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#include "extdll.h"
#include "util.h"
#include "cmbase.h"
#include "cmbasemonster.h"
#include "monsters.h"
#include "defaultai.h"
#include "schedule.h"
#include "weapons.h"
#include "decals.h"
#define SQNEST_SPRINT_DIST 456
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// None yet
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CMSQNest :: Classify ( void )
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CMSQNest :: SetYawSpeed ( void )
{
pev->yaw_speed = 9999;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CMSQNest :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
/*switch( pEvent->event )
{
case 0:
default:*/
CMBaseMonster::HandleAnimEvent( pEvent );
/*break;
}*/
}
//=========================================================
// CheckMeleeAttack1 - alien grunts zap the crap out of
// any enemy that gets too close.
//=========================================================
BOOL CMSQNest :: CheckMeleeAttack1 ( float flDot, float flDist )
{
if ( HasConditions ( bits_COND_SEE_ENEMY ) && flDist <= 80.0 && flDot >= 0.5 && m_hEnemy != NULL )
{
//return CMSQNest::Killed( );
}
return FALSE;
}
//=========================================================
// Spawn
//=========================================================
void CMSQNest :: Spawn()
{
Precache();
SET_MODEL( ENT(pev), "models/w_sqknest.mdl" );
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->health = 5;
pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_FULL;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMSQNest :: Precache()
{
PRECACHE_MODEL( "models/w_sqknest.mdl" );
PRECACHE_MODEL( "models/w_sqknestt.mdl" );
PRECACHE_MODEL("models/w_squeak.mdl");
PRECACHE_SOUND("squeek/sqk_blast1.wav");
PRECACHE_SOUND("common/bodysplat.wav");
PRECACHE_SOUND("squeek/sqk_die1.wav");
PRECACHE_SOUND("squeek/sqk_hunt1.wav");
PRECACHE_SOUND("squeek/sqk_hunt2.wav");
PRECACHE_SOUND("squeek/sqk_hunt3.wav");
PRECACHE_SOUND("squeek/sqk_deploy1.wav");
}
//========================================================
// RunAI - overridden for gonome because there are things
// that need to be checked every think.
//========================================================
void CMSQNest :: RunAI ( void )
{
// first, do base class stuff
CMBaseMonster :: RunAI();
if ( m_hEnemy != NULL && m_Activity == ACT_WALK )
{
// chasing enemy. Sprint for last bit
if ( (pev->origin - m_hEnemy->v.origin).Length2D() < SQNEST_SPRINT_DIST )
{
pev->framerate = 1.25;
}
}
}
//=========================================================
// 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 *CMSQNest :: GetSchedule( void )
{
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 CMBaseMonster :: GetSchedule();
}
if ( HasConditions(bits_COND_NEW_ENEMY) )
{
return GetScheduleOfType( SCHED_WAKE_ANGRY );
}
return GetScheduleOfType ( SCHED_CHASE_ENEMY );
break;
}
return CMBaseMonster :: GetSchedule();
}
//=========================================================
// Override all damage
//=========================================================
int CMSQNest :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
return CMBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
void CMSQNest::Killed( entvars_t *pevAttacker, int iGib )
{
CMSqueakGrenade *pSqueak = CreateClassPtr((CMSqueakGrenade *)NULL);
if (pSqueak != NULL)
{
pSqueak->pev->origin = pev->origin;
pSqueak->pev->owner = edict();
pSqueak->Spawn();
TraceResult tr;
UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,100), ignore_monsters, edict(), &tr);
UTIL_DecalTrace( &tr, DECAL_BLOOD1 );
}
UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 );
SetThink( SUB_Remove );
}
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