//----------------------------------------------------------------------------- // 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 ); }
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 ); }