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210 lines
5.5 KiB
210 lines
5.5 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, 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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//========================================================= |
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// GMan - misunderstood servant of the people |
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//========================================================= |
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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 "weapons.h" |
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#include "gman.h" |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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LINK_ENTITY_TO_CLASS( monster_gman, CGMan ) |
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TYPEDESCRIPTION CGMan::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CGMan, m_hTalkTarget, FIELD_EHANDLE ), |
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DEFINE_FIELD( CGMan, m_flTalkTime, FIELD_TIME ), |
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}; |
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IMPLEMENT_SAVERESTORE( CGMan, CBaseMonster ) |
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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 CGMan::Classify( void ) |
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{ |
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return CLASS_NONE; |
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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 CGMan::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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default: |
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ys = 90; |
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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 CGMan::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case 0: |
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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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// ISoundMask - generic monster can't hear. |
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//========================================================= |
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int CGMan::ISoundMask( void ) |
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{ |
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return NULL; |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CGMan::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/gman.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 = DONT_BLEED; |
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pev->health = 100; |
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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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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 CGMan::Precache() |
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{ |
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PRECACHE_MODEL( "models/gman.mdl" ); |
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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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void CGMan::StartTask( Task_t *pTask ) |
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{ |
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switch( pTask->iTask ) |
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{ |
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case TASK_WAIT: |
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if( m_hPlayer == NULL ) |
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{ |
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m_hPlayer = UTIL_FindEntityByClassname( NULL, "player" ); |
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} |
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break; |
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} |
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CBaseMonster::StartTask( pTask ); |
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} |
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void CGMan::RunTask( Task_t *pTask ) |
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{ |
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switch( pTask->iTask ) |
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{ |
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case TASK_WAIT: |
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// look at who I'm talking to |
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if( m_flTalkTime > gpGlobals->time && m_hTalkTarget != NULL ) |
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{ |
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float yaw = VecToYaw( m_hTalkTarget->pev->origin - pev->origin ) - pev->angles.y; |
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if( yaw > 180 ) |
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yaw -= 360; |
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if( yaw < -180 ) |
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yaw += 360; |
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// turn towards vector |
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SetBoneController( 0, yaw ); |
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} |
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// look at player, but only if playing a "safe" idle animation |
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else if( m_hPlayer != NULL && pev->sequence == 0 ) |
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{ |
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float yaw = VecToYaw( m_hPlayer->pev->origin - pev->origin ) - pev->angles.y; |
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if( yaw > 180 ) |
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yaw -= 360; |
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if( yaw < -180 ) |
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yaw += 360; |
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// turn towards vector |
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SetBoneController( 0, yaw ); |
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} |
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else |
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{ |
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SetBoneController( 0, 0 ); |
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} |
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CBaseMonster::RunTask( pTask ); |
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break; |
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default: |
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SetBoneController( 0, 0 ); |
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CBaseMonster::RunTask( pTask ); |
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break; |
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} |
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} |
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//========================================================= |
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// Override all damage |
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//========================================================= |
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int CGMan::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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pev->health = pev->max_health / 2; // always trigger the 50% damage aitrigger |
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if( flDamage > 0 ) |
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{ |
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SetConditions( bits_COND_LIGHT_DAMAGE ); |
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} |
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if( flDamage >= 20 ) |
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{ |
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SetConditions( bits_COND_HEAVY_DAMAGE ); |
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} |
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return TRUE; |
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} |
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void CGMan::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) |
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{ |
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UTIL_Ricochet( ptr->vecEndPos, 1.0 ); |
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AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); |
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} |
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void CGMan::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) |
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{ |
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CBaseMonster::PlayScriptedSentence( pszSentence, duration, volume, attenuation, bConcurrent, pListener ); |
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m_flTalkTime = gpGlobals->time + duration; |
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m_hTalkTarget = pListener; |
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}
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