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860617f419
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@376 67975925-1194-0748-b3d5-c16f83f1a3a1
219 lines
5.7 KiB
C++
219 lines
5.7 KiB
C++
/***
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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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//=========================================================
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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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