From 008b8e12d449f8a4db3f22620e31b46a545db476 Mon Sep 17 00:00:00 2001 From: RAINBOW2000 Date: Mon, 23 Jan 2017 17:59:08 +0300 Subject: [PATCH] Fixed some monsters sounds --- dlls/skeleton.cpp | 90 +------------ dlls/skeleton.cpp~ | 248 ++++++++++++++++++++++++++++++++++ dlls/skrillex.cpp | 1 + dlls/skrillex.cpp~ | 326 +++++++++++++++++++++++++++++++++++++++++++++ dlls/sniper.cpp | 45 +++++-- dlls/terror.cpp | 85 +----------- dlls/zombozo.cpp | 54 +------- dlls/zombozo.cpp~ | 289 ++++++++++++++++++++++++++++++++++++++++ 8 files changed, 914 insertions(+), 224 deletions(-) create mode 100644 dlls/skeleton.cpp~ create mode 100644 dlls/skrillex.cpp~ create mode 100644 dlls/zombozo.cpp~ diff --git a/dlls/skeleton.cpp b/dlls/skeleton.cpp index 5a535346..651aed2d 100644 --- a/dlls/skeleton.cpp +++ b/dlls/skeleton.cpp @@ -1,3 +1,5 @@ +//fixed +//No added (Die sounds) /*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. @@ -12,10 +14,6 @@ * use or distribution of this code by or to any unlicensed person is illegal. * ****/ -//========================================================= -// Zombie -//========================================================= - // UNDONE: Don't flinch every time you get hit #include "extdll.h" @@ -46,16 +44,9 @@ public: float m_flNextFlinch; void PainSound( void ); - void AlertSound( void ); - void IdleSound( void ); - void AttackSound( void ); - static const char *pAttackSounds[]; - static const char *pIdleSounds[]; - static const char *pAlertSounds[]; + static const char *pPainSounds[]; - static const char *pAttackHitSounds[]; - static const char *pAttackMissSounds[]; // No range attacks BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } @@ -65,32 +56,6 @@ public: LINK_ENTITY_TO_CLASS( monster_skeleton, CSkeleton ) -const char *CSkeleton::pAttackHitSounds[] = -{ - "skeleton/s_pain1.wav", -}; - -const char *CSkeleton::pAttackMissSounds[] = -{ - "turret/tu_alert.wav", -}; - -const char *CSkeleton::pAttackSounds[] = -{ - "turret/tu_alert.wav", -}; - -const char *CSkeleton::pIdleSounds[] = -{ - "skeleton/s_die1.wav", - "skeleton/s_die2.wav", - "skeleton/s_die3.wav", -}; - -const char *CSkeleton::pAlertSounds[] = -{ - "turret/tu_alert.wav", -}; const char *CSkeleton::pPainSounds[] = { @@ -150,26 +115,7 @@ void CSkeleton::PainSound( void ) EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); } -void CSkeleton::AlertSound( void ) -{ - int pitch = 95 + RANDOM_LONG( 0, 9 ); - - EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); -} - -void CSkeleton::IdleSound( void ) -{ - int pitch = 95 + RANDOM_LONG( 0, 9 ); - // Play a random idle sound - EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); -} - -void CSkeleton::AttackSound( void ) -{ - // Play a random attack sound - EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); -} //========================================================= // HandleAnimEvent - catches the monster-specific messages @@ -192,14 +138,10 @@ void CSkeleton::HandleAnimEvent( MonsterEvent_t *pEvent ) pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; } - // Play a random attack hit sound - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5 , 5 ) ); } else // Play a random attack miss sound - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); - + if( RANDOM_LONG( 0, 1 ) ) - AttackSound(); } break; case ZOMBIE_AE_ATTACK_LEFT: @@ -215,13 +157,9 @@ void CSkeleton::HandleAnimEvent( MonsterEvent_t *pEvent ) pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; } - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } else - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); - if( RANDOM_LONG( 0, 1 ) ) - AttackSound(); } break; case ZOMBIE_AE_ATTACK_BOTH: @@ -235,13 +173,10 @@ void CSkeleton::HandleAnimEvent( MonsterEvent_t *pEvent ) pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; } - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } else - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); - +\ if( RANDOM_LONG( 0, 1 ) ) - AttackSound(); } break; default: @@ -281,21 +216,6 @@ void CSkeleton::Precache() PRECACHE_MODEL( "models/skellington.mdl" ); - for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) - PRECACHE_SOUND( (char *)pAttackHitSounds[i] ); - - for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) - PRECACHE_SOUND( (char *)pAttackMissSounds[i] ); - - for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) - PRECACHE_SOUND( (char *)pAttackSounds[i] ); - - for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) - PRECACHE_SOUND( (char *)pIdleSounds[i] ); - - for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) - PRECACHE_SOUND( (char *)pAlertSounds[i] ); - for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) PRECACHE_SOUND( (char *)pPainSounds[i] ); } diff --git a/dlls/skeleton.cpp~ b/dlls/skeleton.cpp~ new file mode 100644 index 00000000..e2e0566a --- /dev/null +++ b/dlls/skeleton.cpp~ @@ -0,0 +1,248 @@ +//No added (Die sounds) +/*** +* +* Copyright (c) 1996-2002, 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. +* +****/ +// UNDONE: Don't flinch every time you get hit + +#include "extdll.h" +#include "util.h" +#include "cbase.h" +#include "monsters.h" +#include "schedule.h" + +//========================================================= +// Monster's Anim Events Go Here +//========================================================= +#define ZOMBIE_AE_ATTACK_RIGHT 0x01 +#define ZOMBIE_AE_ATTACK_LEFT 0x02 +#define ZOMBIE_AE_ATTACK_BOTH 0x03 + +#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs + +class CSkeleton : public CBaseMonster +{ +public: + void Spawn( void ); + void Precache( void ); + void SetYawSpeed( void ); + int Classify( void ); + void HandleAnimEvent( MonsterEvent_t *pEvent ); + int IgnoreConditions( void ); + + float m_flNextFlinch; + + void PainSound( void ); + + + static const char *pPainSounds[]; + + // No range attacks + BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } + BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; } + int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); +}; + +LINK_ENTITY_TO_CLASS( monster_skeleton, CSkeleton ) + + +const char *CSkeleton::pPainSounds[] = +{ + "skeleton/s_pain1.wav", + "skeleton/s_pain2.wav", + "sleletons/s_pain3.wav" +}; + +//========================================================= +// Classify - indicates this monster's place in the +// relationship table. +//========================================================= +int CSkeleton::Classify( void ) +{ + return CLASS_ALIEN_MONSTER; +} + +//========================================================= +// SetYawSpeed - allows each sequence to have a different +// turn rate associated with it. +//========================================================= +void CSkeleton::SetYawSpeed( void ) +{ + int ys; + + ys = 120; +#if 0 + switch ( m_Activity ) + { + } +#endif + pev->yaw_speed = ys; +} + +int CSkeleton::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker,float flDamage, int bitsDamageType ) +{ + // Take 30% damage from bullets + if( bitsDamageType == DMG_BULLET ) + { + Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; + vecDir = vecDir.Normalize(); + float flForce = DamageForce( 0 ); + pev->velocity = pev->velocity + vecDir * flForce; + } + + // HACK HACK -- until we fix this. + if( IsAlive() ) + PainSound(); + return CBaseMonster::TakeDamage( pevInflictor, pevAttacker,flDamage, bitsDamageType); +} + +void CSkeleton::PainSound( void ) +{ + int pitch = 95 + RANDOM_LONG( 0, 9 ); + + if( RANDOM_LONG( 0, 5 ) < 2 ) + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); +} + + + +//========================================================= +// HandleAnimEvent - catches the monster-specific messages +// that occur when tagged animation frames are played. +//========================================================= +void CSkeleton::HandleAnimEvent( MonsterEvent_t *pEvent ) +{ + switch( pEvent->event ) + { + case ZOMBIE_AE_ATTACK_RIGHT: + { + // do stuff for this event. + //ALERT( at_console, "Slash right!\n" ); + CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); + if( pHurt ) + { + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) + { + pHurt->pev->punchangle.z = -18; + pHurt->pev->punchangle.x = 5; + pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; + } + } + else // Play a random attack miss sound + + if( RANDOM_LONG( 0, 1 ) ) + } + break; + case ZOMBIE_AE_ATTACK_LEFT: + { + // do stuff for this event. + //ALERT( at_console, "Slash left!\n" ); + CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); + if( pHurt ) + { + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) + { + pHurt->pev->punchangle.z = 18; + pHurt->pev->punchangle.x = 5; + pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; + } + } + else + if( RANDOM_LONG( 0, 1 ) ) + } + break; + case ZOMBIE_AE_ATTACK_BOTH: + { + // do stuff for this event. + CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH ); + if( pHurt ) + { + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) + { + pHurt->pev->punchangle.x = 5; + pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; + } + } + else +\ + if( RANDOM_LONG( 0, 1 ) ) + } + break; + default: + CBaseMonster::HandleAnimEvent( pEvent ); + break; + } +} + +//========================================================= +// Spawn +//========================================================= +void CSkeleton::Spawn() +{ + Precache(); + + SET_MODEL( ENT(pev), "models/skellington.mdl" ); + UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); + + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_STEP; + pev->health = 80; + pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. + m_bloodColor = DONT_BLEED; + m_flFieldOfView = 0;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_MonsterState = MONSTERSTATE_NONE; + m_afCapability = bits_CAP_DOORS_GROUP; + + MonsterInit(); +} + +//========================================================= +// Precache - precaches all resources this monster needs +//========================================================= +void CSkeleton::Precache() +{ + int i; + + PRECACHE_MODEL( "models/skellington.mdl" ); + + for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) + PRECACHE_SOUND( (char *)pPainSounds[i] ); +} + +//========================================================= +// AI Schedules Specific to this monster +//========================================================= + +int CSkeleton::IgnoreConditions( void ) +{ + int iIgnore = CBaseMonster::IgnoreConditions(); + + if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) ) + { +#if 0 + if( pev->health < 20 ) + iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE ); + else +#endif + if( m_flNextFlinch >= gpGlobals->time ) + iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ); + } + + if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) ) + { + if( m_flNextFlinch < gpGlobals->time ) + m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY; + } + + return iIgnore; +} diff --git a/dlls/skrillex.cpp b/dlls/skrillex.cpp index 40cbbc4a..2c23eb92 100644 --- a/dlls/skrillex.cpp +++ b/dlls/skrillex.cpp @@ -1,3 +1,4 @@ +//This will be remake /*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. diff --git a/dlls/skrillex.cpp~ b/dlls/skrillex.cpp~ new file mode 100644 index 00000000..40cbbc4a --- /dev/null +++ b/dlls/skrillex.cpp~ @@ -0,0 +1,326 @@ +/*** +* +* Copyright (c) 1996-2002, 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. +* +****/ +//========================================================= +// Zombie +//========================================================= + +// UNDONE: Don't flinch every time you get hit + +#include "extdll.h" +#include "util.h" +#include "cbase.h" +#include "monsters.h" +#include "schedule.h" + +//========================================================= +// Monster's Anim Events Go Here +//========================================================= +#define ZOMBIE_AE_ATTACK_RIGHT 0x01 +#define ZOMBIE_AE_ATTACK_LEFT 0x02 +#define ZOMBIE_AE_ATTACK_BOTH 0x03 + +#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs + +class CSkrillex : public CBaseMonster +{ +public: + void Spawn( void ); + void Precache( void ); + void SetYawSpeed( void ); + int Classify( void ); + void HandleAnimEvent( MonsterEvent_t *pEvent ); + int IgnoreConditions( void ); + + float m_flNextFlinch; + + void PainSound( void ); + void AlertSound( void ); + void IdleSound( void ); + void AttackSound( void ); + + static const char *pAttackSounds[]; + static const char *pIdleSounds[]; + static const char *pAlertSounds[]; + static const char *pPainSounds[]; + static const char *pAttackHitSounds[]; + static const char *pAttackMissSounds[]; + + // No range attacks + BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } + BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; } + int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); +}; + +LINK_ENTITY_TO_CLASS( monster_skrillex, CSkrillex ) + +const char *CSkrillex::pAttackHitSounds[] = +{ + "skrillex/fire.wav", +}; + +const char *CSkrillex::pAttackMissSounds[] = +{ + "skrillex/fire.wav", +}; + +const char *CSkrillex::pAttackSounds[] = +{ + "skrillex/fire.wav", +}; + +const char *CSkrillex::pIdleSounds[] = +{ + "turret/tu_alert.wav", +}; + +const char *CSkrillex::pAlertSounds[] = +{ + "turret/tu_alert.wav", +}; + +const char *CSkrillex::pPainSounds[] = +{ + "turret/tu_alert.wav", +}; + +//========================================================= +// Classify - indicates this monster's place in the +// relationship table. +//========================================================= +int CSkrillex::Classify( void ) +{ + return CLASS_ALIEN_MONSTER; +} + +//========================================================= +// SetYawSpeed - allows each sequence to have a different +// turn rate associated with it. +//========================================================= +void CSkrillex::SetYawSpeed( void ) +{ + int ys; + + ys = 120; +#if 0 + switch ( m_Activity ) + { + } +#endif + pev->yaw_speed = ys; +} + +int CSkrillex::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +{ + // Take 30% damage from bullets + if( bitsDamageType == DMG_BULLET ) + { + Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; + vecDir = vecDir.Normalize(); + float flForce = DamageForce( flDamage ); + pev->velocity = pev->velocity + vecDir * flForce; + flDamage *= 0.3; + } + + // HACK HACK -- until we fix this. + if( IsAlive() ) + PainSound(); + return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); +} + +void CSkrillex::PainSound( void ) +{ + int pitch = 95 + RANDOM_LONG( 0, 9 ); + + if( RANDOM_LONG( 0, 5 ) < 2 ) + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); +} + +void CSkrillex::AlertSound( void ) +{ + int pitch = 95 + RANDOM_LONG( 0, 9 ); + + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); +} + +void CSkrillex::IdleSound( void ) +{ + int pitch = 95 + RANDOM_LONG( 0, 9 ); + + // Play a random idle sound + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); +} + +void CSkrillex::AttackSound( void ) +{ + // Play a random attack sound + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); +} + +//========================================================= +// HandleAnimEvent - catches the monster-specific messages +// that occur when tagged animation frames are played. +//========================================================= +void CSkrillex::HandleAnimEvent( MonsterEvent_t *pEvent ) +{ + switch( pEvent->event ) + { + case ZOMBIE_AE_ATTACK_RIGHT: + { + // do stuff for this event. + //ALERT( at_console, "Slash right!\n" ); + CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); + if( pHurt ) + { + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) + { + pHurt->pev->punchangle.z = -18; + pHurt->pev->punchangle.x = 5; + pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; + } + // Play a random attack hit sound + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5 , 5 ) ); + } + else // Play a random attack miss sound + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); + + if( RANDOM_LONG( 0, 1 ) ) + AttackSound(); + } + break; + case ZOMBIE_AE_ATTACK_LEFT: + { + // do stuff for this event. + //ALERT( at_console, "Slash left!\n" ); + CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); + if( pHurt ) + { + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) + { + pHurt->pev->punchangle.z = 18; + pHurt->pev->punchangle.x = 5; + pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; + } + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); + } + else + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); + + if( RANDOM_LONG( 0, 1 ) ) + AttackSound(); + } + break; + case ZOMBIE_AE_ATTACK_BOTH: + { + // do stuff for this event. + CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH ); + if( pHurt ) + { + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) + { + pHurt->pev->punchangle.x = 5; + pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; + } + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); + } + else + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); + + if( RANDOM_LONG( 0, 1 ) ) + AttackSound(); + } + break; + default: + CBaseMonster::HandleAnimEvent( pEvent ); + break; + } +} + +//========================================================= +// Spawn +//========================================================= +void CSkrillex::Spawn() +{ + Precache(); + + SET_MODEL( ENT(pev), "models/skrillex.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 = 6000; + pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. + m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_MonsterState = MONSTERSTATE_NONE; + m_afCapability = bits_CAP_DOORS_GROUP; + + MonsterInit(); +} + +//========================================================= +// Precache - precaches all resources this monster needs +//========================================================= +void CSkrillex::Precache() +{ + int i; + + PRECACHE_MODEL( "models/skrillex.mdl" ); + + for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackHitSounds[i] ); + + for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackMissSounds[i] ); + + for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackSounds[i] ); + + for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) + PRECACHE_SOUND( (char *)pIdleSounds[i] ); + + for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) + PRECACHE_SOUND( (char *)pAlertSounds[i] ); + + for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) + PRECACHE_SOUND( (char *)pPainSounds[i] ); +} + +//========================================================= +// AI Schedules Specific to this monster +//========================================================= + +int CSkrillex::IgnoreConditions( void ) +{ + int iIgnore = CBaseMonster::IgnoreConditions(); + + if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) ) + { +#if 0 + if( pev->health < 20 ) + iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE ); + else +#endif + if( m_flNextFlinch >= gpGlobals->time ) + iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ); + } + + if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) ) + { + if( m_flNextFlinch < gpGlobals->time ) + m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY; + } + + return iIgnore; +} diff --git a/dlls/sniper.cpp b/dlls/sniper.cpp index 8aa97035..d3f7e5ad 100644 --- a/dlls/sniper.cpp +++ b/dlls/sniper.cpp @@ -1,3 +1,4 @@ +//fixed (maybe) #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) #include "extdll.h" @@ -69,13 +70,14 @@ PRECACHE_MODEL("models/v_sniper.mdl"); PRECACHE_MODEL("models/w_sniper.mdl"); PRECACHE_MODEL("models/p_sniper.mdl"); -PRECACHE_MODEL("models/w_sniper_clip.mdl"); +PRECACHE_MODEL("models/w_357ammo.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); -PRECACHE_SOUND ("weapons/sniper_cock1.wav"); -PRECACHE_SOUND ("weapons/sniper_fire1.wav"); -PRECACHE_SOUND ("weapons/sniper_zoomout.wav"); -PRECACHE_SOUND ("weapons/sniper_zoomin.wav"); +PRECACHE_SOUND ("weapons/sniper_shoot1.wav"); +PRECACHE_SOUND ("weapons/sniper_shoot2.wav"); +PRECACHE_SOUND ("weapons/sniper_shoot3.wav"); +PRECACHE_SOUND ("weapons/sniper_shoot4.wav"); +PRECACHE_SOUND ("weapons/sniper_shoot5.wav"); m_usFireSniper = PRECACHE_EVENT( 1, "events/glock2.sc" ); } @@ -104,22 +106,43 @@ if ( m_pPlayer->pev->fov != 0 ) m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; m_fInZoom = 0; #ifndef CLIENT_DLL UTIL_ScreenFade( m_pPlayer, Vector(0,0,0), 0.5, 0.25, 255, FFADE_IN ); -#endif EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/sniper_zoomout.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF)); +#endif } else if ( m_pPlayer->pev->fov != 15 ) { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 15; m_fInZoom = 1; #ifndef CLIENT_DLL UTIL_ScreenFade( m_pPlayer, Vector(0,0,0), 0.5, 0.25, 255, FFADE_IN ); -#endif EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/sniper_zoomin.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF)); +#endif } pev->nextthink = UTIL_WeaponTimeBase() + 0.1; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; } void CSnipars::PrimaryAttack( void ) -{ -Shoot( 0.0001, 1.5, TRUE ); +{ +if(m_iClip > 0) +{ +Shoot( 0.0001, 1.5, TRUE ); + switch( RANDOM_LONG( 0, 3 ) ) + { + case 0: + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot1.wav", 1, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot2.wav", 1, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot3.wav", 1, ATTN_NORM ); + break; + case 3: + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot4.wav", 1, ATTN_NORM ); + break; + case 4: + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot5.wav", 1, ATTN_NORM ); + break; + }; +} } void CSnipars::Shoot( float flSpread , float flCycleTime, BOOL fUseAutoAim ) @@ -133,7 +156,6 @@ if (m_iClip <= 0) { if (m_fFireOnEmpty) { -EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sniper_cock1.wav", 0.8, ATTN_NORM); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; } return; @@ -175,7 +197,6 @@ PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireSniper : m m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) -m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } @@ -233,7 +254,7 @@ CBasePlayerAmmo::Spawn( ); } void Precache( void ) { -PRECACHE_MODEL ("models/w_sniper.mdl"); +PRECACHE_MODEL ("models/w_357ammo.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) diff --git a/dlls/terror.cpp b/dlls/terror.cpp index d07fafbb..43f8a7f0 100644 --- a/dlls/terror.cpp +++ b/dlls/terror.cpp @@ -1,3 +1,4 @@ +//Allready fixed /*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. @@ -12,12 +13,6 @@ * use or distribution of this code by or to any unlicensed person is illegal. * ****/ -//========================================================= -// Zombie -//========================================================= - -// UNDONE: Don't flinch every time you get hit - #include "extdll.h" #include "util.h" #include "cbase.h" @@ -46,17 +41,9 @@ public: float m_flNextFlinch; - void PainSound( void ); - void AlertSound( void ); void IdleSound( void ); - void AttackSound( void ); - static const char *pAttackSounds[]; static const char *pIdleSounds[]; - static const char *pAlertSounds[]; - static const char *pPainSounds[]; - static const char *pAttackHitSounds[]; - static const char *pAttackMissSounds[]; // No range attacks BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } @@ -66,35 +53,12 @@ public: LINK_ENTITY_TO_CLASS( monster_terror, CTerror ) -const char *CTerror::pAttackHitSounds[] = -{ - "turret/tu_alert.wav", -}; - -const char *CTerror::pAttackMissSounds[] = -{ - "turret/tu_alert.wav", -}; - -const char *CTerror::pAttackSounds[] = -{ - "terror/allahuakbar.wav", -}; - const char *CTerror::pIdleSounds[] = { - "turret/tu_alert.wav", + "terror/allahuakbar.wav", }; -const char *CTerror::pAlertSounds[] = -{ - "turret/tu_alert.wav", -}; -const char *CTerror::pPainSounds[] = -{ - "turret/tu_alert.wav", -}; //========================================================= // Classify - indicates this monster's place in the @@ -136,24 +100,9 @@ int CTerror::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float // HACK HACK -- until we fix this. if( IsAlive() ) - PainSound(); return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } -void CTerror::PainSound( void ) -{ - int pitch = 95 + RANDOM_LONG( 0, 9 ); - - if( RANDOM_LONG( 0, 5 ) < 2 ) - EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); -} - -void CTerror::AlertSound( void ) -{ - int pitch = 95 + RANDOM_LONG( 0, 9 ); - - EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); -} void CTerror::IdleSound( void ) { @@ -163,11 +112,6 @@ void CTerror::IdleSound( void ) EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } -void CTerror::AttackSound( void ) -{ - // Play a random attack sound - EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); -} void CTerror::HandleAnimEvent( MonsterEvent_t *pEvent ) { @@ -175,21 +119,17 @@ void CTerror::HandleAnimEvent( MonsterEvent_t *pEvent ) { case ZOMBIE_AE_ATTACK_RIGHT: { - ExplosionCreate(pev->origin ,pev->origin ,edict() ,50 , true ); - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); + ExplosionCreate(pev->origin ,pev->origin ,edict() ,60 , true ); } break; case ZOMBIE_AE_ATTACK_LEFT: { - ExplosionCreate(pev->origin ,pev->origin,edict() ,50 , true ); - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); + ExplosionCreate(pev->origin ,pev->origin,edict() ,60 , true ); } break; case ZOMBIE_AE_ATTACK_BOTH: { - ExplosionCreate(pev->origin ,pev->origin,edict() ,50, true); - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); - + ExplosionCreate(pev->origin ,pev->origin,edict() ,60, true); } break; default: @@ -227,23 +167,8 @@ void CTerror::Precache() PRECACHE_MODEL( "models/terror.mdl" ); - for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) - PRECACHE_SOUND( (char *)pAttackHitSounds[i] ); - - for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) - PRECACHE_SOUND( (char *)pAttackMissSounds[i] ); - - for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) - PRECACHE_SOUND( (char *)pAttackSounds[i] ); - for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) PRECACHE_SOUND( (char *)pIdleSounds[i] ); - - for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) - PRECACHE_SOUND( (char *)pAlertSounds[i] ); - - for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) - PRECACHE_SOUND( (char *)pPainSounds[i] ); } //========================================================= diff --git a/dlls/zombozo.cpp b/dlls/zombozo.cpp index 55105bb3..d4896fc7 100644 --- a/dlls/zombozo.cpp +++ b/dlls/zombozo.cpp @@ -1,3 +1,4 @@ +//Already Fixed /*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. @@ -48,14 +49,11 @@ public: void PainSound( void ); void AlertSound( void ); void IdleSound( void ); - void AttackSound( void ); - static const char *pAttackSounds[]; + static const char *pIdleSounds[]; static const char *pAlertSounds[]; static const char *pPainSounds[]; - static const char *pAttackHitSounds[]; - static const char *pAttackMissSounds[]; // No range attacks BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } @@ -65,20 +63,7 @@ public: LINK_ENTITY_TO_CLASS( monster_zombozo,Czombozo ) -const char *Czombozo::pAttackHitSounds[] = -{ - "turret/tu_alert.wav", -}; - -const char *Czombozo::pAttackMissSounds[] = -{ - "turret/tu_alert.wav", -}; -const char *Czombozo::pAttackSounds[] = -{ - "turret/tu_alert.wav", -}; const char *Czombozo::pIdleSounds[] = { @@ -165,11 +150,7 @@ void Czombozo::IdleSound( void ) EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } -void Czombozo::AttackSound( void ) -{ - // Play a random attack sound - EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); -} + //========================================================= // HandleAnimEvent - catches the monster-specific messages @@ -192,14 +173,9 @@ void Czombozo::HandleAnimEvent( MonsterEvent_t *pEvent ) pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; } - // Play a random attack hit sound - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5 , 5 ) ); - } + } else // Play a random attack miss sound - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); - if( RANDOM_LONG( 0, 1 ) ) - AttackSound(); } break; case ZOMBIE_AE_ATTACK_LEFT: @@ -215,13 +191,9 @@ void Czombozo::HandleAnimEvent( MonsterEvent_t *pEvent ) pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; } - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); - } +l } else - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); - if( RANDOM_LONG( 0, 1 ) ) - AttackSound(); } break; case ZOMBIE_AE_ATTACK_BOTH: @@ -235,13 +207,10 @@ void Czombozo::HandleAnimEvent( MonsterEvent_t *pEvent ) pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; } - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } else - EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); - if( RANDOM_LONG( 0, 1 ) ) - AttackSound(); + } break; default: @@ -263,7 +232,7 @@ void Czombozo::Spawn() pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; - pev->health = 1500; + pev->health = 500; pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; @@ -281,15 +250,6 @@ void Czombozo::Precache() PRECACHE_MODEL( "models/zombozo.mdl" ); - for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) - PRECACHE_SOUND( (char *)pAttackHitSounds[i] ); - - for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) - PRECACHE_SOUND( (char *)pAttackMissSounds[i] ); - - for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) - PRECACHE_SOUND( (char *)pAttackSounds[i] ); - for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) PRECACHE_SOUND( (char *)pIdleSounds[i] ); diff --git a/dlls/zombozo.cpp~ b/dlls/zombozo.cpp~ new file mode 100644 index 00000000..abc8bc8e --- /dev/null +++ b/dlls/zombozo.cpp~ @@ -0,0 +1,289 @@ +//Already Fixed +/*** +* +* Copyright (c) 1996-2002, 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. +* +****/ +//========================================================= +// Zombie +//========================================================= + +// UNDONE: Don't flinch every time you get hit + +#include "extdll.h" +#include "util.h" +#include "cbase.h" +#include "monsters.h" +#include "schedule.h" + +//========================================================= +// Monster's Anim Events Go Here +//========================================================= +#define ZOMBIE_AE_ATTACK_RIGHT 0x01 +#define ZOMBIE_AE_ATTACK_LEFT 0x02 +#define ZOMBIE_AE_ATTACK_BOTH 0x03 + +#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs + +class Czombozo : public CBaseMonster +{ +public: + void Spawn( void ); + void Precache( void ); + void SetYawSpeed( void ); + int Classify( void ); + void HandleAnimEvent( MonsterEvent_t *pEvent ); + int IgnoreConditions( void ); + + float m_flNextFlinch; + + void PainSound( void ); + void AlertSound( void ); + void IdleSound( void ); + + + static const char *pIdleSounds[]; + static const char *pAlertSounds[]; + static const char *pPainSounds[]; + + // No range attacks + BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } + BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; } + int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); +}; + +LINK_ENTITY_TO_CLASS( monster_zombozo,Czombozo ) + + + +const char *Czombozo::pIdleSounds[] = +{ + "zombozo/idle.wav" +}; + +const char *Czombozo::pAlertSounds[] = +{ + "zombozo/alert1.wav", + "zombozo/alert2.wav", +}; + +const char *Czombozo::pPainSounds[] = +{ + "zombozo/death1.wav", + "zombozo/death2.wav", + "zombozo/death3.wav", +}; + +//========================================================= +// Classify - indicates this monster's place in the +// relationship table. +//========================================================= +int Czombozo::Classify( void ) +{ + return CLASS_ALIEN_MONSTER; +} + +//========================================================= +// SetYawSpeed - allows each sequence to have a different +// turn rate associated with it. +//========================================================= +void Czombozo::SetYawSpeed( void ) +{ + int ys; + + ys = 120; +#if 0 + switch ( m_Activity ) + { + } +#endif + pev->yaw_speed = ys; +} + +int Czombozo::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +{ + // Take 30% damage from bullets + if( bitsDamageType == DMG_BULLET ) + { + Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; + vecDir = vecDir.Normalize(); + float flForce = DamageForce( flDamage ); + pev->velocity = pev->velocity + vecDir * flForce; + flDamage *= 0.3; + } + + // HACK HACK -- until we fix this. + if( IsAlive() ) + PainSound(); + return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); +} + +void Czombozo::PainSound( void ) +{ + int pitch = 95 + RANDOM_LONG( 0, 9 ); + + if( RANDOM_LONG( 0, 5 ) < 2 ) + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); +} + +void Czombozo::AlertSound( void ) +{ + int pitch = 95 + RANDOM_LONG( 0, 9 ); + + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); +} + +void Czombozo::IdleSound( void ) +{ + int pitch = 95 + RANDOM_LONG( 0, 9 ); + + // Play a random idle sound + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); +} + + + +//========================================================= +// HandleAnimEvent - catches the monster-specific messages +// that occur when tagged animation frames are played. +//========================================================= +void Czombozo::HandleAnimEvent( MonsterEvent_t *pEvent ) +{ + switch( pEvent->event ) + { + case ZOMBIE_AE_ATTACK_RIGHT: + { + // do stuff for this event. + //ALERT( at_console, "Slash right!\n" ); + CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); + if( pHurt ) + { + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) + { + pHurt->pev->punchangle.z = -18; + pHurt->pev->punchangle.x = 5; + pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; + } + } + else // Play a random attack miss sound + if( RANDOM_LONG( 0, 1 ) ) + } + break; + case ZOMBIE_AE_ATTACK_LEFT: + { + // do stuff for this event. + //ALERT( at_console, "Slash left!\n" ); + CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); + if( pHurt ) + { + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) + { + pHurt->pev->punchangle.z = 18; + pHurt->pev->punchangle.x = 5; + pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; + } +l } + else + if( RANDOM_LONG( 0, 1 ) ) + } + break; + case ZOMBIE_AE_ATTACK_BOTH: + { + // do stuff for this event. + CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH ); + if( pHurt ) + { + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) + { + pHurt->pev->punchangle.x = 5; + pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; + } + } + else + if( RANDOM_LONG( 0, 1 ) ) + + } + break; + default: + CBaseMonster::HandleAnimEvent( pEvent ); + break; + } +} + +//========================================================= +// Spawn +//========================================================= +void Czombozo::Spawn() +{ + Precache(); + + SET_MODEL( ENT(pev), "models/zombozo.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->health = 1500; + pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. + m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_MonsterState = MONSTERSTATE_NONE; + m_afCapability = bits_CAP_DOORS_GROUP; + + MonsterInit(); +} + +//========================================================= +// Precache - precaches all resources this monster needs +//========================================================= +void Czombozo::Precache() +{ + int i; + + PRECACHE_MODEL( "models/zombozo.mdl" ); + + for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) + PRECACHE_SOUND( (char *)pIdleSounds[i] ); + + for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) + PRECACHE_SOUND( (char *)pAlertSounds[i] ); + + for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) + PRECACHE_SOUND( (char *)pPainSounds[i] ); +} + +//========================================================= +// AI Schedules Specific to this monster +//========================================================= + +int Czombozo::IgnoreConditions( void ) +{ + int iIgnore = CBaseMonster::IgnoreConditions(); + + if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) ) + { +#if 0 + if( pev->health < 20 ) + iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE ); + else +#endif + if( m_flNextFlinch >= gpGlobals->time ) + iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ); + } + + if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) ) + { + if( m_flNextFlinch < gpGlobals->time ) + m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY; + } + + return iIgnore; +}