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171 lines
4.6 KiB
171 lines
4.6 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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// Spider ghost monster |
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//========================================================= |
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#include "zombie.h" |
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#include "shake.h" |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define GHOST_AE_CLAW1 ( 1 ) |
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#define GHOST_AE_CLAW2 ( 2 ) |
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#define GHOST_AE_CLAW3 ( 3 ) |
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class CGhost : public CZombie |
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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 HandleAnimEvent( MonsterEvent_t *pEvent ); |
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void PainSound( void ); |
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void AlertSound( void ); |
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void IdleSound( void ); |
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void AttackSound( void ); |
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void DeathSound( void ); |
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static const char *pAlertSounds[]; |
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static const char *pDeathSounds[]; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_ghost, CGhost ); |
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const char *CGhost::pAlertSounds[] = |
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{ |
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"aslave/slv_alert1.wav", |
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"aslave/slv_alert2.wav", |
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"aslave/slv_alert3.wav", |
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"aslave/slv_alert4.wav" |
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}; |
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const char *CGhost::pDeathSounds[] = |
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{ |
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"aslave/slv_die1.wav", |
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"aslave/slv_die2.wav", |
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}; |
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void CGhost :: PainSound( void ) |
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{ |
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} |
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void CGhost :: AlertSound( void ) |
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{ |
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int pitch = PITCH_LOW + RANDOM_LONG(0,9); |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch ); |
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} |
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void CGhost :: IdleSound( void ) |
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{ |
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} |
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void CGhost :: AttackSound( void ) |
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{ |
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} |
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//========================================================= |
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// DieSound |
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//========================================================= |
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void CGhost :: DeathSound( void ) |
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{ |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pDeathSounds[ RANDOM_LONG(0,ARRAYSIZE(pDeathSounds)-1) ], 1.0, ATTN_NORM, 0, PITCH_LOW + RANDOM_LONG(0,9) ); |
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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 CGhost :: HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case GHOST_AE_CLAW1: |
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case GHOST_AE_CLAW2: |
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case GHOST_AE_CLAW3: |
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{ |
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if (m_flNextAttack < gpGlobals->time) |
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{ |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClaw, DMG_POISON ); |
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if ( pHurt ) |
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{ |
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if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) |
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{ |
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UTIL_ScreenFade( pHurt, Vector( 255, 0, 0 ), 1.0, 11.0, 100, FFADE_IN ); |
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EMIT_SOUND( ENT( pHurt->pev), CHAN_ITEM, "ghost/ear_ringing.wav", 1.0, ATTN_NORM ); |
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m_flNextAttack = gpGlobals->time + 12.0f; |
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} |
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} |
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} |
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} |
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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 CGhost :: Spawn() |
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{ |
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Precache( ); |
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if (pev->model) |
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SET_MODEL(ENT(pev), STRING(pev->model)); //LRC |
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else |
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SET_MODEL(ENT(pev), "models/ghost.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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if (pev->health == 0) |
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pev->health = gSkillData.slaveHealth; |
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pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. |
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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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m_afCapability = bits_CAP_DOORS_GROUP; |
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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 CGhost :: Precache() |
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{ |
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int i; |
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if (pev->model) |
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PRECACHE_MODEL((char*)STRING(pev->model)); //LRC |
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else |
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PRECACHE_MODEL("models/ghost.mdl"); |
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PRECACHE_SOUND("ghost/ear_ringing.wav"); |
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for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) |
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PRECACHE_SOUND((char *)pAlertSounds[i]); |
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for ( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ ) |
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PRECACHE_SOUND((char *)pDeathSounds[i]); |
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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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