/*** * * 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 "talkmonster.h" #include "schedule.h" #include "defaultai.h" #include "scripted.h" #include "weapons.h" #include "soundent.h" #include "barney.h" #define DAVE_BODY_GUNHOLSTERED 0 #define DAVE_BODY_GUNDRAWN 1 #define DAVE_BODY_GUNGONE 2 class CDave : public CBarney { public: void Spawn(void); void Precache(void); void DeathSound(void); void PainSound(void); }; LINK_ENTITY_TO_CLASS(monster_dave, CDave); //========================================================= // Spawn //========================================================= void CDave::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/dave.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 = gSkillData.barneyHealth; pev->view_ofs = Vector(0, 0, 50);// 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; if (pev->body == DAVE_BODY_GUNDRAWN) { m_fGunDrawn = TRUE; } else { m_fGunDrawn = FALSE; // gun in holster } m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; MonsterInit(); SetUse(NULL); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CDave::Precache() { PRECACHE_MODEL("models/dave.mdl"); PRECACHE_SOUND("dave/ba_attack2.wav"); PRECACHE_SOUND("dave/ba_pain1.wav"); PRECACHE_SOUND("dave/ba_pain2.wav"); PRECACHE_SOUND("dave/ba_die1.wav"); PRECACHE_SOUND("dave/ba_die2.wav"); PRECACHE_SOUND("dave/ba_die3.wav"); // every new barney must call this, otherwise // when a level is loaded, nobody will talk (time is reset to 0) TalkInit(); CTalkMonster::Precache(); } //========================================================= // PainSound //========================================================= void CDave::PainSound(void) { if (gpGlobals->time < m_painTime) return; m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75); switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "dave/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "dave/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; } } //========================================================= // DeathSound //========================================================= void CDave::DeathSound(void) { switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "dave/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "dave/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; case 2: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "dave/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; } }