Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, 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"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is barniel dying for scripted sequences?
#define BARNIEL_AE_DRAW ( 2 )
#define BARNIEL_AE_SHOOT ( 3 )
#define BARNIEL_AE_HOLSTER ( 4 )
#define BARNIEL_BODY_GUNHOLSTERED 0
#define BARNIEL_BODY_GUNDRAWN 1
#define BARNIEL_BODY_GUNGONE 2
class CBarniel : public CTalkMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
void BarnielFirePistol( void );
void AlertSound( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void RunTask( Task_t *pTask );
void StartTask( Task_t *pTask );
virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
BOOL CheckRangeAttack1 ( float flDot, float flDist );
void DeclineFollowing( void );
// Override these to set behavior
Schedule_t *GetScheduleOfType ( int Type );
Schedule_t *GetSchedule ( void );
MONSTERSTATE GetIdealState ( 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 );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
BOOL m_fGunDrawn;
float m_painTime;
float m_checkAttackTime;
BOOL m_lastAttackCheck;
// UNDONE: What is this for? It isn't used?
float m_flPlayerDamage;// how much pain has the player inflicted on me?
CUSTOM_SCHEDULES;
};
LINK_ENTITY_TO_CLASS( monster_barniel, CBarniel );
TYPEDESCRIPTION CBarniel::m_SaveData[] =
{
DEFINE_FIELD( CBarniel, m_fGunDrawn, FIELD_BOOLEAN ),
DEFINE_FIELD( CBarniel, m_painTime, FIELD_TIME ),
DEFINE_FIELD( CBarniel, m_checkAttackTime, FIELD_TIME ),
DEFINE_FIELD( CBarniel, m_lastAttackCheck, FIELD_BOOLEAN ),
DEFINE_FIELD( CBarniel, m_flPlayerDamage, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CBarniel, CTalkMonster );
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
Task_t tlBa1Follow[] =
{
{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client)
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
};
Schedule_t slBa1Follow[] =
{
{
tlBa1Follow,
ARRAYSIZE ( tlBa1Follow ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"Follow"
},
};
//=========================================================
// BarnielDraw- much better looking draw schedule for when
// barniel knows who he's gonna attack.
//=========================================================
Task_t tlBarnielEnemyDraw[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, 0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM },
};
Schedule_t slBarnielEnemyDraw[] =
{
{
tlBarnielEnemyDraw,
ARRAYSIZE ( tlBarnielEnemyDraw ),
0,
0,
"Barniel Enemy Draw"
}
};
Task_t tlBa1FaceTarget[] =
{
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_FACE_TARGET, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
};
Schedule_t slBa1FaceTarget[] =
{
{
tlBa1FaceTarget,
ARRAYSIZE ( tlBa1FaceTarget ),
bits_COND_CLIENT_PUSH |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"FaceTarget"
},
};
Task_t tlIdleBa1Stand[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds.
{ TASK_TLK_HEADRESET, (float)0 }, // reset head position
};
Schedule_t slIdleBa1Stand[] =
{
{
tlIdleBa1Stand,
ARRAYSIZE ( tlIdleBa1Stand ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_SMELL |
bits_COND_PROVOKED,
bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code.
//bits_SOUND_PLAYER |
//bits_SOUND_WORLD |
bits_SOUND_DANGER |
bits_SOUND_MEAT |// scents
bits_SOUND_CARCASS |
bits_SOUND_GARBAGE,
"IdleStand"
},
};
DEFINE_CUSTOM_SCHEDULES( CBarniel )
{
slBa1Follow,
slBarnielEnemyDraw,
slBa1FaceTarget,
slIdleBa1Stand,
};
IMPLEMENT_CUSTOM_SCHEDULES( CBarniel, CTalkMonster );
void CBarniel :: StartTask( Task_t *pTask )
{
CTalkMonster::StartTask( pTask );
}
void CBarniel :: RunTask( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
if (m_hEnemy != NULL && (m_hEnemy->IsPlayer()))
{
pev->framerate = 1.5;
}
CTalkMonster::RunTask( pTask );
break;
default:
CTalkMonster::RunTask( pTask );
break;
}
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards.
//=========================================================
int CBarniel :: ISoundMask ( void)
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_DANGER |
bits_SOUND_PLAYER;
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CBarniel :: Classify ( void )
{
return CLASS_PLAYER_ALLY;
}
//=========================================================
// ALertSound - barniel says "Freeze!"
//=========================================================
void CBarniel :: AlertSound( void )
{
if ( m_hEnemy != NULL )
{
if ( FOkToSpeak() )
{
PlaySentence( "BN_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE );
}
}
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CBarniel :: SetYawSpeed ( void )
{
int ys;
ys = 0;
switch ( m_Activity )
{
case ACT_IDLE:
ys = 70;
break;
case ACT_WALK:
ys = 70;
break;
case ACT_RUN:
ys = 90;
break;
default:
ys = 70;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CBarniel :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( flDist <= 1024 && flDot >= 0.5 )
{
if ( gpGlobals->time > m_checkAttackTime )
{
TraceResult tr;
Vector shootOrigin = pev->origin + Vector( 0, 0, 55 );
CBaseEntity *pEnemy = m_hEnemy;
Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP );
UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr );
m_checkAttackTime = gpGlobals->time + 1;
if ( tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) )
m_lastAttackCheck = TRUE;
else
m_lastAttackCheck = FALSE;
m_checkAttackTime = gpGlobals->time + 1.5;
}
return m_lastAttackCheck;
}
return FALSE;
}
//=========================================================
// BarnielFirePistol - shoots one round from the pistol at
// the enemy barniel is facing.
//=========================================================
void CBarniel :: BarnielFirePistol ( 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(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM );
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, "barniel/bn_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 CBarniel :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case BARNIEL_AE_SHOOT:
BarnielFirePistol();
break;
case BARNIEL_AE_DRAW:
// barniel's bodygroup switches here so he can pull gun from holster
pev->body = BARNIEL_BODY_GUNDRAWN;
m_fGunDrawn = TRUE;
break;
case BARNIEL_AE_HOLSTER:
// change bodygroup to replace gun in holster
pev->body = BARNIEL_BODY_GUNHOLSTERED;
m_fGunDrawn = FALSE;
break;
default:
CTalkMonster::HandleAnimEvent( pEvent );
}
}
//=========================================================
// Spawn
//=========================================================
void CBarniel :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/barniel.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( &CBarniel::FollowerUse );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CBarniel :: Precache()
{
PRECACHE_MODEL("models/barniel.mdl");
PRECACHE_SOUND("barniel/bn_attack1.wav" );
PRECACHE_SOUND("barniel/bn_attack2.wav" );
PRECACHE_SOUND("barniel/bn_pain1.wav");
//PRECACHE_SOUND("barniel/bn_pain2.wav");
//PRECACHE_SOUND("barniel/bn_pain3.wav");
PRECACHE_SOUND("barniel/bn_die1.wav");
//PRECACHE_SOUND("barniel/bn_die2.wav");
//PRECACHE_SOUND("barniel/bn_die3.wav");
// every new barniel must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
CTalkMonster::Precache();
}
// Init talk data
void CBarniel :: TalkInit()
{
CTalkMonster::TalkInit();
// scientists speach group names (group names are in sentences.txt)
m_szGrp[TLK_ANSWER] = "BN_ANSWER";
m_szGrp[TLK_QUESTION] = "BN_QUESTION";
m_szGrp[TLK_IDLE] = "BN_IDLE";
m_szGrp[TLK_STARE] = "BN_STARE";
m_szGrp[TLK_USE] = "BN_OK";
m_szGrp[TLK_UNUSE] = "BN_WAIT";
m_szGrp[TLK_STOP] = "BN_STOP";
m_szGrp[TLK_NOSHOOT] = "BN_SCARED";
m_szGrp[TLK_HELLO] = "BN_HELLO";
m_szGrp[TLK_PLHURT1] = "!BN_CUREA";
m_szGrp[TLK_PLHURT2] = "!BN_CUREB";
m_szGrp[TLK_PLHURT3] = "!BN_CUREC";
m_szGrp[TLK_PHELLO] = NULL; //"BN_PHELLO"; // UNDONE
m_szGrp[TLK_PIDLE] = NULL; //"BN_PIDLE"; // UNDONE
m_szGrp[TLK_PQUESTION] = "BN_PQUEST"; // UNDONE
m_szGrp[TLK_SMELL] = "BN_SMELL";
m_szGrp[TLK_WOUND] = "BN_WOUND";
m_szGrp[TLK_MORTAL] = "BN_MORTAL";
// get voice for head - just one barniel 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 ) > 0.96 ) // +/- 15 degrees or so
{
return TRUE;
}
return FALSE;
}
int CBarniel :: 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 == NULL )
{
// 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( "BN_MAD", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_PROVOKED );
StopFollowing( TRUE );
}
else
{
// Hey, be careful with that
PlaySentence( "BN_SHOT", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_SUSPICIOUS );
}
}
else if ( !(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
{
PlaySentence( "BN_SHOT", 4, VOL_NORM, ATTN_NORM );
}
}
return ret;
}
//=========================================================
// PainSound
//=========================================================
void CBarniel :: PainSound ( void )
{
if (gpGlobals->time < m_painTime)
return;
m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75);
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barniel/bn_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch());
}
//=========================================================
// DeathSound
//=========================================================
void CBarniel :: DeathSound ( void )
{
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barniel/bn_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch());
}
void CBarniel::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 = 0.01;
}
}
// always a head shot
ptr->iHitgroup = HITGROUP_HEAD;
break;
}
CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
void CBarniel::Killed( entvars_t *pevAttacker, int iGib )
{
if ( pev->body < BARNIEL_BODY_GUNGONE )
{// drop the gun!
Vector vecGunPos;
Vector vecGunAngles;
pev->body = BARNIEL_BODY_GUNGONE;
GetAttachment( 0, vecGunPos, vecGunAngles );
CBaseEntity *pGun = DropItem( "weapon_barney9mmhg", vecGunPos, vecGunAngles );
}
SetUse( NULL );
CTalkMonster::Killed( pevAttacker, iGib );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
Schedule_t* CBarniel :: GetScheduleOfType ( int Type )
{
Schedule_t *psched;
switch( Type )
{
case SCHED_ARM_WEAPON:
if ( m_hEnemy != NULL )
{
// face enemy, then draw.
return slBarnielEnemyDraw;
}
break;
// Hook these to make a looping schedule
case SCHED_TARGET_FACE:
// call base class default so that barniel will talk
// when 'used'
psched = CTalkMonster::GetScheduleOfType(Type);
if (psched == slIdleStand)
return slBa1FaceTarget; // override this for different target face behavior
else
return psched;
case SCHED_TARGET_CHASE:
return slBa1Follow;
case SCHED_IDLE_STAND:
// call base class default so that scientist will talk
// when standing during idle
psched = CTalkMonster::GetScheduleOfType(Type);
if (psched == slIdleStand)
{
// just look straight ahead.
return slIdleBa1Stand;
}
else
return psched;
}
return CTalkMonster::GetScheduleOfType( Type );
}
//=========================================================
// 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 *CBarniel :: 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( "BN_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 == NULL && 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;
}
return CTalkMonster::GetSchedule();
}
MONSTERSTATE CBarniel :: GetIdealState ( void )
{
return CTalkMonster::GetIdealState();
}
void CBarniel::DeclineFollowing( void )
{
PlaySentence( "BN_POK", 2, VOL_NORM, ATTN_NORM );
}
//=========================================================
// DEAD BARNIEL 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 CDeadBarniel : 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 char *m_szPoses[3];
};
char *CDeadBarniel::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" };
void CDeadBarniel::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_barniel_dead, CDeadBarniel );
//=========================================================
// ********** DeadBarniel SPAWN **********
//=========================================================
void CDeadBarniel :: Spawn( )
{
PRECACHE_MODEL("models/barniel.mdl");
SET_MODEL(ENT(pev), "models/barniel.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 barniel with bad pose\n" );
}
// Corpses have less health
pev->health = 8;//gSkillData.barnielHealth;
MonsterInitDead();
}