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195 lines
5.2 KiB
195 lines
5.2 KiB
8 years ago
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/***
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*
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Creepers blow.
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*/
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//=========================================================
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// Creeper
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//=========================================================
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// UNDONE: Don't flinch every time you get hit
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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 "schedule.h"
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#include "explode.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define CREEP_AE_ATTACK_RIGHT 0x01
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#define CREEP_FLINCH_DELAY 1 // at most one flinch every n secs
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class CCreeper : public CBaseMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int Classify ( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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int IgnoreConditions ( void );
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float m_flNextFlinch;
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void AlertSound( void );
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static const char *pAlertSounds[];
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// No range attacks
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BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
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BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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};
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LINK_ENTITY_TO_CLASS( monster_creeper, CCreeper );
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const char *CCreeper::pAlertSounds[] =
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{
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"fuse.wav", //ssssssssssssssss
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};
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CCreeper :: Classify ( void )
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{
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return CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CCreeper :: SetYawSpeed ( void )
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{
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int ys;
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ys = 120;
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#if 0
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switch ( m_Activity )
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{
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}
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#endif
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pev->yaw_speed = ys;
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}
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int CCreeper :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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// Take 70% damage from bullets
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if ( bitsDamageType == DMG_BULLET )
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{
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
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vecDir = vecDir.Normalize();
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float flForce = DamageForce( flDamage );
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pev->velocity = pev->velocity + vecDir * flForce;
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flDamage *= 0.7;
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}
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// HACK HACK -- until we fix this.
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if ( IsAlive() )
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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void CCreeper :: AlertSound( void )
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{
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// Play a random attack sound
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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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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void CCreeper :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case CREEP_AE_ATTACK_RIGHT:
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{
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pev->health = 1; // Hack because Creeper has an insane amount of health, this lasts for .1 seconds
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ExplosionCreate( Center(), pev->angles, edict(), 128, TRUE ); // BOOM!
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}
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break;
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default:
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CBaseMonster::HandleAnimEvent( pEvent );
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break;
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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 CCreeper :: Spawn()
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{
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Precache( );
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if (CVAR_GET_FLOAT("mp_testzom") == 1)
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SET_MODEL(ENT(pev), "models/zombie.mdl");
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else
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SET_MODEL(ENT(pev), "models/creeper.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_LAVENDER;
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pev->health = CBaseMonster::GetHealth( gSkillData.creeperHealth, 3 );
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pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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m_afCapability = bits_CAP_DOORS_GROUP;
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MonsterInit();
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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 CCreeper :: Precache()
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{
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int i;
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PRECACHE_MODEL("models/creeper.mdl");
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for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
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PRECACHE_SOUND((char *)pAlertSounds[i]);
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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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int CCreeper::IgnoreConditions ( void )
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{
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int iIgnore = CBaseMonster::IgnoreConditions();
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if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK1))
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{
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#if 0
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if (pev->health < 20)
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iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE);
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else
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#endif
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if (m_flNextFlinch >= gpGlobals->time)
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iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE);
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}
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if ((m_Activity == ACT_SMALL_FLINCH) || (m_Activity == ACT_BIG_FLINCH))
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{
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if (m_flNextFlinch < gpGlobals->time)
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m_flNextFlinch = gpGlobals->time + CREEP_FLINCH_DELAY;
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}
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return iIgnore;
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}
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