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148 lines
3.8 KiB
148 lines
3.8 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 "schedule.h" |
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#include "game.h" |
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#include "headcrab.h" |
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class CEinarHand : public CHeadCrab |
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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 SetYawSpeed(); |
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int Classify(); |
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float GetDamageAmount() { return gSkillData.headcrabDmgBite * 2; } |
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void PainSound() {} |
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void DeathSound() {} |
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void IdleSound() {} |
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void AlertSound() {} |
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void StartAttackSound() {} |
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void AttackSound(); |
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void BiteSound(); |
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static const char *pAttackSounds[]; |
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static const char *pBiteSounds[]; |
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}; |
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LINK_ENTITY_TO_CLASS( einar_hand, CEinarHand ); |
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const char *CEinarHand::pAttackSounds[] = |
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{ |
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"thehand/hnd_attack1.wav", |
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}; |
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const char *CEinarHand::pBiteSounds[] = |
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{ |
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"thehand/hnd_headbite.wav", |
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}; |
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//========================================================= |
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// Classify - indicates this monster's place in the |
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// relationship table. |
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//========================================================= |
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int CEinarHand::Classify() |
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{ |
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return CLASS_ALIEN_MONSTER; |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CEinarHand::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/thehand.mdl" ); |
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UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) ); |
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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.headcrabHealth * 2; |
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pev->view_ofs = Vector( 0, 0, 20 );// position of the eyes relative to monster's origin. |
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pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim? |
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m_flFieldOfView = 0.5;// 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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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 CEinarHand::Precache() |
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{ |
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PRECACHE_MODEL( "models/thehand.mdl" ); |
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PRECACHE_SOUND_ARRAY( pAttackSounds ); |
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PRECACHE_SOUND_ARRAY( pBiteSounds ); |
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} |
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//========================================================= |
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// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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void CEinarHand::SetYawSpeed() |
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{ |
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int ys; |
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switch( m_Activity ) |
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{ |
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case ACT_IDLE: |
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ys = 60; |
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break; |
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case ACT_RUN: |
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case ACT_WALK: |
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ys = 30; |
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break; |
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case ACT_TURN_LEFT: |
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case ACT_TURN_RIGHT: |
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ys = 120; |
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break; |
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case ACT_RANGE_ATTACK1: |
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ys = 60; |
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break; |
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default: |
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ys = 60; |
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break; |
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} |
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pev->yaw_speed = ys; |
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} |
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//========================================================= |
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// AttackSound |
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//========================================================= |
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void CEinarHand::AttackSound() |
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{ |
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int iSound = RANDOM_LONG( 0, 2 ); |
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if( iSound != 0 ) |
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[iSound], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); |
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} |
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//========================================================= |
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// AttackSound |
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//========================================================= |
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void CEinarHand::BiteSound() |
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{ |
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EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pBiteSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); |
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}
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