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 "squadmonster.h"
#include "schedule.h"
#include "effects.h"
#include "weapons.h"
#include "soundent.h"
#include "islave.h"
class CBabyKelly : public CISlave
{
public:
void Spawn(void);
void Precache(void);
void DeathSound(void);
void PainSound(void);
void AlertSound(void);
void IdleSound(void);
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];
static const char *pPainSounds[];
static const char *pDeathSounds[];
};
LINK_ENTITY_TO_CLASS(monster_th_babykelly, CBabyKelly);
const char *CBabyKelly::pAttackHitSounds[] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char *CBabyKelly::pAttackMissSounds[] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char *CBabyKelly::pPainSounds[] =
{
"aslave/slv_pain1.wav",
"aslave/slv_pain2.wav",
};
const char *CBabyKelly::pDeathSounds[] =
{
"aslave/slv_die1.wav",
"aslave/slv_die2.wav",
};
//=========================================================
// ALertSound - scream
//=========================================================
void CBabyKelly::AlertSound(void)
{
if (m_hEnemy != 0)
{
SENTENCEG_PlayRndSz(ENT(pev), "BKL_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch);
CallForHelp("monster_alien_slave", 512, m_hEnemy, m_vecEnemyLKP);
}
}
//=========================================================
// IdleSound
//=========================================================
void CBabyKelly::IdleSound(void)
{
if (RANDOM_LONG(0, 2) == 0)
{
SENTENCEG_PlayRndSz(ENT(pev), "BKL_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch);
}
}
//=========================================================
// PainSound
//=========================================================
void CBabyKelly::PainSound(void)
{
if (RANDOM_LONG(0, 2) == 0)
{
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM, 0, m_voicePitch);
}
}
//=========================================================
// DieSound
//=========================================================
void CBabyKelly::DeathSound(void)
{
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pDeathSounds), 1.0, ATTN_NORM, 0, m_voicePitch);
}
//=========================================================
// Spawn
//=========================================================
void CBabyKelly::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/babykelly.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = DONT_BLEED;
pev->effects = 0;
pev->health = gSkillData.slaveHealth;
pev->view_ofs = Vector(0, 0, 32);// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP;
m_voicePitch = RANDOM_LONG(85, 110);
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CBabyKelly::Precache()
{
int i;
PRECACHE_MODEL("models/babykelly.mdl");
PRECACHE_MODEL("sprites/lgtning.spr");
PRECACHE_SOUND("debris/zap1.wav");
PRECACHE_SOUND("debris/zap4.wav");
PRECACHE_SOUND("weapons/electro4.wav");
PRECACHE_SOUND("hassault/hw_shoot1.wav");
PRECACHE_SOUND("zombie/zo_pain2.wav");
PRECACHE_SOUND("headcrab/hc_headbite.wav");
PRECACHE_SOUND("weapons/cbar_miss1.wav");
for (i = 0; i < ARRAYSIZE(pAttackHitSounds); i++)
PRECACHE_SOUND((char *)pAttackHitSounds[i]);
for (i = 0; i < ARRAYSIZE(pAttackMissSounds); i++)
PRECACHE_SOUND((char *)pAttackMissSounds[i]);
for (i = 0; i < ARRAYSIZE(pPainSounds); i++)
PRECACHE_SOUND((char *)pPainSounds[i]);
for (i = 0; i < ARRAYSIZE(pDeathSounds); i++)
PRECACHE_SOUND((char *)pDeathSounds[i]);
UTIL_PrecacheOther("test_effect");
}