Night Owl
7 years ago
8 changed files with 873 additions and 199 deletions
@ -0,0 +1,665 @@
@@ -0,0 +1,665 @@
|
||||
/***
|
||||
* |
||||
* 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. |
||||
* |
||||
****/ |
||||
//=========================================================
|
||||
// monster template
|
||||
//=========================================================
|
||||
// UNDONE: Holster weapon?
|
||||
|
||||
#include "extdll.h" |
||||
#include "util.h" |
||||
#include "cbase.h" |
||||
#include "monsters.h" |
||||
#include "talkmonster.h" |
||||
#include "schedule.h" |
||||
#include "defaultai.h" |
||||
#include "scripted.h" |
||||
#include "weapons.h" |
||||
#include "soundent.h" |
||||
#include "barney.h" |
||||
|
||||
//=========================================================
|
||||
// Monster's Anim Events Go Here
|
||||
//=========================================================
|
||||
// first flag is barney dying for scripted sequences?
|
||||
#define HELMET_AE_DRAW ( 2 ) |
||||
#define HELMET_AE_SHOOT ( 3 ) |
||||
#define HELMET_AE_HOLSTER ( 4 ) |
||||
|
||||
#define HELMET_BODY_GUNHOLSTERED 0 |
||||
#define HELMET_BODY_GUNDRAWN 1 |
||||
#define HELMET_BODY_GUNGONE 2 |
||||
|
||||
class CHelmet : public CBarney |
||||
{ |
||||
public: |
||||
void Spawn( void ); |
||||
void Precache( void ); |
||||
void HelmetFireShotgun( void ); |
||||
void AlertSound( void ); |
||||
void HandleAnimEvent( MonsterEvent_t *pEvent ); |
||||
|
||||
virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; } |
||||
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); |
||||
|
||||
void DeclineFollowing( void ); |
||||
|
||||
// Override these to set behavior
|
||||
Schedule_t *GetSchedule( void ); |
||||
|
||||
void DeathSound( void ); |
||||
void PainSound( void ); |
||||
|
||||
void TalkInit( void ); |
||||
|
||||
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
||||
void Killed( entvars_t *pevAttacker, int iGib ); |
||||
|
||||
virtual int Save( CSave &save ); |
||||
virtual int Restore( CRestore &restore ); |
||||
static TYPEDESCRIPTION m_SaveData[]; |
||||
|
||||
CUSTOM_SCHEDULES |
||||
}; |
||||
|
||||
LINK_ENTITY_TO_CLASS( monster_helmet, CHelmet ) |
||||
|
||||
TYPEDESCRIPTION CHelmet::m_SaveData[] = |
||||
{ |
||||
DEFINE_FIELD( CHelmet, m_fGunDrawn, FIELD_BOOLEAN ), |
||||
DEFINE_FIELD( CHelmet, m_painTime, FIELD_TIME ), |
||||
DEFINE_FIELD( CHelmet, m_checkAttackTime, FIELD_TIME ), |
||||
DEFINE_FIELD( CHelmet, m_lastAttackCheck, FIELD_BOOLEAN ), |
||||
DEFINE_FIELD( CHelmet, m_flPlayerDamage, FIELD_FLOAT ), |
||||
}; |
||||
|
||||
IMPLEMENT_SAVERESTORE( CHelmet, CTalkMonster ) |
||||
/*
|
||||
//=========================================================
|
||||
// AI Schedules Specific to this monster
|
||||
//=========================================================
|
||||
Task_t tlBaFollow[] = |
||||
{ |
||||
{ TASK_MOVE_TO_TARGET_RANGE, (float)128 }, // Move within 128 of target ent (client)
|
||||
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, |
||||
}; |
||||
|
||||
Schedule_t slBaFollow[] = |
||||
{ |
||||
{ |
||||
tlBaFollow, |
||||
ARRAYSIZE( tlBaFollow ), |
||||
bits_COND_NEW_ENEMY | |
||||
bits_COND_LIGHT_DAMAGE | |
||||
bits_COND_HEAVY_DAMAGE | |
||||
bits_COND_HEAR_SOUND | |
||||
bits_COND_PROVOKED, |
||||
bits_SOUND_DANGER, |
||||
"Follow" |
||||
}, |
||||
}; |
||||
|
||||
//=========================================================
|
||||
// BarneyDraw - much better looking draw schedule for when
|
||||
// barney knows who he's gonna attack.
|
||||
//=========================================================
|
||||
Task_t tlBarneyEnemyDraw[] = |
||||
{ |
||||
{ TASK_STOP_MOVING, 0 }, |
||||
{ TASK_FACE_ENEMY, 0 }, |
||||
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM }, |
||||
}; |
||||
|
||||
Schedule_t slBarneyEnemyDraw[] = |
||||
{ |
||||
{ |
||||
tlBarneyEnemyDraw, |
||||
ARRAYSIZE( tlBarneyEnemyDraw ), |
||||
0, |
||||
0, |
||||
"Barney Enemy Draw" |
||||
} |
||||
}; |
||||
|
||||
Task_t tlBaFaceTarget[] = |
||||
{ |
||||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
||||
{ TASK_FACE_TARGET, (float)0 }, |
||||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
||||
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE }, |
||||
}; |
||||
|
||||
Schedule_t slBaFaceTarget[] = |
||||
{ |
||||
{ |
||||
tlBaFaceTarget, |
||||
ARRAYSIZE( tlBaFaceTarget ), |
||||
bits_COND_CLIENT_PUSH | |
||||
bits_COND_NEW_ENEMY | |
||||
bits_COND_LIGHT_DAMAGE | |
||||
bits_COND_HEAVY_DAMAGE | |
||||
bits_COND_HEAR_SOUND | |
||||
bits_COND_PROVOKED, |
||||
bits_SOUND_DANGER, |
||||
"FaceTarget" |
||||
}, |
||||
}; |
||||
|
||||
Task_t tlIdleBaStand[] = |
||||
{ |
||||
{ TASK_STOP_MOVING, 0 }, |
||||
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
||||
{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds.
|
||||
{ TASK_TLK_HEADRESET, (float)0 }, // reset head position
|
||||
}; |
||||
|
||||
Schedule_t slIdleBaStand[] = |
||||
{ |
||||
{ |
||||
tlIdleBaStand, |
||||
ARRAYSIZE( tlIdleBaStand ), |
||||
bits_COND_NEW_ENEMY | |
||||
bits_COND_LIGHT_DAMAGE | |
||||
bits_COND_HEAVY_DAMAGE | |
||||
bits_COND_HEAR_SOUND | |
||||
bits_COND_SMELL | |
||||
bits_COND_PROVOKED, |
||||
bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code.
|
||||
//bits_SOUND_PLAYER |
|
||||
//bits_SOUND_WORLD |
|
||||
bits_SOUND_DANGER | |
||||
bits_SOUND_MEAT |// scents
|
||||
bits_SOUND_CARCASS | |
||||
bits_SOUND_GARBAGE, |
||||
"IdleStand" |
||||
}, |
||||
}; |
||||
*/ |
||||
|
||||
extern Schedule_t slBaFollow[]; |
||||
extern Schedule_t slBarneyEnemyDraw[]; |
||||
extern Schedule_t slBaFaceTarget[]; |
||||
extern Schedule_t slIdleBaStand[]; |
||||
|
||||
DEFINE_CUSTOM_SCHEDULES( CHelmet ) |
||||
{ |
||||
slBaFollow, |
||||
slBarneyEnemyDraw, |
||||
slBaFaceTarget, |
||||
slIdleBaStand, |
||||
}; |
||||
|
||||
IMPLEMENT_CUSTOM_SCHEDULES( CHelmet, CTalkMonster ) |
||||
|
||||
//=========================================================
|
||||
// ALertSound - barney says "Freeze!"
|
||||
//=========================================================
|
||||
void CHelmet::AlertSound( void ) |
||||
{ |
||||
if( m_hEnemy != 0 ) |
||||
{ |
||||
if( FOkToSpeak() ) |
||||
{ |
||||
PlaySentence( "HM_ATTACK", RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE ); |
||||
} |
||||
} |
||||
} |
||||
|
||||
//=========================================================
|
||||
// BarneyFirePistol - shoots one round from the pistol at
|
||||
// the enemy barney is facing.
|
||||
//=========================================================
|
||||
void CHelmet::HelmetFireShotgun( void ) |
||||
{ |
||||
Vector vecShootOrigin; |
||||
|
||||
UTIL_MakeVectors( pev->angles ); |
||||
vecShootOrigin = pev->origin + Vector( 0, 0, 55 ); |
||||
Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); |
||||
|
||||
Vector angDir = UTIL_VecToAngles( vecShootDir ); |
||||
SetBlending( 0, angDir.x ); |
||||
pev->effects = EF_MUZZLEFLASH; |
||||
|
||||
FireBullets( 2, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_12MM ); |
||||
|
||||
int pitchShift = RANDOM_LONG( 0, 20 ); |
||||
|
||||
// Only shift about half the time
|
||||
if( pitchShift > 10 ) |
||||
pitchShift = 0; |
||||
else |
||||
pitchShift -= 5; |
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "helmet/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift ); |
||||
|
||||
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); |
||||
|
||||
// UNDONE: Reload?
|
||||
m_cAmmoLoaded--;// take away a bullet!
|
||||
} |
||||
|
||||
//=========================================================
|
||||
// HandleAnimEvent - catches the monster-specific messages
|
||||
// that occur when tagged animation frames are played.
|
||||
//
|
||||
// Returns number of events handled, 0 if none.
|
||||
//=========================================================
|
||||
void CHelmet::HandleAnimEvent( MonsterEvent_t *pEvent ) |
||||
{ |
||||
switch( pEvent->event ) |
||||
{ |
||||
case HELMET_AE_SHOOT: |
||||
HelmetFireShotgun(); |
||||
break; |
||||
case HELMET_AE_DRAW: |
||||
// barney's bodygroup switches here so he can pull gun from holster
|
||||
pev->body = HELMET_BODY_GUNDRAWN; |
||||
m_fGunDrawn = TRUE; |
||||
break; |
||||
case HELMET_AE_HOLSTER: |
||||
// change bodygroup to replace gun in holster
|
||||
pev->body = HELMET_BODY_GUNHOLSTERED; |
||||
m_fGunDrawn = FALSE; |
||||
break; |
||||
default: |
||||
CTalkMonster::HandleAnimEvent( pEvent ); |
||||
} |
||||
} |
||||
|
||||
//=========================================================
|
||||
// Spawn
|
||||
//=========================================================
|
||||
void CHelmet::Spawn() |
||||
{ |
||||
Precache(); |
||||
|
||||
SET_MODEL( ENT( pev ), "models/helmet.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 = gSkillData.barneyHealth; |
||||
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 npc will notice player and say hello
|
||||
m_MonsterState = MONSTERSTATE_NONE; |
||||
|
||||
pev->body = 0; // gun in holster
|
||||
m_fGunDrawn = FALSE; |
||||
|
||||
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; |
||||
|
||||
MonsterInit(); |
||||
SetUse( &CTalkMonster::FollowerUse ); |
||||
} |
||||
|
||||
//=========================================================
|
||||
// Precache - precaches all resources this monster needs
|
||||
//=========================================================
|
||||
void CHelmet::Precache() |
||||
{ |
||||
PRECACHE_MODEL( "models/helmet.mdl" ); |
||||
|
||||
PRECACHE_SOUND( "helmet/ba_attack1.wav" ); |
||||
PRECACHE_SOUND( "helmet/ba_attack2.wav" ); |
||||
|
||||
PRECACHE_SOUND( "helmet/ba_pain1.wav" ); |
||||
PRECACHE_SOUND( "helmet/ba_pain2.wav" ); |
||||
PRECACHE_SOUND( "helmet/ba_pain3.wav" ); |
||||
|
||||
PRECACHE_SOUND( "helmet/ba_die1.wav" ); |
||||
PRECACHE_SOUND( "helmet/ba_die2.wav" ); |
||||
PRECACHE_SOUND( "helmet/ba_die3.wav" ); |
||||
|
||||
// every new barney must call this, otherwise
|
||||
// when a level is loaded, nobody will talk (time is reset to 0)
|
||||
TalkInit(); |
||||
CTalkMonster::Precache(); |
||||
} |
||||
|
||||
// Init talk data
|
||||
void CHelmet::TalkInit() |
||||
{ |
||||
CTalkMonster::TalkInit(); |
||||
|
||||
// scientists speach group names (group names are in sentences.txt)
|
||||
m_szGrp[TLK_ANSWER] = "HM_ANSWER"; |
||||
m_szGrp[TLK_QUESTION] = "HM_QUESTION"; |
||||
m_szGrp[TLK_IDLE] = "HM_IDLE"; |
||||
m_szGrp[TLK_STARE] = "HM_STARE"; |
||||
m_szGrp[TLK_USE] = "HM_OK"; |
||||
m_szGrp[TLK_UNUSE] = "HM_WAIT"; |
||||
m_szGrp[TLK_STOP] = "HM_STOP"; |
||||
|
||||
m_szGrp[TLK_NOSHOOT] = "HM_SCARED"; |
||||
m_szGrp[TLK_HELLO] = "HM_HELLO"; |
||||
|
||||
m_szGrp[TLK_PLHURT1] = "!HM_CUREA"; |
||||
m_szGrp[TLK_PLHURT2] = "!HM_CUREB"; |
||||
m_szGrp[TLK_PLHURT3] = "!HM_CUREC"; |
||||
|
||||
m_szGrp[TLK_PHELLO] = NULL; //"HM_PHELLO"; // UNDONE
|
||||
m_szGrp[TLK_PIDLE] = NULL; //"HM_PIDLE"; // UNDONE
|
||||
m_szGrp[TLK_PQUESTION] = "HM_PQUEST"; // UNDONE
|
||||
|
||||
m_szGrp[TLK_SMELL] = "HM_SMELL"; |
||||
|
||||
m_szGrp[TLK_WOUND] = "HM_WOUND"; |
||||
m_szGrp[TLK_MORTAL] = "HM_MORTAL"; |
||||
|
||||
// get voice for head - just one barney voice for now
|
||||
m_voicePitch = 100; |
||||
} |
||||
|
||||
static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) |
||||
{ |
||||
Vector vecDir = reference - pevTest->origin; |
||||
vecDir.z = 0; |
||||
vecDir = vecDir.Normalize(); |
||||
Vector forward, angle; |
||||
angle = pevTest->v_angle; |
||||
angle.x = 0; |
||||
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL ); |
||||
|
||||
// He's facing me, he meant it
|
||||
if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
|
||||
{ |
||||
return TRUE; |
||||
} |
||||
return FALSE; |
||||
} |
||||
|
||||
int CHelmet::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
||||
{ |
||||
// make sure friends talk about it if player hurts talkmonsters...
|
||||
int ret = CTalkMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
||||
if( !IsAlive() || pev->deadflag == DEAD_DYING ) |
||||
return ret; |
||||
|
||||
if( m_MonsterState != MONSTERSTATE_PRONE && ( pevAttacker->flags & FL_CLIENT ) ) |
||||
{ |
||||
m_flPlayerDamage += flDamage; |
||||
|
||||
// This is a heurstic to determine if the player intended to harm me
|
||||
// If I have an enemy, we can't establish intent (may just be crossfire)
|
||||
if( m_hEnemy == 0 ) |
||||
{ |
||||
// If the player was facing directly at me, or I'm already suspicious, get mad
|
||||
if( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) || IsFacing( pevAttacker, pev->origin ) ) |
||||
{ |
||||
// Alright, now I'm pissed!
|
||||
PlaySentence( "HM_MAD", 4, VOL_NORM, ATTN_NORM ); |
||||
|
||||
Remember( bits_MEMORY_PROVOKED ); |
||||
StopFollowing( TRUE ); |
||||
} |
||||
else |
||||
{ |
||||
// Hey, be careful with that
|
||||
PlaySentence( "HM_SHOT", 4, VOL_NORM, ATTN_NORM ); |
||||
Remember( bits_MEMORY_SUSPICIOUS ); |
||||
} |
||||
} |
||||
else if( !( m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO ) |
||||
{ |
||||
PlaySentence( "HM_SHOT", 4, VOL_NORM, ATTN_NORM ); |
||||
} |
||||
} |
||||
|
||||
return ret; |
||||
} |
||||
|
||||
//=========================================================
|
||||
// PainSound
|
||||
//=========================================================
|
||||
void CHelmet::PainSound( void ) |
||||
{ |
||||
if( gpGlobals->time < m_painTime ) |
||||
return; |
||||
|
||||
m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 ); |
||||
|
||||
switch( RANDOM_LONG( 0, 2 ) ) |
||||
{ |
||||
case 0: |
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
||||
break; |
||||
case 1: |
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
||||
break; |
||||
case 2: |
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
||||
break; |
||||
} |
||||
} |
||||
|
||||
//=========================================================
|
||||
// DeathSound
|
||||
//=========================================================
|
||||
void CHelmet::DeathSound( void ) |
||||
{ |
||||
switch( RANDOM_LONG( 0, 2 ) ) |
||||
{ |
||||
case 0: |
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
||||
break; |
||||
case 1: |
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
||||
break; |
||||
case 2: |
||||
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "helmet/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
||||
break; |
||||
} |
||||
} |
||||
|
||||
void CHelmet::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) |
||||
{ |
||||
switch( ptr->iHitgroup ) |
||||
{ |
||||
case HITGROUP_CHEST: |
||||
case HITGROUP_STOMACH: |
||||
if (bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_BLAST ) ) |
||||
{ |
||||
flDamage = flDamage / 2; |
||||
} |
||||
break; |
||||
case 10: |
||||
if( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) ) |
||||
{ |
||||
flDamage -= 20; |
||||
if( flDamage <= 0 ) |
||||
{ |
||||
UTIL_Ricochet( ptr->vecEndPos, 1.0 ); |
||||
flDamage = 0.01; |
||||
} |
||||
} |
||||
|
||||
// always a head shot
|
||||
ptr->iHitgroup = HITGROUP_HEAD; |
||||
break; |
||||
} |
||||
|
||||
CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); |
||||
} |
||||
|
||||
void CHelmet::Killed( entvars_t *pevAttacker, int iGib ) |
||||
{ |
||||
if( pev->body < HELMET_BODY_GUNGONE ) |
||||
{ |
||||
// drop the gun!
|
||||
Vector vecGunPos; |
||||
Vector vecGunAngles; |
||||
|
||||
pev->body = HELMET_BODY_GUNGONE; |
||||
|
||||
GetAttachment( 0, vecGunPos, vecGunAngles ); |
||||
|
||||
DropItem( "weapon_shotgun", vecGunPos, vecGunAngles ); |
||||
} |
||||
|
||||
SetUse( NULL ); |
||||
CTalkMonster::Killed( pevAttacker, iGib ); |
||||
} |
||||
|
||||
//=========================================================
|
||||
// GetSchedule - Decides which type of schedule best suits
|
||||
// the monster's current state and conditions. Then calls
|
||||
// monster's member function to get a pointer to a schedule
|
||||
// of the proper type.
|
||||
//=========================================================
|
||||
Schedule_t *CHelmet::GetSchedule( void ) |
||||
{ |
||||
if( HasConditions( bits_COND_HEAR_SOUND ) ) |
||||
{ |
||||
CSound *pSound; |
||||
pSound = PBestSound(); |
||||
|
||||
ASSERT( pSound != NULL ); |
||||
if( pSound && (pSound->m_iType & bits_SOUND_DANGER) ) |
||||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); |
||||
} |
||||
if( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() ) |
||||
{ |
||||
PlaySentence( "HM_KILL", 4, VOL_NORM, ATTN_NORM ); |
||||
} |
||||
|
||||
switch( m_MonsterState ) |
||||
{ |
||||
case MONSTERSTATE_COMBAT: |
||||
{ |
||||
// dead enemy
|
||||
if( HasConditions( bits_COND_ENEMY_DEAD ) ) |
||||
{ |
||||
// call base class, all code to handle dead enemies is centralized there.
|
||||
return CBaseMonster::GetSchedule(); |
||||
} |
||||
|
||||
// always act surprized with a new enemy
|
||||
if( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE ) ) |
||||
return GetScheduleOfType( SCHED_SMALL_FLINCH ); |
||||
|
||||
// wait for one schedule to draw gun
|
||||
if( !m_fGunDrawn ) |
||||
return GetScheduleOfType( SCHED_ARM_WEAPON ); |
||||
|
||||
if( HasConditions( bits_COND_HEAVY_DAMAGE ) ) |
||||
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
||||
} |
||||
break; |
||||
case MONSTERSTATE_ALERT: |
||||
case MONSTERSTATE_IDLE: |
||||
if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) |
||||
{ |
||||
// flinch if hurt
|
||||
return GetScheduleOfType( SCHED_SMALL_FLINCH ); |
||||
} |
||||
|
||||
if( m_hEnemy == 0 && IsFollowing() ) |
||||
{ |
||||
if( !m_hTargetEnt->IsAlive() ) |
||||
{ |
||||
// UNDONE: Comment about the recently dead player here?
|
||||
StopFollowing( FALSE ); |
||||
break; |
||||
} |
||||
else |
||||
{ |
||||
if( HasConditions( bits_COND_CLIENT_PUSH ) ) |
||||
{ |
||||
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW ); |
||||
} |
||||
return GetScheduleOfType( SCHED_TARGET_FACE ); |
||||
} |
||||
} |
||||
|
||||
if( HasConditions( bits_COND_CLIENT_PUSH ) ) |
||||
{ |
||||
return GetScheduleOfType( SCHED_MOVE_AWAY ); |
||||
} |
||||
|
||||
// try to say something about smells
|
||||
TrySmellTalk(); |
||||
break; |
||||
default: |
||||
break; |
||||
} |
||||
|
||||
return CTalkMonster::GetSchedule(); |
||||
} |
||||
|
||||
void CHelmet::DeclineFollowing( void ) |
||||
{ |
||||
PlaySentence( "HM_POK", 2, VOL_NORM, ATTN_NORM ); |
||||
} |
||||
|
||||
//=========================================================
|
||||
// DEAD BARNEY PROP
|
||||
//
|
||||
// Designer selects a pose in worldcraft, 0 through num_poses-1
|
||||
// this value is added to what is selected as the 'first dead pose'
|
||||
// among the monster's normal animations. All dead poses must
|
||||
// appear sequentially in the model file. Be sure and set
|
||||
// the m_iFirstPose properly!
|
||||
//
|
||||
//=========================================================
|
||||
class CDeadHelmet : public CBaseMonster |
||||
{ |
||||
public: |
||||
void Spawn( void ); |
||||
int Classify( void ) { return CLASS_PLAYER_ALLY; } |
||||
|
||||
void KeyValue( KeyValueData *pkvd ); |
||||
|
||||
int m_iPose;// which sequence to display -- temporary, don't need to save
|
||||
static const char *m_szPoses[3]; |
||||
}; |
||||
|
||||
const char *CDeadHelmet::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" }; |
||||
|
||||
void CDeadHelmet::KeyValue( KeyValueData *pkvd ) |
||||
{ |
||||
if( FStrEq( pkvd->szKeyName, "pose" ) ) |
||||
{ |
||||
m_iPose = atoi( pkvd->szValue ); |
||||
pkvd->fHandled = TRUE; |
||||
} |
||||
else |
||||
CBaseMonster::KeyValue( pkvd ); |
||||
} |
||||
|
||||
LINK_ENTITY_TO_CLASS( monster_helmet_dead, CDeadHelmet ) |
||||
|
||||
//=========================================================
|
||||
// ********** DeadBarney SPAWN **********
|
||||
//=========================================================
|
||||
void CDeadHelmet::Spawn() |
||||
{ |
||||
PRECACHE_MODEL( "models/helmet.mdl" ); |
||||
SET_MODEL( ENT( pev ), "models/helmet.mdl" ); |
||||
|
||||
pev->effects = 0; |
||||
pev->yaw_speed = 8; |
||||
pev->sequence = 0; |
||||
m_bloodColor = BLOOD_COLOR_RED; |
||||
|
||||
pev->sequence = LookupSequence( m_szPoses[m_iPose] ); |
||||
if( pev->sequence == -1 ) |
||||
{ |
||||
ALERT( at_console, "Dead helmet with bad pose\n" ); |
||||
} |
||||
// Corpses have less health
|
||||
pev->health = 8;//gSkillData.barneyHealth;
|
||||
|
||||
MonsterInitDead(); |
||||
} |
@ -0,0 +1,47 @@
@@ -0,0 +1,47 @@
|
||||
/***
|
||||
* |
||||
* 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
|
||||
//=========================================================
|
||||
|
||||
class CZombie : public CBaseMonster |
||||
{ |
||||
public: |
||||
virtual void Spawn( void ); |
||||
virtual void Precache( void ); |
||||
void SetYawSpeed( void ); |
||||
int Classify( void ); |
||||
virtual void HandleAnimEvent( MonsterEvent_t *pEvent ); |
||||
int IgnoreConditions( void ); |
||||
|
||||
float m_flNextFlinch; |
||||
|
||||
virtual void PainSound( void ); |
||||
void AlertSound( void ); |
||||
virtual void IdleSound( void ); |
||||
void AttackSound( void ); |
||||
|
||||
static const char *pAttackSounds[]; |
||||
static const char *pIdleSounds[]; |
||||
static const char *pAlertSounds[]; |
||||
static const char *pPainSounds[]; |
||||
static const char *pAttackHitSounds[]; |
||||
static const char *pAttackMissSounds[]; |
||||
|
||||
// No range attacks
|
||||
virtual BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } |
||||
virtual BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; } |
||||
virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
||||
}; |
Loading…
Reference in new issue