forked from valve/halflife-sdk
241 lines
6.1 KiB
C++
241 lines
6.1 KiB
C++
/***
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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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===== h_cine.cpp ========================================================
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The Halflife hard coded "scripted sequence".
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I'm pretty sure all this code is obsolete
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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 "decals.h"
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class CLegacyCineMonster : public CBaseMonster
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{
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public:
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void CineSpawn( char *szModel );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT CineThink( void );
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void Pain( void );
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void Die( void );
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};
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class CCineScientist : public CLegacyCineMonster
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{
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public:
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void Spawn( void ) { CineSpawn("models/cine-scientist.mdl"); }
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};
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class CCine2Scientist : public CLegacyCineMonster
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{
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public:
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void Spawn( void ) { CineSpawn("models/cine2-scientist.mdl"); }
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};
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class CCinePanther : public CLegacyCineMonster
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{
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public:
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void Spawn( void ) { CineSpawn("models/cine-panther.mdl"); }
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};
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class CCineBarney : public CLegacyCineMonster
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{
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public:
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void Spawn( void ) { CineSpawn("models/cine-barney.mdl"); }
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};
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class CCine2HeavyWeapons : public CLegacyCineMonster
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{
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public:
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void Spawn( void ) { CineSpawn("models/cine2_hvyweapons.mdl"); }
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};
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class CCine2Slave : public CLegacyCineMonster
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{
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public:
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void Spawn( void ) { CineSpawn("models/cine2_slave.mdl"); }
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};
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class CCine3Scientist : public CLegacyCineMonster
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{
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public:
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void Spawn( void ) { CineSpawn("models/cine3-scientist.mdl"); }
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};
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class CCine3Barney : public CLegacyCineMonster
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{
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public:
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void Spawn( void ) { CineSpawn("models/cine3-barney.mdl"); }
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};
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//
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// ********** Scientist SPAWN **********
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//
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LINK_ENTITY_TO_CLASS( monster_cine_scientist, CCineScientist );
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LINK_ENTITY_TO_CLASS( monster_cine_panther, CCinePanther );
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LINK_ENTITY_TO_CLASS( monster_cine_barney, CCineBarney );
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LINK_ENTITY_TO_CLASS( monster_cine2_scientist, CCine2Scientist );
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LINK_ENTITY_TO_CLASS( monster_cine2_hvyweapons, CCine2HeavyWeapons );
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LINK_ENTITY_TO_CLASS( monster_cine2_slave, CCine2Slave );
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LINK_ENTITY_TO_CLASS( monster_cine3_scientist, CCine3Scientist );
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LINK_ENTITY_TO_CLASS( monster_cine3_barney, CCine3Barney );
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//
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// ********** Scientist SPAWN **********
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//
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void CLegacyCineMonster :: CineSpawn( char *szModel )
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{
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PRECACHE_MODEL(szModel);
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SET_MODEL(ENT(pev), szModel);
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UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 64));
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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pev->effects = 0;
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pev->health = 1;
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pev->yaw_speed = 10;
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// ugly alpha hack, can't set ints from the bsp.
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pev->sequence = (int)pev->impulse;
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ResetSequenceInfo( );
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pev->framerate = 0.0;
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m_bloodColor = BLOOD_COLOR_RED;
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// if no targetname, start now
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if ( FStringNull(pev->targetname) )
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{
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SetThink( &CLegacyCineMonster::CineThink );
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pev->nextthink += 1.0;
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}
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}
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//
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// CineStart
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//
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void CLegacyCineMonster :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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pev->animtime = 0; // reset the sequence
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SetThink( &CLegacyCineMonster::CineThink );
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pev->nextthink = gpGlobals->time;
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}
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//
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// ********** Scientist DIE **********
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//
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void CLegacyCineMonster :: Die( void )
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{
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SetThink( &CLegacyCineMonster::SUB_Remove );
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}
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//
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// ********** Scientist PAIN **********
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//
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void CLegacyCineMonster :: Pain( void )
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pain3.wav", 1, ATTN_NORM);
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}
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void CLegacyCineMonster :: CineThink( void )
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{
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// DBG_CheckMonsterData(pev);
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// Emit particles from origin (double check animator's placement of model)
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// THIS is a test feature
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//UTIL_ParticleEffect(pev->origin, g_vecZero, 255, 20);
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if (!pev->animtime)
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ResetSequenceInfo( );
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pev->nextthink = gpGlobals->time + 1.0;
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if (pev->spawnflags != 0 && m_fSequenceFinished)
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{
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Die();
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return;
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}
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StudioFrameAdvance ( );
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}
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//
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// cine_blood
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//
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// e3/prealpha only.
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class CCineBlood : public CBaseEntity
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{
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public:
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void Spawn( void );
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void EXPORT BloodStart ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT BloodGush ( void );
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};
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LINK_ENTITY_TO_CLASS( cine_blood, CCineBlood );
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void CCineBlood :: BloodGush ( void )
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{
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Vector vecSplatDir;
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TraceResult tr;
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pev->nextthink = gpGlobals->time + 0.1;
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UTIL_MakeVectors(pev->angles);
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if ( pev->health-- < 0 )
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REMOVE_ENTITY(ENT(pev));
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// CHANGE_METHOD ( ENT(pev), em_think, SUB_Remove );
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if ( RANDOM_FLOAT ( 0 , 1 ) < 0.7 )// larger chance of globs
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{
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UTIL_BloodDrips( pev->origin, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 10 );
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}
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else// slim chance of geyser
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{
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UTIL_BloodStream( pev->origin, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, RANDOM_LONG(50, 150) );
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}
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if ( RANDOM_FLOAT ( 0, 1 ) < 0.75 )
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{// decals the floor with blood.
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vecSplatDir = Vector ( 0 , 0 , -1 );
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vecSplatDir = vecSplatDir + (RANDOM_FLOAT(-1,1) * 0.6 * gpGlobals->v_right) + (RANDOM_FLOAT(-1,1) * 0.6 * gpGlobals->v_forward);// randomize a bit
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UTIL_TraceLine( pev->origin + Vector ( 0, 0 , 64) , pev->origin + vecSplatDir * 256, ignore_monsters, ENT(pev), &tr);
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if ( tr.flFraction != 1.0 )
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{
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// Decal with a bloodsplat
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UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
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}
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}
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}
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void CCineBlood :: BloodStart ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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SetThink( &CCineBlood::BloodGush );
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pev->nextthink = gpGlobals->time;// now!
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}
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void CCineBlood :: Spawn ( void )
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{
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pev->solid = SOLID_NOT;
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SetUse ( &CCineBlood::BloodStart );
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pev->health = 20;//hacked health to count iterations
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}
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