/*** * * 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 "schedule.h" #include "game.h" #include "headcrab.h" class CEinarHand : public CHeadCrab { public: void Spawn(); void Precache(); void SetYawSpeed(); int Classify(); float GetDamageAmount() { return gSkillData.headcrabDmgBite * 2; } void PainSound() {} void DeathSound() {} void IdleSound() {} void AlertSound() {} void StartAttackSound() {} void AttackSound(); void BiteSound(); static const char *pAttackSounds[]; static const char *pBiteSounds[]; }; LINK_ENTITY_TO_CLASS( einar_hand, CEinarHand ); const char *CEinarHand::pAttackSounds[] = { "thehand/hnd_attack1.wav", }; const char *CEinarHand::pBiteSounds[] = { "thehand/hnd_headbite.wav", }; //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CEinarHand::Classify() { return CLASS_ALIEN_MONSTER; } //========================================================= // Spawn //========================================================= void CEinarHand::Spawn() { Precache(); SET_MODEL( ENT( pev ), "models/thehand.mdl" ); UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_RED; pev->effects = 0; pev->health = gSkillData.headcrabHealth * 2; pev->view_ofs = Vector( 0, 0, 20 );// position of the eyes relative to monster's origin. pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim? m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CEinarHand::Precache() { PRECACHE_MODEL( "models/thehand.mdl" ); PRECACHE_SOUND_ARRAY( pAttackSounds ); PRECACHE_SOUND_ARRAY( pBiteSounds ); } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CEinarHand::SetYawSpeed() { int ys; switch( m_Activity ) { case ACT_IDLE: ys = 60; break; case ACT_RUN: case ACT_WALK: ys = 30; break; case ACT_TURN_LEFT: case ACT_TURN_RIGHT: ys = 120; break; case ACT_RANGE_ATTACK1: ys = 60; break; default: ys = 60; break; } pev->yaw_speed = ys; } //========================================================= // AttackSound //========================================================= void CEinarHand::AttackSound() { int iSound = RANDOM_LONG( 0, 2 ); if( iSound != 0 ) EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[iSound], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); } //========================================================= // AttackSound //========================================================= void CEinarHand::BiteSound() { EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pBiteSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); }