mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-24 05:34:18 +00:00
Fixed some monsters sounds and weapon sniper
This commit is contained in:
parent
008b8e12d4
commit
9b90d15272
@ -1,248 +0,0 @@
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//No added (Die sounds)
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/***
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*
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* Copyright (c) 1996-2002, 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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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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// UNDONE: Don't flinch every time you get hit
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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 "monsters.h"
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#include "schedule.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ZOMBIE_AE_ATTACK_RIGHT 0x01
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#define ZOMBIE_AE_ATTACK_LEFT 0x02
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#define ZOMBIE_AE_ATTACK_BOTH 0x03
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#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
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class CSkeleton : public CBaseMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int Classify( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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int IgnoreConditions( void );
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float m_flNextFlinch;
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void PainSound( void );
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static const char *pPainSounds[];
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// No range attacks
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BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; }
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BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; }
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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};
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LINK_ENTITY_TO_CLASS( monster_skeleton, CSkeleton )
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const char *CSkeleton::pPainSounds[] =
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{
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"skeleton/s_pain1.wav",
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"skeleton/s_pain2.wav",
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"sleletons/s_pain3.wav"
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};
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CSkeleton::Classify( void )
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{
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return CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CSkeleton::SetYawSpeed( void )
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{
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int ys;
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ys = 120;
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#if 0
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switch ( m_Activity )
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{
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}
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#endif
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pev->yaw_speed = ys;
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}
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int CSkeleton::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker,float flDamage, int bitsDamageType )
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{
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// Take 30% damage from bullets
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if( bitsDamageType == DMG_BULLET )
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{
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
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vecDir = vecDir.Normalize();
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float flForce = DamageForce( 0 );
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pev->velocity = pev->velocity + vecDir * flForce;
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}
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// HACK HACK -- until we fix this.
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if( IsAlive() )
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PainSound();
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker,flDamage, bitsDamageType);
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}
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void CSkeleton::PainSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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if( RANDOM_LONG( 0, 5 ) < 2 )
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CSkeleton::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case ZOMBIE_AE_ATTACK_RIGHT:
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{
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// do stuff for this event.
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//ALERT( at_console, "Slash right!\n" );
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
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if( pHurt )
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{
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
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{
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pHurt->pev->punchangle.z = -18;
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
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}
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}
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else // Play a random attack miss sound
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if( RANDOM_LONG( 0, 1 ) )
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}
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break;
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case ZOMBIE_AE_ATTACK_LEFT:
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{
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// do stuff for this event.
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//ALERT( at_console, "Slash left!\n" );
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
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if( pHurt )
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{
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
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{
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pHurt->pev->punchangle.z = 18;
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
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}
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}
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else
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if( RANDOM_LONG( 0, 1 ) )
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}
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break;
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case ZOMBIE_AE_ATTACK_BOTH:
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{
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// do stuff for this event.
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH );
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if( pHurt )
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{
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
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{
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
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}
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}
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else
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\
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if( RANDOM_LONG( 0, 1 ) )
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}
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break;
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default:
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CBaseMonster::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CSkeleton::Spawn()
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{
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Precache();
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SET_MODEL( ENT(pev), "models/skellington.mdl" );
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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pev->health = 80;
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pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
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m_bloodColor = DONT_BLEED;
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m_flFieldOfView = 0;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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m_afCapability = bits_CAP_DOORS_GROUP;
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MonsterInit();
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CSkeleton::Precache()
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{
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int i;
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PRECACHE_MODEL( "models/skellington.mdl" );
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for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
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PRECACHE_SOUND( (char *)pPainSounds[i] );
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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int CSkeleton::IgnoreConditions( void )
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{
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int iIgnore = CBaseMonster::IgnoreConditions();
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if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) )
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{
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#if 0
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if( pev->health < 20 )
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iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE );
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else
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#endif
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if( m_flNextFlinch >= gpGlobals->time )
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iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
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}
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if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) )
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{
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if( m_flNextFlinch < gpGlobals->time )
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m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY;
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}
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return iIgnore;
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}
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@ -1,326 +0,0 @@
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/***
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*
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* Copyright (c) 1996-2002, 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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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// Zombie
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//=========================================================
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// UNDONE: Don't flinch every time you get hit
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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 "monsters.h"
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#include "schedule.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ZOMBIE_AE_ATTACK_RIGHT 0x01
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#define ZOMBIE_AE_ATTACK_LEFT 0x02
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#define ZOMBIE_AE_ATTACK_BOTH 0x03
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#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
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class CSkrillex : public CBaseMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int Classify( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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int IgnoreConditions( void );
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float m_flNextFlinch;
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void PainSound( void );
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void AlertSound( void );
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void IdleSound( void );
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void AttackSound( void );
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static const char *pAttackSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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static const char *pPainSounds[];
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static const char *pAttackHitSounds[];
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static const char *pAttackMissSounds[];
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// No range attacks
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BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; }
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BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; }
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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};
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LINK_ENTITY_TO_CLASS( monster_skrillex, CSkrillex )
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const char *CSkrillex::pAttackHitSounds[] =
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{
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"skrillex/fire.wav",
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};
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const char *CSkrillex::pAttackMissSounds[] =
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{
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"skrillex/fire.wav",
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};
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const char *CSkrillex::pAttackSounds[] =
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{
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"skrillex/fire.wav",
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};
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const char *CSkrillex::pIdleSounds[] =
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{
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"turret/tu_alert.wav",
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};
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const char *CSkrillex::pAlertSounds[] =
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{
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"turret/tu_alert.wav",
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};
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const char *CSkrillex::pPainSounds[] =
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{
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"turret/tu_alert.wav",
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};
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CSkrillex::Classify( void )
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{
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return CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CSkrillex::SetYawSpeed( void )
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{
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int ys;
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ys = 120;
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#if 0
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switch ( m_Activity )
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{
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}
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#endif
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pev->yaw_speed = ys;
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}
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int CSkrillex::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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// Take 30% damage from bullets
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if( bitsDamageType == DMG_BULLET )
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{
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
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vecDir = vecDir.Normalize();
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float flForce = DamageForce( flDamage );
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pev->velocity = pev->velocity + vecDir * flForce;
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flDamage *= 0.3;
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}
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// HACK HACK -- until we fix this.
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if( IsAlive() )
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PainSound();
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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void CSkrillex::PainSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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if( RANDOM_LONG( 0, 5 ) < 2 )
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|
||||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
||||||
}
|
|
||||||
|
|
||||||
void CSkrillex::AlertSound( void )
|
|
||||||
{
|
|
||||||
int pitch = 95 + RANDOM_LONG( 0, 9 );
|
|
||||||
|
|
||||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
||||||
}
|
|
||||||
|
|
||||||
void CSkrillex::IdleSound( void )
|
|
||||||
{
|
|
||||||
int pitch = 95 + RANDOM_LONG( 0, 9 );
|
|
||||||
|
|
||||||
// Play a random idle sound
|
|
||||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
||||||
}
|
|
||||||
|
|
||||||
void CSkrillex::AttackSound( void )
|
|
||||||
{
|
|
||||||
// Play a random attack sound
|
|
||||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
||||||
}
|
|
||||||
|
|
||||||
//=========================================================
|
|
||||||
// HandleAnimEvent - catches the monster-specific messages
|
|
||||||
// that occur when tagged animation frames are played.
|
|
||||||
//=========================================================
|
|
||||||
void CSkrillex::HandleAnimEvent( MonsterEvent_t *pEvent )
|
|
||||||
{
|
|
||||||
switch( pEvent->event )
|
|
||||||
{
|
|
||||||
case ZOMBIE_AE_ATTACK_RIGHT:
|
|
||||||
{
|
|
||||||
// do stuff for this event.
|
|
||||||
//ALERT( at_console, "Slash right!\n" );
|
|
||||||
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
|
|
||||||
if( pHurt )
|
|
||||||
{
|
|
||||||
if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
|
|
||||||
{
|
|
||||||
pHurt->pev->punchangle.z = -18;
|
|
||||||
pHurt->pev->punchangle.x = 5;
|
|
||||||
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
|
|
||||||
}
|
|
||||||
// Play a random attack hit sound
|
|
||||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5 , 5 ) );
|
|
||||||
}
|
|
||||||
else // Play a random attack miss sound
|
|
||||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
||||||
|
|
||||||
if( RANDOM_LONG( 0, 1 ) )
|
|
||||||
AttackSound();
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case ZOMBIE_AE_ATTACK_LEFT:
|
|
||||||
{
|
|
||||||
// do stuff for this event.
|
|
||||||
//ALERT( at_console, "Slash left!\n" );
|
|
||||||
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
|
|
||||||
if( pHurt )
|
|
||||||
{
|
|
||||||
if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
|
|
||||||
{
|
|
||||||
pHurt->pev->punchangle.z = 18;
|
|
||||||
pHurt->pev->punchangle.x = 5;
|
|
||||||
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
|
|
||||||
}
|
|
||||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
||||||
}
|
|
||||||
else
|
|
||||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
||||||
|
|
||||||
if( RANDOM_LONG( 0, 1 ) )
|
|
||||||
AttackSound();
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case ZOMBIE_AE_ATTACK_BOTH:
|
|
||||||
{
|
|
||||||
// do stuff for this event.
|
|
||||||
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH );
|
|
||||||
if( pHurt )
|
|
||||||
{
|
|
||||||
if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
|
|
||||||
{
|
|
||||||
pHurt->pev->punchangle.x = 5;
|
|
||||||
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
|
|
||||||
}
|
|
||||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
||||||
}
|
|
||||||
else
|
|
||||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
||||||
|
|
||||||
if( RANDOM_LONG( 0, 1 ) )
|
|
||||||
AttackSound();
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
CBaseMonster::HandleAnimEvent( pEvent );
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//=========================================================
|
|
||||||
// Spawn
|
|
||||||
//=========================================================
|
|
||||||
void CSkrillex::Spawn()
|
|
||||||
{
|
|
||||||
Precache();
|
|
||||||
|
|
||||||
SET_MODEL( ENT(pev), "models/skrillex.mdl" );
|
|
||||||
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
|
|
||||||
|
|
||||||
pev->solid = SOLID_SLIDEBOX;
|
|
||||||
pev->movetype = MOVETYPE_STEP;
|
|
||||||
m_bloodColor = BLOOD_COLOR_RED;
|
|
||||||
pev->health = 6000;
|
|
||||||
pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
|
|
||||||
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
|
||||||
m_MonsterState = MONSTERSTATE_NONE;
|
|
||||||
m_afCapability = bits_CAP_DOORS_GROUP;
|
|
||||||
|
|
||||||
MonsterInit();
|
|
||||||
}
|
|
||||||
|
|
||||||
//=========================================================
|
|
||||||
// Precache - precaches all resources this monster needs
|
|
||||||
//=========================================================
|
|
||||||
void CSkrillex::Precache()
|
|
||||||
{
|
|
||||||
int i;
|
|
||||||
|
|
||||||
PRECACHE_MODEL( "models/skrillex.mdl" );
|
|
||||||
|
|
||||||
for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
|
|
||||||
PRECACHE_SOUND( (char *)pAttackHitSounds[i] );
|
|
||||||
|
|
||||||
for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
|
|
||||||
PRECACHE_SOUND( (char *)pAttackMissSounds[i] );
|
|
||||||
|
|
||||||
for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
|
|
||||||
PRECACHE_SOUND( (char *)pAttackSounds[i] );
|
|
||||||
|
|
||||||
for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
|
|
||||||
PRECACHE_SOUND( (char *)pIdleSounds[i] );
|
|
||||||
|
|
||||||
for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
|
|
||||||
PRECACHE_SOUND( (char *)pAlertSounds[i] );
|
|
||||||
|
|
||||||
for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
|
|
||||||
PRECACHE_SOUND( (char *)pPainSounds[i] );
|
|
||||||
}
|
|
||||||
|
|
||||||
//=========================================================
|
|
||||||
// AI Schedules Specific to this monster
|
|
||||||
//=========================================================
|
|
||||||
|
|
||||||
int CSkrillex::IgnoreConditions( void )
|
|
||||||
{
|
|
||||||
int iIgnore = CBaseMonster::IgnoreConditions();
|
|
||||||
|
|
||||||
if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) )
|
|
||||||
{
|
|
||||||
#if 0
|
|
||||||
if( pev->health < 20 )
|
|
||||||
iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE );
|
|
||||||
else
|
|
||||||
#endif
|
|
||||||
if( m_flNextFlinch >= gpGlobals->time )
|
|
||||||
iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
|
|
||||||
}
|
|
||||||
|
|
||||||
if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) )
|
|
||||||
{
|
|
||||||
if( m_flNextFlinch < gpGlobals->time )
|
|
||||||
m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY;
|
|
||||||
}
|
|
||||||
|
|
||||||
return iIgnore;
|
|
||||||
}
|
|
@ -1,289 +0,0 @@
|
|||||||
//Already Fixed
|
|
||||||
/***
|
|
||||||
*
|
|
||||||
* Copyright (c) 1996-2002, 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.
|
|
||||||
*
|
|
||||||
* This source code contains proprietary and confidential information of
|
|
||||||
* Valve LLC and its suppliers. Access to this code is restricted to
|
|
||||||
* persons who have executed a written SDK license with Valve. Any access,
|
|
||||||
* use or distribution of this code by or to any unlicensed person is illegal.
|
|
||||||
*
|
|
||||||
****/
|
|
||||||
//=========================================================
|
|
||||||
// Zombie
|
|
||||||
//=========================================================
|
|
||||||
|
|
||||||
// UNDONE: Don't flinch every time you get hit
|
|
||||||
|
|
||||||
#include "extdll.h"
|
|
||||||
#include "util.h"
|
|
||||||
#include "cbase.h"
|
|
||||||
#include "monsters.h"
|
|
||||||
#include "schedule.h"
|
|
||||||
|
|
||||||
//=========================================================
|
|
||||||
// Monster's Anim Events Go Here
|
|
||||||
//=========================================================
|
|
||||||
#define ZOMBIE_AE_ATTACK_RIGHT 0x01
|
|
||||||
#define ZOMBIE_AE_ATTACK_LEFT 0x02
|
|
||||||
#define ZOMBIE_AE_ATTACK_BOTH 0x03
|
|
||||||
|
|
||||||
#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
|
|
||||||
|
|
||||||
class Czombozo : public CBaseMonster
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
void Spawn( void );
|
|
||||||
void Precache( void );
|
|
||||||
void SetYawSpeed( void );
|
|
||||||
int Classify( void );
|
|
||||||
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
|
||||||
int IgnoreConditions( void );
|
|
||||||
|
|
||||||
float m_flNextFlinch;
|
|
||||||
|
|
||||||
void PainSound( void );
|
|
||||||
void AlertSound( void );
|
|
||||||
void IdleSound( void );
|
|
||||||
|
|
||||||
|
|
||||||
static const char *pIdleSounds[];
|
|
||||||
static const char *pAlertSounds[];
|
|
||||||
static const char *pPainSounds[];
|
|
||||||
|
|
||||||
// No range attacks
|
|
||||||
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 );
|
|
||||||
};
|
|
||||||
|
|
||||||
LINK_ENTITY_TO_CLASS( monster_zombozo,Czombozo )
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
const char *Czombozo::pIdleSounds[] =
|
|
||||||
{
|
|
||||||
"zombozo/idle.wav"
|
|
||||||
};
|
|
||||||
|
|
||||||
const char *Czombozo::pAlertSounds[] =
|
|
||||||
{
|
|
||||||
"zombozo/alert1.wav",
|
|
||||||
"zombozo/alert2.wav",
|
|
||||||
};
|
|
||||||
|
|
||||||
const char *Czombozo::pPainSounds[] =
|
|
||||||
{
|
|
||||||
"zombozo/death1.wav",
|
|
||||||
"zombozo/death2.wav",
|
|
||||||
"zombozo/death3.wav",
|
|
||||||
};
|
|
||||||
|
|
||||||
//=========================================================
|
|
||||||
// Classify - indicates this monster's place in the
|
|
||||||
// relationship table.
|
|
||||||
//=========================================================
|
|
||||||
int Czombozo::Classify( void )
|
|
||||||
{
|
|
||||||
return CLASS_ALIEN_MONSTER;
|
|
||||||
}
|
|
||||||
|
|
||||||
//=========================================================
|
|
||||||
// SetYawSpeed - allows each sequence to have a different
|
|
||||||
// turn rate associated with it.
|
|
||||||
//=========================================================
|
|
||||||
void Czombozo::SetYawSpeed( void )
|
|
||||||
{
|
|
||||||
int ys;
|
|
||||||
|
|
||||||
ys = 120;
|
|
||||||
#if 0
|
|
||||||
switch ( m_Activity )
|
|
||||||
{
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
pev->yaw_speed = ys;
|
|
||||||
}
|
|
||||||
|
|
||||||
int Czombozo::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
|
||||||
{
|
|
||||||
// Take 30% damage from bullets
|
|
||||||
if( bitsDamageType == DMG_BULLET )
|
|
||||||
{
|
|
||||||
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
|
|
||||||
vecDir = vecDir.Normalize();
|
|
||||||
float flForce = DamageForce( flDamage );
|
|
||||||
pev->velocity = pev->velocity + vecDir * flForce;
|
|
||||||
flDamage *= 0.3;
|
|
||||||
}
|
|
||||||
|
|
||||||
// HACK HACK -- until we fix this.
|
|
||||||
if( IsAlive() )
|
|
||||||
PainSound();
|
|
||||||
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
|
||||||
}
|
|
||||||
|
|
||||||
void Czombozo::PainSound( void )
|
|
||||||
{
|
|
||||||
int pitch = 95 + RANDOM_LONG( 0, 9 );
|
|
||||||
|
|
||||||
if( RANDOM_LONG( 0, 5 ) < 2 )
|
|
||||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
||||||
}
|
|
||||||
|
|
||||||
void Czombozo::AlertSound( void )
|
|
||||||
{
|
|
||||||
int pitch = 95 + RANDOM_LONG( 0, 9 );
|
|
||||||
|
|
||||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
|
|
||||||
}
|
|
||||||
|
|
||||||
void Czombozo::IdleSound( void )
|
|
||||||
{
|
|
||||||
int pitch = 95 + RANDOM_LONG( 0, 9 );
|
|
||||||
|
|
||||||
// Play a random idle sound
|
|
||||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//=========================================================
|
|
||||||
// HandleAnimEvent - catches the monster-specific messages
|
|
||||||
// that occur when tagged animation frames are played.
|
|
||||||
//=========================================================
|
|
||||||
void Czombozo::HandleAnimEvent( MonsterEvent_t *pEvent )
|
|
||||||
{
|
|
||||||
switch( pEvent->event )
|
|
||||||
{
|
|
||||||
case ZOMBIE_AE_ATTACK_RIGHT:
|
|
||||||
{
|
|
||||||
// do stuff for this event.
|
|
||||||
//ALERT( at_console, "Slash right!\n" );
|
|
||||||
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
|
|
||||||
if( pHurt )
|
|
||||||
{
|
|
||||||
if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
|
|
||||||
{
|
|
||||||
pHurt->pev->punchangle.z = -18;
|
|
||||||
pHurt->pev->punchangle.x = 5;
|
|
||||||
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else // Play a random attack miss sound
|
|
||||||
if( RANDOM_LONG( 0, 1 ) )
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case ZOMBIE_AE_ATTACK_LEFT:
|
|
||||||
{
|
|
||||||
// do stuff for this event.
|
|
||||||
//ALERT( at_console, "Slash left!\n" );
|
|
||||||
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
|
|
||||||
if( pHurt )
|
|
||||||
{
|
|
||||||
if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
|
|
||||||
{
|
|
||||||
pHurt->pev->punchangle.z = 18;
|
|
||||||
pHurt->pev->punchangle.x = 5;
|
|
||||||
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
|
|
||||||
}
|
|
||||||
l }
|
|
||||||
else
|
|
||||||
if( RANDOM_LONG( 0, 1 ) )
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case ZOMBIE_AE_ATTACK_BOTH:
|
|
||||||
{
|
|
||||||
// do stuff for this event.
|
|
||||||
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH );
|
|
||||||
if( pHurt )
|
|
||||||
{
|
|
||||||
if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
|
|
||||||
{
|
|
||||||
pHurt->pev->punchangle.x = 5;
|
|
||||||
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
if( RANDOM_LONG( 0, 1 ) )
|
|
||||||
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
CBaseMonster::HandleAnimEvent( pEvent );
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//=========================================================
|
|
||||||
// Spawn
|
|
||||||
//=========================================================
|
|
||||||
void Czombozo::Spawn()
|
|
||||||
{
|
|
||||||
Precache();
|
|
||||||
|
|
||||||
SET_MODEL( ENT(pev), "models/zombozo.mdl" );
|
|
||||||
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
|
|
||||||
|
|
||||||
pev->solid = SOLID_SLIDEBOX;
|
|
||||||
pev->movetype = MOVETYPE_STEP;
|
|
||||||
m_bloodColor = BLOOD_COLOR_GREEN;
|
|
||||||
pev->health = 1500;
|
|
||||||
pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
|
|
||||||
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
|
||||||
m_MonsterState = MONSTERSTATE_NONE;
|
|
||||||
m_afCapability = bits_CAP_DOORS_GROUP;
|
|
||||||
|
|
||||||
MonsterInit();
|
|
||||||
}
|
|
||||||
|
|
||||||
//=========================================================
|
|
||||||
// Precache - precaches all resources this monster needs
|
|
||||||
//=========================================================
|
|
||||||
void Czombozo::Precache()
|
|
||||||
{
|
|
||||||
int i;
|
|
||||||
|
|
||||||
PRECACHE_MODEL( "models/zombozo.mdl" );
|
|
||||||
|
|
||||||
for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
|
|
||||||
PRECACHE_SOUND( (char *)pIdleSounds[i] );
|
|
||||||
|
|
||||||
for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
|
|
||||||
PRECACHE_SOUND( (char *)pAlertSounds[i] );
|
|
||||||
|
|
||||||
for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
|
|
||||||
PRECACHE_SOUND( (char *)pPainSounds[i] );
|
|
||||||
}
|
|
||||||
|
|
||||||
//=========================================================
|
|
||||||
// AI Schedules Specific to this monster
|
|
||||||
//=========================================================
|
|
||||||
|
|
||||||
int Czombozo::IgnoreConditions( void )
|
|
||||||
{
|
|
||||||
int iIgnore = CBaseMonster::IgnoreConditions();
|
|
||||||
|
|
||||||
if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) )
|
|
||||||
{
|
|
||||||
#if 0
|
|
||||||
if( pev->health < 20 )
|
|
||||||
iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE );
|
|
||||||
else
|
|
||||||
#endif
|
|
||||||
if( m_flNextFlinch >= gpGlobals->time )
|
|
||||||
iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
|
|
||||||
}
|
|
||||||
|
|
||||||
if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) )
|
|
||||||
{
|
|
||||||
if( m_flNextFlinch < gpGlobals->time )
|
|
||||||
m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY;
|
|
||||||
}
|
|
||||||
|
|
||||||
return iIgnore;
|
|
||||||
}
|
|
Loading…
x
Reference in New Issue
Block a user