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"
#define NUM_CIVILIAN_HEADS 5 // four heads available for civilian model
enum { HEAD_GLASSES = 0, HEAD_FRANKLIN = 1, HEAD_ECHELON_OFFICER = 2, HEAD_SLICK = 3, HEAD_ORDELY = 4, };
class CCivilian : public CScientist
{
public:
void Spawn(void);
void Precache(void);
};
LINK_ENTITY_TO_CLASS(einar_civ, CCivilian);
//=========================================================
// Spawn
//=========================================================
void CCivilian::Spawn(void)
{
Precache( );
SET_MODEL(ENT(pev), "models/civ.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;
if ( pev->body == -1 )
{// -1 chooses a random head
pev->body = RANDOM_LONG(0, NUM_CIVILIAN_HEADS-1);// pick a head, any head
}
MonsterInit();
SetUse( &CCivilian::FollowerUse );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CCivilian :: Precache( void )
{
PRECACHE_MODEL("models/civ.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 civilian must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
CTalkMonster::Precache();
}
//=========================================================
// Dead Civilian PROP
//=========================================================
class CDeadCivilian : public CDeadScientist
{
public:
void Spawn(void);
};
LINK_ENTITY_TO_CLASS(einar_civ_dead, CDeadCivilian);
//
// ********** DeadCivilian SPAWN **********
//
void CDeadCivilian::Spawn()
{
PRECACHE_MODEL("models/civ.mdl");
SET_MODEL(ENT(pev), "models/civ.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_CIVILIAN_HEADS - 1);// pick a head, any head
}
pev->sequence = LookupSequence(m_szPoses[m_iPose]);
if (pev->sequence == -1)
{
ALERT(at_console, "Dead civilian with bad pose\n");
}
// pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again!
MonsterInitDead();
}
//=========================================================
// Sitting Civilian PROP
//=========================================================
class CSittingCivilian : public CSittingScientist
{
public:
void Spawn(void);
void Precache(void);
};
LINK_ENTITY_TO_CLASS(einar_civ_sit, CSittingCivilian);
//
// ********** Civilian SPAWN **********
//
void CSittingCivilian::Spawn()
{
PRECACHE_MODEL("models/civ.mdl");
SET_MODEL(ENT(pev), "models/civ.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_CIVILIAN_HEADS - 1);// pick a head, any head
}
m_baseSequence = LookupSequence("sitlookleft");
pev->sequence = m_baseSequence + RANDOM_LONG(0, 4);
ResetSequenceInfo();
SetThink(&CSittingCivilian::SittingThink);
pev->nextthink = gpGlobals->time + 0.1;
DROP_TO_FLOOR(ENT(pev));
}
void CSittingCivilian::Precache(void)
{
m_baseSequence = LookupSequence("sitlookleft");
TalkInit();
}