mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-31 09:04:27 +00:00
Merge @malortie's patches for "Swiss Cheese Halloween".
This commit is contained in:
parent
59cced0ff9
commit
6d814ef919
@ -214,46 +214,9 @@ int CAGrunt::ISoundMask( void )
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//=========================================================
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void CAGrunt::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
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{
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if( ptr->iHitgroup == 10 && ( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) ) )
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{
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// hit armor
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if( pev->dmgtime != gpGlobals->time || ( RANDOM_LONG( 0, 10 ) < 1 ) )
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{
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UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 1, 2 ) );
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pev->dmgtime = gpGlobals->time;
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}
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if( RANDOM_LONG( 0, 1 ) == 0 )
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{
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Vector vecTracerDir = vecDir;
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vecTracerDir.x += RANDOM_FLOAT( -0.3, 0.3 );
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vecTracerDir.y += RANDOM_FLOAT( -0.3, 0.3 );
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vecTracerDir.z += RANDOM_FLOAT( -0.3, 0.3 );
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vecTracerDir = vecTracerDir * -512;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, ptr->vecEndPos );
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WRITE_BYTE( TE_TRACER );
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WRITE_COORD( ptr->vecEndPos.x );
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WRITE_COORD( ptr->vecEndPos.y );
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WRITE_COORD( ptr->vecEndPos.z );
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WRITE_COORD( vecTracerDir.x );
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WRITE_COORD( vecTracerDir.y );
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WRITE_COORD( vecTracerDir.z );
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MESSAGE_END();
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}
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flDamage -= 20;
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if( flDamage <= 0 )
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flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
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}
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else
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{
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SpawnBlood( ptr->vecEndPos, BloodColor(), flDamage );// a little surface blood.
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TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
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}
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// Pumpkin beasts do not wear armors.
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SpawnBlood( ptr->vecEndPos, BloodColor(), flDamage );// a little surface blood.
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TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
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AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
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}
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@ -588,7 +551,8 @@ void CAGrunt::Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_GREEN;
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// Pumpkin beasts (jack o lantern) use red blood.
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m_bloodColor = BLOOD_COLOR_RED;
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pev->effects = 0;
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pev->health = gSkillData.agruntHealth;
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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@ -290,7 +290,7 @@ public:
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Activity GetSmallFlinchActivity( void );
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virtual void Killed( entvars_t *pevAttacker, int iGib );
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virtual void GibMonster( void );
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BOOL ShouldGibMonster( int iGib );
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virtual BOOL ShouldGibMonster( int iGib );
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void CallGibMonster( void );
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virtual BOOL HasHumanGibs( void );
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virtual BOOL HasAlienGibs( void );
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@ -536,18 +536,8 @@ void CBigMomma::HandleAnimEvent( MonsterEvent_t *pEvent )
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void CBigMomma::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
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{
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if( ptr->iHitgroup != 1 )
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{
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// didn't hit the sack?
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if( pev->dmgtime != gpGlobals->time || ( RANDOM_LONG( 0, 10 ) < 1 ) )
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{
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UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 1, 2) );
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pev->dmgtime = gpGlobals->time;
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}
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flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
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}
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else if( gpGlobals->time > m_painSoundTime )
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// Bigmomma does not wear armor.
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if( gpGlobals->time > m_painSoundTime )
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{
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m_painSoundTime = gpGlobals->time + RANDOM_LONG( 1, 3 );
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EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pPainSounds );
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@ -637,7 +627,8 @@ void CBigMomma::Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_GREEN;
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// Bigmomma's blood color should be red.
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m_bloodColor = BLOOD_COLOR_RED;
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pev->health = 150 * gSkillData.bigmommaHealthFactor;
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pev->view_ofs = Vector( 0, 0, 128 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = 0.3;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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@ -254,9 +254,20 @@ BOOL CBaseMonster::HasHumanGibs( void )
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{
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int myClass = Classify();
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// Only reapers.
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if( myClass == CLASS_ALIEN_MONSTER && !FClassnameIs( pev, "monster_bigmomma" ) && !FClassnameIs( pev, "monster_houndeye" ) )
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return TRUE;
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// Witches are humans and should use human gibs.
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if( myClass == CLASS_ALIEN_MILITARY && FClassnameIs( pev, "monster_alien_slave" ) )
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return TRUE;
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if( myClass == CLASS_HUMAN_MILITARY ||
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myClass == CLASS_PLAYER_ALLY ||
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myClass == CLASS_HUMAN_PASSIVE ||
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// Vampire should have human gibs.
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myClass == CLASS_ALIEN_PREY ||
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myClass == CLASS_PLAYER )
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return TRUE;
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@ -268,12 +279,17 @@ BOOL CBaseMonster::HasAlienGibs( void )
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{
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int myClass = Classify();
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if( myClass == CLASS_ALIEN_MILITARY ||
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myClass == CLASS_ALIEN_MONSTER ||
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myClass == CLASS_ALIEN_PASSIVE ||
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// Big momma pumpkin and martians should use alien gibs.
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if( myClass == CLASS_ALIEN_MONSTER && ( FClassnameIs( pev, "monster_bigmomma" ) || FClassnameIs( pev, "monster_houndeye" ) ) )
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return TRUE;
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// Witches are humans and should not use alien gibs.
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if( myClass == CLASS_ALIEN_MILITARY && !FClassnameIs( pev, "monster_alien_slave" ) )
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return TRUE;
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if( myClass == CLASS_ALIEN_PASSIVE ||
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myClass == CLASS_INSECT ||
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myClass == CLASS_ALIEN_PREDATOR ||
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myClass == CLASS_ALIEN_PREY )
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myClass == CLASS_ALIEN_PREDATOR )
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return TRUE;
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@ -90,6 +90,7 @@ public:
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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void Killed( entvars_t *pevAttacker, int iGib );
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void GibMonster( void );
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BOOL ShouldGibMonster( int iGib ) { return FALSE; } // Ghosts should not gib.
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CSprite *m_pBall[2]; // hand balls
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int m_iBall[2]; // how bright it should be
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@ -223,7 +224,9 @@ void CController::GibMonster( void )
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UTIL_Remove( m_pBall[1] );
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m_pBall[1] = NULL;
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}
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CSquadMonster::GibMonster();
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// Ghosts do not gib.
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FadeMonster();
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}
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void CController::PainSound( void )
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@ -357,7 +360,8 @@ void CController::Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_FLY;
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pev->flags |= FL_FLY;
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m_bloodColor = BLOOD_COLOR_GREEN;
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// Ghost use red blood.
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m_bloodColor = BLOOD_COLOR_RED;
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pev->health = gSkillData.controllerHealth;
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pev->view_ofs = Vector( 0, 0, -2 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_FULL;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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@ -229,15 +229,16 @@ public:
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void EyeOn( int level );
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void EyeUpdate( void );
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void Leap( void );
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void StompAttack( void );
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/* void StompAttack( void );
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void FlameCreate( void );
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void FlameUpdate( void );
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void FlameControls( float angleX, float angleY );
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void FlameDestroy( void );
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inline BOOL FlameIsOn( void ) { return m_pFlame[0] != NULL; }
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void FlameDamage( Vector vecStart, Vector vecEnd, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
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*/
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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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@ -458,7 +459,7 @@ void CGargantua::EyeUpdate( void )
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UTIL_SetOrigin( m_pEyeGlow->pev, pev->origin );
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}
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}
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/*
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void CGargantua::StompAttack( void )
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{
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TraceResult trace;
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@ -674,9 +675,10 @@ void CGargantua::FlameDestroy( void )
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}
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}
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}
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*/
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void CGargantua::PrescheduleThink( void )
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{
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/*
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if( !HasConditions( bits_COND_SEE_ENEMY ) )
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{
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m_seeTime = gpGlobals->time + 5;
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@ -686,6 +688,7 @@ void CGargantua::PrescheduleThink( void )
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EyeOn( 200 );
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EyeUpdate();
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*/
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}
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//=========================================================
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@ -746,9 +749,9 @@ void CGargantua::Spawn()
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MonsterInit();
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m_pEyeGlow = CSprite::SpriteCreate( GARG_EYE_SPRITE_NAME, pev->origin, FALSE );
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/* m_pEyeGlow = CSprite::SpriteCreate( GARG_EYE_SPRITE_NAME, pev->origin, FALSE );
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m_pEyeGlow->SetTransparency( kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation );
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m_pEyeGlow->SetAttachment( edict(), 1 );
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m_pEyeGlow->SetAttachment( edict(), 1 );*/
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EyeOff();
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m_seeTime = gpGlobals->time + 5;
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m_flameTime = gpGlobals->time + 2;
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@ -807,13 +810,13 @@ void CGargantua::UpdateOnRemove()
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{
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CBaseEntity::UpdateOnRemove();
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if( m_pEyeGlow )
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/*if( m_pEyeGlow )
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{
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UTIL_Remove( m_pEyeGlow );
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m_pEyeGlow = 0;
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}
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FlameDestroy();
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FlameDestroy();*/
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}
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void CGargantua::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
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@ -840,13 +843,15 @@ void CGargantua::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vec
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if( bitsDamageType == 0 )
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{
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if( pev->dmgtime != gpGlobals->time || (RANDOM_LONG( 0, 100 ) < 20 ) )
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// Final boss (Reaper) does not wear armor.
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// Also, leave it immune to any damage.
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/* if( pev->dmgtime != gpGlobals->time || (RANDOM_LONG( 0, 100 ) < 20 ) )
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{
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UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 0.5 ,1.5 ) );
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pev->dmgtime = gpGlobals->time;
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//if ( RANDOM_LONG( 0, 100 ) < 25 )
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// EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, pRicSounds[RANDOM_LONG( 0, ARRAYSIZE( pRicSounds ) - 1 )], 1.0, ATTN_NORM, 0, PITCH_NORM );
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}
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}*/
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flDamage = 0;
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}
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@ -895,8 +900,8 @@ void CGargantua::DeathEffect( void )
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void CGargantua::Killed( entvars_t *pevAttacker, int iGib )
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{
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EyeOff();
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UTIL_Remove( m_pEyeGlow );
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m_pEyeGlow = NULL;
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/* UTIL_Remove( m_pEyeGlow );
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m_pEyeGlow = NULL;*/
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CBaseMonster::Killed( pevAttacker, GIB_NEVER );
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}
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@ -921,15 +926,15 @@ BOOL CGargantua::CheckMeleeAttack1( float flDot, float flDist )
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BOOL CGargantua::CheckMeleeAttack2( float flDot, float flDist )
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{
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//ALERT( at_aiconsole, "CheckMelee(%f, %f)\n", flDot, flDist );
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if( gpGlobals->time > m_flameTime )
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/* if( gpGlobals->time > m_flameTime )
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{
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if( flDot >= 0.8 && flDist > GARG_ATTACKDIST )
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{
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if ( flDist <= GARG_FLAME_LENGTH )
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return TRUE;
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}
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}
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}*/
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// Final boss (Reaper) should not use melee attack 2.
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return FALSE;
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}
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@ -944,13 +949,14 @@ BOOL CGargantua::CheckMeleeAttack2( float flDot, float flDist )
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//=========================================================
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BOOL CGargantua::CheckRangeAttack1( float flDot, float flDist )
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{
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if( gpGlobals->time > m_seeTime )
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/* if( gpGlobals->time > m_seeTime )
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{
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if( flDot >= 0.7 && flDist > GARG_ATTACKDIST )
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{
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return TRUE;
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}
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}
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}*/
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// Final boss (Reaper) should not use range attack 1.
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return FALSE;
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}
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@ -991,8 +997,8 @@ void CGargantua::HandleAnimEvent( MonsterEvent_t *pEvent )
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EMIT_SOUND_DYN( edict(), CHAN_BODY, pFootSounds[RANDOM_LONG( 0, ARRAYSIZE( pFootSounds ) - 1 )], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG( -10, 10 ) );
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break;
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case GARG_AE_STOMP:
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StompAttack();
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m_seeTime = gpGlobals->time + 12;
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/*StompAttack();
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m_seeTime = gpGlobals->time + 12;*/
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break;
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case GARG_AE_BREATHE:
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, pBreatheSounds[RANDOM_LONG( 0, ARRAYSIZE( pBreatheSounds ) - 1 )], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG( -10, 10 ) );
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@ -1043,13 +1049,13 @@ CBaseEntity* CGargantua::GargantuaCheckTraceHullAttack(float flDist, int iDamage
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Schedule_t *CGargantua::GetScheduleOfType( int Type )
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{
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// HACKHACK - turn off the flames if they are on and garg goes scripted / dead
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if( FlameIsOn() )
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FlameDestroy();
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/*if( FlameIsOn() )
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FlameDestroy();*/
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switch( Type )
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{
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case SCHED_MELEE_ATTACK2:
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return slGargFlame;
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/*case SCHED_MELEE_ATTACK2:
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return slGargFlame;*/
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case SCHED_MELEE_ATTACK1:
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return slGargSwipe;
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break;
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@ -1062,13 +1068,13 @@ void CGargantua::StartTask( Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_FLAME_SWEEP:
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/*case TASK_FLAME_SWEEP:
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FlameCreate();
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m_flWaitFinished = gpGlobals->time + pTask->flData;
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m_flameTime = gpGlobals->time + 6;
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m_flameX = 0;
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m_flameY = 0;
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break;
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break;*/
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case TASK_SOUND_ATTACK:
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if( RANDOM_LONG( 0, 100 ) < 30 )
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_GARG, 0, PITCH_NORM );
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@ -1161,7 +1167,7 @@ void CGargantua::RunTask( Task_t *pTask )
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else
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CBaseMonster::RunTask( pTask );
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break;
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case TASK_FLAME_SWEEP:
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/* case TASK_FLAME_SWEEP:
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if( gpGlobals->time > m_flWaitFinished )
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{
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FlameDestroy();
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@ -1200,7 +1206,7 @@ void CGargantua::RunTask( Task_t *pTask )
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// FlameControls( angles.x + 2 * sin( gpGlobals->time * 8 ), angles.y + 28 * sin( gpGlobals->time * 8.5 ) );
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FlameControls( angles.x, angles.y );
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}
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break;
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break;*/
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default:
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CBaseMonster::RunTask( pTask );
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break;
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|
795
dlls/halloween/shall_map_fixes.cpp
Normal file
795
dlls/halloween/shall_map_fixes.cpp
Normal file
@ -0,0 +1,795 @@
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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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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "nodes.h"
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#include "soundent.h"
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#include "decals.h"
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#include "effects.h"
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#include "player.h"
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#include "weapons.h"
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#include "gamerules.h"
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#include "shall_map_fixes.h"
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#if defined ( SHALL_MAPFIXES )
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|
||||
#define RANDOM_ANGLE() Vector( 0, RANDOM_LONG(1, 6) * RANDOM_LONG(1, 6) * RANDOM_LONG(1, 10), 0 )
|
||||
|
||||
static CBaseEntity* CreateItemAtPosition(char* classname, const Vector& position, const Vector& angles)
|
||||
{
|
||||
CBaseEntity* item = CBaseEntity::Create(classname, position, angles, NULL);
|
||||
if (item != NULL)
|
||||
{
|
||||
item->Precache();
|
||||
item->Spawn();
|
||||
}
|
||||
|
||||
return item;
|
||||
}
|
||||
|
||||
static CBaseEntity* CreateHealthKitAtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("item_healthkit", position, angles);
|
||||
}
|
||||
|
||||
static CBaseEntity* CreateBatteryAtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("item_battery", position, angles);
|
||||
}
|
||||
|
||||
static CBaseEntity* CreateWeaponCrowbarAtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("weapon_crowbar", position, angles);
|
||||
}
|
||||
|
||||
static CBaseEntity* CreateWeaponMP5AtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("weapon_9mmAR", position, angles);
|
||||
}
|
||||
|
||||
static CBaseEntity* CreateWeaponShotgunAtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("weapon_shotgun", position, angles);
|
||||
}
|
||||
|
||||
static CBaseEntity* CreateWeapon357AtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("weapon_357", position, angles);
|
||||
}
|
||||
|
||||
static CBaseEntity* CreateWeaponSatchelAtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("weapon_satchel", position, angles);
|
||||
}
|
||||
|
||||
static CBaseEntity* CreateWeaponTripmineAtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("weapon_tripmine", position, angles);
|
||||
}
|
||||
|
||||
static CBaseEntity* CreateMP5AmmoAtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("ammo_9mmAR", position, angles);
|
||||
}
|
||||
|
||||
static CBaseEntity* CreateMP5GrenadeAmmoAtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("ammo_ARGrenades", position, angles);
|
||||
}
|
||||
|
||||
static CBaseEntity* CreateShotgunAmmoAtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("ammo_buckshot", position, angles);
|
||||
}
|
||||
|
||||
static CBaseEntity* Create357AmmoAtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("ammo_357", position, angles);
|
||||
}
|
||||
|
||||
static CBaseEntity* Create9mmAmmoBoxAtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("ammo_9mmbox", position, angles);
|
||||
}
|
||||
|
||||
enum CrossbowPlacement
|
||||
{
|
||||
Normal = 0,
|
||||
Realistic = 1,
|
||||
};
|
||||
|
||||
static CBaseEntity* CreateWeaponCrossbowAtPosition(const Vector& position, const Vector& angles, CrossbowPlacement placement = CrossbowPlacement::Normal)
|
||||
{
|
||||
CBaseEntity* crossbow = CreateItemAtPosition("weapon_crossbow", position, angles);
|
||||
|
||||
if(crossbow != NULL)
|
||||
crossbow->pev->sequence = (int)placement;
|
||||
|
||||
return crossbow;
|
||||
}
|
||||
|
||||
static CBaseEntity* CreateCrossbowAmmoAtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("ammo_crossbow", position, angles);
|
||||
}
|
||||
|
||||
static CBaseEntity* Create9mmBoxAmmoAtPosition(const Vector& position, const Vector& angles)
|
||||
{
|
||||
return CreateItemAtPosition("ammo_9mmbox", position, angles);
|
||||
}
|
||||
|
||||
class MapFixPatchSpawnPosition
|
||||
{
|
||||
public:
|
||||
void ApplyFixToPlayer(CBasePlayer* player);
|
||||
};
|
||||
|
||||
class MapFixPatchAddWeaponsAndAmmo
|
||||
{
|
||||
public:
|
||||
void ApplyFix();
|
||||
|
||||
protected:
|
||||
void SpawnWeaponsAndAmmoAtSpawn(float floorZ);
|
||||
void SpawnWeaponsAndAmmoAtBeginningOfSecondSection(float floorZ);
|
||||
void SpawnWeaponsAndAmmoAtBeginningOfThirdSection(float floorZ);
|
||||
void SpawnWeaponsAndAmmoAtBeginningOfFourthSection(float floorZ);
|
||||
void SpawnWeaponsAndAmmoAtBeginningOfFifthSection(float floorZ);
|
||||
};
|
||||
|
||||
class MapFixCornAddWeaponsAndAmmo
|
||||
{
|
||||
public:
|
||||
void ApplyFix();
|
||||
void SpawnCrowbarAtSpawn(float floorZ);
|
||||
void SpawnHealthAndBattery(float floorZ);
|
||||
};
|
||||
|
||||
class MapFixShipAddWeaponsAndAmmo
|
||||
{
|
||||
public:
|
||||
void ApplyFix();
|
||||
void SpawnHealthAndBatteryAtLevel1(float floorZ);
|
||||
void SpawnHealthNearExit(float floorZ);
|
||||
};
|
||||
|
||||
class MapFixWoodsAddWeaponsAndAmmo
|
||||
{
|
||||
public:
|
||||
void ApplyFix();
|
||||
void SpawnHealth(float floorZ);
|
||||
};
|
||||
|
||||
class CChangeLevelToGrave : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
virtual int Save(CSave &save);
|
||||
virtual int Restore(CRestore &restore);
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
void Spawn(void);
|
||||
int ObjectCaps(void) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
||||
|
||||
void EXPORT WaitAndAppendToMultiManager(void);
|
||||
void EXPORT TeleportPlayerToChangeLevel(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value);
|
||||
void EXPORT TeleportThink(void);
|
||||
|
||||
protected:
|
||||
CBaseEntity* FindTriggerByTarget(const char* triggerTarget);
|
||||
CBaseEntity* FindMultiManagerByName(const char* nextmap);
|
||||
void AddThisEntityToMultiManagerOutputList();
|
||||
|
||||
private:
|
||||
CBaseEntity* m_multimanager;
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS(shall_teleporttochangelevel, CChangeLevelToGrave);
|
||||
|
||||
TYPEDESCRIPTION CChangeLevelToGrave::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD(CChangeLevelToGrave, m_multimanager, FIELD_CLASSPTR),
|
||||
};
|
||||
IMPLEMENT_SAVERESTORE(CChangeLevelToGrave, CBaseEntity);
|
||||
|
||||
class MapFixWitch
|
||||
{
|
||||
public:
|
||||
void ApplyFix();
|
||||
void SpawnHealthAndBatteryNearHouseEntry(float floorZ);
|
||||
void AppendMultiManagerEntryToTeleportPlayerToChangeLevelAfterLevelIsDone();
|
||||
};
|
||||
|
||||
class MapFixGraveAddWeaponsAndAmmo
|
||||
{
|
||||
public:
|
||||
void ApplyFix();
|
||||
void SpawnHealthAndBatteryNextToCoffin(float floorZ);
|
||||
};
|
||||
|
||||
class MapFixVamp
|
||||
{
|
||||
public:
|
||||
void ApplyFix();
|
||||
void CreateAndSetupTriggerToCallLift1();
|
||||
void CreateAndSetupTriggerToCallLift2();
|
||||
void CreateAndSetupTriggerToCallLift3();
|
||||
void SpawnHealthAtHighestTowerBeforeLongJump(float floorZ);
|
||||
protected:
|
||||
CBaseEntity* CreateLiftTrigger(const Vector& origin, const Vector& angles, float liftHeight);
|
||||
};
|
||||
|
||||
class MapFixHellAddWeaponsAndAmmo
|
||||
{
|
||||
public:
|
||||
void ApplyFix();
|
||||
void SpawnHealthAmmoWeaponsAtLightNearSpawn(float floorZ);
|
||||
void SpawnHealthAmmoWeaponsAtPositionBeforeFinalBattle(float floorZ);
|
||||
};
|
||||
|
||||
class MapFixes
|
||||
{
|
||||
public:
|
||||
|
||||
void ApplyMapFixPatch();
|
||||
void ApplyMapFixCorn();
|
||||
void ApplyMapFixShip();
|
||||
void ApplyMapFixWoods();
|
||||
void ApplyMapFixWitch();
|
||||
void ApplyMapFixGrave();
|
||||
void ApplyMapFixVamp();
|
||||
void ApplyMapFixHell();
|
||||
void FixupMapPatchPlayerSpawnPosition(CBasePlayer* player);
|
||||
|
||||
MapFixPatchSpawnPosition* GetPatchSpawnPositionSingleton();
|
||||
MapFixPatchAddWeaponsAndAmmo* GetPatchAddWeaponsAndAmmoSingleton();
|
||||
MapFixCornAddWeaponsAndAmmo* GetCornAddWeaponsAndAmmoSingleton();
|
||||
MapFixShipAddWeaponsAndAmmo* GetShipAddWeaponsAndAmmoSingleton();
|
||||
MapFixWoodsAddWeaponsAndAmmo* GetWoodsAddWeaponsAndAmmoSingleton();
|
||||
MapFixWitch* GetWitchSingleton();
|
||||
MapFixGraveAddWeaponsAndAmmo* GetGraveAddWeaponsAndAmmoSingleton();
|
||||
MapFixVamp* GetVampSingleton();
|
||||
MapFixHellAddWeaponsAndAmmo* GetHellAddWeaponsAndAmmoSingleton();
|
||||
};
|
||||
|
||||
void MapFixPatchSpawnPosition::ApplyFixToPlayer( CBasePlayer* player )
|
||||
{
|
||||
player->pev->velocity = player->pev->avelocity = g_vecZero;
|
||||
player->pev->angles = player->pev->v_angle = Vector(0, 90, 0);
|
||||
|
||||
UTIL_SetOrigin(player->pev, Vector(2910, -2332, -410));
|
||||
}
|
||||
|
||||
void MapFixPatchAddWeaponsAndAmmo::ApplyFix()
|
||||
{
|
||||
// spawn
|
||||
SpawnWeaponsAndAmmoAtSpawn(-444);
|
||||
|
||||
// beginning of second section (pumpkin field #1).
|
||||
SpawnWeaponsAndAmmoAtBeginningOfSecondSection(-446);
|
||||
|
||||
// beginning of third section (square bales with cabin and vampire).
|
||||
SpawnWeaponsAndAmmoAtBeginningOfThirdSection(2);
|
||||
|
||||
// beginning of fourth section (pumpkin field #2).
|
||||
SpawnWeaponsAndAmmoAtBeginningOfFourthSection(514);
|
||||
|
||||
// beginning of fifth section (big mommas).
|
||||
SpawnWeaponsAndAmmoAtBeginningOfFifthSection(1024);
|
||||
}
|
||||
|
||||
void MapFixPatchAddWeaponsAndAmmo::SpawnWeaponsAndAmmoAtSpawn(float floorZ)
|
||||
{
|
||||
CreateWeaponMP5AtPosition(Vector(2966, -1718, floorZ), RANDOM_ANGLE());
|
||||
CreateWeaponShotgunAtPosition(Vector(2903, -1738, floorZ), RANDOM_ANGLE());
|
||||
CreateMP5AmmoAtPosition(Vector(2936, -1705, floorZ), RANDOM_ANGLE());
|
||||
CreateShotgunAmmoAtPosition(Vector(3011, -1707, floorZ), RANDOM_ANGLE());
|
||||
CreateShotgunAmmoAtPosition(Vector(2977, -1744, floorZ), RANDOM_ANGLE());
|
||||
CreateMP5AmmoAtPosition(Vector(2944, -1760, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
void MapFixPatchAddWeaponsAndAmmo::SpawnWeaponsAndAmmoAtBeginningOfSecondSection(float floorZ)
|
||||
{
|
||||
CreateHealthKitAtPosition(Vector(-2972, -2694, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(-3012, -2722, floorZ), RANDOM_ANGLE());
|
||||
CreateMP5AmmoAtPosition(Vector(-2967, -2726, floorZ), RANDOM_ANGLE());
|
||||
CreateShotgunAmmoAtPosition(Vector(-2995, -2754, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
void MapFixPatchAddWeaponsAndAmmo::SpawnWeaponsAndAmmoAtBeginningOfThirdSection(float floorZ)
|
||||
{
|
||||
CreateWeaponCrossbowAtPosition(Vector(917, -719, floorZ), RANDOM_ANGLE(), CrossbowPlacement::Realistic);
|
||||
Create9mmBoxAmmoAtPosition(Vector(946, -786, floorZ), RANDOM_ANGLE());
|
||||
CreateCrossbowAmmoAtPosition(Vector(888, -762, floorZ), RANDOM_ANGLE());
|
||||
CreateCrossbowAmmoAtPosition(Vector(915, -766, floorZ), RANDOM_ANGLE());
|
||||
CreateCrossbowAmmoAtPosition(Vector(903, -785, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(876, -794, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(854, -806, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(855, -840, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(899, -821, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(913, -844, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
void MapFixPatchAddWeaponsAndAmmo::SpawnWeaponsAndAmmoAtBeginningOfFourthSection(float floorZ)
|
||||
{
|
||||
CreateWeapon357AtPosition(Vector(689, 2776, floorZ), RANDOM_ANGLE());
|
||||
CreateWeaponShotgunAtPosition(Vector(649, 2752, floorZ), RANDOM_ANGLE());
|
||||
Create357AmmoAtPosition(Vector(688, 2750, floorZ), RANDOM_ANGLE());
|
||||
CreateShotgunAmmoAtPosition(Vector(705, 2734, floorZ), RANDOM_ANGLE());
|
||||
CreateShotgunAmmoAtPosition(Vector(663, 2706, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(681, 2729, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(718, 2710, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(690, 2707, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
void MapFixPatchAddWeaponsAndAmmo::SpawnWeaponsAndAmmoAtBeginningOfFifthSection(float floorZ)
|
||||
{
|
||||
CreateWeaponSatchelAtPosition(Vector(-2884, 551, floorZ), RANDOM_ANGLE());
|
||||
CreateWeaponSatchelAtPosition(Vector(-2846, 568, floorZ), RANDOM_ANGLE());
|
||||
CreateWeaponTripmineAtPosition(Vector(-2852, 536, floorZ), RANDOM_ANGLE());
|
||||
CreateWeaponTripmineAtPosition(Vector(-2830, 549, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-2893, 528, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-2838, 513, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-2859, 495, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(-2867, 514, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(-2881, 495, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(-2902, 502, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
void MapFixCornAddWeaponsAndAmmo::ApplyFix()
|
||||
{
|
||||
SpawnCrowbarAtSpawn(-430);
|
||||
SpawnHealthAndBattery(-430);
|
||||
}
|
||||
|
||||
void MapFixCornAddWeaponsAndAmmo::SpawnCrowbarAtSpawn(float floorZ)
|
||||
{
|
||||
CreateWeaponCrowbarAtPosition(Vector(3168, -2341, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
void MapFixCornAddWeaponsAndAmmo::SpawnHealthAndBattery(float floorZ)
|
||||
{
|
||||
CreateBatteryAtPosition(Vector(2332, 2099, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(2307, 2126, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(2225, 2105, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(2332, 2134, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(2282, 2105, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(2262, 2134, floorZ), RANDOM_ANGLE());
|
||||
|
||||
CreateBatteryAtPosition(Vector(-205, 2359, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(-204, 2331, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-172, 2358, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-173, 2334, floorZ), RANDOM_ANGLE());
|
||||
|
||||
CreateBatteryAtPosition(Vector(-210, 1428, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(-186, 1430, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-158, 1430, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-124, 1430, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
void MapFixShipAddWeaponsAndAmmo::ApplyFix()
|
||||
{
|
||||
SpawnHealthAndBatteryAtLevel1(2080);
|
||||
SpawnHealthNearExit(2080);
|
||||
}
|
||||
|
||||
void MapFixShipAddWeaponsAndAmmo::SpawnHealthAndBatteryAtLevel1(float floorZ)
|
||||
{
|
||||
CreateBatteryAtPosition(Vector(-672, -159, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(-672, -135, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-674, -208, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-672, -186, floorZ), RANDOM_ANGLE());
|
||||
|
||||
CreateBatteryAtPosition(Vector(-205, 673, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(-179, 670, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-134, 672, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-106, 672, floorZ), RANDOM_ANGLE());
|
||||
|
||||
CreateBatteryAtPosition(Vector(666, 109, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(669, 85, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(658, 188, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(653, 166, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
void MapFixShipAddWeaponsAndAmmo::SpawnHealthNearExit(float floorZ)
|
||||
{
|
||||
CreateHealthKitAtPosition(Vector(140, 48, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(169, 53, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
void MapFixWoodsAddWeaponsAndAmmo::ApplyFix()
|
||||
{
|
||||
SpawnHealth(-433);
|
||||
}
|
||||
|
||||
void CChangeLevelToGrave::Spawn(void)
|
||||
{
|
||||
m_multimanager = NULL;
|
||||
|
||||
SetThink(&CChangeLevelToGrave::WaitAndAppendToMultiManager);
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
}
|
||||
|
||||
void CChangeLevelToGrave::WaitAndAppendToMultiManager(void)
|
||||
{
|
||||
if (m_multimanager == NULL)
|
||||
m_multimanager = FindMultiManagerByName("explm");
|
||||
|
||||
if (m_multimanager == NULL)
|
||||
pev->nextthink = gpGlobals->time + 1.0;
|
||||
else
|
||||
{
|
||||
AddThisEntityToMultiManagerOutputList();
|
||||
SetUse(&CChangeLevelToGrave::TeleportPlayerToChangeLevel);
|
||||
SetThink(&CBaseEntity::SUB_DoNothing);
|
||||
pev->nextthink = gpGlobals->time + 0.2f;
|
||||
}
|
||||
}
|
||||
|
||||
void CChangeLevelToGrave::TeleportPlayerToChangeLevel(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value)
|
||||
{
|
||||
SetThink(&CChangeLevelToGrave::TeleportThink);
|
||||
pev->nextthink = gpGlobals->time;
|
||||
}
|
||||
|
||||
void CChangeLevelToGrave::TeleportThink(void)
|
||||
{
|
||||
CBasePlayer* player = dynamic_cast<CBasePlayer*>(UTIL_FindEntityByClassname(NULL, "player"));
|
||||
if (player != NULL)
|
||||
{
|
||||
CBaseEntity* teleportDestination = UTIL_FindEntityByTargetname(NULL, "mx2");
|
||||
if (teleportDestination != NULL)
|
||||
{
|
||||
// Constantly teleport the player to the changelevel
|
||||
// volume in case the event was missed.
|
||||
player->pev->velocity = player->pev->avelocity = g_vecZero;
|
||||
UTIL_SetOrigin(player->pev, teleportDestination->pev->origin);
|
||||
}
|
||||
}
|
||||
|
||||
pev->nextthink = gpGlobals->time + 2.0f;
|
||||
}
|
||||
|
||||
CBaseEntity* CChangeLevelToGrave::FindTriggerByTarget(const char* triggerTarget)
|
||||
{
|
||||
return UTIL_FindEntityByString(NULL, "target", triggerTarget);
|
||||
}
|
||||
|
||||
CBaseEntity* CChangeLevelToGrave::FindMultiManagerByName(const char* targetname)
|
||||
{
|
||||
return UTIL_FindEntityByTargetname(NULL, targetname);
|
||||
}
|
||||
|
||||
void CChangeLevelToGrave::AddThisEntityToMultiManagerOutputList()
|
||||
{
|
||||
// Setup targetname to allow this entity's use method to be called.
|
||||
pev->targetname = ALLOC_STRING("witchtograve_teleport");
|
||||
|
||||
KeyValueData kvd;
|
||||
|
||||
// Tell the multimanager to call this entity in 10 seconds.
|
||||
kvd.szKeyName = (char*)STRING(pev->targetname);
|
||||
kvd.szValue = "10";
|
||||
|
||||
// Append new entry to multimanager.
|
||||
m_multimanager->KeyValue(&kvd);
|
||||
}
|
||||
|
||||
void MapFixWitch::ApplyFix()
|
||||
{
|
||||
AppendMultiManagerEntryToTeleportPlayerToChangeLevelAfterLevelIsDone();
|
||||
SpawnHealthAndBatteryNearHouseEntry(-446);
|
||||
}
|
||||
|
||||
void MapFixWitch::SpawnHealthAndBatteryNearHouseEntry(float floorZ)
|
||||
{
|
||||
CreateBatteryAtPosition(Vector(1440, -240, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(1465, -239, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(1493, -238, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(1521, -237, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
void MapFixWitch::AppendMultiManagerEntryToTeleportPlayerToChangeLevelAfterLevelIsDone()
|
||||
{
|
||||
CBaseEntity* changeLevelTeleporter = CBaseEntity::Create("shall_teleporttochangelevel", g_vecZero, g_vecZero, NULL);
|
||||
if (changeLevelTeleporter != NULL)
|
||||
{
|
||||
changeLevelTeleporter->Spawn();
|
||||
}
|
||||
}
|
||||
|
||||
void MapFixGraveAddWeaponsAndAmmo::ApplyFix()
|
||||
{
|
||||
SpawnHealthAndBatteryNextToCoffin(-446);
|
||||
}
|
||||
|
||||
void MapFixGraveAddWeaponsAndAmmo::SpawnHealthAndBatteryNextToCoffin(float floorZ)
|
||||
{
|
||||
CreateBatteryAtPosition(Vector(2080, -1602, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(2085, -1561, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(2079, -1679, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(2082, -1639, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
void MapFixVamp::ApplyFix()
|
||||
{
|
||||
SpawnHealthAtHighestTowerBeforeLongJump(2062);
|
||||
CreateAndSetupTriggerToCallLift1();
|
||||
CreateAndSetupTriggerToCallLift2();
|
||||
CreateAndSetupTriggerToCallLift3();
|
||||
}
|
||||
|
||||
#define LIFT_HEIGHT 562
|
||||
|
||||
void MapFixVamp::CreateAndSetupTriggerToCallLift1()
|
||||
{
|
||||
CBaseToggle* trigger = dynamic_cast<CBaseToggle*>(CreateLiftTrigger(Vector(-384, 0, -312), g_vecZero, LIFT_HEIGHT));
|
||||
|
||||
if (trigger)
|
||||
{
|
||||
trigger->m_flWait = 1.0f;
|
||||
trigger->pev->target = ALLOC_STRING("lift1");
|
||||
}
|
||||
}
|
||||
|
||||
void MapFixVamp::CreateAndSetupTriggerToCallLift2()
|
||||
{
|
||||
CBaseToggle* trigger = dynamic_cast<CBaseToggle*>(CreateLiftTrigger(Vector(1408, 1024, 255), g_vecZero, LIFT_HEIGHT));
|
||||
|
||||
if (trigger)
|
||||
{
|
||||
trigger->m_flWait = 1.0f;
|
||||
trigger->pev->target = ALLOC_STRING("lift2");
|
||||
}
|
||||
}
|
||||
|
||||
void MapFixVamp::CreateAndSetupTriggerToCallLift3()
|
||||
{
|
||||
CBaseToggle* trigger = dynamic_cast<CBaseToggle*>(CreateLiftTrigger(Vector(-1408, 1792, 200), g_vecZero, LIFT_HEIGHT));
|
||||
|
||||
if (trigger)
|
||||
{
|
||||
trigger->m_flWait = 1.0f;
|
||||
trigger->pev->target = ALLOC_STRING("lift3");
|
||||
}
|
||||
}
|
||||
|
||||
void MapFixVamp::SpawnHealthAtHighestTowerBeforeLongJump(float floorZ)
|
||||
{
|
||||
CreateHealthKitAtPosition(Vector(-116, 2448, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-148, 2440, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-116, 2420, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-148, 2420, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-119, 2391, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-149, 2392, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
CBaseEntity* MapFixVamp::CreateLiftTrigger(const Vector& origin, const Vector& angles, float liftHeight)
|
||||
{
|
||||
edict_t* pevCreate = CREATE_NAMED_ENTITY(MAKE_STRING("trigger_multiple"));
|
||||
if (pevCreate == NULL)
|
||||
{
|
||||
ALERT(at_console, "** Could not create trigger_multiple for lift!**\n");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
CBaseToggle* trigger = dynamic_cast<CBaseToggle*>(CBaseEntity::Instance(pevCreate));
|
||||
|
||||
if (trigger == NULL)
|
||||
{
|
||||
ALERT(at_console, "** Could not retrieve trigger_multiple instance!**\n");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
trigger->pev->angles = angles;
|
||||
DispatchSpawn(trigger->edict());
|
||||
|
||||
UTIL_SetOrigin(trigger->pev, origin);
|
||||
UTIL_SetSize(trigger->pev, Vector(-64, -64, 0), Vector( 64, 64, liftHeight ) );
|
||||
|
||||
return trigger;
|
||||
}
|
||||
|
||||
void MapFixWoodsAddWeaponsAndAmmo::SpawnHealth(float floorZ)
|
||||
{
|
||||
CreateWeaponCrowbarAtPosition(Vector(-2515, -1190, floorZ), RANDOM_ANGLE());
|
||||
|
||||
CreateHealthKitAtPosition(Vector(-2809, 2575, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(-2845, 2578, floorZ), RANDOM_ANGLE());
|
||||
|
||||
CreateHealthKitAtPosition(Vector(1469, 2862, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(1452, 2885, floorZ), RANDOM_ANGLE());
|
||||
|
||||
CreateHealthKitAtPosition(Vector(-2829, -4, floorZ), RANDOM_ANGLE());
|
||||
|
||||
CreateHealthKitAtPosition(Vector(1971, -2564, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(1966, -2539, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
void MapFixHellAddWeaponsAndAmmo::ApplyFix()
|
||||
{
|
||||
SpawnHealthAmmoWeaponsAtLightNearSpawn(-2558);
|
||||
SpawnHealthAmmoWeaponsAtPositionBeforeFinalBattle(-2524);
|
||||
}
|
||||
|
||||
void MapFixHellAddWeaponsAndAmmo::SpawnHealthAmmoWeaponsAtLightNearSpawn(float floorZ)
|
||||
{
|
||||
CreateWeaponMP5AtPosition(Vector(1397, 1263, floorZ), RANDOM_ANGLE());
|
||||
CreateWeaponShotgunAtPosition(Vector(1405, 1209, floorZ), RANDOM_ANGLE());
|
||||
CreateWeaponCrossbowAtPosition(Vector(1323, 1271, floorZ), RANDOM_ANGLE(), CrossbowPlacement::Realistic);
|
||||
CreateWeaponCrowbarAtPosition(Vector(1345, 1237, floorZ), RANDOM_ANGLE());
|
||||
CreateMP5AmmoAtPosition(Vector(1418, 1260, floorZ), RANDOM_ANGLE());
|
||||
CreateShotgunAmmoAtPosition(Vector(1412, 1301, floorZ), RANDOM_ANGLE());
|
||||
CreateCrossbowAmmoAtPosition(Vector(1337, 1298, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(1345, 1205, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(1343, 1184, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
void MapFixHellAddWeaponsAndAmmo::SpawnHealthAmmoWeaponsAtPositionBeforeFinalBattle(float floorZ)
|
||||
{
|
||||
CreateWeapon357AtPosition(Vector(2469, -1492, floorZ), RANDOM_ANGLE());
|
||||
Create357AmmoAtPosition(Vector(2494, -1495, floorZ), RANDOM_ANGLE());
|
||||
CreateMP5GrenadeAmmoAtPosition(Vector(2436, -1470, floorZ), RANDOM_ANGLE());
|
||||
CreateMP5GrenadeAmmoAtPosition(Vector(2457, -1473, floorZ), RANDOM_ANGLE());
|
||||
Create9mmAmmoBoxAtPosition(Vector(2495, -1445, floorZ), RANDOM_ANGLE());
|
||||
|
||||
CreateHealthKitAtPosition(Vector(2398, -1451, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(2447, -1440, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(2405, -1399, floorZ), RANDOM_ANGLE());
|
||||
CreateHealthKitAtPosition(Vector(2443, -1388, floorZ), RANDOM_ANGLE());
|
||||
|
||||
CreateBatteryAtPosition(Vector(2420, -1434, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(2470, -1411, floorZ), RANDOM_ANGLE());
|
||||
CreateBatteryAtPosition(Vector(2479, -1470, floorZ), RANDOM_ANGLE());
|
||||
}
|
||||
|
||||
MapFixPatchSpawnPosition* MapFixes::GetPatchSpawnPositionSingleton()
|
||||
{
|
||||
static MapFixPatchSpawnPosition singleton;
|
||||
return &singleton;
|
||||
}
|
||||
|
||||
MapFixPatchAddWeaponsAndAmmo* MapFixes::GetPatchAddWeaponsAndAmmoSingleton()
|
||||
{
|
||||
static MapFixPatchAddWeaponsAndAmmo singleton;
|
||||
return &singleton;
|
||||
}
|
||||
|
||||
MapFixCornAddWeaponsAndAmmo* MapFixes::GetCornAddWeaponsAndAmmoSingleton()
|
||||
{
|
||||
static MapFixCornAddWeaponsAndAmmo singleton;
|
||||
return &singleton;
|
||||
}
|
||||
|
||||
MapFixShipAddWeaponsAndAmmo* MapFixes::GetShipAddWeaponsAndAmmoSingleton()
|
||||
{
|
||||
static MapFixShipAddWeaponsAndAmmo singleton;
|
||||
return &singleton;
|
||||
}
|
||||
|
||||
MapFixWoodsAddWeaponsAndAmmo* MapFixes::GetWoodsAddWeaponsAndAmmoSingleton()
|
||||
{
|
||||
static MapFixWoodsAddWeaponsAndAmmo singleton;
|
||||
return &singleton;
|
||||
}
|
||||
|
||||
MapFixWitch* MapFixes::GetWitchSingleton()
|
||||
{
|
||||
static MapFixWitch singleton;
|
||||
return &singleton;
|
||||
}
|
||||
|
||||
MapFixGraveAddWeaponsAndAmmo* MapFixes::GetGraveAddWeaponsAndAmmoSingleton()
|
||||
{
|
||||
static MapFixGraveAddWeaponsAndAmmo singleton;
|
||||
return &singleton;
|
||||
}
|
||||
|
||||
MapFixVamp* MapFixes::GetVampSingleton()
|
||||
{
|
||||
static MapFixVamp singleton;
|
||||
return &singleton;
|
||||
}
|
||||
|
||||
MapFixHellAddWeaponsAndAmmo* MapFixes::GetHellAddWeaponsAndAmmoSingleton()
|
||||
{
|
||||
static MapFixHellAddWeaponsAndAmmo singleton;
|
||||
return &singleton;
|
||||
}
|
||||
|
||||
void MapFixes::ApplyMapFixPatch()
|
||||
{
|
||||
GetPatchAddWeaponsAndAmmoSingleton()->ApplyFix();
|
||||
}
|
||||
|
||||
void MapFixes::ApplyMapFixCorn()
|
||||
{
|
||||
GetCornAddWeaponsAndAmmoSingleton()->ApplyFix();
|
||||
}
|
||||
|
||||
void MapFixes::ApplyMapFixShip()
|
||||
{
|
||||
GetShipAddWeaponsAndAmmoSingleton()->ApplyFix();
|
||||
}
|
||||
|
||||
void MapFixes::ApplyMapFixWoods()
|
||||
{
|
||||
GetWoodsAddWeaponsAndAmmoSingleton()->ApplyFix();
|
||||
}
|
||||
|
||||
void MapFixes::ApplyMapFixWitch()
|
||||
{
|
||||
GetWitchSingleton()->ApplyFix();
|
||||
}
|
||||
|
||||
void MapFixes::ApplyMapFixGrave()
|
||||
{
|
||||
GetGraveAddWeaponsAndAmmoSingleton()->ApplyFix();
|
||||
}
|
||||
|
||||
void MapFixes::ApplyMapFixVamp()
|
||||
{
|
||||
GetVampSingleton()->ApplyFix();
|
||||
}
|
||||
|
||||
void MapFixes::ApplyMapFixHell()
|
||||
{
|
||||
GetHellAddWeaponsAndAmmoSingleton()->ApplyFix();
|
||||
}
|
||||
|
||||
static MapFixes* GetMapFixesSingleton()
|
||||
{
|
||||
static MapFixes singleton;
|
||||
return &singleton;
|
||||
}
|
||||
|
||||
void MapFixes_ApplyAllPossibleFixes()
|
||||
{
|
||||
if (IsCurrentMap("corn"))
|
||||
{
|
||||
GetMapFixesSingleton()->ApplyMapFixCorn();
|
||||
}
|
||||
else if (IsCurrentMap("grave"))
|
||||
{
|
||||
GetMapFixesSingleton()->ApplyMapFixGrave();
|
||||
}
|
||||
else if (IsCurrentMap("hell"))
|
||||
{
|
||||
GetMapFixesSingleton()->ApplyMapFixHell();
|
||||
}
|
||||
else if (IsCurrentMap("patch"))
|
||||
{
|
||||
GetMapFixesSingleton()->ApplyMapFixPatch();
|
||||
}
|
||||
else if (IsCurrentMap("ship"))
|
||||
{
|
||||
GetMapFixesSingleton()->ApplyMapFixShip();
|
||||
}
|
||||
else if (IsCurrentMap("vamp"))
|
||||
{
|
||||
GetMapFixesSingleton()->ApplyMapFixVamp();
|
||||
}
|
||||
else if (IsCurrentMap("witch"))
|
||||
{
|
||||
GetMapFixesSingleton()->ApplyMapFixWitch();
|
||||
}
|
||||
else if (IsCurrentMap("woods"))
|
||||
{
|
||||
GetMapFixesSingleton()->ApplyMapFixWoods();
|
||||
}
|
||||
}
|
||||
|
||||
#endif // defined ( SHALL_MAPFIXES )
|
21
dlls/halloween/shall_map_fixes.h
Normal file
21
dlls/halloween/shall_map_fixes.h
Normal file
@ -0,0 +1,21 @@
|
||||
/***
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
|
||||
#ifndef SHALL_MAPFIXES_H__
|
||||
#define SHALL_MAPFIXES_H__
|
||||
|
||||
void MapFixes_ApplyAllPossibleFixes();
|
||||
|
||||
#endif // SHALL_MAPFIXES_H__
|
@ -61,8 +61,21 @@ void CHandGrenade::Precache( void )
|
||||
int CHandGrenade::GetItemInfo( ItemInfo *p )
|
||||
{
|
||||
p->pszName = STRING( pev->classname );
|
||||
#if defined( CLIENT_DLL )
|
||||
p->pszAmmo1 = "Hand Grenade";
|
||||
p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY;
|
||||
#else
|
||||
if( HasInfiniteAmmo() )
|
||||
{
|
||||
p->pszAmmo1 = NULL;
|
||||
p->iMaxAmmo1 = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
p->pszAmmo1 = "Hand Grenade";
|
||||
p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY;
|
||||
}
|
||||
#endif// defined(CLIENT_DLL)
|
||||
p->pszAmmo2 = NULL;
|
||||
p->iMaxAmmo2 = -1;
|
||||
p->iMaxClip = WEAPON_NOCLIP;
|
||||
@ -71,7 +84,10 @@ int CHandGrenade::GetItemInfo( ItemInfo *p )
|
||||
p->iId = m_iId = WEAPON_HANDGRENADE;
|
||||
p->iWeight = HANDGRENADE_WEIGHT;
|
||||
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
|
||||
|
||||
#if !defined(CLIENT_DLL)
|
||||
if( HasInfiniteAmmo() )
|
||||
p->iFlags |= ITEM_FLAG_NOAUTORELOAD;
|
||||
#endif
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -91,7 +107,11 @@ void CHandGrenade::Holster( int skiplocal /* = 0 */ )
|
||||
{
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
||||
|
||||
#if defined(CLIENT_DLL)
|
||||
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
||||
#else
|
||||
if( IsUseable() )
|
||||
#endif // defined( CLIENT_DLL )
|
||||
{
|
||||
SendWeaponAnim( HANDGRENADE_HOLSTER );
|
||||
}
|
||||
@ -113,7 +133,11 @@ void CHandGrenade::Holster( int skiplocal /* = 0 */ )
|
||||
|
||||
void CHandGrenade::PrimaryAttack()
|
||||
{
|
||||
#if defined(CLIENT_DLL)
|
||||
if( !m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 )
|
||||
#else
|
||||
if( !m_flStartThrow && IsUseable() )
|
||||
#endif // defined(CLIENT_DLL)
|
||||
{
|
||||
m_flStartThrow = gpGlobals->time;
|
||||
m_flReleaseThrow = 0;
|
||||
@ -177,10 +201,16 @@ void CHandGrenade::WeaponIdle( void )
|
||||
m_flStartThrow = 0;
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
|
||||
|
||||
#if defined(CLIENT_DLL)
|
||||
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
||||
|
||||
if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
||||
#else
|
||||
if( !HasInfiniteAmmo() )
|
||||
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
||||
|
||||
if( !IsUseable() )
|
||||
#endif // defined(CLIENT_DLL)
|
||||
{
|
||||
// just threw last grenade
|
||||
// set attack times in the future, and weapon idle in the future so we can see the whole throw
|
||||
@ -194,7 +224,11 @@ void CHandGrenade::WeaponIdle( void )
|
||||
// we've finished the throw, restart.
|
||||
m_flStartThrow = 0;
|
||||
|
||||
#if defined(CLIENT_DLL)
|
||||
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
||||
#else
|
||||
if( IsUseable() )
|
||||
#endif // defined(CLIENT_DLL)
|
||||
{
|
||||
SendWeaponAnim( HANDGRENADE_DRAW );
|
||||
}
|
||||
@ -209,7 +243,11 @@ void CHandGrenade::WeaponIdle( void )
|
||||
return;
|
||||
}
|
||||
|
||||
#if defined(CLIENT_DLL)
|
||||
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
||||
#else
|
||||
if( IsUseable() )
|
||||
#endif // defined(CLIENT_DLL)
|
||||
{
|
||||
int iAnim;
|
||||
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
||||
@ -227,3 +265,13 @@ void CHandGrenade::WeaponIdle( void )
|
||||
SendWeaponAnim( iAnim );
|
||||
}
|
||||
}
|
||||
|
||||
BOOL CHandGrenade::HasInfiniteAmmo()
|
||||
{
|
||||
return IsCurrentMap( "witch" );
|
||||
}
|
||||
|
||||
BOOL CHandGrenade::IsUseable()
|
||||
{
|
||||
return HasInfiniteAmmo() || m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0;
|
||||
}
|
||||
|
@ -282,16 +282,19 @@ void CHeadCrab::Spawn()
|
||||
Precache();
|
||||
|
||||
SET_MODEL( ENT( pev ), "models/headcrab.mdl" );
|
||||
UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) );
|
||||
// Vampire monsters use human hull size.
|
||||
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
m_bloodColor = BLOOD_COLOR_GREEN;
|
||||
// Vampires use red blood.
|
||||
m_bloodColor = BLOOD_COLOR_RED;
|
||||
pev->effects = 0;
|
||||
pev->health = gSkillData.headcrabHealth;
|
||||
pev->view_ofs = Vector( 0, 0, 20 );// position of the eyes relative to monster's origin.
|
||||
pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim?
|
||||
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
// Allow vampires to see 360 degrees (+180/-180)
|
||||
m_flFieldOfView = -1.0f;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
m_MonsterState = MONSTERSTATE_NONE;
|
||||
|
||||
MonsterInit();
|
||||
|
323
dlls/hgrunt.cpp
323
dlls/hgrunt.cpp
@ -144,6 +144,7 @@ public:
|
||||
void Shotgun( void );
|
||||
void PrescheduleThink( void );
|
||||
void GibMonster( void );
|
||||
BOOL ShouldGibMonster( int iGib );
|
||||
void SpeakSentence( void );
|
||||
|
||||
int Save( CSave &save );
|
||||
@ -159,6 +160,7 @@ public:
|
||||
|
||||
BOOL FOkToSpeak( void );
|
||||
void JustSpoke( void );
|
||||
BOOL IsWhiteLadySpirit();
|
||||
|
||||
CUSTOM_SCHEDULES
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
@ -311,6 +313,12 @@ void CHGrunt::GibMonster( void )
|
||||
}
|
||||
}
|
||||
|
||||
if( IsWhiteLadySpirit() )
|
||||
{
|
||||
// White lady spirits should not be gibbed.
|
||||
FadeMonster();
|
||||
return;
|
||||
}
|
||||
CBaseMonster::GibMonster();
|
||||
}
|
||||
|
||||
@ -332,6 +340,10 @@ int CHGrunt::ISoundMask( void )
|
||||
//=========================================================
|
||||
BOOL CHGrunt::FOkToSpeak( void )
|
||||
{
|
||||
// Scarecrows; werewolves; white Ladies; hell minions;
|
||||
// should not use team radio.
|
||||
return FALSE;
|
||||
|
||||
// if someone else is talking, don't speak
|
||||
if( gpGlobals->time <= CTalkMonster::g_talkWaitTime )
|
||||
return FALSE;
|
||||
@ -444,6 +456,9 @@ BOOL CHGrunt::CheckMeleeAttack1( float flDot, float flDist )
|
||||
//=========================================================
|
||||
BOOL CHGrunt::CheckRangeAttack1( float flDot, float flDist )
|
||||
{
|
||||
// Scarecrows; werewolves; white Ladies; hell minions;
|
||||
// cannot use range attacks.
|
||||
return FALSE;
|
||||
if( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
|
||||
{
|
||||
TraceResult tr;
|
||||
@ -474,6 +489,9 @@ BOOL CHGrunt::CheckRangeAttack1( float flDot, float flDist )
|
||||
//=========================================================
|
||||
BOOL CHGrunt::CheckRangeAttack2( float flDot, float flDist )
|
||||
{
|
||||
// Scarecrows; werewolves; white Ladies; hell minions;
|
||||
// cannot use range attacks.
|
||||
return FALSE;
|
||||
if( !FBitSet( pev->weapons, ( HGRUNT_HANDGRENADE | HGRUNT_GRENADELAUNCHER ) ) )
|
||||
{
|
||||
return FALSE;
|
||||
@ -600,23 +618,8 @@ BOOL CHGrunt::CheckRangeAttack2( float flDot, float flDist )
|
||||
//=========================================================
|
||||
void CHGrunt::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
|
||||
{
|
||||
// check for helmet shot
|
||||
if( ptr->iHitgroup == 11 )
|
||||
{
|
||||
// make sure we're wearing one
|
||||
if( GetBodygroup( 1 ) == HEAD_GRUNT && ( bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB ) ) )
|
||||
{
|
||||
// absorb damage
|
||||
flDamage -= 20;
|
||||
if( flDamage <= 0 )
|
||||
{
|
||||
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
|
||||
flDamage = 0.01;
|
||||
}
|
||||
}
|
||||
// it's head shot anyways
|
||||
ptr->iHitgroup = HITGROUP_HEAD;
|
||||
}
|
||||
// Scarecrows; werewolves; white Ladies; hell minions;
|
||||
// do not wear armors or helmets.
|
||||
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
||||
}
|
||||
|
||||
@ -980,7 +983,9 @@ void CHGrunt::Spawn()
|
||||
m_bloodColor = BLOOD_COLOR_RED;
|
||||
pev->effects = 0;
|
||||
pev->health = gSkillData.hgruntHealth;
|
||||
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
// Allow Scarecrows; werewolves; white Ladies; hell minions;
|
||||
// are allowed to see 360 degrees (+180/-180).
|
||||
m_flFieldOfView = -1.0f;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
m_MonsterState = MONSTERSTATE_NONE;
|
||||
m_flNextGrenadeCheck = gpGlobals->time + 1;
|
||||
m_flNextPainTime = gpGlobals->time;
|
||||
@ -1881,7 +1886,7 @@ void CHGrunt::SetActivity( Activity NewActivity )
|
||||
iSequence = LookupSequence( "launchgrenade" );
|
||||
}
|
||||
break;
|
||||
case ACT_RUN:
|
||||
/* case ACT_RUN:
|
||||
if( pev->health <= HGRUNT_LIMP_HEALTH )
|
||||
{
|
||||
// limp!
|
||||
@ -1909,7 +1914,7 @@ void CHGrunt::SetActivity( Activity NewActivity )
|
||||
NewActivity = ACT_IDLE_ANGRY;
|
||||
}
|
||||
iSequence = LookupActivity( NewActivity );
|
||||
break;
|
||||
break;*/
|
||||
default:
|
||||
iSequence = LookupActivity( NewActivity );
|
||||
break;
|
||||
@ -1942,244 +1947,41 @@ void CHGrunt::SetActivity( Activity NewActivity )
|
||||
//=========================================================
|
||||
Schedule_t *CHGrunt::GetSchedule( void )
|
||||
{
|
||||
|
||||
// clear old sentence
|
||||
m_iSentence = HGRUNT_SENT_NONE;
|
||||
|
||||
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
|
||||
if( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE )
|
||||
if( m_MonsterState == MONSTERSTATE_PRONE )
|
||||
{
|
||||
if( pev->flags & FL_ONGROUND )
|
||||
{
|
||||
// just landed
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
return GetScheduleOfType( SCHED_GRUNT_REPEL_LAND );
|
||||
}
|
||||
else
|
||||
{
|
||||
// repel down a rope,
|
||||
if( m_MonsterState == MONSTERSTATE_COMBAT )
|
||||
return GetScheduleOfType( SCHED_GRUNT_REPEL_ATTACK );
|
||||
else
|
||||
return GetScheduleOfType( SCHED_GRUNT_REPEL );
|
||||
}
|
||||
return CSquadMonster::GetSchedule();
|
||||
}
|
||||
|
||||
// grunts place HIGH priority on running away from danger sounds.
|
||||
if( HasConditions( bits_COND_HEAR_SOUND ) )
|
||||
{
|
||||
CSound *pSound;
|
||||
pSound = PBestSound();
|
||||
|
||||
ASSERT( pSound != NULL );
|
||||
if( pSound )
|
||||
{
|
||||
if( pSound->m_iType & bits_SOUND_DANGER )
|
||||
{
|
||||
// dangerous sound nearby!
|
||||
|
||||
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
|
||||
// and the grunt should find cover from the blast
|
||||
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
|
||||
// It's not safe to play a verbal order here "Scatter", etc cause
|
||||
// this may only affect a single individual in a squad.
|
||||
if( FOkToSpeak() )
|
||||
{
|
||||
SENTENCEG_PlayRndSz( ENT( pev ), "HG_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
|
||||
JustSpoke();
|
||||
}
|
||||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
||||
}
|
||||
/*
|
||||
if( !HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & ( bits_SOUND_PLAYER | bits_SOUND_COMBAT ) ) )
|
||||
{
|
||||
MakeIdealYaw( pSound->m_vecOrigin );
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
switch( m_MonsterState )
|
||||
{
|
||||
case MONSTERSTATE_COMBAT:
|
||||
case MONSTERSTATE_IDLE:
|
||||
{
|
||||
// dead enemy
|
||||
if( HasConditions( bits_COND_ENEMY_DEAD ) )
|
||||
{
|
||||
// call base class, all code to handle dead enemies is centralized there.
|
||||
return CBaseMonster::GetSchedule();
|
||||
}
|
||||
|
||||
// new enemy
|
||||
if( HasConditions( bits_COND_NEW_ENEMY ) )
|
||||
{
|
||||
if( InSquad() )
|
||||
{
|
||||
MySquadLeader()->m_fEnemyEluded = FALSE;
|
||||
|
||||
if( !IsLeader() )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||||
}
|
||||
else
|
||||
{
|
||||
//!!!KELLY - the leader of a squad of grunts has just seen the player or a
|
||||
// monster and has made it the squad's enemy. You
|
||||
// can check pev->flags for FL_CLIENT to determine whether this is the player
|
||||
// or a monster. He's going to immediately start
|
||||
// firing, though. If you'd like, we can make an alternate "first sight"
|
||||
// schedule where the leader plays a handsign anim
|
||||
// that gives us enough time to hear a short sentence or spoken command
|
||||
// before he starts pluggin away.
|
||||
if( FOkToSpeak() )// && RANDOM_LONG( 0, 1 ) )
|
||||
{
|
||||
if( ( m_hEnemy != 0 ) && m_hEnemy->IsPlayer() )
|
||||
// player
|
||||
SENTENCEG_PlayRndSz( ENT( pev ), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
|
||||
else if( ( m_hEnemy != 0 ) &&
|
||||
( m_hEnemy->Classify() != CLASS_PLAYER_ALLY ) &&
|
||||
( m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE ) &&
|
||||
( m_hEnemy->Classify() != CLASS_MACHINE ) )
|
||||
// monster
|
||||
SENTENCEG_PlayRndSz( ENT( pev ), "HG_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
|
||||
|
||||
JustSpoke();
|
||||
}
|
||||
|
||||
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_GRUNT_SUPPRESS );
|
||||
}
|
||||
else
|
||||
{
|
||||
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// no ammo
|
||||
else if( HasConditions( bits_COND_NO_AMMO_LOADED ) )
|
||||
{
|
||||
//!!!KELLY - this individual just realized he's out of bullet ammo.
|
||||
// He's going to try to find cover to run to and reload, but rarely, if
|
||||
// none is available, he'll drop and reload in the open here.
|
||||
return GetScheduleOfType( SCHED_GRUNT_COVER_AND_RELOAD );
|
||||
}
|
||||
// damaged just a little
|
||||
else if( HasConditions( bits_COND_LIGHT_DAMAGE ) )
|
||||
{
|
||||
// if hurt:
|
||||
// 90% chance of taking cover
|
||||
// 10% chance of flinch.
|
||||
int iPercent = RANDOM_LONG( 0, 99 );
|
||||
|
||||
if( iPercent <= 90 && m_hEnemy != 0 )
|
||||
{
|
||||
// only try to take cover if we actually have an enemy!
|
||||
|
||||
//!!!KELLY - this grunt was hit and is going to run to cover.
|
||||
if( FOkToSpeak() ) // && RANDOM_LONG( 0, 1 ) )
|
||||
{
|
||||
//SENTENCEG_PlayRndSz( ENT( pev ), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
|
||||
m_iSentence = HGRUNT_SENT_COVER;
|
||||
//JustSpoke();
|
||||
}
|
||||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||||
}
|
||||
else
|
||||
{
|
||||
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
||||
}
|
||||
}
|
||||
// can kick
|
||||
else if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
|
||||
}
|
||||
// can grenade launch
|
||||
else if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER) && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||||
{
|
||||
// shoot a grenade if you can
|
||||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||||
}
|
||||
// can shoot
|
||||
else if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||||
{
|
||||
if( InSquad() )
|
||||
{
|
||||
// if the enemy has eluded the squad and a squad member has just located the enemy
|
||||
// and the enemy does not see the squad member, issue a call to the squad to waste a
|
||||
// little time and give the player a chance to turn.
|
||||
if( MySquadLeader()->m_fEnemyEluded && !HasConditions( bits_COND_ENEMY_FACING_ME ) )
|
||||
{
|
||||
MySquadLeader()->m_fEnemyEluded = FALSE;
|
||||
return GetScheduleOfType( SCHED_GRUNT_FOUND_ENEMY );
|
||||
}
|
||||
}
|
||||
|
||||
if( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
|
||||
{
|
||||
// try to take an available ENGAGE slot
|
||||
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
|
||||
}
|
||||
else if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||||
{
|
||||
// throw a grenade if can and no engage slots are available
|
||||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||||
}
|
||||
else
|
||||
{
|
||||
// hide!
|
||||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
||||
}
|
||||
}
|
||||
// can't see enemy
|
||||
else if( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
|
||||
{
|
||||
if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
|
||||
{
|
||||
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
|
||||
if( FOkToSpeak() )
|
||||
{
|
||||
SENTENCEG_PlayRndSz( ENT( pev ), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
|
||||
JustSpoke();
|
||||
}
|
||||
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
|
||||
}
|
||||
else if( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
|
||||
{
|
||||
//!!!KELLY - grunt cannot see the enemy and has just decided to
|
||||
// charge the enemy's position.
|
||||
if( FOkToSpeak() )// && RANDOM_LONG( 0, 1 ) )
|
||||
{
|
||||
//SENTENCEG_PlayRndSz( ENT( pev ), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
|
||||
m_iSentence = HGRUNT_SENT_CHARGE;
|
||||
//JustSpoke();
|
||||
}
|
||||
|
||||
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
|
||||
}
|
||||
else
|
||||
{
|
||||
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
|
||||
// the enemy wanders back out into the open, or approaches the
|
||||
// grunt's covered position. Good place for a taunt, I guess?
|
||||
if( FOkToSpeak() && RANDOM_LONG( 0, 1 ) )
|
||||
{
|
||||
SENTENCEG_PlayRndSz( ENT( pev ), "HG_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch );
|
||||
JustSpoke();
|
||||
}
|
||||
return GetScheduleOfType( SCHED_STANDOFF );
|
||||
}
|
||||
}
|
||||
|
||||
if( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
|
||||
}
|
||||
return GetScheduleOfType( SCHED_IDLE_STAND );
|
||||
}
|
||||
break;
|
||||
default:
|
||||
case MONSTERSTATE_ALERT:
|
||||
{
|
||||
return GetScheduleOfType( SCHED_ALERT_STAND );
|
||||
}
|
||||
break;
|
||||
case MONSTERSTATE_COMBAT:
|
||||
{
|
||||
if( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions( bits_COND_ENEMY_OCCLUDED ) )
|
||||
{
|
||||
if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
|
||||
}
|
||||
if( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) )
|
||||
{
|
||||
return GetScheduleOfType( SCHED_MELEE_ATTACK2 );
|
||||
}
|
||||
}
|
||||
|
||||
return GetScheduleOfType( SCHED_CHASE_ENEMY );
|
||||
}
|
||||
default:
|
||||
return CSquadMonster::GetSchedule();
|
||||
}
|
||||
|
||||
// no special cases here, call the base class
|
||||
@ -2332,6 +2134,14 @@ Schedule_t *CHGrunt::GetScheduleOfType( int Type )
|
||||
{
|
||||
return &slGruntRepelLand[0];
|
||||
}
|
||||
// Scarecrows; werewolves; white Ladies; hell minions;
|
||||
// should not use flinch schedule.
|
||||
case SCHED_ALERT_SMALL_FLINCH:
|
||||
case SCHED_ALERT_BIG_FLINCH:
|
||||
case SCHED_SMALL_FLINCH:
|
||||
{
|
||||
return GetScheduleOfType( SCHED_COMBAT_STAND );
|
||||
}
|
||||
default:
|
||||
{
|
||||
return CSquadMonster::GetScheduleOfType( Type );
|
||||
@ -2339,6 +2149,21 @@ Schedule_t *CHGrunt::GetScheduleOfType( int Type )
|
||||
}
|
||||
}
|
||||
|
||||
BOOL CHGrunt::ShouldGibMonster( int iGib )
|
||||
{
|
||||
// Gibbing is allowed if the current model
|
||||
// is not a white lady (spirit).
|
||||
if( IsWhiteLadySpirit() )
|
||||
return FALSE;
|
||||
|
||||
return CSquadMonster::ShouldGibMonster( iGib );
|
||||
}
|
||||
|
||||
BOOL CHGrunt::IsWhiteLadySpirit()
|
||||
{
|
||||
return GetBodygroup( HEAD_GROUP ) == HEAD_GRUNT;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// CHGruntRepel - when triggered, spawns a monster_human_grunt
|
||||
// repelling down a line.
|
||||
|
@ -319,7 +319,8 @@ void CHoundeye::Spawn()
|
||||
Precache();
|
||||
|
||||
SET_MODEL( ENT( pev ), "models/houndeye.mdl" );
|
||||
UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 36 ) );
|
||||
// Aliens should use human hull.
|
||||
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
@ -327,7 +328,8 @@ void CHoundeye::Spawn()
|
||||
pev->effects = 0;
|
||||
pev->health = gSkillData.houndeyeHealth;
|
||||
pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim?
|
||||
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
// Allow martians to see 360 degrees (+180/-180)
|
||||
m_flFieldOfView = -1.0f;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
m_MonsterState = MONSTERSTATE_NONE;
|
||||
m_fAsleep = FALSE; // everyone spawns awake
|
||||
m_fDontBlink = FALSE;
|
||||
|
@ -513,7 +513,8 @@ void CISlave::Spawn()
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
m_bloodColor = BLOOD_COLOR_GREEN;
|
||||
// Witches should use red blood color.
|
||||
m_bloodColor = BLOOD_COLOR_RED;
|
||||
pev->effects = 0;
|
||||
pev->health = gSkillData.slaveHealth;
|
||||
pev->view_ofs = Vector( 0, 0, 64 );// position of the eyes relative to monster's origin.
|
||||
|
@ -2168,12 +2168,12 @@ int CBaseMonster::IRelationship( CBaseEntity *pTarget )
|
||||
/*MACHINE*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_DL, R_DL },
|
||||
/*PLAYER*/ { R_NO ,R_DL ,R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_DL, R_DL },
|
||||
/*HUMANPASSIVE*/{ R_NO ,R_NO ,R_AL ,R_AL ,R_HT ,R_FR ,R_NO ,R_HT ,R_DL ,R_FR ,R_NO ,R_AL, R_NO, R_NO },
|
||||
/*HUMANMILITAR*/{ R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_HT ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_HT, R_NO, R_NO },
|
||||
/*ALIENMILITAR*/{ R_NO ,R_DL ,R_HT ,R_DL ,R_HT ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO },
|
||||
/*HUMANMILITAR*/{ R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_NO ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_HT, R_NO, R_NO },
|
||||
/*ALIENMILITAR*/{ R_NO ,R_DL ,R_HT ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO },
|
||||
/*ALIENPASSIVE*/{ R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO },
|
||||
/*ALIENMONSTER*/{ R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO },
|
||||
/*ALIENPREY */{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_FR ,R_NO ,R_DL, R_NO, R_NO },
|
||||
/*ALIENPREDATO*/{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_DL, R_NO, R_NO },
|
||||
/*ALIENMONSTER*/{ R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO },
|
||||
/*ALIENPREY */{ R_NO ,R_NO ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO },
|
||||
/*ALIENPREDATO*/{ R_NO ,R_NO ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO },
|
||||
/*INSECT*/ { R_FR ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR, R_NO, R_NO },
|
||||
/*PLAYERALLY*/ { R_NO ,R_DL ,R_AL ,R_AL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_NO, R_NO },
|
||||
/*PBIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_NO, R_DL },
|
||||
|
@ -36,6 +36,7 @@
|
||||
#include "game.h"
|
||||
#include "pm_shared.h"
|
||||
#include "hltv.h"
|
||||
#include "shall_map_fixes.h"
|
||||
|
||||
// #define DUCKFIX
|
||||
|
||||
@ -119,6 +120,8 @@ TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] =
|
||||
DEFINE_FIELD( CBasePlayer, m_iHideHUD, FIELD_INTEGER ),
|
||||
DEFINE_FIELD( CBasePlayer, m_iFOV, FIELD_INTEGER ),
|
||||
|
||||
DEFINE_FIELD( CBasePlayer, m_bWasTouchingTriggerPushBeforeFinalBattle, FIELD_BOOLEAN ),
|
||||
|
||||
//DEFINE_FIELD( CBasePlayer, m_fDeadTime, FIELD_FLOAT ), // only used in multiplayer games
|
||||
//DEFINE_FIELD( CBasePlayer, m_fGameHUDInitialized, FIELD_INTEGER ), // only used in multiplayer games
|
||||
//DEFINE_FIELD( CBasePlayer, m_flStopExtraSoundTime, FIELD_TIME ),
|
||||
@ -429,6 +432,14 @@ void CBasePlayer::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector ve
|
||||
|
||||
int CBasePlayer::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
||||
{
|
||||
// If players are descending to the final battle,
|
||||
// prevent them from taking damage.
|
||||
if( m_bWasTouchingTriggerPushBeforeFinalBattle )
|
||||
{
|
||||
m_bWasTouchingTriggerPushBeforeFinalBattle = FALSE;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// have suit diagnose the problem - ie: report damage type
|
||||
int bitsDamage = bitsDamageType;
|
||||
int ffound = TRUE;
|
||||
@ -2865,6 +2876,12 @@ void CBasePlayer::Spawn( void )
|
||||
|
||||
m_flNextChatTime = gpGlobals->time;
|
||||
|
||||
// On 2001 version level, give the the suit to player.
|
||||
if( IsCurrentMap( "trick" ) )
|
||||
pev->weapons |= ( 1 << WEAPON_SUIT );
|
||||
|
||||
m_bWasTouchingTriggerPushBeforeFinalBattle = FALSE;
|
||||
|
||||
g_pGameRules->PlayerSpawn( this );
|
||||
}
|
||||
|
||||
|
@ -196,6 +196,8 @@ public:
|
||||
|
||||
char m_szTeamName[TEAM_NAME_LENGTH];
|
||||
|
||||
BOOL m_bWasTouchingTriggerPushBeforeFinalBattle;
|
||||
|
||||
virtual void Spawn( void );
|
||||
void Pain( void );
|
||||
|
||||
|
@ -50,7 +50,8 @@ class CSqueakGrenade : public CGrenade
|
||||
int Classify( void );
|
||||
void EXPORT SuperBounceTouch( CBaseEntity *pOther );
|
||||
void EXPORT HuntThink( void );
|
||||
int BloodColor( void ) { return BLOOD_COLOR_YELLOW; }
|
||||
// Bats should use red blood color.
|
||||
int BloodColor( void ) { return BLOOD_COLOR_RED; }
|
||||
void Killed( entvars_t *pevAttacker, int iGib );
|
||||
void GibMonster( void );
|
||||
|
||||
|
@ -1824,6 +1824,14 @@ void CTriggerPush::Touch( CBaseEntity *pOther )
|
||||
|
||||
pevToucher->flags |= FL_BASEVELOCITY;
|
||||
//ALERT( at_console, "Vel %f, base %f\n", pevToucher->velocity.z, pevToucher->basevelocity.z );
|
||||
|
||||
// Use this variable to prevent players from
|
||||
// taking damage once they hit the floor on
|
||||
// final battle.
|
||||
if( FStrEq( STRING( gpGlobals->mapname ), "hell" ) && pOther->IsPlayer() )
|
||||
{
|
||||
( (CBasePlayer*)pOther )->m_bWasTouchingTriggerPushBeforeFinalBattle = TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -31,6 +31,54 @@
|
||||
#include "weapons.h"
|
||||
#include "gamerules.h"
|
||||
|
||||
BOOL IsCurrentMap( const char* mapname )
|
||||
{
|
||||
return FStrEq( STRING( gpGlobals->mapname ), mapname );
|
||||
}
|
||||
|
||||
BOOL IsCurrentMapPartOfCampaignOrTraining()
|
||||
{
|
||||
static const char* shallModMaps[] =
|
||||
{
|
||||
"beach",
|
||||
"corn",
|
||||
"grave",
|
||||
"hall_trick02",
|
||||
"hall_vamp",
|
||||
"hell",
|
||||
"grave",
|
||||
"htest",
|
||||
"patch",
|
||||
"ship",
|
||||
"sorry",
|
||||
"styx",
|
||||
"trick",
|
||||
"trick02",
|
||||
"vamp",
|
||||
"witch",
|
||||
"woods",
|
||||
};
|
||||
|
||||
BOOL foundMap = FALSE;
|
||||
for( int i = 0; !foundMap && i < ARRAYSIZE( shallModMaps ); i++ )
|
||||
{
|
||||
if( IsCurrentMap( shallModMaps[i] ) )
|
||||
foundMap = TRUE;
|
||||
}
|
||||
|
||||
return foundMap;
|
||||
}
|
||||
|
||||
#define IDEAL_RENDER_DISTANCE_FOR_SHALL_MOD 16384
|
||||
|
||||
float GetIdealRenderDistance( float defaultDistance )
|
||||
{
|
||||
if( IsCurrentMapPartOfCampaignOrTraining() )
|
||||
return IDEAL_RENDER_DISTANCE_FOR_SHALL_MOD;
|
||||
|
||||
return defaultDistance;
|
||||
}
|
||||
|
||||
float UTIL_WeaponTimeBase( void )
|
||||
{
|
||||
#if defined( CLIENT_WEAPONS )
|
||||
|
@ -575,3 +575,7 @@ int UTIL_SharedRandomLong( unsigned int seed, int low, int high );
|
||||
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high );
|
||||
|
||||
float UTIL_WeaponTimeBase( void );
|
||||
|
||||
BOOL IsCurrentMap( const char* mapname );
|
||||
BOOL IsCurrentMapPartOfCampaignOrTraining();
|
||||
float GetIdealRenderDistance( float defaultDistance );
|
||||
|
@ -904,6 +904,9 @@ public:
|
||||
return FALSE;
|
||||
#endif
|
||||
}
|
||||
|
||||
BOOL HasInfiniteAmmo();
|
||||
BOOL IsUseable();
|
||||
};
|
||||
|
||||
class CSatchel : public CBasePlayerWeapon
|
||||
|
@ -33,6 +33,7 @@
|
||||
#include "weapons.h"
|
||||
#include "gamerules.h"
|
||||
#include "teamplay_gamerules.h"
|
||||
#include "shall_map_fixes.h"
|
||||
#include "physcallback.h"
|
||||
|
||||
extern CGraph WorldGraph;
|
||||
@ -456,6 +457,7 @@ void CWorld::Spawn( void )
|
||||
{
|
||||
g_fGameOver = FALSE;
|
||||
Precache();
|
||||
MapFixes_ApplyAllPossibleFixes();
|
||||
}
|
||||
|
||||
void CWorld::Precache( void )
|
||||
@ -685,7 +687,10 @@ void CWorld::KeyValue( KeyValueData *pkvd )
|
||||
}
|
||||
else if( FStrEq( pkvd->szKeyName, "MaxRange" ) )
|
||||
{
|
||||
pev->speed = atof( pkvd->szValue );
|
||||
// Since this mod features large levels,
|
||||
// therefore adjust the view distance to
|
||||
// render a farer distance.
|
||||
pev->speed = GetIdealRenderDistance( atof( pkvd->szValue ) );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if( FStrEq( pkvd->szKeyName, "chaptertitle" ) )
|
||||
|
@ -61,6 +61,8 @@ public:
|
||||
BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; }
|
||||
BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; }
|
||||
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
|
||||
BOOL ShouldGibMonster(int iGib) { return FALSE; } // Reapers should not gib.
|
||||
void GibMonster( void );
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( monster_zombie, CZombie )
|
||||
@ -267,11 +269,13 @@ void CZombie::Spawn()
|
||||
Precache();
|
||||
|
||||
SET_MODEL( ENT( pev ), "models/zombie.mdl" );
|
||||
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
|
||||
// Reapers have a taller model.
|
||||
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN + Vector( -8, -8, 0 ), VEC_HUMAN_HULL_MAX + Vector( 8, 8, 48 ) );
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
m_bloodColor = BLOOD_COLOR_GREEN;
|
||||
// Reapers should use red blood color.
|
||||
m_bloodColor = BLOOD_COLOR_RED;
|
||||
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 )
|
||||
@ -336,3 +340,8 @@ int CZombie::IgnoreConditions( void )
|
||||
|
||||
return iIgnore;
|
||||
}
|
||||
|
||||
void CZombie::GibMonster( void )
|
||||
{
|
||||
FadeMonster();
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user