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@ -21,26 +21,52 @@
@@ -21,26 +21,52 @@
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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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@ -50,27 +76,100 @@ void CDrillSergeant::Spawn()
@@ -50,27 +76,100 @@ void CDrillSergeant::Spawn()
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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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} |
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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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void CDrillSergeant::DrillUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) |
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{ |
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PRECACHE_MODEL("models/drill.mdl"); |
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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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// Purpose:
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// DeathSound
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//=========================================================
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void CDrillSergeant::DrillUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) |
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void CDrillSergeant::DeathSound( void ) |
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{ |
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PlaySentence("DR_POK", 2, VOL_NORM, ATTN_NORM); |
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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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} |