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173 lines
4.5 KiB
173 lines
4.5 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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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#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 "squadmonster.h" |
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#include "schedule.h" |
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#include "effects.h" |
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#include "weapons.h" |
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#include "soundent.h" |
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#include "islave.h" |
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class CBabyKelly : public CISlave |
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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 DeathSound(void); |
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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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static const char *pAttackHitSounds[]; |
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static const char *pAttackMissSounds[]; |
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static const char *pPainSounds[]; |
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static const char *pDeathSounds[]; |
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}; |
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LINK_ENTITY_TO_CLASS(monster_th_babykelly, CBabyKelly); |
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const char *CBabyKelly::pAttackHitSounds[] = |
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{ |
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"zombie/claw_strike1.wav", |
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"zombie/claw_strike2.wav", |
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"zombie/claw_strike3.wav", |
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}; |
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const char *CBabyKelly::pAttackMissSounds[] = |
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{ |
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"zombie/claw_miss1.wav", |
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"zombie/claw_miss2.wav", |
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}; |
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const char *CBabyKelly::pPainSounds[] = |
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{ |
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"aslave/slv_pain1.wav", |
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"aslave/slv_pain2.wav", |
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}; |
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const char *CBabyKelly::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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//========================================================= |
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// ALertSound - scream |
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//========================================================= |
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void CBabyKelly::AlertSound(void) |
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{ |
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if (m_hEnemy != 0) |
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{ |
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SENTENCEG_PlayRndSz(ENT(pev), "BKL_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch); |
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CallForHelp("monster_alien_slave", 512, m_hEnemy, m_vecEnemyLKP); |
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} |
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} |
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//========================================================= |
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// IdleSound |
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//========================================================= |
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void CBabyKelly::IdleSound(void) |
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{ |
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if (RANDOM_LONG(0, 2) == 0) |
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{ |
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SENTENCEG_PlayRndSz(ENT(pev), "BKL_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch); |
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} |
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} |
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//========================================================= |
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// PainSound |
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//========================================================= |
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void CBabyKelly::PainSound(void) |
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{ |
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if (RANDOM_LONG(0, 2) == 0) |
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{ |
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM, 0, m_voicePitch); |
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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 CBabyKelly::DeathSound(void) |
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{ |
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pDeathSounds), 1.0, ATTN_NORM, 0, m_voicePitch); |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CBabyKelly::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/babykelly.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->effects = 0; |
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pev->health = gSkillData.slaveHealth; |
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pev->view_ofs = Vector(0, 0, 32);// position of the eyes relative to monster's origin. |
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello |
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m_MonsterState = MONSTERSTATE_NONE; |
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP; |
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m_voicePitch = RANDOM_LONG(85, 110); |
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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 CBabyKelly::Precache() |
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{ |
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int i; |
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PRECACHE_MODEL("models/babykelly.mdl"); |
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PRECACHE_MODEL("sprites/lgtning.spr"); |
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PRECACHE_SOUND("debris/zap1.wav"); |
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PRECACHE_SOUND("debris/zap4.wav"); |
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PRECACHE_SOUND("weapons/electro4.wav"); |
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PRECACHE_SOUND("hassault/hw_shoot1.wav"); |
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PRECACHE_SOUND("zombie/zo_pain2.wav"); |
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PRECACHE_SOUND("headcrab/hc_headbite.wav"); |
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PRECACHE_SOUND("weapons/cbar_miss1.wav"); |
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for (i = 0; i < ARRAYSIZE(pAttackHitSounds); i++) |
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PRECACHE_SOUND((char *)pAttackHitSounds[i]); |
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for (i = 0; i < ARRAYSIZE(pAttackMissSounds); i++) |
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PRECACHE_SOUND((char *)pAttackMissSounds[i]); |
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for (i = 0; i < ARRAYSIZE(pPainSounds); i++) |
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PRECACHE_SOUND((char *)pPainSounds[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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UTIL_PrecacheOther("test_effect"); |
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}
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