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 CHand : public CHeadCrab
{
public:
void Spawn(void);
void Precache(void);
void StartTask(Task_t *pTask);
void EXPORT LeapTouch(CBaseEntity *pOther);
void PainSound(void) { }
void DeathSound(void) { }
void IdleSound(void) { }
void AlertSound(void) { }
void AttackSound(void) { }
static const char *pAttackSounds[];
static const char *pBiteSounds[];
};
LINK_ENTITY_TO_CLASS(einar_hand, CHand);
const char *CHand::pAttackSounds[] =
{
"thehand/hnd_attack1.wav",
};
const char *CHand::pBiteSounds[] =
{
"thehand/hnd_headbite.wav",
};
//=========================================================
// Spawn
//=========================================================
void CHand::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;
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 CHand::Precache()
{
PRECACHE_MODEL("models/thehand.mdl");
PRECACHE_SOUND_ARRAY(pAttackSounds);
PRECACHE_SOUND_ARRAY(pBiteSounds);
PRECACHE_SOUND("headcrab/hc_attack1.wav");
PRECACHE_SOUND("headcrab/hc_attack2.wav");
PRECACHE_SOUND("headcrab/hc_attack3.wav");
}
//=========================================================
// LeapTouch - this is the hand's touch function when it
// is in the air
//=========================================================
void CHand::LeapTouch(CBaseEntity *pOther)
{
if (!pOther->pev->takedamage)
{
return;
}
if (pOther->Classify() == Classify())
{
return;
}
// Don't hit if back on ground
if (!FBitSet(pev->flags, FL_ONGROUND))
{
EMIT_SOUND_DYN(edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBiteSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
pOther->TakeDamage(pev, pev, GetDamageAmount(), DMG_SLASH);
}
SetTouch(NULL);
}
void CHand::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(&CHand::LeapTouch);
break;
}
default:
{
CHeadCrab::StartTask(pTask);
}
}
}