/*** * * 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 "plane.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "animation.h" #include "weapons.h" #include "soundent.h" #include "effects.h" //========================================================= // Monster's Anim Events Go Here //========================================================= #define HASSAULT_AE_BURST1 ( 1 ) #define HASSAULT_AE_BURST2 ( 2 ) #define HASSAULT_AE_BURST3 ( 3 ) #define HASSAULT_AE_BURST4 ( 4 ) #define HASSAULT_AE_BURST5 ( 5 ) #define HASSAULT_AE_BURST6 ( 6 ) #define HASSAULT_AE_BURST7 ( 7 ) #define HASSAULT_AE_BURST8 ( 8 ) #define HASSAULT_AE_BURST9 ( 9 ) #define HASSAULT_AE_PAIN1 ( 10 ) #define HASSAULT_AE_PAIN2 ( 11 ) class CHassault : public CBaseMonster { public: void Spawn(void); void Precache(void); void SetYawSpeed(void); int Classify(void); void HandleAnimEvent(MonsterEvent_t* pEvent); void DeathSound(void); BOOL CheckMeleeAttack1(float flDot, float flDist) { return FALSE; } BOOL CheckMeleeAttack2(float flDot, float flDist) { return FALSE; } BOOL CheckRangeAttack2(float flDot, float flDist) { return FALSE; } void Shoot(void); static const char *pDeathSounds[]; static const char *pPainSounds[]; static const char *pBurstSounds[]; private: int m_iShell; }; LINK_ENTITY_TO_CLASS(monster_hassault, CHassault); const char *CHassault::pPainSounds[] = { "hgrunt/gr_pain1.wav", "hgrunt/gr_pain2.wav", "hgrunt/gr_pain3.wav", "hgrunt/gr_pain4.wav", "hgrunt/gr_pain5.wav", }; const char *CHassault::pDeathSounds[] = { "hgrunt/gr_die1.wav", "hgrunt/gr_die2.wav", "hgrunt/gr_die3.wav", }; const char *CHassault::pBurstSounds[] = { "hassault/hw_shoot1.wav", "hassault/hw_shoot2.wav", "hassault/hw_shoot3.wav", }; //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CHassault::SetYawSpeed(void) { int ys; switch (m_Activity) { case ACT_IDLE: ys = 150; break; case ACT_RUN: case ACT_WALK: ys = 180; break; case ACT_RANGE_ATTACK1: ys = 120; break; case ACT_TURN_LEFT: case ACT_TURN_RIGHT: ys = 180; break; default: ys = 90; break; } pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CHassault::HandleAnimEvent(MonsterEvent_t *pEvent) { switch (pEvent->event) { case HASSAULT_AE_BURST1: case HASSAULT_AE_BURST2: case HASSAULT_AE_BURST3: case HASSAULT_AE_BURST4: case HASSAULT_AE_BURST5: case HASSAULT_AE_BURST6: case HASSAULT_AE_BURST7: case HASSAULT_AE_BURST8: case HASSAULT_AE_BURST9: Shoot(); EMIT_SOUND(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBurstSounds), 1, ATTN_NORM); break; case HASSAULT_AE_PAIN1: case HASSAULT_AE_PAIN2: EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM); break; default: CBaseMonster::HandleAnimEvent(pEvent); break; } } //========================================================= // Spawn //========================================================= void CHassault::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/hassault.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->effects = 0; pev->health = gSkillData.hassaultHealth; m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; m_HackedGunPos = Vector(0, 0, 55); m_cAmmoLoaded = 1; ClearConditions(bits_COND_NO_AMMO_LOADED); MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CHassault::Precache() { PRECACHE_MODEL("models/hassault.mdl"); PRECACHE_SOUND("hassault/hw_gun4.wav"); PRECACHE_SOUND_ARRAY(pPainSounds); PRECACHE_SOUND_ARRAY(pDeathSounds); PRECACHE_SOUND_ARRAY(pBurstSounds); PRECACHE_SOUND("hassault/hw_spin.wav"); PRECACHE_SOUND("hassault/hw_spindown.wav"); PRECACHE_SOUND("hassault/hw_spinup.wav"); m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CHassault::Classify(void) { return CLASS_HUMAN_MILITARY; } //========================================================= // Shoot //========================================================= void CHassault::Shoot(void) { if (m_hEnemy == NULL) { return; } Vector vecShootOrigin = GetGunPosition(); Vector vecShootDir = ShootAtEnemy(vecShootOrigin); UTIL_MakeVectors(pev->angles); Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40, 90) + gpGlobals->v_up * RANDOM_FLOAT(75, 200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); EjectBrass(vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL); FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_MONSTER_HVMG); // shoot +-5 degrees pev->effects |= EF_MUZZLEFLASH; // m_cAmmoLoaded--;// take away a bullet! Vector angDir = UTIL_VecToAngles(vecShootDir); SetBlending(0, angDir.x); } //========================================================= // DeathSound //========================================================= void CHassault::DeathSound(void) { EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_IDLE); }