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1235 lines
33 KiB
1235 lines
33 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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===== scripted.cpp ======================================================== |
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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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#if !defined(ANIMATION_H) |
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#include "animation.h" |
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#endif |
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#if !defined(SAVERESTORE_H) |
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#include "saverestore.h" |
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#endif |
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#include "schedule.h" |
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#include "scripted.h" |
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#include "defaultai.h" |
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/* |
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classname "scripted_sequence" |
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targetname "me" - there can be more than one with the same name, and they act in concert |
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target "the_entity_I_want_to_start_playing" or "class entity_classname" will pick the closest inactive scientist |
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play "name_of_sequence" |
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idle "name of idle sequence to play before starting" |
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donetrigger "whatever" - can be any other triggerable entity such as another sequence, train, door, or a special case like "die" or "remove" |
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moveto - if set the monster first moves to this nodes position |
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range # - only search this far to find the target |
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spawnflags - (stop if blocked, stop if player seen) |
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*/ |
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// |
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// Cache user-entity-field values until spawn is called. |
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// |
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void CCineMonster::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "m_iszIdle" ) ) |
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{ |
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m_iszIdle = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "m_iszPlay" ) ) |
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{ |
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m_iszPlay = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "m_iszEntity" ) ) |
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{ |
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m_iszEntity = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "m_fMoveTo" ) ) |
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{ |
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m_fMoveTo = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "m_flRepeat" ) ) |
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{ |
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m_flRepeat = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "m_flRadius" ) ) |
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{ |
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m_flRadius = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "m_iFinishSchedule" ) ) |
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{ |
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m_iFinishSchedule = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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{ |
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CBaseMonster::KeyValue( pkvd ); |
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} |
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} |
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TYPEDESCRIPTION CCineMonster::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CCineMonster, m_iszIdle, FIELD_STRING ), |
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DEFINE_FIELD( CCineMonster, m_iszPlay, FIELD_STRING ), |
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DEFINE_FIELD( CCineMonster, m_iszEntity, FIELD_STRING ), |
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DEFINE_FIELD( CCineMonster, m_fMoveTo, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_flRepeat, FIELD_FLOAT ), |
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DEFINE_FIELD( CCineMonster, m_flRadius, FIELD_FLOAT ), |
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DEFINE_FIELD( CCineMonster, m_iDelay, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_startTime, FIELD_TIME ), |
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DEFINE_FIELD( CCineMonster, m_saved_movetype, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_saved_solid, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_saved_effects, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_iFinishSchedule, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_interruptable, FIELD_BOOLEAN ), |
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}; |
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IMPLEMENT_SAVERESTORE( CCineMonster, CBaseMonster ) |
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LINK_ENTITY_TO_CLASS( scripted_sequence, CCineMonster ) |
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#define CLASSNAME "scripted_sequence" |
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LINK_ENTITY_TO_CLASS( aiscripted_sequence, CCineAI ) |
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void CCineMonster::Spawn( void ) |
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{ |
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// pev->solid = SOLID_TRIGGER; |
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// UTIL_SetSize( pev, Vector( -8, -8, -8 ), Vector( 8, 8, 8 ) ); |
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pev->solid = SOLID_NOT; |
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// REMOVE: The old side-effect |
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#if 0 |
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if( m_iszIdle ) |
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m_fMoveTo = 4; |
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#endif |
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// if no targetname, start now |
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if( FStringNull( pev->targetname ) || !FStringNull( m_iszIdle ) ) |
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{ |
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SetThink( &CCineMonster::CineThink ); |
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pev->nextthink = gpGlobals->time + 1.0f; |
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// Wait to be used? |
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if( pev->targetname ) |
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m_startTime = gpGlobals->time + (float)1E6; |
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} |
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if( pev->spawnflags & SF_SCRIPT_NOINTERRUPT ) |
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m_interruptable = FALSE; |
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else |
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m_interruptable = TRUE; |
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} |
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//========================================================= |
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// FCanOverrideState - returns FALSE, scripted sequences |
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// cannot possess entities regardless of state. |
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//========================================================= |
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BOOL CCineMonster::FCanOverrideState( void ) |
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{ |
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if( pev->spawnflags & SF_SCRIPT_OVERRIDESTATE ) |
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return TRUE; |
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return FALSE; |
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} |
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//========================================================= |
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// FCanOverrideState - returns true because scripted AI can |
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// possess entities regardless of their state. |
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//========================================================= |
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BOOL CCineAI::FCanOverrideState( void ) |
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{ |
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return TRUE; |
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} |
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// |
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// CineStart |
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// |
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void CCineMonster::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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// do I already know who I should use |
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CBaseEntity *pEntity = m_hTargetEnt; |
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CBaseMonster *pTarget = NULL; |
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if( pEntity ) |
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pTarget = pEntity->MyMonsterPointer(); |
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if( pTarget ) |
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{ |
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// am I already playing the script? |
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if( pTarget->m_scriptState == SCRIPT_PLAYING ) |
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return; |
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m_startTime = gpGlobals->time + 0.05f; |
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} |
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else |
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{ |
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// if not, try finding them |
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SetThink( &CCineMonster::CineThink ); |
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pev->nextthink = gpGlobals->time; |
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} |
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} |
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// This doesn't really make sense since only MOVETYPE_PUSH get 'Blocked' events |
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void CCineMonster::Blocked( CBaseEntity *pOther ) |
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{ |
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} |
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void CCineMonster::Touch( CBaseEntity *pOther ) |
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{ |
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/* |
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ALERT( at_aiconsole, "Cine Touch\n" ); |
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if( m_pentTarget && OFFSET( pOther->pev ) == OFFSET( m_pentTarget ) ) |
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{ |
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CBaseMonster *pTarget = GetClassPtr( (CBaseMonster *)VARS( m_pentTarget ) ); |
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pTarget->m_monsterState == MONSTERSTATE_SCRIPT; |
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} |
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*/ |
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} |
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/* |
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entvars_t *pevOther = VARS( gpGlobals->other ); |
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if( !FBitSet( pevOther->flags, FL_MONSTER ) ) |
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{ |
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// touched by a non-monster. |
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return; |
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} |
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pevOther->origin.z += 1; |
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if( FBitSet( pevOther->flags, FL_ONGROUND ) ) |
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{ |
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// clear the onground so physics don't bitch |
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pevOther->flags -= FL_ONGROUND; |
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} |
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// toss the monster! |
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pevOther->velocity = pev->movedir * pev->speed; |
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pevOther->velocity.z += m_flHeight; |
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pev->solid = SOLID_NOT;// kill the trigger for now !!!UNDONE |
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} |
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*/ |
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// |
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// ********** Cinematic DIE ********** |
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// |
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void CCineMonster::Die( void ) |
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{ |
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SetThink( &CBaseEntity::SUB_Remove ); |
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} |
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// |
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// ********** Cinematic PAIN ********** |
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// |
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void CCineMonster::Pain( void ) |
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{ |
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} |
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// |
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// ********** Cinematic Think ********** |
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// |
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// find a viable entity |
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int CCineMonster::FindEntity( void ) |
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{ |
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edict_t *pentTarget; |
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pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_iszEntity ) ); |
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m_hTargetEnt = NULL; |
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CBaseMonster *pTarget = NULL; |
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while( !FNullEnt( pentTarget ) ) |
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{ |
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if( FBitSet( VARS( pentTarget )->flags, FL_MONSTER ) ) |
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{ |
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pTarget = GetMonsterPointer( pentTarget ); |
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if( pTarget && pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_BY_NAME ) ) |
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{ |
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m_hTargetEnt = pTarget; |
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return TRUE; |
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} |
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ALERT( at_console, "Found %s, but can't play!\n", STRING( m_iszEntity ) ); |
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} |
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pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( m_iszEntity ) ); |
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pTarget = NULL; |
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} |
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if( !pTarget ) |
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{ |
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CBaseEntity *pEntity = NULL; |
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while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, m_flRadius ) ) != NULL ) |
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{ |
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if( FClassnameIs( pEntity->pev, STRING( m_iszEntity ) ) ) |
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{ |
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if( FBitSet( pEntity->pev->flags, FL_MONSTER ) ) |
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{ |
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pTarget = pEntity->MyMonsterPointer(); |
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if( pTarget && pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_IDLE ) ) |
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{ |
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m_hTargetEnt = pTarget; |
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return TRUE; |
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} |
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} |
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} |
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} |
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} |
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pTarget = NULL; |
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m_hTargetEnt = NULL; |
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return FALSE; |
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} |
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// make the entity enter a scripted sequence |
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void CCineMonster::PossessEntity( void ) |
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{ |
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CBaseEntity *pEntity = m_hTargetEnt; |
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CBaseMonster *pTarget = NULL; |
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if( pEntity ) |
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pTarget = pEntity->MyMonsterPointer(); |
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if( pTarget ) |
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{ |
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// FindEntity() just checked this! |
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#if 0 |
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if( !pTarget->CanPlaySequence( FCanOverrideState() ) ) |
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{ |
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ALERT( at_aiconsole, "Can't possess entity %s\n", STRING( pTarget->pev->classname ) ); |
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return; |
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} |
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#endif |
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pTarget->m_pGoalEnt = this; |
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pTarget->m_pCine = this; |
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pTarget->m_hTargetEnt = this; |
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m_saved_movetype = pTarget->pev->movetype; |
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m_saved_solid = pTarget->pev->solid; |
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m_saved_effects = pTarget->pev->effects; |
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pTarget->pev->effects |= pev->effects; |
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switch( m_fMoveTo ) |
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{ |
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case 0: |
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pTarget->m_scriptState = SCRIPT_WAIT; |
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break; |
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case 1: |
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pTarget->m_scriptState = SCRIPT_WALK_TO_MARK; |
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DelayStart( 1 ); |
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break; |
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case 2: |
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pTarget->m_scriptState = SCRIPT_RUN_TO_MARK; |
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DelayStart( 1 ); |
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break; |
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case 4: |
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UTIL_SetOrigin( pTarget->pev, pev->origin ); |
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pTarget->pev->ideal_yaw = pev->angles.y; |
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pTarget->pev->avelocity = Vector( 0, 0, 0 ); |
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pTarget->pev->velocity = Vector( 0, 0, 0 ); |
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pTarget->pev->effects |= EF_NOINTERP; |
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pTarget->pev->angles.y = pev->angles.y; |
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pTarget->m_scriptState = SCRIPT_WAIT; |
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m_startTime = gpGlobals->time + (float)1E6; |
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// UNDONE: Add a flag to do this so people can fixup physics after teleporting monsters |
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// pTarget->pev->flags &= ~FL_ONGROUND; |
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break; |
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} |
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//ALERT( at_aiconsole, "\"%s\" found and used (INT: %s)\n", STRING( pTarget->pev->targetname ), FBitSet( pev->spawnflags, SF_SCRIPT_NOINTERRUPT )? "No" : "Yes" ); |
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pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT; |
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if( m_iszIdle ) |
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{ |
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StartSequence( pTarget, m_iszIdle, FALSE ); |
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if( FStrEq( STRING( m_iszIdle ), STRING( m_iszPlay ) ) ) |
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{ |
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pTarget->pev->framerate = 0; |
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} |
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} |
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// |
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// Fix a bug where barney would not run to the osprey on map 7. |
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// |
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if( FStrEq( STRING( gpGlobals->mapname ), "map7" ) ) |
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{ |
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if( FStrEq(STRING( pev->target ), "jan_osprey15" ) ) |
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{ |
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CCineMonster *pSeq = (CCineMonster*)UTIL_FindEntityByTargetname( NULL, "jan_osprey3" ); |
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if( pSeq ) |
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{ |
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pTarget->m_pGoalEnt = pSeq; |
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pTarget->m_pCine = pSeq; |
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pTarget->m_hTargetEnt = pSeq; |
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UTIL_SetOrigin( pTarget->pev, pSeq->pev->origin ); |
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pTarget->pev->ideal_yaw = pSeq->pev->angles.y; |
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pTarget->pev->avelocity = Vector( 0, 0, 0 ); |
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pTarget->pev->velocity = Vector( 0, 0, 0 ); |
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pTarget->pev->effects |= EF_NOINTERP; |
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pTarget->pev->angles.y = pSeq->pev->angles.y; |
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pTarget->m_scriptState = SCRIPT_WAIT; |
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m_startTime = gpGlobals->time + 1E6; |
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} |
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} |
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} |
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} |
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} |
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// make the entity carry out the scripted sequence instructions, but without |
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// destroying the monster's state. |
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void CCineAI::PossessEntity( void ) |
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{ |
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Schedule_t *pNewSchedule; |
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CBaseEntity *pEntity = m_hTargetEnt; |
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CBaseMonster *pTarget = NULL; |
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if( pEntity ) |
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pTarget = pEntity->MyMonsterPointer(); |
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if( pTarget ) |
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{ |
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if( !pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_AI ) ) |
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{ |
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ALERT( at_aiconsole, "(AI)Can't possess entity %s\n", STRING( pTarget->pev->classname ) ); |
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return; |
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} |
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pTarget->m_pGoalEnt = this; |
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pTarget->m_pCine = this; |
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pTarget->m_hTargetEnt = this; |
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m_saved_movetype = pTarget->pev->movetype; |
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m_saved_solid = pTarget->pev->solid; |
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m_saved_effects = pTarget->pev->effects; |
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pTarget->pev->effects |= pev->effects; |
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switch( m_fMoveTo ) |
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{ |
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case 0: |
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case 5: |
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pTarget->m_scriptState = SCRIPT_WAIT; |
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break; |
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case 1: |
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pTarget->m_scriptState = SCRIPT_WALK_TO_MARK; |
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break; |
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case 2: |
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pTarget->m_scriptState = SCRIPT_RUN_TO_MARK; |
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break; |
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case 4: |
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// zap the monster instantly to the site of the script entity. |
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UTIL_SetOrigin( pTarget->pev, pev->origin ); |
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pTarget->pev->ideal_yaw = pev->angles.y; |
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pTarget->pev->avelocity = Vector( 0, 0, 0 ); |
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pTarget->pev->velocity = Vector( 0, 0, 0 ); |
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pTarget->pev->effects |= EF_NOINTERP; |
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pTarget->pev->angles.y = pev->angles.y; |
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pTarget->m_scriptState = SCRIPT_WAIT; |
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m_startTime = gpGlobals->time + (float)1E6; |
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// UNDONE: Add a flag to do this so people can fixup physics after teleporting monsters |
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pTarget->pev->flags &= ~FL_ONGROUND; |
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break; |
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default: |
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ALERT( at_aiconsole, "aiscript: invalid Move To Position value!" ); |
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break; |
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} |
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ALERT( at_aiconsole, "\"%s\" found and used\n", STRING( pTarget->pev->targetname ) ); |
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pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT; |
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/* |
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if( m_iszIdle ) |
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{ |
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StartSequence( pTarget, m_iszIdle, FALSE ); |
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if( FStrEq( STRING( m_iszIdle ), STRING( m_iszPlay ) ) ) |
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{ |
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pTarget->pev->framerate = 0; |
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} |
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} |
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*/ |
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// Already in a scripted state? |
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if( pTarget->m_MonsterState == MONSTERSTATE_SCRIPT ) |
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{ |
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pNewSchedule = pTarget->GetScheduleOfType( SCHED_AISCRIPT ); |
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pTarget->ChangeSchedule( pNewSchedule ); |
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} |
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} |
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} |
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void CCineMonster::CineThink( void ) |
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{ |
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if( FindEntity() ) |
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{ |
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PossessEntity(); |
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ALERT( at_aiconsole, "script \"%s\" using monster \"%s\"\n", STRING( pev->targetname ), STRING( m_iszEntity ) ); |
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} |
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else |
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{ |
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CancelScript(); |
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ALERT( at_aiconsole, "script \"%s\" can't find monster \"%s\"\n", STRING( pev->targetname ), STRING( m_iszEntity ) ); |
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pev->nextthink = gpGlobals->time + 1.0f; |
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} |
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} |
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// lookup a sequence name and setup the target monster to play it |
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BOOL CCineMonster::StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty ) |
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{ |
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if( !iszSeq && completeOnEmpty ) |
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{ |
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SequenceDone( pTarget ); |
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return FALSE; |
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} |
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|
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pTarget->pev->sequence = pTarget->LookupSequence( STRING( iszSeq ) ); |
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if( pTarget->pev->sequence == -1 ) |
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{ |
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ALERT( at_error, "%s: unknown scripted sequence \"%s\"\n", STRING( pTarget->pev->targetname ), STRING( iszSeq ) ); |
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pTarget->pev->sequence = 0; |
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// return FALSE; |
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} |
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#if 0 |
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char *s; |
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if( pev->spawnflags & SF_SCRIPT_NOINTERRUPT ) |
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s = "No"; |
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else |
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s = "Yes"; |
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|
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ALERT( at_console, "%s (%s): started \"%s\":INT:%s\n", STRING( pTarget->pev->targetname ), STRING( pTarget->pev->classname ), STRING( iszSeq ), s ); |
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#endif |
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pTarget->pev->frame = 0; |
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pTarget->ResetSequenceInfo( ); |
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return TRUE; |
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} |
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|
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// lookup a sequence name and setup the target monster to play it |
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// overridden for CCineAI because it's ok for them to not have an animation sequence |
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// for the monster to play. For a regular Scripted Sequence, that situation is an error. |
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BOOL CCineAI::StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty ) |
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{ |
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if( iszSeq == 0 && completeOnEmpty ) |
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{ |
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// no sequence was provided. Just let the monster proceed, however, we still have to fire any Sequence target |
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// and remove any non-repeatable CineAI entities here ( because there is code elsewhere that handles those tasks, but |
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// not until the animation sequence is finished. We have to manually take care of these things where there is no sequence. |
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|
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SequenceDone ( pTarget ); |
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|
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return TRUE; |
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} |
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|
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pTarget->pev->sequence = pTarget->LookupSequence( STRING( iszSeq ) ); |
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|
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if( pTarget->pev->sequence == -1 ) |
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{ |
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ALERT( at_error, "%s: unknown aiscripted sequence \"%s\"\n", STRING( pTarget->pev->targetname ), STRING( iszSeq ) ); |
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pTarget->pev->sequence = 0; |
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// return FALSE; |
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} |
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|
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pTarget->pev->frame = 0; |
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pTarget->ResetSequenceInfo(); |
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return TRUE; |
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} |
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|
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//========================================================= |
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// SequenceDone - called when a scripted sequence animation |
|
// sequence is done playing ( or when an AI Scripted Sequence |
|
// doesn't supply an animation sequence to play ). Expects |
|
// the CBaseMonster pointer to the monster that the sequence |
|
// possesses. |
|
//========================================================= |
|
void CCineMonster::SequenceDone( CBaseMonster *pMonster ) |
|
{ |
|
//ALERT( at_aiconsole, "Sequence %s finished\n", STRING( m_pCine->m_iszPlay ) ); |
|
|
|
if( !( pev->spawnflags & SF_SCRIPT_REPEATABLE ) ) |
|
{ |
|
SetThink( &CBaseEntity::SUB_Remove ); |
|
pev->nextthink = gpGlobals->time + 0.1f; |
|
} |
|
|
|
// This is done so that another sequence can take over the monster when triggered by the first |
|
|
|
pMonster->CineCleanup(); |
|
|
|
FixScriptMonsterSchedule( pMonster ); |
|
|
|
// This may cause a sequence to attempt to grab this guy NOW, so we have to clear him out |
|
// of the existing sequence |
|
SUB_UseTargets( NULL, USE_TOGGLE, 0 ); |
|
} |
|
|
|
//========================================================= |
|
// When a monster finishes a scripted sequence, we have to |
|
// fix up its state and schedule for it to return to a |
|
// normal AI monster. |
|
// |
|
// Scripted sequences just dirty the Schedule and drop the |
|
// monster in Idle State. |
|
//========================================================= |
|
void CCineMonster::FixScriptMonsterSchedule( CBaseMonster *pMonster ) |
|
{ |
|
if( pMonster->m_IdealMonsterState != MONSTERSTATE_DEAD ) |
|
pMonster->m_IdealMonsterState = MONSTERSTATE_IDLE; |
|
pMonster->ClearSchedule(); |
|
} |
|
|
|
//========================================================= |
|
// When a monster finishes a scripted sequence, we have to |
|
// fix up its state and schedule for it to return to a |
|
// normal AI monster. |
|
// |
|
// AI Scripted sequences will, depending on what the level |
|
// designer selects: |
|
// |
|
// -Dirty the monster's schedule and drop out of the |
|
// sequence in their current state. |
|
// |
|
// -Select a specific AMBUSH schedule, regardless of state. |
|
//========================================================= |
|
void CCineAI::FixScriptMonsterSchedule( CBaseMonster *pMonster ) |
|
{ |
|
switch ( m_iFinishSchedule ) |
|
{ |
|
case SCRIPT_FINISHSCHED_DEFAULT: |
|
pMonster->ClearSchedule(); |
|
break; |
|
case SCRIPT_FINISHSCHED_AMBUSH: |
|
pMonster->ChangeSchedule( pMonster->GetScheduleOfType( SCHED_AMBUSH ) ); |
|
break; |
|
default: |
|
ALERT( at_aiconsole, "FixScriptMonsterSchedule - no case!\n" ); |
|
pMonster->ClearSchedule(); |
|
break; |
|
} |
|
} |
|
|
|
BOOL CBaseMonster::ExitScriptedSequence() |
|
{ |
|
if( pev->deadflag == DEAD_DYING ) |
|
{ |
|
// is this legal? |
|
// BUGBUG -- This doesn't call Killed() |
|
m_IdealMonsterState = MONSTERSTATE_DEAD; |
|
return FALSE; |
|
} |
|
|
|
if( m_pCine ) |
|
{ |
|
m_pCine->CancelScript(); |
|
} |
|
|
|
return TRUE; |
|
} |
|
|
|
void CCineMonster::AllowInterrupt( BOOL fAllow ) |
|
{ |
|
if( pev->spawnflags & SF_SCRIPT_NOINTERRUPT ) |
|
return; |
|
m_interruptable = fAllow; |
|
} |
|
|
|
BOOL CCineMonster::CanInterrupt( void ) |
|
{ |
|
if( !m_interruptable ) |
|
return FALSE; |
|
|
|
CBaseEntity *pTarget = m_hTargetEnt; |
|
|
|
if( pTarget != NULL && pTarget->pev->deadflag == DEAD_NO ) |
|
return TRUE; |
|
|
|
return FALSE; |
|
} |
|
|
|
int CCineMonster::IgnoreConditions( void ) |
|
{ |
|
if( CanInterrupt() ) |
|
return 0; |
|
return SCRIPT_BREAK_CONDITIONS; |
|
} |
|
|
|
void ScriptEntityCancel( edict_t *pentCine ) |
|
{ |
|
// make sure they are a scripted_sequence |
|
if( FClassnameIs( pentCine, CLASSNAME ) ) |
|
{ |
|
CCineMonster *pCineTarget = GetClassPtr( (CCineMonster *)VARS( pentCine ) ); |
|
|
|
// make sure they have a monster in mind for the script |
|
CBaseEntity *pEntity = pCineTarget->m_hTargetEnt; |
|
CBaseMonster *pTarget = NULL; |
|
if( pEntity ) |
|
pTarget = pEntity->MyMonsterPointer(); |
|
|
|
if( pTarget ) |
|
{ |
|
// make sure their monster is actually playing a script |
|
if( pTarget->m_MonsterState == MONSTERSTATE_SCRIPT || pTarget->m_IdealMonsterState == MONSTERSTATE_SCRIPT ) |
|
{ |
|
// tell them do die |
|
pTarget->m_scriptState = CCineMonster::SCRIPT_CLEANUP; |
|
// do it now |
|
pTarget->CineCleanup(); |
|
} |
|
} |
|
} |
|
} |
|
|
|
// find all the cinematic entities with my targetname and stop them from playing |
|
void CCineMonster::CancelScript( void ) |
|
{ |
|
ALERT( at_aiconsole, "Cancelling script: %s\n", STRING( m_iszPlay ) ); |
|
|
|
if( !pev->targetname ) |
|
{ |
|
ScriptEntityCancel( edict() ); |
|
return; |
|
} |
|
|
|
edict_t *pentCineTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->targetname ) ); |
|
|
|
while( !FNullEnt( pentCineTarget ) ) |
|
{ |
|
ScriptEntityCancel( pentCineTarget ); |
|
pentCineTarget = FIND_ENTITY_BY_TARGETNAME( pentCineTarget, STRING( pev->targetname ) ); |
|
} |
|
} |
|
|
|
// find all the cinematic entities with my targetname and tell them to wait before starting |
|
void CCineMonster::DelayStart( int state ) |
|
{ |
|
edict_t *pentCine = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->targetname ) ); |
|
|
|
while( !FNullEnt( pentCine ) ) |
|
{ |
|
if( FClassnameIs( pentCine, "scripted_sequence" ) ) |
|
{ |
|
CCineMonster *pTarget = GetClassPtr( ( CCineMonster *)VARS( pentCine ) ); |
|
if( state ) |
|
{ |
|
pTarget->m_iDelay++; |
|
} |
|
else |
|
{ |
|
pTarget->m_iDelay--; |
|
if( pTarget->m_iDelay <= 0 ) |
|
pTarget->m_startTime = gpGlobals->time + 0.05f; |
|
} |
|
} |
|
pentCine = FIND_ENTITY_BY_TARGETNAME( pentCine, STRING( pev->targetname ) ); |
|
} |
|
} |
|
|
|
// Find an entity that I'm interested in and precache the sounds he'll need in the sequence. |
|
void CCineMonster::Activate( void ) |
|
{ |
|
edict_t *pentTarget; |
|
CBaseMonster *pTarget; |
|
|
|
// The entity name could be a target name or a classname |
|
// Check the targetname |
|
pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_iszEntity ) ); |
|
pTarget = NULL; |
|
|
|
while( !pTarget && !FNullEnt( pentTarget ) ) |
|
{ |
|
if( FBitSet( VARS( pentTarget )->flags, FL_MONSTER ) ) |
|
{ |
|
pTarget = GetMonsterPointer( pentTarget ); |
|
} |
|
pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( m_iszEntity ) ); |
|
} |
|
|
|
// If no entity with that targetname, check the classname |
|
if ( !pTarget ) |
|
{ |
|
pentTarget = FIND_ENTITY_BY_CLASSNAME(NULL, STRING( m_iszEntity ) ); |
|
while( !pTarget && !FNullEnt( pentTarget ) ) |
|
{ |
|
pTarget = GetMonsterPointer( pentTarget ); |
|
pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING( m_iszEntity ) ); |
|
} |
|
} |
|
|
|
// Found a compatible entity |
|
if ( pTarget ) |
|
{ |
|
void *pmodel; |
|
pmodel = GET_MODEL_PTR( pTarget->edict() ); |
|
if( pmodel ) |
|
{ |
|
// Look through the event list for stuff to precache |
|
SequencePrecache( pmodel, STRING( m_iszIdle ) ); |
|
SequencePrecache( pmodel, STRING( m_iszPlay ) ); |
|
} |
|
} |
|
} |
|
|
|
BOOL CBaseMonster::CineCleanup() |
|
{ |
|
CCineMonster *pOldCine = m_pCine; |
|
|
|
// am I linked to a cinematic? |
|
if( m_pCine ) |
|
{ |
|
// okay, reset me to what it thought I was before |
|
m_pCine->m_hTargetEnt = NULL; |
|
pev->movetype = m_pCine->m_saved_movetype; |
|
pev->solid = m_pCine->m_saved_solid; |
|
pev->effects = m_pCine->m_saved_effects; |
|
} |
|
else |
|
{ |
|
// arg, punt |
|
pev->movetype = MOVETYPE_STEP;// this is evil |
|
pev->solid = SOLID_SLIDEBOX; |
|
} |
|
m_pCine = NULL; |
|
m_hTargetEnt = NULL; |
|
m_pGoalEnt = NULL; |
|
if( pev->deadflag == DEAD_DYING ) |
|
{ |
|
// last frame of death animation? |
|
pev->health = 0; |
|
pev->framerate = 0.0; |
|
pev->solid = SOLID_NOT; |
|
SetState( MONSTERSTATE_DEAD ); |
|
pev->deadflag = DEAD_DEAD; |
|
UTIL_SetSize( pev, pev->mins, Vector( pev->maxs.x, pev->maxs.y, pev->mins.z + 2 ) ); |
|
|
|
if( pOldCine && FBitSet( pOldCine->pev->spawnflags, SF_SCRIPT_LEAVECORPSE ) ) |
|
{ |
|
SetUse( NULL ); // BUGBUG -- This doesn't call Killed() |
|
SetThink( NULL ); // This will probably break some stuff |
|
SetTouch( NULL ); |
|
} |
|
else |
|
SUB_StartFadeOut(); // SetThink( &SUB_DoNothing ); |
|
// This turns off animation & physics in case their origin ends up stuck in the world or something |
|
StopAnimation(); |
|
pev->movetype = MOVETYPE_NONE; |
|
pev->effects |= EF_NOINTERP; // Don't interpolate either, assume the corpse is positioned in its final resting place |
|
return FALSE; |
|
} |
|
|
|
// If we actually played a sequence |
|
if( pOldCine && pOldCine->m_iszPlay ) |
|
{ |
|
if( !( pOldCine->pev->spawnflags & SF_SCRIPT_NOSCRIPTMOVEMENT ) ) |
|
{ |
|
// reset position |
|
Vector new_origin, new_angle; |
|
GetBonePosition( 0, new_origin, new_angle ); |
|
|
|
// Figure out how far they have moved |
|
// We can't really solve this problem because we can't query the movement of the origin relative |
|
// to the sequence. We can get the root bone's position as we do here, but there are |
|
// cases where the root bone is in a different relative position to the entity's origin |
|
// before/after the sequence plays. So we are stuck doing this: |
|
|
|
// !!!HACKHACK: Float the origin up and drop to floor because some sequences have |
|
// irregular motion that can't be properly accounted for. |
|
|
|
// UNDONE: THIS SHOULD ONLY HAPPEN IF WE ACTUALLY PLAYED THE SEQUENCE. |
|
Vector oldOrigin = pev->origin; |
|
|
|
// UNDONE: ugly hack. Don't move monster if they don't "seem" to move |
|
// this really needs to be done with the AX,AY,etc. flags, but that aren't consistantly |
|
// being set, so animations that really do move won't be caught. |
|
if( ( oldOrigin - new_origin).Length2D() < 8.0f ) |
|
new_origin = oldOrigin; |
|
|
|
pev->origin.x = new_origin.x; |
|
pev->origin.y = new_origin.y; |
|
pev->origin.z += 1; |
|
|
|
pev->flags |= FL_ONGROUND; |
|
int drop = DROP_TO_FLOOR( ENT( pev ) ); |
|
|
|
// Origin in solid? Set to org at the end of the sequence |
|
if( drop < 0 ) |
|
pev->origin = oldOrigin; |
|
else if( drop == 0 ) // Hanging in air? |
|
{ |
|
pev->origin.z = new_origin.z; |
|
pev->flags &= ~FL_ONGROUND; |
|
} |
|
// else entity hit floor, leave there |
|
|
|
// pEntity->pev->origin.z = new_origin.z + 5.0; // damn, got to fix this |
|
|
|
UTIL_SetOrigin( pev, pev->origin ); |
|
pev->effects |= EF_NOINTERP; |
|
} |
|
|
|
// We should have some animation to put these guys in, but for now it's idle. |
|
// Due to NOINTERP above, there won't be any blending between this anim & the sequence |
|
m_Activity = ACT_RESET; |
|
} |
|
// set them back into a normal state |
|
pev->enemy = NULL; |
|
if( pev->health > 0 ) |
|
m_IdealMonsterState = MONSTERSTATE_IDLE; // m_previousState; |
|
else |
|
{ |
|
// Dropping out because he got killed |
|
// Can't call killed() no attacker and weirdness (late gibbing) may result |
|
m_IdealMonsterState = MONSTERSTATE_DEAD; |
|
SetConditions( bits_COND_LIGHT_DAMAGE ); |
|
pev->deadflag = DEAD_DYING; |
|
FCheckAITrigger(); |
|
pev->deadflag = DEAD_NO; |
|
} |
|
|
|
// SetAnimation( m_MonsterState ); |
|
ClearBits( pev->spawnflags, SF_MONSTER_WAIT_FOR_SCRIPT ); |
|
|
|
return TRUE; |
|
} |
|
|
|
class CScriptedSentence : public CBaseToggle |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void KeyValue( KeyValueData *pkvd ); |
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
void EXPORT FindThink( void ); |
|
void EXPORT DelayThink( void ); |
|
int ObjectCaps( void ) { return ( CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ); } |
|
|
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
|
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
CBaseMonster *FindEntity( void ); |
|
BOOL AcceptableSpeaker( CBaseMonster *pMonster ); |
|
BOOL StartSentence( CBaseMonster *pTarget ); |
|
|
|
private: |
|
string_t m_iszSentence; // string index for idle animation |
|
string_t m_iszEntity; // entity that is wanted for this sentence |
|
float m_flRadius; // range to search |
|
float m_flDuration; // How long the sentence lasts |
|
float m_flRepeat; // repeat rate |
|
float m_flAttenuation; |
|
float m_flVolume; |
|
BOOL m_active; |
|
string_t m_iszListener; // name of entity to look at while talking |
|
}; |
|
|
|
#define SF_SENTENCE_ONCE 0x0001 |
|
#define SF_SENTENCE_FOLLOWERS 0x0002 // only say if following player |
|
#define SF_SENTENCE_INTERRUPT 0x0004 // force talking except when dead |
|
#define SF_SENTENCE_CONCURRENT 0x0008 // allow other people to keep talking |
|
|
|
TYPEDESCRIPTION CScriptedSentence::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CScriptedSentence, m_iszSentence, FIELD_STRING ), |
|
DEFINE_FIELD( CScriptedSentence, m_iszEntity, FIELD_STRING ), |
|
DEFINE_FIELD( CScriptedSentence, m_flRadius, FIELD_FLOAT ), |
|
DEFINE_FIELD( CScriptedSentence, m_flDuration, FIELD_FLOAT ), |
|
DEFINE_FIELD( CScriptedSentence, m_flRepeat, FIELD_FLOAT ), |
|
DEFINE_FIELD( CScriptedSentence, m_flAttenuation, FIELD_FLOAT ), |
|
DEFINE_FIELD( CScriptedSentence, m_flVolume, FIELD_FLOAT ), |
|
DEFINE_FIELD( CScriptedSentence, m_active, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( CScriptedSentence, m_iszListener, FIELD_STRING ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CScriptedSentence, CBaseToggle ) |
|
|
|
LINK_ENTITY_TO_CLASS( scripted_sentence, CScriptedSentence ) |
|
|
|
void CScriptedSentence::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if( FStrEq( pkvd->szKeyName, "sentence" ) ) |
|
{ |
|
m_iszSentence = ALLOC_STRING( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "entity" ) ) |
|
{ |
|
m_iszEntity = ALLOC_STRING( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "duration" ) ) |
|
{ |
|
m_flDuration = atof( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "radius" ) ) |
|
{ |
|
m_flRadius = atof( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "refire") ) |
|
{ |
|
m_flRepeat = atof( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "attenuation" ) ) |
|
{ |
|
pev->impulse = atoi( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "volume" ) ) |
|
{ |
|
m_flVolume = atof( pkvd->szValue ) * 0.1f; |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "listener" ) ) |
|
{ |
|
m_iszListener = ALLOC_STRING( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseToggle::KeyValue( pkvd ); |
|
} |
|
|
|
void CScriptedSentence::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
if( !m_active ) |
|
return; |
|
//ALERT( at_console, "Firing sentence: %s\n", STRING( m_iszSentence ) ); |
|
SetThink( &CScriptedSentence::FindThink ); |
|
pev->nextthink = gpGlobals->time; |
|
} |
|
|
|
void CScriptedSentence::Spawn( void ) |
|
{ |
|
pev->solid = SOLID_NOT; |
|
|
|
m_active = TRUE; |
|
// if no targetname, start now |
|
if( !pev->targetname ) |
|
{ |
|
SetThink( &CScriptedSentence::FindThink ); |
|
pev->nextthink = gpGlobals->time + 1.0f; |
|
} |
|
|
|
switch( pev->impulse ) |
|
{ |
|
case 1: |
|
// Medium radius |
|
m_flAttenuation = ATTN_STATIC; |
|
break; |
|
case 2: |
|
// Large radius |
|
m_flAttenuation = ATTN_NORM; |
|
break; |
|
case 3: |
|
//EVERYWHERE |
|
m_flAttenuation = ATTN_NONE; |
|
break; |
|
default: |
|
case 0: |
|
// Small radius |
|
m_flAttenuation = ATTN_IDLE; |
|
break; |
|
} |
|
pev->impulse = 0; |
|
|
|
// No volume, use normal |
|
if( m_flVolume <= 0.0f ) |
|
m_flVolume = 1.0f; |
|
} |
|
|
|
void CScriptedSentence::FindThink( void ) |
|
{ |
|
CBaseMonster *pMonster = FindEntity(); |
|
if( pMonster ) |
|
{ |
|
StartSentence( pMonster ); |
|
if( pev->spawnflags & SF_SENTENCE_ONCE ) |
|
UTIL_Remove( this ); |
|
SetThink( &CScriptedSentence::DelayThink ); |
|
pev->nextthink = gpGlobals->time + m_flDuration + m_flRepeat; |
|
m_active = FALSE; |
|
//ALERT( at_console, "%s: found monster %s\n", STRING( m_iszSentence ), STRING( m_iszEntity ) ); |
|
} |
|
else |
|
{ |
|
//ALERT( at_console, "%s: can't find monster %s\n", STRING( m_iszSentence ), STRING( m_iszEntity ) ); |
|
pev->nextthink = gpGlobals->time + m_flRepeat + 0.5f; |
|
} |
|
} |
|
|
|
void CScriptedSentence::DelayThink( void ) |
|
{ |
|
m_active = TRUE; |
|
if( !pev->targetname ) |
|
pev->nextthink = gpGlobals->time + 0.1f; |
|
SetThink( &CScriptedSentence::FindThink ); |
|
} |
|
|
|
BOOL CScriptedSentence::AcceptableSpeaker( CBaseMonster *pMonster ) |
|
{ |
|
if( pMonster ) |
|
{ |
|
if( pev->spawnflags & SF_SENTENCE_FOLLOWERS ) |
|
{ |
|
if( pMonster->m_hTargetEnt == 0 || !pMonster->m_hTargetEnt->IsPlayer() ) |
|
return FALSE; |
|
} |
|
|
|
BOOL override; |
|
|
|
if( pev->spawnflags & SF_SENTENCE_INTERRUPT ) |
|
override = TRUE; |
|
else |
|
override = FALSE; |
|
|
|
if( pMonster->CanPlaySentence( override ) ) |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
|
|
CBaseMonster *CScriptedSentence::FindEntity( void ) |
|
{ |
|
edict_t *pentTarget; |
|
CBaseMonster *pMonster; |
|
|
|
pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_iszEntity ) ); |
|
pMonster = NULL; |
|
|
|
while( !FNullEnt( pentTarget ) ) |
|
{ |
|
pMonster = GetMonsterPointer( pentTarget ); |
|
if( pMonster != NULL ) |
|
{ |
|
if( AcceptableSpeaker( pMonster ) ) |
|
return pMonster; |
|
//ALERT( at_console, "%s (%s), not acceptable\n", STRING( pMonster->pev->classname ), STRING( pMonster->pev->targetname ) ); |
|
} |
|
pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( m_iszEntity ) ); |
|
} |
|
|
|
CBaseEntity *pEntity = NULL; |
|
while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, m_flRadius ) ) != NULL ) |
|
{ |
|
if( FClassnameIs( pEntity->pev, STRING( m_iszEntity ) ) ) |
|
{ |
|
if( FBitSet( pEntity->pev->flags, FL_MONSTER ) ) |
|
{ |
|
pMonster = pEntity->MyMonsterPointer(); |
|
if( AcceptableSpeaker( pMonster ) ) |
|
return pMonster; |
|
} |
|
} |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
BOOL CScriptedSentence::StartSentence( CBaseMonster *pTarget ) |
|
{ |
|
if( !pTarget ) |
|
{ |
|
ALERT( at_aiconsole, "Not Playing sentence %s\n", STRING( m_iszSentence ) ); |
|
return FALSE; |
|
} |
|
|
|
BOOL bConcurrent = FALSE; |
|
if( !( pev->spawnflags & SF_SENTENCE_CONCURRENT ) ) |
|
bConcurrent = TRUE; |
|
|
|
CBaseEntity *pListener = NULL; |
|
if( !FStringNull( m_iszListener ) ) |
|
{ |
|
float radius = m_flRadius; |
|
|
|
if( FStrEq( STRING( m_iszListener ), "player" ) ) |
|
radius = 4096; // Always find the player |
|
|
|
pListener = UTIL_FindEntityGeneric( STRING( m_iszListener ), pTarget->pev->origin, radius ); |
|
} |
|
|
|
pTarget->PlayScriptedSentence( STRING( m_iszSentence ), m_flDuration, m_flVolume, m_flAttenuation, bConcurrent, pListener ); |
|
ALERT( at_aiconsole, "Playing sentence %s (%.1f)\n", STRING( m_iszSentence ), (double)m_flDuration ); |
|
SUB_UseTargets( NULL, USE_TOGGLE, 0 ); |
|
return TRUE; |
|
} |
|
|
|
//========================================================= |
|
// Furniture - this is the cool comment I cut-and-pasted |
|
//========================================================= |
|
class CFurniture : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Die( void ); |
|
int Classify( void ); |
|
virtual int ObjectCaps( void ) { return (CBaseMonster::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_furniture, CFurniture ) |
|
|
|
//========================================================= |
|
// Furniture is killed |
|
//========================================================= |
|
void CFurniture::Die( void ) |
|
{ |
|
SetThink( &CBaseEntity::SUB_Remove ); |
|
pev->nextthink = gpGlobals->time; |
|
} |
|
|
|
//========================================================= |
|
// This used to have something to do with bees flying, but |
|
// now it only initializes moving furniture in scripted sequences |
|
//========================================================= |
|
void CFurniture::Spawn() |
|
{ |
|
PRECACHE_MODEL( STRING( pev->model ) ); |
|
SET_MODEL( ENT( pev ), STRING( pev->model ) ); |
|
|
|
pev->movetype = MOVETYPE_NONE; |
|
pev->solid = SOLID_BBOX; |
|
pev->health = 80000; |
|
pev->takedamage = DAMAGE_AIM; |
|
pev->effects = 0; |
|
pev->yaw_speed = 0; |
|
pev->sequence = 0; |
|
pev->frame = 0; |
|
|
|
//pev->nextthink += 1.0f; |
|
//SetThink( &WalkMonsterDelay ); |
|
|
|
ResetSequenceInfo(); |
|
pev->frame = 0; |
|
MonsterInit(); |
|
} |
|
|
|
//========================================================= |
|
// ID's Furniture as neutral (noone will attack it) |
|
//========================================================= |
|
int CFurniture::Classify( void ) |
|
{ |
|
return CLASS_NONE; |
|
}
|
|
|