Add monster_otis.

This commit is contained in:
Julian
2020-06-10 01:12:58 -03:00
parent bf607621b3
commit ba25f7710c
10 changed files with 461 additions and 70 deletions

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@@ -29,3 +29,4 @@
//monster_sentry
//monster_gonome
//monster_male_assassin
//monster_otis

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@@ -100,6 +100,9 @@ sk_gonome_dmg_one_bite 14
sk_massassin_health 50
sk_massassin_kick 25
// Otis
sk_otis_health 35
// MONSTER WEAPON DAMAGE
sk_9mm_bullet 5
@@ -107,3 +110,4 @@ sk_9mmAR_bullet 4
sk_9mmAR_grenade 100
sk_12mm_bullet 10
sk_762_bullet 100
sk_357_bullet 40

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@@ -36,6 +36,7 @@ OBJ = \
monsters.o \
monsterstate.o \
nodes.o \
otis.o \
scientist.o \
skill.o \
sound.o \

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@@ -1331,4 +1331,31 @@ public:
void IdleSound(void);
};
//=========================================================
// Otis
//=========================================================
class CMOtis : public CMBarney
{
public:
void KeyValue(KeyValueData *pkvd);
void Spawn(void);
void Precache(void);
void BarneyFirePistol(void);
void AlertSound(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
// Override these to set behavior
Schedule_t *GetSchedule(void);
void TalkInit(void);
void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void Killed(entvars_t *pevAttacker, int iGib);
int head;
int bodystate;
};
#endif // BASEMONSTER_H

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@@ -1361,6 +1361,7 @@ void CMBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShootin
case BULLET_MONSTER_9MM:
case BULLET_MONSTER_12MM:
case BULLET_MONSTER_762:
case BULLET_MONSTER_357:
default:
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecTracerSrc );
WRITE_BYTE( TE_TRACER );
@@ -1420,6 +1421,13 @@ void CMBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShootin
break;
case BULLET_MONSTER_357:
UTIL_TraceAttack(pPlayer, pevAttacker, gSkillData.monDmg357, vecDir, &tr, DMG_BULLET);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
break;
case BULLET_NONE: // FIX
UTIL_TraceAttack(pPlayer, pevAttacker, 50, vecDir, &tr, DMG_CLUB);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
@@ -1467,7 +1475,21 @@ void CMBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShootin
DecalGunshot( &tr, iBulletType );
}
break;
case BULLET_MONSTER_762:
pMonster->TraceAttack(pevAttacker, gSkillData.monDmg762, vecDir, &tr, DMG_BULLET);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
break;
case BULLET_MONSTER_357:
pMonster->TraceAttack(pevAttacker, gSkillData.monDmg357, vecDir, &tr, DMG_BULLET);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
break;
case BULLET_NONE: // FIX
pMonster->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);

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@@ -154,6 +154,7 @@ monster_type_t monster_types[]=
"monster_sentry", FALSE,
"monster_gonome", FALSE, // Opposing Force Monsters
"monster_male_assassin", FALSE,
"monster_otis", FALSE,
"info_node", FALSE, // Nodes
"info_node_air", FALSE,
"", FALSE
@@ -404,76 +405,69 @@ void check_player_dead( edict_t *pPlayer )
}
else
{
// Any messages from here should only be shown if allowed.
// Level 0 = Disabled
// Level 1 = All messages
// Level 2 = Only monster deaths
if (monster_show_deaths->value == 1)
// Suicide?
if ( pAttacker == pPlayer )
sprintf( szMessage, "* %s commited suicide.\n", szPlayerName );
// An entity killed this player.
else if ( ENTINDEX( pAttacker ) > 0 )
{
// Suicide?
if ( pAttacker == pPlayer )
sprintf( szMessage, "* %s commited suicide.\n", szPlayerName );
// An entity killed this player.
else if ( ENTINDEX( pAttacker ) > 0 )
{
// Gather damage type and format death message
if ( g_DamageBits[ iPlayerIndex ] == DMG_GENERIC )
sprintf( szMessage, "* %s died mysteriously.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_CRUSH )
sprintf( szMessage, "* %s was smashed.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_BULLET )
sprintf( szMessage, "* %s was shot.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_SLASH )
sprintf( szMessage, "* %s lost it's jelly.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_BURN )
sprintf( szMessage, "* %s burned to death.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_FREEZE )
sprintf( szMessage, "* %s froze to death.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_FALL )
sprintf( szMessage, "* %s broke it's bones.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_BLAST )
sprintf( szMessage, "* %s blew up.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_CLUB )
sprintf( szMessage, "* %s was crowbared.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_SHOCK )
sprintf( szMessage, "* %s was electrocuted.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_SONIC )
sprintf( szMessage, "* %s ears popped.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_ENERGYBEAM )
sprintf( szMessage, "* %s saw the pretty lights.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] == DMG_NEVERGIB )
sprintf( szMessage, "* %s had a painful death.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] == DMG_ALWAYSGIB )
sprintf( szMessage, "* %s was gibbed.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_DROWN )
sprintf( szMessage, "* %s became too drunk.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_PARALYZE )
sprintf( szMessage, "* %s was paralyzed.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_NERVEGAS )
sprintf( szMessage, "* %s lost it's brain.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_POISON )
sprintf( szMessage, "* %s had a slow death.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_RADIATION )
sprintf( szMessage, "* %s went nuclear.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_DROWNRECOVER )
sprintf( szMessage, "* %s used too much flex tape.\n", szPlayerName ); // is this type of death even possible?
else if ( g_DamageBits[ iPlayerIndex ] & DMG_ACID )
sprintf( szMessage, "* %s was melted.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_SLOWBURN )
sprintf( szMessage, "* %s became a cake.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_SLOWFREEZE )
sprintf( szMessage, "* %s died of hypothermia.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_MORTAR )
sprintf( szMessage, "* %s blew his missile pet.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] == (1 << 30) ) // (1 << 30) = 1073741824. For custom death messages
sprintf( szMessage, "* %s %s.\n", szPlayerName, STRING( pAttacker->v.noise ) );
else // other mods could have more DMG_ variants that aren't registered here.
sprintf( szMessage, "* %s deadly died.\n", szPlayerName );
}
// the "world" killed this player
else
sprintf( szMessage, "* %s fell or drowned or something.\n", szPlayerName );
// Gather damage type and format death message
if ( g_DamageBits[ iPlayerIndex ] == DMG_GENERIC )
sprintf( szMessage, "* %s died mysteriously.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_CRUSH )
sprintf( szMessage, "* %s was smashed.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_BULLET )
sprintf( szMessage, "* %s was shot.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_SLASH )
sprintf( szMessage, "* %s lost its jelly.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_BURN )
sprintf( szMessage, "* %s burned to death.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_FREEZE )
sprintf( szMessage, "* %s froze to death.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_FALL )
sprintf( szMessage, "* %s broke its bones.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_BLAST )
sprintf( szMessage, "* %s blew up.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_CLUB )
sprintf( szMessage, "* %s was crowbared.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_SHOCK )
sprintf( szMessage, "* %s was electrocuted.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_SONIC )
sprintf( szMessage, "* %s ears popped.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_ENERGYBEAM )
sprintf( szMessage, "* %s saw the pretty lights.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] == DMG_NEVERGIB )
sprintf( szMessage, "* %s had a painful death.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] == DMG_ALWAYSGIB )
sprintf( szMessage, "* %s was gibbed.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_DROWN )
sprintf( szMessage, "* %s became too drunk.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_PARALYZE )
sprintf( szMessage, "* %s was paralyzed.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_NERVEGAS )
sprintf( szMessage, "* %s lost its brain.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_POISON )
sprintf( szMessage, "* %s had a slow death.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_RADIATION )
sprintf( szMessage, "* %s went nuclear.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_DROWNRECOVER )
sprintf( szMessage, "* %s used too much flex tape.\n", szPlayerName ); // is this type of death even possible?
else if ( g_DamageBits[ iPlayerIndex ] & DMG_ACID )
sprintf( szMessage, "* %s was melted.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_SLOWBURN )
sprintf( szMessage, "* %s became a cake.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_SLOWFREEZE )
sprintf( szMessage, "* %s died of hypothermia.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] & DMG_MORTAR )
sprintf( szMessage, "* %s blew its missile pet.\n", szPlayerName );
else if ( g_DamageBits[ iPlayerIndex ] == (1 << 30) ) // (1 << 30) = 1073741824. For custom death messages
sprintf( szMessage, "* %s %s.\n", szPlayerName, STRING( pAttacker->v.noise ) );
else // other mods could have more DMG_ variants that aren't registered here.
sprintf( szMessage, "* %s deadly died.\n", szPlayerName );
}
// the "world" killed this player
else
sprintf( szMessage, "* %s fell or drowned or something.\n", szPlayerName );
}
// Print the message
@@ -623,6 +617,7 @@ bool spawn_monster(int monster_type, Vector origin, Vector angles, int respawn_i
case 17: monsters[monster_index].pMonster = CreateClassPtr((CMSentry *)NULL); break;
case 18: monsters[monster_index].pMonster = CreateClassPtr((CMGonome *)NULL); break;
case 19: monsters[monster_index].pMonster = CreateClassPtr((CMMassn *)NULL); break;
case 20: monsters[monster_index].pMonster = CreateClassPtr((CMOtis *)NULL); break;
}
if (monsters[monster_index].pMonster == NULL)
@@ -1300,6 +1295,7 @@ void mmServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
CMSentry sentry;
CMGonome gonome;
CMMassn massn;
CMOtis otis;
g_psv_gravity = CVAR_GET_POINTER( "sv_gravity" );
@@ -1331,12 +1327,13 @@ void mmServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
case 11: scientist.Precache(); break;
case 12: snark.Precache(); break;
case 13: zombie.Precache(); break;
case 14: gargantua.Precache(); break;
case 14: gargantua.Precache(); break;
case 15: turret.Precache(); break;
case 16: miniturret.Precache(); break;
case 17: sentry.Precache(); break;
case 18: gonome.Precache(); break;
case 19: massn.Precache(); break;
case 20: otis.Precache(); break;
}
}
}

329
src/dlls/otis.cpp Normal file
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@@ -0,0 +1,329 @@
// HUGE thanks to DrBeef for his hlsdk-xash3d-opfor repository!
/***
*
* 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.
*
****/
//=========================================================
// monster template
//=========================================================
// UNDONE: Holster weapon?
#include "extdll.h"
#include "util.h"
#include "cmbase.h"
#include "cmbasemonster.h"
#include "monsters.h"
#include "schedule.h"
#include "defaultai.h"
#include "weapons.h"
#define NUM_OTIS_HEADS 2 // heads available for otis model
#define GUN_GROUP 1
#define HEAD_GROUP 2
#define HEAD_HAIR 0
#define HEAD_BALD 1
#define GUN_NONE 0
#define GUN_EAGLE 1
#define GUN_DONUT 2
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is Otis dying for scripted sequences?
#define OTIS_AE_DRAW ( 2 )
#define OTIS_AE_SHOOT ( 3 )
#define OTIS_AE_HOLSTER ( 4 )
#define OTIS_BODY_GUNHOLSTERED 0
#define OTIS_BODY_GUNDRAWN 1
#define OTIS_BODY_DONUT 2
//=========================================================
// ALertSound - otis says "Freeze!"
//=========================================================
void CMOtis::AlertSound(void)
{
if (m_hEnemy != 0)
{
if (FOkToSpeak())
{
PlaySentence("OT_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE);
}
}
}
//=========================================================
// BarneyFirePistol - shoots one round from the pistol at
// the enemy otis is facing.
//=========================================================
void CMOtis::BarneyFirePistol(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_357);
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, "weapons/desert_eagle_fire.wav", 1, ATTN_NORM, 0, 100 + pitchShift);
// 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 CMOtis::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case OTIS_AE_SHOOT:
BarneyFirePistol();
break;
case OTIS_AE_DRAW:
// otis' bodygroup switches here so he can pull gun from holster
// pev->body = OTIS_BODY_GUNDRAWN;
SetBodygroup( GUN_GROUP, GUN_EAGLE );
m_fGunDrawn = TRUE;
break;
case OTIS_AE_HOLSTER:
// change bodygroup to replace gun in holster
// pev->body = OTIS_BODY_GUNHOLSTERED;
SetBodygroup( GUN_GROUP, GUN_NONE );
m_fGunDrawn = FALSE;
break;
default:
CMBarney::HandleAnimEvent(pEvent);
}
}
//=========================================================
// Spawn
//=========================================================
void CMOtis::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/otis.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = gSkillData.otisHealth;
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;
pev->body = 0; // gun in holster
m_fGunDrawn = FALSE;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
// Make sure hands are white.
pev->skin = 0;
// Select a random head.
if (head == -1)
{
SetBodygroup(HEAD_GROUP, RANDOM_LONG(0, NUM_OTIS_HEADS - 1));
}
else
{
SetBodygroup(HEAD_GROUP, head);
}
if (bodystate == -1)
{
SetBodygroup(GUN_GROUP, RANDOM_LONG(OTIS_BODY_GUNHOLSTERED, OTIS_BODY_GUNDRAWN)); // don't random donut
}
else
{
SetBodygroup(GUN_GROUP, bodystate);
}
MonsterInit();
pev->classname = MAKE_STRING( "monster_otis" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Otis" );
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMOtis::Precache()
{
PRECACHE_MODEL("models/otis.mdl");
PRECACHE_SOUND("weapons/desert_eagle_fire.wav");
PRECACHE_SOUND("barney/ba_pain1.wav");
PRECACHE_SOUND("barney/ba_pain2.wav");
PRECACHE_SOUND("barney/ba_pain3.wav");
PRECACHE_SOUND("barney/ba_die1.wav");
PRECACHE_SOUND("barney/ba_die2.wav");
PRECACHE_SOUND("barney/ba_die3.wav");
// every new otis must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
CMTalkMonster::Precache();
}
// Init talk data
void CMOtis::TalkInit()
{
CMTalkMonster::TalkInit();
// scientists speach group names (group names are in sentences.txt)
m_szGrp[TLK_ANSWER] = "OT_ANSWER";
m_szGrp[TLK_QUESTION] = "OT_QUESTION";
m_szGrp[TLK_IDLE] = "OT_IDLE";
m_szGrp[TLK_STARE] = "OT_STARE";
m_szGrp[TLK_USE] = "OT_OK";
m_szGrp[TLK_UNUSE] = "OT_WAIT";
m_szGrp[TLK_STOP] = "OT_STOP";
m_szGrp[TLK_NOSHOOT] = "OT_SCARED";
m_szGrp[TLK_HELLO] = "OT_HELLO";
m_szGrp[TLK_PLHURT1] = "!OT_CUREA";
m_szGrp[TLK_PLHURT2] = "!OT_CUREB";
m_szGrp[TLK_PLHURT3] = "!OT_CUREC";
m_szGrp[TLK_PHELLO] = NULL;
m_szGrp[TLK_PIDLE] = NULL;
m_szGrp[TLK_PQUESTION] = NULL;
m_szGrp[TLK_SMELL] = "OT_SMELL";
m_szGrp[TLK_WOUND] = "OT_WOUND";
m_szGrp[TLK_MORTAL] = "OT_MORTAL";
// get voice for head - just one otis voice for now
m_voicePitch = 100;
}
int CMOtis::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
{
// make sure friends talk about it if player hurts talkmonsters...
int ret = CMTalkMonster::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 ) && UTIL_IsPlayer(m_hEnemy) )
{
Remember( bits_MEMORY_PROVOKED );
}
}
return ret;
}
void CMOtis::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: // Otis wears no helmet, so do not prevent taking headshot damage.
// always a head shot
ptr->iHitgroup = HITGROUP_HEAD;
break;
default:
break;
}
CMTalkMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType);
}
void CMOtis::Killed(entvars_t *pevAttacker, int iGib)
{
if (GetBodygroup(GUN_GROUP) != OTIS_BODY_GUNHOLSTERED)
{
// drop the gun!
SetBodygroup(GUN_GROUP, OTIS_BODY_GUNHOLSTERED);
}
CMTalkMonster::Killed(pevAttacker, iGib);
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// 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 *CMOtis::GetSchedule(void)
{
if (HasConditions(bits_COND_ENEMY_DEAD) && FOkToSpeak())
{
PlaySentence("OT_KILL", 4, VOL_NORM, ATTN_NORM);
}
return CMBarney::GetSchedule();
}
void CMOtis::KeyValue(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "head"))
{
head = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CMBarney::KeyValue(pkvd);
}

View File

@@ -78,11 +78,13 @@ skill_cfg_t skill_cfg[] = {
{"sk_gonome_dmg_one_bite", &gSkillData.gonomeDmgOneBite},
{"sk_massassin_health", &gSkillData.massnHealth},
{"sk_massassin_kick", &gSkillData.massnDmgKick},
{"sk_otis_health", &gSkillData.otisHealth},
{"sk_12mm_bullet", &gSkillData.monDmg9MM},
{"sk_9mmAR_bullet", &gSkillData.monDmgMP5},
{"sk_9mm_bullet", &gSkillData.monDmg12MM},
{"sk_9mmAR_grenade", &gSkillData.monDmgM203Grenade},
{"sk_762_bullet", &gSkillData.monDmg762},
{"sk_357_bullet", &gSkillData.monDmg357},
{"sk_hornet_dmg", &gSkillData.monDmgHornet},
{"", NULL}
};
@@ -229,12 +231,16 @@ void monster_skill_init(void)
gSkillData.massnHealth = 50.0f;
gSkillData.massnDmgKick = 25.0f;
// Otis
gSkillData.otisHealth = 35.0f;
// MONSTER WEAPONS
gSkillData.monDmg9MM = 5.0f;
gSkillData.monDmgMP5 = 4.0f;
gSkillData.monDmg12MM = 10.0f;
gSkillData.monDmgM203Grenade = 100.0f;
gSkillData.monDmg762 = 100.0f;
gSkillData.monDmg357 = 40.0f;
// HORNET
gSkillData.monDmgHornet = 5.0f;

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@@ -95,12 +95,15 @@ struct skilldata_t
float massnHealth;
float massnDmgKick;
float otisHealth;
// weapons shared by monsters
float monDmg9MM;
float monDmgMP5;
float monDmg12MM;
float monDmgM203Grenade;
float monDmg762;
float monDmg357;
float monDmgHornet;
};

View File

@@ -178,6 +178,7 @@ typedef enum
BULLET_MONSTER_MP5,
BULLET_MONSTER_12MM,
BULLET_MONSTER_762,
BULLET_MONSTER_357,
} Bullet;