/*** * * 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 "squadmonster.h" #include "schedule.h" #include "effects.h" #include "weapons.h" #include "soundent.h" #include "islave.h" class CEinarBabyKelly : public CISlave { public: void Spawn(); void Precache(); void DeathSound(); void PainSound(); void AlertSound(); void IdleSound(); static const char *pAttackHitSounds[]; static const char *pAttackMissSounds[]; static const char *pPainSounds[]; static const char *pDeathSounds[]; }; LINK_ENTITY_TO_CLASS( monster_th_babykelly, CEinarBabyKelly ) const char *CEinarBabyKelly::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; const char *CEinarBabyKelly::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", }; const char *CEinarBabyKelly::pPainSounds[] = { "babykelly/slv_pain1.wav", "babykelly/slv_pain2.wav", }; const char *CEinarBabyKelly::pDeathSounds[] = { "babykelly/slv_die1.wav", "babykelly/slv_die2.wav", }; //========================================================= // ALertSound - scream //========================================================= void CEinarBabyKelly::AlertSound() { if( m_hEnemy != 0 ) { SENTENCEG_PlayRndSz( ENT( pev ), "BKL_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch ); CallForHelp( "monster_alien_slave", 512, m_hEnemy, m_vecEnemyLKP ); CallForHelp( "monster_th_babykelly", 512, m_hEnemy, m_vecEnemyLKP ); } } //========================================================= // IdleSound //========================================================= void CEinarBabyKelly::IdleSound() { if( RANDOM_LONG( 0, 2 ) == 0 ) { SENTENCEG_PlayRndSz( ENT( pev ), "BKL_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch ); } } //========================================================= // PainSound //========================================================= void CEinarBabyKelly::PainSound() { if( RANDOM_LONG( 0, 2 ) == 0 ) { EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM, 0, m_voicePitch ); } } //========================================================= // DieSound //========================================================= void CEinarBabyKelly::DeathSound() { EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pDeathSounds ), 1.0, ATTN_NORM, 0, m_voicePitch ); } //========================================================= // Spawn //========================================================= void CEinarBabyKelly::Spawn() { Precache(); SET_MODEL( ENT( pev ), pev->model ? STRING( pev->model ) : "models/babykelly.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->effects = 0; pev->health = gSkillData.slaveHealth; pev->view_ofs = Vector( 0, 0, 32 );// 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; m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP; m_voicePitch = RANDOM_LONG( 85, 110 ); MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CEinarBabyKelly::Precache() { int i; PRECACHE_MODEL( pev->model ? STRING( pev->model ) : "models/babykelly.mdl" ); PRECACHE_MODEL( "sprites/lgtning.spr" ); PRECACHE_SOUND( "debris/zap1.wav" ); PRECACHE_SOUND( "debris/zap4.wav" ); PRECACHE_SOUND( "weapons/electro4.wav" ); PRECACHE_SOUND( "hassault/hw_shoot1.wav" ); PRECACHE_SOUND( "zombie/zo_pain2.wav" ); PRECACHE_SOUND( "headcrab/hc_headbite.wav" ); PRECACHE_SOUND( "weapons/cbar_miss1.wav" ); for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) PRECACHE_SOUND( pAttackHitSounds[i] ); for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) PRECACHE_SOUND( pAttackMissSounds[i] ); for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) PRECACHE_SOUND( pPainSounds[i] ); for( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ ) PRECACHE_SOUND( pDeathSounds[i] ); UTIL_PrecacheOther( "test_effect" ); }