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241 lines
6.0 KiB
241 lines
6.0 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, 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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/* |
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===== h_cine.cpp ======================================================== |
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The Halflife hard coded "scripted sequence". |
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I'm pretty sure all this code is obsolete |
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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 "decals.h" |
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class CLegacyCineMonster : public CBaseMonster |
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{ |
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public: |
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void CineSpawn( char *szModel ); |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void EXPORT CineThink( void ); |
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void Pain( void ); |
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void Die( void ); |
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}; |
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class CCineScientist : public CLegacyCineMonster |
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{ |
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public: |
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void Spawn( void ) { CineSpawn("models/cine-scientist.mdl"); } |
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}; |
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class CCine2Scientist : public CLegacyCineMonster |
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{ |
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public: |
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void Spawn( void ) { CineSpawn("models/cine2-scientist.mdl"); } |
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}; |
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class CCinePanther : public CLegacyCineMonster |
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{ |
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public: |
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void Spawn( void ) { CineSpawn("models/cine-panther.mdl"); } |
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}; |
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class CCineBarney : public CLegacyCineMonster |
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{ |
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public: |
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void Spawn( void ) { CineSpawn("models/cine-barney.mdl"); } |
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}; |
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class CCine2HeavyWeapons : public CLegacyCineMonster |
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{ |
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public: |
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void Spawn( void ) { CineSpawn("models/cine2_hvyweapons.mdl"); } |
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}; |
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class CCine2Slave : public CLegacyCineMonster |
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{ |
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public: |
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void Spawn( void ) { CineSpawn("models/cine2_slave.mdl"); } |
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}; |
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class CCine3Scientist : public CLegacyCineMonster |
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{ |
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public: |
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void Spawn( void ) { CineSpawn("models/cine3-scientist.mdl"); } |
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}; |
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class CCine3Barney : public CLegacyCineMonster |
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{ |
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public: |
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void Spawn( void ) { CineSpawn("models/cine3-barney.mdl"); } |
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}; |
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// |
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// ********** Scientist SPAWN ********** |
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// |
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LINK_ENTITY_TO_CLASS( monster_cine_scientist, CCineScientist ); |
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LINK_ENTITY_TO_CLASS( monster_cine_panther, CCinePanther ); |
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LINK_ENTITY_TO_CLASS( monster_cine_barney, CCineBarney ); |
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LINK_ENTITY_TO_CLASS( monster_cine2_scientist, CCine2Scientist ); |
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LINK_ENTITY_TO_CLASS( monster_cine2_hvyweapons, CCine2HeavyWeapons ); |
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LINK_ENTITY_TO_CLASS( monster_cine2_slave, CCine2Slave ); |
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LINK_ENTITY_TO_CLASS( monster_cine3_scientist, CCine3Scientist ); |
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LINK_ENTITY_TO_CLASS( monster_cine3_barney, CCine3Barney ); |
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// |
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// ********** Scientist SPAWN ********** |
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// |
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void CLegacyCineMonster :: CineSpawn( char *szModel ) |
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{ |
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PRECACHE_MODEL(szModel); |
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SET_MODEL(ENT(pev), szModel); |
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UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 64)); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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pev->effects = 0; |
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pev->health = 1; |
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pev->yaw_speed = 10; |
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// ugly alpha hack, can't set ints from the bsp. |
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pev->sequence = (int)pev->impulse; |
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ResetSequenceInfo( ); |
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pev->framerate = 0.0; |
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m_bloodColor = BLOOD_COLOR_RED; |
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// if no targetname, start now |
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if ( FStringNull(pev->targetname) ) |
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{ |
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SetThink( CineThink ); |
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pev->nextthink += 1.0; |
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} |
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} |
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// |
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// CineStart |
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// |
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void CLegacyCineMonster :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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pev->animtime = 0; // reset the sequence |
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SetThink( CineThink ); |
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pev->nextthink = gpGlobals->time; |
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} |
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// |
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// ********** Scientist DIE ********** |
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// |
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void CLegacyCineMonster :: Die( void ) |
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{ |
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SetThink( SUB_Remove ); |
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} |
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// |
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// ********** Scientist PAIN ********** |
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// |
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void CLegacyCineMonster :: Pain( void ) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pain3.wav", 1, ATTN_NORM); |
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} |
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void CLegacyCineMonster :: CineThink( void ) |
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{ |
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// DBG_CheckMonsterData(pev); |
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// Emit particles from origin (double check animator's placement of model) |
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// THIS is a test feature |
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//UTIL_ParticleEffect(pev->origin, g_vecZero, 255, 20); |
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if (!pev->animtime) |
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ResetSequenceInfo( ); |
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pev->nextthink = gpGlobals->time + 1.0; |
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if (pev->spawnflags != 0 && m_fSequenceFinished) |
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{ |
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Die(); |
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return; |
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} |
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StudioFrameAdvance ( ); |
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} |
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// |
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// cine_blood |
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// |
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// e3/prealpha only. |
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class CCineBlood : public CBaseEntity |
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{ |
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public: |
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void Spawn( void ); |
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void EXPORT BloodStart ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void EXPORT BloodGush ( void ); |
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}; |
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LINK_ENTITY_TO_CLASS( cine_blood, CCineBlood ); |
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void CCineBlood :: BloodGush ( void ) |
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{ |
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Vector vecSplatDir; |
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TraceResult tr; |
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pev->nextthink = gpGlobals->time + 0.1; |
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UTIL_MakeVectors(pev->angles); |
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if ( pev->health-- < 0 ) |
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REMOVE_ENTITY(ENT(pev)); |
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// CHANGE_METHOD ( ENT(pev), em_think, SUB_Remove ); |
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if ( RANDOM_FLOAT ( 0 , 1 ) < 0.7 )// larger chance of globs |
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{ |
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UTIL_BloodDrips( pev->origin, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 10 ); |
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} |
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else// slim chance of geyser |
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{ |
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UTIL_BloodStream( pev->origin, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, RANDOM_LONG(50, 150) ); |
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} |
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if ( RANDOM_FLOAT ( 0, 1 ) < 0.75 ) |
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{// decals the floor with blood. |
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vecSplatDir = Vector ( 0 , 0 , -1 ); |
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vecSplatDir = vecSplatDir + (RANDOM_FLOAT(-1,1) * 0.6 * gpGlobals->v_right) + (RANDOM_FLOAT(-1,1) * 0.6 * gpGlobals->v_forward);// randomize a bit |
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UTIL_TraceLine( pev->origin + Vector ( 0, 0 , 64) , pev->origin + vecSplatDir * 256, ignore_monsters, ENT(pev), &tr); |
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if ( tr.flFraction != 1.0 ) |
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{ |
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// Decal with a bloodsplat |
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UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED ); |
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} |
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} |
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} |
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void CCineBlood :: BloodStart ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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SetThink( BloodGush ); |
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pev->nextthink = gpGlobals->time;// now! |
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} |
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void CCineBlood :: Spawn ( void ) |
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{ |
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pev->solid = SOLID_NOT; |
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SetUse ( BloodStart ); |
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pev->health = 20;//hacked health to count iterations |
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} |
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