/*** * * 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 "schedule.h" #include "game.h" #include "headcrab.h" class CHand : public CHeadCrab { public: void Spawn(void); void Precache(void); void StartTask(Task_t *pTask); void EXPORT LeapTouch(CBaseEntity *pOther); void PainSound(void) { } void DeathSound(void) { } void IdleSound(void) { } void AlertSound(void) { } void AttackSound(void) { } static const char *pAttackSounds[]; static const char *pBiteSounds[]; }; LINK_ENTITY_TO_CLASS(einar_hand, CHand); const char *CHand::pAttackSounds[] = { "thehand/hnd_attack1.wav", }; const char *CHand::pBiteSounds[] = { "thehand/hnd_headbite.wav", }; //========================================================= // Spawn //========================================================= void CHand::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/thehand.mdl"); UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24)); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_RED; pev->effects = 0; pev->health = gSkillData.headcrabHealth; pev->view_ofs = Vector(0, 0, 20);// position of the eyes relative to monster's origin. pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim? m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CHand::Precache() { PRECACHE_MODEL("models/thehand.mdl"); PRECACHE_SOUND_ARRAY(pAttackSounds); PRECACHE_SOUND_ARRAY(pBiteSounds); PRECACHE_SOUND("headcrab/hc_attack1.wav"); PRECACHE_SOUND("headcrab/hc_attack2.wav"); PRECACHE_SOUND("headcrab/hc_attack3.wav"); } //========================================================= // LeapTouch - this is the hand's touch function when it // is in the air //========================================================= void CHand::LeapTouch(CBaseEntity *pOther) { if (!pOther->pev->takedamage) { return; } if (pOther->Classify() == Classify()) { return; } // Don't hit if back on ground if (!FBitSet(pev->flags, FL_ONGROUND)) { EMIT_SOUND_DYN(edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBiteSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch()); pOther->TakeDamage(pev, pev, GetDamageAmount(), DMG_SLASH); } SetTouch(NULL); } void CHand::StartTask(Task_t *pTask) { m_iTaskStatus = TASKSTATUS_RUNNING; switch (pTask->iTask) { case TASK_RANGE_ATTACK1: { EMIT_SOUND_DYN(edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch()); m_IdealActivity = ACT_RANGE_ATTACK1; SetTouch(&CHand::LeapTouch); break; } default: { CHeadCrab::StartTask(pTask); } } }