Esempio n. 1
0
//---------------------------------------------------------
//---------------------------------------------------------
bool CZombie::ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold )
{
	if( IsSlumped() ) 
	{
		// Never break apart a slouched zombie. This is because the most fun
		// slouched zombies to kill are ones sleeping leaning against explosive
		// barrels. If you break them in half in the blast, the force of being
		// so close to the explosion makes the body pieces fly at ridiculous 
		// velocities because the pieces weigh less than the whole.
		return false;
	}

	return BaseClass::ShouldBecomeTorso( info, flDamageThreshold );
}
Esempio n. 2
0
//-----------------------------------------------------------------------------
// Purpose: Play a random idle sound.
//-----------------------------------------------------------------------------
void CASW_Zombie::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( "ASW_Zombie.Idle" );
}
Esempio n. 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 );
}