/*** * * Copyright (c) 1996-2002, 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. * ****/ //========================================================= // GMan - misunderstood servant of the people //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "weapons.h" #include "gman.h" //========================================================= // Monster's Anim Events Go Here //========================================================= LINK_ENTITY_TO_CLASS( monster_gman, CGMan ) TYPEDESCRIPTION CGMan::m_SaveData[] = { DEFINE_FIELD( CGMan, m_hTalkTarget, FIELD_EHANDLE ), DEFINE_FIELD( CGMan, m_flTalkTime, FIELD_TIME ), }; IMPLEMENT_SAVERESTORE( CGMan, CBaseMonster ) //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CGMan::Classify( void ) { return CLASS_NONE; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CGMan::SetYawSpeed( void ) { int ys; switch( m_Activity ) { case ACT_IDLE: default: ys = 90; } pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CGMan::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case 0: default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // ISoundMask - generic monster can't hear. //========================================================= int CGMan::ISoundMask( void ) { return 0; } //========================================================= // Spawn //========================================================= void CGMan::Spawn() { Precache(); SET_MODEL( ENT( pev ), "models/gman.mdl" ); UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = DONT_BLEED; pev->health = 100; 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 CGMan::Precache() { PRECACHE_MODEL( "models/gman.mdl" ); } //========================================================= // AI Schedules Specific to this monster //========================================================= void CGMan::StartTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_WAIT: if( m_hPlayer == 0 ) { m_hPlayer = UTIL_FindEntityByClassname( NULL, "player" ); } break; } CBaseMonster::StartTask( pTask ); } void CGMan::RunTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_WAIT: // look at who I'm talking to if( m_flTalkTime > gpGlobals->time && m_hTalkTarget != 0 ) { float yaw = VecToYaw( m_hTalkTarget->pev->origin - pev->origin ) - pev->angles.y; if( yaw > 180 ) yaw -= 360; if( yaw < -180 ) yaw += 360; // turn towards vector SetBoneController( 0, yaw ); } // look at player, but only if playing a "safe" idle animation else if( m_hPlayer != 0 && pev->sequence == 0 ) { float yaw = VecToYaw( m_hPlayer->pev->origin - pev->origin ) - pev->angles.y; if( yaw > 180 ) yaw -= 360; if( yaw < -180 ) yaw += 360; // turn towards vector SetBoneController( 0, yaw ); } else { SetBoneController( 0, 0 ); } CBaseMonster::RunTask( pTask ); break; default: SetBoneController( 0, 0 ); CBaseMonster::RunTask( pTask ); break; } } //========================================================= // Override all damage //========================================================= int CGMan::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { pev->health = pev->max_health / 2; // always trigger the 50% damage aitrigger if( flDamage > 0 ) { SetConditions( bits_COND_LIGHT_DAMAGE ); } if( flDamage >= 20 ) { SetConditions( bits_COND_HEAVY_DAMAGE ); } return TRUE; } void CGMan::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { UTIL_Ricochet( ptr->vecEndPos, 1.0 ); AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); } void CGMan::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { CBaseMonster::PlayScriptedSentence( pszSentence, duration, volume, attenuation, bConcurrent, pListener ); m_flTalkTime = gpGlobals->time + duration; m_hTalkTarget = pListener; }