/*** * * 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. * ****/ //========================================================= // monster template //========================================================= // UNDONE: Holster weapon? #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 "weapons.h" #include "soundent.h" #include "barney.h" // // Barney special flags // #define BF_ZOMBIECOP 1 // // Barney skins // enum { SKIN_NORMAL_COP = 0, SKIN_ZOMBIE_COP_YOUNG, SKIN_ZOMBIE_COP_OLD, SKIN_ASYLUM_GUARD, SKIN_ZOMBIE_ASYLUM_GUARD }; //========================================================= // Monster's Anim Events Go Here //========================================================= // first flag is barney dying for scripted sequences? #define BARNEY_AE_DRAW ( 2 ) #define BARNEY_AE_SHOOT ( 3 ) #define BARNEY_AE_HOLSTER ( 4 ) #define BARNEY_BODY_GUNHOLSTERED 0 #define BARNEY_BODY_GUNDRAWN 1 #define BARNEY_BODY_GUNGONE 2 LINK_ENTITY_TO_CLASS( monster_barney, CBarney ) TYPEDESCRIPTION CBarney::m_SaveData[] = { DEFINE_FIELD( CBarney, m_fGunDrawn, FIELD_BOOLEAN ), DEFINE_FIELD( CBarney, m_painTime, FIELD_TIME ), DEFINE_FIELD( CBarney, m_checkAttackTime, FIELD_TIME ), DEFINE_FIELD( CBarney, m_lastAttackCheck, FIELD_BOOLEAN ), DEFINE_FIELD( CBarney, m_flPlayerDamage, FIELD_FLOAT ), DEFINE_FIELD( CBarney, m_iBarneyFlags, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CBarney, CTalkMonster ) //========================================================= // AI Schedules Specific to this monster //========================================================= Task_t tlBaFollow[] = { { TASK_MOVE_TO_TARGET_RANGE, (float)128 }, // Move within 128 of target ent (client) { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, }; Schedule_t slBaFollow[] = { { tlBaFollow, ARRAYSIZE( tlBaFollow ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND | bits_COND_PROVOKED, bits_SOUND_DANGER, "Follow" }, }; //========================================================= // BarneyDraw - much better looking draw schedule for when // barney knows who he's gonna attack. //========================================================= Task_t tlBarneyEnemyDraw[] = { { TASK_STOP_MOVING, 0 }, { TASK_FACE_ENEMY, 0 }, { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM }, }; Schedule_t slBarneyEnemyDraw[] = { { tlBarneyEnemyDraw, ARRAYSIZE( tlBarneyEnemyDraw ), 0, 0, "Barney Enemy Draw" } }; Task_t tlBaFaceTarget[] = { { TASK_SET_ACTIVITY, (float)ACT_IDLE }, { TASK_FACE_TARGET, (float)0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, { TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE }, }; Schedule_t slBaFaceTarget[] = { { tlBaFaceTarget, ARRAYSIZE( tlBaFaceTarget ), bits_COND_CLIENT_PUSH | bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND | bits_COND_PROVOKED, bits_SOUND_DANGER, "FaceTarget" }, }; Task_t tlIdleBaStand[] = { { TASK_STOP_MOVING, 0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, { TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds. { TASK_TLK_HEADRESET, (float)0 }, // reset head position }; Schedule_t slIdleBaStand[] = { { tlIdleBaStand, ARRAYSIZE( tlIdleBaStand ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND | bits_COND_SMELL | bits_COND_PROVOKED, bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code. //bits_SOUND_PLAYER | //bits_SOUND_WORLD | bits_SOUND_DANGER | bits_SOUND_MEAT |// scents bits_SOUND_CARCASS | bits_SOUND_GARBAGE, "IdleStand" }, }; DEFINE_CUSTOM_SCHEDULES( CBarney ) { slBaFollow, slBarneyEnemyDraw, slBaFaceTarget, slIdleBaStand, }; IMPLEMENT_CUSTOM_SCHEDULES( CBarney, CTalkMonster ) void CBarney::StartTask( Task_t *pTask ) { CTalkMonster::StartTask( pTask ); } void CBarney::RunTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_RANGE_ATTACK1: if( m_hEnemy != 0 && ( m_hEnemy->IsPlayer() ) ) { pev->framerate = 1.5; } CTalkMonster::RunTask( pTask ); break; default: CTalkMonster::RunTask( pTask ); break; } } //========================================================= // ISoundMask - returns a bit mask indicating which types // of sounds this monster regards. //========================================================= int CBarney::ISoundMask( void) { return bits_SOUND_WORLD | bits_SOUND_COMBAT | bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE | bits_SOUND_DANGER | bits_SOUND_PLAYER; } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CBarney::Classify( void ) { if( IsZombieCop() ) return CLASS_ALIEN_MONSTER; return CLASS_PLAYER_ALLY; } //========================================================= // ALertSound - barney says "Freeze!" //========================================================= void CBarney::AlertSound( void ) { if( m_hEnemy != 0 ) { if( FOkToSpeak() ) { PlaySentence( "BA_ATTACK", RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE ); } } } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CBarney::SetYawSpeed( void ) { int ys; ys = 0; switch ( m_Activity ) { case ACT_IDLE: ys = 70; break; case ACT_WALK: ys = 70; break; case ACT_RUN: ys = 90; break; default: ys = 70; break; } pev->yaw_speed = ys; } //========================================================= // CheckRangeAttack1 //========================================================= BOOL CBarney::CheckRangeAttack1( float flDot, float flDist ) { if( flDist <= 1024 && flDot >= 0.5 ) { if( gpGlobals->time > m_checkAttackTime ) { TraceResult tr; Vector shootOrigin = pev->origin + Vector( 0, 0, 55 ); CBaseEntity *pEnemy = m_hEnemy; Vector shootTarget = ( ( pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin ) + m_vecEnemyLKP ); UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT( pev ), &tr ); m_checkAttackTime = gpGlobals->time + 1; if( tr.flFraction == 1.0 || ( tr.pHit != NULL && CBaseEntity::Instance( tr.pHit ) == pEnemy ) ) m_lastAttackCheck = TRUE; else m_lastAttackCheck = FALSE; m_checkAttackTime = gpGlobals->time + 1.5; } return m_lastAttackCheck; } return FALSE; } //========================================================= // BarneyFirePistol - shoots one round from the pistol at // the enemy barney is facing. //========================================================= void CBarney::BarneyFirePistol( void ) { Vector vecShootOrigin; UTIL_MakeVectors( pev->angles ); vecShootOrigin = pev->origin + Vector( 0, 0, 55 ); Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); Vector angDir = UTIL_VecToAngles( vecShootDir ); SetBlending( 0, angDir.x ); pev->effects = EF_MUZZLEFLASH; Vector vecSpread; if( m_hEnemy == 0 || !m_hEnemy->IsPlayer() ) { // Higher chance to hit target. vecSpread = VECTOR_CONE_2DEGREES; } else { // Allow barney to miss player to avoid too much accuracy. vecSpread = VECTOR_CONE_6DEGREES; } // Fire bullet. FireBullets( 1, vecShootOrigin, vecShootDir, vecSpread, 1024, BULLET_MONSTER_9MM ); int pitchShift = RANDOM_LONG( 0, 20 ); // Only shift about half the time if( pitchShift > 10 ) pitchShift = 0; else pitchShift -= 5; EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "barney/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift ); CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); // UNDONE: Reload? m_cAmmoLoaded--;// take away a bullet! } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. // // Returns number of events handled, 0 if none. //========================================================= void CBarney::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case BARNEY_AE_SHOOT: BarneyFirePistol(); break; case BARNEY_AE_DRAW: // barney's bodygroup switches here so he can pull gun from holster pev->body = BARNEY_BODY_GUNDRAWN; m_fGunDrawn = TRUE; break; case BARNEY_AE_HOLSTER: // change bodygroup to replace gun in holster pev->body = BARNEY_BODY_GUNHOLSTERED; m_fGunDrawn = FALSE; break; default: CTalkMonster::HandleAnimEvent( pEvent ); } } //========================================================= // Spawn //========================================================= void CBarney::Spawn() { Precache(); if( !pev->model ) { pev->model = MAKE_STRING( "models/barney.mdl" ); } SET_MODEL( ENT( pev ), STRING( pev->model ) ); 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.barneyHealth; 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 npc will notice player and say hello m_MonsterState = MONSTERSTATE_NONE; pev->body = 0; // gun in holster m_fGunDrawn = FALSE; m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; MonsterInit(); SetUse( &CTalkMonster::FollowerUse ); // Cops use a lower voice pitch. m_voicePitch = RANDOM_LONG( 95, 96 ); m_iBarneyFlags = 0; // If this is a zombie cop. if( pev->spawnflags & SF_MONSTER_ZOMBIECOP ) { m_iBarneyFlags |= BF_ZOMBIECOP; // Convert to zombie skin. switch( pev->skin ) { // Regular zombie skin. case SKIN_NORMAL_COP: pev->skin = SKIN_ZOMBIE_COP_YOUNG + RANDOM_LONG( 0, 1 ); break; // Zombie asylum guard. case SKIN_ASYLUM_GUARD: pev->skin = SKIN_ZOMBIE_ASYLUM_GUARD; break; default: break; } } else { // Convert to normal skin. switch( pev->skin ) { // Young/old skin. case SKIN_ZOMBIE_COP_YOUNG: case SKIN_ZOMBIE_COP_OLD: pev->skin = SKIN_NORMAL_COP; break; // Asylum guard. case SKIN_ZOMBIE_ASYLUM_GUARD: pev->skin = SKIN_ASYLUM_GUARD; break; default: break; } } // Prevent zombie cops from being 'used'. if( IsZombieCop() ) { SetUse( NULL ); } } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CBarney::Precache() { PRECACHE_MODEL( "models/barney.mdl" ); PRECACHE_MODEL( "models/pilot.mdl" ); PRECACHE_SOUND( "barney/ba_attack1.wav" ); PRECACHE_SOUND( "barney/ba_attack2.wav" ); PRECACHE_SOUND( "barney/ba_pain1.wav" ); PRECACHE_SOUND( "barney/ba_pain2.wav" ); PRECACHE_SOUND( "barney/ba_pain3.wav" ); PRECACHE_SOUND( "barney/ba_die1.wav" ); PRECACHE_SOUND( "barney/ba_die2.wav" ); PRECACHE_SOUND( "barney/ba_die3.wav" ); // every new barney must call this, otherwise // when a level is loaded, nobody will talk (time is reset to 0) TalkInit(); CTalkMonster::Precache(); } // Init talk data void CBarney::TalkInit() { CTalkMonster::TalkInit(); // scientists speach group names (group names are in sentences.txt) m_szGrp[TLK_ANSWER] = "BA_ANSWER"; m_szGrp[TLK_QUESTION] = "BA_QUESTION"; m_szGrp[TLK_IDLE] = "BA_IDLE"; m_szGrp[TLK_STARE] = "BA_STARE"; m_szGrp[TLK_USE] = "BA_OK"; m_szGrp[TLK_UNUSE] = "BA_WAIT"; m_szGrp[TLK_STOP] = "BA_STOP"; m_szGrp[TLK_NOSHOOT] = "BA_SCARED"; m_szGrp[TLK_HELLO] = "BA_HELLO"; m_szGrp[TLK_PLHURT1] = "!BA_CUREA"; m_szGrp[TLK_PLHURT2] = "!BA_CUREB"; m_szGrp[TLK_PLHURT3] = "!BA_CUREC"; m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE m_szGrp[TLK_PQUESTION] = "BA_PQUEST"; // UNDONE m_szGrp[TLK_SMELL] = "BA_SMELL"; m_szGrp[TLK_WOUND] = "BA_WOUND"; m_szGrp[TLK_MORTAL] = "BA_MORTAL"; // get voice for head - just one barney voice for now m_voicePitch = 100; } static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) { Vector vecDir = reference - pevTest->origin; vecDir.z = 0; vecDir = vecDir.Normalize(); Vector forward, angle; angle = pevTest->v_angle; angle.x = 0; UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL ); // He's facing me, he meant it if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so { return TRUE; } return FALSE; } int CBarney::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // make sure friends talk about it if player hurts talkmonsters... int ret = CTalkMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); if( !IsAlive() || pev->deadflag == DEAD_DYING ) return ret; // Do not speak about players harming me if I am a zombie. if( IsZombieCop() ) return ret; if( m_MonsterState != MONSTERSTATE_PRONE && ( pevAttacker->flags & FL_CLIENT ) ) { m_flPlayerDamage += flDamage; // This is a heurstic to determine if the player intended to harm me // If I have an enemy, we can't establish intent (may just be crossfire) if( m_hEnemy == 0 ) { // If the player was facing directly at me, or I'm already suspicious, get mad if( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) || IsFacing( pevAttacker, pev->origin ) ) { // Alright, now I'm pissed! PlaySentence( "BA_MAD", 4, VOL_NORM, ATTN_NORM ); Remember( bits_MEMORY_PROVOKED ); StopFollowing( TRUE ); } else { // Hey, be careful with that PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM ); Remember( bits_MEMORY_SUSPICIOUS ); } } else if( !( m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO ) { PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM ); } } return ret; } //========================================================= // PainSound //========================================================= void CBarney::PainSound( void ) { if( gpGlobals->time < m_painTime ) return; m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 ); switch( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); break; case 1: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); break; case 2: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); break; } } //========================================================= // DeathSound //========================================================= void CBarney::DeathSound( void ) { switch( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); break; case 1: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); break; case 2: EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); break; } } void CBarney::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { switch( ptr->iHitgroup ) { case HITGROUP_CHEST: case HITGROUP_STOMACH: if( ( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_BLAST ) )&& HasKevlar() ) { flDamage = flDamage / 2; } break; case 10: if( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) ) { flDamage -= 20; if( flDamage <= 0 ) { UTIL_Ricochet( ptr->vecEndPos, 1.0 ); flDamage = 0.01; } } // always a head shot ptr->iHitgroup = HITGROUP_HEAD; break; } CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); } void CBarney::Killed( entvars_t *pevAttacker, int iGib ) { if( pev->body < BARNEY_BODY_GUNGONE ) { // drop the gun! Vector vecGunPos; Vector vecGunAngles; pev->body = BARNEY_BODY_GUNGONE; GetAttachment( 0, vecGunPos, vecGunAngles ); DropItem( "weapon_9mmhandgun", vecGunPos, vecGunAngles ); } SetUse( NULL ); CTalkMonster::Killed( pevAttacker, iGib ); } //========================================================= // AI Schedules Specific to this monster //========================================================= Schedule_t *CBarney::GetScheduleOfType( int Type ) { Schedule_t *psched; switch( Type ) { case SCHED_ARM_WEAPON: if( m_hEnemy != 0 ) { // face enemy, then draw. return slBarneyEnemyDraw; } break; // Hook these to make a looping schedule case SCHED_TARGET_FACE: // call base class default so that barney will talk // when 'used' psched = CTalkMonster::GetScheduleOfType( Type ); if( psched == slIdleStand ) return slBaFaceTarget; // override this for different target face behavior else return psched; case SCHED_TARGET_CHASE: return slBaFollow; case SCHED_IDLE_STAND: // call base class default so that scientist will talk // when standing during idle psched = CTalkMonster::GetScheduleOfType( Type ); if( psched == slIdleStand ) { // just look straight ahead. return slIdleBaStand; } else return psched; } return CTalkMonster::GetScheduleOfType( Type ); } //========================================================= // GetSchedule - Decides which type of schedule best suits // the monster's current state and conditions. Then calls // monster's member function to get a pointer to a schedule // of the proper type. //========================================================= Schedule_t *CBarney::GetSchedule( void ) { if( HasConditions( bits_COND_HEAR_SOUND ) ) { CSound *pSound; pSound = PBestSound(); ASSERT( pSound != NULL ); if( pSound && (pSound->m_iType & bits_SOUND_DANGER) ) return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); } if( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() ) { PlaySentence( "BA_KILL", 4, VOL_NORM, ATTN_NORM ); } switch( m_MonsterState ) { case MONSTERSTATE_COMBAT: { // dead enemy if( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. return CBaseMonster::GetSchedule(); } // always act surprized with a new enemy if( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE ) ) return GetScheduleOfType( SCHED_SMALL_FLINCH ); // wait for one schedule to draw gun if( !m_fGunDrawn ) return GetScheduleOfType( SCHED_ARM_WEAPON ); if( HasConditions( bits_COND_HEAVY_DAMAGE ) ) return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } break; case MONSTERSTATE_ALERT: case MONSTERSTATE_IDLE: if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) { // flinch if hurt return GetScheduleOfType( SCHED_SMALL_FLINCH ); } if( m_hEnemy == 0 && IsFollowing() ) { if( !m_hTargetEnt->IsAlive() ) { // UNDONE: Comment about the recently dead player here? StopFollowing( FALSE ); break; } else { if( HasConditions( bits_COND_CLIENT_PUSH ) ) { return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW ); } return GetScheduleOfType( SCHED_TARGET_FACE ); } } if( HasConditions( bits_COND_CLIENT_PUSH ) ) { return GetScheduleOfType( SCHED_MOVE_AWAY ); } // try to say something about smells TrySmellTalk(); break; default: break; } return CTalkMonster::GetSchedule(); } MONSTERSTATE CBarney::GetIdealState( void ) { return CTalkMonster::GetIdealState(); } void CBarney::DeclineFollowing( void ) { PlaySentence( "BA_POK", 2, VOL_NORM, ATTN_NORM ); } //========================================================= // IdleRespond // Respond to a previous question //========================================================= void CBarney::IdleRespond( void ) { if( IsZombieCop() ) return; CTalkMonster::IdleRespond(); } int CBarney::FOkToSpeak( void ) { if( IsZombieCop() ) return FALSE; return CTalkMonster::FOkToSpeak(); } BOOL CBarney::IsZombieCop( void ) const { return ( m_iBarneyFlags & BF_ZOMBIECOP ); } BOOL CBarney::HasKevlar() const { return pev->skin == SKIN_ASYLUM_GUARD || pev->skin == SKIN_ZOMBIE_ASYLUM_GUARD; } //========================================================= // Only called by monstermaker. // Used to fix up Barney skin. //========================================================= void CBarney::FixupBarneySkin( BOOL bZombieCop ) { if( bZombieCop ) { // Map they21 // // This Barney should attack players but use regular skin. if( FStrEq( STRING( gpGlobals->mapname ), "they21" ) && FStrEq( STRING( pev->targetname ), "discoverer" ) ) { pev->skin = SKIN_NORMAL_COP; } } } //========================================================= // DEAD BARNEY PROP // // Designer selects a pose in worldcraft, 0 through num_poses-1 // this value is added to what is selected as the 'first dead pose' // among the monster's normal animations. All dead poses must // appear sequentially in the model file. Be sure and set // the m_iFirstPose properly! // //========================================================= class CDeadBarney : public CBaseMonster { public: void Spawn( void ); int Classify( void ) { return CLASS_PLAYER_ALLY; } void KeyValue( KeyValueData *pkvd ); int m_iPose;// which sequence to display -- temporary, don't need to save static const char *m_szPoses[3]; }; const char *CDeadBarney::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" }; void CDeadBarney::KeyValue( KeyValueData *pkvd ) { if( FStrEq( pkvd->szKeyName, "pose" ) ) { m_iPose = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else CBaseMonster::KeyValue( pkvd ); } LINK_ENTITY_TO_CLASS( monster_barney_dead, CDeadBarney ) //========================================================= // ********** DeadBarney SPAWN ********** //========================================================= void CDeadBarney::Spawn() { PRECACHE_MODEL( "models/barney.mdl" ); SET_MODEL( ENT( pev ), "models/barney.mdl" ); pev->effects = 0; pev->yaw_speed = 8; pev->sequence = 0; m_bloodColor = BLOOD_COLOR_RED; pev->sequence = LookupSequence( m_szPoses[m_iPose] ); if( pev->sequence == -1 ) { ALERT( at_console, "Dead barney with bad pose\n" ); } // Corpses have less health pev->health = 8;//gSkillData.barneyHealth; MonsterInitDead(); }