mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-05 18:11:40 +01:00
237 lines
6.3 KiB
C++
237 lines
6.3 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, 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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// GMan - misunderstood servant of the people
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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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#include "weapons.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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class CGMan : 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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int ISoundMask ( void );
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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void StartTask( Task_t *pTask );
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void RunTask( Task_t *pTask );
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener );
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EHANDLE m_hPlayer;
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EHANDLE m_hTalkTarget;
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float m_flTalkTime;
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};
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LINK_ENTITY_TO_CLASS( monster_gman, CGMan )
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TYPEDESCRIPTION CGMan::m_SaveData[] =
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{
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DEFINE_FIELD( CGMan, m_hTalkTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( CGMan, m_flTalkTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CGMan, CBaseMonster )
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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 CGMan::Classify( void )
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{
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return CLASS_NONE;
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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 CGMan::SetYawSpeed( void )
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{
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int ys;
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switch( m_Activity )
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{
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case ACT_IDLE:
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default:
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ys = 90;
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}
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pev->yaw_speed = ys;
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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 CGMan::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case 0:
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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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// ISoundMask - generic monster can't hear.
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//=========================================================
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int CGMan::ISoundMask( void )
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{
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return NULL;
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CGMan::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/gman.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_STEP;
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m_bloodColor = DONT_BLEED;
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pev->health = 100;
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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 CGMan::Precache()
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{
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PRECACHE_MODEL( "models/gman.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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void CGMan::StartTask( Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_WAIT:
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if( m_hPlayer == NULL )
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{
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m_hPlayer = UTIL_FindEntityByClassname( NULL, "player" );
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}
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break;
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}
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CBaseMonster::StartTask( pTask );
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}
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void CGMan::RunTask( Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_WAIT:
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// look at who I'm talking to
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if( m_flTalkTime > gpGlobals->time && m_hTalkTarget != NULL )
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{
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float yaw = VecToYaw( m_hTalkTarget->pev->origin - pev->origin ) - pev->angles.y;
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if( yaw > 180 )
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yaw -= 360;
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if( yaw < -180 )
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yaw += 360;
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// turn towards vector
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SetBoneController( 0, yaw );
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}
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// look at player, but only if playing a "safe" idle animation
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else if( m_hPlayer != NULL && pev->sequence == 0 )
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{
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float yaw = VecToYaw( m_hPlayer->pev->origin - pev->origin ) - pev->angles.y;
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if( yaw > 180 )
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yaw -= 360;
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if( yaw < -180 )
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yaw += 360;
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// turn towards vector
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SetBoneController( 0, yaw );
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}
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else
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{
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SetBoneController( 0, 0 );
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}
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CBaseMonster::RunTask( pTask );
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break;
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default:
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SetBoneController( 0, 0 );
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CBaseMonster::RunTask( pTask );
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break;
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}
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}
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//=========================================================
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// Override all damage
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//=========================================================
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int CGMan::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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pev->health = pev->max_health / 2; // always trigger the 50% damage aitrigger
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if( flDamage > 0 )
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{
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SetConditions( bits_COND_LIGHT_DAMAGE );
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}
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if( flDamage >= 20 )
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{
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SetConditions( bits_COND_HEAVY_DAMAGE );
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}
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return TRUE;
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}
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void CGMan::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
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{
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UTIL_Ricochet( ptr->vecEndPos, 1.0 );
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AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
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}
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void CGMan::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener )
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{
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CBaseMonster::PlayScriptedSentence( pszSentence, duration, volume, attenuation, bConcurrent, pListener );
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m_flTalkTime = gpGlobals->time + duration;
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m_hTalkTarget = pListener;
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}
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