Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 CChicken : public CHeadCrab
{
public:
void Spawn(void);
void Precache(void);
void StartTask(Task_t *pTask);
void PainSound(void);
void DeathSound(void);
void IdleSound(void);
void AlertSound(void);
void AttackSound(void);
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pAttackSounds[];
static const char *pDeathSounds[];
};
LINK_ENTITY_TO_CLASS(monster_th_chicken, CChicken);
const char *CChicken::pIdleSounds[] =
{
"chicken/ch_idle1.wav",
"chicken/ch_idle2.wav",
};
const char *CChicken::pAlertSounds[] =
{
"chicken/ch_alert1.wav",
"chicken/ch_alert1.wav",
};
const char *CChicken::pPainSounds[] =
{
"chicken/ch_pain1.wav",
"chicken/ch_pain2.wav",
};
const char *CChicken::pAttackSounds[] =
{
"chicken/ch_attack1.wav",
"chicken/ch_attack2.wav",
};
const char *CChicken::pDeathSounds[] =
{
"chicken/ch_die1.wav",
"chicken/ch_die2.wav",
};
//=========================================================
// Spawn
//=========================================================
void CChicken::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/chicken.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;
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 CChicken::Precache()
{
PRECACHE_SOUND_ARRAY(pIdleSounds);
PRECACHE_SOUND_ARRAY(pAlertSounds);
PRECACHE_SOUND_ARRAY(pPainSounds);
PRECACHE_SOUND_ARRAY(pAttackSounds);
PRECACHE_SOUND_ARRAY(pDeathSounds);
PRECACHE_MODEL("models/chicken.mdl");
}
void CChicken::StartTask(Task_t *pTask)
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch (pTask->iTask)
{
case TASK_RANGE_ATTACK1:
{
EMIT_SOUND_DYN(edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
m_IdealActivity = ACT_RANGE_ATTACK1;
SetTouch(&CHeadCrab::LeapTouch);
break;
}
default:
{
CHeadCrab::StartTask(pTask);
}
}
}
//=========================================================
// IdleSound
//=========================================================
void CChicken::IdleSound(void)
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
}
//=========================================================
// AlertSound
//=========================================================
void CChicken::AlertSound(void)
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
}
//=========================================================
// PainSound
//=========================================================
void CChicken::PainSound(void)
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
}
//=========================================================
// DeathSound
//=========================================================
void CChicken::DeathSound(void)
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
}
//=========================================================
// AttackSound
//=========================================================
void CChicken::AttackSound(void)
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
}