/*** * * 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" //========================================================= // Cleansuit scientist //========================================================= class CCleansuitScientist : public CScientist { public: void Spawn( void ); void Precache( void ); virtual BOOL CanHeal(void); }; LINK_ENTITY_TO_CLASS(monster_cleansuit_scientist, CCleansuitScientist); //========================================================= // Spawn //========================================================= void CCleansuitScientist::Spawn(void) { Precache(); SET_MODEL(ENT(pev), "models/cleansuit_scientist.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; if (pev->body == -1) {// -1 chooses a random head pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS - 1);// pick a head, any head } // Luther is black, make his hands black if (pev->body == HEAD_LUTHER) pev->skin = 1; MonsterInit(); if (!m_fStartSuspicious) SetUse(&CScientist::FollowerUse); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CCleansuitScientist::Precache(void) { PRECACHE_MODEL("models/cleansuit_scientist.mdl"); PRECACHE_SOUND("scientist/sci_pain1.wav"); PRECACHE_SOUND("scientist/sci_pain2.wav"); PRECACHE_SOUND("scientist/sci_pain3.wav"); PRECACHE_SOUND("scientist/sci_pain4.wav"); PRECACHE_SOUND("scientist/sci_pain5.wav"); // every new scientist must call this, otherwise // when a level is loaded, nobody will talk (time is reset to 0) TalkInit(); CTalkMonster::Precache(); } BOOL CCleansuitScientist::CanHeal() { return FALSE; } //========================================================= // Dead Cleansuit Scientist PROP //========================================================= class CDeadCleansuitScientist : public CDeadScientist { public: virtual void Spawn(void); static const char *m_szPoses[9]; }; LINK_ENTITY_TO_CLASS(monster_cleansuit_scientist_dead, CDeadCleansuitScientist); const char *CDeadCleansuitScientist::m_szPoses[] = { "lying_on_back", "lying_on_stomach", "dead_sitting", "dead_hang", "dead_table1", "dead_table2", "dead_table3", "scientist_deadpose1", "dead_against_wall" }; void CDeadCleansuitScientist::Spawn(void) { PRECACHE_MODEL("models/cleansuit_scientist.mdl"); SET_MODEL(ENT(pev), "models/cleansuit_scientist.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_SCIENTIST_HEADS - 1);// pick a head, any head } // Luther is black, make his hands black if (pev->body == HEAD_LUTHER) pev->skin = 1; else pev->skin = 0; pev->sequence = LookupSequence(m_szPoses[m_iPose]); if (pev->sequence == -1) { ALERT(at_console, "Dead cleansuit scientist with bad pose\n"); } // pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again! MonsterInitDead(); } //========================================================= // Sitting Cleansuit Scientist PROP //========================================================= class CSittingCleansuitScientist : public CSittingScientist { public: void Spawn( void ); }; LINK_ENTITY_TO_CLASS(monster_sitting_cleansuit_scientist, CSittingCleansuitScientist); // // ********** Cleansuit Scientist SPAWN ********** // void CSittingCleansuitScientist::Spawn(void) { PRECACHE_MODEL("models/cleansuit_scientist.mdl"); SET_MODEL(ENT(pev), "models/cleansuit_scientist.mdl"); Precache(); InitBoneControllers(); UTIL_SetSize(pev, Vector(-14, -14, 0), Vector(14, 14, 36)); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; pev->effects = 0; pev->health = 50; m_bloodColor = BLOOD_COLOR_RED; m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result ) m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD; SetBits(pev->spawnflags, SF_MONSTER_PREDISASTER); // predisaster only! if (pev->body == -1) {// -1 chooses a random head pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS - 1);// pick a head, any head } // Luther is black, make his hands black if (pev->body == HEAD_LUTHER) pev->skin = 1; m_baseSequence = LookupSequence("sitlookleft"); pev->sequence = m_baseSequence + RANDOM_LONG(0, 4); ResetSequenceInfo(); SetThink(&CSittingScientist::SittingThink); pev->nextthink = gpGlobals->time + 0.1; DROP_TO_FLOOR(ENT(pev)); }