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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// monster template
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//=========================================================
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// UNDONE: Holster weapon?
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "talkmonster.h"
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#include "schedule.h"
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#include "defaultai.h"
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#include "scripted.h"
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#include "weapons.h"
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#include "soundent.h"
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#include "barney.h"
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#define NUM_OTIS_HEADS 2 // heads available for otis model
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#define GUN_GROUP 1
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#define HEAD_GROUP 2
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#define HEAD_HAIR 0
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#define HEAD_BALD 1
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#define GUN_NONE 0
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#define GUN_EAGLE 1
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#define GUN_DONUT 2
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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// first flag is Otis dying for scripted sequences?
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#define OTIS_AE_DRAW ( 2 )
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#define OTIS_AE_SHOOT ( 3 )
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#define OTIS_AE_HOLSTER ( 4 )
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#define OTIS_BODY_GUNHOLSTERED 0
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#define OTIS_BODY_GUNDRAWN 1
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#define OTIS_BODY_DONUT 2
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class COtis : public CBarney
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{
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public:
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#if 1
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void KeyValue(KeyValueData *pkvd);
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#endif
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void Spawn(void);
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void Precache(void);
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void BarneyFirePistol(void);
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void AlertSound(void);
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void HandleAnimEvent(MonsterEvent_t *pEvent);
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int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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void DeclineFollowing(void);
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// Override these to set behavior
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Schedule_t *GetSchedule(void);
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void TalkInit(void);
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void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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void Killed(entvars_t *pevAttacker, int iGib);
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int head;
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int bodystate;
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};
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LINK_ENTITY_TO_CLASS(monster_otis, COtis);
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//=========================================================
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// ALertSound - otis says "Freeze!"
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//=========================================================
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void COtis::AlertSound(void)
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{
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if (m_hEnemy != 0)
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{
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if (FOkToSpeak())
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{
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PlaySentence("OT_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE);
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}
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}
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}
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//=========================================================
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// BarneyFirePistol - shoots one round from the pistol at
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// the enemy otis is facing.
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//=========================================================
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void COtis::BarneyFirePistol(void)
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{
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Vector vecShootOrigin;
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UTIL_MakeVectors(pev->angles);
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vecShootOrigin = pev->origin + Vector(0, 0, 55);
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Vector vecShootDir = ShootAtEnemy(vecShootOrigin);
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Vector angDir = UTIL_VecToAngles(vecShootDir);
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SetBlending(0, angDir.x);
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pev->effects = EF_MUZZLEFLASH;
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FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_357);
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int pitchShift = RANDOM_LONG(0, 20);
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// Only shift about half the time
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if (pitchShift > 10)
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pitchShift = 0;
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else
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pitchShift -= 5;
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", 1, ATTN_NORM, 0, 100 + pitchShift);
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3);
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// UNDONE: Reload?
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m_cAmmoLoaded--;// take away a bullet!
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//
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// Returns number of events handled, 0 if none.
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//=========================================================
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void COtis::HandleAnimEvent(MonsterEvent_t *pEvent)
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{
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switch (pEvent->event)
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{
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case OTIS_AE_DRAW:
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// otis' bodygroup switches here so he can pull gun from holster
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// pev->body = OTIS_BODY_GUNDRAWN;
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SetBodygroup( GUN_GROUP, GUN_EAGLE );
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m_fGunDrawn = TRUE;
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break;
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case OTIS_AE_HOLSTER:
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// change bodygroup to replace gun in holster
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// pev->body = OTIS_BODY_GUNHOLSTERED;
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SetBodygroup( GUN_GROUP, GUN_NONE );
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m_fGunDrawn = FALSE;
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break;
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default:
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CBarney::HandleAnimEvent(pEvent);
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void COtis::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/otis.mdl");
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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pev->health = gSkillData.otisHealth;
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pev->view_ofs = Vector(0, 0, 50);// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE;
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pev->body = 0; // gun in holster
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m_fGunDrawn = FALSE;
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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// Make sure hands are white.
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pev->skin = 0;
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// Select a random head.
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if (head == -1)
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{
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SetBodygroup(HEAD_GROUP, RANDOM_LONG(0, NUM_OTIS_HEADS - 1));
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}
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else
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{
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SetBodygroup(HEAD_GROUP, head);
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}
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if (bodystate == -1)
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{
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SetBodygroup(GUN_GROUP, RANDOM_LONG(OTIS_BODY_GUNHOLSTERED, OTIS_BODY_GUNDRAWN)); // don't random donut
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}
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else
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{
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SetBodygroup(GUN_GROUP, bodystate);
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}
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MonsterInit();
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SetUse(&COtis::FollowerUse);
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void COtis::Precache()
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{
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PRECACHE_MODEL("models/otis.mdl");
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PRECACHE_SOUND("barney/desert_eagle_fire.wav");
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PRECACHE_SOUND("barney/ba_pain1.wav");
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PRECACHE_SOUND("barney/ba_pain2.wav");
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PRECACHE_SOUND("barney/ba_pain3.wav");
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PRECACHE_SOUND("barney/ba_die1.wav");
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PRECACHE_SOUND("barney/ba_die2.wav");
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PRECACHE_SOUND("barney/ba_die3.wav");
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// every new otis must call this, otherwise
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// when a level is loaded, nobody will talk (time is reset to 0)
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TalkInit();
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CTalkMonster::Precache();
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}
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// Init talk data
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void COtis::TalkInit()
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{
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CTalkMonster::TalkInit();
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// scientists speach group names (group names are in sentences.txt)
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m_szGrp[TLK_ANSWER] = "OT_ANSWER";
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m_szGrp[TLK_QUESTION] = "OT_QUESTION";
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m_szGrp[TLK_IDLE] = "OT_IDLE";
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m_szGrp[TLK_STARE] = "OT_STARE";
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m_szGrp[TLK_USE] = "OT_OK";
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m_szGrp[TLK_UNUSE] = "OT_WAIT";
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m_szGrp[TLK_STOP] = "OT_STOP";
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m_szGrp[TLK_NOSHOOT] = "OT_SCARED";
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m_szGrp[TLK_HELLO] = "OT_HELLO";
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m_szGrp[TLK_PLHURT1] = "!OT_CUREA";
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m_szGrp[TLK_PLHURT2] = "!OT_CUREB";
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m_szGrp[TLK_PLHURT3] = "!OT_CUREC";
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m_szGrp[TLK_PHELLO] = NULL;
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m_szGrp[TLK_PIDLE] = NULL;
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m_szGrp[TLK_PQUESTION] = NULL;
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m_szGrp[TLK_SMELL] = "OT_SMELL";
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m_szGrp[TLK_WOUND] = "OT_WOUND";
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m_szGrp[TLK_MORTAL] = "OT_MORTAL";
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// get voice for head - just one otis voice for now
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m_voicePitch = 100;
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}
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int COtis::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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{
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// make sure friends talk about it if player hurts talkmonsters...
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int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
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if (!IsAlive() || pev->deadflag == DEAD_DYING)
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return ret;
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if (m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT))
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{
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m_flPlayerDamage += flDamage;
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// This is a heurstic to determine if the player intended to harm me
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// If I have an enemy, we can't establish intent (may just be crossfire)
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if (m_hEnemy == 0)
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{
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// If the player was facing directly at me, or I'm already suspicious, get mad
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if ((m_afMemory & bits_MEMORY_SUSPICIOUS) || IsFacing(pevAttacker, pev->origin))
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{
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// Alright, now I'm pissed!
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PlaySentence("OT_MAD", 4, VOL_NORM, ATTN_NORM);
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Remember(bits_MEMORY_PROVOKED);
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StopFollowing(TRUE);
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}
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else
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{
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// Hey, be careful with that
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PlaySentence("OT_SHOT", 4, VOL_NORM, ATTN_NORM);
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Remember(bits_MEMORY_SUSPICIOUS);
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}
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}
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else if (!(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO)
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{
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PlaySentence("OT_SHOT", 4, VOL_NORM, ATTN_NORM);
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}
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}
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return ret;
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}
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void COtis::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
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{
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switch (ptr->iHitgroup)
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{
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case HITGROUP_CHEST:
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case HITGROUP_STOMACH:
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if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST))
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{
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flDamage = flDamage / 2;
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}
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break;
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case 10: // Otis wears no helmet, so do not prevent taking headshot damage.
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// always a head shot
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ptr->iHitgroup = HITGROUP_HEAD;
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break;
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default:
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break;
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}
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CTalkMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType);
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}
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void COtis::Killed(entvars_t *pevAttacker, int iGib)
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{
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if (GetBodygroup(GUN_GROUP) != OTIS_BODY_GUNHOLSTERED)
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{// drop the gun!
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Vector vecGunPos;
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Vector vecGunAngles;
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SetBodygroup(GUN_GROUP, OTIS_BODY_GUNHOLSTERED);
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GetAttachment(0, vecGunPos, vecGunAngles);
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CBaseEntity *pGun = DropItem("weapon_eagle", vecGunPos, vecGunAngles);
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}
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SetUse(NULL);
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CTalkMonster::Killed(pevAttacker, iGib);
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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//=========================================================
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// GetSchedule - Decides which type of schedule best suits
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// the monster's current state and conditions. Then calls
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// monster's member function to get a pointer to a schedule
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// of the proper type.
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//=========================================================
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Schedule_t *COtis::GetSchedule(void)
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{
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if (HasConditions(bits_COND_HEAR_SOUND))
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{
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CSound *pSound;
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pSound = PBestSound();
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ASSERT(pSound != NULL);
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if (pSound && (pSound->m_iType & bits_SOUND_DANGER))
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return GetScheduleOfType(SCHED_TAKE_COVER_FROM_BEST_SOUND);
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}
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if (HasConditions(bits_COND_ENEMY_DEAD) && FOkToSpeak())
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{
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PlaySentence("OT_KILL", 4, VOL_NORM, ATTN_NORM);
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}
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return CBarney::GetSchedule();
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}
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void COtis::DeclineFollowing(void)
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|
{
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|
PlaySentence("OT_POK", 2, VOL_NORM, ATTN_NORM);
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|
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|
}
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|
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|
void COtis::KeyValue(KeyValueData *pkvd)
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|
|
|
{
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|
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|
if (FStrEq(pkvd->szKeyName, "head"))
|
|
|
|
{
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|
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|
head = atoi(pkvd->szValue);
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|
|
pkvd->fHandled = TRUE;
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|
|
|
}
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|
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|
else
|
|
|
|
CBarney::KeyValue(pkvd);
|
|
|
|
}
|
|
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|
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|
|
|
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|
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|
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|
|
//=========================================================
|
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|
// DEAD OTIS PROP
|
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|
//
|
|
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|
// Designer selects a pose in worldcraft, 0 through num_poses-1
|
|
|
|
// this value is added to what is selected as the 'first dead pose'
|
|
|
|
// among the monster's normal animations. All dead poses must
|
|
|
|
// appear sequentially in the model file. Be sure and set
|
|
|
|
// the m_iFirstPose properly!
|
|
|
|
//
|
|
|
|
//=========================================================
|
|
|
|
class CDeadOtis : public CBaseMonster
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Spawn(void);
|
|
|
|
int Classify(void) { return CLASS_PLAYER_ALLY; }
|
|
|
|
|
|
|
|
void KeyValue(KeyValueData *pkvd);
|
|
|
|
|
|
|
|
int m_iPose;// which sequence to display -- temporary, don't need to save
|
|
|
|
static const char *m_szPoses[5];
|
|
|
|
};
|
|
|
|
|
|
|
|
const char *CDeadOtis::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach", "stuffed_in_vent", "dead_sitting" };
|
|
|
|
|
|
|
|
void CDeadOtis::KeyValue(KeyValueData *pkvd)
|
|
|
|
{
|
|
|
|
if (FStrEq(pkvd->szKeyName, "pose"))
|
|
|
|
{
|
|
|
|
m_iPose = atoi(pkvd->szValue);
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CBaseMonster::KeyValue(pkvd);
|
|
|
|
}
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS(monster_otis_dead, CDeadOtis);
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// ********** DeadOtis SPAWN **********
|
|
|
|
//=========================================================
|
|
|
|
void CDeadOtis::Spawn()
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/otis.mdl");
|
|
|
|
SET_MODEL(ENT(pev), "models/otis.mdl");
|
|
|
|
|
|
|
|
pev->effects = 0;
|
|
|
|
pev->yaw_speed = 8;
|
|
|
|
pev->sequence = 0;
|
|
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
|
|
|
|
|
|
pev->sequence = LookupSequence(m_szPoses[m_iPose]);
|
|
|
|
if (pev->sequence == -1)
|
|
|
|
{
|
|
|
|
ALERT(at_console, "Dead otis with bad pose\n");
|
|
|
|
}
|
|
|
|
// Corpses have less health
|
|
|
|
pev->health = 8;//gSkillData.otisHealth;
|
|
|
|
|
|
|
|
MonsterInitDead();
|
|
|
|
}
|