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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements the zombie, a horrific once-human headcrab victim.
//
// The zombie has two main states: Full and Torso.
//
// In Full state, the zombie is whole and walks upright as he did in Half-Life.
// He will try to claw the player and swat physics items at him.
//
// In Torso state, the zombie has been blasted or cut in half, and the Torso will
// drag itself along the ground with its arms. It will try to claw the player.
//
// In either state, a severely injured Zombie will release its headcrab, which
// will immediately go after the player. The Zombie will then die (ragdoll).
//
//=============================================================================//
#include "cbase.h"
#include "npc_BaseZombie.h"
#include "player.h"
#include "game.h"
#include "ai_network.h"
#include "ai_navigator.h"
#include "ai_motor.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_node.h"
#include "ai_memory.h"
#include "ai_senses.h"
#include "bitstring.h"
#include "EntityFlame.h"
#include "hl2_shareddefs.h"
#include "npcevent.h"
#include "activitylist.h"
#include "entitylist.h"
#include "gib.h"
#include "soundenvelope.h"
#include "ndebugoverlay.h"
#include "rope.h"
#include "rope_shared.h"
#include "igamesystem.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "props.h"
#include "hl2_gamerules.h"
#include "weapon_physcannon.h"
#include "ammodef.h"
#include "vehicle_base.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar sk_npc_head;
#define ZOMBIE_BULLET_DAMAGE_SCALE 0.5f
int g_interactionZombieMeleeWarning;
envelopePoint_t envDefaultZombieMoanVolumeFast[] =
{
{ 1.0f, 1.0f,
0.1f, 0.1f,
},
{ 0.0f, 0.0f,
0.2f, 0.3f,
},
};
envelopePoint_t envDefaultZombieMoanVolume[] =
{
{ 1.0f, 0.1f,
0.1f, 0.1f,
},
{ 1.0f, 1.0f,
0.2f, 0.2f,
},
{ 0.0f, 0.0f,
0.3f, 0.4f,
},
};
// if the zombie doesn't find anything closer than this, it doesn't swat.
#define ZOMBIE_FARTHEST_PHYSICS_OBJECT 40.0*12.0
#define ZOMBIE_PHYSICS_SEARCH_DEPTH 100
// Don't swat objects unless player is closer than this.
#define ZOMBIE_PLAYER_MAX_SWAT_DIST 1000
//
// How much health a Zombie torso gets when a whole zombie is broken
// It's whole zombie's MAX Health * this value
#define ZOMBIE_TORSO_HEALTH_FACTOR 0.5
//
// When the zombie has health < m_iMaxHealth * this value, it will
// try to release its headcrab.
#define ZOMBIE_RELEASE_HEALTH_FACTOR 0.5
//
// The heaviest physics object that a zombie should try to swat. (kg)
#define ZOMBIE_MAX_PHYSOBJ_MASS 60
//
// Zombie tries to get this close to a physics object's origin to swat it
#define ZOMBIE_PHYSOBJ_SWATDIST 80
//
// Because movement code sometimes doesn't get us QUITE where we
// want to go, the zombie tries to get this close to a physics object
// Zombie will end up somewhere between PHYSOBJ_MOVE_TO_DIST & PHYSOBJ_SWATDIST
#define ZOMBIE_PHYSOBJ_MOVE_TO_DIST 48
//
// How long between physics swat attacks (in seconds).
#define ZOMBIE_SWAT_DELAY 5
//
// After taking damage, ignore further damage for n seconds. This keeps the zombie
// from being interrupted while.
//
#define ZOMBIE_FLINCH_DELAY 3
#define ZOMBIE_BURN_TIME 10 // If ignited, burn for this many seconds
#define ZOMBIE_BURN_TIME_NOISE 2 // Give or take this many seconds.
//=========================================================
// private activities
//=========================================================
int CNPC_BaseZombie::ACT_ZOM_SWATLEFTMID;
int CNPC_BaseZombie::ACT_ZOM_SWATRIGHTMID;
int CNPC_BaseZombie::ACT_ZOM_SWATLEFTLOW;
int CNPC_BaseZombie::ACT_ZOM_SWATRIGHTLOW;
int CNPC_BaseZombie::ACT_ZOM_RELEASECRAB;
int CNPC_BaseZombie::ACT_ZOM_FALL;
ConVar sk_zombie_dmg_one_slash( "sk_zombie_dmg_one_slash","0");
ConVar sk_zombie_dmg_both_slash( "sk_zombie_dmg_both_slash","0");
// When a zombie spawns, he will select a 'base' pitch value
// that's somewhere between basepitchmin & basepitchmax
ConVar zombie_basemin( "zombie_basemin", "100" );
ConVar zombie_basemax( "zombie_basemax", "100" );
ConVar zombie_changemin( "zombie_changemin", "0" );
ConVar zombie_changemax( "zombie_changemax", "0" );
// play a sound once in every zombie_stepfreq steps
ConVar zombie_stepfreq( "zombie_stepfreq", "4" );
ConVar zombie_moanfreq( "zombie_moanfreq", "1" );
ConVar zombie_decaymin( "zombie_decaymin", "0.1" );
ConVar zombie_decaymax( "zombie_decaymax", "0.4" );
ConVar zombie_ambushdist( "zombie_ambushdist", "16000" );
//=========================================================
// For a couple of reasons, we keep a running count of how
// many zombies in the world are angry at any given time.
//=========================================================
static int s_iAngryZombies = 0;
//=========================================================
//=========================================================
class CAngryZombieCounter : public CAutoGameSystem
{
public:
CAngryZombieCounter( char const *name ) : CAutoGameSystem( name )
{
}
// Level init, shutdown
virtual void LevelInitPreEntity()
{
s_iAngryZombies = 0;
}
};
CAngryZombieCounter AngryZombieCounter( "CAngryZombieCounter" );
int AE_ZOMBIE_ATTACK_RIGHT;
int AE_ZOMBIE_ATTACK_LEFT;
int AE_ZOMBIE_ATTACK_BOTH;
int AE_ZOMBIE_SWATITEM;
int AE_ZOMBIE_STARTSWAT;
int AE_ZOMBIE_STEP_LEFT;
int AE_ZOMBIE_STEP_RIGHT;
int AE_ZOMBIE_SCUFF_LEFT;
int AE_ZOMBIE_SCUFF_RIGHT;
int AE_ZOMBIE_ATTACK_SCREAM;
int AE_ZOMBIE_GET_UP;
int AE_ZOMBIE_POUND;
int AE_ZOMBIE_ALERTSOUND;
int AE_ZOMBIE_POPHEADCRAB;
//=========================================================
//=========================================================
BEGIN_DATADESC( CNPC_BaseZombie )
DEFINE_SOUNDPATCH( m_pMoanSound ),
DEFINE_FIELD( m_fIsTorso, FIELD_BOOLEAN ),
DEFINE_FIELD( m_fIsHeadless, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flNextFlinch, FIELD_TIME ),
DEFINE_FIELD( m_bHeadShot, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flBurnDamage, FIELD_FLOAT ),
DEFINE_FIELD( m_flBurnDamageResetTime, FIELD_TIME ),
DEFINE_FIELD( m_hPhysicsEnt, FIELD_EHANDLE ),
DEFINE_FIELD( m_flNextMoanSound, FIELD_TIME ),
DEFINE_FIELD( m_flNextSwat, FIELD_TIME ),
DEFINE_FIELD( m_flNextSwatScan, FIELD_TIME ),
DEFINE_FIELD( m_crabHealth, FIELD_FLOAT ),
DEFINE_FIELD( m_flMoanPitch, FIELD_FLOAT ),
DEFINE_FIELD( m_iMoanSound, FIELD_INTEGER ),
DEFINE_FIELD( m_hObstructor, FIELD_EHANDLE ),
DEFINE_FIELD( m_bIsSlumped, FIELD_BOOLEAN ),
END_DATADESC()
//LINK_ENTITY_TO_CLASS( base_zombie, CNPC_BaseZombie );
//---------------------------------------------------------
//---------------------------------------------------------
int CNPC_BaseZombie::g_numZombies = 0;
//---------------------------------------------------------
//---------------------------------------------------------
CNPC_BaseZombie::CNPC_BaseZombie()
{
// Gotta select which sound we're going to play, right here!
// Because everyone's constructed before they spawn.
//
// Assign moan sounds in order, over and over.
// This means if 3 or so zombies spawn near each
// other, they will definitely not pick the same
// moan loop.
m_iMoanSound = g_numZombies;
g_numZombies++;
}
//---------------------------------------------------------
//---------------------------------------------------------
CNPC_BaseZombie::~CNPC_BaseZombie()
{
g_numZombies--;
}
//---------------------------------------------------------
// The closest physics object is chosen that is:
// <= MaxMass in Mass
// Between the zombie and the enemy
// not too far from a direct line to the enemy.
//---------------------------------------------------------
bool CNPC_BaseZombie::FindNearestPhysicsObject( int iMaxMass )
{
CBaseEntity *pList[ ZOMBIE_PHYSICS_SEARCH_DEPTH ];
CBaseEntity *pNearest = NULL;
float flDist;
IPhysicsObject *pPhysObj;
int i;
Vector vecDirToEnemy;
Vector vecDirToObject;
if ( !CanSwatPhysicsObjects() || !GetEnemy() )
{
// Can't swat, or no enemy, so no swat.
m_hPhysicsEnt = NULL;
return false;
}
vecDirToEnemy = GetEnemy()->GetAbsOrigin() - GetAbsOrigin();
float dist = VectorNormalize(vecDirToEnemy);
vecDirToEnemy.z = 0;
if( dist > ZOMBIE_PLAYER_MAX_SWAT_DIST )
{
// Player is too far away. Don't bother
// trying to swat anything at them until
// they are closer.
return false;
}
float flNearestDist = MIN( dist, ZOMBIE_FARTHEST_PHYSICS_OBJECT * 0.5 );
Vector vecDelta( flNearestDist, flNearestDist, GetHullHeight() * 2.0 );
class CZombieSwatEntitiesEnum : public CFlaggedEntitiesEnum
{
public:
CZombieSwatEntitiesEnum( CBaseEntity **pList, int listMax, int iMaxMass )
: CFlaggedEntitiesEnum( pList, listMax, 0 ),
m_iMaxMass( iMaxMass )
{
}
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
{
CBaseEntity *pEntity = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() );
if ( pEntity &&
pEntity->VPhysicsGetObject() &&
pEntity->VPhysicsGetObject()->GetMass() <= m_iMaxMass &&
pEntity->VPhysicsGetObject()->IsAsleep() &&
pEntity->VPhysicsGetObject()->IsMoveable() )
{
return CFlaggedEntitiesEnum::EnumElement( pHandleEntity );
}
return ITERATION_CONTINUE;
}
int m_iMaxMass;
};
CZombieSwatEntitiesEnum swatEnum( pList, ZOMBIE_PHYSICS_SEARCH_DEPTH, iMaxMass );
int count = UTIL_EntitiesInBox( GetAbsOrigin() - vecDelta, GetAbsOrigin() + vecDelta, &swatEnum );
// magically know where they are
Vector vecZombieKnees;
CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.25f ), &vecZombieKnees );
for( i = 0 ; i < count ; i++ )
{
pPhysObj = pList[ i ]->VPhysicsGetObject();
Assert( !( !pPhysObj || pPhysObj->GetMass() > iMaxMass || !pPhysObj->IsAsleep() ) );
Vector center = pList[ i ]->WorldSpaceCenter();
flDist = UTIL_DistApprox2D( GetAbsOrigin(), center );
if( flDist >= flNearestDist )
continue;
// This object is closer... but is it between the player and the zombie?
vecDirToObject = pList[ i ]->WorldSpaceCenter() - GetAbsOrigin();
VectorNormalize(vecDirToObject);
vecDirToObject.z = 0;
if( DotProduct( vecDirToEnemy, vecDirToObject ) < 0.8 )
continue;
if( flDist >= UTIL_DistApprox2D( center, GetEnemy()->GetAbsOrigin() ) )
continue;
// don't swat things where the highest point is under my knees
// NOTE: This is a rough test; a more exact test is going to occur below
if ( (center.z + pList[i]->BoundingRadius()) < vecZombieKnees.z )
continue;
// don't swat things that are over my head.
if( center.z > EyePosition().z )
continue;
vcollide_t *pCollide = modelinfo->GetVCollide( pList[i]->GetModelIndex() );
Vector objMins, objMaxs;
physcollision->CollideGetAABB( &objMins, &objMaxs, pCollide->solids[0], pList[i]->GetAbsOrigin(), pList[i]->GetAbsAngles() );
if ( objMaxs.z < vecZombieKnees.z )
continue;
if ( !FVisible( pList[i] ) )
continue;
if ( hl2_episodic.GetBool() )
{
// Skip things that the enemy can't see. Do we want this as a general thing?
// The case for this feature is that zombies who are pursuing the player will
// stop along the way to swat objects at the player who is around the corner or
// otherwise not in a place that the object has a hope of hitting. This diversion
// makes the zombies very late (in a random fashion) getting where they are going. (sjb 1/2/06)
if( !GetEnemy()->FVisible( pList[i] ) )
continue;
}
// Make this the last check, since it makes a string.
// Don't swat server ragdolls!
if ( FClassnameIs( pList[ i ], "physics_prop_ragdoll" ) )
continue;
if ( FClassnameIs( pList[ i ], "prop_ragdoll" ) )
continue;
// The object must also be closer to the zombie than it is to the enemy
pNearest = pList[ i ];
flNearestDist = flDist;
}
m_hPhysicsEnt = pNearest;
if( m_hPhysicsEnt == NULL )
{
return false;
}
else
{
return true;
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns this monster's place in the relationship table.
//-----------------------------------------------------------------------------
Class_T CNPC_BaseZombie::Classify( void )
{
if ( IsSlumped() )
return CLASS_NONE;
return( CLASS_ZOMBIE );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Disposition_t CNPC_BaseZombie::IRelationType( CBaseEntity *pTarget )
{
// Slumping should not affect Zombie's opinion of others
if ( IsSlumped() )
{
m_bIsSlumped = false;
Disposition_t result = BaseClass::IRelationType( pTarget );
m_bIsSlumped = true;
return result;
}
return BaseClass::IRelationType( pTarget );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the maximum yaw speed based on the monster's current activity.
//-----------------------------------------------------------------------------
float CNPC_BaseZombie::MaxYawSpeed( void )
{
if( m_fIsTorso )
{
return( 60 );
}
else if (IsMoving() && HasPoseParameter( GetSequence(), m_poseMove_Yaw ))
{
return( 15 );
}
else
{
switch( GetActivity() )
{
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
return 100;
break;
case ACT_RUN:
return 15;
break;
case ACT_WALK:
case ACT_IDLE:
return 25;
break;
case ACT_RANGE_ATTACK1:
case ACT_RANGE_ATTACK2:
case ACT_MELEE_ATTACK1:
case ACT_MELEE_ATTACK2:
return 120;
default:
return 90;
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: turn in the direction of movement
// Output :
//-----------------------------------------------------------------------------
bool CNPC_BaseZombie::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval )
{
if (!HasPoseParameter( GetSequence(), m_poseMove_Yaw ))
{
return BaseClass::OverrideMoveFacing( move, flInterval );
}
// required movement direction
float flMoveYaw = UTIL_VecToYaw( move.dir );
float idealYaw = UTIL_AngleMod( flMoveYaw );
if (GetEnemy())
{
float flEDist = UTIL_DistApprox2D( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter() );
if (flEDist < 256.0)
{
float flEYaw = UTIL_VecToYaw( GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter() );
if (flEDist < 128.0)
{
idealYaw = flEYaw;
}
else
{
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()