/*** * * 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 "talkmonster.h" #include "schedule.h" #include "defaultai.h" #include "scripted.h" #include "animation.h" #include "soundent.h" #include "scientist.h" class CScientist2 : public CScientist { public: void Spawn(void); void Precache(void); BOOL CanHeal(void) { return FALSE; } MONSTERSTATE GetIdealState(void); void DeathSound(void) {} void PainSound(void) {} }; LINK_ENTITY_TO_CLASS(monster_scientist2, CScientist2); void CScientist2::Spawn(void) { if (pev->body == -1) {// -1 chooses a random head pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS - 1);// pick a head, any head } Precache(); SET_MODEL(ENT(pev), "models/scientist2.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.scientistHealth; 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 scientists will notice player and say hello m_MonsterState = MONSTERSTATE_NONE; // m_flDistTooFar = 256.0; m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE; // White hands pev->skin = 0; MonsterInit(); SetUse(&CScientist2::FollowerUse); } void CScientist2::Precache(void) { PRECACHE_MODEL("models/scientist2.mdl"); // every new scientist must call this, otherwise // when a level is loaded, nobody will talk (time is reset to 0) TalkInit(); CTalkMonster::Precache(); } MONSTERSTATE CScientist2::GetIdealState(void) { switch (m_MonsterState) { case MONSTERSTATE_ALERT: case MONSTERSTATE_IDLE: return CScientist::GetIdealState(); case MONSTERSTATE_COMBAT: m_IdealMonsterState = MONSTERSTATE_ALERT; return CScientist::GetIdealState(); default: return CScientist::GetIdealState(); } return CScientist::GetIdealState(); }