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 "plane.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "weapons.h"
#include "soundent.h"
#include "effects.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define HASSAULT_AE_BURST1 ( 1 )
#define HASSAULT_AE_BURST2 ( 2 )
#define HASSAULT_AE_BURST3 ( 3 )
#define HASSAULT_AE_BURST4 ( 4 )
#define HASSAULT_AE_BURST5 ( 5 )
#define HASSAULT_AE_BURST6 ( 6 )
#define HASSAULT_AE_BURST7 ( 7 )
#define HASSAULT_AE_BURST8 ( 8 )
#define HASSAULT_AE_BURST9 ( 9 )
#define HASSAULT_AE_PAIN1 ( 10 )
#define HASSAULT_AE_PAIN2 ( 11 )
class CHassault : public CBaseMonster
{
public:
void Spawn(void);
void Precache(void);
void SetYawSpeed(void);
int Classify(void);
void HandleAnimEvent(MonsterEvent_t* pEvent);
void DeathSound(void);
BOOL CheckMeleeAttack1(float flDot, float flDist) { return FALSE; }
BOOL CheckMeleeAttack2(float flDot, float flDist) { return FALSE; }
BOOL CheckRangeAttack2(float flDot, float flDist) { return FALSE; }
void Shoot(void);
static const char *pDeathSounds[];
static const char *pPainSounds[];
static const char *pBurstSounds[];
private:
int m_iShell;
};
LINK_ENTITY_TO_CLASS(monster_hassault, CHassault);
const char *CHassault::pPainSounds[] =
{
"hgrunt/gr_pain1.wav",
"hgrunt/gr_pain2.wav",
"hgrunt/gr_pain3.wav",
"hgrunt/gr_pain4.wav",
"hgrunt/gr_pain5.wav",
};
const char *CHassault::pDeathSounds[] =
{
"hgrunt/gr_die1.wav",
"hgrunt/gr_die2.wav",
"hgrunt/gr_die3.wav",
};
const char *CHassault::pBurstSounds[] =
{
"hassault/hw_shoot1.wav",
"hassault/hw_shoot2.wav",
"hassault/hw_shoot3.wav",
};
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CHassault::SetYawSpeed(void)
{
int ys;
switch (m_Activity)
{
case ACT_IDLE:
ys = 150;
break;
case ACT_RUN:
case ACT_WALK:
ys = 180;
break;
case ACT_RANGE_ATTACK1:
ys = 120;
break;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
ys = 180;
break;
default:
ys = 90;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CHassault::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case HASSAULT_AE_BURST1:
case HASSAULT_AE_BURST2:
case HASSAULT_AE_BURST3:
case HASSAULT_AE_BURST4:
case HASSAULT_AE_BURST5:
case HASSAULT_AE_BURST6:
case HASSAULT_AE_BURST7:
case HASSAULT_AE_BURST8:
case HASSAULT_AE_BURST9:
Shoot();
EMIT_SOUND(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBurstSounds), 1, ATTN_NORM);
break;
case HASSAULT_AE_PAIN1:
case HASSAULT_AE_PAIN2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM);
break;
default:
CBaseMonster::HandleAnimEvent(pEvent);
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CHassault::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/hassault.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->effects = 0;
pev->health = gSkillData.hassaultHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
m_HackedGunPos = Vector(0, 0, 55);
m_cAmmoLoaded = 1;
ClearConditions(bits_COND_NO_AMMO_LOADED);
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CHassault::Precache()
{
PRECACHE_MODEL("models/hassault.mdl");
PRECACHE_SOUND("hassault/hw_gun4.wav");
PRECACHE_SOUND_ARRAY(pPainSounds);
PRECACHE_SOUND_ARRAY(pDeathSounds);
PRECACHE_SOUND_ARRAY(pBurstSounds);
PRECACHE_SOUND("hassault/hw_spin.wav");
PRECACHE_SOUND("hassault/hw_spindown.wav");
PRECACHE_SOUND("hassault/hw_spinup.wav");
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CHassault::Classify(void)
{
return CLASS_HUMAN_MILITARY;
}
//=========================================================
// Shoot
//=========================================================
void CHassault::Shoot(void)
{
if( m_hEnemy == 0 )
{
return;
}
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy(vecShootOrigin);
UTIL_MakeVectors(pev->angles);
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40, 90) + gpGlobals->v_up * RANDOM_FLOAT(75, 200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
EjectBrass(vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL);
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_MONSTER_HVMG); // shoot +-5 degrees
pev->effects |= EF_MUZZLEFLASH;
// m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles(vecShootDir);
SetBlending(0, angDir.x);
}
//=========================================================
// DeathSound
//=========================================================
void CHassault::DeathSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_IDLE);
}