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291 lines
8.1 KiB
291 lines
8.1 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 "agrunt.h" |
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#define FRANKLIN_MELEE_DIST 100 |
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int iFranklinMuzzleFlash; |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define CF_AE_KICK ( 3 ) |
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#define CF_AE_SHOOT1 ( 4 ) |
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#define CF_AE_SHOOT2 ( 5 ) |
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#define CF_AE_SHOOT3 ( 6 ) |
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#define CF_AE_DROP_GUN ( 11 ) |
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class CEinarCyberFranklin : public CAGrunt |
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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 HandleAnimEvent( MonsterEvent_t *pEvent ); |
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void AlertSound(); |
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void DeathSound(); |
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void PainSound(); |
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void AttackSound(); |
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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 *pAttackSounds[]; |
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static const char *pDieSounds[]; |
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static const char *pPainSounds[]; |
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static const char *pIdleSounds[]; |
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static const char *pAlertSounds[]; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_th_cyberfranklin, CEinarCyberFranklin ) |
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const char *CEinarCyberFranklin::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 *CEinarCyberFranklin::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 *CEinarCyberFranklin::pAttackSounds[] = |
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{ |
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"franklin/attack1.wav", |
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}; |
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const char *CEinarCyberFranklin::pDieSounds[] = |
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{ |
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"franklin/death1.wav", |
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"franklin/death2.wav", |
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"franklin/death3.wav", |
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}; |
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const char *CEinarCyberFranklin::pPainSounds[] = |
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{ |
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"franklin/pain1.wav", |
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"franklin/pain2.wav", |
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}; |
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const char *CEinarCyberFranklin::pAlertSounds[] = |
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{ |
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"franklin/alert1.wav", |
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}; |
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//========================================================= |
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// DieSound |
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//========================================================= |
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void CEinarCyberFranklin::DeathSound() |
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{ |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pDieSounds ), 1.0, ATTN_NORM ); |
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} |
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//========================================================= |
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// AlertSound |
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//========================================================= |
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void CEinarCyberFranklin::AlertSound() |
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{ |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), 1.0, ATTN_NORM ); |
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} |
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//========================================================= |
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// AttackSound |
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//========================================================= |
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void CEinarCyberFranklin::AttackSound() |
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{ |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, ATTN_NORM ); |
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} |
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//========================================================= |
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// PainSound |
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//========================================================= |
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void CEinarCyberFranklin::PainSound() |
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{ |
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if( m_flNextPainTime > gpGlobals->time ) |
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return; |
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m_flNextPainTime = gpGlobals->time + 2.0; |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM ); |
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} |
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//========================================================= |
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// HandleAnimEvent - catches the monster-specific messages |
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// that occur when tagged animation frames are played. |
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//========================================================= |
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void CEinarCyberFranklin::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case CF_AE_SHOOT1: |
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case CF_AE_SHOOT2: |
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case CF_AE_SHOOT3: |
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{ |
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// m_vecEnemyLKP should be center of enemy body |
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Vector vecArmPos, vecArmDir; |
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Vector vecDirToEnemy; |
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Vector angDir; |
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if( HasConditions( bits_COND_SEE_ENEMY ) ) |
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{ |
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vecDirToEnemy = ( ( m_vecEnemyLKP ) - pev->origin ); |
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angDir = UTIL_VecToAngles( vecDirToEnemy ); |
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vecDirToEnemy = vecDirToEnemy.Normalize(); |
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} |
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else |
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{ |
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angDir = pev->angles; |
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UTIL_MakeAimVectors( angDir ); |
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vecDirToEnemy = gpGlobals->v_forward; |
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} |
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pev->effects = EF_MUZZLEFLASH; |
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// make angles +-180 |
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if( angDir.x > 180 ) |
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{ |
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angDir.x = angDir.x - 360; |
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} |
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SetBlending( 0, angDir.x ); |
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GetAttachment( 0, vecArmPos, vecArmDir ); |
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vecArmPos = vecArmPos + vecDirToEnemy * 32; |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecArmPos ); |
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WRITE_BYTE( TE_SPRITE ); |
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WRITE_COORD( vecArmPos.x ); // pos |
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WRITE_COORD( vecArmPos.y ); |
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WRITE_COORD( vecArmPos.z ); |
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WRITE_SHORT( iFranklinMuzzleFlash ); // model |
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WRITE_BYTE( 6 ); // size * 10 |
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WRITE_BYTE( 128 ); // brightness |
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MESSAGE_END(); |
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CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, UTIL_VecToAngles( vecDirToEnemy ), edict() ); |
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UTIL_MakeVectors ( pHornet->pev->angles ); |
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pHornet->pev->velocity = gpGlobals->v_forward * 300; |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire1.wav", 1.0, ATTN_NORM, 0, 100 ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire2.wav", 1.0, ATTN_NORM, 0, 100 ); |
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break; |
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case 2: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire3.wav", 1.0, ATTN_NORM, 0, 100 ); |
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break; |
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} |
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CBaseMonster *pHornetMonster = pHornet->MyMonsterPointer(); |
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if( pHornetMonster ) |
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{ |
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pHornetMonster->m_hEnemy = m_hEnemy; |
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} |
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} |
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break; |
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case CF_AE_KICK: |
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{ |
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CBaseEntity *pHurt = CheckTraceHullAttack( FRANKLIN_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB ); |
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if( pHurt ) |
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{ |
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pHurt->pev->punchangle.y = RANDOM_LONG( -5, 5 ); |
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pHurt->pev->punchangle.x = 8; |
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// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above. |
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if( pHurt->IsPlayer() ) |
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{ |
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// this is a player. Knock him around. |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_right * RANDOM_LONG( -50, 50 ); |
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} |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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Vector vecArmPos, vecArmAng; |
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GetAttachment( 0, vecArmPos, vecArmAng ); |
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SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood. |
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} |
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else |
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{ |
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// Play a random attack miss sound |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); |
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} |
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} |
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break; |
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case CF_AE_DROP_GUN: |
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break; |
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default: |
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CSquadMonster::HandleAnimEvent( pEvent ); |
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break; |
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} |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CEinarCyberFranklin::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/franklin2.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->effects = 0; |
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pev->health = gSkillData.agruntHealth * 6; |
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m_flFieldOfView = -1.0;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_MonsterState = MONSTERSTATE_NONE; |
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m_afCapability = 0; |
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SetBits( m_afCapability, bits_CAP_SQUAD | bits_CAP_TURN_HEAD ); |
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m_HackedGunPos = Vector( 24, 64, 48 ); |
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// m_flNextSpeakTime = m_flNextWordTime = gpGlobals->time + 10 + RANDOM_LONG( 0, 10 ); |
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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 CEinarCyberFranklin::Precache() |
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{ |
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PRECACHE_MODEL( "models/franklin2.mdl" ); |
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PRECACHE_SOUND_ARRAY( pAttackHitSounds ); |
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PRECACHE_SOUND_ARRAY( pAttackMissSounds ); |
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PRECACHE_SOUND_ARRAY( pDieSounds ); |
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PRECACHE_SOUND_ARRAY( pPainSounds ); |
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PRECACHE_SOUND_ARRAY( pAttackSounds ); |
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PRECACHE_SOUND_ARRAY( pAlertSounds ); |
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PRECACHE_SOUND( "player/pl_tile1.wav" ); |
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PRECACHE_SOUND( "franklin/franklin_step.wav" ); |
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PRECACHE_SOUND( "hassault/hw_shoot1.wav" ); |
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iFranklinMuzzleFlash = PRECACHE_MODEL( "sprites/muz4.spr" ); |
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UTIL_PrecacheOther( "hornet" ); |
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}
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