You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
183 lines
4.6 KiB
183 lines
4.6 KiB
/*** |
|
* |
|
* 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 ) ); |
|
}
|
|
|