More accurate mario zombie implementation.

This commit is contained in:
Andrey Akhmichin 2024-01-06 05:36:31 +05:00
parent d3ad4d4404
commit b3df41eec6
1 changed files with 32 additions and 62 deletions

View File

@ -27,11 +27,11 @@
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ZOMBIE_AE_ATTACK_RIGHT 0x01
#define ZOMBIE_AE_ATTACK_LEFT 0x02
#define ZOMBIE_AE_ATTACK_BOTH 0x03
#define MARIOZOMBIE_AE_ATTACK_RIGHT 0x01
#define MARIOZOMBIE_AE_ATTACK_LEFT 0x02
#define MARIOZOMBIE_AE_ATTACK_BOTH 0x03
#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
#define MARIOZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
class CMariozombie : public CBaseMonster
{
@ -47,11 +47,9 @@ public:
void PainSound( void );
void AlertSound( void );
void IdleSound( void );
void AttackSound( void );
static const char *pAttackSounds[];
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pAttackHitSounds[];
@ -67,15 +65,15 @@ LINK_ENTITY_TO_CLASS( monster_mariozombie, CMariozombie )
const char *CMariozombie::pAttackHitSounds[] =
{
"mariozombie/alert1.wav",
"mariozombie/alert2.wav",
"mariozombie/alert3.wav",
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char *CMariozombie::pAttackMissSounds[] =
{
"mariozombie/attack1.wav",
"mariozombie/attack2.wav",
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char *CMariozombie::pAttackSounds[] =
@ -84,11 +82,6 @@ const char *CMariozombie::pAttackSounds[] =
"mariozombie/attack2.wav",
};
const char *CMariozombie::pIdleSounds[] =
{
"mariozombie/alert1.wav",
};
const char *CMariozombie::pAlertSounds[] =
{
"mariozombie/alert1.wav",
@ -98,9 +91,8 @@ const char *CMariozombie::pAlertSounds[] =
const char *CMariozombie::pPainSounds[] =
{
"zombie/pain1.wav",
"zombie/pain2.wav",
"zombie/pain3.wav",
"mariozombie/pain1.wav",
"mariozombie/pain2.wav",
};
//=========================================================
@ -109,7 +101,7 @@ const char *CMariozombie::pPainSounds[] =
//=========================================================
int CMariozombie::Classify( void )
{
return CLASS_ALIEN_MONSTER;
return CLASS_ALIEN_MONSTER;
}
//=========================================================
@ -134,11 +126,11 @@ int CMariozombie::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, f
// Take 30% damage from bullets
if( bitsDamageType == DMG_BULLET )
{
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5f;
vecDir = vecDir.Normalize();
float flForce = DamageForce( flDamage );
pev->velocity = pev->velocity + vecDir * flForce;
flDamage *= 0.3;
flDamage *= 0.3f;
}
// HACK HACK -- until we fix this.
@ -152,28 +144,20 @@ void CMariozombie::PainSound( void )
int pitch = 95 + RANDOM_LONG( 0, 9 );
if( RANDOM_LONG( 0, 5 ) < 2 )
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM, 0, pitch );
}
void CMariozombie::AlertSound( void )
{
int pitch = 95 + RANDOM_LONG( 0, 9 );
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
}
void CMariozombie::IdleSound( void )
{
int pitch = 95 + RANDOM_LONG( 0, 9 );
// Play a random idle sound
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), 1.0, ATTN_NORM, 0, pitch );
}
void CMariozombie::AttackSound( void )
{
// Play a random attack sound
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
}
//=========================================================
@ -184,7 +168,7 @@ void CMariozombie::HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case ZOMBIE_AE_ATTACK_RIGHT:
case MARIOZOMBIE_AE_ATTACK_RIGHT:
{
// do stuff for this event.
//ALERT( at_console, "Slash right!\n" );
@ -198,16 +182,16 @@ void CMariozombie::HandleAnimEvent( MonsterEvent_t *pEvent )
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
}
// Play a random attack hit sound
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5 , 5 ) );
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5 , 5 ) );
}
else // Play a random attack miss sound
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
if( RANDOM_LONG( 0, 1 ) )
AttackSound();
}
break;
case ZOMBIE_AE_ATTACK_LEFT:
case MARIOZOMBIE_AE_ATTACK_LEFT:
{
// do stuff for this event.
//ALERT( at_console, "Slash left!\n" );
@ -220,16 +204,16 @@ void CMariozombie::HandleAnimEvent( MonsterEvent_t *pEvent )
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
}
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
}
else
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
if( RANDOM_LONG( 0, 1 ) )
AttackSound();
}
break;
case ZOMBIE_AE_ATTACK_BOTH:
case MARIOZOMBIE_AE_ATTACK_BOTH:
{
// do stuff for this event.
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH );
@ -240,10 +224,10 @@ void CMariozombie::HandleAnimEvent( MonsterEvent_t *pEvent )
pHurt->pev->punchangle.x = 5;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
}
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
}
else
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
if( RANDOM_LONG( 0, 1 ) )
AttackSound();
@ -282,27 +266,13 @@ void CMariozombie::Spawn()
//=========================================================
void CMariozombie::Precache()
{
int i;
PRECACHE_MODEL( "models/mariozombie.mdl" );
for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
PRECACHE_SOUND( (char *)pAttackHitSounds[i] );
for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
PRECACHE_SOUND( (char *)pAttackMissSounds[i] );
for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
PRECACHE_SOUND( (char *)pAttackSounds[i] );
for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
PRECACHE_SOUND( (char *)pIdleSounds[i] );
for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
PRECACHE_SOUND( (char *)pAlertSounds[i] );
for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
PRECACHE_SOUND( (char *)pPainSounds[i] );
PRECACHE_SOUND_ARRAY( pAttackHitSounds );
PRECACHE_SOUND_ARRAY( pAttackMissSounds );
PRECACHE_SOUND_ARRAY( pAttackSounds );
PRECACHE_SOUND_ARRAY( pAlertSounds );
PRECACHE_SOUND_ARRAY( pPainSounds );
}
//=========================================================
@ -327,7 +297,7 @@ int CMariozombie::IgnoreConditions( void )
if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) )
{
if( m_flNextFlinch < gpGlobals->time )
m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY;
m_flNextFlinch = gpGlobals->time + MARIOZOMBIE_FLINCH_DELAY;
}
return iIgnore;