diff --git a/dlls/clcampaign/terror.cpp b/dlls/clcampaign/terror.cpp index 43f8a7f0..94b10b80 100644 --- a/dlls/clcampaign/terror.cpp +++ b/dlls/clcampaign/terror.cpp @@ -18,16 +18,17 @@ #include "cbase.h" #include "monsters.h" #include "schedule.h" -#include "explode.h" +#include "explode.h" +#include "weapons.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 TERROR_AE_ATTACK_RIGHT 0x01 +#define TERROR_AE_ATTACK_LEFT 0x02 +#define TERROR_AE_ATTACK_BOTH 0x03 -#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs +#define TERROR_FLINCH_DELAY 5 // at most one flinch every n secs class CTerror : public CBaseMonster { @@ -66,7 +67,7 @@ const char *CTerror::pIdleSounds[] = //========================================================= int CTerror::Classify( void ) { - return CLASS_ALIEN_MONSTER; + return CLASS_ALIEN_MONSTER; } //========================================================= @@ -77,7 +78,7 @@ void CTerror::SetYawSpeed( void ) { int ys; - ys = 120; + ys = 160; #if 0 switch ( m_Activity ) { @@ -91,15 +92,13 @@ int CTerror::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float // Take 30% damage from bullets if( bitsDamageType == DMG_BULLET ) { - Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; + Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5f; vecDir = vecDir.Normalize(); float flForce = DamageForce( flDamage ); pev->velocity = pev->velocity + vecDir * flForce; - flDamage *= 0.3; + flDamage *= 0.3f; } - // HACK HACK -- until we fix this. - if( IsAlive() ) return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } @@ -109,7 +108,7 @@ void CTerror::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 ) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); } @@ -117,21 +116,14 @@ void CTerror::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { - case ZOMBIE_AE_ATTACK_RIGHT: - { - ExplosionCreate(pev->origin ,pev->origin ,edict() ,60 , true ); - } - break; - case ZOMBIE_AE_ATTACK_LEFT: -{ - ExplosionCreate(pev->origin ,pev->origin,edict() ,60 , true ); - } - break; - case ZOMBIE_AE_ATTACK_BOTH: - { - ExplosionCreate(pev->origin ,pev->origin,edict() ,60, true); - } - break; + case TERROR_AE_ATTACK_RIGHT: + case TERROR_AE_ATTACK_LEFT: + case TERROR_AE_ATTACK_BOTH: + { + for( int i = 0; i < 3; i++ ) + CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector( 0, 0, 32 ), gpGlobals->v_forward, 0.0f ); + } + break; default: CBaseMonster::HandleAnimEvent( pEvent ); break; @@ -149,9 +141,9 @@ void CTerror::Spawn() pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_RED; - pev->health = 10; + pev->health = gSkillData.zombieHealth; 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_flFieldOfView = 0.5f;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_afCapability = bits_CAP_DOORS_GROUP; @@ -163,12 +155,9 @@ void CTerror::Spawn() //========================================================= void CTerror::Precache() { - int i; PRECACHE_MODEL( "models/terror.mdl" ); - - for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) - PRECACHE_SOUND( (char *)pIdleSounds[i] ); + PRECACHE_SOUND_ARRAY( pIdleSounds ); } //========================================================= @@ -193,7 +182,7 @@ int CTerror::IgnoreConditions( void ) if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) ) { if( m_flNextFlinch < gpGlobals->time ) - m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY; + m_flNextFlinch = gpGlobals->time + TERROR_FLINCH_DELAY; } return iIgnore;