/*** * * 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. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ //========================================================= // Gonome.cpp //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "player.h" #include "bullsquid.h" #include "decals.h" #include "animation.h" #include "studio.h" #define GONOME_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve #define GONOME_TOLERANCE_MELEE1_RANGE 85 #define GONOME_TOLERANCE_MELEE2_RANGE 65 #define GONOME_TOLERANCE_MELEE1_DOT 0.7 #define GONOME_TOLERANCE_MELEE2_DOT 0.7 #define GONOME_MELEE_ATTACK_RADIUS 70 enum { TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1 }; //========================================================= // Monster's Anim Events Go Here //========================================================= #define GONOME_AE_SLASH_RIGHT ( 1 ) #define GONOME_AE_SLASH_LEFT ( 2 ) #define GONOME_AE_THROW ( 4 ) #define GONOME_AE_BITE1 ( 19 ) #define GONOME_AE_BITE2 ( 20 ) #define GONOME_AE_BITE3 ( 21 ) #define GONOME_AE_BITE4 ( 22 ) //========================================================= // Gonome's guts projectile //========================================================= class CGonomeGuts : public CSquidSpit { public: void Spawn(void); static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity); void Touch(CBaseEntity *pOther); }; void CGonomeGuts::Spawn() { pev->movetype = MOVETYPE_FLY; pev->classname = MAKE_STRING( "gonomeguts" ); pev->solid = SOLID_BBOX; pev->rendermode = kRenderTransAlpha; pev->renderamt = 255; SET_MODEL( ENT( pev ), "sprites/blood_chnk.spr" ); pev->frame = 0; pev->scale = 0.5; UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1; } void CGonomeGuts::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ) { CGonomeGuts *pSpit = GetClassPtr( (CGonomeGuts *)NULL ); pSpit->Spawn(); UTIL_SetOrigin( pSpit->pev, vecStart ); pSpit->pev->velocity = vecVelocity; pSpit->pev->owner = ENT( pevOwner ); pSpit->SetThink( &CSquidSpit::Animate ); pSpit->pev->nextthink = gpGlobals->time + 0.1; } void CGonomeGuts::Touch( CBaseEntity *pOther ) { TraceResult tr; int iPitch; // splat sound iPitch = RANDOM_FLOAT( 90, 110 ); EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch ); switch( RANDOM_LONG( 0, 1 ) ) { case 0: EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch ); break; case 1: EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch ); break; } if( !pOther->pev->takedamage ) { // make a splat on the wall UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr ); UTIL_DecalTrace( &tr, DECAL_BLOOD1 + RANDOM_LONG( 0, 5 ) ); } else { pOther->TakeDamage( pev, pev, gSkillData.gonomeDmgGuts, DMG_GENERIC ); } SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time; } //========================================================= // CGonome //========================================================= class CGonome : public CBaseMonster { public: void Spawn(void); void Precache(void); int Classify(void); void SetYawSpeed(); void HandleAnimEvent(MonsterEvent_t *pEvent); void IdleSound(void); void PainSound(void); void DeathSound(void); void AlertSound(void); void StartTask(Task_t *pTask); BOOL CheckMeleeAttack1(float flDot, float flDist); BOOL CheckMeleeAttack2(float flDot, float flDist); BOOL CheckRangeAttack1(float flDot, float flDist); void RunAI(void); Schedule_t *GetSchedule(); Schedule_t *GetScheduleOfType( int Type ); int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); void SetActivity( Activity NewActivity ); int Save(CSave &save); int Restore(CRestore &restore); CUSTOM_SCHEDULES static TYPEDESCRIPTION m_SaveData[]; static const char* pPainSounds[]; static const char* pIdleSounds[]; static const char* pDeathSounds[]; protected: int GonomeLookupActivity( void *pmodel, int activity ); float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while. float m_flNextSpitTime;// last time the gonome used the spit attack. bool gonnaAttack1; }; LINK_ENTITY_TO_CLASS(monster_gonome, CGonome) const char* CGonome::pPainSounds[] = { "gonome/gonome_pain1.wav", "gonome/gonome_pain2.wav", "gonome/gonome_pain3.wav", "gonome/gonome_pain4.wav" }; const char* CGonome::pIdleSounds[] = { "gonome/gonome_idle1.wav", "gonome/gonome_idle2.wav", "gonome/gonome_idle3.wav" }; const char* CGonome::pDeathSounds[] = { "gonome/gonome_death2.wav", "gonome/gonome_death3.wav", "gonome/gonome_death4.wav" }; TYPEDESCRIPTION CGonome::m_SaveData[] = { DEFINE_FIELD( CGonome, m_flLastHurtTime, FIELD_TIME ), DEFINE_FIELD( CGonome, m_flNextSpitTime, FIELD_TIME ), }; IMPLEMENT_SAVERESTORE( CGonome, CBaseMonster ) /* * Hack to ignore activity weights when choosing melee attack animation */ int CGonome::GonomeLookupActivity( void *pmodel, int activity ) { studiohdr_t *pstudiohdr; pstudiohdr = (studiohdr_t *)pmodel; if( !pstudiohdr ) return 0; mstudioseqdesc_t *pseqdesc; pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex ); int sameActivityNum = 0; for( int i = 0; i < pstudiohdr->numseq && sameActivityNum < 2; i++ ) { if( pseqdesc[i].activity == activity ) { sameActivityNum++; if (sameActivityNum == 1 && gonnaAttack1) { return i; } else if (sameActivityNum == 2) { return i; } } } return ACTIVITY_NOT_AVAILABLE; } void CGonome::SetActivity( Activity NewActivity ) { if (NewActivity != ACT_MELEE_ATTACK1) { CBaseMonster::SetActivity(NewActivity); } else { ASSERT( NewActivity != 0 ); void *pmodel = GET_MODEL_PTR( ENT( pev ) ); int iSequence = GonomeLookupActivity( pmodel, NewActivity ); // Set to the desired anim, or default anim if the desired is not present if( iSequence > ACTIVITY_NOT_AVAILABLE ) { if( pev->sequence != iSequence || !m_fSequenceLoops ) { // don't reset frame between walk and run if( !( m_Activity == ACT_WALK || m_Activity == ACT_RUN ) || !( NewActivity == ACT_WALK || NewActivity == ACT_RUN ) ) pev->frame = 0; } pev->sequence = iSequence; // Set to the reset anim (if it's there) ResetSequenceInfo(); SetYawSpeed(); } else { // Not available try to get default anim ALERT( at_aiconsole, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity ); pev->sequence = 0; // Set to the reset anim (if it's there) } m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present // In case someone calls this with something other than the ideal activity m_IdealActivity = m_Activity; } } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CGonome::Classify(void) { return CLASS_ALIEN_MONSTER; } //========================================================= // TakeDamage - overridden for gonome so we can keep track // of how much time has passed since it was last injured //========================================================= int CGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { float flDist; Vector vecApex; // if the gonome is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy, // it will swerve. (whew). if (m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev) { flDist = (pev->origin - m_hEnemy->pev->origin).Length2D(); if (flDist > GONOME_SPRINT_DIST) { flDist = (pev->origin - m_Route[m_iRouteIndex].vecLocation).Length2D();// reusing flDist. if (FTriangulate(pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex)) { InsertWaypoint(vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY); } } } return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } //========================================================= // CheckRangeAttack1 //========================================================= BOOL CGonome::CheckRangeAttack1(float flDot, float flDist) { if (IsMoving() && flDist >= 512) { // squid will far too far behind if he stops running to spit at this distance from the enemy. return FALSE; } if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime) { if (m_hEnemy != NULL) { if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256) { // don't try to spit at someone up really high or down really low. return FALSE; } } if (IsMoving()) { // don't spit again for a long time, resume chasing enemy. m_flNextSpitTime = gpGlobals->time + 5; } else { // not moving, so spit again pretty soon. m_flNextSpitTime = gpGlobals->time + 3; } return TRUE; } return FALSE; } //========================================================= // CheckMeleeAttack1 - gonome is a big guy, so has a longer // melee range than most monsters. //========================================================= BOOL CGonome::CheckMeleeAttack1(float flDot, float flDist) { if (flDist <= GONOME_TOLERANCE_MELEE2_RANGE && flDot >= GONOME_TOLERANCE_MELEE2_DOT && RANDOM_LONG(0,1) == 0) { gonnaAttack1 = false; return TRUE; } else if (flDist <= GONOME_TOLERANCE_MELEE1_RANGE && flDot >= GONOME_TOLERANCE_MELEE1_DOT) { gonnaAttack1 = true; return TRUE; } return FALSE; } //========================================================= // CheckMeleeAttack2 - both gonome's melee attacks are ACT_MELEE_ATTACK1 //========================================================= BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist) { return FALSE; } //========================================================= // IdleSound //========================================================= #define GONOME_ATTN_IDLE (float)1.5 void CGonome::IdleSound(void) { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, GONOME_ATTN_IDLE); } //========================================================= // PainSound //========================================================= void CGonome::PainSound(void) { const int iPitch = RANDOM_LONG(85, 120); EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM, 0, iPitch); } //========================================================= // AlertSound //========================================================= void CGonome::AlertSound(void) { int iPitch = RANDOM_LONG(140, 160); EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM, 0, iPitch); } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CGonome::SetYawSpeed( void ) { int ys; ys = 0; switch ( m_Activity ) { case ACT_WALK: ys = 90; break; case ACT_RUN: ys = 90; break; case ACT_IDLE: ys = 90; break; case ACT_RANGE_ATTACK1: ys = 90; break; default: ys = 90; break; } pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent) { switch (pEvent->event) { case 1011: // This may play sound twice //EMIT_SOUND(ENT(pev), CHAN_VOICE, pEvent->options, 1, ATTN_NORM); break; case GONOME_AE_THROW: { Vector vecSpitOffset; Vector vecSpitDir; UTIL_MakeVectors(pev->angles); Vector vecArmPos, vecArmAng; GetAttachment(0, vecArmPos, vecArmAng); vecSpitOffset = vecArmPos; vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize(); vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05); vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05); vecSpitDir.z += RANDOM_FLOAT(-0.05, 0); CGonomeGuts::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900 } break; case GONOME_AE_SLASH_LEFT: { CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_SLASH); if (pHurt) { pHurt->pev->punchangle.z = 20; pHurt->pev->punchangle.x = 20; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; } } break; case GONOME_AE_SLASH_RIGHT: { CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_SLASH); if (pHurt) { pHurt->pev->punchangle.z = -20; pHurt->pev->punchangle.x = 20; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -200; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; } } break; case GONOME_AE_BITE1: case GONOME_AE_BITE2: case GONOME_AE_BITE3: case GONOME_AE_BITE4: { int iPitch; CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_TOLERANCE_MELEE2_RANGE, gSkillData.gonomeDmgOneBite, DMG_SLASH); if (pHurt) { // croonchy bite sound iPitch = RANDOM_FLOAT(90, 110); switch (RANDOM_LONG(0, 1)) { case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch); break; case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch); break; } pHurt->pev->punchangle.z = RANDOM_LONG(-10, 10); pHurt->pev->punchangle.x = RANDOM_LONG(-35, -45); pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 50; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 50; } } break; default: CBaseMonster::HandleAnimEvent(pEvent); } } //========================================================= // Spawn //========================================================= void CGonome::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/gonome.mdl"); UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->effects = 0; pev->health = gSkillData.gonomeHealth; m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_flNextSpitTime = gpGlobals->time; MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CGonome::Precache() { PRECACHE_MODEL("models/gonome.mdl"); PRECACHE_MODEL("sprites/blood_chnk.spr");// spit projectile. PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event PRECACHE_SOUND("gonome/gonome_eat.wav"); PRECACHE_SOUND("gonome/gonome_jumpattack.wav"); PRECACHE_SOUND("gonome/gonome_melee1.wav"); PRECACHE_SOUND("gonome/gonome_melee2.wav"); PRECACHE_SOUND_ARRAY(pIdleSounds); PRECACHE_SOUND_ARRAY(pPainSounds); PRECACHE_SOUND_ARRAY(pDeathSounds); PRECACHE_SOUND("gonome/gonome_run.wav"); PRECACHE_SOUND("bullchicken/bc_acid1.wav"); PRECACHE_SOUND("bullchicken/bc_bite2.wav"); PRECACHE_SOUND("bullchicken/bc_bite3.wav"); PRECACHE_SOUND("bullchicken/bc_spithit1.wav"); PRECACHE_SOUND("bullchicken/bc_spithit2.wav"); } //========================================================= // DeathSound //========================================================= void CGonome::DeathSound(void) { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_NORM); } //======================================================== // RunAI - overridden for gonome because there are things // that need to be checked every think. //======================================================== void CGonome::RunAI(void) { // first, do base class stuff CBaseMonster::RunAI(); if (m_hEnemy != NULL && m_Activity == ACT_RUN) { // chasing enemy. Sprint for last bit if ((pev->origin - m_hEnemy->pev->origin).Length2D() < GONOME_SPRINT_DIST) { pev->framerate = 1.25; } } } //========================================================= // GetSchedule //========================================================= Schedule_t *CGonome::GetSchedule( void ) { switch( m_MonsterState ) { case MONSTERSTATE_COMBAT: { // dead enemy if( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. return CBaseMonster::GetSchedule(); } if( HasConditions( bits_COND_NEW_ENEMY ) ) { return GetScheduleOfType( SCHED_WAKE_ANGRY ); } if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) { return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); } if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) { return GetScheduleOfType( SCHED_MELEE_ATTACK1 ); } if( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) ) { return GetScheduleOfType( SCHED_MELEE_ATTACK2 ); } return GetScheduleOfType( SCHED_CHASE_ENEMY ); break; } default: break; } return CBaseMonster::GetSchedule(); } // primary range attack Task_t tlGonomeRangeAttack1[] = { { TASK_STOP_MOVING, 0 }, { TASK_FACE_IDEAL, (float)0 }, { TASK_RANGE_ATTACK1, (float)0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, }; Schedule_t slGonomeRangeAttack1[] = { { tlGonomeRangeAttack1, ARRAYSIZE( tlGonomeRangeAttack1 ), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_HEAVY_DAMAGE | bits_COND_ENEMY_OCCLUDED | bits_COND_NO_AMMO_LOADED, 0, "Gonome Range Attack1" }, }; // Chase enemy schedule Task_t tlGonomeChaseEnemy1[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty squid oscillation. { TASK_GET_PATH_TO_ENEMY, (float)0 }, { TASK_RUN_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, }; Schedule_t slGonomeChaseEnemy[] = { { tlGonomeChaseEnemy1, ARRAYSIZE( tlGonomeChaseEnemy1 ), bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD | bits_COND_SMELL_FOOD | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK2 | bits_COND_TASK_FAILED, 0, "Gonome Chase Enemy" }, }; // victory dance (eating body) Task_t tlGonomeVictoryDance[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_WAIT, (float)0.1 }, { TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE, (float)0 }, { TASK_WALK_PATH, (float)0 }, { TASK_WAIT_FOR_MOVEMENT, (float)0 }, { TASK_FACE_ENEMY, (float)0 }, { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE } }; Schedule_t slGonomeVictoryDance[] = { { tlGonomeVictoryDance, ARRAYSIZE( tlGonomeVictoryDance ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "GonomeVictoryDance" }, }; DEFINE_CUSTOM_SCHEDULES( CGonome ) { slGonomeRangeAttack1, slGonomeChaseEnemy, slGonomeVictoryDance, }; IMPLEMENT_CUSTOM_SCHEDULES( CGonome, CBaseMonster ) Schedule_t* CGonome::GetScheduleOfType(int Type) { switch ( Type ) { case SCHED_RANGE_ATTACK1: return &slGonomeRangeAttack1[0]; break; case SCHED_CHASE_ENEMY: return &slGonomeChaseEnemy[0]; break; case SCHED_VICTORY_DANCE: return &slGonomeVictoryDance[0]; break; default: break; } return CBaseMonster::GetScheduleOfType(Type); } //========================================================= // Start task - selects the correct activity and performs // any necessary calculations to start the next task on the // schedule. //========================================================= void CGonome::StartTask(Task_t *pTask) { m_iTaskStatus = TASKSTATUS_RUNNING; switch (pTask->iTask) { case TASK_MELEE_ATTACK1: { if (gonnaAttack1) EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee1.wav", 1, ATTN_NORM); else EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee2.wav", 1, ATTN_NORM); CBaseMonster::StartTask(pTask); } break; case TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE: { UTIL_MakeVectors( pev->angles ); if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 40, bits_MF_TO_LOCATION, NULL ) ) { TaskComplete(); } else { ALERT( at_aiconsole, "GonomeGetPathToEnemyCorpse failed!!\n" ); TaskFail(); } } break; default: CBaseMonster::StartTask(pTask); break; } } //========================================================= // DEAD GONOME PROP //========================================================= class CDeadGonome : public CBaseMonster { public: void Spawn(void); int Classify(void) { return CLASS_ALIEN_MONSTER; } void KeyValue( KeyValueData *pkvd ); int m_iPose; static const char *m_szPoses[3]; }; const char *CDeadGonome::m_szPoses[] = { "dead_on_stomach1", "dead_on_back", "dead_on_side" }; void CDeadGonome::KeyValue( KeyValueData *pkvd ) { if( FStrEq( pkvd->szKeyName, "pose" ) ) { m_iPose = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else CBaseMonster::KeyValue( pkvd ); } LINK_ENTITY_TO_CLASS(monster_gonome_dead, CDeadGonome) //========================================================= // ********** DeadGonome SPAWN ********** //========================================================= void CDeadGonome::Spawn(void) { PRECACHE_MODEL("models/gonome.mdl"); SET_MODEL(ENT(pev), "models/gonome.mdl"); pev->effects = 0; pev->yaw_speed = 8; pev->sequence = 0; m_bloodColor = BLOOD_COLOR_GREEN; pev->sequence = LookupSequence( m_szPoses[m_iPose] ); if( pev->sequence == -1 ) { ALERT( at_console, "Dead gonome with bad pose\n" ); } // Corpses have less health pev->health = 8; MonsterInitDead(); }