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187 lines
5.0 KiB
187 lines
5.0 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 "talkmonster.h" |
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#include "schedule.h" |
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#include "defaultai.h" |
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#include "scripted.h" |
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#include "animation.h" |
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#include "soundent.h" |
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#include "scientist.h" |
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#define NUM_CIVILIAN_HEADS 5 // four heads available for civilian model |
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enum { HEAD_GLASSES = 0, HEAD_FRANKLIN = 1, HEAD_ECHELON_OFFICER = 2, HEAD_SLICK = 3, HEAD_ORDELY = 4, }; |
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class CCivilian : public CScientist |
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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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}; |
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LINK_ENTITY_TO_CLASS(einar_civ, CCivilian); |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CCivilian::Spawn(void) |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/civ.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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pev->health = gSkillData.scientistHealth; |
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pev->view_ofs = Vector ( 0, 0, 50 );// 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 scientists will notice player and say hello |
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m_MonsterState = MONSTERSTATE_NONE; |
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// m_flDistTooFar = 256.0; |
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE; |
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if ( pev->body == -1 ) |
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{// -1 chooses a random head |
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pev->body = RANDOM_LONG(0, NUM_CIVILIAN_HEADS-1);// pick a head, any head |
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} |
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MonsterInit(); |
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SetUse( &CCivilian::FollowerUse ); |
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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 CCivilian :: Precache( void ) |
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{ |
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PRECACHE_MODEL("models/civ.mdl"); |
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PRECACHE_SOUND("scientist/sci_pain1.wav"); |
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PRECACHE_SOUND("scientist/sci_pain2.wav"); |
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PRECACHE_SOUND("scientist/sci_pain3.wav"); |
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PRECACHE_SOUND("scientist/sci_pain4.wav"); |
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PRECACHE_SOUND("scientist/sci_pain5.wav"); |
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// every new civilian must call this, otherwise |
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// when a level is loaded, nobody will talk (time is reset to 0) |
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TalkInit(); |
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CTalkMonster::Precache(); |
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} |
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//========================================================= |
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// Dead Civilian PROP |
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//========================================================= |
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class CDeadCivilian : public CDeadScientist |
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{ |
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public: |
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void Spawn(void); |
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}; |
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LINK_ENTITY_TO_CLASS(einar_civ_dead, CDeadCivilian); |
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// |
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// ********** DeadCivilian SPAWN ********** |
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// |
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void CDeadCivilian::Spawn() |
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{ |
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PRECACHE_MODEL("models/civ.mdl"); |
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SET_MODEL(ENT(pev), "models/civ.mdl"); |
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pev->effects = 0; |
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pev->sequence = 0; |
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// Corpses have less health |
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pev->health = 8;//gSkillData.scientistHealth; |
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m_bloodColor = BLOOD_COLOR_RED; |
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if (pev->body == -1) |
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{// -1 chooses a random head |
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pev->body = RANDOM_LONG(0, NUM_CIVILIAN_HEADS - 1);// pick a head, any head |
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} |
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pev->sequence = LookupSequence(m_szPoses[m_iPose]); |
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if (pev->sequence == -1) |
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{ |
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ALERT(at_console, "Dead civilian with bad pose\n"); |
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} |
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// pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again! |
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MonsterInitDead(); |
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} |
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//========================================================= |
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// Sitting Civilian PROP |
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//========================================================= |
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class CSittingCivilian : public CSittingScientist |
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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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}; |
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LINK_ENTITY_TO_CLASS(einar_civ_sit, CSittingCivilian); |
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// |
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// ********** Civilian SPAWN ********** |
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// |
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void CSittingCivilian::Spawn() |
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{ |
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PRECACHE_MODEL("models/civ.mdl"); |
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SET_MODEL(ENT(pev), "models/civ.mdl"); |
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Precache(); |
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InitBoneControllers(); |
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UTIL_SetSize(pev, Vector(-14, -14, 0), Vector(14, 14, 36)); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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pev->effects = 0; |
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pev->health = 50; |
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m_bloodColor = BLOOD_COLOR_RED; |
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m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD; |
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SetBits(pev->spawnflags, SF_MONSTER_PREDISASTER); // predisaster only! |
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if (pev->body == -1) |
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{// -1 chooses a random head |
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pev->body = RANDOM_LONG(0, NUM_CIVILIAN_HEADS - 1);// pick a head, any head |
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} |
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m_baseSequence = LookupSequence("sitlookleft"); |
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pev->sequence = m_baseSequence + RANDOM_LONG(0, 4); |
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ResetSequenceInfo(); |
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SetThink(&CSittingCivilian::SittingThink); |
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pev->nextthink = gpGlobals->time + 0.1; |
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DROP_TO_FLOOR(ENT(pev)); |
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} |
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void CSittingCivilian::Precache(void) |
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{ |
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m_baseSequence = LookupSequence("sitlookleft"); |
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TalkInit(); |
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} |