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More accurate terror implementation.

clcampaign
Andrey Akhmichin 11 months ago
parent
commit
5f53cbc2f3
  1. 57
      dlls/clcampaign/terror.cpp

57
dlls/clcampaign/terror.cpp

@ -18,16 +18,17 @@
#include "cbase.h" #include "cbase.h"
#include "monsters.h" #include "monsters.h"
#include "schedule.h" #include "schedule.h"
#include "explode.h" #include "explode.h"
#include "weapons.h"
//========================================================= //=========================================================
// Monster's Anim Events Go Here // Monster's Anim Events Go Here
//========================================================= //=========================================================
#define ZOMBIE_AE_ATTACK_RIGHT 0x01 #define TERROR_AE_ATTACK_RIGHT 0x01
#define ZOMBIE_AE_ATTACK_LEFT 0x02 #define TERROR_AE_ATTACK_LEFT 0x02
#define ZOMBIE_AE_ATTACK_BOTH 0x03 #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 class CTerror : public CBaseMonster
{ {
@ -66,7 +67,7 @@ const char *CTerror::pIdleSounds[] =
//========================================================= //=========================================================
int CTerror::Classify( void ) int CTerror::Classify( void )
{ {
return CLASS_ALIEN_MONSTER; return CLASS_ALIEN_MONSTER;
} }
//========================================================= //=========================================================
@ -77,7 +78,7 @@ void CTerror::SetYawSpeed( void )
{ {
int ys; int ys;
ys = 120; ys = 160;
#if 0 #if 0
switch ( m_Activity ) switch ( m_Activity )
{ {
@ -91,15 +92,13 @@ int CTerror::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float
// Take 30% damage from bullets // Take 30% damage from bullets
if( bitsDamageType == DMG_BULLET ) 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(); vecDir = vecDir.Normalize();
float flForce = DamageForce( flDamage ); float flForce = DamageForce( flDamage );
pev->velocity = pev->velocity + vecDir * flForce; 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 ); return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
} }
@ -109,7 +108,7 @@ void CTerror::IdleSound( void )
int pitch = 95 + RANDOM_LONG( 0, 9 ); int pitch = 95 + RANDOM_LONG( 0, 9 );
// Play a random idle sound // 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 ) switch( pEvent->event )
{ {
case ZOMBIE_AE_ATTACK_RIGHT: case TERROR_AE_ATTACK_RIGHT:
{ case TERROR_AE_ATTACK_LEFT:
ExplosionCreate(pev->origin ,pev->origin ,edict() ,60 , true ); case TERROR_AE_ATTACK_BOTH:
} {
break; for( int i = 0; i < 3; i++ )
case ZOMBIE_AE_ATTACK_LEFT: CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector( 0, 0, 32 ), gpGlobals->v_forward, 0.0f );
{ }
ExplosionCreate(pev->origin ,pev->origin,edict() ,60 , true ); break;
}
break;
case ZOMBIE_AE_ATTACK_BOTH:
{
ExplosionCreate(pev->origin ,pev->origin,edict() ,60, true);
}
break;
default: default:
CBaseMonster::HandleAnimEvent( pEvent ); CBaseMonster::HandleAnimEvent( pEvent );
break; break;
@ -149,9 +141,9 @@ void CTerror::Spawn()
pev->solid = SOLID_SLIDEBOX; pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP; pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED; 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. 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_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_DOORS_GROUP; m_afCapability = bits_CAP_DOORS_GROUP;
@ -163,12 +155,9 @@ void CTerror::Spawn()
//========================================================= //=========================================================
void CTerror::Precache() void CTerror::Precache()
{ {
int i;
PRECACHE_MODEL( "models/terror.mdl" ); PRECACHE_MODEL( "models/terror.mdl" );
PRECACHE_SOUND_ARRAY( pIdleSounds );
for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
PRECACHE_SOUND( (char *)pIdleSounds[i] );
} }
//========================================================= //=========================================================
@ -193,7 +182,7 @@ int CTerror::IgnoreConditions( void )
if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) ) if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) )
{ {
if( m_flNextFlinch < gpGlobals->time ) if( m_flNextFlinch < gpGlobals->time )
m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY; m_flNextFlinch = gpGlobals->time + TERROR_FLINCH_DELAY;
} }
return iIgnore; return iIgnore;

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