//Allready fixed /*** * * 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. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "explode.h" //========================================================= // Monster's Anim Events Go Here //========================================================= #define ZOMBIE_AE_ATTACK_RIGHT 0x01 #define ZOMBIE_AE_ATTACK_LEFT 0x02 #define ZOMBIE_AE_ATTACK_BOTH 0x03 #define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs class CTerror : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); int IgnoreConditions( void ); float m_flNextFlinch; void IdleSound( void ); static const char *pIdleSounds[]; // No range attacks BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; } int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); }; LINK_ENTITY_TO_CLASS( monster_terror, CTerror ) const char *CTerror::pIdleSounds[] = { "terror/allahuakbar.wav", }; //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CTerror::Classify( void ) { return CLASS_ALIEN_MONSTER; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CTerror::SetYawSpeed( void ) { int ys; ys = 120; #if 0 switch ( m_Activity ) { } #endif pev->yaw_speed = ys; } int CTerror::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // Take 30% damage from bullets if( bitsDamageType == DMG_BULLET ) { Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; vecDir = vecDir.Normalize(); float flForce = DamageForce( flDamage ); pev->velocity = pev->velocity + vecDir * flForce; flDamage *= 0.3; } // HACK HACK -- until we fix this. if( IsAlive() ) return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } void CTerror::IdleSound( void ) { int pitch = 95 + RANDOM_LONG( 0, 9 ); // Play a random idle sound EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } void CTerror::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case ZOMBIE_AE_ATTACK_RIGHT: { ExplosionCreate(pev->origin ,pev->origin ,edict() ,60 , true ); } break; case ZOMBIE_AE_ATTACK_LEFT: { ExplosionCreate(pev->origin ,pev->origin,edict() ,60 , true ); } break; case ZOMBIE_AE_ATTACK_BOTH: { ExplosionCreate(pev->origin ,pev->origin,edict() ,60, true); } break; default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } void CTerror::Spawn() { Precache(); SET_MODEL( ENT(pev), "models/terror.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 = 10; pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_afCapability = bits_CAP_DOORS_GROUP; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CTerror::Precache() { int i; PRECACHE_MODEL( "models/terror.mdl" ); for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) PRECACHE_SOUND( (char *)pIdleSounds[i] ); } //========================================================= // AI Schedules Specific to this monster //========================================================= int CTerror::IgnoreConditions( void ) { int iIgnore = CBaseMonster::IgnoreConditions(); if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) ) { #if 0 if( pev->health < 20 ) iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE ); else #endif if( m_flNextFlinch >= gpGlobals->time ) iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ); } if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) ) { if( m_flNextFlinch < gpGlobals->time ) m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY; } return iIgnore; }