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204 lines
5.8 KiB
204 lines
5.8 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 "talkmonster.h" |
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#include "schedule.h" |
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#include "defaultai.h" |
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#include "scripted.h" |
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#include "animation.h" |
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#include "soundent.h" |
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#include "scientist.h" |
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//========================================================= |
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// Cleansuit scientist |
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//========================================================= |
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class CCleansuitScientist : public CScientist |
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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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virtual BOOL CanHeal(void); |
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}; |
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LINK_ENTITY_TO_CLASS(monster_cleansuit_scientist, CCleansuitScientist); |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CCleansuitScientist::Spawn(void) |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/cleansuit_scientist.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->health = gSkillData.scientistHealth; |
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pev->view_ofs = Vector(0, 0, 50);// position of the eyes relative to monster's origin. |
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello |
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m_MonsterState = MONSTERSTATE_NONE; |
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// m_flDistTooFar = 256.0; |
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE; |
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// White hands |
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pev->skin = 0; |
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if (pev->body == -1) |
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{// -1 chooses a random head |
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pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS - 1);// pick a head, any head |
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} |
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// Luther is black, make his hands black |
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if (pev->body == HEAD_LUTHER) |
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pev->skin = 1; |
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MonsterInit(); |
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SetUse(&CScientist::FollowerUse); |
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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 CCleansuitScientist::Precache(void) |
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{ |
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PRECACHE_MODEL("models/cleansuit_scientist.mdl"); |
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PRECACHE_SOUND("scientist/sci_pain1.wav"); |
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PRECACHE_SOUND("scientist/sci_pain2.wav"); |
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PRECACHE_SOUND("scientist/sci_pain3.wav"); |
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PRECACHE_SOUND("scientist/sci_pain4.wav"); |
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PRECACHE_SOUND("scientist/sci_pain5.wav"); |
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// every new scientist must call this, otherwise |
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// when a level is loaded, nobody will talk (time is reset to 0) |
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TalkInit(); |
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CTalkMonster::Precache(); |
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} |
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BOOL CCleansuitScientist::CanHeal() |
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{ |
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return FALSE; |
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} |
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//========================================================= |
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// Dead Cleansuit Scientist PROP |
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//========================================================= |
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class CDeadCleansuitScientist : public CDeadScientist |
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{ |
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public: |
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virtual void Spawn(void); |
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static const char *m_szPoses[9]; |
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}; |
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LINK_ENTITY_TO_CLASS(monster_cleansuit_scientist_dead, CDeadCleansuitScientist); |
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const char *CDeadCleansuitScientist::m_szPoses[] = { "lying_on_back", "lying_on_stomach", "dead_sitting", "dead_hang", "dead_table1", "dead_table2", "dead_table3", "scientist_deadpose1", "dead_against_wall" }; |
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void CDeadCleansuitScientist::Spawn(void) |
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{ |
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PRECACHE_MODEL("models/cleansuit_scientist.mdl"); |
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SET_MODEL(ENT(pev), "models/cleansuit_scientist.mdl"); |
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pev->effects = 0; |
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pev->sequence = 0; |
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// Corpses have less health |
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pev->health = 8;//gSkillData.scientistHealth; |
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m_bloodColor = BLOOD_COLOR_RED; |
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if (pev->body == -1) |
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{// -1 chooses a random head |
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pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS - 1);// pick a head, any head |
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} |
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// Luther is black, make his hands black |
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if (pev->body == HEAD_LUTHER) |
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pev->skin = 1; |
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else |
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pev->skin = 0; |
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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 cleansuit scientist with bad pose\n"); |
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} |
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// pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again! |
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MonsterInitDead(); |
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} |
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//========================================================= |
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// Sitting Cleansuit Scientist PROP |
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//========================================================= |
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class CSittingCleansuitScientist : public CSittingScientist |
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{ |
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public: |
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void Spawn( void ); |
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}; |
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LINK_ENTITY_TO_CLASS(monster_sitting_cleansuit_scientist, CSittingCleansuitScientist); |
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// |
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// ********** Cleansuit Scientist SPAWN ********** |
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// |
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void CSittingCleansuitScientist::Spawn(void) |
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{ |
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PRECACHE_MODEL("models/cleansuit_scientist.mdl"); |
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SET_MODEL(ENT(pev), "models/cleansuit_scientist.mdl"); |
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Precache(); |
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InitBoneControllers(); |
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UTIL_SetSize(pev, Vector(-14, -14, 0), Vector(14, 14, 36)); |
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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 = 50; |
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m_bloodColor = BLOOD_COLOR_RED; |
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m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD; |
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SetBits(pev->spawnflags, SF_MONSTER_PREDISASTER); // predisaster only! |
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if (pev->body == -1) |
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{// -1 chooses a random head |
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pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS - 1);// pick a head, any head |
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} |
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// Luther is black, make his hands black |
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if (pev->body == HEAD_LUTHER) |
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pev->skin = 1; |
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m_baseSequence = LookupSequence("sitlookleft"); |
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pev->sequence = m_baseSequence + RANDOM_LONG(0, 4); |
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ResetSequenceInfo(); |
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SetThink(&CSittingScientist::SittingThink); |
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pev->nextthink = gpGlobals->time + 0.1; |
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DROP_TO_FLOOR(ENT(pev)); |
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}
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