1 #using scripts\shared\clientfield_shared;
2 #using scripts\shared\ai\systems\gib;
3 #using scripts\shared\ai_shared;
5 #insert scripts\shared\archetype_shared\archetype_shared.gsh;
6 #insert scripts\shared\version.gsh;
7 #insert scripts\shared\ai\zombie.gsh;
8 #insert scripts\shared\ai\systems\gib.gsh;
10 #precache( "client_fx", "zombie/fx_val_chest_burst");
12 #precache( "client_fx", "fire/fx_fire_ai_human_arm_left_loop_optim");
13 #precache( "client_fx", "fire/fx_fire_ai_human_arm_right_loop_optim");
14 #precache( "client_fx", "fire/fx_fire_ai_human_arm_left_loop_optim");
15 #precache( "client_fx", "fire/fx_fire_ai_human_arm_right_loop_optim");
16 #precache( "client_fx", "fire/fx_fire_ai_human_torso_loop_optim");
17 #precache( "client_fx", "fire/fx_fire_ai_human_hip_left_loop_optim");
18 #precache( "client_fx", "fire/fx_fire_ai_human_hip_right_loop_optim");
19 #precache( "client_fx", "fire/fx_fire_ai_human_leg_left_loop_optim");
20 #precache( "client_fx", "fire/fx_fire_ai_human_leg_right_loop_optim");
21 #precache( "client_fx", "fire/fx_fire_ai_human_head_loop_optim");
30 level._effect[
"zombie_special_day_effect"] =
"zombie/fx_val_chest_burst";
55 #namespace ZombieClientUtils;
57 function zombieHandler( localClientNum, oldValue, newValue, bNewEnt, bInitialSnap, fieldName, wasDemoJump )
66 if ( !IsDefined( entity.initializedGibCallbacks ) || !entity.initializedGibCallbacks )
68 entity.initializedGibCallbacks =
true;
83 playsound(0,
"zmb_zombie_head_gib",
self.origin + (0,0,60));
89 playsound(0,
"zmb_death_gibs",
self.origin + (0,0,30));
103 origin = entity GetTagOrigin(
"j_spine4" );
105 fx = PlayFX( localClientNum, level._effect[
"zombie_special_day_effect"], origin );
106 SetFXIgnorePause( localClientNum, fx,
true );
111 if( SessionModeIsZombiesGame() )
113 if( !isdefined(
self._effect ))
117 level._effect[
"fire_zombie_j_elbow_le_loop"] =
"fire/fx_fire_ai_human_arm_left_loop_optim";
118 level._effect[
"fire_zombie_j_elbow_ri_loop"] =
"fire/fx_fire_ai_human_arm_right_loop_optim";
119 level._effect[
"fire_zombie_j_shoulder_le_loop"] =
"fire/fx_fire_ai_human_arm_left_loop_optim";
120 level._effect[
"fire_zombie_j_shoulder_ri_loop"] =
"fire/fx_fire_ai_human_arm_right_loop_optim";
121 level._effect[
"fire_zombie_j_spine4_loop"] =
"fire/fx_fire_ai_human_torso_loop_optim";
122 level._effect[
"fire_zombie_j_hip_le_loop"] =
"fire/fx_fire_ai_human_hip_left_loop_optim";
123 level._effect[
"fire_zombie_j_hip_ri_loop"] =
"fire/fx_fire_ai_human_hip_right_loop_optim";
124 level._effect[
"fire_zombie_j_knee_le_loop"] =
"fire/fx_fire_ai_human_leg_left_loop_optim";
125 level._effect[
"fire_zombie_j_knee_ri_loop"] =
"fire/fx_fire_ai_human_leg_right_loop_optim";
126 level._effect[
"fire_zombie_j_head_loop"] =
"fire/fx_fire_ai_human_head_loop_optim";