diff --git a/dlls/clcampaign/mariozombie.cpp b/dlls/clcampaign/mariozombie.cpp index 3100b7e5..c3e1c684 100644 --- a/dlls/clcampaign/mariozombie.cpp +++ b/dlls/clcampaign/mariozombie.cpp @@ -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;