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137 lines
3.4 KiB
137 lines
3.4 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "schedule.h" |
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#include "game.h" |
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#include "headcrab.h" |
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class CHand : public CHeadCrab |
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{ |
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public: |
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void Spawn(void); |
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void Precache(void); |
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void StartTask(Task_t *pTask); |
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void EXPORT LeapTouch(CBaseEntity *pOther); |
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void PainSound(void) { } |
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void DeathSound(void) { } |
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void IdleSound(void) { } |
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void AlertSound(void) { } |
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void AttackSound(void) { } |
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static const char *pAttackSounds[]; |
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static const char *pBiteSounds[]; |
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}; |
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LINK_ENTITY_TO_CLASS(einar_hand, CHand); |
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const char *CHand::pAttackSounds[] = |
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{ |
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"thehand/hnd_attack1.wav", |
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}; |
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const char *CHand::pBiteSounds[] = |
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{ |
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"thehand/hnd_headbite.wav", |
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}; |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CHand::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/thehand.mdl"); |
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UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24)); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_RED; |
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pev->effects = 0; |
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pev->health = gSkillData.headcrabHealth; |
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pev->view_ofs = Vector(0, 0, 20);// position of the eyes relative to monster's origin. |
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pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim? |
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_MonsterState = MONSTERSTATE_NONE; |
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MonsterInit(); |
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} |
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//========================================================= |
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// Precache - precaches all resources this monster needs |
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//========================================================= |
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void CHand::Precache() |
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{ |
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PRECACHE_MODEL("models/thehand.mdl"); |
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PRECACHE_SOUND_ARRAY(pAttackSounds); |
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PRECACHE_SOUND_ARRAY(pBiteSounds); |
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PRECACHE_SOUND("headcrab/hc_attack1.wav"); |
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PRECACHE_SOUND("headcrab/hc_attack2.wav"); |
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PRECACHE_SOUND("headcrab/hc_attack3.wav"); |
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} |
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//========================================================= |
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// LeapTouch - this is the hand's touch function when it |
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// is in the air |
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//========================================================= |
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void CHand::LeapTouch(CBaseEntity *pOther) |
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{ |
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if (!pOther->pev->takedamage) |
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{ |
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return; |
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} |
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if (pOther->Classify() == Classify()) |
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{ |
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return; |
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} |
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// Don't hit if back on ground |
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if (!FBitSet(pev->flags, FL_ONGROUND)) |
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{ |
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EMIT_SOUND_DYN(edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBiteSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch()); |
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pOther->TakeDamage(pev, pev, GetDamageAmount(), DMG_SLASH); |
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} |
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SetTouch(NULL); |
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} |
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void CHand::StartTask(Task_t *pTask) |
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{ |
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m_iTaskStatus = TASKSTATUS_RUNNING; |
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switch (pTask->iTask) |
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{ |
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case TASK_RANGE_ATTACK1: |
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{ |
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EMIT_SOUND_DYN(edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch()); |
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m_IdealActivity = ACT_RANGE_ATTACK1; |
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SetTouch(&CHand::LeapTouch); |
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break; |
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} |
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default: |
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{ |
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CHeadCrab::StartTask(pTask); |
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} |
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} |
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} |