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620 lines
17 KiB
620 lines
17 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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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//=========================================================
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// Gonome.cpp
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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 "schedule.h"
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#include "player.h"
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#include "bullsquid.h"
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extern int iSquidSpitSprite;
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#define GONOME_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve
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#define GONOME_TOLERANCE_MELEE1_RANGE 95
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#define GONOME_TOLERANCE_MELEE2_RANGE 85
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#define GONOME_TOLERANCE_MELEE1_DOT 0.7
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#define GONOME_TOLERANCE_MELEE2_DOT 0.7
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#define GONOME_MELEE_ATTACK_RADIUS 70
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define GONOME_AE_SLASH_RIGHT ( 1 )
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#define GONOME_AE_SLASH_LEFT ( 2 )
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#define GONOME_AE_THROW ( 4 )
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#define GONOME_AE_BITE1 ( 19 )
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#define GONOME_AE_BITE2 ( 20 )
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#define GONOME_AE_BITE3 ( 21 )
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#define GONOME_AE_BITE4 ( 22 )
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//=========================================================
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// CGonome
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//=========================================================
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class CGonome : public CBullsquid
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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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int Classify(void);
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void HandleAnimEvent(MonsterEvent_t *pEvent);
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void IdleSound(void);
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void PainSound(void);
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void DeathSound(void);
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void AlertSound(void);
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void AttackSound(void);
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void StartTask(Task_t *pTask);
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BOOL CheckMeleeAttack1(float flDot, float flDist);
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BOOL CheckMeleeAttack2(float flDot, float flDist);
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BOOL CheckRangeAttack1(float flDot, float flDist);
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void RunAI(void);
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int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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int IRelationship(CBaseEntity *pTarget);
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int IgnoreConditions(void);
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};
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LINK_ENTITY_TO_CLASS(monster_gonome, CGonome);
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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 CGonome::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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// IgnoreConditions
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//=========================================================
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int CGonome::IgnoreConditions(void)
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{
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return CBaseMonster::IgnoreConditions();
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}
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//=========================================================
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// IRelationship - overridden for gonome
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//=========================================================
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int CGonome::IRelationship(CBaseEntity *pTarget)
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{
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return CBaseMonster::IRelationship(pTarget);
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}
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//=========================================================
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// TakeDamage - overridden for gonome so we can keep track
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// of how much time has passed since it was last injured
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//=========================================================
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int CGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
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{
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float flDist;
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Vector vecApex;
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// if the squid is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy,
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// it will swerve. (whew).
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if (m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev && gpGlobals->time - m_flLastHurtTime > 3)
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{
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flDist = (pev->origin - m_hEnemy->pev->origin).Length2D();
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if (flDist > GONOME_SPRINT_DIST)
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{
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flDist = (pev->origin - m_Route[m_iRouteIndex].vecLocation).Length2D();// reusing flDist.
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if (FTriangulate(pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex))
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{
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InsertWaypoint(vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY);
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}
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}
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}
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return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
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}
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//=========================================================
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// CheckRangeAttack1
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//=========================================================
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BOOL CGonome::CheckRangeAttack1(float flDot, float flDist)
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{
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if (IsMoving() && flDist >= 512)
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{
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// squid will far too far behind if he stops running to spit at this distance from the enemy.
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return FALSE;
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}
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if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime)
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{
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if (m_hEnemy != NULL)
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{
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if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256)
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{
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// don't try to spit at someone up really high or down really low.
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return FALSE;
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}
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}
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if (IsMoving())
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{
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// don't spit again for a long time, resume chasing enemy.
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m_flNextSpitTime = gpGlobals->time + 5;
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}
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else
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{
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// not moving, so spit again pretty soon.
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m_flNextSpitTime = gpGlobals->time + 0.5;
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}
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// CheckMeleeAttack1 - bullsquid is a big guy, so has a longer
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// melee range than most monsters. This is the tailwhip attack
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//=========================================================
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BOOL CGonome::CheckMeleeAttack1(float flDot, float flDist)
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{
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#if 1
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if (flDist <= GONOME_TOLERANCE_MELEE1_RANGE &&
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flDot >= GONOME_TOLERANCE_MELEE1_DOT)
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{
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return TRUE;
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}
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#else
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if (flDist <= 85 && flDot >= 0.7)
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{
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return TRUE;
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}
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#endif
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return FALSE;
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}
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//=========================================================
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// CheckMeleeAttack2 - bullsquid is a big guy, so has a longer
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// melee range than most monsters. This is the bite attack.
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// this attack will not be performed if the tailwhip attack
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// is valid.
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//=========================================================
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BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist)
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{
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#if 1
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if (flDist <= GONOME_TOLERANCE_MELEE2_RANGE &&
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flDot >= GONOME_TOLERANCE_MELEE2_DOT &&
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!HasConditions(bits_COND_CAN_MELEE_ATTACK1))
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{
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return TRUE;
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}
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#else
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if (flDist <= 85 && flDot >= 0.7 && !HasConditions(bits_COND_CAN_MELEE_ATTACK1)) // The player & bullsquid can be as much as their bboxes
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{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3))
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return TRUE;
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}
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#endif
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return FALSE;
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}
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//=========================================================
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// IdleSound
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//=========================================================
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#define GONOME_ATTN_IDLE (float)1.5
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void CGonome::IdleSound(void)
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{
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switch (RANDOM_LONG(0, 2))
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{
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case 0:
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_idle1.wav", 1, GONOME_ATTN_IDLE);
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break;
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case 1:
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_idle2.wav", 1, GONOME_ATTN_IDLE);
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break;
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case 2:
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_idle3.wav", 1, GONOME_ATTN_IDLE);
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break;
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}
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CGonome::PainSound(void)
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{
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int iPitch = RANDOM_LONG(85, 120);
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switch (RANDOM_LONG(0, 3))
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{
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case 0:
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain1.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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case 1:
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain2.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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case 2:
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain3.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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case 3:
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_pain4.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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}
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CGonome::AlertSound(void)
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{
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int iPitch = RANDOM_LONG(140, 160);
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switch (RANDOM_LONG(0, 2))
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{
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case 0:
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_idle1.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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case 1:
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_idle2.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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case 2:
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "gonome/gonome_idle3.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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}
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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 CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
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{
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switch (pEvent->event)
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{
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case GONOME_AE_THROW:
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{
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Vector vecSpitOffset;
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Vector vecSpitDir;
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UTIL_MakeVectors(pev->angles);
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// !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here.
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// we should be able to read the position of bones at runtime for this info.
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Vector vecArmPos, vecArmAng;
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GetAttachment(0, vecArmPos, vecArmAng);
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//vecSpitOffset = (gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23);
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//vecSpitOffset = (pev->origin + vecSpitOffset);
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vecSpitOffset = vecArmPos;
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vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize();
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vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05);
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vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05);
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vecSpitDir.z += RANDOM_FLOAT(-0.05, 0);
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#if 0
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// do stuff for this event.
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AttackSound();
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#endif
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// spew the spittle temporary ents.
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MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpitOffset);
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WRITE_BYTE(TE_SPRITE_SPRAY);
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WRITE_COORD(vecSpitOffset.x); // pos
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WRITE_COORD(vecSpitOffset.y);
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WRITE_COORD(vecSpitOffset.z);
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WRITE_COORD(vecSpitDir.x); // dir
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WRITE_COORD(vecSpitDir.y);
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WRITE_COORD(vecSpitDir.z);
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WRITE_SHORT(iSquidSpitSprite); // model
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WRITE_BYTE(15); // count
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WRITE_BYTE(210); // speed
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WRITE_BYTE(25); // noise ( client will divide by 100 )
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MESSAGE_END();
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CSquidSpit::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900
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}
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break;
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case GONOME_AE_SLASH_LEFT:
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{
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CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_CLUB);
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if (pHurt)
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{
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pHurt->pev->punchangle.z = 20;
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pHurt->pev->punchangle.x = 20;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
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}
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}
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break;
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case GONOME_AE_SLASH_RIGHT:
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{
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CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_CLUB);
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if (pHurt)
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{
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pHurt->pev->punchangle.z = -20;
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pHurt->pev->punchangle.x = 20;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -200;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
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}
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}
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break;
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case GONOME_AE_BITE1:
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case GONOME_AE_BITE2:
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case GONOME_AE_BITE3:
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case GONOME_AE_BITE4:
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{
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int iPitch;
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// SOUND HERE!
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CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_TOLERANCE_MELEE2_RANGE, gSkillData.gonomeDmgOneBite, DMG_SLASH);
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if (pHurt)
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{
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// croonchy bite sound
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iPitch = RANDOM_FLOAT(90, 110);
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switch (RANDOM_LONG(0, 1))
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{
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case 0:
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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case 1:
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch);
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break;
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}
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pHurt->pev->punchangle.z = RANDOM_LONG(-10, 10);
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pHurt->pev->punchangle.x = RANDOM_LONG(-35, -45);
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 50;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 50;
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}
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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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}
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}
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//=========================================================
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// Spawn
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||
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//=========================================================
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void CGonome::Spawn()
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|
{
|
||
|
Precache();
|
||
|
|
||
|
SET_MODEL(ENT(pev), "models/gonome.mdl");
|
||
|
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
||
|
|
||
|
pev->solid = SOLID_SLIDEBOX;
|
||
|
pev->movetype = MOVETYPE_STEP;
|
||
|
m_bloodColor = BLOOD_COLOR_GREEN;
|
||
|
pev->effects = 0;
|
||
|
pev->health = gSkillData.gonomeHealth;
|
||
|
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||
|
m_MonsterState = MONSTERSTATE_NONE;
|
||
|
|
||
|
m_fCanThreatDisplay = TRUE;
|
||
|
m_flNextSpitTime = gpGlobals->time;
|
||
|
|
||
|
MonsterInit();
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// Precache - precaches all resources this monster needs
|
||
|
//=========================================================
|
||
|
void CGonome::Precache()
|
||
|
{
|
||
|
PRECACHE_MODEL("models/gonome.mdl");
|
||
|
|
||
|
PRECACHE_MODEL("sprites/bigspit.spr");// spit projectile.
|
||
|
|
||
|
iSquidSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr");// client side spittle.
|
||
|
|
||
|
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
||
|
|
||
|
PRECACHE_SOUND("gonome/gonome_death2.wav");
|
||
|
PRECACHE_SOUND("gonome/gonome_death3.wav");
|
||
|
PRECACHE_SOUND("gonome/gonome_death4.wav");
|
||
|
|
||
|
PRECACHE_SOUND("gonome/gonome_eat.wav");
|
||
|
PRECACHE_SOUND("gonome/gonome_idle1.wav");
|
||
|
PRECACHE_SOUND("gonome/gonome_idle2.wav");
|
||
|
PRECACHE_SOUND("gonome/gonome_idle3.wav");
|
||
|
|
||
|
PRECACHE_SOUND("gonome/gonome_jumpattack.wav");
|
||
|
|
||
|
PRECACHE_SOUND("gonome/gonome_melee1.wav");
|
||
|
PRECACHE_SOUND("gonome/gonome_melee2.wav");
|
||
|
|
||
|
PRECACHE_SOUND("gonome/gonome_pain1.wav");
|
||
|
PRECACHE_SOUND("gonome/gonome_pain2.wav");
|
||
|
PRECACHE_SOUND("gonome/gonome_pain3.wav");
|
||
|
PRECACHE_SOUND("gonome/gonome_pain4.wav");
|
||
|
|
||
|
PRECACHE_SOUND("gonome/gonome_run.wav");
|
||
|
|
||
|
PRECACHE_SOUND("bullchicken/bc_acid1.wav");
|
||
|
|
||
|
PRECACHE_SOUND("bullchicken/bc_bite2.wav");
|
||
|
PRECACHE_SOUND("bullchicken/bc_bite3.wav");
|
||
|
|
||
|
PRECACHE_SOUND("bullchicken/bc_spithit1.wav");
|
||
|
PRECACHE_SOUND("bullchicken/bc_spithit2.wav");
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// DeathSound
|
||
|
//=========================================================
|
||
|
void CGonome::DeathSound(void)
|
||
|
{
|
||
|
switch (RANDOM_LONG(0, 2))
|
||
|
{
|
||
|
case 0:
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_death2.wav", 1, ATTN_NORM);
|
||
|
break;
|
||
|
case 1:
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_death3.wav", 1, ATTN_NORM);
|
||
|
break;
|
||
|
case 2:
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_death4.wav", 1, ATTN_NORM);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// AttackSound
|
||
|
//=========================================================
|
||
|
void CGonome::AttackSound(void)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//========================================================
|
||
|
// RunAI - overridden for gonome because there are things
|
||
|
// that need to be checked every think.
|
||
|
//========================================================
|
||
|
void CGonome::RunAI(void)
|
||
|
{
|
||
|
// first, do base class stuff
|
||
|
CBaseMonster::RunAI();
|
||
|
|
||
|
if (m_hEnemy != NULL && m_Activity == ACT_RUN)
|
||
|
{
|
||
|
// chasing enemy. Sprint for last bit
|
||
|
if ((pev->origin - m_hEnemy->pev->origin).Length2D() < GONOME_SPRINT_DIST)
|
||
|
{
|
||
|
pev->framerate = 1.25;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// Start task - selects the correct activity and performs
|
||
|
// any necessary calculations to start the next task on the
|
||
|
// schedule. OVERRIDDEN for bullsquid because it needs to
|
||
|
// know explicitly when the last attempt to chase the enemy
|
||
|
// failed, since that impacts its attack choices.
|
||
|
//=========================================================
|
||
|
void CGonome::StartTask(Task_t *pTask)
|
||
|
{
|
||
|
m_iTaskStatus = TASKSTATUS_RUNNING;
|
||
|
|
||
|
switch (pTask->iTask)
|
||
|
{
|
||
|
case TASK_MELEE_ATTACK1:
|
||
|
{
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee1.wav", 1, ATTN_NORM);
|
||
|
CBaseMonster::StartTask(pTask);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TASK_MELEE_ATTACK2:
|
||
|
{
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee2.wav", 1, ATTN_NORM);
|
||
|
CBaseMonster::StartTask(pTask);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
CBullsquid::StartTask(pTask);
|
||
|
break;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// DEAD GONOME PROP
|
||
|
//=========================================================
|
||
|
class CDeadGonome : public CBaseMonster
|
||
|
{
|
||
|
public:
|
||
|
void Spawn(void);
|
||
|
int Classify(void) { return CLASS_HUMAN_MILITARY; }
|
||
|
|
||
|
void KeyValue(KeyValueData *pkvd);
|
||
|
|
||
|
int m_iPose;// which sequence to display -- temporary, don't need to save
|
||
|
static char *m_szPoses[3];
|
||
|
};
|
||
|
|
||
|
char *CDeadGonome::m_szPoses[] = { "dead_on_stomach1", "dead_on_back", "dead_on_side" };
|
||
|
|
||
|
void CDeadGonome::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_gonome_dead, CDeadGonome);
|
||
|
|
||
|
//=========================================================
|
||
|
// ********** DeadGonome SPAWN **********
|
||
|
//=========================================================
|
||
|
void CDeadGonome::Spawn(void)
|
||
|
{
|
||
|
PRECACHE_MODEL("models/gonome.mdl");
|
||
|
SET_MODEL(ENT(pev), "models/gonome.mdl");
|
||
|
|
||
|
pev->effects = 0;
|
||
|
pev->yaw_speed = 8;
|
||
|
pev->sequence = 0;
|
||
|
pev->body = 1;
|
||
|
m_bloodColor = BLOOD_COLOR_GREEN;
|
||
|
|
||
|
pev->sequence = LookupSequence(m_szPoses[m_iPose]);
|
||
|
|
||
|
if (pev->sequence == -1)
|
||
|
{
|
||
|
ALERT(at_console, "Dead Gonome with bad pose\n");
|
||
|
pev->sequence = 0;
|
||
|
pev->effects = EF_BRIGHTFIELD;
|
||
|
}
|
||
|
|
||
|
// Corpses have less health
|
||
|
pev->health = 8;
|
||
|
|
||
|
MonsterInitDead();
|
||
|
}
|