurf = physprops->GetSurfaceData( tr.surface.surfaceProps );
|
|
if( psurf )
|
|
{
|
|
EmitSound( physprops->GetString(psurf->sounds.impactHard) );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Otherwise fall through to the default sound.
|
|
CPASAttenuationFilter filter( this,"NPC_BaseZombie.PoundDoor" );
|
|
EmitSound( filter, entindex(),"NPC_BaseZombie.PoundDoor" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Catches the monster-specific events that occur when tagged animation
|
|
// frames are played.
|
|
// Input : pEvent -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_BaseZombie::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
if ( pEvent->event == AE_NPC_ATTACK_BROADCAST )
|
|
{
|
|
if( GetEnemy() && GetEnemy()->IsNPC() )
|
|
{
|
|
if( HasCondition(COND_CAN_MELEE_ATTACK1) )
|
|
{
|
|
// This animation is sometimes played by code that doesn't intend to attack the enemy
|
|
// (For instance, code that makes a zombie take a frustrated swipe at an obstacle).
|
|
// Try not to trigger a reaction from our enemy unless we're really attacking.
|
|
GetEnemy()->MyNPCPointer()->DispatchInteraction( g_interactionZombieMeleeWarning, NULL, this );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_ZOMBIE_POUND )
|
|
{
|
|
PoundSound();
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_ZOMBIE_ALERTSOUND )
|
|
{
|
|
AlertSound();
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_ZOMBIE_STEP_LEFT )
|
|
{
|
|
MakeAIFootstepSound( 180.0f );
|
|
FootstepSound( false );
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_ZOMBIE_STEP_RIGHT )
|
|
{
|
|
MakeAIFootstepSound( 180.0f );
|
|
FootstepSound( true );
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_ZOMBIE_GET_UP )
|
|
{
|
|
MakeAIFootstepSound( 180.0f, 3.0f );
|
|
if( !IsOnFire() )
|
|
{
|
|
// If you let this code run while a zombie is burning, it will stop wailing.
|
|
m_flNextMoanSound = gpGlobals->curtime;
|
|
MoanSound( envDefaultZombieMoanVolumeFast, ARRAYSIZE( envDefaultZombieMoanVolumeFast ) );
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_ZOMBIE_SCUFF_LEFT )
|
|
{
|
|
MakeAIFootstepSound( 180.0f );
|
|
FootscuffSound( false );
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_ZOMBIE_SCUFF_RIGHT )
|
|
{
|
|
MakeAIFootstepSound( 180.0f );
|
|
FootscuffSound( true );
|
|
return;
|
|
}
|
|
|
|
// all swat animations are handled as a single case.
|
|
if ( pEvent->event == AE_ZOMBIE_STARTSWAT )
|
|
{
|
|
MakeAIFootstepSound( 180.0f );
|
|
AttackSound();
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_ZOMBIE_ATTACK_SCREAM )
|
|
{
|
|
AttackSound();
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_ZOMBIE_SWATITEM )
|
|
{
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
if ( pEnemy )
|
|
{
|
|
Vector v;
|
|
CBaseEntity *pPhysicsEntity = m_hPhysicsEnt;
|
|
if( !pPhysicsEntity )
|
|
{
|
|
DevMsg( "**Zombie: Missing my physics ent!!" );
|
|
return;
|
|
}
|
|
|
|
IPhysicsObject *pPhysObj = pPhysicsEntity->VPhysicsGetObject();
|
|
|
|
if( !pPhysObj )
|
|
{
|
|
DevMsg( "**Zombie: No Physics Object for physics Ent!" );
|
|
return;
|
|
}
|
|
|
|
EmitSound( "NPC_BaseZombie.Swat" );
|
|
PhysicsImpactSound( pEnemy, pPhysObj, CHAN_BODY, pPhysObj->GetMaterialIndex(), physprops->GetSurfaceIndex("flesh"), 0.5, 800 );
|
|
|
|
Vector physicsCenter = pPhysicsEntity->WorldSpaceCenter();
|
|
v = pEnemy->WorldSpaceCenter() - physicsCenter;
|
|
VectorNormalize(v);
|
|
|
|
// Send the object at 800 in/sec toward the enemy. Add 200 in/sec up velocity to keep it
|
|
// in the air for a second or so.
|
|
v = v * 800;
|
|
v.z += 200;
|
|
|
|
// add some spin so the object doesn't appear to just fly in a straight line
|
|
// Also this spin will move the object slightly as it will press on whatever the object
|
|
// is resting on.
|
|
AngularImpulse angVelocity( random->RandomFloat(-180, 180), 20, random->RandomFloat(-360, 360) );
|
|
|
|
pPhysObj->AddVelocity( &v, &angVelocity );
|
|
|
|
// If we don't put the object scan time well into the future, the zombie
|
|
// will re-select the object he just hit as it is flying away from him.
|
|
// It will likely always be the nearest object because the zombie moved
|
|
// close enough to it to hit it.
|
|
m_hPhysicsEnt = NULL;
|
|
|
|
m_flNextSwatScan = gpGlobals->curtime + ZOMBIE_SWAT_DELAY;
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( pEvent->event == AE_ZOMBIE_ATTACK_RIGHT )
|
|
{
|
|
Vector right, forward;
|
|
AngleVectors( GetLocalAngles(), &forward, &right, NULL );
|
|
|
|
right = right * 100;
|
|
forward = forward * 200;
|
|
|
|
QAngle qa( -15, -20, -10 );
|
|
Vector vec = right + forward;
|
|
ClawAttack( GetClawAttackRange(), sk_zombie_dmg_one_slash.GetFloat(), qa, vec, ZOMBIE_BLOOD_RIGHT_HAND );
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_ZOMBIE_ATTACK_LEFT )
|
|
{
|
|
Vector right, forward;
|
|
AngleVectors( GetLocalAngles(), &forward, &right, NULL );
|
|
|
|
right = right * -100;
|
|
forward = forward * 200;
|
|
|
|
QAngle qa( -15, 20, -10 );
|
|
Vector vec = right + forward;
|
|
ClawAttack( GetClawAttackRange(), sk_zombie_dmg_one_slash.GetFloat(), qa, vec, ZOMBIE_BLOOD_LEFT_HAND );
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_ZOMBIE_ATTACK_BOTH )
|
|
{
|
|
Vector forward;
|
|
QAngle qaPunch( 45, random->RandomInt(-5,5), random->RandomInt(-5,5) );
|
|
AngleVectors( GetLocalAngles(), &forward );
|
|
forward = forward * 200;
|
|
ClawAttack( GetClawAttackRange(), sk_zombie_dmg_one_slash.GetFloat(), qaPunch, forward, ZOMBIE_BLOOD_BOTH_HANDS );
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_ZOMBIE_POPHEADCRAB )
|
|
{
|
|
if ( GetInteractionPartner() == NULL )
|
|
return;
|
|
|
|
const char *pString = pEvent->options;
|
|
char token[128];
|
|
pString = nexttoken( token, pString, ' ' );
|
|
|
|
int boneIndex = GetInteractionPartner()->LookupBone( token );
|
|
|
|
if ( boneIndex == -1 )
|
|
{
|
|
Warning( "AE_ZOMBIE_POPHEADCRAB event using invalid bone name! Usage: event AE_ZOMBIE_POPHEADCRAB \"<BoneName> <Speed>\" \n" );
|
|
return;
|
|
}
|
|
|
|
pString = nexttoken( token, pString, ' ' );
|
|
|
|
if ( !token )
|
|
{
|
|
Warning( "AE_ZOMBIE_POPHEADCRAB event format missing velocity parameter! Usage: event AE_ZOMBIE_POPHEADCRAB \"<BoneName> <Speed>\" \n" );
|
|
return;
|
|
}
|
|
|
|
Vector vecBonePosition;
|
|
QAngle angles;
|
|
Vector vecHeadCrabPosition;
|
|
|
|
int iCrabAttachment = LookupAttachment( "headcrab" );
|
|
int iSpeed = atoi( token );
|
|
|
|
GetInteractionPartner()->GetBonePosition( boneIndex, vecBonePosition, angles );
|
|
GetAttachment( iCrabAttachment, vecHeadCrabPosition );
|
|
|
|
Vector vVelocity = vecHeadCrabPosition - vecBonePosition;
|
|
VectorNormalize( vVelocity );
|
|
|
|
CTakeDamageInfo dmgInfo( this, GetInteractionPartner(), m_iHealth, DMG_DIRECT );
|
|
|
|
dmgInfo.SetDamagePosition( vecHeadCrabPosition );
|
|
|
|
ReleaseHeadcrab( EyePosition(), vVelocity * iSpeed, true, false, true );
|
|
|
|
GuessDamageForce( &dmgInfo, vVelocity, vecHeadCrabPosition, 0.5f );
|
|
TakeDamage( dmgInfo );
|
|
return;
|
|
}
|
|
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Spawn function for the base zombie.
|
|
//
|
|
// !!!IMPORTANT!!! YOUR DERIVED CLASS'S SPAWN() RESPONSIBILITIES:
|
|
//
|
|
// Call Precache();
|
|
// Set status for m_fIsTorso & m_fIsHeadless
|
|
// Set blood color
|
|
// Set health
|
|
// Set field of view
|
|
// Call CapabilitiesClear() & then set relevant capabilities
|
|
// THEN Call BaseClass::Spawn()
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_BaseZombie::Spawn( void )
|
|
{
|
|
SetSolid( SOLID_BBOX );
|
|
SetMoveType( MOVETYPE_STEP );
|
|
|
|
#ifdef _XBOX
|
|
// Always fade the corpse
|
|
AddSpawnFlags( SF_NPC_FADE_CORPSE );
|
|
#endif // _XBOX
|
|
|
|
m_NPCState = NPC_STATE_NONE;
|
|
|
|
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 );
|
|
CapabilitiesAdd( bits_CAP_SQUAD );
|
|
|
|
m_flNextSwat = gpGlobals->curtime;
|
|
m_flNextSwatScan = gpGlobals->curtime;
|
|
m_pMoanSound = NULL;
|
|
|
|
m_flNextMoanSound = gpGlobals->curtime + 9999;
|
|
|
|
SetZombieModel();
|
|
|
|
NPCInit();
|
|
|
|
m_bIsSlumped = false;
|
|
|
|
// Zombies get to cheat for 6 seconds (sjb)
|
|
GetEnemies()->SetFreeKnowledgeDuration( 6.0 );
|
|
|
|
m_ActBusyBehavior.SetUseRenderBounds(true);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Pecaches all resources this NPC needs.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_BaseZombie::Precache( void )
|
|
{
|
|
UTIL_PrecacheOther( GetHeadcrabClassname() );
|
|
|
|
PrecacheScriptSound( "E3_Phystown.Slicer" );
|
|
PrecacheScriptSound( "NPC_BaseZombie.PoundDoor" );
|
|
PrecacheScriptSound( "NPC_BaseZombie.Swat" );
|
|
|
|
PrecacheModel( GetLegsModel() );
|
|
PrecacheModel( GetTorsoModel() );
|
|
|
|
PrecacheParticleSystem( "blood_impact_zombie_01" );
|
|
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CNPC_BaseZombie::StartTouch( CBaseEntity *pOther )
|
|
{
|
|
BaseClass::StartTouch( pOther );
|
|
|
|
if( IsSlumped() && hl2_episodic.GetBool() )
|
|
{
|
|
if( FClassnameIs( pOther, "prop_physics" ) )
|
|
{
|
|
// Get up!
|
|
m_ActBusyBehavior.StopBusying();
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
bool CNPC_BaseZombie::CreateBehaviors()
|
|
{
|
|
AddBehavior( &m_ActBusyBehavior );
|
|
|
|
return BaseClass::CreateBehaviors();
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
int CNPC_BaseZombie::TranslateSchedule( int scheduleType )
|
|
{
|
|
switch( scheduleType )
|
|
{
|
|
case SCHED_CHASE_ENEMY:
|
|
if ( HasCondition( COND_ZOMBIE_LOCAL_MELEE_OBSTRUCTION ) && !HasCondition(COND_TASK_FAILED) && IsCurSchedule( SCHED_ZOMBIE_CHASE_ENEMY, false ) )
|
|
{
|
|
return SCHED_COMBAT_PATROL;
|
|
}
|
|
return SCHED_ZOMBIE_CHASE_ENEMY;
|
|
break;
|
|
|
|
case SCHED_ZOMBIE_SWATITEM:
|
|
// If the object is far away, move and swat it. If it's close, just swat it.
|
|
if( DistToPhysicsEnt() > ZOMBIE_PHYSOBJ_SWATDIST )
|
|
{
|
|
return SCHED_ZOMBIE_MOVE_SWATITEM;
|
|
}
|
|
else
|
|
{
|
|
return SCHED_ZOMBIE_SWATITEM;
|
|
}
|
|
break;
|
|
|
|
case SCHED_STANDOFF:
|
|
return SCHED_ZOMBIE_WANDER_STANDOFF;
|
|
|
|
case SCHED_MELEE_ATTACK1:
|
|
return SCHED_ZOMBIE_MELEE_ATTACK1;
|
|
}
|
|
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows for modification of the interrupt mask for the current schedule.
|
|
// In the most cases the base implementation should be called first.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_BaseZombie::BuildScheduleTestBits( void )
|
|
{
|
|
// Ignore damage if we were recently damaged or we're attacking.
|
|
if ( GetActivity() == ACT_MELEE_ATTACK1 )
|
|
{
|
|
ClearCustomInterruptCondition( COND_LIGHT_DAMAGE );
|
|
ClearCustomInterruptCondition( COND_HEAVY_DAMAGE );
|
|
}
|
|
#ifndef HL2_EPISODIC
|
|
else if ( m_flNextFlinch >= gpGlobals->curtime )
|
|
{
|
|
ClearCustomInterruptCondition( COND_LIGHT_DAMAGE );
|
|
ClearCustomInterruptCondition( COND_HEAVY_DAMAGE );
|
|
}
|
|
#endif // !HL2_EPISODIC
|
|
|
|
// Everything should be interrupted if we get killed.
|
|
SetCustomInterruptCondition( COND_ZOMBIE_RELEASECRAB );
|
|
|
|
BaseClass::BuildScheduleTestBits();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when we change schedules.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_BaseZombie::OnScheduleChange( void )
|
|
{
|
|
//
|
|
// If we took damage and changed schedules, ignore further damage for a few seconds.
|
|
//
|
|
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ))
|
|
{
|
|
m_flNextFlinch = gpGlobals->curtime + ZOMBIE_FLINCH_DELAY;
|
|
}
|
|
|
|
BaseClass::OnScheduleChange();
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
int CNPC_BaseZombie::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
|
|
{
|
|
if( failedSchedule == SCHED_ZOMBIE_WANDER_MEDIUM )
|
|
{
|
|
return SCHED_ZOMBIE_WANDER_FAIL;
|
|
}
|
|
|
|
// If we can swat physics objects, see if we can swat our obstructor
|
|
if ( CanSwatPhysicsObjects() )
|
|
{
|
|
if ( !m_fIsTorso && IsPathTaskFailure( taskFailCode ) &&
|
|
m_hObstructor != NULL && m_hObstructor->VPhysicsGetObject() &&
|
|
m_hObstructor->VPhysicsGetObject()->GetMass() < 100 )
|
|
{
|
|
m_hPhysicsEnt = m_hObstructor;
|
|
m_hObstructor = NULL;
|
|
return SCHED_ZOMBIE_ATTACKITEM;
|
|
}
|
|
}
|
|
|
|
m_hObstructor = NULL;
|
|
|
|
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
int CNPC_BaseZombie::SelectSchedule ( void )
|
|
{
|
|
if ( HasCondition( COND_ZOMBIE_RELEASECRAB ) )
|
|
{
|
|
// Death waits for no man. Or zombie. Or something.
|
|
return SCHED_ZOMBIE_RELEASECRAB;
|
|
}
|
|
|
|
if ( BehaviorSelectSchedule() )
|
|
{
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
switch ( m_NPCState )
|
|
{
|
|
case NPC_STATE_COMBAT:
|
|
if ( HasCondition( COND_NEW_ENEMY ) && GetEnemy() )
|
|
{
|
|
float flDist;
|
|
|
|
flDist = ( GetLocalOrigin() - GetEnemy()->GetLocalOrigin() ).Length();
|
|
|
|
// If this is a new enemy that's far away, ambush!!
|
|
if (flDist >= zombie_ambushdist.GetFloat() && MustCloseToAttack() )
|
|
{
|
|
return SCHED_ZOMBIE_MOVE_TO_AMBUSH;
|
|
}
|
|
}
|
|
|
|
if ( HasCondition( COND_LOST_ENEMY ) || ( HasCondition( COND_ENEMY_UNREACHABLE ) && MustCloseToAttack() ) )
|
|
{
|
|
return SCHED_ZOMBIE_WANDER_MEDIUM;
|
|
}
|
|
|
|
if( HasCondition( COND_ZOMBIE_CAN_SWAT_ATTACK ) )
|
|
{
|
|
return SCHED_ZOMBIE_SWATITEM;
|
|
}
|
|
break;
|
|
|
|
case NPC_STATE_ALERT:
|
|
if ( HasCondition( COND_LOST_ENEMY ) || HasCondition( COND_ENEMY_DEAD ) || ( HasCondition( COND_ENEMY_UNREACHABLE ) && MustCloseToAttack() ) )
|
|
{
|
|
ClearCondition( COND_LOST_ENEMY );
|
|
ClearCondition( COND_ENEMY_UNREACHABLE );
|
|
|
|
#ifdef DEBUG_ZOMBIES
|
|
DevMsg("Wandering\n");
|
|
#endif
|
|
|
|
// Just lost track of our enemy.
|
|
// Wander around a bit so we don't look like a dingus.
|
|
return SCHED_ZOMBIE_WANDER_MEDIUM;
|
|
}
|
|
break;
|
|
}
|
|
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
bool CNPC_BaseZombie::IsSlumped( void )
|
|
{
|
|
if( hl2_episodic.GetBool() )
|
|
{
|
|
if( m_ActBusyBehavior.IsInsideActBusy() && !m_ActBusyBehavior.IsStopBusying() )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int sequence = GetSequence();
|
|
if ( sequence != -1 )
|
|
{
|
|
return ( strncmp( GetSequenceName( sequence ), "slump", 5 ) == 0 );
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
bool CNPC_BaseZombie::IsGettingUp( void )
|
|
{
|
|
if( m_ActBusyBehavior.IsActive() && m_ActBusyBehavior.IsStopBusying() )
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
int CNPC_BaseZombie::GetSwatActivity( void )
|
|
{
|
|
// Hafta figure out whether to swat with left or right arm.
|
|
// Also hafta figure out whether to swat high or low. (later)
|
|
float flDot;
|
|
Vector vecRight, vecDirToObj;
|
|
|
|
AngleVectors( GetLocalAngles(), NULL, &vecRight, NULL );
|
|
|
|
vecDirToObj = m_hPhysicsEnt->GetLocalOrigin() - GetLocalOrigin();
|
|
VectorNormalize(vecDirToObj);
|
|
|
|
// compare in 2D.
|
|
vecRight.z = 0.0;
|
|
vecDirToObj.z = 0.0;
|
|
|
|
flDot = DotProduct( vecRight, vecDirToObj );
|
|
|
|
Vector vecMyCenter;
|
|
Vector vecObjCenter;
|
|
|
|
vecMyCenter = WorldSpaceCenter();
|
|
vecObjCenter = m_hPhysicsEnt->WorldSpaceCenter();
|
|
float flZDiff;
|
|
|
|
flZDiff = vecMyCenter.z - vecObjCenter.z;
|
|
|
|
if( flDot >= 0 )
|
|
{
|
|
// Right
|
|
if( flZDiff < 0 )
|
|
{
|
|
return ACT_ZOM_SWATRIGHTMID;
|
|
}
|
|
|
|
return ACT_ZOM_SWATRIGHTLOW;
|
|
}
|
|
else
|
|
{
|
|
// Left
|
|
if( flZDiff < 0 )
|
|
{
|
|
return ACT_ZOM_SWATLEFTMID;
|
|
}
|
|
|
|
return ACT_ZOM_SWATLEFTLOW;
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CNPC_BaseZombie::GatherConditions( void )
|
|
{
|
|
ClearCondition( COND_ZOMBIE_LOCAL_MELEE_OBSTRUCTION );
|
|
|
|
BaseClass::GatherConditions();
|
|
|
|
if( m_NPCState == NPC_STATE_COMBAT && !m_fIsTorso )
|
|
{
|
|
// This check for !m_pPhysicsEnt prevents a crashing bug, but also
|
|
// eliminates the zombie picking a better physics object if one happens to fall
|
|
// between him and the object he's heading for already.
|
|
if( gpGlobals->curtime >= m_flNextSwatScan && (m_hPhysicsEnt == NULL) )
|
|
{
|
|
FindNearestPhysicsObject( ZOMBIE_MAX_PHYSOBJ_MASS );
|
|
m_flNextSwatScan = gpGlobals->curtime + 2.0;
|
|
}
|
|
}
|
|
|
|
if( (m_hPhysicsEnt != NULL) && gpGlobals->curtime >= m_flNextSwat && HasCondition( COND_SEE_ENEMY ) && !HasCondition( COND_ZOMBIE_RELEASECRAB ) )
|
|
{
|
|
SetCondition( COND_ZOMBIE_CAN_SWAT_ATTACK );
|
|
}
|
|
else
|
|
{
|
|
ClearCondition( COND_ZOMBIE_CAN_SWAT_ATTACK );
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CNPC_BaseZombie::PrescheduleThink( void )
|
|
{
|
|
BaseClass::PrescheduleThink();
|
|
|
|
#if 0
|
|
DevMsg(" ** %d Angry Zombies **\n", s_iAngryZombies );
|
|
#endif
|
|
|
|
#if 0
|
|
if( m_NPCState == NPC_STATE_COMBAT )
|
|
{
|
|
// Zombies should make idle sounds in combat
|
|
if( random->RandomInt( 0, 30 ) == 0 )
|
|
{
|
|
IdleSound();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//
|
|
// Cool off if we aren't burned for five seconds or so.
|
|
//
|
|
if ( ( m_flBurnDamageResetTime ) && ( gpGlobals->curtime >= m_flBurnDamageResetTime ) )
|
|
{
|
|
m_flBurnDamage = 0;
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CNPC_BaseZombie::StartTask( const Task_t *pTask )
|
|
{
|
|
switch( pTask->iTask )
|
|
{
|
|
case TASK_ZOMBIE_DIE:
|
|
// Go to ragdoll
|
|
KillMe();
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_ZOMBIE_GET_PATH_TO_PHYSOBJ:
|
|
{
|
|
Vector vecGoalPos;
|
|
Vector vecDir;
|
|
|
|
vecDir = GetLocalOrigin() - m_hPhysicsEnt->GetLocalOrigin();
|
|
VectorNormalize(vecDir);
|
|
vecDir.z = 0;
|
|
|
|
AI_NavGoal_t goal( m_hPhysicsEnt->WorldSpaceCenter() );
|
|
goal.pTarget = m_hPhysicsEnt;
|
|
GetNavigator()->SetGoal( goal );
|
|
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_ZOMBIE_SWAT_ITEM:
|
|
{
|
|
if( m_hPhysicsEnt == NULL )
|
|
{
|
|
// Physics Object is gone! Probably was an explosive
|
|
// or something else broke it.
|
|
TaskFail("Physics ent NULL");
|
|
}
|
|
else if ( DistToPhysicsEnt() > ZOMBIE_PHYSOBJ_SWATDIST )
|
|
{
|
|
// Physics ent is no longer in range! Probably another zombie swatted it or it moved
|
|
// for some other reason.
|
|
TaskFail( "Physics swat item has moved" );
|
|
}
|
|
else
|
|
{
|
|
SetIdealActivity( (Activity)GetSwatActivity() );
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case TASK_ZOMBIE_DELAY_SWAT:
|
|
m_flNextSwat = gpGlobals->curtime + pTask->flTaskData;
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_ZOMBIE_RELEASE_HEADCRAB:
|
|
{
|
|
// make the crab look like it's pushing off the body
|
|
Vector vecForward;
|
|
Vector vecVelocity;
|
|
|
|
AngleVectors( GetAbsAngles(), &vecForward );
|
|
|
|
vecVelocity = vecForward * 30;
|
|
vecVelocity.z += 100;
|
|
|
|
ReleaseHeadcrab( EyePosition(), vecVelocity, true, true );
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_ZOMBIE_WAIT_POST_MELEE:
|
|
{
|
|
#ifndef HL2_EPISODIC
|
|
TaskComplete();
|
|
return;
|
|
#endif
|
|
|
|
// Don't wait when attacking the player
|
|
if ( GetEnemy() && GetEnemy()->IsPlayer() )
|
|
{
|
|
TaskComplete();
|
|
return;
|
|
}
|
|
|
|
// Wait a single think
|
|
SetWait( 0.1 );
|
|
}
|
|
break;
|
|
|
|
default:
|
|
BaseClass::StartTask( pTask );
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CNPC_BaseZombie::RunTask( const Task_t *pTask )
|
|
{
|
|
switch( pTask->iTask )
|
|
{
|
|
case TASK_ZOMBIE_SWAT_ITEM:
|
|
if( IsActivityFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_ZOMBIE_WAIT_POST_MELEE:
|
|
{
|
|
if ( IsWaitFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------
|
|
// Make the necessary changes to a zombie to make him a
|
|
// torso!
|
|
//---------------------------------------------------------
|
|
void CNPC_BaseZombie::BecomeTorso( const Vector &vecTorsoForce, const Vector &vecLegsForce )
|
|
{
|
|
if( m_fIsTorso )
|
|
{
|
|
DevMsg( "*** Zombie is already a torso!\n" );
|
|
return;
|
|
}
|
|
|
|
if( IsOnFire() )
|
|
{
|
|
Extinguish();
|
|
Ignite( 30 );
|
|
}
|
|
|
|
if ( !m_fIsHeadless )
|
|
{
|
|
m_iMaxHealth = ZOMBIE_TORSO_HEALTH_FACTOR * m_iMaxHealth;
|
|
m_iHealth = m_iMaxHealth;
|
|
|
|
// No more opening doors!
|
|
CapabilitiesRemove( bits_CAP_DOORS_GROUP );
|
|
|
|
ClearSchedule( "Becoming torso" );
|
|
GetNavigator()->ClearGoal();
|
|
m_hPhysicsEnt = NULL;
|
|
|
|
// Put the zombie in a TOSS / fall schedule
|
|
// Otherwise he fails and sits on the ground for a sec.
|
|
SetSchedule( SCHED_FALL_TO_GROUND );
|
|
|
|
m_fIsTorso = true;
|
|
|
|
// Put the torso up where the torso was when the zombie
|
|
// was whole.
|
|
Vector origin = GetAbsOrigin();
|
|
origin.z += 40;
|
|
SetAbsOrigin( origin );
|
|
|
|
SetGroundEntity( NULL );
|
|
// assume zombie mass ~ 100 kg
|
|
ApplyAbsVelocityImpulse( vecTorsoForce * (1.0 / 100.0) );
|
|
}
|
|
|
|
float flFadeTime = 0.0;
|
|
|
|
if( HasSpawnFlags( SF_NPC_FADE_CORPSE ) )
|
|
{
|
|
flFadeTime = 5.0;
|
|
}
|
|
|
|
if ( m_fIsTorso == true )
|
|
{
|
|
// -40 on Z to make up for the +40 on Z that we did above. This stops legs spawning above the head.
|
|
CBaseEntity *pGib = CreateRagGib( GetLegsModel(), GetAbsOrigin() - Vector(0, 0, 40), GetAbsAngles(), vecLegsForce, flFadeTime );
|
|
|
|
// don't collide with this thing ever
|
|
if ( pGib )
|
|
{
|
|
pGib->SetOwnerEntity( this );
|
|
}
|
|
}
|
|
|
|
|
|
SetZombieModel();
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CNPC_BaseZombie::Event_Killed( const CTakeDamageInfo &info )
|
|
{
|
|
if ( info.GetDamageType() & DMG_VEHICLE )
|
|
{
|
|
Vector vecDamageDir = info.GetDamageForce();
|
|
VectorNormalize( vecDamageDir );
|
|
|
|
// Big blood splat
|
|
UTIL_BloodSpray( WorldSpaceCenter(), vecDamageDir, BLOOD_COLOR_YELLOW, 8, FX_BLOODSPRAY_CLOUD );
|
|
}
|
|
|
|
BaseClass::Event_Killed( info );
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
bool CNPC_BaseZombie::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector )
|
|
{
|
|
bool bKilledByVehicle = ( ( info.GetDamageType() & DMG_VEHICLE ) != 0 );
|
|
if( m_fIsTorso || (!IsChopped(info) && !IsSquashed(info)) || bKilledByVehicle )
|
|
{
|
|
return BaseClass::BecomeRagdoll( info, forceVector );
|
|
}
|
|
|
|
if( !(GetFlags()&FL_TRANSRAGDOLL) )
|
|
{
|
|
RemoveDeferred();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CNPC_BaseZombie::StopLoopingSounds()
|
|
{
|
|
ENVELOPE_CONTROLLER.SoundDestroy( m_pMoanSound );
|
|
m_pMoanSound = NULL;
|
|
|
|
BaseClass::StopLoopingSounds();
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CNPC_BaseZombie::RemoveHead( void )
|
|
{
|
|
m_fIsHeadless = true;
|
|
SetZombieModel();
|
|
}
|
|
|
|
|
|
bool CNPC_BaseZombie::ShouldPlayFootstepMoan( void )
|
|
{
|
|
if( random->RandomInt( 1, zombie_stepfreq.GetInt() * s_iAngryZombies ) == 1 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
#define ZOMBIE_CRAB_INHERITED_SPAWNFLAGS (SF_NPC_GAG|SF_NPC_LONG_RANGE|SF_NPC_FADE_CORPSE|SF_NPC_ALWAYSTHINK)
|
|
#define CRAB_HULL_EXPAND 1.1f
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_BaseZombie::HeadcrabFits( CBaseAnimating *pCrab )
|
|
{
|
|
Vector vecSpawnLoc = pCrab->GetAbsOrigin();
|
|
|
|
CTraceFilterSimpleList traceFilter( COLLISION_GROUP_NONE );
|
|
traceFilter.AddEntityToIgnore( pCrab );
|
|
traceFilter.AddEntityToIgnore( this );
|
|
if ( GetInteractionPartner() )
|
|
{
|
|
traceFilter.AddEntityToIgnore( GetInteractionPartner() );
|
|
}
|
|
|
|
trace_t tr;
|
|
AI_TraceHull( vecSpawnLoc,
|
|
vecSpawnLoc - Vector( 0, 0, 1 ),
|
|
NAI_Hull::Mins(HULL_TINY) * CRAB_HULL_EXPAND,
|
|
NAI_Hull::Maxs(HULL_TINY) * CRAB_HULL_EXPAND,
|
|
MASK_NPCSOLID,
|
|
&traceFilter,
|
|
&tr );
|
|
|
|
if( tr.fraction != 1.0 )
|
|
{
|
|
//NDebugOverlay::Box( vecSpawnLoc, NAI_Hull::Mins(HULL_TINY) * CRAB_HULL_EXPAND, NAI_Hull::Maxs(HULL_TINY) * CRAB_HULL_EXPAND, 255, 0, 0, 100, 10.0 );
|
|
return false;
|
|
}
|
|
|
|
//NDebugOverlay::Box( vecSpawnLoc, NAI_Hull::Mins(HULL_TINY) * CRAB_HULL_EXPAND, NAI_Hull::Maxs(HULL_TINY) * CRAB_HULL_EXPAND, 0, 255, 0, 100, 10.0 );
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &vecOrigin -
|
|
// &vecVelocity -
|
|
// fRemoveHead -
|
|
// fRagdollBody -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_BaseZombie::ReleaseHeadcrab( const Vector &vecOrigin, const Vector &vecVelocity, bool fRemoveHead, bool fRagdollBody, bool fRagdollCrab )
|
|
{
|
|
CAI_BaseNPC *pCrab;
|
|
Vector vecSpot = vecOrigin;
|
|
|
|
// Until the headcrab is a bodygroup, we have to approximate the
|
|
// location of the head with magic numbers.
|
|
if( !m_fIsTorso )
|
|
{
|
|
vecSpot.z -= 16;
|
|
}
|
|
|
|
if( fRagdollCrab )
|
|
{
|
|
//Vector vecForce = Vector( 0, 0, random->RandomFloat( 700, 1100 ) );
|
|
CBaseEntity *pGib = CreateRagGib( GetHeadcrabModel(), vecOrigin, GetLocalAngles(), vecVelocity, 15, ShouldIgniteZombieGib() );
|
|
|
|
if ( pGib )
|
|
{
|
|
CBaseAnimating *pAnimatingGib = dynamic_cast<CBaseAnimating*>(pGib);
|
|
|
|
// don't collide with this thing ever
|
|
int iCrabAttachment = LookupAttachment( "headcrab" );
|
|
if (iCrabAttachment > 0 && pAnimatingGib )
|
|
{
|
|
SetHeadcrabSpawnLocation( iCrabAttachment, pAnimatingGib );
|
|
}
|
|
|
|
if( !HeadcrabFits(pAnimatingGib) )
|
|
{
|
|
UTIL_Remove(pGib);
|
|
return;
|
|
}
|
|
|
|
pGib->SetOwnerEntity( this );
|
|
CopyRenderColorTo( pGib );
|
|
|
|
|
|
if( UTIL_ShouldShowBlood(BLOOD_COLOR_YELLOW) )
|
|
{
|
|
UTIL_BloodImpact( pGib->WorldSpaceCenter(), Vector(0,0,1), BLOOD_COLOR_YELLOW, 1 );
|
|
|
|
for ( int i = 0 ; i < 3 ; i++ )
|
|
{
|
|
Vector vecSpot = pGib->WorldSpaceCenter();
|
|
|
|
vecSpot.x += random->RandomFloat( -8, 8 );
|
|
vecSpot.y += random->RandomFloat( -8, 8 );
|
|
vecSpot.z += random->RandomFloat( -8, 8 );
|
|
|
|
UTIL_BloodDrips( vecSpot, vec3_origin, BLOOD_COLOR_YELLOW, 50 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pCrab = (CAI_BaseNPC*)CreateEntityByName( GetHeadcrabClassname() );
|
|
|
|
if ( !pCrab )
|
|
{
|
|
Warning( "**%s: Can't make %s!\n", GetClassname(), GetHeadcrabClassname() );
|
|
return;
|
|
}
|
|
|
|
// Stick the crab in whatever squad the zombie was in.
|
|
pCrab->SetSquadName( m_SquadName );
|
|
|
|
// don't pop to floor, fall
|
|
pCrab->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );
|
|
|
|
// add on the parent flags
|
|
pCrab->AddSpawnFlags( m_spawnflags & ZOMBIE_CRAB_INHERITED_SPAWNFLAGS );
|
|
|
|
// make me the crab's owner to avoid collision issues
|
|
pCrab->SetOwnerEntity( this );
|
|
|
|
pCrab->SetAbsOrigin( vecSpot );
|
|
pCrab->SetAbsAngles( GetAbsAngles() );
|
|
DispatchSpawn( pCrab );
|
|
|
|
pCrab->GetMotor()->SetIdealYaw( GetAbsAngles().y );
|
|
|
|
// FIXME: npc's with multiple headcrabs will need some way to query different attachments.
|
|
// NOTE: this has till after spawn is called so that the model is set up
|
|
int iCrabAttachment = LookupAttachment( "headcrab" );
|
|
if (iCrabAttachment > 0)
|
|
{
|
|
SetHeadcrabSpawnLocation( iCrabAttachment, pCrab );
|
|
pCrab->GetMotor()->SetIdealYaw( pCrab->GetAbsAngles().y );
|
|
|
|
// Take out any pitch
|
|
QAngle angles = pCrab->GetAbsAngles();
|
|
angles.x = 0.0;
|
|
pCrab->SetAbsAngles( angles );
|
|
}
|
|
|
|
if( !HeadcrabFits(pCrab) )
|
|
{
|
|
UTIL_Remove(pCrab);
|
|
return;
|
|
}
|
|
|
|
pCrab->SetActivity( ACT_IDLE );
|
|
pCrab->SetNextThink( gpGlobals->curtime );
|
|
pCrab->PhysicsSimulate();
|
|
pCrab->SetAbsVelocity( vecVelocity );
|
|
|
|
// if I have an enemy, stuff that to the headcrab.
|
|
CBaseEntity *pEnemy;
|
|
pEnemy = GetEnemy();
|
|
|
|
pCrab->m_flNextAttack = gpGlobals->curtime + 1.0f;
|
|
|
|
if( pEnemy )
|
|
{
|
|
pCrab->SetEnemy( pEnemy );
|
|
}
|
|
if( ShouldIgniteZombieGib() )
|
|
{
|
|
pCrab->Ignite( 30 );
|
|
}
|
|
|
|
CopyRenderColorTo( pCrab );
|
|
|
|
pCrab->Activate();
|
|
}
|
|
|
|
if( fRemoveHead )
|
|
{
|
|
RemoveHead();
|
|
}
|
|
|
|
if( fRagdollBody )
|
|
{
|
|
BecomeRagdollOnClient( vec3_origin );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CNPC_BaseZombie::SetHeadcrabSpawnLocation( int iCrabAttachment, CBaseAnimating *pCrab )
|
|
{
|
|
Assert( iCrabAttachment > 0 );
|
|
|
|
// get world location of intended headcrab root bone
|
|
matrix3x4_t attachmentToWorld;
|
|
GetAttachment( iCrabAttachment, attachmentToWorld );
|
|
|
|
// find offset of root bone from origin
|
|
pCrab->SetAbsOrigin( Vector( 0, 0, 0 ) );
|
|
pCrab->SetAbsAngles( QAngle( 0, 0, 0 ) );
|
|
pCrab->InvalidateBoneCache();
|
|
matrix3x4_t rootLocal;
|
|
pCrab->GetBoneTransform( 0, rootLocal );
|
|
|
|
// invert it
|
|
matrix3x4_t rootInvLocal;
|
|
MatrixInvert( rootLocal, rootInvLocal );
|
|
|
|
// find spawn location needed for rootLocal transform to match attachmentToWorld
|
|
matrix3x4_t spawnOrigin;
|
|
ConcatTransforms( attachmentToWorld, rootInvLocal, spawnOrigin );
|
|
|
|
// reset location of headcrab
|
|
Vector vecOrigin;
|
|
QAngle vecAngles;
|
|
MatrixAngles( spawnOrigin, vecAngles, vecOrigin );
|
|
pCrab->SetAbsOrigin( vecOrigin );
|
|
|
|
// FIXME: head crabs don't like pitch or roll!
|
|
vecAngles.z = 0;
|
|
|
|
pCrab->SetAbsAngles( vecAngles );
|
|
pCrab->InvalidateBoneCache();
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------------
|
|
// Provides a standard way for the zombie to get the
|
|
// distance to a physics ent. Since the code to find physics
|
|
// objects uses a fast dis approx, we have to use that here
|
|
// as well.
|
|
//---------------------------------------------------------
|
|
float CNPC_BaseZombie::DistToPhysicsEnt( void )
|
|
{
|
|
//return ( GetLocalOrigin() - m_hPhysicsEnt->GetLocalOrigin() ).Length();
|
|
if ( m_hPhysicsEnt != NULL )
|
|
return UTIL_DistApprox2D( GetAbsOrigin(), m_hPhysicsEnt->WorldSpaceCenter() );
|
|
return ZOMBIE_PHYSOBJ_SWATDIST + 1;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_BaseZombie::OnStateChange( NPC_STATE OldState, NPC_STATE NewState )
|
|
{
|
|
switch( NewState )
|
|
{
|
|
case NPC_STATE_COMBAT:
|
|
{
|
|
RemoveSpawnFlags( SF_NPC_GAG );
|
|
s_iAngryZombies++;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
if( OldState == NPC_STATE_COMBAT )
|
|
{
|
|
// Only decrement if coming OUT of combat state.
|
|
s_iAngryZombies--;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Refines a base activity into something more specific to our internal state.
|
|
//-----------------------------------------------------------------------------
|
|
Activity CNPC_BaseZombie::NPC_TranslateActivity( Activity baseAct )
|
|
{
|
|
if ( baseAct == ACT_WALK && IsCurSchedule( SCHED_COMBAT_PATROL, false) )
|
|
baseAct = ACT_RUN;
|
|
|
|
if ( IsOnFire() )
|
|
{
|
|
switch ( baseAct )
|
|
{
|
|
case ACT_RUN_ON_FIRE:
|
|
{
|
|
return ( Activity )ACT_WALK_ON_FIRE;
|
|
}
|
|
|
|
case ACT_WALK:
|
|
{
|
|
// I'm on fire. Put ME out.
|
|
return ( Activity )ACT_WALK_ON_FIRE;
|
|
}
|
|
|
|
case ACT_IDLE:
|
|
{
|
|
// I'm on fire. Put ME out.
|
|
return ( Activity )ACT_IDLE_ON_FIRE;
|
|
}
|
|
}
|
|
}
|
|
|
|
return BaseClass::NPC_TranslateActivity( baseAct );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
Vector CNPC_BaseZombie::BodyTarget( const Vector &posSrc, bool bNoisy )
|
|
{
|
|
|
|
if( IsCurSchedule(SCHED_BIG_FLINCH) || m_ActBusyBehavior.IsActive() )
|
|
{
|
|
// This zombie is assumed to be standing up.
|
|
// Return a position that's centered over the absorigin,
|
|
// halfway between the origin and the head.
|
|
Vector vecTarget = GetAbsOrigin();
|
|
Vector vecHead = HeadTarget( posSrc );
|
|
vecTarget.z = ((vecTarget.z + vecHead.z) * 0.5f);
|
|
return vecTarget;
|
|
}
|
|
|
|
return BaseClass::BodyTarget( posSrc, bNoisy );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
Vector CNPC_BaseZombie::HeadTarget( const Vector &posSrc )
|
|
{
|
|
int iCrabAttachment = LookupAttachment( "headcrab" );
|
|
Assert( iCrabAttachment > 0 );
|
|
|
|
Vector vecPosition;
|
|
|
|
GetAttachment( iCrabAttachment, vecPosition );
|
|
|
|
return vecPosition;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
float CNPC_BaseZombie::GetAutoAimRadius()
|
|
{
|
|
if( m_fIsTorso )
|
|
{
|
|
return 12.0f;
|
|
}
|
|
|
|
return BaseClass::GetAutoAimRadius();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_BaseZombie::OnInsufficientStopDist( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult )
|
|
{
|
|
if ( pMoveGoal->directTrace.fStatus == AIMR_BLOCKED_ENTITY && gpGlobals->curtime >= m_flNextSwat )
|
|
{
|
|
m_hObstructor = pMoveGoal->directTrace.pObstruction;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pEnemy -
|
|
// &chasePosition -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_BaseZombie::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition )
|
|
{
|
|
// If our enemy is in a vehicle, we need them to tell us where to navigate to them
|
|
if ( pEnemy == NULL )
|
|
return;
|
|
|
|
CBaseCombatCharacter *pBCC = pEnemy->MyCombatCharacterPointer();
|
|
if ( pBCC && pBCC->IsInAVehicle() )
|
|
{
|
|
Vector vecForward, vecRight;
|
|
pBCC->GetVectors( &vecForward, &vecRight, NULL );
|
|
|
|
chasePosition = pBCC->WorldSpaceCenter() + ( vecForward * 24.0f ) + ( vecRight * 48.0f );
|
|
return;
|
|
}
|
|
|
|
BaseClass::TranslateNavGoal( pEnemy, chasePosition );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Schedules
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_NPC( base_zombie, CNPC_BaseZombie )
|
|
|
|
DECLARE_TASK( TASK_ZOMBIE_DELAY_SWAT )
|
|
DECLARE_TASK( TASK_ZOMBIE_SWAT_ITEM )
|
|
DECLARE_TASK( TASK_ZOMBIE_GET_PATH_TO_PHYSOBJ )
|
|
DECLARE_TASK( TASK_ZOMBIE_DIE )
|
|
DECLARE_TASK( TASK_ZOMBIE_RELEASE_HEADCRAB )
|
|
DECLARE_TASK( TASK_ZOMBIE_WAIT_POST_MELEE )
|
|
|
|
DECLARE_ACTIVITY( ACT_ZOM_SWATLEFTMID )
|
|
DECLARE_ACTIVITY( ACT_ZOM_SWATRIGHTMID )
|
|
DECLARE_ACTIVITY( ACT_ZOM_SWATLEFTLOW )
|
|
DECLARE_ACTIVITY( ACT_ZOM_SWATRIGHTLOW )
|
|
DECLARE_ACTIVITY( ACT_ZOM_RELEASECRAB )
|
|
DECLARE_ACTIVITY( ACT_ZOM_FALL )
|
|
|
|
DECLARE_CONDITION( COND_ZOMBIE_CAN_SWAT_ATTACK )
|
|
DECLARE_CONDITION( COND_ZOMBIE_RELEASECRAB )
|
|
DECLARE_CONDITION( COND_ZOMBIE_LOCAL_MELEE_OBSTRUCTION )
|
|
|
|
//Adrian: events go here
|
|
DECLARE_ANIMEVENT( AE_ZOMBIE_ATTACK_RIGHT )
|
|
DECLARE_ANIMEVENT( AE_ZOMBIE_ATTACK_LEFT )
|
|
DECLARE_ANIMEVENT( AE_ZOMBIE_ATTACK_BOTH )
|
|
DECLARE_ANIMEVENT( AE_ZOMBIE_SWATITEM )
|
|
DECLARE_ANIMEVENT( AE_ZOMBIE_STARTSWAT )
|
|
DECLARE_ANIMEVENT( AE_ZOMBIE_STEP_LEFT )
|
|
DECLARE_ANIMEVENT( AE_ZOMBIE_STEP_RIGHT )
|
|
DECLARE_ANIMEVENT( AE_ZOMBIE_SCUFF_LEFT )
|
|
DECLARE_ANIMEVENT( AE_ZOMBIE_SCUFF_RIGHT )
|
|
DECLARE_ANIMEVENT( AE_ZOMBIE_ATTACK_SCREAM )
|
|
DECLARE_ANIMEVENT( AE_ZOMBIE_GET_UP )
|
|
DECLARE_ANIMEVENT( AE_ZOMBIE_POUND )
|
|
DECLARE_ANIMEVENT( AE_ZOMBIE_ALERTSOUND )
|
|
DECLARE_ANIMEVENT( AE_ZOMBIE_POPHEADCRAB )
|
|
|
|
DECLARE_INTERACTION( g_interactionZombieMeleeWarning )
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ZOMBIE_MOVE_SWATITEM,
|
|
|
|
" Tasks"
|
|
" TASK_ZOMBIE_DELAY_SWAT 3"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
|
|
" TASK_ZOMBIE_GET_PATH_TO_PHYSOBJ 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_ZOMBIE_SWAT_ITEM 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_ZOMBIE_RELEASECRAB"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_NEW_ENEMY"
|
|
)
|
|
|
|
//=========================================================
|
|
// SwatItem
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ZOMBIE_SWATITEM,
|
|
|
|
" Tasks"
|
|
" TASK_ZOMBIE_DELAY_SWAT 3"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_ZOMBIE_SWAT_ITEM 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_ZOMBIE_RELEASECRAB"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_NEW_ENEMY"
|
|
)
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ZOMBIE_ATTACKITEM,
|
|
|
|
" Tasks"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_MELEE_ATTACK1 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_ZOMBIE_RELEASECRAB"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_NEW_ENEMY"
|
|
)
|
|
|
|
//=========================================================
|
|
// ChaseEnemy
|
|
//=========================================================
|
|
#ifdef HL2_EPISODIC
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ZOMBIE_CHASE_ENEMY,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED"
|
|
" TASK_SET_TOLERANCE_DISTANCE 24"
|
|
" TASK_GET_CHASE_PATH_TO_ENEMY 600"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_ENEMY_UNREACHABLE"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_TOO_CLOSE_TO_ATTACK"
|
|
" COND_TASK_FAILED"
|
|
" COND_ZOMBIE_CAN_SWAT_ATTACK"
|
|
" COND_ZOMBIE_RELEASECRAB"
|
|
" COND_HEAVY_DAMAGE"
|
|
)
|
|
#else
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ZOMBIE_CHASE_ENEMY,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED"
|
|
" TASK_SET_TOLERANCE_DISTANCE 24"
|
|
" TASK_GET_CHASE_PATH_TO_ENEMY 600"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_ENEMY_UNREACHABLE"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_TOO_CLOSE_TO_ATTACK"
|
|
" COND_TASK_FAILED"
|
|
" COND_ZOMBIE_CAN_SWAT_ATTACK"
|
|
" COND_ZOMBIE_RELEASECRAB"
|
|
)
|
|
#endif // HL2_EPISODIC
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ZOMBIE_RELEASECRAB,
|
|
|
|
" Tasks"
|
|
" TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_ZOM_RELEASECRAB"
|
|
" TASK_ZOMBIE_RELEASE_HEADCRAB 0"
|
|
" TASK_ZOMBIE_DIE 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_TASK_FAILED"
|
|
)
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ZOMBIE_MOVE_TO_AMBUSH,
|
|
|
|
" Tasks"
|
|
" TASK_WAIT 1.0" // don't react as soon as you see the player.
|
|
" TASK_FIND_COVER_FROM_ENEMY 0"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_TURN_LEFT 180"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ZOMBIE_WAIT_AMBUSH"
|
|
" "
|
|
" Interrupts"
|
|
" COND_TASK_FAILED"
|
|
" COND_NEW_ENEMY"
|
|
)
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ZOMBIE_WAIT_AMBUSH,
|
|
|
|
" Tasks"
|
|
" TASK_WAIT_FACE_ENEMY 99999"
|
|
" "
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_ENEMY"
|
|
)
|
|
|
|
//=========================================================
|
|
// Wander around for a while so we don't look stupid.
|
|
// this is done if we ever lose track of our enemy.
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ZOMBIE_WANDER_MEDIUM,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WANDER 480384" // 4 feet to 32 feet
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT_PVS 0" // if the player left my PVS, just wait.
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ZOMBIE_WANDER_MEDIUM" // keep doing it
|
|
" "
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ZOMBIE_WANDER_STANDOFF,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WANDER 480384" // 4 feet to 32 feet
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT_PVS 0" // if the player left my PVS, just wait.
|
|
" "
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_ZOMBIE_RELEASECRAB"
|
|
)
|
|
|
|
//=========================================================
|
|
// If you fail to wander, wait just a bit and try again.
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ZOMBIE_WANDER_FAIL,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT 1"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ZOMBIE_WANDER_MEDIUM"
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_ZOMBIE_RELEASECRAB"
|
|
)
|
|
|
|
//=========================================================
|
|
// Like the base class, only don't stop in the middle of
|
|
// swinging if the enemy is killed, hides, or new enemy.
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ZOMBIE_MELEE_ATTACK1,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
|
|
" TASK_MELEE_ATTACK1 0"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ZOMBIE_POST_MELEE_WAIT"
|
|
""
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
)
|
|
|
|
//=========================================================
|
|
// Make the zombie wait a frame after a melee attack, to
|
|
// allow itself & it's enemy to test for dynamic scripted sequences.
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_ZOMBIE_POST_MELEE_WAIT,
|
|
|
|
" Tasks"
|
|
" TASK_ZOMBIE_WAIT_POST_MELEE 0"
|
|
)
|
|
|
|
AI_END_CUSTOM_NPC()
|