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