hlsdk-xash3d/dlls/cthulhu/ranulf.cpp

818 lines
21 KiB
C++
Executable File

/***
*
* Copyright (c) 1999, 2000 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.
*
****/
//=========================================================
// monster template
//=========================================================
// UNDONE: Holster weapon?
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "talkmonster.h"
#include "schedule.h"
#include "defaultai.h"
#include "scripted.h"
#include "weapons.h"
#include "soundent.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is ranulf dying for scripted sequences?
//#define RANULF_AE_DRAW ( 2 )
#define RANULF_AE_SHOOT ( 3 )
//#define RANULF_AE_HOLSTER ( 4 )
//#define RANULF_BODY_GUNHOLSTERED 0
//#define RANULF_BODY_GUNDRAWN 1
//#define RANULF_BODY_GUNGONE 2
#include "ranulf.h"
LINK_ENTITY_TO_CLASS( monster_ranulf, CRanulf );
TYPEDESCRIPTION CRanulf::m_SaveData[] =
{
// DEFINE_FIELD( CRanulf, m_fGunDrawn, FIELD_BOOLEAN ),
DEFINE_FIELD( CRanulf, m_painTime, FIELD_TIME ),
DEFINE_FIELD( CRanulf, m_checkAttackTime, FIELD_TIME ),
DEFINE_FIELD( CRanulf, m_lastAttackCheck, FIELD_BOOLEAN ),
};
IMPLEMENT_SAVERESTORE( CRanulf, CTalkMonster );
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
Task_t tlRaFollow[] =
{
{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client)
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
};
Schedule_t slRaFollow[] =
{
{
tlRaFollow,
ARRAYSIZE ( tlRaFollow ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"Follow"
},
};
Task_t tlRaFaceTarget[] =
{
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_FACE_TARGET, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
};
Schedule_t slRaFaceTarget[] =
{
{
tlRaFaceTarget,
ARRAYSIZE ( tlRaFaceTarget ),
bits_COND_CLIENT_PUSH |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"FaceTarget"
},
};
Task_t tlIdleSaStand[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds.
{ TASK_TLK_HEADRESET, (float)0 }, // reset head position
};
Schedule_t slIdleSaStand[] =
{
{
tlIdleSaStand,
ARRAYSIZE ( tlIdleSaStand ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_SMELL |
bits_COND_PROVOKED,
bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code.
//bits_SOUND_PLAYER |
//bits_SOUND_WORLD |
bits_SOUND_DANGER |
bits_SOUND_MEAT |// scents
bits_SOUND_CARCASS |
bits_SOUND_GARBAGE,
"IdleStand"
},
};
DEFINE_CUSTOM_SCHEDULES( CRanulf )
{
slRaFollow,
slRaFaceTarget,
slIdleSaStand,
};
IMPLEMENT_CUSTOM_SCHEDULES( CRanulf, CTalkMonster );
void CRanulf :: StartTask( Task_t *pTask )
{
CTalkMonster::StartTask( pTask );
}
void CRanulf :: RunTask( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
if (m_hEnemy != NULL && (m_hEnemy->IsPlayer()))
{
pev->framerate = 1.5;
}
CTalkMonster::RunTask( pTask );
break;
default:
CTalkMonster::RunTask( pTask );
break;
}
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards.
//=========================================================
int CRanulf :: ISoundMask ( void)
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_DANGER |
bits_SOUND_PLAYER;
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CRanulf :: Classify ( void )
{
return m_iClass?m_iClass:CLASS_PLAYER_ALLY;
}
//=========================================================
// ALertSound - Ranulf says "Freeze!"
//=========================================================
void CRanulf :: AlertSound( void )
{
if ( m_hEnemy != NULL )
{
if ( FOkToSpeak() )
{
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_ATTACK");
PlaySentence( szBuf, RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE );
}
else
{
PlaySentence( "BA_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE );
}
}
}
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CRanulf :: SetYawSpeed ( void )
{
int ys;
ys = 0;
switch ( m_Activity )
{
case ACT_IDLE:
ys = 70;
break;
case ACT_WALK:
ys = 70;
break;
case ACT_RUN:
ys = 90;
break;
default:
ys = 70;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CRanulf :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( flDist <= 1024 && flDot >= 0.5 )
{
if ( gpGlobals->time > m_checkAttackTime )
{
TraceResult tr;
Vector shootOrigin = pev->origin + Vector( 0, 0, 55 );
CBaseEntity *pEnemy = m_hEnemy;
Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP );
UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr );
m_checkAttackTime = gpGlobals->time + 1;
if ( tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) )
m_lastAttackCheck = TRUE;
else
m_lastAttackCheck = FALSE;
m_checkAttackTime = gpGlobals->time + 1.5;
}
return m_lastAttackCheck;
}
return FALSE;
}
//=========================================================
// RanulfFirePistol - shoots one round from the pistol at
// the enemy Ranulf is facing.
//=========================================================
void CRanulf :: RanulfFirePistol ( void )
{
Vector vecShootOrigin;
UTIL_MakeVectors(pev->angles);
vecShootOrigin = pev->origin + Vector( 0, 0, 55 );
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
pev->effects = EF_MUZZLEFLASH;
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM );
int pitchShift = RANDOM_LONG( 0, 20 );
// Only shift about half the time
if ( pitchShift > 10 )
pitchShift = 0;
else
pitchShift -= 5;
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "Ranulf/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
// UNDONE: Reload?
m_cAmmoLoaded--;// take away a bullet!
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CRanulf :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case RANULF_AE_SHOOT:
RanulfFirePistol();
break;
// case RANULF_AE_DRAW:
// Ranulf's bodygroup switches here so he can pull gun from holster
// pev->body = RANULF_BODY_GUNDRAWN;
// m_fGunDrawn = TRUE;
// break;
// case RANULF_AE_HOLSTER:
// change bodygroup to replace gun in holster
// pev->body = RANULF_BODY_GUNHOLSTERED;
// m_fGunDrawn = FALSE;
// break;
default:
CTalkMonster::HandleAnimEvent( pEvent );
}
}
//=========================================================
// Spawn
//=========================================================
void CRanulf :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/Ranulf.mdl");
//UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
UTIL_SetSize(pev, Vector(-16,-16,-36), Vector(16,16,36));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
if (pev->health == 0)
pev->health = 100;
pev->view_ofs = Vector ( 0, 0, 50 );// 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;
// why is the weapons characteristic not working???
// pev->body = 0; // normal, nothing
// pev->body = 1; // jacket, nothing
// pev->body = 2; // normal, shovel
// pev->body = 3; // jacket, shovel
if (pev->weapons == 1) pev->body += 2;
// m_fGunDrawn = FALSE;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
MonsterInit();
SetUse( FollowerUse );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CRanulf :: Precache()
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/Ranulf.mdl");
PRECACHE_SOUND("Ranulf/ba_attack1.wav" );
PRECACHE_SOUND("Ranulf/ba_attack2.wav" );
PRECACHE_SOUND("Ranulf/ba_pain1.wav");
PRECACHE_SOUND("Ranulf/ba_pain2.wav");
PRECACHE_SOUND("Ranulf/ba_pain3.wav");
PRECACHE_SOUND("Ranulf/ba_die1.wav");
PRECACHE_SOUND("Ranulf/ba_die2.wav");
PRECACHE_SOUND("Ranulf/ba_die3.wav");
// every new Ranulf must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
CTalkMonster::Precache();
}
// Init talk data
void CRanulf :: TalkInit()
{
CTalkMonster::TalkInit();
// Ranulf speech group names (group names are in sentences.txt)
if (!m_iszSpeakAs)
{
m_szGrp[TLK_ANSWER] = "BA_ANSWER";
m_szGrp[TLK_QUESTION] = "BA_QUESTION";
m_szGrp[TLK_IDLE] = "BA_IDLE";
m_szGrp[TLK_STARE] = "BA_STARE";
if (pev->spawnflags & SF_MONSTER_PREDISASTER) //LRC
m_szGrp[TLK_USE] = "BA_PFOLLOW";
else
m_szGrp[TLK_USE] = "BA_OK";
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
m_szGrp[TLK_UNUSE] = "BA_PWAIT";
else
m_szGrp[TLK_UNUSE] = "BA_WAIT";
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
m_szGrp[TLK_DECLINE] = "BA_POK";
else
m_szGrp[TLK_DECLINE] = "BA_NOTOK";
m_szGrp[TLK_STOP] = "BA_STOP";
m_szGrp[TLK_NOSHOOT] = "BA_SCARED";
m_szGrp[TLK_HELLO] = "BA_HELLO";
m_szGrp[TLK_PLHURT1] = "!BA_CUREA";
m_szGrp[TLK_PLHURT2] = "!BA_CUREB";
m_szGrp[TLK_PLHURT3] = "!BA_CUREC";
m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE
m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE
m_szGrp[TLK_PQUESTION] = "BA_PQUEST"; // UNDONE
m_szGrp[TLK_SMELL] = "BA_SMELL";
m_szGrp[TLK_WOUND] = "BA_WOUND";
m_szGrp[TLK_MORTAL] = "BA_MORTAL";
}
// get voice for head - just one Ranulf voice for now
m_voicePitch = 100;
}
int CRanulf :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
{
// make sure friends talk about it if player hurts talkmonsters...
int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
if ( !IsAlive() || pev->deadflag == DEAD_DYING )
return ret;
if ( m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT) )
{
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if ( m_hEnemy == NULL )
{
// If the player was facing directly at me, or I'm already suspicious, get mad
if ( (m_afMemory & bits_MEMORY_SUSPICIOUS) || UTIL_IsFacing( pevAttacker, pev->origin ) )
{
// Alright, now I'm pissed!
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_MAD");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "BA_MAD", 4, VOL_NORM, ATTN_NORM );
}
Remember( bits_MEMORY_PROVOKED );
StopFollowing( TRUE );
}
else
{
// Hey, be careful with that
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_SHOT");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM );
}
Remember( bits_MEMORY_SUSPICIOUS );
}
}
else if ( !(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
{
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_SHOT");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM );
}
}
}
return ret;
}
//=========================================================
// PainSound
//=========================================================
void CRanulf :: PainSound ( void )
{
if (gpGlobals->time < m_painTime)
return;
m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75);
switch (RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "Ranulf/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "Ranulf/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "Ranulf/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
}
}
//=========================================================
// DeathSound
//=========================================================
void CRanulf :: DeathSound ( void )
{
switch (RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "Ranulf/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "Ranulf/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "Ranulf/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
}
}
void CRanulf::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
switch( ptr->iHitgroup)
{
case HITGROUP_CHEST:
case HITGROUP_STOMACH:
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST))
{
flDamage = flDamage / 2;
}
break;
case 10:
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_CLUB))
{
flDamage -= 20;
if (flDamage <= 0)
{
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
flDamage = 0.01;
}
}
// always a head shot
ptr->iHitgroup = HITGROUP_HEAD;
break;
}
CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
void CRanulf::Killed( entvars_t *pevAttacker, int iGib )
{
// if ( pev->body < RANULF_BODY_GUNGONE && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
// {// drop the gun!
// Vector vecGunPos;
// Vector vecGunAngles;
// pev->body = RANULF_BODY_GUNGONE;
// GetAttachment( 0, vecGunPos, vecGunAngles );
// CBaseEntity *pGun = DropItem( "weapon_9mmhandgun", vecGunPos, vecGunAngles );
// }
SetUse( NULL );
CTalkMonster::Killed( pevAttacker, iGib );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
Schedule_t* CRanulf :: GetScheduleOfType ( int Type )
{
Schedule_t *psched;
switch( Type )
{
// Hook these to make a looping schedule
case SCHED_TARGET_FACE:
// call base class default so that Ranulf will talk
// when 'used'
psched = CTalkMonster::GetScheduleOfType(Type);
if (psched == slIdleStand)
return slRaFaceTarget; // override this for different target face behavior
else
return psched;
case SCHED_TARGET_CHASE:
return slRaFollow;
case SCHED_IDLE_STAND:
// call base class default so that scientist will talk
// when standing during idle
psched = CTalkMonster::GetScheduleOfType(Type);
if (psched == slIdleStand)
{
// just look straight ahead.
return slIdleSaStand;
}
else
return psched;
}
return CTalkMonster::GetScheduleOfType( Type );
}
//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
Schedule_t *CRanulf :: GetSchedule ( void )
{
// NB: Ranulf is a replacement model for the player when we are getting him to do something strange...
// It should not ever actually have to use its AI.
if ( HasConditions( bits_COND_HEAR_SOUND ) )
{
CSound *pSound;
pSound = PBestSound();
ASSERT( pSound != NULL );
if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
}
if ( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() )
{
// Hey, be careful with that
if (m_iszSpeakAs)
{
char szBuf[32];
strcpy(szBuf,STRING(m_iszSpeakAs));
strcat(szBuf,"_KILL");
PlaySentence( szBuf, 4, VOL_NORM, ATTN_NORM );
}
else
{
PlaySentence( "RA_KILL", 4, VOL_NORM, ATTN_NORM );
}
}
switch( m_MonsterState )
{
case MONSTERSTATE_COMBAT:
{
// dead enemy
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster :: GetSchedule();
}
// always act surprized with a new enemy
if ( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE) )
return GetScheduleOfType( SCHED_SMALL_FLINCH );
// wait for one schedule to draw gun
// if (!m_fGunDrawn )
// return GetScheduleOfType( SCHED_ARM_WEAPON );
if ( HasConditions( bits_COND_HEAVY_DAMAGE ) )
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
break;
case MONSTERSTATE_ALERT:
case MONSTERSTATE_IDLE:
if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
{
// flinch if hurt
return GetScheduleOfType( SCHED_SMALL_FLINCH );
}
if ( m_hEnemy == NULL && IsFollowing() )
{
if ( !m_hTargetEnt->IsAlive() )
{
// UNDONE: Comment about the recently dead player here?
StopFollowing( FALSE );
break;
}
else
{
if ( HasConditions( bits_COND_CLIENT_PUSH ) )
{
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
}
return GetScheduleOfType( SCHED_TARGET_FACE );
}
}
if ( HasConditions( bits_COND_CLIENT_PUSH ) )
{
return GetScheduleOfType( SCHED_MOVE_AWAY );
}
// try to say something about smells
TrySmellTalk();
break;
}
return CTalkMonster::GetSchedule();
}
MONSTERSTATE CRanulf :: GetIdealState ( void )
{
return CTalkMonster::GetIdealState();
}
void CRanulf::DeclineFollowing( void )
{
PlaySentence( m_szGrp[TLK_DECLINE], 2, VOL_NORM, ATTN_NORM ); //LRC
}
//=========================================================
// DEAD RANULF PROP
//
// Designer selects a pose in worldcraft, 0 through num_poses-1
// this value is added to what is selected as the 'first dead pose'
// among the monster's normal animations. All dead poses must
// appear sequentially in the model file. Be sure and set
// the m_iFirstPose properly!
//
//=========================================================
char *CDeadRanulf::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" };
void CDeadRanulf::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "pose"))
{
m_iPose = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue( pkvd );
}
LINK_ENTITY_TO_CLASS( monster_ranulf_dead, CDeadRanulf );
//=========================================================
// ********** DeadRanulf SPAWN **********
//=========================================================
void CDeadRanulf :: Spawn( )
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/Ranulf.mdl");
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/Ranulf.mdl");
pev->effects = 0;
pev->yaw_speed = 8;
pev->sequence = 0;
m_bloodColor = BLOOD_COLOR_RED;
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
if (pev->sequence == -1)
{
ALERT ( at_console, "Dead Ranulf with bad pose\n" );
}
// Corpses have less health
pev->health = 8;//gSkillData.ranulfHealth;
MonsterInitDead();
}