//---------------------------------------------------------
//---------------------------------------------------------
void CRebelZombie::SetZombieModel( void )
{
	//if ( m_iZombieSex == 1 ) // Male
	//{
		SetModel( "models/zombie/classic.mdl" );
	/*}
	else // Female
	{
		SetModel( "models/zombie/classic_female.mdl" );
	}*/
	SetHullType( HULL_HUMAN );

	m_nSkin = m_iRebelZombieSkin;

	SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );

	SetHullSizeNormal( true );
	SetDefaultEyeOffset();
	SetActivity( ACT_IDLE );

	// hull changed size, notify vphysics
	// UNDONE: Solve this generally, systematically so other
	// NPCs can change size
	if ( VPhysicsGetObject() )
	{
		SetupVPhysicsHull();
	}
}
Example #2
0
//-----------------------------------------------------------------------------
// Purpose: 
//
// NOTE: This function is still heavy with common code (found at the bottom).
//		 we should consider moving some into the base class! (sjb)
//-----------------------------------------------------------------------------
void CNPC_Monster::SetZombieModel( void )
{
	Hull_t lastHull = GetHullType();

	SetModel( cModel.ToCStr() );

	if (m_fIsTorso)
		SetHullType(HULL_TINY);
	else
		SetHullType(HULL_HUMAN);

	SetHullSizeNormal( true );
	SetDefaultEyeOffset();
	SetActivity( ACT_IDLE );

	m_nSkin = m_iSkin;

	if ( lastHull != GetHullType() )
	{
		if ( VPhysicsGetObject() )
		{
			SetupVPhysicsHull();
		}
	}

	CollisionProp()->SetSurroundingBoundsType( USE_OBB_COLLISION_BOUNDS );
}
Example #3
0
//---------------------------------------------------------
//---------------------------------------------------------
void CZombie::SetZombieModel( void )
{
	Hull_t lastHull = GetHullType();

	if ( m_fIsTorso )
	{
		SetModel( "models/zombie/classic_torso.mdl" );
		SetHullType( HULL_TINY );
	}
	else
	{
		SetModel( "models/zombie/classic.mdl" );
		SetHullType( HULL_HUMAN );
	}
	SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );

	SetHullSizeNormal( true );
	SetDefaultEyeOffset();
	SetActivity( ACT_IDLE );

	// hull changed size, notify vphysics
	// UNDONE: Solve this generally, systematically so other
	// NPCs can change size
	if ( lastHull != GetHullType() )
	{
		if ( VPhysicsGetObject() )
		{
			SetupVPhysicsHull();
		}
	}
}
Example #4
0
void CZombie::SetZombieModel( void )
{
	Hull_t lastHull = GetHullType();

	if(m_iZombieType == ZOMBIE_BISOU)
		SetModel( "models/zombie/Bisounours.mdl" );
	else
		SetModel( "models/zombie/classic.mdl" );

	SetHullType( HULL_HUMAN );

	//Commenté en attendant de trouver à quoi ça sert
	//SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );

	SetHullSizeNormal( true );
	SetDefaultEyeOffset();
	SetActivity( ACT_IDLE );

	// hull changed size, notify vphysics
	// UNDONE: Solve this generally, systematically so other
	// NPCs can change size
	if ( lastHull != GetHullType() )
		if ( VPhysicsGetObject() )
			SetupVPhysicsHull();
}
Example #5
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Eli::PrescheduleThink( void )
{
	BaseClass::PrescheduleThink();

	// Figure out if Eli has just been removed from his parent
	if ( GetMoveType() == MOVETYPE_NONE && !GetMoveParent() )
	{
		SetupWithoutParent();
		SetupVPhysicsHull();
	}
}