Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: Play a random idle sound.
//-----------------------------------------------------------------------------
void CNPC_PoisonZombie::IdleSound( void )
{
	// HACK: base zombie code calls IdleSound even when not idle!
	if ( m_NPCState != NPC_STATE_COMBAT )
	{
		BreatheOffShort();
		EmitSound( "NPC_PoisonZombie.Idle" );
		MakeAISpookySound( 360.0f );
	}
}
//-----------------------------------------------------------------------------
// Purpose: Play a random idle sound.
//-----------------------------------------------------------------------------
void CRebelZombie::IdleSound( void )
{
	if( GetState() == NPC_STATE_IDLE && random->RandomFloat( 0, 1 ) == 0 )
	{
		// Moan infrequently in IDLE state.
		return;
	}

	if( IsSlumped() )
	{
		// Sleeping zombies are quiet.
		return;
	}

	EmitSound( "Zombie.Idle" );
	MakeAISpookySound( 360.0f );
}
Ejemplo n.º 3
0
void CZombie::IdleSound( void )
{
	// Moan infrequently in IDLE state.
	if( GetState() == NPC_STATE_IDLE && random->RandomFloat( 0, 1 ) == 0 )
		return;
	
	// Sleeping zombies are quiet.
	if( IsSlumped() )		
		return;

	if(m_iZombieType == ZOMBIE_BISOU)
		EmitSound( "Zombie.Bisou.Idle" );
	else
		EmitSound( "Zombie.Idle" );

	MakeAISpookySound( 360.0f );
}