Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
Creepers blow.
*/
//=========================================================
// Creeper
//=========================================================
// UNDONE: Don't flinch every time you get hit
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "explode.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define CREEP_AE_ATTACK_RIGHT 0x01
#define CREEP_FLINCH_DELAY 1 // at most one flinch every n secs
class CCreeper : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
int IgnoreConditions ( void );
float m_flNextFlinch;
void AlertSound( void );
static const char *pAlertSounds[];
// No range attacks
BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
};
LINK_ENTITY_TO_CLASS( monster_creeper, CCreeper );
const char *CCreeper::pAlertSounds[] =
{
"fuse.wav", //ssssssssssssssss
};
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CCreeper :: Classify ( void )
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CCreeper :: SetYawSpeed ( void )
{
int ys;
ys = 120;
#if 0
switch ( m_Activity )
{
}
#endif
pev->yaw_speed = ys;
}
int CCreeper :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
// Take 70% damage from bullets
if ( bitsDamageType == DMG_BULLET )
{
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
vecDir = vecDir.Normalize();
float flForce = DamageForce( flDamage );
pev->velocity = pev->velocity + vecDir * flForce;
flDamage *= 0.7;
}
// HACK HACK -- until we fix this.
if ( IsAlive() )
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
void CCreeper :: AlertSound( void )
{
// Play a random attack sound
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CCreeper :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case CREEP_AE_ATTACK_RIGHT:
{
pev->health = 1; // Hack because Creeper has an insane amount of health, this lasts for .1 seconds
ExplosionCreate( Center(), pev->angles, edict(), 128, TRUE ); // BOOM!
}
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CCreeper :: Spawn()
{
Precache( );
if (CVAR_GET_FLOAT("mp_testzom") == 1)
SET_MODEL(ENT(pev), "models/zombie.mdl");
else
SET_MODEL(ENT(pev), "models/creeper.mdl");
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_LAVENDER;
pev->health = CBaseMonster::GetHealth( gSkillData.creeperHealth, 3 );
pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_DOORS_GROUP;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CCreeper :: Precache()
{
int i;
PRECACHE_MODEL("models/creeper.mdl");
for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
PRECACHE_SOUND((char *)pAlertSounds[i]);
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
int CCreeper::IgnoreConditions ( void )
{
int iIgnore = CBaseMonster::IgnoreConditions();
if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK1))
{
#if 0
if (pev->health < 20)
iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE);
else
#endif
if (m_flNextFlinch >= gpGlobals->time)
iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE);
}
if ((m_Activity == ACT_SMALL_FLINCH) || (m_Activity == ACT_BIG_FLINCH))
{
if (m_flNextFlinch < gpGlobals->time)
m_flNextFlinch = gpGlobals->time + CREEP_FLINCH_DELAY;
}
return iIgnore;
}