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212 lines
5.5 KiB
212 lines
5.5 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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// Bloater |
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//========================================================= |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "schedule.h" |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define BLOATER_AE_ATTACK_MELEE1 0x01 |
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class CBloater : 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 SetYawSpeed( void ); |
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int Classify( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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void PainSound( void ); |
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void AlertSound( void ); |
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void IdleSound( void ); |
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void AttackSnd( void ); |
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// No range attacks |
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BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } |
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BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; } |
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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}; |
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LINK_ENTITY_TO_CLASS( monster_bloater, CBloater ) |
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//========================================================= |
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// Classify - indicates this monster's place in the |
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// relationship table. |
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//========================================================= |
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int CBloater::Classify( void ) |
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{ |
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return CLASS_ALIEN_MONSTER; |
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} |
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//========================================================= |
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// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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void CBloater::SetYawSpeed( void ) |
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{ |
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int ys; |
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ys = 120; |
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#if 0 |
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switch( m_Activity ) |
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{ |
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} |
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#endif |
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pev->yaw_speed = ys; |
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} |
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int CBloater::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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PainSound(); |
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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} |
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void CBloater::PainSound( void ) |
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{ |
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#if 0 |
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int pitch = 95 + RANDOM_LONG( 0, 9 ); |
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switch( RANDOM_LONG( 0, 5 ) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_pain1.wav", 1.0, ATTN_NORM, 0, pitch ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_pain2.wav", 1.0, ATTN_NORM, 0, pitch ); |
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break; |
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default: |
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break; |
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} |
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#endif |
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} |
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void CBloater::AlertSound( void ) |
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{ |
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#if 0 |
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int pitch = 95 + RANDOM_LONG( 0, 9 ); |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_alert10.wav", 1.0, ATTN_NORM, 0, pitch ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_alert20.wav", 1.0, ATTN_NORM, 0, pitch ); |
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break; |
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case 2: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_alert30.wav", 1.0, ATTN_NORM, 0, pitch ); |
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break; |
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} |
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#endif |
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} |
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void CBloater::IdleSound( void ) |
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{ |
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#if 0 |
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int pitch = 95 + RANDOM_LONG( 0, 9 ); |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_idle1.wav", 1.0, ATTN_NORM, 0, pitch ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_idle2.wav", 1.0, ATTN_NORM, 0, pitch ); |
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break; |
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case 2: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_idle3.wav", 1.0, ATTN_NORM, 0, pitch ); |
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break; |
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} |
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#endif |
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} |
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void CBloater::AttackSnd( void ) |
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{ |
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#if 0 |
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int pitch = 95 + RANDOM_LONG( 0, 9 ); |
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switch( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_attack1.wav", 1.0, ATTN_NORM, 0, pitch ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_attack2.wav", 1.0, ATTN_NORM, 0, pitch ); |
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break; |
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} |
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#endif |
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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 CBloater::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case BLOATER_AE_ATTACK_MELEE1: |
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{ |
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// do stuff for this event. |
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AttackSnd(); |
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} |
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break; |
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default: |
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CBaseMonster::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 CBloater::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/floater.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_FLY; |
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pev->spawnflags |= FL_FLY; |
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m_bloodColor = BLOOD_COLOR_GREEN; |
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pev->health = 40; |
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pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. |
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m_flFieldOfView = 0.5;// 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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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 CBloater::Precache() |
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{ |
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PRECACHE_MODEL( "models/floater.mdl" ); |
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} |
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//========================================================= |
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// AI Schedules Specific to this monster |
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//=========================================================
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