quakec/source/server/ai/zombie_core.qc

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2022-02-08 18:42:28 +00:00
/*
server/ai/zombie_core.qc
zombie things
2024-01-07 23:24:48 +00:00
Copyright (C) 2021-2024 NZ:P Team
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This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#define ZOMBIE_DAMAGE_THROUGH_WINDOW 60
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void() Zombie_Walk_Setup;
void() crawler_rip_board1;
void() crawler_da1;
void() crawler_die1;
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void() crawler_death_wunder1;
void() LinkZombiesHitbox;
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float EMPTY_BBOX = 0;
float BASE_BBOX = 1;
float IDLE_BBOX = 2;
//Rising from ground bbox
float WALK1_BBOX = 4;
float WALK2_BBOX = 5;
float WALK3_BBOX = 6;
float JOG_BBOX = 7;
float RUN_BBOX = 8;
float CRAWLER_BBOX = 9;
void(float what) play_sound_z =
{
if(self.classname == "ai_zombie")
{
local float e;
e = random();
if(what == 1)//attack
{
if (e < 0.125)
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sound(self, CHAN_WEAPON, "sounds/zombie/a0.wav", 1, ATTN_NORM);
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else if (e < 0.25)
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sound(self, CHAN_WEAPON, "sounds/zombie/a1.wav", 1, ATTN_NORM);
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else if (e < 0.375)
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sound(self, CHAN_WEAPON, "sounds/zombie/a2.wav", 1, ATTN_NORM);
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else if( e < 0.5)
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sound(self, CHAN_WEAPON, "sounds/zombie/a3.wav", 1, ATTN_NORM);
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else if( e < 0.625)
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sound(self, CHAN_WEAPON, "sounds/zombie/a4.wav", 1, ATTN_NORM);
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else if( e < 0.75)
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sound(self, CHAN_WEAPON, "sounds/zombie/a5.wav", 1, ATTN_NORM);
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else if( e < 0.875)
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sound(self, CHAN_WEAPON, "sounds/zombie/a6.wav", 1, ATTN_NORM);
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else
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sound(self, CHAN_WEAPON, "sounds/zombie/a7.wav", 1, ATTN_NORM);
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return;
}
if(what == 2)//walking!
{
if(self.s_time < time && self.s_time > 0)
{
sounds_playing --;
self.s_time = 0;
}
if(sounds_playing >= 3)
{
return;
}
sounds_playing++;
self.s_time = time + 1;
if(self.sound_time < time)
{
play_sound_z(4);
if(self.crawling == TRUE)
{
self.sound_time = time + 3 + random()*2;
if(e < 0.2)
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sound(self, CHAN_VOICE, "sounds/zombie/t0.wav", 1, ATTN_NORM);
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else if (e < 0.4)
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sound(self, CHAN_VOICE, "sounds/zombie/t1.wav", 1, ATTN_NORM);
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else if (e < 0.6)
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sound(self, CHAN_VOICE, "sounds/zombie/t2.wav", 1, ATTN_NORM);
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else if (e < 0.8)
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sound(self, CHAN_VOICE, "sounds/zombie/t3.wav", 1, ATTN_NORM);
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else
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sound(self, CHAN_VOICE, "sounds/zombie/t4.wav", 1, ATTN_NORM);
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return;
}
if(self.walktype == 1 || self.walktype == 2 || self.walktype == 3)
{
self.sound_time = time + 3 + random();
if (e < 0.1)
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sound(self, CHAN_VOICE, "sounds/zombie/w0.wav", 1, ATTN_NORM);
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else if (e < 0.2)
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sound(self, CHAN_VOICE, "sounds/zombie/w1.wav", 1, ATTN_NORM);
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else if (e < 0.3)
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sound(self, CHAN_VOICE, "sounds/zombie/w2.wav", 1, ATTN_NORM);
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else if( e < 0.4)
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sound(self, CHAN_VOICE, "sounds/zombie/w3.wav", 1, ATTN_NORM);
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else if( e < 0.5)
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sound(self, CHAN_VOICE, "sounds/zombie/w4.wav", 1, ATTN_NORM);
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else if( e < 0.6)
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sound(self, CHAN_VOICE, "sounds/zombie/w5.wav", 1, ATTN_NORM);
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else if( e < 0.7)
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sound(self, CHAN_VOICE, "sounds/zombie/w6.wav", 1, ATTN_NORM);
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else if( e < 0.8)
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sound(self, CHAN_VOICE, "sounds/zombie/w7.wav", 1, ATTN_NORM);
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else if( e < 0.9)
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sound(self, CHAN_VOICE, "sounds/zombie/w8.wav", 1, ATTN_NORM);
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else
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sound(self, CHAN_VOICE, "sounds/zombie/w9.wav", 1, ATTN_NORM);
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return;
}
else if(self.walktype == 4 || self.walktype == 5)
{
self.sound_time = time + 4 + random()*2;
if (e < 0.1)
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sound(self, CHAN_VOICE, "sounds/zombie/r0.wav", 1, ATTN_NORM);
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else if (e < 0.2)
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sound(self, CHAN_VOICE, "sounds/zombie/r1.wav", 1, ATTN_NORM);
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else if (e < 0.3)
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sound(self, CHAN_VOICE, "sounds/zombie/r2.wav", 1, ATTN_NORM);
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else if( e < 0.4)
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sound(self, CHAN_VOICE, "sounds/zombie/r3.wav", 1, ATTN_NORM);
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else if( e < 0.5)
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sound(self, CHAN_VOICE, "sounds/zombie/r4.wav", 1, ATTN_NORM);
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else if( e < 0.6)
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sound(self, CHAN_VOICE, "sounds/zombie/r5.wav", 1, ATTN_NORM);
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else if( e < 0.7)
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sound(self, CHAN_VOICE, "sounds/zombie/r6.wav", 1, ATTN_NORM);
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else if( e < 0.8)
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sound(self, CHAN_VOICE, "sounds/zombie/r7.wav", 1, ATTN_NORM);
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else if( e < 0.9)
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sound(self, CHAN_VOICE, "sounds/zombie/r8.wav", 1, ATTN_NORM);
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else
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sound(self, CHAN_VOICE, "sounds/zombie/r9.wav", 1, ATTN_NORM);
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return;
}
}
}
if(what == 3)//death!
{
if (e < 0.125)
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sound(self, CHAN_BODY, "sounds/zombie/d0.wav", 1, ATTN_NORM);
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else if (e < 0.25)
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sound(self, CHAN_BODY, "sounds/zombie/d1.wav", 1, ATTN_NORM);
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else if (e < 0.375)
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sound(self, CHAN_BODY, "sounds/zombie/d2.wav", 1, ATTN_NORM);
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else if( e < 0.5)
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sound(self, CHAN_BODY, "sounds/zombie/d3.wav", 1, ATTN_NORM);
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else if( e < 0.625)
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sound(self, CHAN_BODY, "sounds/zombie/d4.wav", 1, ATTN_NORM);
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else if( e < 0.75)
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sound(self, CHAN_BODY, "sounds/zombie/d5.wav", 1, ATTN_NORM);
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else if( e < 0.875)
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sound(self, CHAN_BODY, "sounds/zombie/d6.wav", 1, ATTN_NORM);
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else
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sound(self, CHAN_BODY, "sounds/zombie/d7.wav", 1, ATTN_NORM);
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return;
}
if(what == 4)//Taunt!
{
if(random() < 0.83)
return;
if(e < 0.2)
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sound(self, CHAN_ITEM, "sounds/zombie/t0.wav", 1, ATTN_NORM);
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else if (e < 0.4)
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sound(self, CHAN_ITEM, "sounds/zombie/t1.wav", 1, ATTN_NORM);
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else if (e < 0.6)
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sound(self, CHAN_ITEM, "sounds/zombie/t2.wav", 1, ATTN_NORM);
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else if (e < 0.8)
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sound(self, CHAN_ITEM, "sounds/zombie/t3.wav", 1, ATTN_NORM);
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else
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sound(self, CHAN_ITEM, "sounds/zombie/t4.wav", 1, ATTN_NORM);
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return;
}
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if (what == 5) // Electric Zap
{
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sound(self, CHAN_ITEM, "sounds/machines/elec_shock.wav", 1, ATTN_NORM);
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}
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}
};
void(__inout vector what, float howmuch) vector_scale_hack =
{
what_x *= howmuch;
what_y *= howmuch;
what_z *= howmuch;
}
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void(float which) SetZombieHitBox =
{
//Zombie's bbox is constant across all hitbox setups, so we don't update it.
if(self.currentHitBoxSetup == which)
return;
//which = IDLE_BBOX;
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switch(which)
{
case EMPTY_BBOX:
self.head.view_ofs = '0 0 0';
self.rarm.view_ofs = '0 0 0';
self.larm.view_ofs = '0 0 0';
break;
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case IDLE_BBOX:
self.head.bbmins = '-5 -5 -5';
self.head.bbmaxs = '5 5 5';
self.head.view_ofs = '0 10 35';
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self.larm.bbmins = '-5 -5 -15';
self.larm.bbmaxs = '5 5 15';
self.larm.view_ofs = '-10 10 10';
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self.rarm.bbmins = '-5 -5 -15';
self.rarm.bbmaxs = '5 5 15';
self.rarm.view_ofs = '10 10 10';
break;
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case WALK1_BBOX:
self.head.bbmins = '-5 -5 -5';
self.head.bbmaxs = '5 5 5';
self.head.view_ofs = '2 -3 35';
self.larm.bbmins = '-5 -7 -15';
self.larm.bbmaxs = '5 7 15';
self.larm.view_ofs = '-10 -4 15';
self.rarm.bbmins = '-5 -8 -11';
self.rarm.bbmaxs = '5 8 11';
self.rarm.view_ofs = '10 11 11';
break;
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case WALK2_BBOX:
self.head.bbmins = '-7 -5 -5';
self.head.bbmaxs = '7 5 5';
self.head.view_ofs = '-11 6 36';
self.larm.bbmins = '-5 -6 -15';
self.larm.bbmaxs = '5 6 15';
self.larm.view_ofs = '-14 3 15';
self.rarm.bbmins = '-5 -5 -11';
self.rarm.bbmaxs = '5 5 11';
self.rarm.view_ofs = '4 13 11';
break;
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case WALK3_BBOX:
self.head.bbmins = '-5 -5 -5';
self.head.bbmaxs = '5 5 5';
self.head.view_ofs = '-2 13 31';
self.larm.bbmins = '-4 -6 -14';
self.larm.bbmaxs = '4 6 14';
self.larm.view_ofs = '-12 3 11';
self.rarm.bbmins = '-5 -5 -11';
self.rarm.bbmaxs = '5 5 11';
self.rarm.view_ofs = '14 6 12';
break;
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case JOG_BBOX:
self.head.bbmins = '-5 -5 -5';
self.head.bbmaxs = '5 5 5';
self.head.view_ofs = '0 5 36';
self.larm.bbmins = '-5 -13 -5';
self.larm.bbmaxs = '5 13 5';
self.larm.view_ofs = '-8 19 24';
self.rarm.bbmins = '-5 -13 -5';
self.rarm.bbmaxs = '5 13 5';
self.rarm.view_ofs = '10 19 24';
break;
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case RUN_BBOX:
self.head.bbmins = '-5 -5 -5';
self.head.bbmaxs = '5 5 5';
self.head.view_ofs = '3 17 32';
self.larm.bbmins = '-4 -10 -9';
self.larm.bbmaxs = '4 10 9';
self.larm.view_ofs = '-12 28 18';
self.rarm.bbmins = '-4 -13 -10';
self.rarm.bbmaxs = '4 13 10';
self.rarm.view_ofs = '12 -2 19';
break;
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case CRAWLER_BBOX:
self.head.bbmins = '-5 -5 -5';
self.head.bbmaxs = '5 5 5';
self.head.view_ofs = '2 18 -14';
self.larm.bbmins = '-4 -10 -9';
self.larm.bbmaxs = '4 10 9';
self.larm.view_ofs = '-9 24 -27';
self.rarm.bbmins = '-4 -13 -10';
self.rarm.bbmaxs = '4 13 10';
self.rarm.view_ofs = '12 15 -25';
break;
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default: //also known as BASE_BBOX
self.head.bbmins = '-5 -5 -5';
self.head.bbmaxs = '5 5 5';
self.head.view_ofs = '0 0 35';
self.larm.bbmins = '-5 -5 -15';
self.larm.bbmaxs = '5 5 15';
self.larm.view_ofs = '-10 0 5';
self.rarm.bbmins = '-5 -5 -15';
self.rarm.bbmaxs = '5 5 15';
self.rarm.view_ofs = '10 0 5';
break;
}
self.currentHitBoxSetup = which;
if (map_compatibility_mode == MAP_COMPAT_BETA) {
vector_scale_hack(self.head.bbmins, self.head.scale);
vector_scale_hack(self.head.bbmaxs, self.head.scale);
vector_scale_hack(self.head.view_ofs, self.head.scale);
vector_scale_hack(self.larm.bbmins, self.larm.scale);
vector_scale_hack(self.larm.bbmaxs, self.larm.scale);
vector_scale_hack(self.larm.view_ofs, self.larm.scale);
vector_scale_hack(self.rarm.bbmins, self.rarm.scale);
vector_scale_hack(self.rarm.bbmaxs, self.rarm.scale);
vector_scale_hack(self.rarm.view_ofs, self.rarm.scale);
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}
};
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//
// Zombie_ProcessRespawn()
// Logic called by Zombie_Think for checking
// the last origin every second, for determining
// if a zombie is "stuck" inside and needs to re-spawn.
//
void() Zombie_ProcessRespawn =
{
// Check once every 3 seconds
if (self.respawn_timer < time && !self.outside) {
// Check if the Zombie has barely moved (16qu)
if (vlen(self.new_ofs - self.origin) <= 16) {
// Continue to iterate
self.respawn_iterator++;
// 30 seconds have passed -- assume properly stuck, respawn.
if (self.respawn_iterator >= 10) {
self.respawn_iterator = 0;
// Kill it.
self.th_die();
// This is a pseudo-hack that just tells the rounds core that we should
// spawn another.
Current_Zombies--;
Remaining_Zombies++;
}
} else {
// Set to zero -- Zombie is moving appropriately.
self.respawn_iterator = 0;
}
// Iterate another 3 seconds.
self.respawn_timer = time + 3;
// Update our last origin
self.new_ofs = self.origin;
}
}
void() zombie_decide;
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void() Zombie_Think = //called every frame for zombies
{
if (self.onfire) {
Effect_Fire(self.origin);
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if (self.ltime < time && self.onfire){
DamageHandler(self, self.firer, 300, S_NORMAL);
self.ltime = time + 2;
if (self.fire_timeout < time)
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self.onfire = false;
}
}
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Zombie_ProcessRespawn();
// Electro-Shock Death
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if (self.death_timer < time && self.death_timer_activated == true) {
self.th_die();
}
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if (self.bleedingtime < time && !self.head.deadflag)
{
self.bleedingtime = time + 1;
DamageHandler (self, self.usedent, z_health * 0.2, S_HEADSHOT);
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}
// If we're mid attack and our enemy has moved out of range
if (self.is_attacking && vlen(self.enemy.origin - self.origin) > 64) {
// Cancel the animation, start walking again to catch up.
self.is_attacking = false;
// zombie_decide() here used to call an idle loop if they were
// outside, lesson learned.
if (!self.outside)
self.th_walk();
}
}
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void() zombie_footstep
{
if(self.laststep == 1)
{
self.laststep = 0;
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sound(self, 5, "sounds/zombie/s0.wav", 0.6, ATTN_NORM);
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}
else
{
self.laststep = 1;
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sound(self, 5, "sounds/zombie/s1.wav", 0.6, ATTN_NORM);
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}
}
//////////////////////////////////////////////////////////////////////
//37-52
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 walk11 walk12 walk13 walk14 walk15 walk16
//walk15
//walk 1!
void() zombie_walk1 =[ $walk1, zombie_walk2 ] {self.nextthink = time + 0.12;Zombie_Walk(8);SetZombieHitBox(WALK1_BBOX);/*if(freeze_time < time)*/ self.frame = 37;Zombie_Think();};
void() zombie_walk2 =[ $walk2, zombie_walk3 ] {self.nextthink = time + 0.12;Zombie_Walk(3.5); self.frame = 38;Zombie_Think();};
void() zombie_walk3 =[ $walk3, zombie_walk4 ] {self.nextthink = time + 0.12;Zombie_Walk(3.5); self.frame = 39;Zombie_Think();};
void() zombie_walk4 =[ $walk4, zombie_walk5 ] {self.nextthink = time + 0.12;Zombie_Walk(3.5); self.frame = 40;Zombie_Think();};
void() zombie_walk5 =[ $walk5, zombie_walk6 ] {self.nextthink = time + 0.12;Zombie_Walk(3.5); self.frame = 41;Zombie_Think();zombie_footstep();};//footstep
void() zombie_walk6 =[ $walk6, zombie_walk7 ] {self.nextthink = time + 0.12;Zombie_Walk(3.5); self.frame = 42;Zombie_Think();};
void() zombie_walk7 =[ $walk7, zombie_walk8 ] {self.nextthink = time + 0.12;Zombie_Walk(8.8); self.frame = 43;Zombie_Think();};
void() zombie_walk8 =[ $walk8, zombie_walk9 ] {self.nextthink = time + 0.12;Zombie_Walk(9); self.frame = 44;Zombie_Think();zombie_footstep();};//footstep
void() zombie_walk9 =[ $walk9, zombie_walk10 ] {self.nextthink = time + 0.12;Zombie_Walk(4); self.frame = 45;Zombie_Think();};
void() zombie_walk10 =[ $walk10, zombie_walk11 ] {self.nextthink = time + 0.12;Zombie_Walk(4); self.frame = 46;Zombie_Think();};
void() zombie_walk11 =[ $walk11, zombie_walk12 ] {self.nextthink = time + 0.12;Zombie_Walk(7.8); self.frame = 47;Zombie_Think();};
void() zombie_walk12 =[ $walk12, zombie_walk13 ] {self.nextthink = time + 0.12;Zombie_Walk(5.2); self.frame = 48;Zombie_Think();zombie_footstep();};//footstep
void() zombie_walk13 =[ $walk13, zombie_walk14 ] {self.nextthink = time + 0.12;Zombie_Walk(2.4); self.frame = 49;Zombie_Think();};
void() zombie_walk14 =[ $walk14, zombie_walk15 ] {self.nextthink = time + 0.12;Zombie_Walk(2.8); self.frame = 50;Zombie_Think();};
void() zombie_walk15 =[ $walk15, zombie_walk16 ] {self.nextthink = time + 0.12;Zombie_Walk(6.5); self.frame = 51;Zombie_Think();};
void() zombie_walk16 =[ $walk16, Zombie_Walk_Setup ] {self.nextthink = time + 0.12;Zombie_Walk(7.7); self.frame = 52;Zombie_Think();zombie_footstep();};//footstep
/////////////////////////////////////////////////////////////////////////
//53-66
//Walk 2!
$frame bwalk1 bwalk2 bwalk3 bwalk4 bwalk5 bwalk6 bwalk7 bwalk8 bwalk9 bwalk10 bwalk11 bwalk12 bwalk13 bwalk14
void() zombie_walkb1 =[ $bwalk1, zombie_walkb2 ] {self.nextthink = time + 0.13;Zombie_Walk(4.2);SetZombieHitBox(WALK2_BBOX);/*if(freeze_time < time)*/ self.frame = 53;Zombie_Think();};
void() zombie_walkb2 =[ $bwalk2, zombie_walkb3 ] {self.nextthink = time + 0.13;Zombie_Walk(5.9); self.frame = 54;Zombie_Think();};
void() zombie_walkb3 =[ $bwalk3, zombie_walkb4 ] {self.nextthink = time + 0.13;Zombie_Walk(3); self.frame = 55;Zombie_Think();};
void() zombie_walkb4 =[ $bwalk4, zombie_walkb5 ] {self.nextthink = time + 0.13;Zombie_Walk(5.7); self.frame = 56;Zombie_Think();zombie_footstep();};//footstep
void() zombie_walkb5 =[ $bwalk5, zombie_walkb6 ] {self.nextthink = time + 0.13;Zombie_Walk(4.2); self.frame = 57;Zombie_Think();};
void() zombie_walkb6 =[ $bwalk6, zombie_walkb7 ] {self.nextthink = time + 0.13;Zombie_Walk(7.2); self.frame = 58;Zombie_Think();};
void() zombie_walkb7 =[ $bwalk7, zombie_walkb8 ] {self.nextthink = time + 0.13;Zombie_Walk(4.5); self.frame = 59;Zombie_Think();zombie_footstep();};//footstep
void() zombie_walkb8 =[ $bwalk8, zombie_walkb9 ] {self.nextthink = time + 0.13;Zombie_Walk(3.4); self.frame = 60;Zombie_Think();};
void() zombie_walkb9 =[ $bwalk9, zombie_walkb10 ] {self.nextthink = time + 0.13;Zombie_Walk(1.2); self.frame = 61;Zombie_Think();};
void() zombie_walkb10 =[ $bwalk10, zombie_walkb11 ] {self.nextthink = time + 0.13;Zombie_Walk(6.7); self.frame = 62;Zombie_Think();zombie_footstep();};//footstep
void() zombie_walkb11 =[ $bwalk11, zombie_walkb12 ] {self.nextthink = time + 0.13;Zombie_Walk(8.4); self.frame = 63;Zombie_Think();};
void() zombie_walkb12 =[ $bwalk12, zombie_walkb13 ] {self.nextthink = time + 0.13;Zombie_Walk(1.3); self.frame = 64;Zombie_Think();};
void() zombie_walkb13 =[ $bwalk13, zombie_walkb14 ] {self.nextthink = time + 0.13;Zombie_Walk(6.3); self.frame = 65;Zombie_Think();};
void() zombie_walkb14 =[ $bwalk14, Zombie_Walk_Setup ] {self.nextthink = time + 0.13;Zombie_Walk(3.6); self.frame = 66;Zombie_Think();zombie_footstep();};//footstep
/////////////////////////////////////////////////////////////////////////
//67-82
//Walk 3!
$frame cwalk1 cwalk2 cwalk3 cwalk4 cwalk5 cwalk6 cwalk7 cwalk8 cwalk9 cwalk10 cwalk11 cwalk12 cwalk13 cwalk14 cwalk15 cwalk16
void() zombie_walkc1 =[ $cwalk1, zombie_walkc2 ] {self.nextthink = time + 0.13;Zombie_Walk(3.4);SetZombieHitBox(WALK3_BBOX);/*if(freeze_time < time)*/ self.frame = 67;Zombie_Think();};
void() zombie_walkc2 =[ $cwalk2, zombie_walkc3 ] {self.nextthink = time + 0.13;Zombie_Walk(2); self.frame = 68;Zombie_Think();};
void() zombie_walkc3 =[ $cwalk3, zombie_walkc4 ] {self.nextthink = time + 0.13;Zombie_Walk(5.4); self.frame = 69;Zombie_Think();};
void() zombie_walkc4 =[ $cwalk4, zombie_walkc5 ] {self.nextthink = time + 0.13;Zombie_Walk(5.6); self.frame = 70;Zombie_Think();zombie_footstep();};//footstep
void() zombie_walkc5 =[ $cwalk5, zombie_walkc6 ] {self.nextthink = time + 0.13;Zombie_Walk(3); self.frame = 71;Zombie_Think();};
void() zombie_walkc6 =[ $cwalk6, zombie_walkc7 ] {self.nextthink = time + 0.13;Zombie_Walk(3.1); self.frame = 72;Zombie_Think();};
void() zombie_walkc7 =[ $cwalk7, zombie_walkc8 ] {self.nextthink = time + 0.13;Zombie_Walk(3); self.frame = 73;Zombie_Think();};
void() zombie_walkc8 =[ $cwalk8, zombie_walkc9 ] {self.nextthink = time + 0.13;Zombie_Walk(2.9); self.frame = 74;Zombie_Think();zombie_footstep();};//footstep
void() zombie_walkc9 =[ $cwalk9, zombie_walkc10 ] {self.nextthink = time + 0.13;Zombie_Walk(3.3); self.frame = 75;Zombie_Think();};
void() zombie_walkc10 =[ $cwalk10, zombie_walkc11 ] {self.nextthink = time + 0.13;Zombie_Walk(2.2); self.frame = 76;Zombie_Think();};
void() zombie_walkc11 =[ $cwalk11, zombie_walkc12 ] {self.nextthink = time + 0.13;Zombie_Walk(3.7); self.frame = 77;Zombie_Think();};
void() zombie_walkc12 =[ $cwalk12, zombie_walkc13 ] {self.nextthink = time + 0.13;Zombie_Walk(4.2); self.frame = 78;Zombie_Think();zombie_footstep();};//footstep
void() zombie_walkc13 =[ $cwalk13, zombie_walkc14 ] {self.nextthink = time + 0.13;Zombie_Walk(5.3); self.frame = 79;Zombie_Think();};
void() zombie_walkc14 =[ $cwalk14, zombie_walkc15 ] {self.nextthink = time + 0.13;Zombie_Walk(5.2); self.frame = 80;Zombie_Think();};
void() zombie_walkc15 =[ $cwalk15, zombie_walkc16 ] {self.nextthink = time + 0.13;Zombie_Walk(2.2); self.frame = 81;Zombie_Think();};
void() zombie_walkc16 =[ $cwalk16, Zombie_Walk_Setup ] {self.nextthink = time + 0.13;Zombie_Walk(2.4); self.frame = 82;Zombie_Think();zombie_footstep();};//footstep
/////////////////////////////////////////////////////////////////////
//116- 129
$frame jog1 jog2 jog3 jog4 jog5 jog6 jog7 jog8
void() zombie_jog1 =[ $jog1, zombie_jog2 ] {self.nextthink = time + 0.08;Zombie_Walk(6);SetZombieHitBox(JOG_BBOX);/*if(freeze_time < time)*/ self.frame = 83;Zombie_Think();};//FOOTSTEP
void() zombie_jog2 =[ $jog2, zombie_jog3 ] {self.nextthink = time + 0.08;Zombie_Walk(6); self.frame = 84;Zombie_Think();};
void() zombie_jog3 =[ $jog3, zombie_jog4 ] {self.nextthink = time + 0.08;Zombie_Walk(6); self.frame = 85;Zombie_Think();};
void() zombie_jog4 =[ $jog4, zombie_jog5 ] {self.nextthink = time + 0.08;Zombie_Walk(6); self.frame = 86;Zombie_Think();zombie_footstep();};//footstep
void() zombie_jog5 =[ $jog5, zombie_jog6 ] {self.nextthink = time + 0.08;Zombie_Walk(6); self.frame = 87;Zombie_Think();};
void() zombie_jog6 =[ $jog6, zombie_jog7 ] {self.nextthink = time + 0.08;Zombie_Walk(6); self.frame = 88;Zombie_Think();};
void() zombie_jog7 =[ $jog7, zombie_jog8 ] {self.nextthink = time + 0.08;Zombie_Walk(6); self.frame = 89;Zombie_Think();};
void() zombie_jog8 =[ $jog8, Zombie_Walk_Setup ] {self.nextthink = time + 0.08;Zombie_Walk(6); self.frame = 90;Zombie_Think();zombie_footstep();};//footstep
/////////////////////////////////////////////////////////////////////
//78-85
$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10
//12 unless 14
void() zombie_run1 =[ $run1, zombie_run2 ] {Zombie_Walk(13);/*if(freeze_time < time)*/ self.frame = 92;SetZombieHitBox(RUN_BBOX);Zombie_Think();zombie_footstep();};//footstep
void() zombie_run2 =[ $run2, zombie_run3 ] {Zombie_Walk(13);self.frame = 93;Zombie_Think();};
void() zombie_run3 =[ $run3, zombie_run4 ] {Zombie_Walk(13); self.frame = 94;Zombie_Think();zombie_footstep();};//footstep
void() zombie_run4 =[ $run4, zombie_run5 ] {Zombie_Walk(13); self.frame = 95;Zombie_Think();};
void() zombie_run5 =[ $run5, zombie_run6 ] {Zombie_Walk(13); self.frame = 96;Zombie_Think();};
void() zombie_run6 =[ $run6, zombie_run7 ] {Zombie_Walk(13); self.frame = 97;Zombie_Think();zombie_footstep();};//footstep
void() zombie_run7 =[ $run7, zombie_run8 ] {Zombie_Walk(13); self.frame = 98;Zombie_Think();};
void() zombie_run8 =[ $run8, zombie_run9 ] {Zombie_Walk(13); self.frame = 99;Zombie_Think();zombie_footstep();};//footstep
void() zombie_run9 =[ $run9, zombie_run10 ] {Zombie_Walk(13); self.frame = 100;Zombie_Think();};
void() zombie_run10 =[ $run10, Zombie_Walk_Setup ] {Zombie_Walk(13); self.frame = 101;Zombie_Think();};
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void() Zombie_Walk_Setup =
{
if(Remaining_Zombies == 1 && rounds >= 4)
{
self.walktype = 5;
}
if(self.walktype == 1)
{
zombie_walk1();
}
else if(self.walktype == 2)
{
zombie_walkb1();
}
else if(self.walktype == 3)
{
zombie_walkc1();
}
else if(self.walktype == 4)
{
zombie_jog1();
}
else if(self.walktype == 5)
{
zombie_run1();
}
};
///////////////////////////////////////////////////////////////////// ZOMBIE IDLE 1
//0-12
$frame idle1 idle2 idle3 idle4 idle5 idle6 idle7 idle8 idle9 idle10 idle11 idle12 idle13 idle14
void() zombie_idle =[ $idle1, zombie_idle1 ] {Zombie_Walk(0);self.frame = 0;SetZombieHitBox(IDLE_BBOX);Zombie_Think();};
void() zombie_idle1 =[ $idle2, zombie_idle2 ] {Zombie_Walk(0);self.frame = 1;Zombie_Think();};
void() zombie_idle2 =[ $idle3, zombie_idle3 ] {Zombie_Walk(0);self.frame = 2;Zombie_Think();};
void() zombie_idle3 =[ $idle4, zombie_idle4 ] {Zombie_Walk(0);self.frame = 3;Zombie_Think();};
void() zombie_idle4 =[ $idle5, zombie_idle5 ] {Zombie_Walk(0);self.frame = 4;Zombie_Think();};
void() zombie_idle5 =[ $idle6, zombie_idle6 ] {Zombie_Walk(0);self.frame = 5;Zombie_Think();};
void() zombie_idle6 =[ $idle7, zombie_idle7 ] {Zombie_Walk(0);self.frame = 6;Zombie_Think();};
void() zombie_idle7 =[ $idle8, zombie_idle8 ] {Zombie_Walk(0);self.frame = 7;Zombie_Think();};
void() zombie_idle8 =[ $idle9, zombie_idle9 ] {Zombie_Walk(0);self.frame = 8;Zombie_Think();};
void() zombie_idle9 =[ $idle10, zombie_idle10 ] {Zombie_Walk(0);self.frame = 9;Zombie_Think();};
void() zombie_idle10 =[ $idle12, zombie_idle11 ] {Zombie_Walk(0);self.frame = 10;Zombie_Think();};
void() zombie_idle11 =[ $idle13, zombie_idle12 ] {Zombie_Walk(0);self.frame = 11;Zombie_Think();};
void() zombie_idle12 =[ $idle14, zombie_idle1 ] {Zombie_Walk(0);self.frame = 12;Zombie_Think();};
void() zombie_decide =
{
if(self.outside == TRUE)
{
self.th_idle();
}
else
{
self.th_walk();
}
};
/////////////////////////////////////////////////////////
void() Window_Damage;
void() Window_Damage_Setup =
{
local entity old_self;
old_self = self;
self = self.goalentity;
Window_Damage();
self = old_self;
};
void() zombie_attack2 =
{
if(self.outside == TRUE)
{
if(self.goalentity.classname == "window")
{
if(self.enemy.classname != "window")
{
self.enemy = self.goalentity;
}
}
}
if(self.goalentity.classname == "window")
{
Window_Damage_Setup();
}
// motolegacy -- Prohibit damage to the Player if the Nuke Power-Up logic is currently
// running.
else if (self.enemy.classname == "player" && nuke_powerup_active == false)
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{
if(vlen(self.enemy.origin - self.origin) < 64)
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{
if (self.classname == "ai_dog")
DamageHandler (self.enemy, self, 40, S_ZOMBIE);
else
DamageHandler (self.enemy, self, 50, S_ZOMBIE);
}
}
else return;
};
//////////////////////////////WINDOW HOPPING
//113-122
void(float pushaway) moveforwardalittle =
{
makevectors(self.angles);
local float amount;
amount = 4.35;//was 8.7, but running twice as much so...
if(self.crawling == TRUE)
amount = 2.33;
self.origin = self.origin + (v_forward * amount);
setorigin(self, self.origin);
self.zoom = 1;
if(pushaway == 1)
{
local entity ent;
ent = findradius(self.origin,50);
while(ent)
{
if(ent.classname == "player" && !ent.downed)
{
ent.velocity = ent.velocity + (v_forward * 250);
}
ent = ent.chain;
}
}
};
$frame hop1 hop2 hop3 hop4 hop5 hop6 hop7 hop8 hop9 hop10
void() zombie_hop1 =[ $hop1, zombie_hop1_5 ] {self.movetype = self.head.movetype = MOVETYPE_STEP;self.frame = self.head.frame = 113;self.nextthink = time + 0.05;moveforwardalittle(1); self.state = 1;Zombie_Think();};
void() zombie_hop1_5 =[ $hop1, zombie_hop2 ] {self.frame = self.head.frame = 113;self.nextthink = time + 0.05;moveforwardalittle(0); };
void() zombie_hop2 =[ $hop2, zombie_hop2_5 ] {self.frame = self.head.frame = 114;self.nextthink = time + 0.05;moveforwardalittle(1);Zombie_Think();};
void() zombie_hop2_5 =[ $hop2, zombie_hop3 ] {self.frame = self.head.frame = 114;self.nextthink = time+0.05;moveforwardalittle(0);};
void() zombie_hop3 =[ $hop3, zombie_hop3_5 ] {self.frame = self.head.frame = 115;self.nextthink = time+0.05;moveforwardalittle(1);Zombie_Think();};
void() zombie_hop3_5 =[ $hop3, zombie_hop4 ] {self.frame = self.head.frame = 115;self.nextthink = time+0.05;moveforwardalittle(0);};
void() zombie_hop4 =[ $hop4, zombie_hop4_5 ] {self.frame = self.head.frame = 116;self.nextthink = time+0.05;moveforwardalittle(1);Zombie_Think();};
void() zombie_hop4_5 =[ $hop4, zombie_hop5 ] {self.frame = self.head.frame = 116;self.nextthink = time+0.05;moveforwardalittle(1);};
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void() zombie_hop5 =[ $hop5, zombie_hop5_5 ] {self.frame = self.head.frame = 117;self.nextthink = time+0.05;moveforwardalittle(1);Zombie_Think();};
void() zombie_hop5_5 =[ $hop5, zombie_hop6 ] {self.frame = self.head.frame = 117;self.nextthink = time+0.05;moveforwardalittle(1);};
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void() zombie_hop6 =[ $hop6, zombie_hop6_5 ] {self.frame = self.head.frame = 118;self.nextthink = time+0.05;moveforwardalittle(1);Zombie_Think();};
void() zombie_hop6_5 =[ $hop6, zombie_hop7 ] {self.frame = self.head.frame = 118;self.nextthink = time+0.05;moveforwardalittle(1);};
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void() zombie_hop7 =[ $hop7, zombie_hop7_5 ] {self.frame = self.head.frame = 119;self.nextthink = time+0.05;moveforwardalittle(1);Zombie_Think();};
void() zombie_hop7_5 =[ $hop7, zombie_hop8 ] {self.frame = self.head.frame = 119;self.nextthink = time+0.05;moveforwardalittle(1);};
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void() zombie_hop8 =[ $hop8, zombie_hop8_5 ] {self.frame = self.head.frame = 120;self.nextthink = time+0.05;moveforwardalittle(1);Zombie_Think();zombie_footstep();};
void() zombie_hop8_5 =[ $hop8, zombie_hop9 ] {self.frame = self.head.frame = 120;self.nextthink = time+0.05;moveforwardalittle(1);};
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void() zombie_hop9 =[ $hop9, zombie_hop9_5 ] {self.frame = self.head.frame = 121;self.nextthink = time+0.05;moveforwardalittle(1);Zombie_Think();};
void() zombie_hop9_5 =[ $hop9, zombie_hop10 ] {self.frame = self.head.frame = 121;self.nextthink = time+0.05;moveforwardalittle(0);};
void() zombie_hop10 =[ $hop10, zombie_hop10_5 ] {self.frame = self.head.frame = 122;self.nextthink = time+0.05;moveforwardalittle(1);Zombie_Think();};
void() zombie_hop10_5=[ $hop10, SUB_Null ] {self.frame = self.head.frame = 122;
self.oldorigin = self.origin = self.goalentity.hop_spot;
setorigin(self, self.origin);
self.state = 0;
self.hop_step = 6;
if(self.crawling == 2)
{
makeCrawler(self);
//return;
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}
self.movetype = MOVETYPE_WALK;
self.th_walk();
};
//ripboard1
//181-191
$frame zrip1 zrip2 zrip3 zrip4 zrip5 zrip6 zrip7 zrip8 zrip9 zrip10 zrip11
void() zombie_ripboardA1 =[ $zrip1, zombie_ripboardA2 ] {self.frame = 181;SetZombieHitBox(IDLE_BBOX);Zombie_Think();};
void() zombie_ripboardA2 =[ $zrip2, zombie_ripboardA3 ] {self.frame = 182;Zombie_Think();};
void() zombie_ripboardA3 =[ $zrip3, zombie_ripboardA4 ] {self.frame = 183;Zombie_Think();};
void() zombie_ripboardA4 =[ $zrip4, zombie_ripboardA5 ] {self.frame = 184;Zombie_Think();};
void() zombie_ripboardA5 =[ $zrip5, zombie_ripboardA6 ] {self.frame = 185;Zombie_Think();};
void() zombie_ripboardA6 =[ $zrip6, zombie_ripboardA7 ] {self.frame = 186;Zombie_Think();};
void() zombie_ripboardA7 =[ $zrip7, zombie_ripboardA8 ] {self.frame = 187;zombie_attack2();Zombie_Think();};
void() zombie_ripboardA8 =[ $zrip8, zombie_ripboardA9 ] {self.frame = 188;Zombie_Think();};
void() zombie_ripboardA9 =[ $zrip9, zombie_ripboardA10 ] {self.frame = 189;Zombie_Think();};
void() zombie_ripboardA10 =[ $zrip10, zombie_ripboardA11 ] {self.frame = 190;Zombie_Think();};
void() zombie_ripboardA11 =[ $zrip11, zombie_decide ] {self.frame = 191;Zombie_Think();};
/////////////////////////////////////////////////////////
//ripboard2
//192-201
$frame zripB1 zripB2 zripB3 zripB4 zripB5 zripB6 zripB7 zripB8 zripB9 zripB10 zripB11
void() zombie_ripboardB1 =[ $zripB1, zombie_ripboardB2 ] {self.frame = 192;SetZombieHitBox(IDLE_BBOX);Zombie_Think();};
void() zombie_ripboardB2 =[ $zripB2, zombie_ripboardB3 ] {self.frame = 193;Zombie_Think();};
void() zombie_ripboardB3 =[ $zripB3, zombie_ripboardB4 ] {self.frame = 194;Zombie_Think();};
void() zombie_ripboardB4 =[ $zripB4, zombie_ripboardB5 ] {self.frame = 195;Zombie_Think();};
void() zombie_ripboardB5 =[ $zripB5, zombie_ripboardB6 ] {self.frame = 196;Zombie_Think();};
void() zombie_ripboardB6 =[ $zripB6, zombie_ripboardB7 ] {self.frame = 197;zombie_attack2();Zombie_Think();};
void() zombie_ripboardB7 =[ $zripB7, zombie_ripboardB8 ] {self.frame = 198;Zombie_Think();};
void() zombie_ripboardB8 =[ $zripB8, zombie_ripboardB9 ] {self.frame = 199;Zombie_Think();};
void() zombie_ripboardB9 =[ $zripB9, zombie_ripboardB10 ] {self.frame = 200;Zombie_Think();};
void() zombie_ripboardB10 =[ $zripB10, zombie_decide ] {self.frame = 201;Zombie_Think();};
/////////////////////////////////////////////////////////
//attack through window
//180-181
//181-185
//186-188
void() zombie_attack_through_window =
{
play_sound_z(1);
local entity who;
who = findradius(self.origin, 70);
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while(who)
{
if(who.classname == "player")
{
DamageHandler (who, self, ZOMBIE_DAMAGE_THROUGH_WINDOW, S_ZOMBIE);
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}
who = who.chain;
}
};
//202-210
//
// Zombie Attacks
//
void() zombie_attack2;
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$frame zatkw1 zatkw2 zatkw3 zatkw4 zatkw5 zatkw6 zatkw7 zatkw8 zatkw9
void() zombie_attack_through_w1 =[ $zatkw1, zombie_attack_through_w2 ] {self.is_attacking = true; self.frame = 202;SetZombieHitBox(IDLE_BBOX);Zombie_Think();};//START
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void() zombie_attack_through_w2 =[ $zatkw2, zombie_attack_through_w3 ] {self.frame = 203;zombie_attack_through_window();Zombie_Think();};//SWINGING
void() zombie_attack_through_w3 =[ $zatkw3, zombie_attack_through_w4 ] {self.frame = 204;Zombie_Think();};//SWINGING
void() zombie_attack_through_w4 =[ $zatkw4, zombie_attack_through_w5 ] {self.frame = 205;Zombie_Think();};//SWINGING
void() zombie_attack_through_w5 =[ $zatkw5, zombie_attack_through_w6 ] {self.frame = 206;Zombie_Think();};//SWINGING
void() zombie_attack_through_w6 =[ $zatkw6, zombie_attack_through_w7 ] {self.frame = 207;Zombie_Think();};//SWINGING
void() zombie_attack_through_w7 =[ $zatkw2, zombie_attack_through_w8 ] {self.frame = 203;Zombie_Think();};//SWINGING
void() zombie_attack_through_w8 =[ $zatkw3, zombie_attack_through_w9 ] {self.frame = 204;Zombie_Think();};//SWINGING
void() zombie_attack_through_w9 =[ $zatkw4, zombie_attack_through_w10 ] {self.frame = 205;Zombie_Think();};//SWINGING
void() zombie_attack_through_w10 =[ $zatkw5, zombie_attack_through_w11 ] {self.frame = 206;Zombie_Think();};//SWINGING
void() zombie_attack_through_w11 =[ $zatkw6, zombie_attack_through_w12 ] {self.frame = 207;Zombie_Think();};//SWINGING
void() zombie_attack_through_w12 =[ $zatkw2, zombie_attack_through_w13 ] {self.frame = 203;Zombie_Think();};//SWINGING
void() zombie_attack_through_w13 =[ $zatkw3, zombie_attack_through_w14 ] {self.frame = 204;Zombie_Think();};//SWINGING
void() zombie_attack_through_w14 =[ $zatkw4, zombie_attack_through_w15 ] {self.frame = 205;Zombie_Think();};//SWINGING
void() zombie_attack_through_w15 =[ $zatkw5, zombie_attack_through_w16 ] {self.frame = 206;zombie_attack_through_window();Zombie_Think();};//SWINGING
void() zombie_attack_through_w16 =[ $zatkw6, zombie_attack_through_w17 ] {self.frame = 207;Zombie_Think();};//SWINGING
void() zombie_attack_through_w17 =[ $zatkw7, zombie_attack_through_w18 ] {self.frame = 208;Zombie_Think();};//ENDING
void() zombie_attack_through_w18 =[ $zatkw8, zombie_attack_through_w19 ] {self.frame = 209;Zombie_Think();};//ENDING
void() zombie_attack_through_w19 =[ $zatkw9, zombie_decide ] {self.is_attacking = false; self.frame = 210;Zombie_Think();};//ENDING
void() zm_swipe_right_slow =[ 1, zm_swipe_right_slow1 ] {self.is_attacking = true; self.frame = 102; SetZombieHitBox(BASE_BBOX); Zombie_Think(); };
void() zm_swipe_right_slow1 =[ 2, zm_swipe_right_slow2 ] {self.frame = 103; Zombie_Think(); };
void() zm_swipe_right_slow2 =[ 3, zm_swipe_right_slow3 ] {self.frame = 104; Zombie_Think(); };
void() zm_swipe_right_slow3 =[ 4, zm_swipe_right_slow4 ] {zombie_attack2(); self.frame = 105; Zombie_Think(); };
void() zm_swipe_right_slow4 =[ 5, zombie_decide ] {self.is_attacking = false; self.frame = 106; Zombie_Think(); };
void() zm_swipe_right_fast =[ 1, zm_swipe_right_fast1 ] {self.is_attacking = true; self.frame = 104; Zombie_Think(); };
void() zm_swipe_right_fast1 =[ 2, zm_swipe_right_fast2 ] {zombie_attack2(); self.frame = 105; Zombie_Think(); };
void() zm_swipe_right_fast2 =[ 3, zombie_decide ] {self.is_attacking = false; self.frame = 106; Zombie_Think(); };
void() zm_swipe_left_slow =[ 1, zm_swipe_left_slow1 ] {self.is_attacking = true; self.frame = 107; SetZombieHitBox(BASE_BBOX); Zombie_Think(); };
void() zm_swipe_left_slow1 =[ 2, zm_swipe_left_slow2 ] {self.frame = 108; Zombie_Think(); };
void() zm_swipe_left_slow2 =[ 3, zm_swipe_left_slow3 ] {self.frame = 109; Zombie_Think(); };
void() zm_swipe_left_slow3 =[ 4, zm_swipe_left_slow4 ] {zombie_attack2(); self.frame = 110; Zombie_Think(); };
void() zm_swipe_left_slow4 =[ 5, zm_swipe_left_slow5 ] {self.frame = 111; Zombie_Think(); };
void() zm_swipe_left_slow5 =[ 6, zombie_decide ] {self.is_attacking = false; self.frame = 112; Zombie_Think(); };
void() zm_swipe_left_fast =[ 1, zm_swipe_left_fast1 ] {self.is_attacking = true; self.frame = 109; SetZombieHitBox(BASE_BBOX); Zombie_Think(); };
void() zm_swipe_left_fast1 =[ 2, zm_swipe_left_fast2 ] {zombie_attack2(); self.frame = 110; Zombie_Think(); };
void() zm_swipe_left_fast2 =[ 3, zm_swipe_left_fast3 ] {self.frame = 111; Zombie_Think(); };
void() zm_swipe_left_fast3 =[ 4, zombie_decide ] {self.is_attacking = false; self.frame = 112; Zombie_Think(); };
void() zm_swipe_both_slow =[ 1, zm_swipe_both_slow1 ] {self.is_attacking = true; self.frame = 102; SetZombieHitBox(BASE_BBOX); Zombie_Think(); };
void() zm_swipe_both_slow1 =[ 2, zm_swipe_both_slow2 ] {self.frame = 103; Zombie_Think(); };
void() zm_swipe_both_slow2 =[ 3, zm_swipe_both_slow3 ] {self.frame = 104; Zombie_Think(); };
void() zm_swipe_both_slow3 =[ 4, zm_swipe_both_slow4 ] {zombie_attack2(); self.frame = 105; Zombie_Think(); };
void() zm_swipe_both_slow4 =[ 5, zm_swipe_both_slow5 ] {self.frame = 106; Zombie_Think(); };
void() zm_swipe_both_slow5 =[ 6, zm_swipe_both_slow6 ] {self.frame = 107; Zombie_Think(); };
void() zm_swipe_both_slow6 =[ 7, zm_swipe_both_slow7 ] {self.frame = 108; Zombie_Think(); };
void() zm_swipe_both_slow7 =[ 8, zm_swipe_both_slow8 ] {self.frame = 109; Zombie_Think(); };
void() zm_swipe_both_slow8 =[ 9, zm_swipe_both_slow9 ] {self.frame = 110; Zombie_Think(); };
void() zm_swipe_both_slow9 =[ 10, zombie_decide ] {zombie_attack2(); self.is_attacking = false; self.frame = 111; Zombie_Think(); };
void() zm_swipe_both_fast =[ 1, zm_swipe_both_fast1 ] {self.is_attacking = true; self.frame = 104; SetZombieHitBox(BASE_BBOX); Zombie_Think(); };
void() zm_swipe_both_fast1 =[ 2, zm_swipe_both_fast2 ] {zombie_attack2(); self.frame = 105; Zombie_Think(); };
void() zm_swipe_both_fast2 =[ 3, zm_swipe_both_fast3 ] {self.frame = 106; Zombie_Think(); };
void() zm_swipe_both_fast3 =[ 4, zm_swipe_both_fast4 ] {self.frame = 109; Zombie_Think(); };
void() zm_swipe_both_fast4 =[ 5, zm_swipe_both_fast5 ] {self.frame = 110; Zombie_Think(); };
void() zm_swipe_both_fast5 =[ 6, zm_swipe_both_fast6 ] {self.frame = 111; Zombie_Think(); };
void() zm_swipe_both_fast6 =[ 7, zombie_decide ] {zombie_attack2(); self.is_attacking = false; self.frame = 112; Zombie_Think(); };
void(float which) zombie_attack_choose =
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{
self.angles_y = vectoyaw(self.enemy.origin - self.origin);
if(which != 1)
{
if(random() > 0.4)
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{
return;
}
}
play_sound_z(1);
//
// choose what attack to play
//
// cypress -- we used to do a really cool thing here where
// zombies could only attack with an arm they had, but this
// became problematic for repetitive animations + it really
// made double-swiping stand out :( maybe one day we could
// have this back!
float attack_type = random();
float attack_is_slow = (random() < 0.5); // :^)
// Right Arm
if (attack_type < 0.33) {
// Slow
if (attack_is_slow)
zm_swipe_right_slow();
// Fast
else
zm_swipe_right_fast();
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}
// Left Arm
else if (attack_type < 0.66) {
// Slow
if (attack_is_slow)
zm_swipe_left_slow();
// Fast
else
zm_swipe_left_fast();
}
// Both (right, followed by left arm)
else {
// Slow
if (attack_is_slow)
zm_swipe_both_slow();
// Fast
else
zm_swipe_both_fast();
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}
};
$frame zda1 zda2 zda3 zda4 zda5 zda6 zda7 zda8 zda9 zda10 zda11 zda12 zda13 zda14
void() zombie_zda =[ $zda1, zombie_zda1 ] {self.frame = 0;zombie_attack_choose(0);SetZombieHitBox(IDLE_BBOX);Zombie_Think();};
void() zombie_zda1 =[ $zda2, zombie_zda2 ] {self.frame = 1;zombie_attack_choose(0);Zombie_Think();};
void() zombie_zda2 =[ $zda3, zombie_zda3 ] {self.frame = 2;zombie_attack_choose(0);Zombie_Think();};
void() zombie_zda3 =[ $zda4, zombie_zda4 ] {self.frame = 3;zombie_attack_choose(0);Zombie_Think();};
void() zombie_zda4 =[ $zda5, zombie_zda5 ] {self.frame = 4;zombie_attack_choose(0);Zombie_Think();};
void() zombie_zda5 =[ $zda6, zombie_zda6 ] {self.frame = 5;zombie_attack_choose(0);Zombie_Think();};
void() zombie_zda6 =[ $zda7, zombie_zda7 ] {self.frame = 6;zombie_attack_choose(0);Zombie_Think();};
void() zombie_zda7 =[ $zda8, zombie_zda8 ] {self.frame = 7;zombie_attack_choose(0);Zombie_Think();};
void() zombie_zda8 =[ $zda9, zombie_zda9 ] {self.frame = 8;zombie_attack_choose(0);Zombie_Think();};
void() zombie_zda9 =[ $zda10, zombie_zda10 ] {self.frame = 9;zombie_attack_choose(0);Zombie_Think();};
void() zombie_zda10 =[ $zda12, zombie_zda11 ] {self.frame = 10;zombie_attack_choose(0);Zombie_Think();};
void() zombie_zda11 =[ $zda13, zombie_zda12 ] {self.frame = 11;zombie_attack_choose(0);Zombie_Think();};
void() zombie_zda12 =[ $zda14, zombie_zda1 ] {self.frame = 12;zombie_attack_choose(1);Zombie_Think();};
void() zombie_attack =
{
self.velocity = '0 0 0';
if(self.state == 1) // If the zombie is in this state (rising, or something else) they shouldn't be able to attack!
return;
if (self.electro_targeted == true)
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return;
if(self.outside == TRUE)
{
self.angles_y = self.goalentity.angles_y;
}
else
{
self.angles_y = vectoyaw(self.enemy.origin - self.origin);
}
if(self.crawling == TRUE)
{
if(self.outside == TRUE)
crawler_rip_board1();
else
crawler_da1();//crawler delay attack
}
else
{
//zombie_attack_through_w1();
if(self.outside == TRUE)
{
if(random() < 0.30)
{
local entity who;
local float found;
found = 0;
who = findradius(self.origin, 70);
while (who != world && found == false)
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{
if(who.classname == "player")
{
found = true;
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}
else
who = who.chain;
}
if (found == true)
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{
zombie_attack_through_w1();
return;
}
}
if(random() < 0.5)
zombie_ripboardA1();
else
zombie_ripboardB1();
}
else
{
zombie_zda();//Zombie Delay Attack
}
}
};
//==========================Falling Code==========================
void CheckLand() =
{
if ((self.flags & FL_ONGROUND))
{
if (self.fall == TRUE)
{
self.fall = FALSE;
self.th_land();
}
}
};
//Falling
//149-152
$frame fall1 fall2 fall3 fall4
void() zombie_fall1 =[ $fall1, zombie_fall2 ] {self.frame = 149;SetZombieHitBox(BASE_BBOX);self.fall = TRUE;CheckLand();Zombie_Think();};
void() zombie_fall2 =[ $fall2, zombie_fall3 ] {self.frame = 150;CheckLand();Zombie_Think();};
void() zombie_fall3 =[ $fall3, zombie_fall4 ] {self.frame = 151;CheckLand();Zombie_Think();};
void() zombie_fall4 =[ $fall4, zombie_fall3 ] {self.frame = 152;CheckLand();Zombie_Think();};
//Landing
//153-159
$frame land1 land2 land3 land4 land5 land6 land7
void() zombie_land1 =[ $land1, zombie_land2 ] {self.frame = 153;SetZombieHitBox(BASE_BBOX);Zombie_Think();zombie_footstep();zombie_footstep();};
void() zombie_land2 =[ $land2, zombie_land3 ] {self.frame = 154;Zombie_Think();};
void() zombie_land3 =[ $land3, zombie_land4 ] {self.frame = 155;Zombie_Think();};
void() zombie_land4 =[ $land4, zombie_land5 ] {self.frame = 156;Zombie_Think();};
void() zombie_land5 =[ $land5, zombie_land6 ] {self.frame = 157;Zombie_Think();};
void() zombie_land6 =[ $land6, zombie_land7 ] {self.frame = 158;Zombie_Think();};
void() zombie_land7 =[ $land7, Zombie_Walk_Setup ] {self.frame = 159;Zombie_Think();};
void() removeZombie =
{
self.aistatus = "0";
setmodel(self,"");
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// Hounds don't gib.
if (self.classname != "ai_dog") {
setmodel(self.larm,"");
setmodel(self.rarm,"");
setmodel(self.head,"");
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#ifdef FTE
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remove(self.larm);
remove(self.rarm);
remove(self.head);
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#else
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updateLimb (self, 0, world);
updateLimb (self, 1, world);
updateLimb (self, 2, world);
#endif // FTE
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}
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setorigin(self,'0 0 0');
setorigin (self.goaldummy, '0 0 0');
// cypress (20 dec 2023) -- added a nextthink() call here
// so the next server frame we'll have always run SUB_Null().
// there was some weird behavior here where a zombie's th_idle()
// call would carry forward interrupting the procedure for walking
// to a barricade.
self.nextthink = time + 0.05;
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self.think = SUB_Null;
self.classname = "freeZombieEntity";
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self.goalentity = world;
self.enemy = world;
self.solid = 0;
self.movetype = 0;
self.outside = TRUE;
self.hop_step = 0;
self.onfire = false;
self.fire_timeout = 0;
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self.calc_time = 0;
self.tries = 0;
self.takedamage = DAMAGE_NO;
self.flags = 0;
self.crawling = 0;
self.bleedingtime = 0;
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self.iszomb = 0; // 1 for alive AI, 0 for corpses / unallocated reserevd ents
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self.owner = world;
self.spawnflags = 0;
self.is_attacking = false;
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self.yaw_speed = 0;
self.health = 0;
self.th_die = SUB_Null;
self.th_walk = SUB_Null;
self.th_melee = SUB_Null;
self.th_idle = SUB_Null;
self.th_windowhop = SUB_Null;
self.th_fall = SUB_Null;
self.th_falling = SUB_Null;
self.th_land = SUB_Null;
self.th_jump = SUB_Null;
self.th_grabledge = SUB_Null;
self.th_diewunder = SUB_Null;
//Disabling collision bboxes
SetZombieHitBox(EMPTY_BBOX);
};
///////////////////////////////////////////////////////////////////// ZOMBIE DEATH 1
//123-133
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9 death10 death11
void() zombie_deathA1 =[ $death1, zombie_death2 ] {if (self.onfire) {Effect_Fire(self.origin);} self.frame = 123;};
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void() zombie_death2 =[ $death2, zombie_death3 ] {self.frame = 124;};
void() zombie_death3 =[ $death3, zombie_death4 ] {self.frame = 125;};
void() zombie_death4 =[ $death4, zombie_death5 ] {if (self.onfire) {Effect_Fire(self.origin);} self.frame = 126;};
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void() zombie_death5 =[ $death5, zombie_death6 ] {self.frame = 127;};
void() zombie_death6 =[ $death6, zombie_death7 ] {self.frame = 128;};
void() zombie_death7 =[ $death7, zombie_death8 ] {if (self.onfire) {Effect_Fire(self.origin);} self.frame = 129;};
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void() zombie_death8 =[ $death8, zombie_death9 ] {self.frame = 130;};
void() zombie_death9 =[ $death9, zombie_death10 ] {self.frame = 131;};
void() zombie_death10 =[ $death10, zombie_death11 ] {self.frame = 132;zombie_footstep();};
void() zombie_death11 =[ $death11, SUB_Null ] {if (self.onfire) {Effect_Fire(self.origin);} self.iszomb = 0; self.nextthink = time + 3; self.think = removeZombie; self.frame = 133;};
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//////////////////////////////////////////////////////////////////////////////////// ZOMBIE DEATH 2
//134-138
$frame deathB1 deathB2 deathB3 deathB4 deathB5
void() zombie_deathB1 =[ $deathB1, zombie_deathB2 ] {if (self.onfire) {Effect_Fire(self.origin);} self.frame = 134;};
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void() zombie_deathB2 =[ $deathB2, zombie_deathB3 ] {self.frame = 135;};
void() zombie_deathB3 =[ $deathB3, zombie_deathB4 ] {if (self.onfire) {Effect_Fire(self.origin);} self.frame = 136;};
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void() zombie_deathB4 =[ $deathB4, zombie_deathB5 ] {self.frame = 137;zombie_footstep();};
void() zombie_deathB5 =[ $deathB5, SUB_Null ] {if (self.onfire) {Effect_Fire(self.origin);} self.iszomb = 0; self.nextthink = time + 3; self.think = removeZombie; self.frame = 138;};
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//////////////////////////////////////////////////////////////////////////////////// ZOMBIE DEATH 3
//139-148
$frame deathC1 deathC2 deathC3 deathC4 deathC5 deathC6 deathC7 deathC8 deathC9 deathC10
void() zombie_deathC1 =[ $deathC1, zombie_deathC2 ] {if (self.onfire) {Effect_Fire(self.origin);} self.frame = 139;};
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void() zombie_deathC2 =[ $deathC2, zombie_deathC3 ] {self.frame = 140;};
void() zombie_deathC3 =[ $deathC3, zombie_deathC4 ] {self.frame = 141;};
void() zombie_deathC4 =[ $deathC4, zombie_deathC5 ] {if (self.onfire) {Effect_Fire(self.origin);} self.frame = 142;};
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void() zombie_deathC5 =[ $deathC5, zombie_deathC6 ] {self.frame = 143;};
void() zombie_deathC6 =[ $deathC6, zombie_deathC7 ] {self.frame = 144;};
void() zombie_deathC7 =[ $deathC7, zombie_deathC8 ] {if (self.onfire) {Effect_Fire(self.origin);} self.frame = 145;};
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void() zombie_deathC8 =[ $deathC8, zombie_deathC9 ] {self.frame = 146;zombie_footstep();};
void() zombie_deathC9 =[ $deathC9, zombie_deathC10 ] {self.frame = 147;};
void() zombie_deathC10 =[ $deathC10, SUB_Null ] {if (self.onfire) {Effect_Fire(self.origin);} self.iszomb = 0; self.nextthink = time + 3; self.think = removeZombie; self.frame = 148;};
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void(entity ent) Zombie_Death_Cleanup = {
// Already dead
if(ent.aistatus == "0") {
return;
}
ent.aistatus = "0";
ent.solid = SOLID_NOT;
ent.movetype = MOVETYPE_NONE;
ent.takedamage = DAMAGE_NO;
ent.head.classname = "";
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ent.head.solid = SOLID_NOT;
ent.head.movetype = MOVETYPE_NONE;
ent.head.takedamage = DAMAGE_NO;
ent.larm.solid = SOLID_NOT;
ent.larm.movetype = MOVETYPE_NONE;
ent.larm.takedamage = DAMAGE_NO;
ent.rarm.solid = SOLID_NOT;
ent.rarm.movetype = MOVETYPE_NONE;
ent.rarm.takedamage = DAMAGE_NO;
sound(ent, CHAN_WEAPON, "sounds/null.wav" ,1, ATTN_NORM);
sound(ent, CHAN_VOICE, "sounds/null.wav" ,1, ATTN_NORM);
sound(ent, CHAN_BODY, "sounds/null.wav" ,1, ATTN_NORM);
sound(ent, CHAN_ITEM, "sounds/null.wav" ,1, ATTN_NORM);
ent.usedent = world;
if(ent.goalentity.classname == "window")
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{
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if(ent.goalentity.box1owner == ent)
ent.goalentity.box1owner = world;
if(ent.goalentity.box2owner == ent)
ent.goalentity.box2owner = world;
if(ent.goalentity.box3owner == ent)
ent.goalentity.box3owner = world;
if(ent.goalentity.usedent == ent)
ent.goalentity.usedent = world;
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}
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ent.health = 0;
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ent.respawn_iterator = 0;
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Remaining_Zombies = Remaining_Zombies - 1;
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}
void() Zombie_Death =
{
Zombie_Death_Cleanup(self);
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// Death Noises
if (self.electro_targeted == false)
play_sound_z(3);
else
play_sound_z(5);
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//Gotta' make sure we set it back down instead of glitching it up, yo'
if(self.s_time > 0 && sounds_playing > 0)
{
sounds_playing --;
self.s_time = 0;
}
if(self.outside == false && self.electro_targeted == false)
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{
if (totalpowerups < POWERUPS_PER_ROUND)
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{
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if (total_powerup_points >= powerup_score_threshold)
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{
Spawn_Powerup(self.origin + '0 0 13', -1);
powerup_activate *= 1.14;
powerup_score_threshold = total_powerup_points + powerup_activate;
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}
else if (random () <= 0.02)
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Spawn_Powerup(self.origin + '0 0 13', -1);
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}
}
if(self.crawling == TRUE)
{
crawler_die1();
}
else
{
if(random() < 0.3)
{
zombie_deathA1();
}
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else if(random() < 0.5)
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{
zombie_deathB1();
}
else
{
zombie_deathC1();
}
}
};
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//
// --------------------
// Electric Damage
// --------------------
//
//
// Z_ElectroShock
// Mark Zombie to die by non-Waffe Electricity.
//
void() Z_ElectroShock =
{
// Mark the Zombie as to-be-dead
self.electro_targeted = true;
// Determine a time for the Zombie to die. (0.1-1.25s)
self.death_timer = (rint((random() * 11.5) + 1)/10) + time;
self.death_timer_activated = true;
// Spawn a Sparkle
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if(self.crawling == true) {
tesla_spark(self.origin - '0 0 18');
}
else {
tesla_spark(self.origin + '0 0 13');
}
// Zombie_Tesla_Light();
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// Decide what to Gib
float r = random();
// Head?
if (r < 0.20 && self.head.deadflag) {
self.head.frame = 0;
self.head.health = 0;
self.head.deadflag = false;
self.head.solid = SOLID_NOT;
setmodel(self.head, "");
makevectors(self.angles);
spawn_gibs(self.origin + (self.head.view_ofs_x * v_right)
+ (self.head.view_ofs_y * v_forward) + (self.head.view_ofs_z * v_up));
SpawnBlood(self.origin, self.origin, 50);
}
// Right Arm?
r = random();
if (r < 0.20 && self.rarm.deadflag) {
self.rarm.frame = 0;
self.rarm.health = 0;
self.rarm.deadflag = false;
self.rarm.solid = SOLID_NOT;
setmodel(self.rarm, "");
makevectors(self.angles);
spawn_gibs(self.origin + (self.rarm.view_ofs_x * v_right)
+ (self.rarm.view_ofs_y * v_forward) + (self.rarm.view_ofs_z * v_up));
SpawnBlood(self.origin, self.origin, 50);
}
// Left Arm?
r = random();
if (r < 0.20 && self.larm.deadflag) {
self.larm.frame = 0;
self.larm.health = 0;
self.larm.deadflag = false;
self.larm.solid = SOLID_NOT;
setmodel(self.larm, "");
makevectors(self.angles);
spawn_gibs(self.origin + (self.larm.view_ofs_x * v_right)
+ (self.larm.view_ofs_y * v_forward) + (self.larm.view_ofs_z * v_up));
SpawnBlood(self.origin, self.origin, 50);
}
// Play the first Electro-Sound
play_sound_z(5);
}
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/////////////////////ZOMBIE WAFFE STUFF/////////////////////
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// Wunder'd
// 149-152 (FIXME - animate wunder'd zombies)
$frame wunder1 wunder2 wunder3 wunder4 wunder5 wunder6 wunder7 wunder8 wunder9 wunder10
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void() zombie_wunder1 =[ $wunder1, zombie_wunder2 ] {tesla_arc(); play_sound_z(4); self.frame = 149;};
void() zombie_wunder2 =[ $wunder2, zombie_wunder3 ] {tesla_arc(); self.frame = 150;};
void() zombie_wunder3 =[ $wunder3, zombie_wunder4 ] {tesla_arc(); self.frame = 151;};
void() zombie_wunder4 =[ $wunder4, zombie_wunder5 ] {tesla_arc(); self.frame = 152;};
void() zombie_wunder5 =[ $wunder5, zombie_wunder6 ] {tesla_arc(); self.frame = 151;};
void() zombie_wunder6 =[ $wunder6, zombie_wunder7 ] {tesla_arc(); self.frame = 152;};
void() zombie_wunder7 =[ $wunder7, zombie_wunder8 ] {tesla_arc(); self.frame = 151;};
void() zombie_wunder8 =[ $wunder8, zombie_wunder9 ] {tesla_arc(); play_sound_z(3); self.frame = 152;};
void() zombie_wunder9 =[ $wunder9, zombie_wunder10 ] {tesla_arc(); self.frame = 151;};
void() zombie_wunder10 =[ $wunder10, SUB_Null ] {
tesla_arc(); self.iszomb = 0; self.nextthink = time + 3; self.think = removeZombie;self.frame = 152;
// Play final death anim:
if(random() < 0.3) {
zombie_deathA1();
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}
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else if(random() < 0.5) {
zombie_deathB1();
}
else {
zombie_deathC1();
}
};
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void() Zombie_Tesla_Death = {
Zombie_Death_Cleanup(self);
if(self.crawling == true) {
tesla_spark(self.origin - '0 0 18');
crawler_death_wunder1();
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}
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else {
tesla_spark(self.origin + '0 0 13');
zombie_wunder1();
}
};
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//
// Zombie_HeadCanGib(weapon)
// Checks if a Zombie is in a state where
// it's head can gib.
//
float(entity who, float weapon) Zombie_HeadCanGib =
{
// First, is this weapon even capable?
if (!WepDef_WeaponCanGibEnemy(weapon))
return false;
// Has it's head already been ripped off?
if (!who.head.deadflag)
return false;
// If they have more than 10%(?) of health,
// don't gib.
float health_ratio = who.head.health / z_health;
if (health_ratio > 0.10)
return false;
// Seems to pass, let it gib!
return true;
};
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/////////////////////ZOMBIE SPAWNING/////////////////////
void() zombieRise =
{
//better not move wile rising, would happen sometimes
self.velocity_x = 0;
self.velocity_y = 0;
if(self.frame < 13)//begin
{
self.frame = 12;//since we're going to add one anyways
self.state = 1;//don't make crawler, yo!
}
if(self.frame == 36)
{
self.state = 0;
if(self.crawling == 2)
{
makeCrawler(self);
return;
}
self.th_walk();
return;
}
self.frame ++;
self.think = zombieRise;
self.nextthink = time + 0.1;
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//LinkZombiesHitbox();
//bprint (PRINT_HIGH, "Linked hitboxes");
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};
void() spawn_zombie =
{
setsize(self, '0 0 0', '0 0 0');
if (self.spawnflags & INACTIVE)
{
if (cvar("developer"))
setmodel(self, "models/player.mdl");
self.classname = "spawn_zombie_in";
}
else
{
if (cvar("developer"))
setmodel(self, "models/ai/zfull.mdl");
self.classname = "spawn_zombie";
self.spawn_id = zombie_spawn_points;
zombie_spawn_points++;
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}
//self.think = zombie_spawn_think;
//self.nextthink = time + 0.5;
self.solid = SOLID_NOT;
};
void(entity where) spawn_a_zombieB;
void() set_z_health =
{
if(rounds <= 10)
{
z_health = 50 + (rounds * 100);
}
else
{
local float i;
i = rounds - 10;
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z_health = 1040;
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while(i > 0)
{
z_health *= 1.1;
i--;
}
}
};
//
// Zombie_ReassignSpawnIDs()
// To be called whenever we mess with a spawn point,
// this makes sure that spawn_a_zombieA() can never
// try to spawn a zombie at a point which index is
// inactive.
//
void() Zombie_ReassignSpawnIDs =
{
float num_spawns = zombie_spawn_points;
// First, clear the list.
zombie_spawn_points = 0;
while(num_spawns > 0) {
entity zombie_spawn = findfloat(world, spawn_id, num_spawns);
if (zombie_spawn) {
zombie_spawn.spawn_id = 0;
}
num_spawns--;
if (num_spawns)
zombie_spawn = findfloat(world, spawn_id, num_spawns);
}
// Now do the re-assignment
entity zombie_spawns = find(world, classname, "spawn_zombie");
while(zombie_spawns) {
zombie_spawns.spawn_id = zombie_spawn_points;
zombie_spawn_points++;
zombie_spawns = find(zombie_spawns, classname, "spawn_zombie");
}
}
inline entity() getFreeZombieEnt =
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{
entity who;
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who = find(world,classname,"freeZombieEntity");
return who;
};
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float() spawn_a_zombieA =
{
// cypress (20 dec 2023) -- rewrote this routine to be a little less
// needlessly bloaty/bogged down and be in greater parity.
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// don't bother doing anything if it's not even time yet (avoids needless
// iteration over ent chain)
if (zombie_spawn_timer > time)
return false;
// look for a free entity
entity zombie_ent = getFreeZombieEnt();
// no free entity found, maximum are in play.
if (!zombie_ent)
return false;
// look for a random spawn point. note -- before there was a routine that
// prevented spawns from repeating one after the other before. i liked the
// evened out use of the playspace at the beginning of the game but this
// isn't standard CoD functionality and it has negative consequences with
// larger areas.
entity zombie_spawn;
float zombie_spawn_id = rint((random() * (zombie_spawn_points - 1))); // starts at 0!
zombie_spawn = find(world, classname, "spawn_zombie");
while(zombie_spawn != world) {
if (zombie_spawn.spawn_id == zombie_spawn_id)
break;
zombie_spawn = find(zombie_spawn, classname, "spawn_zombie");
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}
// prompt stage 2: the actual spawning of the zombie.
spawn_a_zombieB(zombie_spawn);
spawn_delay = time + delay_at_round;
return true;
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};
void(float i) spawnSingleZombEnt =
{
local entity zSpawn;
zSpawn = spawn();
zSpawn.classname = "freeZombieEntity";
zSpawn.aistatus = "0";
zSpawn.goaldummy = spawn();
if (cvar("developer")) {
setmodel(zSpawn.goaldummy, "models/way/normal_way.spr");
}
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zSpawn.goaldummy.classname = "waypoint_target";
zSpawn.head = spawn();
zSpawn.head.classname = "in_ai_zombie_head";
zSpawn.head.owner = zSpawn;
zSpawn.head.solid = SOLID_NOT;
zSpawn.head.movetype = MOVETYPE_STEP;
zSpawn.head.takedamage = DAMAGE_NO;
#ifndef FTE
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updateLimb (zSpawn, 0, zSpawn.head);
#endif // FTE
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zSpawn.larm = spawn();
zSpawn.larm.classname = "in_ai_zombie_larm";
zSpawn.larm.owner = zSpawn;
zSpawn.larm.solid = SOLID_NOT;
zSpawn.larm.movetype = MOVETYPE_STEP;
zSpawn.larm.takedamage = DAMAGE_NO;
#ifndef FTE
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updateLimb (zSpawn, 1, zSpawn.larm);
#endif // FTE
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zSpawn.rarm = spawn();
zSpawn.rarm.classname = "in_ai_zombie_rarm";
zSpawn.rarm.owner = zSpawn;
zSpawn.rarm.solid = SOLID_NOT;
zSpawn.rarm.movetype = MOVETYPE_STEP;
zSpawn.rarm.takedamage = DAMAGE_NO;
#ifndef FTE
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updateLimb (zSpawn, 2, zSpawn.rarm);
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#endif // FTE
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};
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void(entity szombie) SetUpHitBoxes =
{
szombie.head.solid = SOLID_CORPSE;
szombie.head.movetype = MOVETYPE_STEP;
szombie.head.classname = "ai_zombie_head";
szombie.head.takedamage = DAMAGE_YES;
szombie.larm.solid = SOLID_CORPSE;
szombie.larm.movetype = MOVETYPE_STEP;
szombie.larm.classname = "ai_zombie_larm";
szombie.larm.takedamage = DAMAGE_YES;
szombie.rarm.solid = SOLID_CORPSE;
szombie.rarm.movetype = MOVETYPE_STEP;
szombie.rarm.classname = "ai_zombie_rarm";
szombie.rarm.takedamage = DAMAGE_YES;
#ifdef FTE
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szombie.head.dimension_solid = HITBOX_DIM_LIMBS;
szombie.larm.dimension_solid = HITBOX_DIM_LIMBS;
szombie.rarm.dimension_solid = HITBOX_DIM_LIMBS;
#endif // FTE
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local entity oldself = self;
self = szombie;
SetZombieHitBox(BASE_BBOX);
self = oldself;
};
void(entity szombie) SetZombieWalk =
{
float zombie_move_speed_threshold = (rounds - 1) * 8;
float walktype_chance = rint((random() * 35)) + zombie_move_speed_threshold;
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// Walking Zombie
if (walktype_chance <= 35) {
float which_walk_anim = random();
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if (which_walk_anim < 0.33)
szombie.walktype = 1;
else if (which_walk_anim < 0.66)
szombie.walktype = 2;
else
szombie.walktype = 3;
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}
// Jogging Zombie
else if (walktype_chance <= 70) {
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szombie.walktype = 4;
}
// Sprinting Zombie
else {
szombie.walktype = 5;
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}
};
void() spawnAllZombEnts =
{
local float i;
i = 0;
// cypress -- let host engine dictate
// max ai at once.
#ifdef FTE
while(i < 24)
#else
while(i < nzp_maxai())
#endif // FTE
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{
spawnSingleZombEnt(i);
i++;
}
};
void(entity where) spawn_a_zombieB =
{
local entity szombie;//USED FOR WHAT TO SPAWN
//szombie = spawn();
szombie = getFreeZombieEnt();
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if(szombie == world || zombie_spawn_timer > time)
{
//bprint(PRINT_HIGH, "STOPPED AT B\n");
//dprint("Out of zombie entities \n");
return;
}
#ifdef FTE
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szombie.head = spawn();
szombie.rarm = spawn();
szombie.larm = spawn();
szombie.head.owner = szombie.rarm.owner = szombie.larm.owner = szombie;
#endif // FTE
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szombie.origin = where.origin;
szombie.frame = 0;
szombie.target = where.target;
//blubsvel
//szombie.movetype = MOVETYPE_STEP;
szombie.head.deadflag = 1;
szombie.larm.deadflag = 1;
szombie.rarm.deadflag = 1;
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setmodel(szombie.head, "models/ai/zh^.mdl");
setmodel(szombie.rarm, "models/ai/zar(.mdl");
setmodel(szombie.larm, "models/ai/zal(.mdl");
#ifndef FTE
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updateLimb (szombie, 0, szombie.head);
updateLimb (szombie, 1, szombie.larm);
updateLimb (szombie, 2, szombie.rarm);
#endif // FTE
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szombie.solid = SOLID_CORPSE;
#ifdef FTE
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szombie.dimension_solid = HITBOX_DIM_ZOMBIES;
#endif // FTE
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szombie.movetype = MOVETYPE_WALK;
setmodel(szombie, "models/ai/zb%.mdl");
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szombie.hop_step = 0;
// cypress (20 dec 2023) -- see comment from removeZombie(),
// this is just a sanity check just in case someone decides
// to play around with a freeZombieEntity and breaks that check..
szombie.nextthink = time + 0.05;
szombie.think = SUB_Null;
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szombie.gravity = 1.0;
if (map_compatibility_mode == MAP_COMPAT_BETA) {
szombie.mins = '-6 -6 -24';
szombie.maxs = '6 6 22';
#ifdef FTE
// Need to force-set the hull for FTE or else Zombie setorigin()
// calls will fail in tight spaces.
szombie.hull = 1;
#endif // FTE
} else {
szombie.mins = '-8 -8 -32';
szombie.maxs = '8 8 30';
}
setsize (szombie, szombie.mins, szombie.maxs);
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//====================================
if(pointcontents(szombie.origin - '0 0 36') == -2)
{
while(pointcontents (szombie.origin - '0 0 36') == -2)
{
szombie.origin = szombie.origin + '0 0 1';
setorigin(szombie,szombie.origin );
}
}
szombie.classname = "ai_zombie";
szombie.aistatus = "1";
setorigin (szombie.goaldummy, '0 0 0');
szombie.origin_z = szombie.origin_z + 1;
szombie.outside = true;
szombie.takedamage = DAMAGE_YES;
setorigin(szombie, szombie.origin);
szombie.flags = szombie.flags | FL_PARTIALGROUND | FL_MONSTER;
szombie.spawnflags = where.spawnflags;
//////////FIX FOR OUTSIDE
if(szombie.spawnflags & 4)
{
szombie.outside = FALSE;
}
/////////
szombie.ideal_yaw = szombie.angles_y;
szombie.yaw_speed = 20;
szombie.iszomb = 1;
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szombie.death_timer = 0;
szombie.death_timer_activated = false;
szombie.electro_targeted = false;
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// We used to set different limb health, too, but we now handle any limb damage differences in weapon stats.
szombie.health = szombie.head.health = szombie.larm.health = szombie.rarm.health = z_health;
szombie.th_die = Zombie_Death;
szombie.th_walk = Zombie_Walk_Setup;
szombie.th_melee = zombie_attack;
szombie.th_idle = zombie_idle;
szombie.th_windowhop = zombie_hop1;
szombie.th_fall = zombie_fall1;
szombie.th_land = zombie_land1;
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szombie.th_diewunder = Zombie_Tesla_Death;
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//szombie.th_jump = zombie_jump1;
//szombie.th_grabledge = zombie_grabledge1;
//==================================================================================================
SetZombieWalk(szombie);
//==================================================================================================
SetUpHitBoxes(szombie);
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//szombie.walktype = 5;
////////////////////////////////////////////////////
szombie.reload_delay = 30 + time;//save floats, equals respawn time.
local entity old_self;
old_self = self;
self = szombie;
if (self.spawnflags & 2)//RISER
{
zombieRise();
}
else
self.th_walk();
self = old_self;
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//LinkZombiesHitbox();
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//
// Zombie skin setting
//
float tex;
tex = random();
if (tex > 0.75)
szombie.skin = 0;
else if (tex > 0.50)
szombie.skin = 1;
else if (tex > 0.25)
szombie.skin = 2;
else
szombie.skin = 3;
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szombie.head.skin = szombie.larm.skin = szombie.rarm.skin = szombie.skin;
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if (map_compatibility_mode == MAP_COMPAT_BETA)
szombie.head.scale = szombie.larm.scale = szombie.rarm.scale = szombie.scale = 0.73;
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// set up timer for next spawn
zombie_spawn_timer = zombie_spawn_delay + time;
};
void() zombie_dummy =
{
self.frame = 0;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel(self, "models/ai/zfull.mdl");
setsize (self, '-8 -8 -32', '8 8 30');
setorigin(self, self.origin);
self.classname = "ai_zombie";
self.takedamage = DAMAGE_YES;
self.flags = self.flags | FL_PARTIALGROUND | FL_MONSTER;
self.health = 999999;
SetUpHitBoxes(self);
};