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316 lines
8.7 KiB
316 lines
8.7 KiB
/*** |
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* Gay Glenn.cpp |
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* Gay Glenn is actually not gay. |
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****/ |
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//========================================================= |
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// Glenn |
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//========================================================= |
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// UNDONE: Don't flinch every time you get hit |
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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 "gamerules.h" |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define GLENN_AE_ATTACK_RIGHT 0x01 |
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#define GLENN_AE_ATTACK_LEFT 0x02 |
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#define GLENN_AE_ATTACK_BOTH 0x03 |
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#define GLENN_FLINCH_DELAY 2 // at most one flinch every n secs |
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class CGay : public CBaseMonster |
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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 SetYawSpeed( void ); |
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int Classify ( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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int IgnoreConditions ( void ); |
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float m_flNextFlinch; |
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void AlertSound( void ); |
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void IdleSound( void ); |
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void AttackSound( void ); |
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static const char *pAttackSounds[]; |
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static const char *pIdleSounds[]; |
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static const char *pAlertSounds[]; |
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static const char *pPainSounds[]; |
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static const char *pAttackHitSounds[]; |
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static const char *pAttackMissSounds[]; |
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// No range attacks |
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BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; } |
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BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; } |
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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}; |
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LINK_ENTITY_TO_CLASS( monster_gayglenn, CGay ); |
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LINK_ENTITY_TO_CLASS( monster_gay, CGay ); |
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const char *CGay::pAttackHitSounds[] = |
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{ |
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"glenn/strike1.wav", |
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}; |
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const char *CGay::pAttackMissSounds[] = |
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{ |
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"glenn/miss1.wav", |
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}; |
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const char *CGay::pAttackSounds[] = |
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{ |
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"glenn/gg_attack1.wav", |
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"glenn/gg_attack2.wav", |
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}; |
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const char *CGay::pIdleSounds[] = |
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{ |
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"glenn/gg_idle1.wav", |
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"glenn/gg_idle2.wav", |
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"glenn/gg_idle3.wav", |
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"glenn/gg_idle4.wav", |
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}; |
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const char *CGay::pAlertSounds[] = |
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{ |
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"glenn/gg_alert10.wav", |
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"glenn/gg_alert20.wav", |
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"glenn/gg_alert30.wav", |
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}; |
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//========================================================= |
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// Classify - indicates this monster's place in the |
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// relationship table. |
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//========================================================= |
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int CGay :: Classify ( void ) |
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{ |
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if (g_pGameRules->IsTest() && testmonsters.value <= 0) |
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{ |
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return CLASS_NONE; |
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} |
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else |
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{ |
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return CLASS_GAYGLENN; |
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} |
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} |
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//========================================================= |
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// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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void CGay :: SetYawSpeed ( void ) |
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{ |
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int ys; |
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ys = 360; |
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#if 0 |
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switch ( m_Activity ) |
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{ |
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} |
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#endif |
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pev->yaw_speed = ys; |
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} |
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int CGay :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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// HACK HACK -- until we fix this. |
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if ( IsAlive() ) |
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PainSound(); |
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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} |
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void CGay :: AlertSound( void ) |
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{ |
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int pitch = 95 + RANDOM_LONG(0,9); |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch ); |
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} |
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void CGay :: IdleSound( void ) |
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{ |
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int pitch = 95 + RANDOM_LONG(0,9); |
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// Play a random idle sound |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); |
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} |
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void CGay :: AttackSound( void ) |
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{ |
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// Play a random attack sound |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); |
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} |
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//========================================================= |
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// HandleAnimEvent - catches the monster-specific messages |
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// that occur when tagged animation frames are played. |
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//========================================================= |
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void CGay :: HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case GLENN_AE_ATTACK_RIGHT: |
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{ |
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// do stuff for this event. |
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// ALERT( at_console, "Slash right!\n" ); |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.glennDmgOneSlash, DMG_SLASH ); |
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if ( pHurt ) |
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{ |
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if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) |
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{ |
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pHurt->pev->punchangle.z = -18; |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; |
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} |
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// Play a random attack hit sound |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); |
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} |
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else // Play a random attack miss sound |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); |
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if (RANDOM_LONG(0,1)) |
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AttackSound(); |
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} |
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break; |
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case GLENN_AE_ATTACK_LEFT: |
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{ |
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// do stuff for this event. |
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// ALERT( at_console, "Slash left!\n" ); |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.glennDmgOneSlash, DMG_SLASH ); |
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if ( pHurt ) |
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{ |
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if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) |
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{ |
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pHurt->pev->punchangle.z = 18; |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; |
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} |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); |
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} |
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else |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); |
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if (RANDOM_LONG(0,1)) |
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AttackSound(); |
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} |
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break; |
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case GLENN_AE_ATTACK_BOTH: |
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{ |
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// do stuff for this event. |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.glennDmgBothSlash, DMG_SLASH ); |
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if ( pHurt ) |
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{ |
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if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) |
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{ |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; |
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} |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); |
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} |
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else |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); |
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if (RANDOM_LONG(0,1)) |
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AttackSound(); |
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} |
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break; |
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default: |
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CBaseMonster::HandleAnimEvent( pEvent ); |
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break; |
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} |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CGay :: Spawn() |
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{ |
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Precache( ); |
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if (CVAR_GET_FLOAT("mp_testzom") == 1) |
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SET_MODEL(ENT(pev), "models/zombie.mdl"); |
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else |
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SET_MODEL(ENT(pev), "models/chris.mdl"); |
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); |
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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->health = CBaseMonster::GetHealth( gSkillData.glennHealth, 3 ); |
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pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. |
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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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m_afCapability = bits_CAP_DOORS_GROUP | bits_CAP_AUTO_DOORS | bits_CAP_SQUAD; |
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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 CGay :: Precache() |
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{ |
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int i; |
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PRECACHE_MODEL("models/chris.mdl"); |
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for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) |
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PRECACHE_SOUND(pAttackHitSounds[i]); |
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for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) |
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PRECACHE_SOUND(pAttackMissSounds[i]); |
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for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) |
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PRECACHE_SOUND(pAttackSounds[i]); |
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for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) |
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PRECACHE_SOUND(pIdleSounds[i]); |
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for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) |
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PRECACHE_SOUND(pAlertSounds[i]); |
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} |
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//========================================================= |
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// AI Schedules Specific to this monster |
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//========================================================= |
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int CGay::IgnoreConditions ( void ) |
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{ |
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int iIgnore = CBaseMonster::IgnoreConditions(); |
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if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK1)) |
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{ |
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#if 0 |
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if (pev->health < 20) |
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iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE); |
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else |
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#endif |
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if (m_flNextFlinch >= gpGlobals->time) |
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iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE); |
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} |
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if ((m_Activity == ACT_SMALL_FLINCH) || (m_Activity == ACT_BIG_FLINCH)) |
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{ |
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if (m_flNextFlinch < gpGlobals->time) |
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m_flNextFlinch = gpGlobals->time + GLENN_FLINCH_DELAY; |
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} |
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return iIgnore; |
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}
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