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