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128 lines
3.5 KiB
128 lines
3.5 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 "weapons.h"
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#include "soundent.h"
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#include "barney.h"
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#define DAVE_BODY_GUNHOLSTERED 0
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#define DAVE_BODY_GUNDRAWN 1
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#define DAVE_BODY_GUNGONE 2
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class CDave : public CBarney
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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 DeathSound(void);
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void PainSound(void);
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};
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LINK_ENTITY_TO_CLASS(monster_dave, CDave);
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//=========================================================
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// Spawn
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//=========================================================
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void CDave::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/dave.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.barneyHealth;
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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 npc will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE;
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if (pev->body == DAVE_BODY_GUNDRAWN)
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{
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m_fGunDrawn = TRUE;
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}
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else
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{
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m_fGunDrawn = FALSE; // gun in holster
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}
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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MonsterInit();
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SetUse(NULL);
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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 CDave::Precache()
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{
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PRECACHE_MODEL("models/dave.mdl");
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PRECACHE_SOUND("dave/ba_attack2.wav");
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PRECACHE_SOUND("dave/ba_pain1.wav");
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PRECACHE_SOUND("dave/ba_pain2.wav");
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PRECACHE_SOUND("dave/ba_die1.wav");
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PRECACHE_SOUND("dave/ba_die2.wav");
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PRECACHE_SOUND("dave/ba_die3.wav");
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// every new barney 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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// PainSound
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//=========================================================
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void CDave::PainSound(void)
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{
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if (gpGlobals->time < m_painTime)
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return;
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m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75);
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switch (RANDOM_LONG(0, 2))
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{
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case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "dave/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
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case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "dave/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
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}
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CDave::DeathSound(void)
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{
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switch (RANDOM_LONG(0, 2))
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{
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case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "dave/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
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case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "dave/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
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case 2: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "dave/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
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}
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}
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