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Update drill sergeant
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parent
c526fd2214
commit
21062b3d0d
@ -21,56 +21,155 @@
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#include "monsters.h"
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#include "schedule.h"
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#include "weapons.h"
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#include "gman.h"
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#include "talkmonster.h"
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#include "soundent.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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class CDrillSergeant : public CGMan
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class CDrillSergeant : public CTalkMonster
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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 ISoundMask(void);
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virtual int ObjectCaps( void ) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; }
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void DeathSound( void );
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void PainSound( void );
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void DeclineFollowing();
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void EXPORT DrillUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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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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};
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LINK_ENTITY_TO_CLASS(monster_drillsergeant, CDrillSergeant);
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LINK_ENTITY_TO_CLASS( monster_drillsergeant, CDrillSergeant )
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TYPEDESCRIPTION CDrillSergeant::m_SaveData[] =
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{
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DEFINE_FIELD( CDrillSergeant, m_painTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CDrillSergeant, CTalkMonster )
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void CDrillSergeant::Precache()
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{
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PRECACHE_MODEL("models/drill.mdl");
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PRECACHE_SOUND("barney/ba_pain1.wav");
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PRECACHE_SOUND("barney/ba_pain2.wav");
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PRECACHE_SOUND("barney/ba_pain3.wav");
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PRECACHE_SOUND("barney/ba_die1.wav");
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PRECACHE_SOUND("barney/ba_die2.wav");
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PRECACHE_SOUND("barney/ba_die3.wav");
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TalkInit();
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CTalkMonster::Precache();
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CDrillSergeant::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/drill.mdl");
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
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SET_MODEL( ENT(pev), "models/drill.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 = DONT_BLEED;
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pev->health = 100;
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_bloodColor = BLOOD_COLOR_RED;
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pev->health = gSkillData.barneyHealth;
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pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE;
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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MonsterInit();
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SetUse(&CDrillSergeant::DrillUse);
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SetUse( &CDrillSergeant::DrillUse );
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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 CDrillSergeant::Precache()
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{
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PRECACHE_MODEL("models/drill.mdl");
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}
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//=========================================================
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// Purpose:
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//=========================================================
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void CDrillSergeant::DrillUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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PlaySentence("DR_POK", 2, VOL_NORM, ATTN_NORM);
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}
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if( m_useTime > gpGlobals->time )
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return;
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if( pCaller != NULL && pCaller->IsPlayer() && IRelationship(pCaller) < R_DL && IRelationship(pCaller) != R_FR )
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DeclineFollowing();
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}
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void CDrillSergeant::DeclineFollowing()
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{
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PlaySentence( "DR_POK", 2, VOL_NORM, ATTN_NORM );
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}
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void CDrillSergeant::SetYawSpeed( void )
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{
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int ys = 0;
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switch ( m_Activity )
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{
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case ACT_IDLE:
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ys = 70;
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break;
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case ACT_WALK:
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ys = 70;
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break;
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case ACT_RUN:
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ys = 90;
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break;
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default:
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ys = 70;
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break;
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}
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pev->yaw_speed = ys;
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}
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int CDrillSergeant::ISoundMask( void)
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{
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return bits_SOUND_WORLD |
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bits_SOUND_COMBAT |
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bits_SOUND_CARCASS |
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bits_SOUND_MEAT |
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bits_SOUND_GARBAGE |
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bits_SOUND_DANGER |
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bits_SOUND_PLAYER;
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}
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void CDrillSergeant::PainSound( void )
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{
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if( gpGlobals->time < m_painTime )
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return;
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m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 );
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switch( RANDOM_LONG( 0, 2 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
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break;
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case 2:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
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break;
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}
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CDrillSergeant::DeathSound( void )
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{
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switch( RANDOM_LONG( 0, 2 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
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break;
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case 2:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
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break;
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}
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}
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