|
|
|
/***
|
|
|
|
*
|
|
|
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
|
|
|
*
|
|
|
|
* This product contains software technology licensed from Id
|
|
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
|
|
* All Rights Reserved.
|
|
|
|
*
|
|
|
|
* This source code contains proprietary and confidential information of
|
|
|
|
* Valve LLC and its suppliers. Access to this code is restricted to
|
|
|
|
* persons who have executed a written SDK license with Valve. Any access,
|
|
|
|
* use or distribution of this code by or to any unlicensed person is illegal.
|
|
|
|
*
|
|
|
|
****/
|
|
|
|
//=========================================================
|
|
|
|
// monster template
|
|
|
|
//=========================================================
|
|
|
|
// UNDONE: Holster weapon?
|
|
|
|
|
|
|
|
#include "extdll.h"
|
|
|
|
#include "util.h"
|
|
|
|
#include "cbase.h"
|
|
|
|
#include "monsters.h"
|
|
|
|
#include "talkmonster.h"
|
|
|
|
#include "schedule.h"
|
|
|
|
#include "defaultai.h"
|
|
|
|
#include "scripted.h"
|
|
|
|
#include "weapons.h"
|
|
|
|
#include "soundent.h"
|
|
|
|
#include "barney.h"
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Monster's Anim Events Go Here
|
|
|
|
//=========================================================
|
|
|
|
// first flag is barney dying for scripted sequences?
|
|
|
|
#define HELMET_AE_DRAW ( 2 )
|
|
|
|
#define HELMET_AE_SHOOT ( 3 )
|
|
|
|
#define HELMET_AE_HOLSTER ( 4 )
|
|
|
|
|
|
|
|
#define HELMET_BODY_GUNHOLSTERED 0
|
|
|
|
#define HELMET_BODY_GUNDRAWN 1
|
|
|
|
#define HELMET_BODY_GUNGONE 2
|
|
|
|
|
|
|
|
class CHelmet : public CBarney
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Spawn( void );
|
|
|
|
void Precache( void );
|
|
|
|
void HelmetFireShotgun( void );
|
|
|
|
void AlertSound( void );
|
|
|
|
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
|
|
|
|
|
|
|
virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
|
|
|
|
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
|
|
|
|
|
|
|
|
void DeclineFollowing( void );
|
|
|
|
|
|
|
|
// Override these to set behavior
|
|
|
|
Schedule_t *GetSchedule( void );
|
|
|
|
|
|
|
|
void DeathSound( void );
|
|
|
|
void PainSound( void );
|
|
|
|
|
|
|
|
void TalkInit( void );
|
|
|
|
|
|
|
|
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
|
|
|
void Killed( entvars_t *pevAttacker, int iGib );
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_helmet, CHelmet )
|
|
|
|
|
|
|
|
extern Schedule_t slBaFollow[];
|
|
|
|
extern Schedule_t slBarneyEnemyDraw[];
|
|
|
|
extern Schedule_t slBaFaceTarget[];
|
|
|
|
extern Schedule_t slIdleBaStand[];
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// ALertSound - barney says "Freeze!"
|
|
|
|
//=========================================================
|
|
|
|
void CHelmet::AlertSound( void )
|
|
|
|
{
|
|
|
|
if( m_hEnemy != 0 )
|
|
|
|
{
|
|
|
|
if( FOkToSpeak() )
|
|
|
|
{
|
|
|
|
PlaySentence( "HM_ATTACK", RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// BarneyFirePistol - shoots one round from the pistol at
|
|
|
|
// the enemy barney is facing.
|
|
|
|
//=========================================================
|
|
|
|
void CHelmet::HelmetFireShotgun( void )
|
|
|
|
{
|
|
|
|
Vector vecShootOrigin;
|
|
|
|
|
|
|
|
UTIL_MakeVectors( pev->angles );
|
|
|
|
vecShootOrigin = pev->origin + Vector( 0, 0, 55 );
|
|
|
|
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
|
|
|
|
|
|
|
|
Vector angDir = UTIL_VecToAngles( vecShootDir );
|
|
|
|
SetBlending( 0, angDir.x );
|
|
|
|
pev->effects = EF_MUZZLEFLASH;
|
|
|
|
|
|
|
|
FireBullets( 2, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_12MM );
|
|
|
|
|
|
|
|
int pitchShift = RANDOM_LONG( 0, 20 );
|
|
|
|
|
|
|
|
// Only shift about half the time
|
|
|
|
if( pitchShift > 10 )
|
|
|
|
pitchShift = 0;
|
|
|
|
else
|
|
|
|
pitchShift -= 5;
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "helmet/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
|
|
|
|
|
|
|
|
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
|
|
|
|
|
|
|
|
// UNDONE: Reload?
|
|
|
|
m_cAmmoLoaded--;// take away a bullet!
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
|
|
// that occur when tagged animation frames are played.
|
|
|
|
//
|
|
|
|
// Returns number of events handled, 0 if none.
|
|
|
|
//=========================================================
|
|
|
|
void CHelmet::HandleAnimEvent( MonsterEvent_t *pEvent )
|
|
|
|
{
|
|
|
|
switch( pEvent->event )
|
|
|
|
{
|
|
|
|
case HELMET_AE_SHOOT:
|
|
|
|
HelmetFireShotgun();
|
|
|
|
break;
|
|
|
|
case HELMET_AE_DRAW:
|
|
|
|
// barney's bodygroup switches here so he can pull gun from holster
|
|
|
|
pev->body = HELMET_BODY_GUNDRAWN;
|
|
|
|
m_fGunDrawn = TRUE;
|
|
|
|
break;
|
|
|
|
case HELMET_AE_HOLSTER:
|
|
|
|
// change bodygroup to replace gun in holster
|
|
|
|
pev->body = HELMET_BODY_GUNHOLSTERED;
|
|
|
|
m_fGunDrawn = FALSE;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
CTalkMonster::HandleAnimEvent( pEvent );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Spawn
|
|
|
|
//=========================================================
|
|
|
|
void CHelmet::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
SET_MODEL( ENT( pev ), "models/helmet.mdl" );
|
|
|
|
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
|
|
|
|
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
|
|
pev->movetype = MOVETYPE_STEP;
|
|
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
|
|
pev->health = gSkillData.barneyHealth;
|
|
|
|
pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
|
|
|
|
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
|
|
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
|
|
|
|
|
|
pev->body = 0; // gun in holster
|
|
|
|
m_fGunDrawn = FALSE;
|
|
|
|
|
|
|
|
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
|
|
|
|
|
|
|
|
MonsterInit();
|
|
|
|
SetUse( &CTalkMonster::FollowerUse );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Precache - precaches all resources this monster needs
|
|
|
|
//=========================================================
|
|
|
|
void CHelmet::Precache()
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/helmet.mdl" );
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "helmet/ba_attack1.wav" );
|
|
|
|
PRECACHE_SOUND( "helmet/ba_attack2.wav" );
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "helmet/ba_pain1.wav" );
|
|
|
|
PRECACHE_SOUND( "helmet/ba_pain2.wav" );
|
|
|
|
PRECACHE_SOUND( "helmet/ba_pain3.wav" );
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "helmet/ba_die1.wav" );
|
|
|
|
PRECACHE_SOUND( "helmet/ba_die2.wav" );
|
|
|
|
PRECACHE_SOUND( "helmet/ba_die3.wav" );
|
|
|
|
|
|
|
|
// every new barney must call this, otherwise
|
|
|
|
// when a level is loaded, nobody will talk (time is reset to 0)
|
|
|
|
TalkInit();
|
|
|
|
CTalkMonster::Precache();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Init talk data
|
|
|
|
void CHelmet::TalkInit()
|
|
|
|
{
|
|
|
|
CTalkMonster::TalkInit();
|
|
|
|
|
|
|
|
// scientists speach group names (group names are in sentences.txt)
|
|
|
|
m_szGrp[TLK_ANSWER] = "HM_ANSWER";
|
|
|
|
m_szGrp[TLK_QUESTION] = "HM_QUESTION";
|
|
|
|
m_szGrp[TLK_IDLE] = "HM_IDLE";
|
|
|
|
m_szGrp[TLK_STARE] = "HM_STARE";
|
|
|
|
m_szGrp[TLK_USE] = "HM_OK";
|
|
|
|
m_szGrp[TLK_UNUSE] = "HM_WAIT";
|
|
|
|
m_szGrp[TLK_STOP] = "HM_STOP";
|
|
|
|
|
|
|
|
m_szGrp[TLK_NOSHOOT] = "HM_SCARED";
|
|
|
|
m_szGrp[TLK_HELLO] = "HM_HELLO";
|
|
|
|
|
|
|
|
m_szGrp[TLK_PLHURT1] = "!HM_CUREA";
|
|
|
|
m_szGrp[TLK_PLHURT2] = "!HM_CUREB";
|
|
|
|
m_szGrp[TLK_PLHURT3] = "!HM_CUREC";
|
|
|
|
|
|
|
|
m_szGrp[TLK_PHELLO] = NULL; //"HM_PHELLO"; // UNDONE
|
|
|
|
m_szGrp[TLK_PIDLE] = NULL; //"HM_PIDLE"; // UNDONE
|
|
|
|
m_szGrp[TLK_PQUESTION] = "HM_PQUEST"; // UNDONE
|
|
|
|
|
|
|
|
m_szGrp[TLK_SMELL] = "HM_SMELL";
|
|
|
|
|
|
|
|
m_szGrp[TLK_WOUND] = "HM_WOUND";
|
|
|
|
m_szGrp[TLK_MORTAL] = "HM_MORTAL";
|
|
|
|
|
|
|
|
// get voice for head - just one barney voice for now
|
|
|
|
m_voicePitch = 100;
|
|
|
|
}
|
|
|
|
|
|
|
|
static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
|
|
|
|
{
|
|
|
|
Vector vecDir = reference - pevTest->origin;
|
|
|
|
vecDir.z = 0;
|
|
|
|
vecDir = vecDir.Normalize();
|
|
|
|
Vector forward, angle;
|
|
|
|
angle = pevTest->v_angle;
|
|
|
|
angle.x = 0;
|
|
|
|
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
|
|
|
|
|
|
|
|
// He's facing me, he meant it
|
|
|
|
if( DotProduct( forward, vecDir ) > 0.96f ) // +/- 15 degrees or so
|
|
|
|
{
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CHelmet::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
|
|
|
{
|
|
|
|
// make sure friends talk about it if player hurts talkmonsters...
|
|
|
|
int ret = CTalkMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
|
|
|
if( !IsAlive() || pev->deadflag == DEAD_DYING )
|
|
|
|
return ret;
|
|
|
|
|
|
|
|
if( m_MonsterState != MONSTERSTATE_PRONE && ( pevAttacker->flags & FL_CLIENT ) )
|
|
|
|
{
|
|
|
|
m_flPlayerDamage += flDamage;
|
|
|
|
|
|
|
|
// This is a heurstic to determine if the player intended to harm me
|
|
|
|
// If I have an enemy, we can't establish intent (may just be crossfire)
|
|
|
|
if( m_hEnemy == 0 )
|
|
|
|
{
|
|
|
|
// If the player was facing directly at me, or I'm already suspicious, get mad
|
|
|
|
if( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) || IsFacing( pevAttacker, pev->origin ) )
|
|
|
|
{
|
|
|
|
// Alright, now I'm pissed!
|
|
|
|
PlaySentence( "HM_MAD", 4, VOL_NORM, ATTN_NORM );
|
|
|
|
|
|
|
|
Remember( bits_MEMORY_PROVOKED );
|
|
|
|
StopFollowing( TRUE );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Hey, be careful with that
|
|
|
|
PlaySentence( "HM_SHOT", 4, VOL_NORM, ATTN_NORM );
|
|
|
|
Remember( bits_MEMORY_SUSPICIOUS );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( !( m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
|
|
|
|
{
|
|
|
|
PlaySentence( "HM_SHOT", 4, VOL_NORM, ATTN_NORM );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// PainSound
|
|
|
|
//=========================================================
|
|
|
|
void CHelmet::PainSound( void )
|
|
|
|
{
|
|
|
|
if( gpGlobals->time < m_painTime )
|
|
|
|
return;
|
|
|
|
|
|
|
|
m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 );
|
|
|
|
|
|
|
|
switch( RANDOM_LONG( 0, 2 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// DeathSound
|
|
|
|
//=========================================================
|
|
|
|
void CHelmet::DeathSound( void )
|
|
|
|
{
|
|
|
|
switch( RANDOM_LONG( 0, 2 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHelmet::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
|
|
|
|
{
|
|
|
|
switch( ptr->iHitgroup )
|
|
|
|
{
|
|
|
|
case HITGROUP_CHEST:
|
|
|
|
case HITGROUP_STOMACH:
|
|
|
|
if (bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_BLAST ) )
|
|
|
|
{
|
|
|
|
flDamage = flDamage / 2;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
|
|
if( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) )
|
|
|
|
{
|
|
|
|
flDamage -= 20;
|
|
|
|
if( flDamage <= 0 )
|
|
|
|
{
|
|
|
|
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
|
|
|
|
flDamage = 0.01f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// always a head shot
|
|
|
|
ptr->iHitgroup = HITGROUP_HEAD;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHelmet::Killed( entvars_t *pevAttacker, int iGib )
|
|
|
|
{
|
|
|
|
if( pev->body < HELMET_BODY_GUNGONE )
|
|
|
|
{
|
|
|
|
// drop the gun!
|
|
|
|
Vector vecGunPos;
|
|
|
|
Vector vecGunAngles;
|
|
|
|
|
|
|
|
pev->body = HELMET_BODY_GUNGONE;
|
|
|
|
|
|
|
|
GetAttachment( 0, vecGunPos, vecGunAngles );
|
|
|
|
|
|
|
|
DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
|
|
|
|
}
|
|
|
|
|
|
|
|
SetUse( NULL );
|
|
|
|
CTalkMonster::Killed( pevAttacker, iGib );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// GetSchedule - Decides which type of schedule best suits
|
|
|
|
// the monster's current state and conditions. Then calls
|
|
|
|
// monster's member function to get a pointer to a schedule
|
|
|
|
// of the proper type.
|
|
|
|
//=========================================================
|
|
|
|
Schedule_t *CHelmet::GetSchedule( void )
|
|
|
|
{
|
|
|
|
if( HasConditions( bits_COND_HEAR_SOUND ) )
|
|
|
|
{
|
|
|
|
CSound *pSound;
|
|
|
|
pSound = PBestSound();
|
|
|
|
|
|
|
|
ASSERT( pSound != NULL );
|
|
|
|
if( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
|
|
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
|
|
|
}
|
|
|
|
if( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() )
|
|
|
|
{
|
|
|
|
PlaySentence( "HM_KILL", 4, VOL_NORM, ATTN_NORM );
|
|
|
|
}
|
|
|
|
|
|
|
|
switch( m_MonsterState )
|
|
|
|
{
|
|
|
|
case MONSTERSTATE_COMBAT:
|
|
|
|
{
|
|
|
|
// dead enemy
|
|
|
|
if( HasConditions( bits_COND_ENEMY_DEAD ) )
|
|
|
|
{
|
|
|
|
// call base class, all code to handle dead enemies is centralized there.
|
|
|
|
return CBaseMonster::GetSchedule();
|
|
|
|
}
|
|
|
|
|
|
|
|
// always act surprized with a new enemy
|
|
|
|
if( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE ) )
|
|
|
|
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
|
|
|
|
|
|
|
// wait for one schedule to draw gun
|
|
|
|
if( !m_fGunDrawn )
|
|
|
|
return GetScheduleOfType( SCHED_ARM_WEAPON );
|
|
|
|
|
|
|
|
if( HasConditions( bits_COND_HEAVY_DAMAGE ) )
|
|
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case MONSTERSTATE_ALERT:
|
|
|
|
case MONSTERSTATE_IDLE:
|
|
|
|
if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
|
|
|
|
{
|
|
|
|
// flinch if hurt
|
|
|
|
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_hEnemy == 0 && IsFollowing() )
|
|
|
|
{
|
|
|
|
if( !m_hTargetEnt->IsAlive() )
|
|
|
|
{
|
|
|
|
// UNDONE: Comment about the recently dead player here?
|
|
|
|
StopFollowing( FALSE );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( HasConditions( bits_COND_CLIENT_PUSH ) )
|
|
|
|
{
|
|
|
|
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
|
|
|
|
}
|
|
|
|
return GetScheduleOfType( SCHED_TARGET_FACE );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( HasConditions( bits_COND_CLIENT_PUSH ) )
|
|
|
|
{
|
|
|
|
return GetScheduleOfType( SCHED_MOVE_AWAY );
|
|
|
|
}
|
|
|
|
|
|
|
|
// try to say something about smells
|
|
|
|
TrySmellTalk();
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return CTalkMonster::GetSchedule();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHelmet::DeclineFollowing( void )
|
|
|
|
{
|
|
|
|
PlaySentence( "HM_POK", 2, VOL_NORM, ATTN_NORM );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// DEAD BARNEY PROP
|
|
|
|
//
|
|
|
|
// 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 CDeadHelmet : 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[3];
|
|
|
|
};
|
|
|
|
|
|
|
|
const char *CDeadHelmet::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" };
|
|
|
|
|
|
|
|
void CDeadHelmet::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_helmet_dead, CDeadHelmet )
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// ********** DeadBarney SPAWN **********
|
|
|
|
//=========================================================
|
|
|
|
void CDeadHelmet::Spawn()
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/helmet.mdl" );
|
|
|
|
SET_MODEL( ENT( pev ), "models/helmet.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 helmet with bad pose\n" );
|
|
|
|
}
|
|
|
|
// Corpses have less health
|
|
|
|
pev->health = 8;//gSkillData.barneyHealth;
|
|
|
|
|
|
|
|
MonsterInitDead();
|
|
|
|
}
|