Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "talkmonster.h"
#include "schedule.h"
#include "defaultai.h"
#include "scripted.h"
#include "animation.h"
#include "soundent.h"
#include "scientist.h"
#define NUM_CIVILIAN_HEADS 5 // four heads available for civilian model
enum
{
HEAD_GLASSES = 0,
HEAD_FRANKLIN = 1,
HEAD_ECHELON_OFFICER = 2,
HEAD_SLICK = 3,
HEAD_ORDELY = 4,
};
class CEinarCivilian : public CScientist
{
public:
void Spawn();
void Precache();
};
LINK_ENTITY_TO_CLASS( einar_civ, CEinarCivilian )
//=========================================================
// Spawn
//=========================================================
void CEinarCivilian::Spawn()
{
Precache();
SET_MODEL( ENT( pev ), "models/civ.mdl" );
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
if( !pev->health )
pev->health = gSkillData.scientistHealth;
pev->view_ofs = Vector( 0, 0, 50 );// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
// m_flDistTooFar = 256.0;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE;
if( pev->body == -1 )
{
// -1 chooses a random head
pev->body = RANDOM_LONG( 0, NUM_CIVILIAN_HEADS - 1 );// pick a head, any head
}
MonsterInit();
SetUse( &CEinarCivilian::FollowerUse );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CEinarCivilian::Precache()
{
PRECACHE_MODEL( "models/civ.mdl" );
CScientist::Precache();
}
//=========================================================
// Dead Civilian PROP
//=========================================================
class CEinarDeadCivilian : public CDeadScientist
{
public:
void Spawn();
};
LINK_ENTITY_TO_CLASS( einar_civ_dead, CEinarDeadCivilian )
//
// ********** DeadCivilian SPAWN **********
//
void CEinarDeadCivilian::Spawn()
{
PRECACHE_MODEL( "models/civ.mdl" );
SET_MODEL( ENT( pev ), "models/civ.mdl" );
pev->effects = 0;
pev->sequence = 0;
// Corpses have less health
pev->health = 8;
m_bloodColor = BLOOD_COLOR_RED;
if( pev->body == -1 )
{
// -1 chooses a random head
pev->body = RANDOM_LONG( 0, NUM_CIVILIAN_HEADS - 1 );// pick a head, any head
}
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
if( pev->sequence == -1 )
{
ALERT( at_console, "Dead civilian with bad pose\n" );
}
// pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again!
MonsterInitDead();
}
//=========================================================
// Sitting Civilian PROP
//=========================================================
class CEinarSittingCivilian : public CSittingScientist
{
public:
void Spawn();
};
LINK_ENTITY_TO_CLASS( einar_civ_sit, CEinarSittingCivilian )
//
// ********** Civilian SPAWN **********
//
void CEinarSittingCivilian::Spawn()
{
PRECACHE_MODEL( "models/civ.mdl" );
SET_MODEL( ENT( pev ), "models/civ.mdl" );
Precache();
InitBoneControllers();
UTIL_SetSize( pev, Vector( -14, -14, 0 ), Vector( 14, 14, 36 ) );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
pev->effects = 0;
pev->health = 50;
m_bloodColor = BLOOD_COLOR_RED;
m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD;
SetBits( pev->spawnflags, SF_MONSTER_PREDISASTER ); // predisaster only!
if( pev->body == -1 )
{
// -1 chooses a random head
pev->body = RANDOM_LONG( 0, NUM_CIVILIAN_HEADS - 1 );// pick a head, any head
}
m_baseSequence = LookupSequence( "sitlookleft" );
pev->sequence = m_baseSequence + RANDOM_LONG( 0, 4 );
ResetSequenceInfo();
SetThink( &CEinarSittingCivilian::SittingThink );
pev->nextthink = gpGlobals->time + 0.1f;
DROP_TO_FLOOR( ENT( pev ) );
}