Roman Chistokhodov
5 years ago
16 changed files with 3371 additions and 2831 deletions
@ -1,140 +0,0 @@
@@ -1,140 +0,0 @@
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/***
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* |
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#ifndef FGRUNT_H |
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#define FGRUNT_H |
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//=========================================================
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// CFGrunt
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//=========================================================
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class CFGrunt : public CTalkMonster |
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{ |
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public: |
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#if 1 |
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virtual void KeyValue(KeyValueData *pkvd); |
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#endif |
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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 ISoundMask(void); |
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void AlertSound(void); |
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int Classify(void); |
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void HandleAnimEvent(MonsterEvent_t *pEvent); |
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void PrescheduleThink( void ); |
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void RunTask(Task_t *pTask); |
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void StartTask(Task_t *pTask); |
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virtual int ObjectCaps(void) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; } |
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int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); |
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BOOL FCanCheckAttacks(void); |
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BOOL CheckMeleeAttack1(float flDot, float flDist); |
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BOOL CheckRangeAttack1(float flDot, float flDist); |
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BOOL CheckRangeAttack2(float flDot, float flDist); |
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void DeclineFollowing(void); |
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// AI functions
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void SetActivity(Activity newActivity); |
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// Override these to set behavior
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Schedule_t *GetScheduleOfType(int Type); |
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Schedule_t *GetSchedule(void); |
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Schedule_t *GetSquadSchedule(void); |
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MONSTERSTATE GetIdealState(void); |
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void DeathSound(void); |
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void PainSound(void); |
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virtual void TalkInit(void); |
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void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
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void Killed(entvars_t *pevAttacker, int iGib); |
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#if 1 |
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virtual BOOL IsMedic(void) const { return FALSE; } |
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virtual CBaseEntity* DropGun(const Vector& vecSrc, const Vector& vecAngles, char* szClassname = NULL); |
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void Fire( |
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const Vector& vecShootOrigin, |
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const Vector& vecShoorDir, |
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const Vector& vecSpread, |
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int model, |
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int effects = EF_MUZZLEFLASH, |
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int bulletType = BULLET_MONSTER_MP5, |
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int soundType = TE_BOUNCE_SHELL); |
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Vector GetGunPosition(void); |
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void Shoot(void); |
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void Shotgun(void); |
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void Saw(void); |
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virtual void GibMonster(void); |
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void SpeakSentence(void); |
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int IRelationship(CBaseEntity *pTarget); |
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virtual BOOL FOkToSpeak(void); |
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void JustSpoke(void); |
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CBaseEntity *Kick(void); |
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#endif |
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virtual int Save(CSave &save); |
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virtual int Restore(CRestore &restore); |
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static TYPEDESCRIPTION m_SaveData[]; |
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float m_painTime; |
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float m_checkAttackTime; |
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BOOL m_lastAttackCheck; |
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// UNDONE: What is this for? It isn't used?
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float m_flPlayerDamage;// how much pain has the player inflicted on me?
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// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
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// not every server frame.
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float m_flNextGrenadeCheck; |
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float m_flNextPainTime; |
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float m_flLastEnemySightTime; |
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Vector m_vecTossVelocity; |
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BOOL m_fThrowGrenade; |
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BOOL m_fStanding; |
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BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
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int m_cClipSize; |
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int m_voicePitch; |
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int m_iBrassShell; |
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int m_iShotgunShell; |
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int m_iSawShell; |
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int m_iSentence; |
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static const char *pGruntSentences[]; |
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CUSTOM_SCHEDULES; |
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int head; |
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int torso; |
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}; |
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#endif // FGRUNT_H
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@ -1,622 +0,0 @@
@@ -1,622 +0,0 @@
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/***
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* |
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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//=========================================================
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// friendly grunt - medic
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//=========================================================
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// UNDONE: Holster weapon?
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#include "extdll.h" |
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#include "plane.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "talkmonster.h" |
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#include "schedule.h" |
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#include "animation.h" |
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#include "weapons.h" |
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#include "talkmonster.h" |
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#include "soundent.h" |
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#include "effects.h" |
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#include "customentity.h" |
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#include "fgrunt.h" |
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extern int g_fGruntQuestion; |
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extern Schedule_t slIdleFgStand[]; |
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extern Schedule_t slFgFaceTarget[]; |
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//=========================================================
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// monster-specific DEFINE's
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//=========================================================
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#define MGRUNT_CLIP_SIZE_EAGLE 7 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
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#define MGRUNT_CLIP_SIZE_9MMHANDGUN 17 // Same as above
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#define MGRUNT_VOL 0.35 // volume of grunt sounds
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#define MGRUNT_ATTN ATTN_NORM // attenutation of grunt sentences
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#define MGRUNT_LIMP_HEALTH 20 |
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#define MGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
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#define MGRUNT_NUM_HEADS 2 // how many grunt heads are there?
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#define MGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
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#define MGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
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#define MGRUNT_MAX_HEALTH_RESTORE 10 // Maximum health restore. // 200
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#define MGRUNT_EAGLE (1 << 0) |
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#define MGRUNT_9MMHANDGUN (1 << 1) |
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#define MGRUNT_NEEDLE (1 << 2) |
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#define HEAD_GROUP 2 |
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#define GUN_GROUP 3 |
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#define HEAD_WHITE 0 |
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#define HEAD_BLACK 1 |
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#define GUN_EAGLE 0 |
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#define GUN_9MMHANDGUN 1 |
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#define GUN_NEEDLE 2 |
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#define GUN_NONE 3 |
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define MGRUNT_AE_BURST1 ( 4 ) |
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#define MGRUNT_AE_BURST2 ( 5 ) |
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#define MGRUNT_AE_BURST3 ( 6 ) |
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#define MGRUNT_AE_GUN_HOLSTER ( 15 ) |
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#define MGRUNT_AE_NEEDLE_DRAW ( 16 ) |
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#define MGRUNT_AE_NEEDLE_STORE ( 17 ) |
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#define MGRUNT_AE_GUN_DRAW ( 18 ) |
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static const char* g_pszDeathSounds[] = |
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{ |
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"fgrunt/death1.wav", |
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"fgrunt/death2.wav", |
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"fgrunt/death3.wav", |
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"fgrunt/death4.wav", |
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"fgrunt/death5.wav", |
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"fgrunt/death6.wav", |
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}; |
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static const char* g_pszPainSounds[] = |
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{ |
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"fgrunt/pain1.wav", |
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"fgrunt/pain2.wav", |
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"fgrunt/pain3.wav", |
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"fgrunt/pain4.wav", |
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"fgrunt/pain5.wav", |
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"fgrunt/pain6.wav", |
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}; |
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#define MGRUNT_NUM_DEATH_SOUNDS ARRAYSIZE( g_pszDeathSounds ) |
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#define MGRUNT_NUM_PAIN_SOUNDS ARRAYSIZE( g_pszPainSounds ) |
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/*
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MGrunt animations. |
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*/ |
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/*
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pull_needle (23) ACT_SIGNAL3 |
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store_needle (24) ACT_TWITCH |
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give_shot (25) ACT_COWER |
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heal_crouch (46) ACT_INSPECT_WALL |
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*/ |
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class CMGrunt : public CFGrunt |
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{ |
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public: |
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void TalkInit(void); |
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void Spawn(void); |
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void Precache(void); |
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void HandleAnimEvent(MonsterEvent_t* pEvent); |
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void RunTask(Task_t *pTask); |
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void StartTask(Task_t *pTask); |
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int Save(CSave &save); |
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int Restore(CRestore &restore); |
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static TYPEDESCRIPTION m_SaveData[]; |
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BOOL IsMedic(void) const { return TRUE; } |
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CBaseEntity* DropGun(const Vector& vecSrc, const Vector& vecAngles, char* szClassname = NULL); |
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void FireEagle( void ); |
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void FirePistol( void ); |
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CUSTOM_SCHEDULES; |
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static const char *pMGruntSentences[]; |
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int m_nHealthRestore; |
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}; |
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LINK_ENTITY_TO_CLASS(monster_human_medic_ally, CMGrunt); |
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TYPEDESCRIPTION CMGrunt::m_SaveData[] = |
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{ |
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DEFINE_FIELD(CMGrunt, m_nHealthRestore, FIELD_INTEGER), |
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}; |
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IMPLEMENT_SAVERESTORE(CMGrunt, CTalkMonster); |
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//=========================================================
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// monster-specific schedule types
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//=========================================================
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enum |
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{ |
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SCHED_MGRUNT_FIRST_SCHEDULE = LAST_COMMON_SCHEDULE + 1, |
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SCHED_MGRUNT_HEAL_ALLY, |
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SCHED_MGRUNT_HEAL_PLAYER, |
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}; |
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//=========================================================
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// monster-specific tasks
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//=========================================================
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enum |
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{ |
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TASK_MGRUNT_NEEDLE_PULL = LAST_COMMON_TASK + 1, |
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TASK_MGRUNT_NEEDLE_STORE, |
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TASK_MGRUNT_GIVE_SHOT, |
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}; |
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//=========================================================
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// Medic draws the needle
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//=========================================================
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Task_t tlMgNeedlePull[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_FACE_TARGET, (float)0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, |
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}; |
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Schedule_t slMgNeedlePull[] = |
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{ |
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{ |
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tlMgNeedlePull, // task array pointer.
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ARRAYSIZE(tlMgNeedlePull), // task count
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0, // COND interrupts (.i.e Light damage, heavy damage)
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0, // soundmask (.i.e hear danger...)
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"MGrunt Needle Pull" // name
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} |
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}; |
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//=========================================================
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// Medic stores the needle
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//=========================================================
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Task_t tlMgNeedleStore[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_FACE_TARGET, (float)0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_TWITCH }, |
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}; |
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Schedule_t slMgNeedleStore[] = |
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{ |
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{ |
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tlMgNeedleStore, |
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ARRAYSIZE(tlMgNeedleStore), |
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0, |
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0, |
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"MGrunt Needle Store" |
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} |
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}; |
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//=========================================================
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// Medic gives a needle shot
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//=========================================================
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Task_t tlMgGiveShot[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_FACE_TARGET, (float)0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_COWER }, |
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}; |
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Schedule_t slMgGiveShot[] = |
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{ |
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{ |
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tlMgGiveShot, |
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ARRAYSIZE(tlMgGiveShot), |
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0, |
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0, |
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"MGrunt Give Shot" |
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} |
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}; |
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//=========================================================
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// Medic heals a target (crouched)
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//=========================================================
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Task_t tlMgHealCrouch[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_FACE_TARGET, (float)0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_INSPECT_WALL }, |
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}; |
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Schedule_t slMgHealCrouch[] = |
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{ |
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{ |
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tlMgHealCrouch, |
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ARRAYSIZE(tlMgHealCrouch), |
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0, |
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0, |
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"MGrunt Heal Crouch" |
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} |
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}; |
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DEFINE_CUSTOM_SCHEDULES(CMGrunt) |
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{ |
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slMgNeedlePull, |
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slMgNeedleStore, |
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slMgGiveShot, |
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}; |
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IMPLEMENT_CUSTOM_SCHEDULES(CMGrunt, CFGrunt); |
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const char *CMGrunt::pMGruntSentences[] = |
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{ |
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"MG_HEAL", |
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"MG_NOTHEAL", |
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}; |
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typedef enum |
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{ |
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MGRUNT_SENT_NONE = -1, |
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MGRUNT_SENT_HEAL = 0, |
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MGRUNT_SENT_NOTHEAL, |
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} MGRUNT_SENTENCE_TYPES; |
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//=========================================================
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// Spawn
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//=========================================================
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void CMGrunt::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/hgrunt_medic.mdl"); |
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_RED; |
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pev->health = gSkillData.medicAllyHealth; |
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pev->view_ofs = Vector(0, 0, 50);// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE; |
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pev->body = 0; // gun in holster
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; |
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// Medic has no torso support.
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torso = 0; |
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// Select a random head.
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if (head == -1) |
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{ |
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SetBodygroup(HEAD_GROUP, RANDOM_LONG(0, MGRUNT_NUM_HEADS - 1)); |
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} |
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else |
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{ |
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SetBodygroup(HEAD_GROUP, head); |
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} |
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if (pev->weapons == 0) |
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{ |
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// initialize to original values
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pev->weapons = MGRUNT_9MMHANDGUN; |
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} |
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// Setup bodygroups.
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if (FBitSet(pev->weapons, MGRUNT_EAGLE)) |
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{ |
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SetBodygroup(GUN_GROUP, GUN_EAGLE); |
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m_cClipSize = MGRUNT_CLIP_SIZE_EAGLE; |
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} |
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else if (FBitSet(pev->weapons, MGRUNT_9MMHANDGUN)) |
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{ |
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SetBodygroup(GUN_GROUP, GUN_9MMHANDGUN); |
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m_cClipSize = MGRUNT_CLIP_SIZE_9MMHANDGUN; |
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} |
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else |
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{ |
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ALERT(at_console, "ERROR: entity %s uses unsupported weapon flags %d\n", pev->classname, pev->weapons); |
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m_cClipSize = -1; |
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} |
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m_cAmmoLoaded = m_cClipSize; |
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m_nHealthRestore = MGRUNT_MAX_HEALTH_RESTORE; |
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#if 0 |
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const char* szSeqName = "pull_needle"; |
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int seq = LookupSequence(szSeqName); |
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int i; |
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for (i = 0; i < ACT_FLINCH_RIGHTLEG; i++) |
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{ |
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if (i == seq) |
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{ |
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ALERT(at_console, "%s has sequence: %s with activity value (%d).\n", pev->classname, szSeqName, i); |
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break; |
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} |
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} |
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szSeqName = "store_needle"; |
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seq = LookupSequence(szSeqName); |
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for (i = 0; i < ACT_FLINCH_RIGHTLEG; i++) |
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{ |
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if (i == seq) |
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{ |
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ALERT(at_console, "%s has sequence: %s with activity value (%d).\n", pev->classname, szSeqName, i); |
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break; |
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} |
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} |
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szSeqName = "give_shot"; |
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seq = LookupSequence(szSeqName); |
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for (i = 0; i < ACT_FLINCH_RIGHTLEG; i++) |
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{ |
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if (i == seq) |
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{ |
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ALERT(at_console, "%s has sequence: %s with activity value (%d).\n", pev->classname, szSeqName, i); |
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break; |
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} |
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} |
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szSeqName = "heal_crouch"; |
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seq = LookupSequence(szSeqName); |
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for (i = 0; i < ACT_FLINCH_RIGHTLEG; i++) |
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{ |
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if (i == seq) |
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{ |
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ALERT(at_console, "%s has sequence: %s with activity value (%d).\n", pev->classname, szSeqName, i); |
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break; |
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} |
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} |
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#endif |
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MonsterInit(); |
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SetUse(&CMGrunt::FollowerUse); |
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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 CMGrunt::Precache() |
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{ |
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PRECACHE_MODEL("models/hgrunt_medic.mdl"); |
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PRECACHE_SOUND("barney/ba_attack1.wav"); |
||||
PRECACHE_SOUND("barney/ba_attack2.wav"); |
||||
|
||||
PRECACHE_SOUND("barney/desert_eagle_fire.wav"); |
||||
|
||||
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
|
||||
|
||||
PRECACHE_SOUND("barney/medic_give_shot.wav"); |
||||
|
||||
PRECACHE_SOUND_ARRAY( g_pszDeathSounds ); |
||||
|
||||
PRECACHE_SOUND_ARRAY( g_pszPainSounds ); |
||||
|
||||
// every new barney must call this, otherwise
|
||||
// when a level is loaded, nobody will talk (time is reset to 0)
|
||||
TalkInit(); |
||||
CTalkMonster::Precache(); |
||||
} |
||||
|
||||
|
||||
//=========================================================
|
||||
// Purpose:
|
||||
//=========================================================
|
||||
void CMGrunt::TalkInit( void ) |
||||
{ |
||||
CFGrunt::TalkInit(); |
||||
} |
||||
|
||||
//=========================================================
|
||||
// Purpose:
|
||||
//=========================================================
|
||||
void CMGrunt::HandleAnimEvent(MonsterEvent_t* pEvent) |
||||
{ |
||||
switch (pEvent->event) |
||||
{ |
||||
|
||||
case MGRUNT_AE_BURST1: |
||||
{ |
||||
if (FBitSet(pev->weapons, MGRUNT_EAGLE)) |
||||
{ |
||||
FireEagle(); |
||||
} |
||||
else |
||||
{ |
||||
FirePistol(); |
||||
} |
||||
} |
||||
break; |
||||
|
||||
case MGRUNT_AE_BURST2: |
||||
break; |
||||
|
||||
case MGRUNT_AE_BURST3: |
||||
break; |
||||
|
||||
|
||||
case MGRUNT_AE_GUN_DRAW: |
||||
{ |
||||
if (FBitSet(pev->weapons, MGRUNT_EAGLE)) |
||||
{ |
||||
SetBodygroup(GUN_GROUP, GUN_EAGLE); |
||||
} |
||||
else if (FBitSet(pev->weapons, MGRUNT_9MMHANDGUN)) |
||||
{ |
||||
SetBodygroup(GUN_GROUP, MGRUNT_9MMHANDGUN); |
||||
} |
||||
} |
||||
break; |
||||
|
||||
case MGRUNT_AE_GUN_HOLSTER: |
||||
case MGRUNT_AE_NEEDLE_STORE: |
||||
{ |
||||
SetBodygroup( GUN_GROUP, GUN_NONE ); |
||||
} |
||||
break; |
||||
|
||||
case MGRUNT_AE_NEEDLE_DRAW: |
||||
{ |
||||
SetBodygroup( GUN_GROUP, GUN_NEEDLE ); |
||||
} |
||||
break; |
||||
|
||||
default: |
||||
CFGrunt::HandleAnimEvent( pEvent ); |
||||
break; |
||||
} |
||||
} |
||||
|
||||
//=========================================================
|
||||
// DropGun
|
||||
//=========================================================
|
||||
CBaseEntity* CMGrunt::DropGun(const Vector& vecGunPos, const Vector& vecGunAngles, char* szClassname) |
||||
{ |
||||
CBaseEntity* pGun = NULL; |
||||
|
||||
if (szClassname && *szClassname) |
||||
{ |
||||
pGun = DropItem(szClassname, vecGunPos, vecGunAngles); |
||||
|
||||
if (pGun) |
||||
{ |
||||
return pGun; |
||||
} |
||||
else |
||||
{ |
||||
ALERT(at_console, "ERROR: Could not find classname %s. No such class.\n", szClassname); |
||||
} |
||||
} |
||||
|
||||
if (FBitSet(pev->weapons, MGRUNT_EAGLE)) |
||||
{ |
||||
pGun = DropItem("weapon_eagle", vecGunPos, vecGunAngles); |
||||
} |
||||
else |
||||
{ |
||||
pGun = DropItem("weapon_9mmhandgun", vecGunPos, vecGunAngles); |
||||
} |
||||
|
||||
return pGun; |
||||
} |
||||
|
||||
//=========================================================
|
||||
// Shoot
|
||||
//=========================================================
|
||||
void CMGrunt::FireEagle(void) |
||||
{ |
||||
Vector vecShootOrigin; |
||||
|
||||
UTIL_MakeVectors(pev->angles); |
||||
vecShootOrigin = pev->origin + Vector(0, 0, 55); |
||||
Vector vecShootDir = ShootAtEnemy(vecShootOrigin); |
||||
|
||||
Vector angDir = UTIL_VecToAngles(vecShootDir); |
||||
SetBlending(0, angDir.x); |
||||
pev->effects = EF_MUZZLEFLASH; |
||||
|
||||
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_1DEGREES, 1024, BULLET_PLAYER_357); |
||||
|
||||
int pitchShift = RANDOM_LONG(0, 20); |
||||
|
||||
// Only shift about half the time
|
||||
if (pitchShift > 10) |
||||
pitchShift = 0; |
||||
else |
||||
pitchShift -= 5; |
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", 1, ATTN_NORM, 0, 100 + pitchShift); |
||||
|
||||
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3); |
||||
|
||||
// UNDONE: Reload?
|
||||
m_cAmmoLoaded--;// take away a bullet!
|
||||
} |
||||
|
||||
//=========================================================
|
||||
// Shoot
|
||||
//=========================================================
|
||||
void CMGrunt::FirePistol(void) |
||||
{ |
||||
Vector vecShootOrigin; |
||||
|
||||
UTIL_MakeVectors(pev->angles); |
||||
vecShootOrigin = pev->origin + Vector(0, 0, 55); |
||||
Vector vecShootDir = ShootAtEnemy(vecShootOrigin); |
||||
|
||||
Vector angDir = UTIL_VecToAngles(vecShootDir); |
||||
SetBlending(0, angDir.x); |
||||
pev->effects = EF_MUZZLEFLASH; |
||||
|
||||
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM); |
||||
|
||||
int pitchShift = RANDOM_LONG(0, 20); |
||||
|
||||
// Only shift about half the time
|
||||
if (pitchShift > 10) |
||||
pitchShift = 0; |
||||
else |
||||
pitchShift -= 5; |
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "barney/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift); |
||||
|
||||
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3); |
||||
|
||||
// UNDONE: Reload?
|
||||
m_cAmmoLoaded--;// take away a bullet!
|
||||
} |
||||
|
||||
|
||||
void CMGrunt::StartTask(Task_t *pTask) |
||||
{ |
||||
switch (pTask->iTask) |
||||
{ |
||||
case 0: |
||||
default: |
||||
break; |
||||
} |
||||
} |
||||
|
||||
void CMGrunt::RunTask(Task_t *pTask) |
||||
{ |
||||
switch (pTask->iTask) |
||||
{ |
||||
case 0: |
||||
default: |
||||
break; |
||||
} |
||||
} |
@ -1,59 +0,0 @@
@@ -1,59 +0,0 @@
|
||||
/***
|
||||
* |
||||
* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
||||
* |
||||
* This product contains software technology licensed from Id |
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
||||
* All Rights Reserved. |
||||
* |
||||
* This source code contains proprietary and confidential information of |
||||
* Valve LLC and its suppliers. Access to this code is restricted to |
||||
* persons who have executed a written SDK license with Valve. Any access, |
||||
* use or distribution of this code by or to any unlicensed person is illegal. |
||||
* |
||||
****/ |
||||
//=========================================================
|
||||
// friendly grunt - torch
|
||||
//=========================================================
|
||||
// UNDONE: Holster weapon?
|
||||
|
||||
#include "extdll.h" |
||||
#include "plane.h" |
||||
#include "util.h" |
||||
#include "cbase.h" |
||||
#include "monsters.h" |
||||
#include "talkmonster.h" |
||||
#include "schedule.h" |
||||
#include "animation.h" |
||||
#include "weapons.h" |
||||
#include "talkmonster.h" |
||||
#include "soundent.h" |
||||
#include "effects.h" |
||||
#include "customentity.h" |
||||
#include "fgrunt.h" |
||||
|
||||
#if 0 |
||||
class CHTorch : public CFGrunt |
||||
{ |
||||
public: |
||||
|
||||
void Spawn(void); |
||||
void Precache(void); |
||||
|
||||
|
||||
int Save(CSave &save); |
||||
int Restore(CRestore &restore); |
||||
static TYPEDESCRIPTION m_SaveData[]; |
||||
|
||||
int m_iTemp; |
||||
}; |
||||
|
||||
LINK_ENTITY_TO_CLASS(monster_human_torch_ally, CHTorch); |
||||
|
||||
TYPEDESCRIPTION CHTorch::m_SaveData[] = |
||||
{ |
||||
DEFINE_FIELD(CHTorch, m_iTemp, FIELD_INTEGER), |
||||
}; |
||||
|
||||
IMPLEMENT_SAVERESTORE(CHTorch, CFGrunt); |
||||
#endif |
Loading…
Reference in new issue