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283 lines
7.7 KiB
283 lines
7.7 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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//========================================================= |
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// Zombie Grunt |
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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 "zombie.h" |
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class CZGrunt : public CZombie |
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{ |
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public: |
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void Spawn(void); |
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void Precache(void); |
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void HandleAnimEvent(MonsterEvent_t *pEvent); |
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static const char *pAttackSounds[]; |
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static const char *pIdleSounds[]; |
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static const char *pAlertSounds[]; |
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static const char *pPainSounds[]; |
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static const char *pAttackHitSounds[]; |
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static const char *pAttackMissSounds[]; |
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}; |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define ZGRUNT_AE_ATTACK_RIGHT 0x01 |
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#define ZGRUNT_AE_ATTACK_LEFT 0x02 |
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#define ZGRUNT_AE_ATTACK_BOTH 0x03 |
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LINK_ENTITY_TO_CLASS(monster_zombie_soldier, CZGrunt); |
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const char *CZGrunt::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 *CZGrunt::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 *CZGrunt::pAttackSounds[] = |
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{ |
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"zombie/zo_attack1.wav", |
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"zombie/zo_attack2.wav", |
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}; |
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const char *CZGrunt::pIdleSounds[] = |
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{ |
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"zombie/zo_idle1.wav", |
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"zombie/zo_idle2.wav", |
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"zombie/zo_idle3.wav", |
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"zombie/zo_idle4.wav", |
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}; |
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const char *CZGrunt::pAlertSounds[] = |
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{ |
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"zombie/zo_alert10.wav", |
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"zombie/zo_alert20.wav", |
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"zombie/zo_alert30.wav", |
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}; |
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const char *CZGrunt::pPainSounds[] = |
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{ |
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"zombie/zo_pain1.wav", |
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"zombie/zo_pain2.wav", |
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}; |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CZGrunt::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/zombie_soldier.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_GREEN; |
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pev->health = gSkillData.zgruntHealth; |
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pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. |
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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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m_afCapability = bits_CAP_DOORS_GROUP; |
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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 CZGrunt::Precache() |
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{ |
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int i; |
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PRECACHE_MODEL("models/zombie_soldier.mdl"); |
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for (i = 0; i < ARRAYSIZE(pAttackHitSounds); i++) |
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PRECACHE_SOUND((char *)pAttackHitSounds[i]); |
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for (i = 0; i < ARRAYSIZE(pAttackMissSounds); i++) |
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PRECACHE_SOUND((char *)pAttackMissSounds[i]); |
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for (i = 0; i < ARRAYSIZE(pAttackSounds); i++) |
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PRECACHE_SOUND((char *)pAttackSounds[i]); |
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for (i = 0; i < ARRAYSIZE(pIdleSounds); i++) |
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PRECACHE_SOUND((char *)pIdleSounds[i]); |
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for (i = 0; i < ARRAYSIZE(pAlertSounds); i++) |
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PRECACHE_SOUND((char *)pAlertSounds[i]); |
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for (i = 0; i < ARRAYSIZE(pPainSounds); i++) |
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PRECACHE_SOUND((char *)pPainSounds[i]); |
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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 CZGrunt::HandleAnimEvent(MonsterEvent_t *pEvent) |
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{ |
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switch (pEvent->event) |
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{ |
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case ZGRUNT_AE_ATTACK_RIGHT: |
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{ |
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// do stuff for this event. |
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// ALERT( at_console, "Slash right!\n" ); |
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CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.zgruntDmgOneSlash, DMG_SLASH); |
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if (pHurt) |
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{ |
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if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) |
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{ |
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pHurt->pev->punchangle.z = -18; |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; |
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} |
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// Play a random attack hit sound |
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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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} |
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else // 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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if (RANDOM_LONG(0, 1)) |
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AttackSound(); |
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} |
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break; |
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case ZGRUNT_AE_ATTACK_LEFT: |
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{ |
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// do stuff for this event. |
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// ALERT( at_console, "Slash left!\n" ); |
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CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.zgruntDmgOneSlash, DMG_SLASH); |
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if (pHurt) |
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{ |
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if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) |
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{ |
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pHurt->pev->punchangle.z = 18; |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; |
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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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} |
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else |
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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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if (RANDOM_LONG(0, 1)) |
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AttackSound(); |
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} |
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break; |
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case ZGRUNT_AE_ATTACK_BOTH: |
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{ |
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// do stuff for this event. |
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CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.zgruntDmgBothSlash, DMG_SLASH); |
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if (pHurt) |
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{ |
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if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) |
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{ |
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pHurt->pev->punchangle.x = 5; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; |
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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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} |
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else |
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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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if (RANDOM_LONG(0, 1)) |
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AttackSound(); |
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} |
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break; |
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default: |
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CZombie::HandleAnimEvent(pEvent); |
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break; |
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} |
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} |
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//========================================================= |
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// DEAD ZGRUNT PROP |
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//========================================================= |
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class CDeadZGrunt : public CBaseMonster |
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{ |
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public: |
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void Spawn(void); |
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int Classify(void) { return CLASS_HUMAN_MILITARY; } |
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void KeyValue(KeyValueData *pkvd); |
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int m_iPose;// which sequence to display -- temporary, don't need to save |
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static char *m_szPoses[2]; |
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}; |
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char *CDeadZGrunt::m_szPoses[] = { "dead_on_back", "dead_on_stomach" }; |
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void CDeadZGrunt::KeyValue(KeyValueData *pkvd) |
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{ |
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if (FStrEq(pkvd->szKeyName, "pose")) |
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{ |
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m_iPose = atoi(pkvd->szValue); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBaseMonster::KeyValue(pkvd); |
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} |
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LINK_ENTITY_TO_CLASS(monster_zombie_soldier_dead, CDeadZGrunt); |
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//========================================================= |
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// ********** DeadZGrunt SPAWN ********** |
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//========================================================= |
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void CDeadZGrunt::Spawn(void) |
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{ |
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PRECACHE_MODEL("models/zombie_soldier.mdl"); |
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SET_MODEL(ENT(pev), "models/zombie_soldier.mdl"); |
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pev->effects = 0; |
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pev->yaw_speed = 8; |
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pev->sequence = 0; |
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pev->body = 1; |
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m_bloodColor = BLOOD_COLOR_RED; |
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pev->sequence = LookupSequence(m_szPoses[m_iPose]); |
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if (pev->sequence == -1) |
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{ |
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ALERT(at_console, "Dead zombie soldier with bad pose\n"); |
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pev->sequence = 0; |
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pev->effects = EF_BRIGHTFIELD; |
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} |
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// Corpses have less health |
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pev->health = 8; |
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MonsterInitDead(); |
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} |