/*** * Creepers blow. */ //========================================================= // Creeper //========================================================= // UNDONE: Don't flinch every time you get hit #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "explode.h" //========================================================= // Monster's Anim Events Go Here //========================================================= #define CREEP_AE_ATTACK_RIGHT 0x01 #define CREEP_FLINCH_DELAY 1 // at most one flinch every n secs class CCreeper : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); int Classify ( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); int IgnoreConditions ( void ); float m_flNextFlinch; void AlertSound( void ); static const char *pAlertSounds[]; // No range attacks BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; } BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; } int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); }; LINK_ENTITY_TO_CLASS( monster_creeper, CCreeper ); const char *CCreeper::pAlertSounds[] = { "fuse.wav", //ssssssssssssssss }; //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CCreeper :: Classify ( void ) { return CLASS_ALIEN_MONSTER; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CCreeper :: SetYawSpeed ( void ) { int ys; ys = 120; #if 0 switch ( m_Activity ) { } #endif pev->yaw_speed = ys; } int CCreeper :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // Take 70% damage from bullets if ( bitsDamageType == DMG_BULLET ) { Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; vecDir = vecDir.Normalize(); float flForce = DamageForce( flDamage ); pev->velocity = pev->velocity + vecDir * flForce; flDamage *= 0.7; } // HACK HACK -- until we fix this. if ( IsAlive() ) return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } void CCreeper :: AlertSound( void ) { // Play a random attack sound EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CCreeper :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case CREEP_AE_ATTACK_RIGHT: { pev->health = 1; // Hack because Creeper has an insane amount of health, this lasts for .1 seconds ExplosionCreate( Center(), pev->angles, edict(), 128, TRUE ); // BOOM! } break; default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // Spawn //========================================================= void CCreeper :: Spawn() { Precache( ); if (CVAR_GET_FLOAT("mp_testzom") == 1) SET_MODEL(ENT(pev), "models/zombie.mdl"); else SET_MODEL(ENT(pev), "models/creeper.mdl"); UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_LAVENDER; pev->health = CBaseMonster::GetHealth( gSkillData.creeperHealth, 3 ); pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_afCapability = bits_CAP_DOORS_GROUP; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CCreeper :: Precache() { int i; PRECACHE_MODEL("models/creeper.mdl"); for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) PRECACHE_SOUND((char *)pAlertSounds[i]); } //========================================================= // AI Schedules Specific to this monster //========================================================= int CCreeper::IgnoreConditions ( void ) { int iIgnore = CBaseMonster::IgnoreConditions(); if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK1)) { #if 0 if (pev->health < 20) iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE); else #endif if (m_flNextFlinch >= gpGlobals->time) iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE); } if ((m_Activity == ACT_SMALL_FLINCH) || (m_Activity == ACT_BIG_FLINCH)) { if (m_flNextFlinch < gpGlobals->time) m_flNextFlinch = gpGlobals->time + CREEP_FLINCH_DELAY; } return iIgnore; }