/*** * * Copyright (c) 1996-2001, 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. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "squadmonster.h" #include "schedule.h" #include "effects.h" #include "weapons.h" #include "soundent.h" #include "islave.h" class CBabyKelly : public CISlave { public: void Spawn(void); void Precache(void); void DeathSound(void); void PainSound(void); void AlertSound(void); void IdleSound(void); static const char *pAttackHitSounds[]; static const char *pAttackMissSounds[]; static const char *pPainSounds[]; static const char *pDeathSounds[]; }; LINK_ENTITY_TO_CLASS(monster_th_babykelly, CBabyKelly); const char *CBabyKelly::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; const char *CBabyKelly::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", }; const char *CBabyKelly::pPainSounds[] = { "aslave/slv_pain1.wav", "aslave/slv_pain2.wav", }; const char *CBabyKelly::pDeathSounds[] = { "aslave/slv_die1.wav", "aslave/slv_die2.wav", }; //========================================================= // ALertSound - scream //========================================================= void CBabyKelly::AlertSound(void) { if (m_hEnemy != NULL) { SENTENCEG_PlayRndSz(ENT(pev), "BKL_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch); CallForHelp("monster_alien_slave", 512, m_hEnemy, m_vecEnemyLKP); } } //========================================================= // IdleSound //========================================================= void CBabyKelly::IdleSound(void) { if (RANDOM_LONG(0, 2) == 0) { SENTENCEG_PlayRndSz(ENT(pev), "BKL_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch); } } //========================================================= // PainSound //========================================================= void CBabyKelly::PainSound(void) { if (RANDOM_LONG(0, 2) == 0) { EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM, 0, m_voicePitch); } } //========================================================= // DieSound //========================================================= void CBabyKelly::DeathSound(void) { EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pDeathSounds), 1.0, ATTN_NORM, 0, m_voicePitch); } //========================================================= // Spawn //========================================================= void CBabyKelly::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/babykelly.mdl"); UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = DONT_BLEED; pev->effects = 0; pev->health = gSkillData.slaveHealth; pev->view_ofs = Vector(0, 0, 32);// 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; m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP; m_voicePitch = RANDOM_LONG(85, 110); MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CBabyKelly::Precache() { int i; PRECACHE_MODEL("models/babykelly.mdl"); PRECACHE_MODEL("sprites/lgtning.spr"); PRECACHE_SOUND("debris/zap1.wav"); PRECACHE_SOUND("debris/zap4.wav"); PRECACHE_SOUND("weapons/electro4.wav"); PRECACHE_SOUND("hassault/hw_shoot1.wav"); PRECACHE_SOUND("zombie/zo_pain2.wav"); PRECACHE_SOUND("headcrab/hc_headbite.wav"); PRECACHE_SOUND("weapons/cbar_miss1.wav"); 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(pPainSounds); i++) PRECACHE_SOUND((char *)pPainSounds[i]); for (i = 0; i < ARRAYSIZE(pDeathSounds); i++) PRECACHE_SOUND((char *)pDeathSounds[i]); UTIL_PrecacheOther("test_effect"); }