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 "util.h"
#include "cbase.h"
#include "monsters.h"
#include "talkmonster.h"
#include "schedule.h"
#include "defaultai.h"
#include "scripted.h"
#include "animation.h"
#include "soundent.h"
#include "scientist.h"
//=========================================================
// Cleansuit scientist
//=========================================================
class CCleansuitScientist : public CScientist
{
public:
void Spawn( void );
void Precache( void );
virtual BOOL CanHeal(void);
};
LINK_ENTITY_TO_CLASS(monster_cleansuit_scientist, CCleansuitScientist);
//=========================================================
// Spawn
//=========================================================
void CCleansuitScientist::Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/cleansuit_scientist.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->health = gSkillData.scientistHealth;
pev->view_ofs = Vector(0, 0, 50);// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
// m_flDistTooFar = 256.0;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE;
// White hands
pev->skin = 0;
if (pev->body == -1)
{// -1 chooses a random head
pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS - 1);// pick a head, any head
}
// Luther is black, make his hands black
if (pev->body == HEAD_LUTHER)
pev->skin = 1;
MonsterInit();
if (!m_fStartSuspicious)
SetUse(&CScientist::FollowerUse);
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CCleansuitScientist::Precache(void)
{
PRECACHE_MODEL("models/cleansuit_scientist.mdl");
PRECACHE_SOUND("scientist/sci_pain1.wav");
PRECACHE_SOUND("scientist/sci_pain2.wav");
PRECACHE_SOUND("scientist/sci_pain3.wav");
PRECACHE_SOUND("scientist/sci_pain4.wav");
PRECACHE_SOUND("scientist/sci_pain5.wav");
// every new scientist must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
CTalkMonster::Precache();
}
BOOL CCleansuitScientist::CanHeal()
{
return FALSE;
}
//=========================================================
// Dead Cleansuit Scientist PROP
//=========================================================
class CDeadCleansuitScientist : public CDeadScientist
{
public:
virtual void Spawn(void);
static const char *m_szPoses[9];
};
LINK_ENTITY_TO_CLASS(monster_cleansuit_scientist_dead, CDeadCleansuitScientist);
const char *CDeadCleansuitScientist::m_szPoses[] = { "lying_on_back", "lying_on_stomach", "dead_sitting", "dead_hang", "dead_table1", "dead_table2", "dead_table3", "scientist_deadpose1", "dead_against_wall" };
void CDeadCleansuitScientist::Spawn(void)
{
PRECACHE_MODEL("models/cleansuit_scientist.mdl");
SET_MODEL(ENT(pev), "models/cleansuit_scientist.mdl");
pev->effects = 0;
pev->sequence = 0;
// Corpses have less health
pev->health = 8;//gSkillData.scientistHealth;
m_bloodColor = BLOOD_COLOR_RED;
if (pev->body == -1)
{// -1 chooses a random head
pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS - 1);// pick a head, any head
}
// Luther is black, make his hands black
if (pev->body == HEAD_LUTHER)
pev->skin = 1;
else
pev->skin = 0;
pev->sequence = LookupSequence(m_szPoses[m_iPose]);
if (pev->sequence == -1)
{
ALERT(at_console, "Dead cleansuit scientist with bad pose\n");
}
// pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again!
MonsterInitDead();
}
//=========================================================
// Sitting Cleansuit Scientist PROP
//=========================================================
class CSittingCleansuitScientist : public CSittingScientist
{
public:
void Spawn( void );
};
LINK_ENTITY_TO_CLASS(monster_sitting_cleansuit_scientist, CSittingCleansuitScientist);
//
// ********** Cleansuit Scientist SPAWN **********
//
void CSittingCleansuitScientist::Spawn(void)
{
PRECACHE_MODEL("models/cleansuit_scientist.mdl");
SET_MODEL(ENT(pev), "models/cleansuit_scientist.mdl");
Precache();
InitBoneControllers();
UTIL_SetSize(pev, Vector(-14, -14, 0), Vector(14, 14, 36));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
pev->effects = 0;
pev->health = 50;
m_bloodColor = BLOOD_COLOR_RED;
m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD;
SetBits(pev->spawnflags, SF_MONSTER_PREDISASTER); // predisaster only!
if (pev->body == -1)
{// -1 chooses a random head
pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS - 1);// pick a head, any head
}
// Luther is black, make his hands black
if (pev->body == HEAD_LUTHER)
pev->skin = 1;
m_baseSequence = LookupSequence("sitlookleft");
pev->sequence = m_baseSequence + RANDOM_LONG(0, 4);
ResetSequenceInfo();
SetThink(&CSittingScientist::SittingThink);
pev->nextthink = gpGlobals->time + 0.1;
DROP_TO_FLOOR(ENT(pev));
}