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187 lines
5.0 KiB
187 lines
5.0 KiB
8 years ago
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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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#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 "animation.h"
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#include "soundent.h"
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#include "scientist.h"
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#define NUM_CIVILIAN_HEADS 5 // four heads available for civilian model
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enum { HEAD_GLASSES = 0, HEAD_FRANKLIN = 1, HEAD_ECHELON_OFFICER = 2, HEAD_SLICK = 3, HEAD_ORDELY = 4, };
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class CCivilian : public CScientist
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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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};
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LINK_ENTITY_TO_CLASS(einar_civ, CCivilian);
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//=========================================================
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// Spawn
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//=========================================================
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void CCivilian::Spawn(void)
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/civ.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.scientistHealth;
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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 scientists will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE;
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// m_flDistTooFar = 256.0;
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE;
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if ( pev->body == -1 )
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{// -1 chooses a random head
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pev->body = RANDOM_LONG(0, NUM_CIVILIAN_HEADS-1);// pick a head, any head
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}
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MonsterInit();
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SetUse( &CCivilian::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 CCivilian :: Precache( void )
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{
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PRECACHE_MODEL("models/civ.mdl");
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PRECACHE_SOUND("scientist/sci_pain1.wav");
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PRECACHE_SOUND("scientist/sci_pain2.wav");
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PRECACHE_SOUND("scientist/sci_pain3.wav");
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PRECACHE_SOUND("scientist/sci_pain4.wav");
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PRECACHE_SOUND("scientist/sci_pain5.wav");
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// every new civilian 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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//=========================================================
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// Dead Civilian PROP
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//=========================================================
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class CDeadCivilian : public CDeadScientist
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{
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public:
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void Spawn(void);
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};
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LINK_ENTITY_TO_CLASS(einar_civ_dead, CDeadCivilian);
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//
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// ********** DeadCivilian SPAWN **********
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//
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void CDeadCivilian::Spawn()
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{
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PRECACHE_MODEL("models/civ.mdl");
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SET_MODEL(ENT(pev), "models/civ.mdl");
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pev->effects = 0;
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pev->sequence = 0;
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// Corpses have less health
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pev->health = 8;//gSkillData.scientistHealth;
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m_bloodColor = BLOOD_COLOR_RED;
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if (pev->body == -1)
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{// -1 chooses a random head
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pev->body = RANDOM_LONG(0, NUM_CIVILIAN_HEADS - 1);// pick a head, any head
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}
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pev->sequence = LookupSequence(m_szPoses[m_iPose]);
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if (pev->sequence == -1)
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{
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ALERT(at_console, "Dead civilian with bad pose\n");
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}
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// pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again!
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MonsterInitDead();
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}
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//=========================================================
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// Sitting Civilian PROP
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//=========================================================
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class CSittingCivilian : public CSittingScientist
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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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};
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LINK_ENTITY_TO_CLASS(einar_civ_sit, CSittingCivilian);
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//
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// ********** Civilian SPAWN **********
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//
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void CSittingCivilian::Spawn()
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{
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PRECACHE_MODEL("models/civ.mdl");
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SET_MODEL(ENT(pev), "models/civ.mdl");
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Precache();
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InitBoneControllers();
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UTIL_SetSize(pev, Vector(-14, -14, 0), Vector(14, 14, 36));
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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pev->effects = 0;
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pev->health = 50;
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m_bloodColor = BLOOD_COLOR_RED;
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m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD;
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SetBits(pev->spawnflags, SF_MONSTER_PREDISASTER); // predisaster only!
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if (pev->body == -1)
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{// -1 chooses a random head
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pev->body = RANDOM_LONG(0, NUM_CIVILIAN_HEADS - 1);// pick a head, any head
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}
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m_baseSequence = LookupSequence("sitlookleft");
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pev->sequence = m_baseSequence + RANDOM_LONG(0, 4);
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ResetSequenceInfo();
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SetThink(&CSittingCivilian::SittingThink);
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pev->nextthink = gpGlobals->time + 0.1;
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DROP_TO_FLOOR(ENT(pev));
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}
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void CSittingCivilian::Precache(void)
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{
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m_baseSequence = LookupSequence("sitlookleft");
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TalkInit();
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}
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