mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2024-12-25 22:35:31 +03:00
Add cvar to prevent zombies from flinching during actbusies and scripted sequences
This commit is contained in:
parent
e34e0d3b10
commit
a3fe8b5284
@ -159,6 +159,10 @@ ConVar zombie_decaymax( "zombie_decaymax", "0.4" );
|
||||
|
||||
ConVar zombie_ambushdist( "zombie_ambushdist", "16000" );
|
||||
|
||||
#ifdef MAPBASE
|
||||
ConVar zombie_no_flinch_during_unique_anim( "zombie_no_flinch_during_unique_anim", "1", FCVAR_NONE, "Prevents zombies from flinching during actbusies and scripted sequences." );
|
||||
#endif
|
||||
|
||||
//=========================================================
|
||||
// For a couple of reasons, we keep a running count of how
|
||||
// many zombies in the world are angry at any given time.
|
||||
@ -1927,6 +1931,31 @@ void CNPC_BaseZombie::OnScheduleChange( void )
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------
|
||||
//---------------------------------------------------------
|
||||
|
||||
bool CNPC_BaseZombie::CanFlinch( void )
|
||||
{
|
||||
if (!BaseClass::CanFlinch())
|
||||
return false;
|
||||
|
||||
#ifdef MAPBASE
|
||||
if (zombie_no_flinch_during_unique_anim.GetBool())
|
||||
{
|
||||
// Don't flinch if currently playing actbusy animation (navigating to or from one is fine)
|
||||
if (m_ActBusyBehavior.IsInsideActBusy())
|
||||
return false;
|
||||
|
||||
// Don't flinch if currently playing scripted sequence (navigating to or from one is fine)
|
||||
if (m_NPCState == NPC_STATE_SCRIPT && (IsCurSchedule( SCHED_SCRIPTED_WAIT, false ) || IsCurSchedule( SCHED_SCRIPTED_FACE, false )))
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------
|
||||
//---------------------------------------------------------
|
||||
int CNPC_BaseZombie::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
|
||||
|
@ -151,6 +151,8 @@ public:
|
||||
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
|
||||
virtual float GetReactionDelay( CBaseEntity *pEnemy ) { return 0.0; }
|
||||
|
||||
bool CanFlinch( void );
|
||||
|
||||
virtual int SelectSchedule ( void );
|
||||
virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
|
||||
virtual void BuildScheduleTestBits( void );
|
||||
|
Loading…
Reference in New Issue
Block a user