RAINBOW2000
8 years ago
8 changed files with 914 additions and 224 deletions
@ -0,0 +1,248 @@
@@ -0,0 +1,248 @@
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//No added (Die sounds)
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/***
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* |
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* Copyright (c) 1996-2002, 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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// UNDONE: Don't flinch every time you get hit
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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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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ZOMBIE_AE_ATTACK_RIGHT 0x01 |
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#define ZOMBIE_AE_ATTACK_LEFT 0x02 |
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#define ZOMBIE_AE_ATTACK_BOTH 0x03 |
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#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
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class CSkeleton : public CBaseMonster |
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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 SetYawSpeed( void ); |
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int Classify( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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int IgnoreConditions( void ); |
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float m_flNextFlinch; |
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void PainSound( void ); |
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static const char *pPainSounds[]; |
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// No range attacks
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BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } |
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BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; } |
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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}; |
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LINK_ENTITY_TO_CLASS( monster_skeleton, CSkeleton ) |
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const char *CSkeleton::pPainSounds[] = |
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{ |
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"skeleton/s_pain1.wav", |
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"skeleton/s_pain2.wav", |
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"sleletons/s_pain3.wav" |
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}; |
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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 CSkeleton::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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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CSkeleton::SetYawSpeed( void ) |
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{ |
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int ys; |
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ys = 120; |
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#if 0 |
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switch ( m_Activity ) |
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{ |
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} |
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#endif |
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pev->yaw_speed = ys; |
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} |
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int CSkeleton::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker,float flDamage, int bitsDamageType ) |
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{ |
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// Take 30% damage from bullets
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if( bitsDamageType == DMG_BULLET ) |
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{ |
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; |
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vecDir = vecDir.Normalize(); |
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float flForce = DamageForce( 0 ); |
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pev->velocity = pev->velocity + vecDir * flForce; |
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} |
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// HACK HACK -- until we fix this.
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if( IsAlive() ) |
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PainSound(); |
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker,flDamage, bitsDamageType); |
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} |
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void CSkeleton::PainSound( void ) |
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{ |
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int pitch = 95 + RANDOM_LONG( 0, 9 ); |
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if( RANDOM_LONG( 0, 5 ) < 2 ) |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); |
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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 CSkeleton::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case ZOMBIE_AE_ATTACK_RIGHT: |
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{ |
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// do stuff for this event.
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//ALERT( at_console, "Slash right!\n" );
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); |
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if( pHurt ) |
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{ |
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) |
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{ |
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pHurt->pev->punchangle.z = -18; |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; |
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} |
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} |
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else // Play a random attack miss sound
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if( RANDOM_LONG( 0, 1 ) ) |
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} |
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break; |
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case ZOMBIE_AE_ATTACK_LEFT: |
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{ |
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// do stuff for this event.
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//ALERT( at_console, "Slash left!\n" );
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); |
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if( pHurt ) |
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{ |
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) |
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{ |
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pHurt->pev->punchangle.z = 18; |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; |
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} |
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} |
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else |
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if( RANDOM_LONG( 0, 1 ) ) |
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} |
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break; |
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case ZOMBIE_AE_ATTACK_BOTH: |
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{ |
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// do stuff for this event.
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH ); |
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if( pHurt ) |
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{ |
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) |
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{ |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; |
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} |
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} |
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else |
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\ |
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if( RANDOM_LONG( 0, 1 ) ) |
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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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break; |
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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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void CSkeleton::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT(pev), "models/skellington.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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pev->health = 80; |
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pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
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m_bloodColor = DONT_BLEED; |
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m_flFieldOfView = 0;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE; |
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m_afCapability = bits_CAP_DOORS_GROUP; |
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MonsterInit(); |
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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 CSkeleton::Precache() |
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{ |
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int i; |
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PRECACHE_MODEL( "models/skellington.mdl" ); |
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for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) |
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PRECACHE_SOUND( (char *)pPainSounds[i] ); |
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} |
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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int CSkeleton::IgnoreConditions( void ) |
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{ |
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int iIgnore = CBaseMonster::IgnoreConditions(); |
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if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) ) |
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{ |
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#if 0 |
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if( pev->health < 20 ) |
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iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE ); |
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else |
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#endif |
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if( m_flNextFlinch >= gpGlobals->time ) |
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iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ); |
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} |
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if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) ) |
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{ |
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if( m_flNextFlinch < gpGlobals->time ) |
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m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY; |
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} |
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return iIgnore; |
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} |
@ -0,0 +1,326 @@
@@ -0,0 +1,326 @@
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/***
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* |
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* Copyright (c) 1996-2002, 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. |
||||
* All Rights Reserved. |
||||
* |
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* 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, |
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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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// Zombie
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//=========================================================
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// UNDONE: Don't flinch every time you get hit
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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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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ZOMBIE_AE_ATTACK_RIGHT 0x01 |
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#define ZOMBIE_AE_ATTACK_LEFT 0x02 |
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#define ZOMBIE_AE_ATTACK_BOTH 0x03 |
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#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
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class CSkrillex : public CBaseMonster |
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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 SetYawSpeed( void ); |
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int Classify( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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int IgnoreConditions( void ); |
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float m_flNextFlinch; |
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void PainSound( void ); |
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void AlertSound( void ); |
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void IdleSound( void ); |
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void AttackSound( void ); |
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static const char *pAttackSounds[]; |
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static const char *pIdleSounds[]; |
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static const char *pAlertSounds[]; |
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static const char *pPainSounds[]; |
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static const char *pAttackHitSounds[]; |
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static const char *pAttackMissSounds[]; |
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// No range attacks
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BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } |
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BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; } |
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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}; |
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LINK_ENTITY_TO_CLASS( monster_skrillex, CSkrillex ) |
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const char *CSkrillex::pAttackHitSounds[] = |
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{ |
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"skrillex/fire.wav", |
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}; |
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const char *CSkrillex::pAttackMissSounds[] = |
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{ |
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"skrillex/fire.wav", |
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}; |
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const char *CSkrillex::pAttackSounds[] = |
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{ |
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"skrillex/fire.wav", |
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}; |
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const char *CSkrillex::pIdleSounds[] = |
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{ |
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"turret/tu_alert.wav", |
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}; |
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const char *CSkrillex::pAlertSounds[] = |
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{ |
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"turret/tu_alert.wav", |
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}; |
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const char *CSkrillex::pPainSounds[] = |
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{ |
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"turret/tu_alert.wav", |
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}; |
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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 CSkrillex::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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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CSkrillex::SetYawSpeed( void ) |
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{ |
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int ys; |
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ys = 120; |
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#if 0 |
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switch ( m_Activity ) |
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{ |
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} |
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#endif |
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pev->yaw_speed = ys; |
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} |
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int CSkrillex::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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// Take 30% damage from bullets
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if( bitsDamageType == DMG_BULLET ) |
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{ |
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; |
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vecDir = vecDir.Normalize(); |
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float flForce = DamageForce( flDamage ); |
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pev->velocity = pev->velocity + vecDir * flForce; |
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flDamage *= 0.3; |
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} |
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// HACK HACK -- until we fix this.
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if( IsAlive() ) |
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PainSound(); |
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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} |
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void CSkrillex::PainSound( void ) |
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{ |
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int pitch = 95 + RANDOM_LONG( 0, 9 ); |
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if( RANDOM_LONG( 0, 5 ) < 2 ) |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); |
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} |
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void CSkrillex::AlertSound( void ) |
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{ |
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int pitch = 95 + RANDOM_LONG( 0, 9 ); |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); |
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} |
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void CSkrillex::IdleSound( void ) |
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{ |
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int pitch = 95 + RANDOM_LONG( 0, 9 ); |
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// Play a random idle sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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} |
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void CSkrillex::AttackSound( void ) |
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{ |
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// Play a random attack sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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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 CSkrillex::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case ZOMBIE_AE_ATTACK_RIGHT: |
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{ |
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// do stuff for this event.
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//ALERT( at_console, "Slash right!\n" );
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); |
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if( pHurt ) |
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{ |
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) |
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{ |
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pHurt->pev->punchangle.z = -18; |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; |
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} |
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// Play a random attack hit sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5 , 5 ) ); |
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} |
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else // Play a random attack miss sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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if( RANDOM_LONG( 0, 1 ) ) |
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AttackSound(); |
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} |
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break; |
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case ZOMBIE_AE_ATTACK_LEFT: |
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{ |
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// do stuff for this event.
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//ALERT( at_console, "Slash left!\n" );
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); |
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if( pHurt ) |
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{ |
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) |
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{ |
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pHurt->pev->punchangle.z = 18; |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; |
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} |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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} |
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else |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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|
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if( RANDOM_LONG( 0, 1 ) ) |
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AttackSound(); |
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} |
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break; |
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case ZOMBIE_AE_ATTACK_BOTH: |
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{ |
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// do stuff for this event.
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH ); |
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if( pHurt ) |
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{ |
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) |
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{ |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; |
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} |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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} |
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else |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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if( RANDOM_LONG( 0, 1 ) ) |
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AttackSound(); |
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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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break; |
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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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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; |
||||
} |
@ -0,0 +1,289 @@
@@ -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; |
||||
} |
Loading…
Reference in new issue