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Added BO1 ZM rawfiles
This commit is contained in:
502
BO1/PC/ZM/animscripts/zombie_melee.gsc
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502
BO1/PC/ZM/animscripts/zombie_melee.gsc
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@ -0,0 +1,502 @@
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#include maps\_utility;
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#include animscripts\zombie_utility;
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#include animscripts\zombie_SetPoseMovement;
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#include animscripts\Combat_Utility;
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#include animscripts\Debug;
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#include common_scripts\utility;
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#using_animtree ("generic_human");
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MeleeCombat()
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{
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self endon( "end_melee" );
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self endon("killanimscript");
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self melee_notify_wrapper();
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assert( CanMeleeAnyRange() );
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if(IsDefined(level.allow_ai_vs_ai_melee ))
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{
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doingAIMelee = (isAI( self.enemy ) && self.enemy.type == "human");
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}
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else
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{
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doingAIMelee = false;
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}
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if ( doingAiMelee )
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{
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assert( animscripts\zombie_utility::okToMelee( self.enemy ) );
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animscripts\zombie_utility::IAmMeleeing( self.enemy );
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AiVsAiMeleeCombat();
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animscripts\zombie_utility::ImNotMeleeing( self.enemy );
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scriptChange();
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return;
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}
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realMelee = true;
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if ( animscripts\zombie_utility::okToMelee(self.enemy) )
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{
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animscripts\zombie_utility::IAmMeleeing(self.enemy);
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}
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else
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{
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realMelee = false;
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}
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self thread EyesAtEnemy();
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self OrientMode("face enemy");
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MeleeDebugPrint("Melee begin");
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self AnimMode( "zonly_physics" );
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resetGiveUpTime();
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for ( ;; )
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{
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if ( IsDefined(self.marked_for_death) )
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{
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return;
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}
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MeleeDebugPrint("Melee main loop" + RandomInt(100));
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if ( !realMelee && animscripts\zombie_utility::okToMelee(self.enemy) )
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{
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realMelee = true;
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animscripts\zombie_utility::IAmMeleeing(self.enemy);
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}
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self thread EyesAtEnemy();
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self animscripts\battleChatter_ai::evaluateMeleeEvent();
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if( IsDefined( self.enemy ) )
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{
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angles = VectorToAngles( self.enemy.origin - self.origin );
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self OrientMode( "face angle", angles[1] );
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}
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if( !IsDefined(level.zombietron_mode) )
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{
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switch( self.animname )
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{
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case "zombie":
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self PlaySound( "zmb_vocals_zombie_attack" );
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break;
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case "quad_zombie":
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self PlaySound( "zmb_vocals_quad_attack" );
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break;
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case "boss_zombie":
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self PlaySound( "zmb_vocals_boss_attack" );
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break;
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case "napalm_zombie":
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self PlaySound( "zmb_vocals_napalm_attack" );
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break;
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case "sonic_zombie":
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self PlaySound( "zmb_vocals_sonic_attack" );
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break;
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}
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}
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if ( is_true( self.noChangeDuringMelee ) )
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{
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self.safeToChangeScript = false;
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}
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zombie_attack = pick_zombie_melee_anim( self );
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if ( isDefined( self.melee_anim_func ) )
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{
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self thread [[ self.melee_anim_func ]]( zombie_attack );
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}
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self SetFlaggedAnimKnobAllRestart("meleeanim", zombie_attack, %body, 1, .2, 1);
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while ( 1 )
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{
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self waittill("meleeanim", note);
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if ( note == "end" )
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{
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break;
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}
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else if ( note == "fire" )
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{
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if ( !IsDefined( self.enemy ) )
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{
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break;
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}
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oldhealth = self.enemy.health;
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self melee();
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if ( self.enemy.health < oldhealth )
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{
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resetGiveUpTime();
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}
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else
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{
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if ( isDefined( self.melee_miss_func ) )
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{
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self [[ self.melee_miss_func ]]();
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}
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else if ( isDefined( level.melee_miss_func ) )
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{
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self [[ level.melee_miss_func ]]();
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}
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}
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}
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else if ( note == "stop" )
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{
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if ( !CanContinueToMelee() )
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{
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break;
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}
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}
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}
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self OrientMode("face default");
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if ( is_true( self.noChangeDuringMelee ) )
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{
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if ( isDefined( self.enemy ) )
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{
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dist_sq = DistanceSquared( self.origin, self.enemy.origin );
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if ( dist_sq > self.meleeAttackDist * self.meleeAttackDist )
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{
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self.safeToChangeScript = true;
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wait_network_frame();
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break;
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}
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}
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else
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{
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self.safeToChangeScript = true;
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wait_network_frame();
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break;
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}
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}
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}
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if (realMelee)
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{
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animscripts\zombie_utility::ImNotMeleeing(self.enemy);
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}
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self AnimMode("none");
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self thread animscripts\zombie_combat::main();
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self notify ("stop EyesAtEnemy");
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self notify ("stop_melee_debug_print");
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scriptChange();
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}
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resetGiveUpTime()
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{
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if ( DistanceSquared( self.origin, self.enemy.origin ) > anim.chargeRangeSq )
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{
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self.giveUpOnMeleeTime = GetTime() + randomintrange( 2700, 3300 );
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}
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else
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{
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self.giveUpOnMeleeTime = GetTime() + randomintrange( 1700, 2300 );
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}
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}
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MeleeDebugPrint(text)
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{
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return;
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self.meleedebugprint = text;
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self thread meleeDebugPrintThreadWrapper();
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}
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meleeDebugPrintThreadWrapper()
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{
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if ( !IsDefined(self.meleedebugthread) )
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{
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self.meleedebugthread = true;
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self meleeDebugPrintThread();
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self.meleedebugthread = undefined;
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}
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}
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meleeDebugPrintThread()
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{
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self endon("death");
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self endon("killanimscript");
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self endon("stop_melee_debug_print");
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while(1)
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{
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Print3d(self.origin + (0,0,60), self.meleedebugprint, (1,1,1), 1, .1);
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wait .05;
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}
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}
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debug_melee_on_actor()
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{
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return false;
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}
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debug_melee( msg )
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{
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if ( !debug_melee_on_actor() )
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{
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return;
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}
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PrintLn( msg );
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}
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debug_melee_line( start, end, color, duration )
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{
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}
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CanContinueToMelee()
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{
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return CanMeleeInternal( "already started" );
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}
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CanMeleeAnyRange()
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{
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return CanMeleeInternal( "any range" );
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}
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CanMeleeDesperate()
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{
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return CanMeleeInternal( "long range" );
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}
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CanMelee()
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{
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return CanMeleeInternal( "normal" );
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}
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CanMeleeInternal( state )
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{
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if ( !IsSentient( self.enemy ) )
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{
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debug_melee( "Not doing melee - Does not have a valid target." );
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return false;
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}
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if (!IsAlive(self.enemy))
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{
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return false;
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}
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if ( IsDefined( self.disableMelee ) )
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{
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assert( self.disableMelee );
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debug_melee( "Not doing melee - Melee is disabled, self.disableMelee is set to true." );
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return false;
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}
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yaw = abs(getYawToEnemy());
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if ( (yaw > 60 && state != "already started") || yaw > 110 )
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{
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debug_melee( "Not doing melee - Not facing the enemy." );
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return false;
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}
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enemyPoint = self.enemy GetOrigin();
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vecToEnemy = enemyPoint - self.origin;
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self.enemyDistanceSq = lengthSquared( vecToEnemy );
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nearest_enemy_sqrd_dist = self GetClosestEnemySqDist();
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epsilon = 0.1;
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if( IsDefined( nearest_enemy_sqrd_dist ) && ( nearest_enemy_sqrd_dist - epsilon > self.enemyDistanceSq ) )
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{
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debug_melee( "Not doing melee - Entity " + self getEntityNumber() + " can't melee entity " + self.enemy getEntityNumber() + " at distSq " + self.enemyDistanceSq + " because there is a closer enemy at distSq " + nearest_enemy_sqrd_dist + "." );
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return false;
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}
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if(IsDefined(level.allow_ai_vs_ai_melee ))
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{
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doingAIMelee = (isAI( self.enemy ) && self.enemy.type == "human");
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}
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else
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{
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doingAIMelee = false;
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}
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if ( doingAIMelee )
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{
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if ( !animscripts\zombie_utility::okToMelee(self.enemy) )
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{
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debug_melee( "Not doing melee - Enemy is already being meleed." );
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return false;
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}
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if ( IsDefined( self.magic_bullet_shield ) && self.magic_bullet_shield && IsDefined( self.enemy.magic_bullet_shield ) && self.enemy.magic_bullet_shield )
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{
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debug_melee( "Not doing melee - Enemy has magic bullet shield." );
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return false;
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}
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if ( !isMeleePathClear( vecToEnemy, enemyPoint ) )
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{
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return false;
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}
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}
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else
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{
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if ( IsDefined( self.enemy.magic_bullet_shield ) && self.enemy.magic_bullet_shield )
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{
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if ( !( self is_banzai() ) )
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{
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debug_melee( "Not doing melee - Enemy has magic bullet shield." );
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return false;
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}
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}
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if (self.enemyDistanceSq <= anim.meleeRangeSq)
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{
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if ( !isMeleePathClear( vecToEnemy, enemyPoint ) )
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{
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if ( !self is_banzai() )
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{
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return false;
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}
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}
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return true;
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}
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else if ( self is_banzai() )
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{
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return false;
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}
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if ( state != "any range" )
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{
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chargeRangeSq = anim.chargeRangeSq;
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if ( state == "long range" )
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{
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chargeRangeSq = anim.chargeLongRangeSq;
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}
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if (self.enemyDistanceSq > chargeRangeSq)
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{
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debug_melee( "Not doing melee - Enemy is not close enough to charge." );
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return false;
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}
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}
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if ( state == "already started" )
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{
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return false;
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}
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if ( ( !self is_banzai() || IsPlayer( self.enemy ) ) && IsDefined( self.lastMeleeGiveUpTime ) && GetTime() - self.lastMeleeGiveUpTime < 3000 )
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{
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debug_melee( "Not doing melee - Recently meleed someone and missed." );
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return false;
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}
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if ( !animscripts\zombie_utility::okToMelee(self.enemy) )
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{
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debug_melee( "Not doing melee - Enemy is being meleed." );
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return false;
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}
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if ( is_true( self.check_melee_path ) )
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{
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if( !isMeleePathClear( vecToEnemy, enemyPoint ) )
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{
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self notify("melee_path_blocked");
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return false;
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}
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}
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}
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return true;
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}
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isMeleePathClear( vecToEnemy, enemyPoint )
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{
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dirToEnemy = VectorNormalize( (vecToEnemy[0], vecToEnemy[1], 0 ) );
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meleePoint = enemyPoint - ( dirToEnemy[0]*28, dirToEnemy[1]*28, 0 );
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thread debug_melee_line( self.origin, meleePoint, ( 1,0,0 ), 1.5 );
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if ( !self IsInGoal( meleePoint ) )
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{
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debug_melee( "Not doing melee - Enemy is outside not in goal." );
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return false;
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}
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if ( self maymovetopoint(meleePoint) )
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{
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return true;
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}
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trace1 = bullettrace( self.origin + (0,0,20), meleePoint + (0,0,20), true, self );
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trace2 = bullettrace( self.origin + (0,0,72), meleePoint + (0,0,72), true, self );
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if ( isDefined(trace1["fraction"]) && trace1["fraction"] == 1 &&
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isDefined(trace2["fraction"]) && trace2["fraction"] == 1 )
|
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{
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return true;
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}
|
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if ( isDefined(trace1["entity"]) && trace1["entity"] == self.enemy &&
|
||||
isDefined(trace2["entity"]) && trace2["entity"] == self.enemy )
|
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{
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return true;
|
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}
|
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if ( is_true( level.zombie_melee_in_water ) )
|
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{
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if ( isDefined( trace1["surfacetype"] ) && trace1["surfacetype"] == "water" &&
|
||||
isDefined( trace2["fraction"] ) && trace2["fraction"] == 1 )
|
||||
{
|
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return true;
|
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}
|
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}
|
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debug_melee( "Not doing melee - Can not move to the melee point, MayMoveToPoint failed." );
|
||||
return false;
|
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}
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PlayMeleeSound()
|
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{
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if ( !IsDefined ( self.a.nextMeleeChargeSound ) )
|
||||
{
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self.a.nextMeleeChargeSound = 0;
|
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}
|
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if ( GetTime() > self.a.nextMeleeChargeSound )
|
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{
|
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self animscripts\face::SaySpecificDialogue( undefined, "chr_play_grunt_" + self.voice, 0.3 );
|
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self.a.nextMeleeChargeSound = GetTime() + 8000;
|
||||
}
|
||||
}
|
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AiVsAiMeleeCombat()
|
||||
{
|
||||
self endon("killanimscript");
|
||||
self melee_notify_wrapper();
|
||||
self OrientMode("face enemy");
|
||||
self ClearAnim( %root, 0.3 );
|
||||
IWin = ( RandomInt(10) < 8 );
|
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if ( IsDefined( self.magic_bullet_shield ) && self.magic_bullet_shield )
|
||||
{
|
||||
IWin = true;
|
||||
}
|
||||
if ( IsDefined( self.enemy.magic_bullet_shield ) && self.enemy.magic_bullet_shield )
|
||||
{
|
||||
IWin = false;
|
||||
}
|
||||
winAnim = %bog_melee_R_attack;
|
||||
loseAnim = %bog_melee_R_defend;
|
||||
if ( IWin )
|
||||
{
|
||||
myAnim = winAnim;
|
||||
theirAnim = loseAnim;
|
||||
}
|
||||
else
|
||||
{
|
||||
myAnim = loseAnim;
|
||||
theirAnim = winAnim;
|
||||
}
|
||||
desiredDistSqrd = 72 * 72;
|
||||
self PlayMeleeSound();
|
||||
AiVsAiMeleeCharge( desiredDistSqrd );
|
||||
if ( DistanceSquared( self.origin, self.enemy.origin ) > desiredDistSqrd )
|
||||
{
|
||||
return false;
|
||||
}
|
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self.meleePartner = self.enemy;
|
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self.enemy.meleePartner = self;
|
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self.enemy.meleeAnim = theirAnim;
|
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self.enemy animcustom( ::AiVsAiAnimCustom );
|
||||
self.meleeAnim = myAnim;
|
||||
self animcustom( ::AiVsAiAnimCustom );
|
||||
}
|
||||
AiVsAiMeleeCharge( desiredDistSqrd )
|
||||
{
|
||||
giveUpTime = GetTime() + 2500;
|
||||
self SetAnimKnobAll( animscripts\zombie_run::GetRunAnim(), %body, 1, 0.2 );
|
||||
while ( DistanceSquared( self.origin, self.enemy.origin ) > desiredDistSqrd && GetTime() < giveUpTime )
|
||||
{
|
||||
wait .05;
|
||||
}
|
||||
}
|
||||
AiVsAiAnimCustom()
|
||||
{
|
||||
self endon("killanimscript");
|
||||
self AiVsAiMeleeAnim( self.meleeAnim );
|
||||
}
|
||||
AiVsAiMeleeAnim( myAnim )
|
||||
{
|
||||
self endon("end_melee");
|
||||
self thread endMeleeOnKillanimscript();
|
||||
partnerDir = self.meleePartner.origin - self.origin;
|
||||
self OrientMode( "face angle", VectorToAngles( partnerDir )[1] );
|
||||
self AnimMode( "zonly_physics" );
|
||||
self SetFlaggedAnimKnobAllRestart( "meleeAnim", myAnim, %body, 1, 0.2 );
|
||||
self animscripts\zombie_shared::DoNoteTracks( "meleeAnim" );
|
||||
self notify("end_melee");
|
||||
}
|
||||
endMeleeOnKillanimscript()
|
||||
{
|
||||
self endon("end_melee");
|
||||
self waittill("killanimscript");
|
||||
self.meleePartner notify("end_melee");
|
||||
}
|
||||
pick_zombie_melee_anim( zombie_guy )
|
||||
{
|
||||
melee_anim = undefined;
|
||||
if ( zombie_guy.has_legs )
|
||||
{
|
||||
switch(zombie_guy.zombie_move_speed)
|
||||
{
|
||||
case "walk":
|
||||
anims = array_combine(level._zombie_melee[zombie_guy.animname],level._zombie_walk_melee[zombie_guy.animname]);
|
||||
melee_anim = random(anims);
|
||||
break;
|
||||
case "run":
|
||||
case "sprint":
|
||||
anims = array_combine(level._zombie_melee[zombie_guy.animname],level._zombie_run_melee[zombie_guy.animname]);
|
||||
melee_anim = random(anims);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if(zombie_guy.a.gib_ref == "no_legs")
|
||||
{
|
||||
melee_anim = random(level._zombie_stumpy_melee[zombie_guy.animname]);
|
||||
}
|
||||
else
|
||||
{
|
||||
melee_anim = random(level._zombie_melee_crawl[zombie_guy.animname]);
|
||||
}
|
||||
return melee_anim;
|
||||
} |