hlsdk-xash3d/dlls/hunger/babykelly.cpp

170 lines
4.7 KiB
C++

/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "squadmonster.h"
#include "schedule.h"
#include "effects.h"
#include "weapons.h"
#include "soundent.h"
#include "islave.h"
class CEinarBabyKelly : public CISlave
{
public:
void Spawn();
void Precache();
void DeathSound();
void PainSound();
void AlertSound();
void IdleSound();
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];
static const char *pPainSounds[];
static const char *pDeathSounds[];
};
LINK_ENTITY_TO_CLASS( monster_th_babykelly, CEinarBabyKelly )
const char *CEinarBabyKelly::pAttackHitSounds[] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char *CEinarBabyKelly::pAttackMissSounds[] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char *CEinarBabyKelly::pPainSounds[] =
{
"babykelly/slv_pain1.wav",
"babykelly/slv_pain2.wav",
};
const char *CEinarBabyKelly::pDeathSounds[] =
{
"babykelly/slv_die1.wav",
"babykelly/slv_die2.wav",
};
//=========================================================
// ALertSound - scream
//=========================================================
void CEinarBabyKelly::AlertSound()
{
if( m_hEnemy != 0 )
{
SENTENCEG_PlayRndSz( ENT( pev ), "BKL_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch );
CallForHelp( "monster_alien_slave", 512, m_hEnemy, m_vecEnemyLKP );
CallForHelp( "monster_th_babykelly", 512, m_hEnemy, m_vecEnemyLKP );
}
}
//=========================================================
// IdleSound
//=========================================================
void CEinarBabyKelly::IdleSound()
{
if( RANDOM_LONG( 0, 2 ) == 0 )
{
SENTENCEG_PlayRndSz( ENT( pev ), "BKL_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch );
}
}
//=========================================================
// PainSound
//=========================================================
void CEinarBabyKelly::PainSound()
{
if( RANDOM_LONG( 0, 2 ) == 0 )
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM, 0, m_voicePitch );
}
}
//=========================================================
// DieSound
//=========================================================
void CEinarBabyKelly::DeathSound()
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pDeathSounds ), 1.0, ATTN_NORM, 0, m_voicePitch );
}
//=========================================================
// Spawn
//=========================================================
void CEinarBabyKelly::Spawn()
{
Precache();
SET_MODEL( ENT( pev ), pev->model ? STRING( pev->model ) : "models/babykelly.mdl" );
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = DONT_BLEED;
pev->effects = 0;
pev->health = gSkillData.slaveHealth;
pev->view_ofs = Vector( 0, 0, 32 );// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP;
m_voicePitch = RANDOM_LONG( 85, 110 );
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CEinarBabyKelly::Precache()
{
int i;
PRECACHE_MODEL( pev->model ? STRING( pev->model ) : "models/babykelly.mdl" );
PRECACHE_MODEL( "sprites/lgtning.spr" );
PRECACHE_SOUND( "debris/zap1.wav" );
PRECACHE_SOUND( "debris/zap4.wav" );
PRECACHE_SOUND( "weapons/electro4.wav" );
PRECACHE_SOUND( "hassault/hw_shoot1.wav" );
PRECACHE_SOUND( "zombie/zo_pain2.wav" );
PRECACHE_SOUND( "headcrab/hc_headbite.wav" );
PRECACHE_SOUND( "weapons/cbar_miss1.wav" );
for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
PRECACHE_SOUND( pAttackHitSounds[i] );
for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
PRECACHE_SOUND( pAttackMissSounds[i] );
for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
PRECACHE_SOUND( pPainSounds[i] );
for( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ )
PRECACHE_SOUND( pDeathSounds[i] );
UTIL_PrecacheOther( "test_effect" );
}