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666 lines
20 KiB
666 lines
20 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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// SPForce |
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//========================================================= |
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//========================================================= |
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// Hit groups! |
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//========================================================= |
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/* |
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1 - Head |
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2 - Stomach |
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3 - Gun |
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*/ |
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#include "extdll.h" |
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#include "plane.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 "animation.h" |
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#include "squadmonster.h" |
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#include "weapons.h" |
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#include "talkmonster.h" |
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#include "soundent.h" |
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#include "effects.h" |
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#include "customentity.h" |
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#include "hgrunt.h" |
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int g_fSPForceQuestion; // true if an idle SPForce asked a question. Cleared when someone answers. |
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extern DLL_GLOBAL int g_iSkillLevel; |
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//========================================================= |
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// monster-specific DEFINE's |
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//========================================================= |
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#define SPFORCE_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x! |
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#define SPFORCE_VOL 0.35 // volume of SPForce sounds |
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#define SPFORCE_ATTN ATTN_NORM // attenutation of SPForce sentences |
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#define SPFORCE_LIMP_HEALTH 20 |
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#define SPFORCE_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a SPForce with a single headshot. |
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#define SPFORCE_NUM_HEADS 2 // how many SPForce heads are there? |
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#define SPFORCE_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill |
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#define SPFORCE_SENTENCE_VOLUME (float)0.35 // volume of SPForce sentences |
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#define SPFORCE_M41A ( 1 << 0) |
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#define SPFORCE_HANDGRENADE ( 1 << 1) |
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#define SPFORCE_GRENADELAUNCHER ( 1 << 2) |
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#define SPFORCE_BERETTA ( 1 << 3) |
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#define HEAD_GROUP 1 |
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#define HEAD_SPForce 0 |
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#define HEAD_COMMANDER 1 |
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#define HEAD_BERETTA 2 |
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#define HEAD_M203 3 |
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#define GUN_GROUP 2 |
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#define GUN_M41A 0 |
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#define GUN_BERETTA 1 |
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#define GUN_NONE 2 |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define SPFORCE_AE_RELOAD ( 2 ) |
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#define SPFORCE_AE_KICK ( 3 ) |
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#define SPFORCE_AE_BURST1 ( 4 ) |
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#define SPFORCE_AE_BURST2 ( 5 ) |
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#define SPFORCE_AE_BURST3 ( 6 ) |
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#define SPFORCE_AE_GREN_TOSS ( 7 ) |
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#define SPFORCE_AE_GREN_LAUNCH ( 8 ) |
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#define SPFORCE_AE_GREN_DROP ( 9 ) |
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#define SPFORCE_AE_CAUGHT_ENEMY ( 10) // SPForce established sight with an enemy (player only) that had previously eluded the squad. |
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#define SPFORCE_AE_DROP_GUN ( 11) // SPForce (probably dead) is dropping his mp5. |
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//========================================================= |
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// monster-specific schedule types |
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//========================================================= |
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enum |
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{ |
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SCHED_SPFORCE_SUPPRESS = LAST_COMMON_SCHEDULE + 1, |
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SCHED_SPFORCE_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way). |
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SCHED_SPFORCE_COVER_AND_RELOAD, |
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SCHED_SPFORCE_SWEEP, |
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SCHED_SPFORCE_FOUND_ENEMY, |
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SCHED_SPFORCE_REPEL, |
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SCHED_SPFORCE_REPEL_ATTACK, |
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SCHED_SPFORCE_REPEL_LAND, |
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SCHED_SPFORCE_WAIT_FACE_ENEMY, |
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SCHED_SPFORCE_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure. |
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SCHED_SPFORCE_ELOF_FAIL, |
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}; |
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//========================================================= |
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// monster-specific tasks |
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//========================================================= |
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enum |
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{ |
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TASK_SPFORCE_FACE_TOSS_DIR = LAST_COMMON_TASK + 1, |
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TASK_SPFORCE_SPEAK_SENTENCE, |
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TASK_SPFORCE_CHECK_FIRE, |
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}; |
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//========================================================= |
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// monster-specific conditions |
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//========================================================= |
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#define bits_COND_SPFORCE_NOFIRE ( bits_COND_SPECIAL1 ) |
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class CSPForce : public CHGrunt |
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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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void Shoot ( void ); |
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void Beretta ( void ); |
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void GibMonster( void ); |
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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int IRelationship ( CBaseEntity *pTarget ); |
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}; |
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LINK_ENTITY_TO_CLASS( monster_human_spforce, CSPForce ); |
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//========================================================= |
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// IRelationship - overridden because Alien Grunts are |
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// Human grunt's nemesis. |
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//========================================================= |
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int CSPForce::IRelationship ( CBaseEntity *pTarget ) |
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{ |
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if ( FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) ) |
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{ |
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return R_NM; |
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} |
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else if( FClassnameIs( pTarget->pev, "monster_human_grunt" ) ) |
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{ |
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return R_HT; |
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} |
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return CSquadMonster::IRelationship( pTarget ); |
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} |
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//========================================================= |
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// GibMonster - make gun fly through the air. |
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//========================================================= |
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void CSPForce :: GibMonster ( void ) |
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{ |
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Vector vecGunPos; |
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Vector vecGunAngles; |
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if ( GetBodygroup( 2 ) != 2 ) |
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{// throw a gun if the SPForce has one |
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GetAttachment( 0, vecGunPos, vecGunAngles ); |
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CBaseEntity *pGun; |
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//Alex994 begin - for beretta spawning |
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if (FBitSet( pev->weapons, SPFORCE_BERETTA )) |
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{ |
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pGun = DropItem( "weapon_beretta", vecGunPos, vecGunAngles ); |
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} |
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//Alex994 end |
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else |
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{ |
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pGun = DropItem( "weapon_9mmm41a", vecGunPos, vecGunAngles ); |
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} |
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if ( pGun ) |
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{ |
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pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300)); |
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pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 ); |
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} |
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if (FBitSet( pev->weapons, SPFORCE_GRENADELAUNCHER )) |
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{ |
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pGun = DropItem( "ammo_ARgrenades", vecGunPos, vecGunAngles ); |
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if ( pGun ) |
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{ |
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pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300)); |
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pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 ); |
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} |
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} |
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} |
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CBaseMonster :: GibMonster(); |
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} |
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//========================================================= |
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// TakeDamage - overridden for the SPForce because the SPForce |
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// needs to forget that he is in cover if he's hurt. (Obviously |
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// not in a safe place anymore). |
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//========================================================= |
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int CSPForce :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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Forget( bits_MEMORY_INCOVER ); |
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return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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} |
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//========================================================= |
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// Shoot |
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//========================================================= |
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void CSPForce :: Shoot ( void ) |
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{ |
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if (m_hEnemy == 0) |
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{ |
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return; |
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} |
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Vector vecShootOrigin = GetGunPosition(); |
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Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); |
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UTIL_MakeVectors ( pev->angles ); |
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Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); |
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EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL); |
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FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_MONSTER_MP5); // shoot +-5 degrees |
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pev->effects |= EF_MUZZLEFLASH; |
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m_cAmmoLoaded--;// take away a bullet! |
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Vector angDir = UTIL_VecToAngles( vecShootDir ); |
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SetBlending( 0, angDir.x ); |
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} |
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//========================================================= |
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// Shoot |
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//========================================================= |
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void CSPForce :: Beretta ( void ) |
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{ |
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if (m_hEnemy == 0) |
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{ |
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return; |
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} |
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Vector vecShootOrigin = GetGunPosition(); |
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Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); |
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UTIL_MakeVectors ( pev->angles ); |
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Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); |
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EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL); |
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FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_4DEGREES, 2048, BULLET_MONSTER_9MM, 0 ); // shoot +-7.5 degrees |
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pev->effects |= EF_MUZZLEFLASH; |
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m_cAmmoLoaded--;// take away a bullet! |
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Vector angDir = UTIL_VecToAngles( vecShootDir ); |
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SetBlending( 0, angDir.x ); |
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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 CSPForce :: HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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Vector vecShootDir; |
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Vector vecShootOrigin; |
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switch( pEvent->event ) |
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{ |
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case SPFORCE_AE_DROP_GUN: |
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{ |
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Vector vecGunPos; |
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Vector vecGunAngles; |
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GetAttachment( 0, vecGunPos, vecGunAngles ); |
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// switch to body group with no gun. |
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SetBodygroup( GUN_GROUP, GUN_NONE ); |
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//Alex begin |
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if (FBitSet( pev->weapons, SPFORCE_BERETTA )) |
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{ |
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DropItem( "weapon_beretta", vecGunPos, vecGunAngles ); |
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} |
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//Alex end |
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else |
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{ |
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DropItem( "weapon_9mmm41a", vecGunPos, vecGunAngles ); |
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} |
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if (FBitSet( pev->weapons, SPFORCE_GRENADELAUNCHER )) |
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{ |
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DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles ); |
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} |
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} |
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break; |
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case SPFORCE_AE_RELOAD: |
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// the first round of the three round burst plays the sound and puts a sound in the world sound list. |
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if ( FBitSet( pev->weapons, SPFORCE_BERETTA ) ) |
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{ |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "spforce/spf_reload2.wav", 1, ATTN_NORM ); |
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} |
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else |
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{ |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "spforce/spf_reload1.wav", 1, ATTN_NORM ); |
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} |
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m_cAmmoLoaded = m_cClipSize; |
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ClearConditions(bits_COND_NO_AMMO_LOADED); |
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break; |
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case SPFORCE_AE_GREN_TOSS: |
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{ |
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UTIL_MakeVectors( pev->angles ); |
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// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 ); |
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CGrenade::ShootTimed( pev, GetGunPosition(), m_vecTossVelocity, 3.5 ); |
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m_fThrowGrenade = FALSE; |
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m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. |
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// !!!LATER - when in a group, only try to throw grenade if ordered. |
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} |
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break; |
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case SPFORCE_AE_GREN_LAUNCH: |
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{ |
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//EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/m41aglauncher.wav", 0.8, ATTN_NORM); |
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if ( RANDOM_LONG(0,1) ) |
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{ |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m41aglauncher.wav", 0.8, ATTN_NORM ); |
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} |
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else |
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{ |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m41aglauncher2.wav", 0.8, ATTN_NORM ); |
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} |
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CGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity, gSkillData.plrDmgM41AGrenade ); |
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m_fThrowGrenade = FALSE; |
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if (g_iSkillLevel == SKILL_HARD) |
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m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );// wait a random amount of time before shooting again |
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else |
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m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. |
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} |
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break; |
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case SPFORCE_AE_GREN_DROP: |
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{ |
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UTIL_MakeVectors( pev->angles ); |
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CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 ); |
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} |
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break; |
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case SPFORCE_AE_BURST1: |
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{ |
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if ( FBitSet( pev->weapons, SPFORCE_M41A )) |
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{ |
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Shoot(); |
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// the first round of the three round burst plays the sound and puts a sound in the world sound list. |
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if ( RANDOM_LONG(0,1) ) |
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{ |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m41ahks1.wav", 1, ATTN_NORM ); |
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} |
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else |
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{ |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m41ahks2.wav", 1, ATTN_NORM ); |
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} |
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} |
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//Alex begin |
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else |
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{ |
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Beretta(); |
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// the first round of the three round burst plays the sound and puts a sound in the world sound list. |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/beretta_fire1.wav", 1, ATTN_NORM ); |
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} |
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CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); |
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} |
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break; |
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case SPFORCE_AE_BURST2: |
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case SPFORCE_AE_BURST3: |
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Shoot(); |
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break; |
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case SPFORCE_AE_KICK: |
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{ |
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CBaseEntity *pHurt = Kick(); |
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if ( pHurt ) |
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{ |
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// SOUND HERE! |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "common/kick.wav", 1, ATTN_NORM ); |
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UTIL_MakeVectors( pev->angles ); |
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pHurt->pev->punchangle.x = 15; |
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50; |
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pHurt->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB ); |
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} |
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} |
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break; |
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case SPFORCE_AE_CAUGHT_ENEMY: |
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{ |
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if ( FOkToSpeak() ) |
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{ |
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SENTENCEG_PlayRndSz(ENT(pev), "HG_ALERT", SPFORCE_SENTENCE_VOLUME, SPFORCE_ATTN, 0, m_voicePitch); |
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JustSpoke(); |
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} |
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} |
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break; |
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default: |
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CSquadMonster::HandleAnimEvent( pEvent ); |
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break; |
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} |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CSPForce :: Spawn() |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/spforce.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->effects = 0; |
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pev->health = gSkillData.hgruntHealth; |
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m_flFieldOfView = 0.2;// 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_flNextGrenadeCheck = gpGlobals->time + 1; |
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m_flNextPainTime = gpGlobals->time; |
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m_iSentence = HGRUNT_SENT_NONE; |
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m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; |
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m_fEnemyEluded = FALSE; |
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m_fFirstEncounter = TRUE;// this is true when the SPForce spawns, because he hasn't encountered an enemy yet. |
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m_HackedGunPos = Vector ( 0, 0, 55 ); |
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if (pev->weapons == 0) |
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{ |
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// initialize to original values |
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pev->weapons = SPFORCE_M41A | SPFORCE_HANDGRENADE; |
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// pev->weapons = SPFORCE_SHOTGUN; |
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// pev->weapons = SPFORCE_9MMAR | SPFORCE_GRENADELAUNCHER; |
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} |
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if (FBitSet( pev->weapons, SPFORCE_BERETTA )) |
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{ |
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SetBodygroup( GUN_GROUP, GUN_BERETTA ); |
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m_cClipSize = 15; |
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} |
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else |
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{ |
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m_cClipSize = 45; |
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} |
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m_cAmmoLoaded = m_cClipSize; |
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if (FBitSet( pev->weapons, SPFORCE_BERETTA )) |
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{ |
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SetBodygroup( HEAD_GROUP, HEAD_BERETTA); |
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} |
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else if (FBitSet( pev->weapons, SPFORCE_GRENADELAUNCHER )) |
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{ |
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SetBodygroup( HEAD_GROUP, HEAD_M203 ); |
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} |
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CTalkMonster::g_talkWaitTime = 0; |
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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 CSPForce :: Precache() |
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{ |
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PRECACHE_MODEL( "models/spforce.mdl" ); |
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PRECACHE_SOUND( "weapons/m41ahks1.wav" ); |
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PRECACHE_SOUND( "weapons/m41ahks2.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_die1.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_die2.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_die3.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_pain1.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_pain2.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_pain3.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_pain4.wav" ); |
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PRECACHE_SOUND( "hgrunt/gr_pain5.wav" ); |
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PRECACHE_SOUND( "spforce/spf_reload1.wav" ); |
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PRECACHE_SOUND( "spforce/spf_reload2.wav" ); |
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PRECACHE_SOUND( "weapons/m41aglauncher.wav" ); |
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PRECACHE_SOUND( "weapons/m41aglauncher2.wav" ); |
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PRECACHE_SOUND( "weapons/beretta_fire1.wav" ); |
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PRECACHE_SOUND( "zombie/claw_miss2.wav" );// because we use the basemonster SWIPE animation event |
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PRECACHE_SOUND( "common/kick.wav" ); |
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// get voice pitch |
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m_voicePitch = 92 + RANDOM_LONG( 0, 6 ); |
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|
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m_iBrassShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell |
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} |
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|
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//========================================================= |
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// CSPForceRepel - when triggered, spawns a monster_human_spforce |
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// repelling down a line. |
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//========================================================= |
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|
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class CSPForceRepel : public CBaseMonster |
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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 EXPORT RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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int m_iSpriteTexture; // Don't save, precache |
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}; |
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|
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LINK_ENTITY_TO_CLASS( monster_spforce_repel, CSPForceRepel ); |
|
|
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void CSPForceRepel::Spawn( void ) |
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{ |
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Precache( ); |
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pev->solid = SOLID_NOT; |
|
|
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SetUse( &CSPForceRepel::RepelUse ); |
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} |
|
|
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void CSPForceRepel::Precache( void ) |
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{ |
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UTIL_PrecacheOther( "monster_human_spforce" ); |
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m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" ); |
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} |
|
|
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void CSPForceRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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TraceResult tr; |
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UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr); |
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/* |
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if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP) |
|
return NULL; |
|
*/ |
|
|
|
CBaseEntity *pEntity = Create( "monster_human_spforce", pev->origin, pev->angles ); |
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CBaseMonster *pSPForce = pEntity->MyMonsterPointer( ); |
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pSPForce->pev->movetype = MOVETYPE_FLY; |
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pSPForce->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) ); |
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pSPForce->SetActivity( ACT_GLIDE ); |
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// UNDONE: position? |
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pSPForce->m_vecLastPosition = tr.vecEndPos; |
|
|
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CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 ); |
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pBeam->PointEntInit( pev->origin + Vector(0,0,112), pSPForce->entindex() ); |
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pBeam->SetFlags( BEAM_FSOLID ); |
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pBeam->SetColor( 255, 255, 255 ); |
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pBeam->SetThink( &CBeam::SUB_Remove ); |
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pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pSPForce->pev->velocity.z + 0.5; |
|
|
|
UTIL_Remove( this ); |
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} |
|
|
|
|
|
|
|
//========================================================= |
|
// DEAD SPFORCE PROP |
|
//========================================================= |
|
class CDeadSPForce : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
int Classify ( void ) { return CLASS_HUMAN_MILITARY; } |
|
|
|
void KeyValue( KeyValueData *pkvd ); |
|
|
|
int m_iPose;// which sequence to display -- temporary, don't need to save |
|
static const char *m_szPoses[3]; |
|
}; |
|
|
|
const char *CDeadSPForce::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" }; |
|
|
|
void CDeadSPForce::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if (FStrEq(pkvd->szKeyName, "pose")) |
|
{ |
|
m_iPose = atoi(pkvd->szValue); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseMonster::KeyValue( pkvd ); |
|
} |
|
|
|
LINK_ENTITY_TO_CLASS( monster_spforce_dead, CDeadSPForce ); |
|
|
|
//========================================================= |
|
// ********** DeadSPForce SPAWN ********** |
|
//========================================================= |
|
void CDeadSPForce :: Spawn( void ) |
|
{ |
|
PRECACHE_MODEL("models/spforce.mdl"); |
|
SET_MODEL(ENT(pev), "models/spforce.mdl"); |
|
|
|
pev->effects = 0; |
|
pev->yaw_speed = 8; |
|
pev->sequence = 0; |
|
m_bloodColor = BLOOD_COLOR_RED; |
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] ); |
|
|
|
if (pev->sequence == -1) |
|
{ |
|
ALERT ( at_console, "Dead SPForce with bad pose\n" ); |
|
} |
|
|
|
// Corpses have less health |
|
pev->health = 8; |
|
|
|
// map old bodies onto new bodies |
|
switch( pev->body ) |
|
{ |
|
case 0: // SPForce with Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_SPForce ); |
|
SetBodygroup( GUN_GROUP, GUN_M41A ); |
|
break; |
|
case 1: // Commander with Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); |
|
SetBodygroup( GUN_GROUP, GUN_M41A ); |
|
break; |
|
case 2: // SPForce no Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_SPForce ); |
|
SetBodygroup( GUN_GROUP, GUN_NONE ); |
|
break; |
|
case 3: // Commander no Gun |
|
pev->body = 0; |
|
pev->skin = 0; |
|
SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); |
|
SetBodygroup( GUN_GROUP, GUN_NONE ); |
|
break; |
|
} |
|
|
|
MonsterInitDead(); |
|
}
|
|
|