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.
*
****/
//=========================================================
// shockroach.cpp
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "game.h"
#include "player.h"
#include "weapons.h"
#include "headcrab.h"
#include "shockroach.h"
LINK_ENTITY_TO_CLASS(monster_shockroach, CShockRoach);
TYPEDESCRIPTION CShockRoach::m_SaveData[] =
{
DEFINE_FIELD(CShockRoach, m_flDie, FIELD_TIME),
};
IMPLEMENT_SAVERESTORE(CShockRoach, CHeadCrab);
const char *CShockRoach::pIdleSounds[] =
{
"shockroach/shock_idle1.wav",
"shockroach/shock_idle2.wav",
"shockroach/shock_idle3.wav",
};
const char *CShockRoach::pAlertSounds[] =
{
"shockroach/shock_angry.wav",
};
const char *CShockRoach::pPainSounds[] =
{
"shockroach/shock_flinch.wav",
};
const char *CShockRoach::pAttackSounds[] =
{
"shockroach/shock_jump1.wav",
"shockroach/shock_jump2.wav",
};
const char *CShockRoach::pDeathSounds[] =
{
"shockroach/shock_die.wav",
};
const char *CShockRoach::pBiteSounds[] =
{
"shockroach/schock_bite.wav",
};
//=========================================================
// Spawn
//=========================================================
void CShockRoach::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_shock_rifle.mdl");
UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->effects = 0;
pev->health = gSkillData.sroachHealth;
pev->view_ofs = Vector(0, 0, 20);// position of the eyes relative to monster's origin.
pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim?
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flDie = gpGlobals->time + RANDOM_LONG(10, 15);
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CShockRoach::Precache()
{
PRECACHE_SOUND_ARRAY(pIdleSounds);
PRECACHE_SOUND_ARRAY(pAlertSounds);
PRECACHE_SOUND_ARRAY(pPainSounds);
PRECACHE_SOUND_ARRAY(pAttackSounds);
PRECACHE_SOUND_ARRAY(pDeathSounds);
PRECACHE_SOUND_ARRAY(pBiteSounds);
PRECACHE_SOUND("shockroach/shock_walk.wav");
PRECACHE_MODEL("models/w_shock_rifle.mdl");
}
//=========================================================
// LeapTouch - this is the headcrab's touch function when it
// is in the air
//=========================================================
void CShockRoach::LeapTouch(CBaseEntity *pOther)
{
if (!pOther->pev->takedamage)
{
return;
}
if (pOther->Classify() == Classify())
{
return;
}
// Don't hit if back on ground
if (!FBitSet(pev->flags, FL_ONGROUND))
{
EMIT_SOUND_DYN(edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBiteSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
// Give the shockrifle weapon to the player, if not already in possession.
CBasePlayer* pPlayer = dynamic_cast<CBasePlayer*>(pOther);
if (pPlayer && !(pPlayer->pev->weapons & (1 << WEAPON_SHOCKRIFLE)))
{
pPlayer->GiveNamedItem("weapon_shockrifle");
pPlayer->pev->weapons |= (1 << WEAPON_SHOCKRIFLE);
UTIL_Remove(this);
return;
}
pOther->TakeDamage(pev, pev, GetDamageAmount(), DMG_SLASH);
}
SetTouch(NULL);
}
//=========================================================
// PrescheduleThink
//=========================================================
void CShockRoach::PrescheduleThink(void)
{
// explode when ready
if (gpGlobals->time >= m_flDie)
{
pev->health = -1;
Killed(pev, 0);
return;
}
CHeadCrab::PrescheduleThink();
}
//=========================================================
// IdleSound
//=========================================================
void CShockRoach::IdleSound(void)
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
}
//=========================================================
// AlertSound
//=========================================================
void CShockRoach::AlertSound(void)
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
}
//=========================================================
// AlertSound
//=========================================================
void CShockRoach::PainSound(void)
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
}
//=========================================================
// DeathSound
//=========================================================
void CShockRoach::DeathSound(void)
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
}
void CShockRoach::StartTask(Task_t *pTask)
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch (pTask->iTask)
{
case TASK_RANGE_ATTACK1:
{
EMIT_SOUND_DYN(edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
m_IdealActivity = ACT_RANGE_ATTACK1;
SetTouch(&CShockRoach::LeapTouch);
break;
}
default:
CHeadCrab::StartTask(pTask);
}
}