/*** * * 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" #define NUM_CIVILIAN_HEADS 5 // five heads available for civilian model enum { HEAD_CARL = 0, HEAD_MARTIN = 1, HEAD_TONY = 2, HEAD_FRANK = 3, HEAD_FRANK2 }; //========================================================= // Civilian //========================================================= class CCivilian : public CScientist { public: void Spawn(void); void Precache(void); BOOL CanHeal(void) { return FALSE; } }; LINK_ENTITY_TO_CLASS(monster_civilian, CCivilian); //========================================================= // Spawn //========================================================= void CCivilian::Spawn(void) { Precache(); SET_MODEL(ENT(pev), "models/civilian.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; if (pev->body == -1) {// -1 chooses a random head pev->body = RANDOM_LONG(0, NUM_CIVILIAN_HEADS - 1);// pick a head, any head } MonsterInit(); SetUse(NULL); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CCivilian::Precache(void) { PRECACHE_MODEL("models/civilian.mdl"); // every new scientist must call this, otherwise // when a level is loaded, nobody will talk (time is reset to 0) TalkInit(); CTalkMonster::Precache(); } //========================================================= // Dead Civilian PROP //========================================================= class CDeadCivilian : public CDeadScientist { public: void Spawn(void); }; LINK_ENTITY_TO_CLASS(monster_civilian_dead, CDeadCivilian); // // ********** DeadCivilian SPAWN ********** // void CDeadCivilian::Spawn() { PRECACHE_MODEL("models/civilian.mdl"); SET_MODEL(ENT(pev), "models/civilian.mdl"); pev->effects = 0; pev->sequence = 0; // Corpses have less health pev->health = 8;//gSkillData.scientistHealth; m_bloodColor = BLOOD_COLOR_RED; if (pev->body == -1) {// -1 chooses a random head pev->body = RANDOM_LONG(0, NUM_CIVILIAN_HEADS - 1);// pick a head, any head } pev->sequence = LookupSequence(m_szPoses[m_iPose]); if (pev->sequence == -1) { ALERT(at_console, "Dead civilian with bad pose\n"); } // pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again! MonsterInitDead(); }