From ca80620616fe9be69199aa72529c5c22c2060f24 Mon Sep 17 00:00:00 2001 From: Andrey Akhmichin <15944199+nekonomicon@users.noreply.github.com> Date: Thu, 4 Jan 2024 04:40:37 +0500 Subject: [PATCH] More accurate skeleton implementation. --- dlls/clcampaign/skeleton.cpp | 95 +++++++++++++++++++----------------- 1 file changed, 49 insertions(+), 46 deletions(-) diff --git a/dlls/clcampaign/skeleton.cpp b/dlls/clcampaign/skeleton.cpp index 13eadf18..7fdc3bbe 100644 --- a/dlls/clcampaign/skeleton.cpp +++ b/dlls/clcampaign/skeleton.cpp @@ -24,11 +24,11 @@ //========================================================= // 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 SKELETON_AE_ATTACK_RIGHT 0x01 +#define SKELETON_AE_ATTACK_LEFT 0x02 +#define SKELETON_AE_ATTACK_BOTH 0x03 -#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs +#define SKELETON_FLINCH_DELAY 2 // at most one flinch every n secs class CSkeleton : public CBaseMonster { @@ -36,7 +36,6 @@ public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); - void DeathSound( void ); int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); int IgnoreConditions( void ); @@ -45,8 +44,9 @@ public: void PainSound( void ); - static const char *pPainSounds[]; + static const char *pAttackHitSounds[]; + static const char *pAttackMissSounds[]; // No range attacks BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } @@ -59,9 +59,25 @@ LINK_ENTITY_TO_CLASS( monster_skeleton, CSkeleton ) const char *CSkeleton::pPainSounds[] = { - "skeleton/s_pain1.wav", - "skeleton/s_pain2.wav", - "sleletons/s_pain3.wav" + "spooky/s_pain1.wav", + "spooky/s_pain2.wav", + "spooky/s_pain3.wav", + "spooky/s_die.wav", + "spooky/s_die2.wav", + "spooky/s_die3.wav", +}; + +const char *CSkeleton::pAttackHitSounds[] = +{ + "zombie/claw_strike1.wav", + "zombie/claw_strike2.wav", + "zombie/claw_strike3.wav", +}; + +const char *CSkeleton::pAttackMissSounds[] = +{ + "zombie/claw_miss1.wav", + "zombie/claw_miss2.wav", }; //========================================================= @@ -70,7 +86,7 @@ const char *CSkeleton::pPainSounds[] = //========================================================= int CSkeleton::Classify( void ) { - return CLASS_ALIEN_MONSTER; + return CLASS_ALIEN_MONSTER; } //========================================================= @@ -95,16 +111,17 @@ int CSkeleton::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker,float // Take 30% damage from bullets if( bitsDamageType == DMG_BULLET ) { - Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; + Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5f; vecDir = vecDir.Normalize(); - float flForce = DamageForce( 0 ); + float flForce = DamageForce( flDamage ); pev->velocity = pev->velocity + vecDir * flForce; + flDamage *= 0.3f; } // HACK HACK -- until we fix this. if( IsAlive() ) PainSound(); - return CBaseMonster::TakeDamage( pevInflictor, pevAttacker,flDamage, bitsDamageType); + return CBaseMonster::TakeDamage( pevInflictor, pevAttacker,flDamage, bitsDamageType ); } void CSkeleton::PainSound( void ) @@ -112,26 +129,8 @@ void CSkeleton::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 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM, 0, pitch ); } -void CSkeleton::DeathSound( void ) -{ - switch( RANDOM_LONG( 0, 2 ) ) - { - case 0: - EMIT_SOUND( ENT( pev ), CHAN_VOICE, "spooky/s_die.wav", 1, ATTN_NORM ); - break; - case 1: - EMIT_SOUND( ENT( pev ), CHAN_VOICE, "spooky/s_die2.wav", 1, ATTN_NORM ); - break; - case 2: - EMIT_SOUND( ENT( pev ), CHAN_VOICE, "spooky/s_die3.wav", 1, ATTN_NORM ); - break; - } -} - - - //========================================================= // HandleAnimEvent - catches the monster-specific messages @@ -141,7 +140,7 @@ void CSkeleton::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { - case ZOMBIE_AE_ATTACK_RIGHT: + case SKELETON_AE_ATTACK_RIGHT: { // do stuff for this event. //ALERT( at_console, "Slash right!\n" ); @@ -154,10 +153,13 @@ void CSkeleton::HandleAnimEvent( MonsterEvent_t *pEvent ) pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; } + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } + else + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } break; - case ZOMBIE_AE_ATTACK_LEFT: + case SKELETON_AE_ATTACK_LEFT: { // do stuff for this event. //ALERT( at_console, "Slash left!\n" ); @@ -170,10 +172,13 @@ void CSkeleton::HandleAnimEvent( MonsterEvent_t *pEvent ) pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; } + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } + else + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } break; - case ZOMBIE_AE_ATTACK_BOTH: + case SKELETON_AE_ATTACK_BOTH: { // do stuff for this event. CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH ); @@ -184,7 +189,10 @@ void CSkeleton::HandleAnimEvent( MonsterEvent_t *pEvent ) pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; } + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } + else + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } break; default: @@ -205,10 +213,10 @@ void CSkeleton::Spawn() pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; - pev->health = 80; + pev->health = gSkillData.zombieHealth; pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. m_bloodColor = DONT_BLEED; - m_flFieldOfView = 0;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_flFieldOfView = 0.5f;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_afCapability = bits_CAP_DOORS_GROUP; @@ -220,15 +228,10 @@ void CSkeleton::Spawn() //========================================================= void CSkeleton::Precache() { - int i; - PRECACHE_MODEL( "models/skellington.mdl" ); - PRECACHE_SOUND( "spooky/s_die.wav" ); - PRECACHE_SOUND( "spooky/s_die2.wav" ); - PRECACHE_SOUND( "spooky/s_die3.wav" ); - - for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) - PRECACHE_SOUND( (char *)pPainSounds[i] ); + PRECACHE_SOUND_ARRAY( pPainSounds ); + PRECACHE_SOUND_ARRAY( pAttackHitSounds ); + PRECACHE_SOUND_ARRAY( pAttackMissSounds ); } //========================================================= @@ -253,7 +256,7 @@ int CSkeleton::IgnoreConditions( void ) if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) ) { if( m_flNextFlinch < gpGlobals->time ) - m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY; + m_flNextFlinch = gpGlobals->time + SKELETON_FLINCH_DELAY; } return iIgnore;