/*** * * 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" #define NUM_CIVILIAN_HEADS 5 // four heads available for civilian model enum { HEAD_GLASSES = 0, HEAD_FRANKLIN = 1, HEAD_ECHELON_OFFICER = 2, HEAD_SLICK = 3, HEAD_ORDELY = 4, }; class CEinarCivilian : public CScientist { public: void Spawn(); void Precache(); }; LINK_ENTITY_TO_CLASS( einar_civ, CEinarCivilian ) //========================================================= // Spawn //========================================================= void CEinarCivilian::Spawn() { Precache(); SET_MODEL( ENT( pev ), "models/civ.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; if( !pev->health ) 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; if( pev->body == -1 ) { // -1 chooses a random head pev->body = RANDOM_LONG( 0, NUM_CIVILIAN_HEADS - 1 );// pick a head, any head } MonsterInit(); SetUse( &CEinarCivilian::FollowerUse ); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CEinarCivilian::Precache() { PRECACHE_MODEL( "models/civ.mdl" ); CScientist::Precache(); } //========================================================= // Dead Civilian PROP //========================================================= class CEinarDeadCivilian : public CDeadScientist { public: void Spawn(); }; LINK_ENTITY_TO_CLASS( einar_civ_dead, CEinarDeadCivilian ) // // ********** DeadCivilian SPAWN ********** // void CEinarDeadCivilian::Spawn() { PRECACHE_MODEL( "models/civ.mdl" ); SET_MODEL( ENT( pev ), "models/civ.mdl" ); pev->effects = 0; pev->sequence = 0; // Corpses have less health pev->health = 8; m_bloodColor = BLOOD_COLOR_RED; if( pev->body == -1 ) { // -1 chooses a random head pev->body = RANDOM_LONG( 0, NUM_CIVILIAN_HEADS - 1 );// pick a head, any head } pev->sequence = LookupSequence( m_szPoses[m_iPose] ); if( pev->sequence == -1 ) { ALERT( at_console, "Dead civilian with bad pose\n" ); } // pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again! MonsterInitDead(); } //========================================================= // Sitting Civilian PROP //========================================================= class CEinarSittingCivilian : public CSittingScientist { public: void Spawn(); }; LINK_ENTITY_TO_CLASS( einar_civ_sit, CEinarSittingCivilian ) // // ********** Civilian SPAWN ********** // void CEinarSittingCivilian::Spawn() { PRECACHE_MODEL( "models/civ.mdl" ); SET_MODEL( ENT( pev ), "models/civ.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_CIVILIAN_HEADS - 1 );// pick a head, any head } m_baseSequence = LookupSequence( "sitlookleft" ); pev->sequence = m_baseSequence + RANDOM_LONG( 0, 4 ); ResetSequenceInfo(); SetThink( &CEinarSittingCivilian::SittingThink ); pev->nextthink = gpGlobals->time + 0.1; DROP_TO_FLOOR( ENT( pev ) ); }