Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//fixed
//No added (Die sounds)
/***
*
* Copyright (c) 1996-2002, 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.
*
****/
// UNDONE: Don't flinch every time you get hit
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ZOMBIE_AE_ATTACK_RIGHT 0x01
#define ZOMBIE_AE_ATTACK_LEFT 0x02
#define ZOMBIE_AE_ATTACK_BOTH 0x03
#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
class CSkeleton : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int Classify( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
int IgnoreConditions( void );
float m_flNextFlinch;
void PainSound( void );
static const char *pPainSounds[];
// No range attacks
BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; }
BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; }
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
};
LINK_ENTITY_TO_CLASS( monster_skeleton, CSkeleton )
const char *CSkeleton::pPainSounds[] =
{
"skeleton/s_pain1.wav",
"skeleton/s_pain2.wav",
"sleletons/s_pain3.wav"
};
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CSkeleton::Classify( void )
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CSkeleton::SetYawSpeed( void )
{
int ys;
ys = 120;
#if 0
switch ( m_Activity )
{
}
#endif
pev->yaw_speed = ys;
}
int CSkeleton::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker,float flDamage, int bitsDamageType )
{
// Take 30% damage from bullets
if( bitsDamageType == DMG_BULLET )
{
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
vecDir = vecDir.Normalize();
float flForce = DamageForce( 0 );
pev->velocity = pev->velocity + vecDir * flForce;
}
// HACK HACK -- until we fix this.
if( IsAlive() )
PainSound();
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker,flDamage, bitsDamageType);
}
void CSkeleton::PainSound( void )
{
int pitch = 95 + RANDOM_LONG( 0, 9 );
if( RANDOM_LONG( 0, 5 ) < 2 )
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CSkeleton::HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case ZOMBIE_AE_ATTACK_RIGHT:
{
// do stuff for this event.
//ALERT( at_console, "Slash right!\n" );
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
if( pHurt )
{
if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
{
pHurt->pev->punchangle.z = -18;
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
}
}
else // Play a random attack miss sound
if( RANDOM_LONG( 0, 1 ) )
}
break;
case ZOMBIE_AE_ATTACK_LEFT:
{
// do stuff for this event.
//ALERT( at_console, "Slash left!\n" );
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
if( pHurt )
{
if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
{
pHurt->pev->punchangle.z = 18;
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
}
}
else
if( RANDOM_LONG( 0, 1 ) )
}
break;
case ZOMBIE_AE_ATTACK_BOTH:
{
// do stuff for this event.
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH );
if( pHurt )
{
if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
{
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
}
}
else
\
if( RANDOM_LONG( 0, 1 ) )
}
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CSkeleton::Spawn()
{
Precache();
SET_MODEL( ENT(pev), "models/skellington.mdl" );
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
pev->health = 80;
pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
m_bloodColor = DONT_BLEED;
m_flFieldOfView = 0;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_DOORS_GROUP;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CSkeleton::Precache()
{
int i;
PRECACHE_MODEL( "models/skellington.mdl" );
for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
PRECACHE_SOUND( (char *)pPainSounds[i] );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
int CSkeleton::IgnoreConditions( void )
{
int iIgnore = CBaseMonster::IgnoreConditions();
if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) )
{
#if 0
if( pev->health < 20 )
iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE );
else
#endif
if( m_flNextFlinch >= gpGlobals->time )
iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
}
if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) )
{
if( m_flNextFlinch < gpGlobals->time )
m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY;
}
return iIgnore;
}