/*** * * Copyright (c) 1996-2002, 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. * ****/ /* ===== h_cine.cpp ======================================================== The Halflife hard coded "scripted sequence". I'm pretty sure all this code is obsolete */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "decals.h" class CLegacyCineMonster : public CBaseMonster { public: void CineSpawn( char *szModel ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); float MaxYawSpeed( void ) { return 10.0f; } void EXPORT CineThink( void ); void Pain( void ); void Die( void ); }; class CCineScientist : public CLegacyCineMonster { public: void Spawn( void ) { CineSpawn("models/cine-scientist.mdl"); } }; class CCine2Scientist : public CLegacyCineMonster { public: void Spawn( void ) { CineSpawn("models/cine2-scientist.mdl"); } }; class CCinePanther : public CLegacyCineMonster { public: void Spawn( void ) { CineSpawn("models/cine-panther.mdl"); } }; class CCineBarney : public CLegacyCineMonster { public: void Spawn( void ) { CineSpawn("models/cine-barney.mdl"); } }; class CCine2HeavyWeapons : public CLegacyCineMonster { public: void Spawn( void ) { CineSpawn("models/cine2_hvyweapons.mdl"); } }; class CCine2Slave : public CLegacyCineMonster { public: void Spawn( void ) { CineSpawn("models/cine2_slave.mdl"); } }; class CCine3Scientist : public CLegacyCineMonster { public: void Spawn( void ) { CineSpawn("models/cine3-scientist.mdl"); } }; class CCine3Barney : public CLegacyCineMonster { public: void Spawn( void ) { CineSpawn("models/cine3-barney.mdl"); } }; // // ********** Scientist SPAWN ********** // LINK_ENTITY_TO_CLASS( monster_cine_scientist, CCineScientist ); LINK_ENTITY_TO_CLASS( monster_cine_panther, CCinePanther ); LINK_ENTITY_TO_CLASS( monster_cine_barney, CCineBarney ); LINK_ENTITY_TO_CLASS( monster_cine2_scientist, CCine2Scientist ); LINK_ENTITY_TO_CLASS( monster_cine2_hvyweapons, CCine2HeavyWeapons ); LINK_ENTITY_TO_CLASS( monster_cine2_slave, CCine2Slave ); LINK_ENTITY_TO_CLASS( monster_cine3_scientist, CCine3Scientist ); LINK_ENTITY_TO_CLASS( monster_cine3_barney, CCine3Barney ); // // ********** Scientist SPAWN ********** // void CLegacyCineMonster :: CineSpawn( char *szModel ) { PRECACHE_MODEL(szModel); SET_MODEL(ENT(pev), szModel); UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 64)); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; pev->health = 1; // ugly alpha hack, can't set ints from the bsp. pev->sequence = (int)pev->impulse; ResetSequenceInfo( ); pev->framerate = 0.0; m_bloodColor = BLOOD_COLOR_RED; // if no targetname, start now if ( FStringNull(pev->targetname) ) { SetThink(&CLegacyCineMonster :: CineThink ); AbsoluteNextThink( m_fNextThink + 0.1 ); } } // // CineStart // void CLegacyCineMonster :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { pev->animtime = 0; // reset the sequence SetThink(&CLegacyCineMonster :: CineThink ); SetNextThink( 0 ); } // // ********** Scientist DIE ********** // void CLegacyCineMonster :: Die( void ) { SetThink(&CLegacyCineMonster :: SUB_Remove ); } // // ********** Scientist PAIN ********** // void CLegacyCineMonster :: Pain( void ) { EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pain3.wav", 1, ATTN_NORM); } void CLegacyCineMonster :: CineThink( void ) { // DBG_CheckMonsterData(pev); // Emit particles from origin (double check animator's placement of model) // THIS is a test feature //UTIL_ParticleEffect(pev->origin, g_vecZero, 255, 20); if (!pev->animtime) ResetSequenceInfo( ); SetNextThink( 1.0 ); if (pev->spawnflags != 0 && m_fSequenceFinished) { Die(); return; } StudioFrameAdvance ( ); } // // cine_blood // // e3/prealpha only. class CCineBlood : public CBaseEntity { public: void Spawn( void ); void EXPORT BloodStart ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT BloodGush ( void ); }; LINK_ENTITY_TO_CLASS( cine_blood, CCineBlood ); void CCineBlood :: BloodGush ( void ) { Vector vecSplatDir; TraceResult tr; SetNextThink( 0.1 ); UTIL_MakeVectors(pev->angles); if ( pev->health-- < 0 ) REMOVE_ENTITY(ENT(pev)); // CHANGE_METHOD ( ENT(pev), em_think, SUB_Remove ); if ( RANDOM_FLOAT ( 0 , 1 ) < 0.7 )// larger chance of globs { UTIL_BloodDrips( pev->origin, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 10 ); } else// slim chance of geyser { UTIL_BloodStream( pev->origin, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, RANDOM_LONG(50, 150) ); } if ( RANDOM_FLOAT ( 0, 1 ) < 0.75 ) {// decals the floor with blood. vecSplatDir = Vector ( 0 , 0 , -1 ); vecSplatDir = vecSplatDir + (RANDOM_FLOAT(-1,1) * 0.6 * gpGlobals->v_right) + (RANDOM_FLOAT(-1,1) * 0.6 * gpGlobals->v_forward);// randomize a bit UTIL_TraceLine( pev->origin + Vector ( 0, 0 , 64) , pev->origin + vecSplatDir * 256, ignore_monsters, ENT(pev), &tr); if ( tr.flFraction != 1.0 ) { // Decal with a bloodsplat UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED ); } } } void CCineBlood :: BloodStart ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { SetThink(&CCineBlood :: BloodGush ); SetNextThink( 0 );// now! } void CCineBlood :: Spawn ( void ) { pev->solid = SOLID_NOT; SetUse(&CCineBlood :: BloodStart ); pev->health = 20;//hacked health to count iterations }