valve/src/server/monster_zombie.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED monster_zombie (0 0.8 0.8) (-16 -16 0) (16 16 72)
HALF-LIFE (1998) ENTITY
Zombie
*/
enum
{
ZO_IDLE,
ZO_TURNLEFT,
ZO_TURNRIGHT,
ZO_FLINCHSM,
ZO_FLINCH,
ZO_FLINCHBIG,
ZO_RISE,
ZO_FALLING,
ZO_ATTACK1,
ZO_ATTACK2,
ZO_WALK,
ZO_FLINCHLA,
ZO_FLINCHRA,
ZO_FLINCHLEFT,
ZO_FLINCHRIGHT,
ZO_DIEHS,
ZO_DIEHS2,
ZO_DIE,
ZO_DIE2,
ZO_DIE3,
ZO_PAUSE,
ZO_WALLBUST,
ZO_WALLKICK,
ZO_WINDOWBUST,
ZO_SODA,
ZO_SLIDEIDLE,
ZO_SLIDE,
ZO_VENTIDLE,
ZO_VENT,
ZO_DEADIDLE,
ZO_DEAD,
ZO_FREAKDIE,
ZO_FREAK,
ZO_EATTABLE,
ZO_EAT,
ZO_EATSTAND,
ZO_DOORIP,
ZO_PULLSCI,
ZO_EAT2,
ZO_EAT2STAND,
ZO_VENT2IDLE,
ZO_VENT2,
ZO_HAUL,
ZO_RISESNACK
};
class monster_zombie:CBaseMonster
{
float m_flIdleTime;
void(void) monster_zombie;
virtual void(void) Pain;
virtual void(void) Death;
virtual void(void) IdleNoise;
virtual void(void) Respawn;
virtual int(void) AnimIdle;
virtual int(void) AnimWalk;
virtual int(void) AnimRun;
virtual int(void) AttackMelee;
virtual void(void) AttackFlail;
};
int
monster_zombie::AnimIdle(void)
{
return ZO_IDLE;
}
int
monster_zombie::AnimWalk(void)
{
return ZO_WALK;
}
int
monster_zombie::AnimRun(void)
{
return ZO_WALK;
}
int
monster_zombie::AttackMelee(void)
{
/* visual */
if (random() < 0.5)
AnimPlay(ZO_ATTACK1);
else
AnimPlay(ZO_ATTACK2);
m_flAttackThink = m_flAnimTime;
Sound_Play(this, CHAN_VOICE, "monster_zombie.attack");
/* functional */
think = AttackFlail;
nextthink = 0.25f;
return TRUE;
}
void
monster_zombie::AttackFlail(void)
{
traceline(origin, m_eEnemy.origin, FALSE, this);
if (trace_fraction >= 1.0 || trace_ent.takedamage != DAMAGE_YES) {
Sound_Play(this, CHAN_WEAPON, "monster_zombie.attackmiss");
return;
}
Damage_Apply(trace_ent, this, 25, 0, 0);
Sound_Play(this, CHAN_WEAPON, "monster_zombie.attackhit");
}
void
monster_zombie::Pain(void)
{
CBaseMonster::Pain();
if (m_flAnimTime > time) {
return;
}
if (random() < 0.25f) {
return;
}
Sound_Play(this, CHAN_VOICE, "monster_zombie.pain");
SetFrame(ZO_FLINCH + floor(random(0, 2)));
m_flAnimTime = time + 0.25f;
}
void
monster_zombie::Death(void)
{
/* if we're already dead (corpse) don't change animations */
if (style != MONSTER_DEAD) {
/* headshots == different animation */
if (g_dmg_iHitBody == BODY_HEAD) {
if (random() < 0.5) {
SetFrame(ZO_DIEHS);
} else {
SetFrame(ZO_DIEHS2);
}
} else {
SetFrame(ZO_DIE + floor(random(0, 3)));
}
Sound_Play(this, CHAN_VOICE, "monster_zombie.pain");
}
/* set the functional differences */
CBaseMonster::Death();
}
void
monster_zombie::IdleNoise(void)
{
/* don't make noise if we're dead (corpse) */
if (style == MONSTER_DEAD) {
return;
}
if (m_flIdleTime > time) {
return;
}
m_flIdleTime = time + random(2,10);
Sound_Play(this, CHAN_VOICE, "monster_zombie.idle");
}
void
monster_zombie::Respawn(void)
{
CBaseMonster::Respawn();
SetFrame(ZO_IDLE);
}
void
monster_zombie::monster_zombie(void)
{
Sound_Precache("monster_zombie.alert");
Sound_Precache("monster_zombie.attack");
Sound_Precache("monster_zombie.attackhit");
Sound_Precache("monster_zombie.attackmiss");
Sound_Precache("monster_zombie.idle");
Sound_Precache("monster_zombie.pain");
netname = "Zombie";
model = "models/zombie.mdl";
base_health = Skill_GetValue("zombie_health", 50);
base_mins = [-16,-16,0];
base_maxs = [16,16,72];
m_iAlliance = MAL_ALIEN;
CBaseMonster::CBaseMonster();
}