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Merge Uncle Mike's patches for "Blue Shift".

bshift
Night Owl 8 years ago
parent
commit
82aca8bec8
  1. 32
      cl_dll/ammo.cpp
  2. 4
      cl_dll/health.cpp
  3. 4
      cl_dll/hud.h
  4. 120
      dlls/effects.cpp
  5. 11
      dlls/genericmonster.cpp
  6. 73
      dlls/items.cpp
  7. 155
      dlls/scientist.cpp
  8. 3
      dlls/talkmonster.cpp
  9. 21
      dlls/triggers.cpp

32
cl_dll/ammo.cpp

@ -305,6 +305,9 @@ void CHudAmmo::Reset( void ) @@ -305,6 +305,9 @@ void CHudAmmo::Reset( void )
gHR.Reset();
//VidInit();
static wrect_t nullrc;
SetCrosshair( 0, nullrc, 0, 0, 0 ); //reset crosshair
m_pWeapon = NULL; //reset last weapon
}
int CHudAmmo::VidInit( void )
@ -604,22 +607,25 @@ int CHudAmmo::MsgFunc_CurWeapon( const char *pszName, int iSize, void *pbuf ) @@ -604,22 +607,25 @@ int CHudAmmo::MsgFunc_CurWeapon( const char *pszName, int iSize, void *pbuf )
m_pWeapon = pWeapon;
if( gHUD.m_iFOV >= 90 )
{
// normal crosshairs
if( fOnTarget && m_pWeapon->hAutoaim )
SetCrosshair( m_pWeapon->hAutoaim, m_pWeapon->rcAutoaim, 255, 255, 255 );
else
SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 );
}
else
if( !( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) )
{
// zoomed crosshairs
if( fOnTarget && m_pWeapon->hZoomedAutoaim )
SetCrosshair( m_pWeapon->hZoomedAutoaim, m_pWeapon->rcZoomedAutoaim, 255, 255, 255 );
if( gHUD.m_iFOV >= 90 )
{
// normal crosshairs
if( fOnTarget && m_pWeapon->hAutoaim )
SetCrosshair( m_pWeapon->hAutoaim, m_pWeapon->rcAutoaim, 255, 255, 255 );
else
SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 );
}
else
SetCrosshair( m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255 );
{
// zoomed crosshairs
if( fOnTarget && m_pWeapon->hZoomedAutoaim )
SetCrosshair( m_pWeapon->hZoomedAutoaim, m_pWeapon->rcZoomedAutoaim, 255, 255, 255 );
else
SetCrosshair( m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255 );
}
}
m_fFade = 200.0f; //!!!

4
cl_dll/health.cpp

@ -231,7 +231,9 @@ int CHudHealth::Draw( float flTime ) @@ -231,7 +231,9 @@ int CHudHealth::Draw( float flTime )
int iHeight = gHUD.m_iFontHeight;
int iWidth = HealthWidth / 10;
FillRGBA( x, y, iWidth, iHeight, 255, 160, 0, a );
UnpackRGB( r, g, b, RGB_YELLOWISH );
FillRGBA( x, y, iWidth, iHeight, r, g, b, a );
}
DrawDamage( flTime );

4
cl_dll/hud.h

@ -20,8 +20,8 @@ @@ -20,8 +20,8 @@
// CHud handles the message, calculation, and drawing the HUD
//
#define RGB_YELLOWISH 0x00FFA000 //255,160,0
#define RGB_REDISH 0x00FF1010 //255,160,0
#define RGB_YELLOWISH 0x008080FF //128,128,255
#define RGB_REDISH 0x008080FF //128,128,255
#define RGB_GREENISH 0x0000A000 //0,160,0
#include "wrect.h"

120
dlls/effects.cpp

@ -2182,6 +2182,8 @@ public: @@ -2182,6 +2182,8 @@ public:
void CItemSoda::Precache( void )
{
PRECACHE_MODEL( "models/can.mdl" );
PRECACHE_SOUND( "weapons/g_bounce.wav" );
}
LINK_ENTITY_TO_CLASS( item_sodacan, CItemSoda )
@ -2232,3 +2234,121 @@ void CItemSoda::CanTouch( CBaseEntity *pOther ) @@ -2232,3 +2234,121 @@ void CItemSoda::CanTouch( CBaseEntity *pOther )
SetThink( &CBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time;
}
//=========================================================
// env_warpball
//=========================================================
#define SF_REMOVE_ON_FIRE 0x0001
#define SF_KILL_CENTER 0x0002
class CEnvWarpBall : public CBaseEntity
{
public:
void Precache( void );
void Spawn( void ) { Precache(); }
void Think( void );
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
Vector vecOrigin;
};
LINK_ENTITY_TO_CLASS( env_warpball, CEnvWarpBall )
void CEnvWarpBall::KeyValue( KeyValueData *pkvd )
{
if( FStrEq( pkvd->szKeyName, "radius" ) )
{
pev->button = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
if( FStrEq( pkvd->szKeyName, "warp_target" ) )
{
pev->message = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
if( FStrEq( pkvd->szKeyName, "damage_delay" ) )
{
pev->frags = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
void CEnvWarpBall::Precache( void )
{
PRECACHE_MODEL( "sprites/lgtning.spr" );
PRECACHE_MODEL( "sprites/Fexplo1.spr" );
PRECACHE_SOUND( "debris/beamstart2.wav" );
PRECACHE_SOUND( "debris/beamstart7.wav" );
}
void CEnvWarpBall::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
int iTimes = 0;
int iDrawn = 0;
TraceResult tr;
Vector vecDest;
CBeam *pBeam;
CBaseEntity *pEntity = UTIL_FindEntityByTargetname( NULL, STRING( pev->message ) );
edict_t *pos;
if( pEntity )//target found ?
{
vecOrigin = pEntity->pev->origin;
pos = pEntity->edict();
}
else
{
//use as center
vecOrigin = pev->origin;
pos = edict();
}
EMIT_SOUND( pos, CHAN_BODY, "debris/beamstart2.wav", 1, ATTN_NORM );
UTIL_ScreenShake( vecOrigin, 6, 160, 1.0, pev->button );
CSprite *pSpr = CSprite::SpriteCreate( "sprites/Fexplo1.spr", vecOrigin, TRUE );
pSpr->AnimateAndDie( 18 );
pSpr->SetTransparency( kRenderGlow, 77, 210, 130, 255, kRenderFxNoDissipation );
EMIT_SOUND( pos, CHAN_ITEM, "debris/beamstart7.wav", 1, ATTN_NORM );
int iBeams = RANDOM_LONG( 20, 40 );
while( iDrawn < iBeams && iTimes < ( iBeams * 3 ) )
{
vecDest = pev->button * ( Vector( RANDOM_FLOAT( -1,1 ), RANDOM_FLOAT( -1,1 ), RANDOM_FLOAT( -1,1 ) ).Normalize() );
UTIL_TraceLine( vecOrigin, vecOrigin + vecDest, ignore_monsters, NULL, &tr );
if( tr.flFraction != 1.0 )
{
// we hit something.
iDrawn++;
pBeam = CBeam::BeamCreate( "sprites/lgtning.spr", 200 );
pBeam->PointsInit( vecOrigin, tr.vecEndPos );
pBeam->SetColor( 20, 243, 20 );
pBeam->SetNoise( 65 );
pBeam->SetBrightness( 220 );
pBeam->SetWidth( 30 );
pBeam->SetScrollRate( 35 );
pBeam->SetThink( &CBeam:: SUB_Remove );
pBeam->pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.5, 1.6 );
}
iTimes++;
}
pev->nextthink = gpGlobals->time + pev->frags;
}
void CEnvWarpBall::Think( void )
{
SUB_UseTargets( this, USE_TOGGLE, 0 );
if( pev->spawnflags & SF_KILL_CENTER )
{
CBaseEntity *pMonster = NULL;
while( ( pMonster = UTIL_FindEntityInSphere( pMonster, vecOrigin, 72 ) ) != NULL )
{
if( FBitSet( pMonster->pev->flags, FL_MONSTER ) || FClassnameIs( pMonster->pev, "player" ) )
pMonster->TakeDamage( pev, pev, 100, DMG_GENERIC );
}
}
if( pev->spawnflags & SF_REMOVE_ON_FIRE )
UTIL_Remove( this );
}

11
dlls/genericmonster.cpp

@ -20,15 +20,17 @@ @@ -20,15 +20,17 @@
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "talkmonster.h"
// For holograms, make them not solid so the player can walk through them
#define SF_GENERICMONSTER_NOTSOLID 4
#define SF_HEAD_CONTROLLER 8
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
class CGenericMonster : public CBaseMonster
class CGenericMonster : public CTalkMonster
{
public:
void Spawn( void );
@ -119,6 +121,11 @@ void CGenericMonster::Spawn() @@ -119,6 +121,11 @@ void CGenericMonster::Spawn()
MonsterInit();
if( pev->spawnflags & SF_HEAD_CONTROLLER )
{
m_afCapability = bits_CAP_TURN_HEAD;
}
if( pev->spawnflags & SF_GENERICMONSTER_NOTSOLID )
{
pev->solid = SOLID_NOT;
@ -131,6 +138,8 @@ void CGenericMonster::Spawn() @@ -131,6 +138,8 @@ void CGenericMonster::Spawn()
//=========================================================
void CGenericMonster::Precache()
{
CTalkMonster::Precache();
TalkInit();
PRECACHE_MODEL( (char *)STRING( pev->model ) );
}

73
dlls/items.cpp

@ -199,6 +199,74 @@ class CItemSuit : public CItem @@ -199,6 +199,74 @@ class CItemSuit : public CItem
LINK_ENTITY_TO_CLASS( item_suit, CItemSuit )
class CItemArmorVest : public CItem
{
void Spawn( void )
{
Precache();
SET_MODEL( ENT( pev ), "models/barney_vest.mdl" );
CItem::Spawn();
}
void Precache( void )
{
PRECACHE_MODEL( "models/barney_vest.mdl" );
PRECACHE_SOUND( "items/gunpickup2.wav" );
}
BOOL MyTouch( CBasePlayer *pPlayer )
{
if( ( pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY ) &&
( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) )
{
pPlayer->pev->armorvalue += 60;
pPlayer->pev->armorvalue = min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY );
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
WRITE_STRING( STRING( pev->classname ) );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( item_armorvest, CItemArmorVest )
class CItemHelmet : public CItem
{
void Spawn( void )
{
Precache();
SET_MODEL( ENT( pev ), "models/barney_helmet.mdl" );
CItem::Spawn();
}
void Precache( void )
{
PRECACHE_MODEL( "models/barney_helmet.mdl" );
PRECACHE_SOUND( "items/gunpickup2.wav" );
}
BOOL MyTouch( CBasePlayer *pPlayer )
{
if( ( pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY ) &&
( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) )
{
pPlayer->pev->armorvalue += 40;
pPlayer->pev->armorvalue = min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY );
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
WRITE_STRING( STRING( pev->classname ) );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( item_helmet, CItemHelmet )
class CItemBattery : public CItem
{
void Spawn( void )
@ -214,11 +282,6 @@ class CItemBattery : public CItem @@ -214,11 +282,6 @@ class CItemBattery : public CItem
}
BOOL MyTouch( CBasePlayer *pPlayer )
{
if( pPlayer->pev->deadflag != DEAD_NO )
{
return FALSE;
}
if( ( pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY ) &&
( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) )
{

155
dlls/scientist.cpp

@ -119,6 +119,7 @@ private: @@ -119,6 +119,7 @@ private:
};
LINK_ENTITY_TO_CLASS( monster_scientist, CScientist )
LINK_ENTITY_TO_CLASS( monster_rosenberg, CScientist )
TYPEDESCRIPTION CScientist::m_SaveData[] =
{
@ -419,7 +420,10 @@ void CScientist::DeclineFollowing( void ) @@ -419,7 +420,10 @@ void CScientist::DeclineFollowing( void )
{
Talk( 10 );
m_hTalkTarget = m_hEnemy;
PlaySentence( "SC_POK", 2, VOL_NORM, ATTN_NORM );
if( FClassnameIs( pev, "monster_rosenberg" ) )
PlaySentence( "RO_POK", 2, VOL_NORM, ATTN_NORM );
else
PlaySentence( "SC_POK", 2, VOL_NORM, ATTN_NORM );
}
void CScientist::Scream( void )
@ -428,7 +432,10 @@ void CScientist::Scream( void ) @@ -428,7 +432,10 @@ void CScientist::Scream( void )
{
Talk( 10 );
m_hTalkTarget = m_hEnemy;
PlaySentence( "SC_SCREAM", RANDOM_FLOAT( 3, 6 ), VOL_NORM, ATTN_NORM );
if( FClassnameIs( pev, "monster_rosenberg" ) )
PlaySentence( "RO_SCREAM", RANDOM_FLOAT( 3, 6 ), VOL_NORM, ATTN_NORM );
else
PlaySentence( "SC_SCREAM", RANDOM_FLOAT( 3, 6 ), VOL_NORM, ATTN_NORM );
}
}
@ -447,7 +454,10 @@ void CScientist::StartTask( Task_t *pTask ) @@ -447,7 +454,10 @@ void CScientist::StartTask( Task_t *pTask )
//if( FOkToSpeak() )
Talk( 2 );
m_hTalkTarget = m_hTargetEnt;
PlaySentence( "SC_HEAL", 2, VOL_NORM, ATTN_IDLE );
if( FClassnameIs( pev, "monster_rosenberg" ) )
PlaySentence( "RO_HEAL", 2, VOL_NORM, ATTN_IDLE );
else
PlaySentence( "SC_HEAL", 2, VOL_NORM, ATTN_IDLE );
TaskComplete();
break;
case TASK_SCREAM:
@ -464,10 +474,17 @@ void CScientist::StartTask( Task_t *pTask ) @@ -464,10 +474,17 @@ void CScientist::StartTask( Task_t *pTask )
{
Talk( 2 );
m_hTalkTarget = m_hEnemy;
if( m_hEnemy->IsPlayer() )
PlaySentence( "SC_PLFEAR", 5, VOL_NORM, ATTN_NORM );
if( FClassnameIs( pev, "monster_rosenberg" ) )
{
PlaySentence( "RO_FEAR", 5, VOL_NORM, ATTN_NORM );
}
else
PlaySentence( "SC_FEAR", 5, VOL_NORM, ATTN_NORM );
{
if( m_hEnemy->IsPlayer() )
PlaySentence( "SC_PLFEAR", 5, VOL_NORM, ATTN_NORM );
else
PlaySentence( "SC_FEAR", 5, VOL_NORM, ATTN_NORM );
}
}
TaskComplete();
break;
@ -642,7 +659,10 @@ void CScientist::Spawn( void ) @@ -642,7 +659,10 @@ void CScientist::Spawn( void )
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = gSkillData.scientistHealth;
if( FClassnameIs( pev, "monster_rosenberg" ) )
pev->health = gSkillData.scientistHealth * 2;
else
pev->health = gSkillData.scientistHealth;
pev->view_ofs = Vector( 0, 0, 50 );// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
@ -679,6 +699,7 @@ void CScientist::Precache( void ) @@ -679,6 +699,7 @@ void CScientist::Precache( void )
PRECACHE_SOUND( "scientist/sci_pain3.wav" );
PRECACHE_SOUND( "scientist/sci_pain4.wav" );
PRECACHE_SOUND( "scientist/sci_pain5.wav" );
PRECACHE_SOUND( "rosenberg/ro_pain1.wav" );
// every new scientist must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
@ -699,28 +720,54 @@ void CScientist::TalkInit() @@ -699,28 +720,54 @@ void CScientist::TalkInit()
m_szFriends[2] = "monster_barney";
// scientists speach group names (group names are in sentences.txt)
m_szGrp[TLK_ANSWER] = "SC_ANSWER";
m_szGrp[TLK_QUESTION] = "SC_QUESTION";
m_szGrp[TLK_IDLE] = "SC_IDLE";
m_szGrp[TLK_STARE] = "SC_STARE";
m_szGrp[TLK_USE] = "SC_OK";
m_szGrp[TLK_UNUSE] = "SC_WAIT";
m_szGrp[TLK_STOP] = "SC_STOP";
m_szGrp[TLK_NOSHOOT] = "SC_SCARED";
m_szGrp[TLK_HELLO] = "SC_HELLO";
m_szGrp[TLK_PLHURT1] = "!SC_CUREA";
m_szGrp[TLK_PLHURT2] = "!SC_CUREB";
m_szGrp[TLK_PLHURT3] = "!SC_CUREC";
m_szGrp[TLK_PHELLO] = "SC_PHELLO";
m_szGrp[TLK_PIDLE] = "SC_PIDLE";
m_szGrp[TLK_PQUESTION] = "SC_PQUEST";
m_szGrp[TLK_SMELL] = "SC_SMELL";
m_szGrp[TLK_WOUND] = "SC_WOUND";
m_szGrp[TLK_MORTAL] = "SC_MORTAL";
if( FClassnameIs( pev, "monster_rosenberg" ) )
{
m_szGrp[TLK_ANSWER] = "RO_ANSWER";
m_szGrp[TLK_QUESTION] = "RO_QUESTION";
m_szGrp[TLK_IDLE] = "RO_IDLE";
m_szGrp[TLK_STARE] = "RO_STARE";
m_szGrp[TLK_USE] = "RO_OK";
m_szGrp[TLK_UNUSE] = "RO_WAIT";
m_szGrp[TLK_STOP] = "RO_STOP";
m_szGrp[TLK_NOSHOOT] = "RO_SCARED";
m_szGrp[TLK_HELLO] = "RO_HELLO";
m_szGrp[TLK_PLHURT1] = "!RO_CUREA";
m_szGrp[TLK_PLHURT2] = "!RO_CUREB";
m_szGrp[TLK_PLHURT3] = "!RO_CUREC";
m_szGrp[TLK_PHELLO] = "RO_PHELLO";
m_szGrp[TLK_PIDLE] = "RO_PIDLE";
m_szGrp[TLK_PQUESTION] = "RO_PQUEST";
m_szGrp[TLK_SMELL] = "RO_SMELL";
m_szGrp[TLK_WOUND] = "RO_WOUND";
m_szGrp[TLK_MORTAL] = "RO_MORTAL";
}
else
{
m_szGrp[TLK_ANSWER] = "SC_ANSWER";
m_szGrp[TLK_QUESTION] = "SC_QUESTION";
m_szGrp[TLK_IDLE] = "SC_IDLE";
m_szGrp[TLK_STARE] = "SC_STARE";
m_szGrp[TLK_USE] = "SC_OK";
m_szGrp[TLK_UNUSE] = "SC_WAIT";
m_szGrp[TLK_STOP] = "SC_STOP";
m_szGrp[TLK_NOSHOOT] = "SC_SCARED";
m_szGrp[TLK_HELLO] = "SC_HELLO";
m_szGrp[TLK_PLHURT1] = "!SC_CUREA";
m_szGrp[TLK_PLHURT2] = "!SC_CUREB";
m_szGrp[TLK_PLHURT3] = "!SC_CUREC";
m_szGrp[TLK_PHELLO] = "SC_PHELLO";
m_szGrp[TLK_PIDLE] = "SC_PIDLE";
m_szGrp[TLK_PQUESTION] = "SC_PQUEST";
m_szGrp[TLK_SMELL] = "SC_SMELL";
m_szGrp[TLK_WOUND] = "SC_WOUND";
m_szGrp[TLK_MORTAL] = "SC_MORTAL";
}
// get voice for head
switch( pev->body % 3 )
@ -736,7 +783,7 @@ void CScientist::TalkInit() @@ -736,7 +783,7 @@ void CScientist::TalkInit()
m_voicePitch = 95;
break; //luther
case HEAD_SLICK:
m_voicePitch = 100;
m_voicePitch = 85;
break; //slick
}
}
@ -745,8 +792,11 @@ int CScientist::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, flo @@ -745,8 +792,11 @@ int CScientist::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, flo
{
if( pevInflictor && pevInflictor->flags & FL_CLIENT )
{
Remember( bits_MEMORY_PROVOKED );
StopFollowing( TRUE );
if( !FClassnameIs( pev, "monster_rosenberg" ) )
{
Remember( bits_MEMORY_PROVOKED );
StopFollowing( TRUE );
}
}
// make sure friends talk about it if player hurts scientist...
@ -776,24 +826,27 @@ void CScientist::PainSound( void ) @@ -776,24 +826,27 @@ void CScientist::PainSound( void )
m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 );
switch( RANDOM_LONG( 0, 4 ) )
{
case 0:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 1:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 2:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 3:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain4.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 4:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain5.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
}
if( FClassnameIs( pev, "monster_rosenberg" ) )
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "rosenberg/ro_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
else
switch( RANDOM_LONG( 0, 4 ) )
{
case 0:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 1:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 2:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 3:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain4.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
case 4:
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain5.wav", 1, ATTN_NORM, 0, GetVoicePitch() );
break;
}
}
//=========================================================
@ -953,7 +1006,7 @@ Schedule_t *CScientist::GetSchedule( void ) @@ -953,7 +1006,7 @@ Schedule_t *CScientist::GetSchedule( void )
}
return GetScheduleOfType( SCHED_TARGET_FACE ); // Just face and follow.
}
else // UNDONE: When afraid, scientist won't move out of your way. Keep This? If not, write move away scared
else if( !FClassnameIs( pev, "monster_rosenberg" ) ) // UNDONE: When afraid, scientist won't move out of your way. Keep This? If not, write move away scared
{
if( HasConditions( bits_COND_NEW_ENEMY ) ) // I just saw something new and scary, react
return GetScheduleOfType( SCHED_FEAR ); // React to something scary

3
dlls/talkmonster.cpp

@ -879,7 +879,8 @@ int CTalkMonster::FOkToSpeak( void ) @@ -879,7 +879,8 @@ int CTalkMonster::FOkToSpeak( void )
if( gpGlobals->time <= CTalkMonster::g_talkWaitTime )
return FALSE;
if( pev->spawnflags & SF_MONSTER_GAG )
// monster generic can speak always
if( pev->spawnflags & SF_MONSTER_GAG && !FClassnameIs( pev, "monster_generic" ) )
return FALSE;
if( m_MonsterState == MONSTERSTATE_PRONE )

21
dlls/triggers.cpp

@ -1190,7 +1190,6 @@ void CBaseTrigger::CounterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, US @@ -1190,7 +1190,6 @@ void CBaseTrigger::CounterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, US
return;
BOOL fTellActivator =
( m_hActivator != 0 ) &&
FClassnameIs( m_hActivator->pev, "player" ) &&
!FBitSet( pev->spawnflags, SPAWNFLAG_NOMESSAGE );
if( m_cTriggersLeft != 0 )
@ -2039,6 +2038,26 @@ void CTriggerGravity::GravityTouch( CBaseEntity *pOther ) @@ -2039,6 +2038,26 @@ void CTriggerGravity::GravityTouch( CBaseEntity *pOther )
pOther->pev->gravity = pev->gravity;
}
class CTriggerPlayerFreeze : public CBaseDelay
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
};
LINK_ENTITY_TO_CLASS( trigger_playerfreeze, CTriggerPlayerFreeze )
void CTriggerPlayerFreeze::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if( !pActivator || !pActivator->IsPlayer() )
pActivator = CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) );
if( pActivator->pev->flags & FL_FROZEN )
( (CBasePlayer *)( (CBaseEntity *)pActivator ) )->EnableControl( TRUE );
else
( (CBasePlayer *)( (CBaseEntity *)pActivator ) )->EnableControl( FALSE );
};
// this is a really bad idea.
class CTriggerChangeTarget : public CBaseDelay
{

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