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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-23 05:04:17 +00:00
More accurate skeleton implementation.
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@ -24,11 +24,11 @@
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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 SKELETON_AE_ATTACK_RIGHT 0x01
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#define SKELETON_AE_ATTACK_LEFT 0x02
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#define SKELETON_AE_ATTACK_BOTH 0x03
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#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
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#define SKELETON_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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@ -36,7 +36,6 @@ 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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void DeathSound( 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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@ -45,8 +44,9 @@ public:
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void PainSound( void );
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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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@ -59,9 +59,25 @@ 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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"spooky/s_pain1.wav",
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"spooky/s_pain2.wav",
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"spooky/s_pain3.wav",
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"spooky/s_die.wav",
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"spooky/s_die2.wav",
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"spooky/s_die3.wav",
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};
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const char *CSkeleton::pAttackHitSounds[] =
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{
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav",
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};
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const char *CSkeleton::pAttackMissSounds[] =
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{
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"zombie/claw_miss1.wav",
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"zombie/claw_miss2.wav",
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};
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//=========================================================
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@ -70,7 +86,7 @@ const char *CSkeleton::pPainSounds[] =
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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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return CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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@ -95,16 +111,17 @@ int CSkeleton::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker,float
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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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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5f;
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vecDir = vecDir.Normalize();
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float flForce = DamageForce( 0 );
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float flForce = DamageForce( flDamage );
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pev->velocity = pev->velocity + vecDir * flForce;
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flDamage *= 0.3f;
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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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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker,flDamage, bitsDamageType );
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}
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void CSkeleton::PainSound( void )
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@ -112,26 +129,8 @@ void CSkeleton::PainSound( void )
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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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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM, 0, pitch );
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}
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void CSkeleton::DeathSound( void )
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{
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switch( RANDOM_LONG( 0, 2 ) )
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{
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case 0:
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "spooky/s_die.wav", 1, ATTN_NORM );
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break;
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case 1:
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "spooky/s_die2.wav", 1, ATTN_NORM );
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break;
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case 2:
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "spooky/s_die3.wav", 1, ATTN_NORM );
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break;
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}
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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@ -141,7 +140,7 @@ 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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case SKELETON_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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@ -154,10 +153,13 @@ void CSkeleton::HandleAnimEvent( MonsterEvent_t *pEvent )
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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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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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}
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else
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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}
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break;
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case ZOMBIE_AE_ATTACK_LEFT:
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case SKELETON_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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@ -170,10 +172,13 @@ void CSkeleton::HandleAnimEvent( MonsterEvent_t *pEvent )
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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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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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}
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else
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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}
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break;
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case ZOMBIE_AE_ATTACK_BOTH:
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case SKELETON_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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@ -184,7 +189,10 @@ void CSkeleton::HandleAnimEvent( MonsterEvent_t *pEvent )
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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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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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}
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else
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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}
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break;
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default:
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@ -205,10 +213,10 @@ void CSkeleton::Spawn()
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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->health = gSkillData.zombieHealth;
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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_flFieldOfView = 0.5f;// 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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@ -220,15 +228,10 @@ void CSkeleton::Spawn()
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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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PRECACHE_SOUND( "spooky/s_die.wav" );
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PRECACHE_SOUND( "spooky/s_die2.wav" );
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PRECACHE_SOUND( "spooky/s_die3.wav" );
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for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
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PRECACHE_SOUND( (char *)pPainSounds[i] );
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PRECACHE_SOUND_ARRAY( pPainSounds );
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PRECACHE_SOUND_ARRAY( pAttackHitSounds );
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PRECACHE_SOUND_ARRAY( pAttackMissSounds );
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}
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//=========================================================
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@ -253,7 +256,7 @@ int CSkeleton::IgnoreConditions( void )
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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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m_flNextFlinch = gpGlobals->time + SKELETON_FLINCH_DELAY;
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}
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return iIgnore;
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