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169 lines
4.7 KiB
169 lines
4.7 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 CEinarBabyKelly : public CISlave |
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{ |
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public: |
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void Spawn(); |
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void Precache(); |
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void DeathSound(); |
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void PainSound(); |
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void AlertSound(); |
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void IdleSound(); |
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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, CEinarBabyKelly ) |
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const char *CEinarBabyKelly::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 *CEinarBabyKelly::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 *CEinarBabyKelly::pPainSounds[] = |
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{ |
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"babykelly/slv_pain1.wav", |
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"babykelly/slv_pain2.wav", |
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}; |
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const char *CEinarBabyKelly::pDeathSounds[] = |
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{ |
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"babykelly/slv_die1.wav", |
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"babykelly/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 CEinarBabyKelly::AlertSound() |
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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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CallForHelp( "monster_th_babykelly", 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 CEinarBabyKelly::IdleSound() |
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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 CEinarBabyKelly::PainSound() |
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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 CEinarBabyKelly::DeathSound() |
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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 CEinarBabyKelly::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), pev->model ? STRING( pev->model ) : "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 CEinarBabyKelly::Precache() |
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{ |
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int i; |
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PRECACHE_MODEL( pev->model ? STRING( pev->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( pAttackHitSounds[i] ); |
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for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) |
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PRECACHE_SOUND( pAttackMissSounds[i] ); |
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for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) |
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PRECACHE_SOUND( pPainSounds[i] ); |
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for( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ ) |
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PRECACHE_SOUND( pDeathSounds[i] ); |
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UTIL_PrecacheOther( "test_effect" ); |
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}
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