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251 lines
6.3 KiB
251 lines
6.3 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 "plane.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 "animation.h" |
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#include "weapons.h" |
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#include "soundent.h" |
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#include "effects.h" |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define HASSAULT_AE_BURST1 ( 1 ) |
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#define HASSAULT_AE_BURST2 ( 2 ) |
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#define HASSAULT_AE_BURST3 ( 3 ) |
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#define HASSAULT_AE_BURST4 ( 4 ) |
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#define HASSAULT_AE_BURST5 ( 5 ) |
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#define HASSAULT_AE_BURST6 ( 6 ) |
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#define HASSAULT_AE_BURST7 ( 7 ) |
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#define HASSAULT_AE_BURST8 ( 8 ) |
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#define HASSAULT_AE_BURST9 ( 9 ) |
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#define HASSAULT_AE_PAIN1 ( 10 ) |
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#define HASSAULT_AE_PAIN2 ( 11 ) |
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class CHassault : 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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void DeathSound(void); |
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BOOL CheckMeleeAttack1(float flDot, float flDist) { return FALSE; } |
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BOOL CheckMeleeAttack2(float flDot, float flDist) { return FALSE; } |
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BOOL CheckRangeAttack2(float flDot, float flDist) { return FALSE; } |
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void Shoot(void); |
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static const char *pDeathSounds[]; |
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static const char *pPainSounds[]; |
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static const char *pBurstSounds[]; |
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private: |
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int m_iShell; |
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}; |
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LINK_ENTITY_TO_CLASS(monster_hassault, CHassault); |
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const char *CHassault::pPainSounds[] = |
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{ |
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"hgrunt/gr_pain1.wav", |
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"hgrunt/gr_pain2.wav", |
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"hgrunt/gr_pain3.wav", |
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"hgrunt/gr_pain4.wav", |
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"hgrunt/gr_pain5.wav", |
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}; |
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const char *CHassault::pDeathSounds[] = |
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{ |
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"hgrunt/gr_die1.wav", |
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"hgrunt/gr_die2.wav", |
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"hgrunt/gr_die3.wav", |
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}; |
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const char *CHassault::pBurstSounds[] = |
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{ |
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"hassault/hw_shoot1.wav", |
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"hassault/hw_shoot2.wav", |
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"hassault/hw_shoot3.wav", |
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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 CHassault::SetYawSpeed(void) |
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{ |
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int ys; |
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switch (m_Activity) |
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{ |
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case ACT_IDLE: |
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ys = 150; |
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break; |
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case ACT_RUN: |
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case ACT_WALK: |
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ys = 180; |
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break; |
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case ACT_RANGE_ATTACK1: |
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ys = 120; |
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break; |
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case ACT_TURN_LEFT: |
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case ACT_TURN_RIGHT: |
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ys = 180; |
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break; |
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default: |
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ys = 90; |
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break; |
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} |
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pev->yaw_speed = ys; |
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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 CHassault::HandleAnimEvent(MonsterEvent_t *pEvent) |
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{ |
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switch (pEvent->event) |
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{ |
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case HASSAULT_AE_BURST1: |
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case HASSAULT_AE_BURST2: |
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case HASSAULT_AE_BURST3: |
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case HASSAULT_AE_BURST4: |
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case HASSAULT_AE_BURST5: |
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case HASSAULT_AE_BURST6: |
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case HASSAULT_AE_BURST7: |
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case HASSAULT_AE_BURST8: |
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case HASSAULT_AE_BURST9: |
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Shoot(); |
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBurstSounds), 1, ATTN_NORM); |
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break; |
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case HASSAULT_AE_PAIN1: |
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case HASSAULT_AE_PAIN2: |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM); |
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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 CHassault::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/hassault.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->effects = 0; |
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pev->health = gSkillData.hassaultHealth; |
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m_flFieldOfView = 0.2;// 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_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; |
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m_HackedGunPos = Vector(0, 0, 55); |
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m_cAmmoLoaded = 1; |
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ClearConditions(bits_COND_NO_AMMO_LOADED); |
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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 CHassault::Precache() |
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{ |
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PRECACHE_MODEL("models/hassault.mdl"); |
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PRECACHE_SOUND("hassault/hw_gun4.wav"); |
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PRECACHE_SOUND_ARRAY(pPainSounds); |
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PRECACHE_SOUND_ARRAY(pDeathSounds); |
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PRECACHE_SOUND_ARRAY(pBurstSounds); |
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PRECACHE_SOUND("hassault/hw_spin.wav"); |
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PRECACHE_SOUND("hassault/hw_spindown.wav"); |
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PRECACHE_SOUND("hassault/hw_spinup.wav"); |
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell |
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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 CHassault::Classify(void) |
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{ |
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return CLASS_HUMAN_MILITARY; |
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} |
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//========================================================= |
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// Shoot |
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//========================================================= |
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void CHassault::Shoot(void) |
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{ |
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if( m_hEnemy == 0 ) |
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{ |
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return; |
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} |
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Vector vecShootOrigin = GetGunPosition(); |
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Vector vecShootDir = ShootAtEnemy(vecShootOrigin); |
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UTIL_MakeVectors(pev->angles); |
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Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40, 90) + gpGlobals->v_up * RANDOM_FLOAT(75, 200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); |
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EjectBrass(vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL); |
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FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_MONSTER_HVMG); // shoot +-5 degrees |
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pev->effects |= EF_MUZZLEFLASH; |
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// m_cAmmoLoaded--;// take away a bullet! |
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Vector angDir = UTIL_VecToAngles(vecShootDir); |
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SetBlending(0, angDir.x); |
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} |
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//========================================================= |
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// DeathSound |
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//========================================================= |
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void CHassault::DeathSound(void) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_IDLE); |
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}
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