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.
*
****/
#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"
#define DAVE_BODY_GUNHOLSTERED 0
#define DAVE_BODY_GUNDRAWN 1
#define DAVE_BODY_GUNGONE 2
class CDave : public CBarney
{
public:
void Spawn(void);
void Precache(void);
void DeathSound(void);
void PainSound(void);
};
LINK_ENTITY_TO_CLASS(monster_dave, CDave);
//=========================================================
// Spawn
//=========================================================
void CDave::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/dave.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;
if (pev->body == DAVE_BODY_GUNDRAWN)
{
m_fGunDrawn = TRUE;
}
else
{
m_fGunDrawn = FALSE; // gun in holster
}
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
MonsterInit();
SetUse(NULL);
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CDave::Precache()
{
PRECACHE_MODEL("models/dave.mdl");
PRECACHE_SOUND("dave/ba_attack2.wav");
PRECACHE_SOUND("dave/ba_pain1.wav");
PRECACHE_SOUND("dave/ba_pain2.wav");
PRECACHE_SOUND("dave/ba_die1.wav");
PRECACHE_SOUND("dave/ba_die2.wav");
PRECACHE_SOUND("dave/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();
}
//=========================================================
// PainSound
//=========================================================
void CDave::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, "dave/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "dave/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
}
}
//=========================================================
// DeathSound
//=========================================================
void CDave::DeathSound(void)
{
switch (RANDOM_LONG(0, 2))
{
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "dave/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "dave/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 2: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "dave/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
}
}