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1044 lines
25 KiB
C++
1044 lines
25 KiB
C++
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/***
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*
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* Copyright (c) 1999, 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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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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/*
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h_tentacle.cpp - silo of death tentacle monster (half life)
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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 "weapons.h"
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#include "soundent.h"
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#define ACT_T_IDLE 1010
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#define ACT_T_TAP 1020
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#define ACT_T_STRIKE 1030
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#define ACT_T_REARIDLE 1040
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class CTentacle : public CBaseMonster
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{
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public:
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CTentacle( void );
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void Spawn( );
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void Precache( );
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void KeyValue( KeyValueData *pkvd );
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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// Don't allow the tentacle to go across transitions!!!
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virtual int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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void SetObjectCollisionBox( void )
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{
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pev->absmin = pev->origin + Vector(-400, -400, 0);
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pev->absmax = pev->origin + Vector(400, 400, 850);
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}
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void EXPORT Cycle( void );
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void EXPORT CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT Start( void );
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void EXPORT DieThink( void );
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void EXPORT Test( void );
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void EXPORT HitTouch( CBaseEntity *pOther );
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float HearingSensitivity( void ) { return 2.0; };
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void Killed( entvars_t *pevAttacker, int iGib );
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MONSTERSTATE GetIdealState ( void ) { return MONSTERSTATE_IDLE; };
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int CanPlaySequence( BOOL fDisregardState ) { return TRUE; };
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int Classify( void );
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int Level( float dz );
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int MyLevel( void );
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float MyHeight( void );
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float m_flInitialYaw;
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int m_iGoalAnim;
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int m_iLevel;
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int m_iDir;
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float m_flFramerateAdj;
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float m_flSoundYaw;
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int m_iSoundLevel;
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float m_flSoundTime;
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float m_flSoundRadius;
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int m_iHitDmg;
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float m_flHitTime;
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float m_flTapRadius;
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float m_flNextSong;
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static int g_fFlySound;
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static int g_fSquirmSound;
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float m_flMaxYaw;
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int m_iTapSound;
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Vector m_vecPrevSound;
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float m_flPrevSoundTime;
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static const char *pHitSilo[];
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static const char *pHitDirt[];
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static const char *pHitWater[];
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};
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int CTentacle :: g_fFlySound;
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int CTentacle :: g_fSquirmSound;
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LINK_ENTITY_TO_CLASS( monster_tentacle, CTentacle );
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// stike sounds
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#define TE_NONE -1
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#define TE_SILO 0
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#define TE_DIRT 1
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#define TE_WATER 2
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const char *CTentacle::pHitSilo[] =
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{
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"tentacle/te_strike1.wav",
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"tentacle/te_strike2.wav",
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};
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const char *CTentacle::pHitDirt[] =
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{
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"player/pl_dirt1.wav",
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"player/pl_dirt2.wav",
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"player/pl_dirt3.wav",
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"player/pl_dirt4.wav",
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};
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const char *CTentacle::pHitWater[] =
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{
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"player/pl_slosh1.wav",
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"player/pl_slosh2.wav",
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"player/pl_slosh3.wav",
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"player/pl_slosh4.wav",
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};
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TYPEDESCRIPTION CTentacle::m_SaveData[] =
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{
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DEFINE_FIELD( CTentacle, m_flInitialYaw, FIELD_FLOAT ),
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DEFINE_FIELD( CTentacle, m_iGoalAnim, FIELD_INTEGER ),
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DEFINE_FIELD( CTentacle, m_iLevel, FIELD_INTEGER ),
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DEFINE_FIELD( CTentacle, m_iDir, FIELD_INTEGER ),
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DEFINE_FIELD( CTentacle, m_flFramerateAdj, FIELD_FLOAT ),
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DEFINE_FIELD( CTentacle, m_flSoundYaw, FIELD_FLOAT ),
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DEFINE_FIELD( CTentacle, m_iSoundLevel, FIELD_INTEGER ),
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DEFINE_FIELD( CTentacle, m_flSoundTime, FIELD_TIME ),
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DEFINE_FIELD( CTentacle, m_flSoundRadius, FIELD_FLOAT ),
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DEFINE_FIELD( CTentacle, m_iHitDmg, FIELD_INTEGER ),
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DEFINE_FIELD( CTentacle, m_flHitTime, FIELD_TIME ),
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DEFINE_FIELD( CTentacle, m_flTapRadius, FIELD_FLOAT ),
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DEFINE_FIELD( CTentacle, m_flNextSong, FIELD_TIME ),
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DEFINE_FIELD( CTentacle, m_iTapSound, FIELD_INTEGER ),
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DEFINE_FIELD( CTentacle, m_flMaxYaw, FIELD_FLOAT ),
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DEFINE_FIELD( CTentacle, m_vecPrevSound, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( CTentacle, m_flPrevSoundTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CTentacle, CBaseMonster );
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// animation sequence aliases
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typedef enum
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{
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TENTACLE_ANIM_Pit_Idle,
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TENTACLE_ANIM_rise_to_Temp1,
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TENTACLE_ANIM_Temp1_to_Floor,
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TENTACLE_ANIM_Floor_Idle,
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TENTACLE_ANIM_Floor_Fidget_Pissed,
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TENTACLE_ANIM_Floor_Fidget_SmallRise,
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TENTACLE_ANIM_Floor_Fidget_Wave,
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TENTACLE_ANIM_Floor_Strike,
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TENTACLE_ANIM_Floor_Tap,
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TENTACLE_ANIM_Floor_Rotate,
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TENTACLE_ANIM_Floor_Rear,
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TENTACLE_ANIM_Floor_Rear_Idle,
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TENTACLE_ANIM_Floor_to_Lev1,
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TENTACLE_ANIM_Lev1_Idle,
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TENTACLE_ANIM_Lev1_Fidget_Claw,
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TENTACLE_ANIM_Lev1_Fidget_Shake,
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TENTACLE_ANIM_Lev1_Fidget_Snap,
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TENTACLE_ANIM_Lev1_Strike,
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TENTACLE_ANIM_Lev1_Tap,
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TENTACLE_ANIM_Lev1_Rotate,
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TENTACLE_ANIM_Lev1_Rear,
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TENTACLE_ANIM_Lev1_Rear_Idle,
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TENTACLE_ANIM_Lev1_to_Lev2,
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TENTACLE_ANIM_Lev2_Idle,
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TENTACLE_ANIM_Lev2_Fidget_Shake,
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TENTACLE_ANIM_Lev2_Fidget_Swing,
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TENTACLE_ANIM_Lev2_Fidget_Tut,
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TENTACLE_ANIM_Lev2_Strike,
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TENTACLE_ANIM_Lev2_Tap,
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TENTACLE_ANIM_Lev2_Rotate,
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TENTACLE_ANIM_Lev2_Rear,
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TENTACLE_ANIM_Lev2_Rear_Idle,
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TENTACLE_ANIM_Lev2_to_Lev3,
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TENTACLE_ANIM_Lev3_Idle,
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TENTACLE_ANIM_Lev3_Fidget_Shake,
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TENTACLE_ANIM_Lev3_Fidget_Side,
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TENTACLE_ANIM_Lev3_Fidget_Swipe,
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TENTACLE_ANIM_Lev3_Strike,
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TENTACLE_ANIM_Lev3_Tap,
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TENTACLE_ANIM_Lev3_Rotate,
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TENTACLE_ANIM_Lev3_Rear,
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TENTACLE_ANIM_Lev3_Rear_Idle,
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TENTACLE_ANIM_Lev1_Door_reach,
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TENTACLE_ANIM_Lev3_to_Engine,
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TENTACLE_ANIM_Engine_Idle,
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TENTACLE_ANIM_Engine_Sway,
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TENTACLE_ANIM_Engine_Swat,
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TENTACLE_ANIM_Engine_Bob,
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TENTACLE_ANIM_Engine_Death1,
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TENTACLE_ANIM_Engine_Death2,
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TENTACLE_ANIM_Engine_Death3,
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TENTACLE_ANIM_none
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} TENTACLE_ANIM;
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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 CTentacle :: 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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// Tentacle Spawn
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//
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void CTentacle :: Spawn( )
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{
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Precache( );
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pev->solid = SOLID_BBOX;
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pev->movetype = MOVETYPE_FLY;
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pev->effects = 0;
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pev->health = 75;
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pev->sequence = 0;
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SET_MODEL(ENT(pev), "models/tentacle2.mdl");
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UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
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pev->takedamage = DAMAGE_AIM;
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pev->flags |= FL_MONSTER;
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m_bloodColor = BLOOD_COLOR_GREEN;
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SetThink( &CTentacle::Start );
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SetTouch( &CTentacle::HitTouch );
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SetUse( &CTentacle::CommandUse );
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pev->nextthink = gpGlobals->time + 0.2;
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ResetSequenceInfo( );
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m_iDir = 1;
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pev->yaw_speed = 18;
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m_flInitialYaw = pev->angles.y;
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pev->ideal_yaw = m_flInitialYaw;
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g_fFlySound = FALSE;
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g_fSquirmSound = FALSE;
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m_iHitDmg = 20;
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if (m_flMaxYaw <= 0)
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m_flMaxYaw = 65;
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m_MonsterState = MONSTERSTATE_IDLE;
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// SetThink( Test );
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UTIL_SetOrigin( pev, pev->origin );
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}
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void CTentacle :: Precache( )
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{
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PRECACHE_MODEL("models/tentacle2.mdl");
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PRECACHE_SOUND("ambience/flies.wav");
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PRECACHE_SOUND("ambience/squirm2.wav");
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PRECACHE_SOUND("tentacle/te_alert1.wav");
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PRECACHE_SOUND("tentacle/te_alert2.wav");
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PRECACHE_SOUND("tentacle/te_flies1.wav");
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PRECACHE_SOUND("tentacle/te_move1.wav");
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PRECACHE_SOUND("tentacle/te_move2.wav");
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PRECACHE_SOUND("tentacle/te_roar1.wav");
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PRECACHE_SOUND("tentacle/te_roar2.wav");
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PRECACHE_SOUND("tentacle/te_search1.wav");
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PRECACHE_SOUND("tentacle/te_search2.wav");
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PRECACHE_SOUND("tentacle/te_sing1.wav");
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PRECACHE_SOUND("tentacle/te_sing2.wav");
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PRECACHE_SOUND("tentacle/te_squirm2.wav");
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PRECACHE_SOUND("tentacle/te_strike1.wav");
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PRECACHE_SOUND("tentacle/te_strike2.wav");
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PRECACHE_SOUND("tentacle/te_swing1.wav");
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PRECACHE_SOUND("tentacle/te_swing2.wav");
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PRECACHE_SOUND_ARRAY( pHitSilo );
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PRECACHE_SOUND_ARRAY( pHitDirt );
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PRECACHE_SOUND_ARRAY( pHitWater );
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}
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CTentacle::CTentacle( )
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{
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m_flMaxYaw = 65;
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m_iTapSound = 0;
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}
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void CTentacle::KeyValue( KeyValueData *pkvd )
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{
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if (FStrEq(pkvd->szKeyName, "sweeparc"))
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{
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m_flMaxYaw = atof(pkvd->szValue) / 2.0;
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "sound"))
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{
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m_iTapSound = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBaseMonster::KeyValue( pkvd );
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}
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int CTentacle :: Level( float dz )
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{
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if (dz < 216)
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return 0;
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if (dz < 408)
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return 1;
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if (dz < 600)
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return 2;
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return 3;
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}
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float CTentacle :: MyHeight( )
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{
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switch ( MyLevel( ) )
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{
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case 1:
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return 256;
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case 2:
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return 448;
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case 3:
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return 640;
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}
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return 0;
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}
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int CTentacle :: MyLevel( )
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{
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switch( pev->sequence )
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{
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case TENTACLE_ANIM_Pit_Idle:
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return -1;
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case TENTACLE_ANIM_rise_to_Temp1:
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case TENTACLE_ANIM_Temp1_to_Floor:
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case TENTACLE_ANIM_Floor_to_Lev1:
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return 0;
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case TENTACLE_ANIM_Floor_Idle:
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case TENTACLE_ANIM_Floor_Fidget_Pissed:
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case TENTACLE_ANIM_Floor_Fidget_SmallRise:
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case TENTACLE_ANIM_Floor_Fidget_Wave:
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case TENTACLE_ANIM_Floor_Strike:
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case TENTACLE_ANIM_Floor_Tap:
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case TENTACLE_ANIM_Floor_Rotate:
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case TENTACLE_ANIM_Floor_Rear:
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case TENTACLE_ANIM_Floor_Rear_Idle:
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return 0;
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case TENTACLE_ANIM_Lev1_Idle:
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case TENTACLE_ANIM_Lev1_Fidget_Claw:
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case TENTACLE_ANIM_Lev1_Fidget_Shake:
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case TENTACLE_ANIM_Lev1_Fidget_Snap:
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case TENTACLE_ANIM_Lev1_Strike:
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case TENTACLE_ANIM_Lev1_Tap:
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case TENTACLE_ANIM_Lev1_Rotate:
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case TENTACLE_ANIM_Lev1_Rear:
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case TENTACLE_ANIM_Lev1_Rear_Idle:
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return 1;
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case TENTACLE_ANIM_Lev1_to_Lev2:
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return 1;
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case TENTACLE_ANIM_Lev2_Idle:
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case TENTACLE_ANIM_Lev2_Fidget_Shake:
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case TENTACLE_ANIM_Lev2_Fidget_Swing:
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case TENTACLE_ANIM_Lev2_Fidget_Tut:
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||
|
case TENTACLE_ANIM_Lev2_Strike:
|
||
|
case TENTACLE_ANIM_Lev2_Tap:
|
||
|
case TENTACLE_ANIM_Lev2_Rotate:
|
||
|
case TENTACLE_ANIM_Lev2_Rear:
|
||
|
case TENTACLE_ANIM_Lev2_Rear_Idle:
|
||
|
return 2;
|
||
|
|
||
|
case TENTACLE_ANIM_Lev2_to_Lev3:
|
||
|
return 2;
|
||
|
|
||
|
case TENTACLE_ANIM_Lev3_Idle:
|
||
|
case TENTACLE_ANIM_Lev3_Fidget_Shake:
|
||
|
case TENTACLE_ANIM_Lev3_Fidget_Side:
|
||
|
case TENTACLE_ANIM_Lev3_Fidget_Swipe:
|
||
|
case TENTACLE_ANIM_Lev3_Strike:
|
||
|
case TENTACLE_ANIM_Lev3_Tap:
|
||
|
case TENTACLE_ANIM_Lev3_Rotate:
|
||
|
case TENTACLE_ANIM_Lev3_Rear:
|
||
|
case TENTACLE_ANIM_Lev3_Rear_Idle:
|
||
|
return 3;
|
||
|
|
||
|
case TENTACLE_ANIM_Lev1_Door_reach:
|
||
|
return -1;
|
||
|
}
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CTentacle :: Test( void )
|
||
|
{
|
||
|
pev->sequence = TENTACLE_ANIM_Floor_Strike;
|
||
|
pev->framerate = 0;
|
||
|
StudioFrameAdvance( );
|
||
|
pev->nextthink = gpGlobals->time + 0.1;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// TentacleThink
|
||
|
//
|
||
|
void CTentacle :: Cycle( void )
|
||
|
{
|
||
|
// ALERT( at_console, "%s %.2f %d %d\n", STRING( pev->targetname ), pev->origin.z, m_MonsterState, m_IdealMonsterState );
|
||
|
pev->nextthink = gpGlobals-> time + 0.1;
|
||
|
|
||
|
// ALERT( at_console, "%s %d %d %d %f %f\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim, m_iDir, pev->framerate, pev->health );
|
||
|
|
||
|
if (m_MonsterState == MONSTERSTATE_SCRIPT || m_IdealMonsterState == MONSTERSTATE_SCRIPT)
|
||
|
{
|
||
|
pev->angles.y = m_flInitialYaw;
|
||
|
pev->ideal_yaw = m_flInitialYaw;
|
||
|
ClearConditions( IgnoreConditions() );
|
||
|
MonsterThink( );
|
||
|
m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
DispatchAnimEvents( );
|
||
|
StudioFrameAdvance( );
|
||
|
|
||
|
ChangeYaw( pev->yaw_speed );
|
||
|
|
||
|
CSound *pSound;
|
||
|
|
||
|
Listen( );
|
||
|
|
||
|
// Listen will set this if there's something in my sound list
|
||
|
if ( HasConditions( bits_COND_HEAR_SOUND ) )
|
||
|
pSound = PBestSound();
|
||
|
else
|
||
|
pSound = NULL;
|
||
|
|
||
|
if ( pSound )
|
||
|
{
|
||
|
Vector vecDir;
|
||
|
if (gpGlobals->time - m_flPrevSoundTime < 0.5)
|
||
|
{
|
||
|
float dt = gpGlobals->time - m_flPrevSoundTime;
|
||
|
vecDir = pSound->m_vecOrigin + (pSound->m_vecOrigin - m_vecPrevSound) / dt - pev->origin;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vecDir = pSound->m_vecOrigin - pev->origin;
|
||
|
}
|
||
|
m_flPrevSoundTime = gpGlobals->time;
|
||
|
m_vecPrevSound = pSound->m_vecOrigin;
|
||
|
|
||
|
m_flSoundYaw = UTIL_VecToYaw ( vecDir ) - m_flInitialYaw;
|
||
|
m_iSoundLevel = Level( vecDir.z );
|
||
|
|
||
|
if (m_flSoundYaw < -180)
|
||
|
m_flSoundYaw += 360;
|
||
|
if (m_flSoundYaw > 180)
|
||
|
m_flSoundYaw -= 360;
|
||
|
|
||
|
// ALERT( at_console, "sound %d %.0f\n", m_iSoundLevel, m_flSoundYaw );
|
||
|
if (m_flSoundTime < gpGlobals->time)
|
||
|
{
|
||
|
// play "I hear new something" sound
|
||
|
char *sound;
|
||
|
|
||
|
switch( RANDOM_LONG(0,1) )
|
||
|
{
|
||
|
case 0: sound = "tentacle/te_alert1.wav"; break;
|
||
|
case 1: sound = "tentacle/te_alert2.wav"; break;
|
||
|
}
|
||
|
|
||
|
// UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100);
|
||
|
}
|
||
|
m_flSoundTime = gpGlobals->time + RANDOM_FLOAT( 5.0, 10.0 );
|
||
|
}
|
||
|
|
||
|
// clip ideal_yaw
|
||
|
float dy = m_flSoundYaw;
|
||
|
switch( pev->sequence )
|
||
|
{
|
||
|
case TENTACLE_ANIM_Floor_Rear:
|
||
|
case TENTACLE_ANIM_Floor_Rear_Idle:
|
||
|
case TENTACLE_ANIM_Lev1_Rear:
|
||
|
case TENTACLE_ANIM_Lev1_Rear_Idle:
|
||
|
case TENTACLE_ANIM_Lev2_Rear:
|
||
|
case TENTACLE_ANIM_Lev2_Rear_Idle:
|
||
|
case TENTACLE_ANIM_Lev3_Rear:
|
||
|
case TENTACLE_ANIM_Lev3_Rear_Idle:
|
||
|
if (dy < 0 && dy > -m_flMaxYaw)
|
||
|
dy = -m_flMaxYaw;
|
||
|
if (dy > 0 && dy < m_flMaxYaw)
|
||
|
dy = m_flMaxYaw;
|
||
|
break;
|
||
|
default:
|
||
|
if (dy < -m_flMaxYaw)
|
||
|
dy = -m_flMaxYaw;
|
||
|
if (dy > m_flMaxYaw)
|
||
|
dy = m_flMaxYaw;
|
||
|
}
|
||
|
pev->ideal_yaw = m_flInitialYaw + dy;
|
||
|
|
||
|
if (m_fSequenceFinished)
|
||
|
{
|
||
|
// ALERT( at_console, "%s done %d %d\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim );
|
||
|
if (pev->health <= 1)
|
||
|
{
|
||
|
m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
|
||
|
if (pev->sequence == TENTACLE_ANIM_Pit_Idle)
|
||
|
{
|
||
|
pev->health = 75;
|
||
|
}
|
||
|
}
|
||
|
else if ( m_flSoundTime > gpGlobals->time )
|
||
|
{
|
||
|
if (m_flSoundYaw >= -(m_flMaxYaw + 30) && m_flSoundYaw <= (m_flMaxYaw + 30))
|
||
|
{
|
||
|
// strike
|
||
|
m_iGoalAnim = LookupActivity( ACT_T_STRIKE + m_iSoundLevel );
|
||
|
}
|
||
|
else if (m_flSoundYaw >= -m_flMaxYaw * 2 && m_flSoundYaw <= m_flMaxYaw * 2)
|
||
|
{
|
||
|
// tap
|
||
|
m_iGoalAnim = LookupActivity( ACT_T_TAP + m_iSoundLevel );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// go into rear idle
|
||
|
m_iGoalAnim = LookupActivity( ACT_T_REARIDLE + m_iSoundLevel );
|
||
|
}
|
||
|
}
|
||
|
else if (pev->sequence == TENTACLE_ANIM_Pit_Idle)
|
||
|
{
|
||
|
// stay in pit until hear noise
|
||
|
m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
|
||
|
}
|
||
|
else if (pev->sequence == m_iGoalAnim)
|
||
|
{
|
||
|
if (MyLevel() >= 0 && gpGlobals->time < m_flSoundTime)
|
||
|
{
|
||
|
if (RANDOM_LONG(0,9) < m_flSoundTime - gpGlobals->time)
|
||
|
{
|
||
|
// continue stike
|
||
|
m_iGoalAnim = LookupActivity( ACT_T_STRIKE + m_iSoundLevel );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// tap
|
||
|
m_iGoalAnim = LookupActivity( ACT_T_TAP + m_iSoundLevel );
|
||
|
}
|
||
|
}
|
||
|
else if (MyLevel( ) < 0)
|
||
|
{
|
||
|
m_iGoalAnim = LookupActivity( ACT_T_IDLE + 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (m_flNextSong < gpGlobals->time)
|
||
|
{
|
||
|
// play "I hear new something" sound
|
||
|
char *sound;
|
||
|
|
||
|
switch( RANDOM_LONG(0,1) )
|
||
|
{
|
||
|
case 0: sound = "tentacle/te_sing1.wav"; break;
|
||
|
case 1: sound = "tentacle/te_sing2.wav"; break;
|
||
|
}
|
||
|
|
||
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, sound, 1.0, ATTN_NORM);
|
||
|
|
||
|
m_flNextSong = gpGlobals->time + RANDOM_FLOAT( 10, 20 );
|
||
|
}
|
||
|
|
||
|
if (RANDOM_LONG(0,15) == 0)
|
||
|
{
|
||
|
// idle on new level
|
||
|
m_iGoalAnim = LookupActivity( ACT_T_IDLE + RANDOM_LONG(0,3) );
|
||
|
}
|
||
|
else if (RANDOM_LONG(0,3) == 0)
|
||
|
{
|
||
|
// tap
|
||
|
m_iGoalAnim = LookupActivity( ACT_T_TAP + MyLevel( ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// idle
|
||
|
m_iGoalAnim = LookupActivity( ACT_T_IDLE + MyLevel( ) );
|
||
|
}
|
||
|
}
|
||
|
if (m_flSoundYaw < 0)
|
||
|
m_flSoundYaw += RANDOM_FLOAT( 2, 8 );
|
||
|
else
|
||
|
m_flSoundYaw -= RANDOM_FLOAT( 2, 8 );
|
||
|
}
|
||
|
|
||
|
pev->sequence = FindTransition( pev->sequence, m_iGoalAnim, &m_iDir );
|
||
|
|
||
|
if (m_iDir > 0)
|
||
|
{
|
||
|
pev->frame = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_iDir = -1; // just to safe
|
||
|
pev->frame = 255;
|
||
|
}
|
||
|
ResetSequenceInfo( );
|
||
|
|
||
|
m_flFramerateAdj = RANDOM_FLOAT( -0.2, 0.2 );
|
||
|
pev->framerate = m_iDir * 1.0 + m_flFramerateAdj;
|
||
|
|
||
|
switch( pev->sequence)
|
||
|
{
|
||
|
case TENTACLE_ANIM_Floor_Tap:
|
||
|
case TENTACLE_ANIM_Lev1_Tap:
|
||
|
case TENTACLE_ANIM_Lev2_Tap:
|
||
|
case TENTACLE_ANIM_Lev3_Tap:
|
||
|
{
|
||
|
Vector vecSrc;
|
||
|
UTIL_MakeVectors( pev->angles );
|
||
|
|
||
|
TraceResult tr1, tr2;
|
||
|
|
||
|
vecSrc = pev->origin + Vector( 0, 0, MyHeight() - 4);
|
||
|
UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 512, ignore_monsters, ENT( pev ), &tr1 );
|
||
|
|
||
|
vecSrc = pev->origin + Vector( 0, 0, MyHeight() + 8);
|
||
|
UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 512, ignore_monsters, ENT( pev ), &tr2 );
|
||
|
|
||
|
// ALERT( at_console, "%f %f\n", tr1.flFraction * 512, tr2.flFraction * 512 );
|
||
|
|
||
|
m_flTapRadius = SetBlending( 0, RANDOM_FLOAT( tr1.flFraction * 512, tr2.flFraction * 512 ) );
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
m_flTapRadius = 336; // 400 - 64
|
||
|
break;
|
||
|
}
|
||
|
pev->view_ofs.z = MyHeight( );
|
||
|
// ALERT( at_console, "seq %d\n", pev->sequence );
|
||
|
}
|
||
|
|
||
|
if (m_flPrevSoundTime + 2.0 > gpGlobals->time)
|
||
|
{
|
||
|
// 1.5 normal speed if hears sounds
|
||
|
pev->framerate = m_iDir * 1.5 + m_flFramerateAdj;
|
||
|
}
|
||
|
else if (m_flPrevSoundTime + 5.0 > gpGlobals->time)
|
||
|
{
|
||
|
// slowdown to normal
|
||
|
pev->framerate = m_iDir + m_iDir * (5 - (gpGlobals->time - m_flPrevSoundTime)) / 2 + m_flFramerateAdj;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CTentacle::CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
|
{
|
||
|
// ALERT( at_console, "%s triggered %d\n", STRING( pev->targetname ), useType );
|
||
|
switch( useType )
|
||
|
{
|
||
|
case USE_OFF:
|
||
|
pev->takedamage = DAMAGE_NO;
|
||
|
SetThink( &CTentacle::DieThink );
|
||
|
m_iGoalAnim = TENTACLE_ANIM_Engine_Death1;
|
||
|
break;
|
||
|
case USE_ON:
|
||
|
if (pActivator)
|
||
|
{
|
||
|
// ALERT( at_console, "insert sound\n");
|
||
|
CSoundEnt::InsertSound ( bits_SOUND_WORLD, pActivator->pev->origin, 1024, 1.0 );
|
||
|
}
|
||
|
break;
|
||
|
case USE_SET:
|
||
|
break;
|
||
|
case USE_TOGGLE:
|
||
|
pev->takedamage = DAMAGE_NO;
|
||
|
SetThink( &CTentacle::DieThink );
|
||
|
m_iGoalAnim = TENTACLE_ANIM_Engine_Idle;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CTentacle :: DieThink( void )
|
||
|
{
|
||
|
pev->nextthink = gpGlobals-> time + 0.1;
|
||
|
|
||
|
DispatchAnimEvents( );
|
||
|
StudioFrameAdvance( );
|
||
|
|
||
|
ChangeYaw( 24 );
|
||
|
|
||
|
if (m_fSequenceFinished)
|
||
|
{
|
||
|
if (pev->sequence == m_iGoalAnim)
|
||
|
{
|
||
|
switch( m_iGoalAnim )
|
||
|
{
|
||
|
case TENTACLE_ANIM_Engine_Idle:
|
||
|
case TENTACLE_ANIM_Engine_Sway:
|
||
|
case TENTACLE_ANIM_Engine_Swat:
|
||
|
case TENTACLE_ANIM_Engine_Bob:
|
||
|
m_iGoalAnim = TENTACLE_ANIM_Engine_Sway + RANDOM_LONG( 0, 2 );
|
||
|
break;
|
||
|
case TENTACLE_ANIM_Engine_Death1:
|
||
|
case TENTACLE_ANIM_Engine_Death2:
|
||
|
case TENTACLE_ANIM_Engine_Death3:
|
||
|
UTIL_Remove( this );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ALERT( at_console, "%d : %d => ", pev->sequence, m_iGoalAnim );
|
||
|
pev->sequence = FindTransition( pev->sequence, m_iGoalAnim, &m_iDir );
|
||
|
// ALERT( at_console, "%d\n", pev->sequence );
|
||
|
|
||
|
if (m_iDir > 0)
|
||
|
{
|
||
|
pev->frame = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pev->frame = 255;
|
||
|
}
|
||
|
ResetSequenceInfo( );
|
||
|
|
||
|
float dy;
|
||
|
switch( pev->sequence )
|
||
|
{
|
||
|
case TENTACLE_ANIM_Floor_Rear:
|
||
|
case TENTACLE_ANIM_Floor_Rear_Idle:
|
||
|
case TENTACLE_ANIM_Lev1_Rear:
|
||
|
case TENTACLE_ANIM_Lev1_Rear_Idle:
|
||
|
case TENTACLE_ANIM_Lev2_Rear:
|
||
|
case TENTACLE_ANIM_Lev2_Rear_Idle:
|
||
|
case TENTACLE_ANIM_Lev3_Rear:
|
||
|
case TENTACLE_ANIM_Lev3_Rear_Idle:
|
||
|
case TENTACLE_ANIM_Engine_Idle:
|
||
|
case TENTACLE_ANIM_Engine_Sway:
|
||
|
case TENTACLE_ANIM_Engine_Swat:
|
||
|
case TENTACLE_ANIM_Engine_Bob:
|
||
|
case TENTACLE_ANIM_Engine_Death1:
|
||
|
case TENTACLE_ANIM_Engine_Death2:
|
||
|
case TENTACLE_ANIM_Engine_Death3:
|
||
|
pev->framerate = RANDOM_FLOAT( m_iDir - 0.2, m_iDir + 0.2 );
|
||
|
dy = 180;
|
||
|
break;
|
||
|
default:
|
||
|
pev->framerate = 1.5;
|
||
|
dy = 0;
|
||
|
break;
|
||
|
}
|
||
|
pev->ideal_yaw = m_flInitialYaw + dy;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CTentacle :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
||
|
{
|
||
|
char *sound;
|
||
|
|
||
|
switch( pEvent->event )
|
||
|
{
|
||
|
case 1: // bang
|
||
|
{
|
||
|
Vector vecSrc, vecAngles;
|
||
|
GetAttachment( 0, vecSrc, vecAngles );
|
||
|
|
||
|
// Vector vecSrc = pev->origin + m_flTapRadius * Vector( cos( pev->angles.y * (3.14192653 / 180.0) ), sin( pev->angles.y * (M_PI / 180.0) ), 0.0 );
|
||
|
|
||
|
// vecSrc.z += MyHeight( );
|
||
|
|
||
|
switch( m_iTapSound )
|
||
|
{
|
||
|
case TE_SILO:
|
||
|
UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitSilo ), 1.0, ATTN_NORM, 0, 100);
|
||
|
break;
|
||
|
case TE_NONE:
|
||
|
break;
|
||
|
case TE_DIRT:
|
||
|
UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitDirt ), 1.0, ATTN_NORM, 0, 100);
|
||
|
break;
|
||
|
case TE_WATER:
|
||
|
UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitWater ), 1.0, ATTN_NORM, 0, 100);
|
||
|
break;
|
||
|
}
|
||
|
gpGlobals->force_retouch++;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 3: // start killing swing
|
||
|
m_iHitDmg = 200;
|
||
|
// UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), "tentacle/te_swing1.wav", 1.0, ATTN_NORM, 0, 100);
|
||
|
break;
|
||
|
|
||
|
case 4: // end killing swing
|
||
|
m_iHitDmg = 25;
|
||
|
break;
|
||
|
|
||
|
case 5: // just "whoosh" sound
|
||
|
// UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), "tentacle/te_swing2.wav", 1.0, ATTN_NORM, 0, 100);
|
||
|
break;
|
||
|
|
||
|
case 2: // tap scrape
|
||
|
case 6: // light tap
|
||
|
{
|
||
|
Vector vecSrc = pev->origin + m_flTapRadius * Vector( cos( pev->angles.y * (M_PI / 180.0) ), sin( pev->angles.y * (M_PI / 180.0) ), 0.0 );
|
||
|
|
||
|
vecSrc.z += MyHeight( );
|
||
|
|
||
|
float flVol = RANDOM_FLOAT( 0.3, 0.5 );
|
||
|
|
||
|
switch( m_iTapSound )
|
||
|
{
|
||
|
case TE_SILO:
|
||
|
UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitSilo ), flVol, ATTN_NORM, 0, 100);
|
||
|
break;
|
||
|
case TE_NONE:
|
||
|
break;
|
||
|
case TE_DIRT:
|
||
|
UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitDirt ), flVol, ATTN_NORM, 0, 100);
|
||
|
break;
|
||
|
case TE_WATER:
|
||
|
UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitWater ), flVol, ATTN_NORM, 0, 100);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
|
||
|
case 7: // roar
|
||
|
switch( RANDOM_LONG(0,1) )
|
||
|
{
|
||
|
case 0: sound = "tentacle/te_roar1.wav"; break;
|
||
|
case 1: sound = "tentacle/te_roar2.wav"; break;
|
||
|
}
|
||
|
|
||
|
UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100);
|
||
|
break;
|
||
|
|
||
|
case 8: // search
|
||
|
switch( RANDOM_LONG(0,1) )
|
||
|
{
|
||
|
case 0: sound = "tentacle/te_search1.wav"; break;
|
||
|
case 1: sound = "tentacle/te_search2.wav"; break;
|
||
|
}
|
||
|
|
||
|
UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100);
|
||
|
break;
|
||
|
|
||
|
case 9: // swing
|
||
|
switch( RANDOM_LONG(0,1) )
|
||
|
{
|
||
|
case 0: sound = "tentacle/te_move1.wav"; break;
|
||
|
case 1: sound = "tentacle/te_move2.wav"; break;
|
||
|
}
|
||
|
|
||
|
UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100);
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
CBaseMonster::HandleAnimEvent( pEvent );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// TentacleStart
|
||
|
//
|
||
|
// void CTentacle :: Start( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
|
void CTentacle :: Start( void )
|
||
|
{
|
||
|
SetThink( &CTentacle::Cycle );
|
||
|
|
||
|
if ( !g_fFlySound )
|
||
|
{
|
||
|
EMIT_SOUND (ENT(pev), CHAN_BODY, "ambience/flies.wav", 1, ATTN_NORM );
|
||
|
g_fFlySound = TRUE;
|
||
|
// pev->nextthink = gpGlobals-> time + 0.1;
|
||
|
}
|
||
|
else if ( !g_fSquirmSound )
|
||
|
{
|
||
|
EMIT_SOUND (ENT(pev), CHAN_BODY, "ambience/squirm2.wav", 1, ATTN_NORM );
|
||
|
g_fSquirmSound = TRUE;
|
||
|
}
|
||
|
|
||
|
pev->nextthink = gpGlobals->time + 0.1;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
void CTentacle :: HitTouch( CBaseEntity *pOther )
|
||
|
{
|
||
|
TraceResult tr = UTIL_GetGlobalTrace( );
|
||
|
|
||
|
if (pOther->pev->modelindex == pev->modelindex)
|
||
|
return;
|
||
|
|
||
|
if (m_flHitTime > gpGlobals->time)
|
||
|
return;
|
||
|
|
||
|
// only look at the ones where the player hit me
|
||
|
if (tr.pHit == NULL || tr.pHit->v.modelindex != pev->modelindex)
|
||
|
return;
|
||
|
|
||
|
if (tr.iHitgroup >= 3)
|
||
|
{
|
||
|
pOther->TakeDamage( pev, pev, m_iHitDmg, DMG_CRUSH );
|
||
|
// ALERT( at_console, "wack %3d : ", m_iHitDmg );
|
||
|
}
|
||
|
else if (tr.iHitgroup != 0)
|
||
|
{
|
||
|
pOther->TakeDamage( pev, pev, 20, DMG_CRUSH );
|
||
|
// ALERT( at_console, "tap %3d : ", 20 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return; // Huh?
|
||
|
}
|
||
|
|
||
|
m_flHitTime = gpGlobals->time + 0.5;
|
||
|
|
||
|
// ALERT( at_console, "%s : ", STRING( tr.pHit->v.classname ) );
|
||
|
|
||
|
// ALERT( at_console, "%.0f : %s : %d\n", pev->angles.y, STRING( pOther->pev->classname ), tr.iHitgroup );
|
||
|
}
|
||
|
|
||
|
|
||
|
int CTentacle::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
|
||
|
{
|
||
|
if (flDamage > pev->health)
|
||
|
{
|
||
|
pev->health = 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pev->health -= flDamage;
|
||
|
}
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
void CTentacle :: Killed( entvars_t *pevAttacker, int iGib )
|
||
|
{
|
||
|
m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
class CTentacleMaw : public CBaseMonster
|
||
|
{
|
||
|
public:
|
||
|
void Spawn( );
|
||
|
void Precache( );
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( monster_tentaclemaw, CTentacleMaw );
|
||
|
|
||
|
//
|
||
|
// Tentacle Spawn
|
||
|
//
|
||
|
void CTentacleMaw :: Spawn( )
|
||
|
{
|
||
|
Precache( );
|
||
|
SET_MODEL(ENT(pev), "models/maw.mdl");
|
||
|
UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64));
|
||
|
|
||
|
pev->solid = SOLID_NOT;
|
||
|
pev->movetype = MOVETYPE_STEP;
|
||
|
pev->effects = 0;
|
||
|
pev->health = 75;
|
||
|
pev->yaw_speed = 8;
|
||
|
pev->sequence = 0;
|
||
|
|
||
|
pev->angles.x = 90;
|
||
|
// ResetSequenceInfo( );
|
||
|
}
|
||
|
|
||
|
void CTentacleMaw :: Precache( )
|
||
|
{
|
||
|
PRECACHE_MODEL("models/maw.mdl");
|
||
|
}
|
||
|
|
||
|
#endif
|