/*** * * 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 "agrunt.h" #define FRANKLIN_MELEE_DIST 100 int iFranklinMuzzleFlash; //========================================================= // Monster's Anim Events Go Here //========================================================= #define CF_AE_KICK ( 3 ) #define CF_AE_SHOOT1 ( 4 ) #define CF_AE_SHOOT2 ( 5 ) #define CF_AE_SHOOT3 ( 6 ) #define CF_AE_DROP_GUN ( 11 ) class CEinarCyberFranklin : public CAGrunt { public: void Spawn(); void Precache(); void HandleAnimEvent( MonsterEvent_t *pEvent ); void AlertSound(); void DeathSound(); void PainSound(); void AttackSound(); void IdleSound() {} static const char *pAttackHitSounds[]; static const char *pAttackMissSounds[]; static const char *pAttackSounds[]; static const char *pDieSounds[]; static const char *pPainSounds[]; static const char *pIdleSounds[]; static const char *pAlertSounds[]; }; LINK_ENTITY_TO_CLASS( monster_th_cyberfranklin, CEinarCyberFranklin ) const char *CEinarCyberFranklin::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; const char *CEinarCyberFranklin::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", }; const char *CEinarCyberFranklin::pAttackSounds[] = { "franklin/attack1.wav", }; const char *CEinarCyberFranklin::pDieSounds[] = { "franklin/death1.wav", "franklin/death2.wav", "franklin/death3.wav", }; const char *CEinarCyberFranklin::pPainSounds[] = { "franklin/pain1.wav", "franklin/pain2.wav", }; const char *CEinarCyberFranklin::pAlertSounds[] = { "franklin/alert1.wav", }; //========================================================= // DieSound //========================================================= void CEinarCyberFranklin::DeathSound() { EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pDieSounds ), 1.0, ATTN_NORM ); } //========================================================= // AlertSound //========================================================= void CEinarCyberFranklin::AlertSound() { EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), 1.0, ATTN_NORM ); } //========================================================= // AttackSound //========================================================= void CEinarCyberFranklin::AttackSound() { EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, ATTN_NORM ); } //========================================================= // PainSound //========================================================= void CEinarCyberFranklin::PainSound() { if( m_flNextPainTime > gpGlobals->time ) return; m_flNextPainTime = gpGlobals->time + 2.0f; EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM ); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CEinarCyberFranklin::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case CF_AE_SHOOT1: case CF_AE_SHOOT2: case CF_AE_SHOOT3: { // m_vecEnemyLKP should be center of enemy body Vector vecArmPos, vecArmDir; Vector vecDirToEnemy; Vector angDir; if( HasConditions( bits_COND_SEE_ENEMY ) ) { vecDirToEnemy = ( ( m_vecEnemyLKP ) - pev->origin ); angDir = UTIL_VecToAngles( vecDirToEnemy ); vecDirToEnemy = vecDirToEnemy.Normalize(); } else { angDir = pev->angles; UTIL_MakeAimVectors( angDir ); vecDirToEnemy = gpGlobals->v_forward; } pev->effects = EF_MUZZLEFLASH; // make angles +-180 if( angDir.x > 180 ) { angDir.x = angDir.x - 360; } SetBlending( 0, angDir.x ); GetAttachment( 0, vecArmPos, vecArmDir ); vecArmPos = vecArmPos + vecDirToEnemy * 32; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecArmPos ); WRITE_BYTE( TE_SPRITE ); WRITE_COORD( vecArmPos.x ); // pos WRITE_COORD( vecArmPos.y ); WRITE_COORD( vecArmPos.z ); WRITE_SHORT( iFranklinMuzzleFlash ); // model WRITE_BYTE( 6 ); // size * 10 WRITE_BYTE( 128 ); // brightness MESSAGE_END(); CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, UTIL_VecToAngles( vecDirToEnemy ), edict() ); UTIL_MakeVectors ( pHornet->pev->angles ); pHornet->pev->velocity = gpGlobals->v_forward * 300; switch( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire1.wav", 1.0, ATTN_NORM, 0, 100 ); break; case 1: EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire2.wav", 1.0, ATTN_NORM, 0, 100 ); break; case 2: EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire3.wav", 1.0, ATTN_NORM, 0, 100 ); break; } CBaseMonster *pHornetMonster = pHornet->MyMonsterPointer(); if( pHornetMonster ) { pHornetMonster->m_hEnemy = m_hEnemy; } } break; case CF_AE_KICK: { CBaseEntity *pHurt = CheckTraceHullAttack( FRANKLIN_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB ); if( pHurt ) { pHurt->pev->punchangle.y = RANDOM_LONG( -5, 5 ); pHurt->pev->punchangle.x = 8; // OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above. if( pHurt->IsPlayer() ) { // this is a player. Knock him around. pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_right * RANDOM_LONG( -50, 50 ); } EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); Vector vecArmPos, vecArmAng; GetAttachment( 0, vecArmPos, vecArmAng ); SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood. } else { // Play a random attack miss sound EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } } break; case CF_AE_DROP_GUN: break; default: CSquadMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // Spawn //========================================================= void CEinarCyberFranklin::Spawn() { Precache(); SET_MODEL( ENT( pev ), "models/franklin2.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->effects = 0; pev->health = gSkillData.agruntHealth * 6; m_flFieldOfView = -1.0;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_afCapability = 0; SetBits( m_afCapability, bits_CAP_SQUAD | bits_CAP_TURN_HEAD ); m_HackedGunPos = Vector( 24, 64, 48 ); // m_flNextSpeakTime = m_flNextWordTime = gpGlobals->time + 10 + RANDOM_LONG( 0, 10 ); MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CEinarCyberFranklin::Precache() { PRECACHE_MODEL( "models/franklin2.mdl" ); PRECACHE_SOUND_ARRAY( pAttackHitSounds ); PRECACHE_SOUND_ARRAY( pAttackMissSounds ); PRECACHE_SOUND_ARRAY( pDieSounds ); PRECACHE_SOUND_ARRAY( pPainSounds ); PRECACHE_SOUND_ARRAY( pAttackSounds ); PRECACHE_SOUND_ARRAY( pAlertSounds ); PRECACHE_SOUND( "player/pl_tile1.wav" ); PRECACHE_SOUND( "franklin/franklin_step.wav" ); PRECACHE_SOUND( "hassault/hw_shoot1.wav" ); iFranklinMuzzleFlash = PRECACHE_MODEL( "sprites/muz4.spr" ); UTIL_PrecacheOther( "hornet" ); }