37 Commits

Author SHA1 Message Date
Giegue
6e1081d793 Start making monstermod aware of normal HL monsters.
This is still heavily experimental and its use is not yet recommended.
2023-02-15 21:19:57 -03:00
Giegue
5830ac7908 Tweaked hwgrunt to be less crappy. 2023-02-15 21:14:13 -03:00
Giegue
2f80da1e15 Fix linux compilation.
Fix windows compilation, again.
2023-02-14 20:44:13 -03:00
Giegue
c32827b4cb Update milestones, again. 2023-02-07 18:32:55 -03:00
Giegue
5f7abc2df0 Add monster_stukabat. 2023-02-07 18:19:52 -03:00
Giegue
875d6610ae Add monster_robogrunt. 2023-02-05 17:13:39 -03:00
Giegue
94fc64226c Update README and milestones. 2023-02-03 03:04:08 -03:00
Giegue
19b7c69b14 Add monster_hwgrunt. 2023-02-03 02:37:30 -03:00
Giegue
0fd2d27b6f Fix windows compilation. 2023-02-01 01:07:35 -03:00
Julian
87210e5f6c Update readme to add information about precache. 2020-07-30 00:04:08 -03:00
Julian
9df28b9d3f Added monster_babygarg. 2020-07-29 22:35:01 -03:00
Julian
9602f862c9 Added monster_voltigore and monster_baby_voltigore. 2020-07-19 12:31:52 -03:00
Julian
5b0ced8e7d Add monster_shocktrooper. 2020-06-30 23:17:53 -03:00
Julian
63779c0471 Randomize Male Assassin weapons. 2020-06-12 04:26:25 -03:00
Julian
433bb24dcd Add monster_pitdrone. 2020-06-11 01:30:29 -03:00
Julian
ba25f7710c Add monster_otis. 2020-06-10 01:12:58 -03:00
Julian
bf607621b3 Add monster_male_assassin. 2020-06-09 18:21:51 -03:00
Julian
769ec8852f Update monster IRelationship to match Sven Co-op 5.x table. 2020-06-08 03:52:27 -03:00
Julian
7fcf39b6d3 Add monster_gonome. 2020-06-07 18:52:55 -03:00
Julian
2762dbc0b2 Update README. 2020-06-04 15:06:47 -03:00
Giegue
0f2bd95275 Merge pull request #1 from JulianR0/tier2
Tier 2 milestone reached!
2020-06-03 14:38:21 -03:00
Giegue
be8df87e82 Merge branch 'master' into tier2 2020-06-03 14:37:16 -03:00
Julian
aa99d801c7 Merge branch 'tier2' of github.com:JulianR0/monstermod-redo into tier2 2020-06-03 14:32:37 -03:00
Julian
aa57599c3c Tier 2 milestone reached! 2020-06-03 14:31:55 -03:00
Julian
b2beda8f68 Tier 2 milestone reached! 2020-06-03 14:28:58 -03:00
Julian
6d4a608793 Add "classify" keyvalue to override monster classification. 2020-06-03 13:57:06 -03:00
Giegue
612ce63050 Update README.md 2020-06-03 01:42:33 -03:00
Julian
1e68434df5 Add "displayname" keyvalue for custom monster names. 2020-06-03 01:36:04 -03:00
Julian
4d61695e6b Merge branch 'tier2' of github.com:JulianR0/monstermod-redo into tier2 2020-06-02 01:56:04 -03:00
Julian
4912f6d23d Display basic monster info on aiment. 2020-06-02 01:54:48 -03:00
Giegue
50fd9aa13a Update README.md 2020-06-01 17:20:23 -03:00
Giegue
d72aba3b6f Update README.md 2020-06-01 17:18:06 -03:00
Julian
d39bc85ab6 Use monster classname for player deaths. 2020-06-01 17:10:52 -03:00
Julian
5c275e5b62 Added death messages. 2020-06-01 03:53:42 -03:00
Julian
b4ec347170 Fixed TextMsg message crashes. 2020-06-01 03:53:12 -03:00
Julian
8f899d2c6d Add install instructions. 2020-03-17 22:48:56 -03:00
Giegue
d63e0af548 Tier 1 milestone reached! 2020-03-17 22:41:10 -03:00
152 changed files with 62186 additions and 51887 deletions

170
README.md
View File

@@ -21,26 +21,153 @@ A small light is seen at the distance...
## What is this?
MonsterMod is a MetaMod plugin. It's purpose was to allow support for monsters to spawn in multiplayer games where they are not. The project updates became incredibly obscure, getting up-to-date versions and the new additions was very difficult. And the only one who had even futher progress kept the plugin private.
MonsterMod is a MetaMod plugin. Its purpose was to allow multiplayer games to add monsters, where it wasn't possible to do so by normal means. The updates of the project became incredibly obscure: Getting the "up-to-date" versions containing the new additions (opposing force monsters, for example) were very difficult. And the only one who managed to bring the plugin even futher kept the progress of the plugin private.
Nearly 18 years after botman's original plugin was released, the future of the project became nothing but a forgotten, ancient relic of the past.
After 20 years (and a half) since botman's original plugin was released, the future of the project became nothing but a forgotten, ancient relic of the past.
Not anymore...
This project aims towards the recreation of the new features of the "obscured and updated" Monster Mod plugin. Taking botman's original 2002 plugin and working up from the ground, and to rebuild it with the new features and monsters that only few were able to see.
The first goal of this project aims towards the recreation of the new features of the "obscured and updated" Monster Mod plugin. Taking botman's original 2002 plugin and working from the ground up, the mission is to rebuild it with the new features and monsters that only few were able to see.
The source code is completely free to use for everyone: In the event that the development of this new project falls and becomes stagnant again, the plugin will live on, as the project's second goal is it's preservation. The original botman's page where you can download the 2002 plugin will not stay up forever.
The source code is completely free for everyone to use: In the event that the development of this project falls and becomes stagnant again, the plugin will live on, as the project's second goal is its preservation. The original botman's page where you can download the 2002 plugin will not stay up forever.
Under no circumstances we shall allow this project to fade away and become lost amidst the gears of time.
Under no circumstances shall we allow this project to fade away and become lost amidst the gears of time.
## Installation
*NOTE: Outdated. Ideally, users should be able to use the plugin "out-of-the-box" without the need to do the complicated mess explained below.*
*TODO: Add build instructions, just using 'make' on G++ 4.8 is really vague.*
If you are trying to use the compiled binary, you must know that it has been compiled with a mayor GCC version and it will be highly unlikely that it will run on a vanilla HLDS server. If the plugin fails to load due to libstdc++ not having CXXABI_1.X.X or similar, read on. HLDS uses it's own libstdc++ library. Any plugins compiled with GCC versions 5.x and greater will not work with the outdated library.
To remedy this issue you have two options:
You can recompile the source code under g++ 4.8 and use the newly generated binary. Make sure to edit the Makefile so it points to that version of g++. Compilation is done by simply running `make` on the `src/dlls` folder.
Alternatively, you can "remove" the outdated library to force HLDS to use the libstdc++ provided by the linux distro, which is generally more up to date. You might need to install GCC/G++ on the operating system if it doesn't work.
## MonsterMod and ReHLDS
Usage of ReHLDS is highly recommended, as you can use the command `rescount` which will reveal the current number of precached models and sounds. You can also use `reslist model` and `reslist sound` to see the entire list of precached content.
Keeping track of the number of precached content will allow you to maximize the number of monsters you can use without risking going over the limits.
## Using MonsterMod on Counter-Strike
Counter-Strike precaches non trivial sounds of all weapons. This means that sounds such as "clip-ins", "clip-outs" are added to the list, taking quite a bit of space in the precache count. Let it be a reminder that our good old Half-Life can only store a maximum of 512 precached resources. Since these sounds are handled client-side by the models themselves, theres is no need to be kept precached on the server. Only the weapons fire sounds are needed.
MonsterMod does not have an integrated "Unprecacher" to remove those sounds, but you can remove them manually with AMX Mod X, using Fakemeta. Register forward **FM_PrecacheSound** and return **FMRES_SUPERCEDE** on the following sounds:
```
"weapons/ak47_boltpull.wav"
"weapons/ak47_clipin.wav"
"weapons/ak47_clipout.wav"
"weapons/aug_boltpull.wav"
"weapons/aug_boltslap.wav"
"weapons/aug_clipin.wav"
"weapons/aug_clipout.wav"
"weapons/aug_forearm.wav"
"weapons/awp_clipin.wav"
"weapons/awp_clipout.wav"
"weapons/awp_deploy.wav"
"weapons/boltdown.wav"
"weapons/boltpull1.wav"
"weapons/boltup.wav"
"weapons/clipin1.wav"
"weapons/clipout1.wav"
"weapons/de_clipin.wav"
"weapons/de_clipout.wav"
"weapons/de_deploy.wav"
"weapons/elite_clipout.wav"
"weapons/elite_deploy.wav"
"weapons/elite_leftclipin.wav"
"weapons/elite_reloadstart.wav"
"weapons/elite_rightclipin.wav"
"weapons/elite_sliderelease.wav"
"weapons/elite_twirl.wav"
"weapons/famas_boltpull.wav"
"weapons/famas_boltslap.wav"
"weapons/famas_clipin.wav"
"weapons/famas_clipout.wav"
"weapons/famas_forearm.wav"
"weapons/fiveseven_clipin.wav"
"weapons/fiveseven_clipout.wav"
"weapons/fiveseven_slidepull.wav"
"weapons/fiveseven_sliderelease.wav"
"weapons/g3sg1_clipin.wav"
"weapons/g3sg1_clipout.wav"
"weapons/g3sg1_slide.wav"
"weapons/galil_boltpull.wav"
"weapons/galil_clipin.wav"
"weapons/galil_clipout.wav"
"weapons/m4a1_boltpull.wav"
"weapons/m4a1_clipin.wav"
"weapons/m4a1_clipout.wav"
"weapons/m4a1_deploy.wav"
"weapons/m4a1_silencer_off.wav"
"weapons/m4a1_silencer_on.wav"
"weapons/m249_boxin.wav"
"weapons/m249_boxout.wav"
"weapons/m249_chain.wav"
"weapons/m249_coverdown.wav"
"weapons/m249_coverup.wav"
"weapons/mac10_boltpull.wav"
"weapons/mac10_clipin.wav"
"weapons/mac10_clipout.wav"
"weapons/mp5_clipin.wav"
"weapons/mp5_clipout.wav"
"weapons/mp5_slideback.wav"
"weapons/p90_boltpull.wav"
"weapons/p90_clipin.wav"
"weapons/p90_clipout.wav"
"weapons/p90_cliprelease.wav"
"weapons/p228_clipin.wav"
"weapons/p228_clipout.wav"
"weapons/p228_slidepull.wav"
"weapons/p228_sliderelease.wav"
"weapons/scout_bolt.wav"
"weapons/scout_clipin.wav"
"weapons/scout_clipout.wav"
"weapons/sg550_boltpull.wav"
"weapons/sg550_clipin.wav"
"weapons/sg550_clipout.wav"
"weapons/sg552_boltpull.wav"
"weapons/sg552_clipin.wav"
"weapons/sg552_clipout.wav"
"weapons/slideback1.wav"
"weapons/sliderelease1.wav"
"weapons/ump45_boltslap.wav"
"weapons/ump45_clipin.wav"
"weapons/ump45_clipout.wav"
"weapons/usp_clipin.wav"
"weapons/usp_clipout.wav"
"weapons/usp_silencer_off.wav"
"weapons/usp_silencer_on.wav"
"weapons/usp_slideback.wav"
"weapons/usp_sliderelease.wav"
```
Doing this will free **85** sounds from the precache list that you can now use for additional monsters.
## Known Bugs
I'm aware that the plugin is far from perfect, and there are a few things that need polishing *-especially the AI-*. I'll try to fix/will be fixing as the project evolves:
- Human Grunts are unable to reload their weapons. As a workaround, infinite ammo has been given to them.
- Male Assassins share the same AI as HGrunts, so their ammo problem is still a thing, and the same workaround is used.
- Shock Troopers seems to be broken despite sharing HGrunts AI code. Despite having infinite ammo, they eventually stop firing. Worse, taking cover is absolutely broken, and they remain completely frozen in place when it happens.
- If a Heavy Weapons Grunt is to lose their target while his minigun is still spinning, the next time it targets an enemy it will instantly fire instead of spinning up the minigun again.
## Milestones
Attempting to recreate everything in one go is a daunting task.
Let it be known that the original 2002 source code will NOT compile on today's compilers, and does NOT contain all the necessary files for compilation. The preliminary was to rewrite and provide as many files or lines of code to ensure it can compile again, and be usable on an actual HLDS installation.
Currently, I aim working this for linux only. While the original 2002 Visual C++ DSP file exists in the repository, it has not been updated to newer formats. Who knows if it can even open on newer Visual Studio versions, let alone, to compile?
Even so, in linux, I had to resort to compile under GCC 4.8 for the plugin to work. While I could use a newer compiler (GCC 9 at the time of this writing), whenever or not the plugin will run is dependant on the HLDS installation and the system libraries is it hosted with. If you compile with newer GCC compilers, be warned that it may refuse to load, as it will complain about libstdc++ not having CXXABI_1.X.X or similar.
The original Visual C++ 6.0 DSP file exists in the repository but neither the file nor the code has been updated to newer formats. Don't expect it to compile on modern Visual Studio versions.
Current milestones are separated by "Tiers", which are as follows:
@@ -53,29 +180,34 @@ Current milestones are separated by "Tiers", which are as follows:
- Rework config processing to use a "key --> value" format. **[DONE]**
- Add info_node and info_node_air support for AI navigation. **[DONE]**
- Add node_viewer to debug node graph generation. **[DONE]**
- Implement Gargantua and all Turrets from Half-Life.
- Implement Gargantua and all Turrets from Half-Life. **[DONE]**
### Tier 2
- Add *-at least minimal-* death messages. *-Example: "\<player\> was killed by a \<monster\>".-*
- Implement HUD info about the monsters, along with the "displayname" keyvalue.
- Implement custom monster classification, the "classify" keyvalue.
- Add *-at least minimal-* death messages. *-Example: "\<player\> was killed by a \<monster\>".-* **[DONE]**
- Implement HUD info about the monsters, along with the "displayname" keyvalue. **[DONE]**
- Implement custom monster classification, the "classify" keyvalue. **[DONE]**
### Tier 3
- Implement *-almost-* all Opposing Force monsters.
- Implement *-almost-* all default Sven Co-op monsters.
- Add configurations to change AI behaviour.
- Update source code so it can compile AND run **ON WINDOWS**. **[DONE]**
- Implement *-almost-* all Opposing Force monsters. **[DONE]**
- Implement *-almost-* all default Sven Co-op monsters. **[DONE]**
- Make MonsterMod aware of normal game entities. *-For those who want to use the plugin in vanilla HL.-*
- Custom model support.
### Tier 4
- Custom model support, along with scaling.
- Custom sound support.
- Implement extra entities to enhance map gameplay.
- Implement reading entities within the BSP itself.
- Model scaling. *-If possible.-*
- Custom sound support, along with sentences.
- Fix all pending bugs.
### Tier 5
- Update source code so it can compile AND run **ON WINDOWS**.
- Add configurations to change AI behaviour.
- Optimize code and enhance the AI.
- Create "tool" entities for easier map customization.
What will the future hold after all Tiers has been completed?

View File

@@ -5,10 +5,33 @@
// To add entries to this file, just pretend it's ripent.
//
// "delay" means monster respawndelay.
//
// You may also be interesed in these other 2 keyvalues:
//
// "displayname" to change the monster's name, shown in HUD when you point at it.
// "classify" to change the monster's default classification, use one of these values:
//
// CLASS_NONE -1
// CLASS_MACHINE 1
// CLASS_PLAYER 2
// CLASS_HUMAN_PASSIVE 3
// CLASS_HUMAN_MILITARY 4
// CLASS_ALIEN_MILITARY 5
// CLASS_ALIEN_PASSIVE 6
// CLASS_ALIEN_MONSTER 7
// CLASS_ALIEN_PREY 8
// CLASS_ALIEN_PREDATOR 9
// CLASS_INSECT 10
// CLASS_PLAYER_ALLY 11
// CLASS_PLAYER_BIOWEAPON 12
// CLASS_ALIEN_BIOWEAPON 13
// CLASS_RACEX_PITDRONE 14
// CLASS_RACEX_SHOCK 15
{
"origin" "90 -180 150"
"delay" "30"
"displayname" "Example Custom Name"
"orientation" "1"
"spawnflags" "32"
"classname" "monster_miniturret"
@@ -16,6 +39,7 @@
{
"origin" "123 456 789"
"delay" "5"
"classify" "7"
"angles" "0 45 0"
"classname" "monster_houndeye"
}

View File

@@ -1,8 +1,13 @@
//
// MONSTERS - monsters that you always want to precache (for dynamic spawning)
//
// (just remove the comment characters at the beginning of the line for the
// monsters that you always want to precache.)
// Install this file to your mod's base directory.
//
// Just remove the comment characters at the beginning of the line for the
// monsters that you always want to precache.
//
// Be wary if you precache too many monsters, it may easily crash your
// server due to the age-old 512 limit.
//monster_alien_grunt
//monster_apache
@@ -10,12 +15,11 @@
//monster_bigmomma
//monster_bullsquid
//monster_gargantua
//monster_hassassin
//monster_human_assassin
//monster_headcrab
//monster_human_grunt
//monster_houndeye
//monster_alien_slave
//monster_icthyosaur
//monster_alien_controller
//monster_scientist
//monster_snark
@@ -23,3 +27,11 @@
//monster_turret
//monster_miniturret
//monster_sentry
//monster_gonome
//monster_male_assassin
//monster_otis
//monster_pitdrone
//monster_shocktrooper
//monster_voltigore
//monster_baby_voltigore
//monster_babygarg

View File

@@ -1,6 +1,9 @@
// MONSTERS health and damage amounts
//
// (Note: Some of these aren't currently used. They're in here for future use.)
// Install this file to your mod's base directory.
// ORIGINAL HALF-LIFE MONSTERS
// Alien Grunt
sk_agrunt_health 90
@@ -55,10 +58,6 @@ sk_islave_dmg_claw 10
sk_islave_dmg_clawrake 25
sk_islave_dmg_zap 10
// Icthyosaur
sk_ichthyosaur_health 200
sk_ichthyosaur_shake 35
// Controller
sk_controller_health 60
sk_controller_dmgzap 25
@@ -88,8 +87,63 @@ sk_miniturret_health 40
// Sentry Turret
sk_sentry_health 40
// OPPOSING FORCE MONSTERS
// Gonome
sk_gonome_health 85
sk_gonome_dmg_one_slash 20
sk_gonome_dmg_guts 10
sk_gonome_dmg_one_bite 14
// Male Assassin
sk_massassin_health 50
sk_massassin_kick 25
// Otis
sk_otis_health 35
// Pit Drone
sk_pitdrone_health 40
sk_pitdrone_dmg_bite 25
sk_pitdrone_dmg_whip 35
sk_pitdrone_dmg_spit 10
// Shock Roach
sk_shockroach_health 10
sk_shockroach_lifespan 10
// ShockTrooper
sk_shocktrooper_health 50
sk_shocktrooper_kick 10
sk_shocktrooper_maxcharge 8
sk_shocktrooper_rchgspeed 1
sk_shock_dmg 15
sk_spore_dmg 50
// Voltigore
sk_voltigore_health 320
sk_voltigore_dmg_beam 50
sk_voltigore_dmg_punch 40
// Baby Voltigore
sk_babyvoltigore_health 60
sk_babyvoltigore_dmg_punch 15
// SVEN CO-OP MONSTERS
// Baby Gargantua
sk_babygarg_health 640
sk_babygarg_dmg_slash 24
sk_babygarg_dmg_fire 4
sk_babygarg_dmg_stomp 80
// MONSTER WEAPON DAMAGE
sk_9mm_bullet 5
sk_9mmAR_bullet 4
sk_9mmAR_grenade 100
sk_12mm_bullet 10
sk_762_bullet 100
sk_357_bullet 40

View File

@@ -1,4 +1,4 @@
CPP = g++-7
CPP = g++
BASEFLAGS = -Dstricmp=strcasecmp -Dstrcmpi=strcasecmp -m32
OPTFLAGS = -O2
CPPFLAGS = ${BASEFLAGS} ${OPTFLAGS} -w -I. -I../engine -I../common -I../pm_shared -I../metamod
@@ -17,31 +17,44 @@ OBJ = \
controller.o \
defaultai.o \
dllapi.o \
explode.o \
effects.o \
explode.o \
flyingmonster.o \
gargantua.o \
ggrenade.o \
gonome.o \
h_ai.o \
h_export.o \
hassassin.o \
headcrab.o \
h_export.o \
hgrunt.o \
hornet.o \
houndeye.o \
hwgrunt.o \
islave.o \
massn.o \
monster_api.o \
monster_config.o \
monsters.o \
monsterstate.o \
nodes.o \
otis.o \
pitdrone.o \
rgrunt.o \
scientist.o \
shock.o \
shockroach.o \
skill.o \
sound.o \
sporegrenade.o \
squeakgrenade.o \
strooper.o \
stukabat.o \
subs.o \
talkmonster.o \
turret.o \
util.o \
voltigore.o \
weapons.o \
zombie.o

View File

@@ -125,10 +125,13 @@ const char *CMAGrunt::pAlertSounds[] =
//=========================================================
int CMAGrunt::IRelationship ( CMBaseEntity *pTarget )
{
// ditto hgrunt.cpp
/*
if ( strcmp(STRING(pTarget->pev->model), "models/hgrunt.mdl") == 0 )
{
return R_NM;
}
*/
return CMBaseMonster :: IRelationship( pTarget );
}
@@ -313,6 +316,11 @@ void CMAGrunt :: PainSound ( void )
//=========================================================
int CMAGrunt :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_ALIEN_MILITARY;
}
@@ -541,6 +549,13 @@ void CMAGrunt :: Spawn()
m_flNextSpeakTime = m_flNextWordTime = gpGlobals->time + 10 + RANDOM_LONG(0, 10);
MonsterInit();
pev->classname = MAKE_STRING( "monster_alien_grunt" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Alien Grunt" );
}
}
//=========================================================

View File

@@ -297,9 +297,14 @@ int GetAnimationEvent( void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEve
for (; index < pseqdesc->numevents; index++)
{
// Some Sven Co-op monsters rely on client-side events.
// Let those be sent to the server AI, even if it's wrong. -Giegue
/*
// Don't send client-side events to the server AI
if ( pevent[index].event >= EVENT_CLIENT )
continue;
*/
if ( (pevent[index].frame >= flStart && pevent[index].frame < flEnd) ||
((pseqdesc->flags & STUDIO_LOOPING) && flEnd >= pseqdesc->numframes - 1 && pevent[index].frame < flEnd - pseqdesc->numframes + 1) )

View File

@@ -84,6 +84,13 @@ void CMApache :: Spawn( void )
m_flPrevSeen = 0.0f;
m_iSoundState = 0;
pev->classname = MAKE_STRING( "monster_apache" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Apache" );
}
}
@@ -111,7 +118,15 @@ void CMApache::Precache( void )
apache_rocket.Precache();
}
int CMApache :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_HUMAN_MILITARY;
}
void CMApache::NullThink( void )
{

View File

@@ -186,6 +186,11 @@ int CMBarney :: ISoundMask ( void)
//=========================================================
int CMBarney :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_PLAYER_ALLY;
}
@@ -357,6 +362,13 @@ void CMBarney :: Spawn()
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
MonsterInit();
pev->classname = MAKE_STRING( "monster_barney" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Barney" );
}
}
//=========================================================

View File

@@ -48,6 +48,7 @@ public:
void CMInfoBM::Spawn( void )
{
pev->classname = MAKE_STRING( "info_bigmomma" );
}
void CMInfoBM::KeyValue( KeyValueData* pkvd )
@@ -298,6 +299,11 @@ void CMBigMomma :: KeyValue( KeyValueData *pkvd )
//=========================================================
int CMBigMomma :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_ALIEN_MONSTER;
}
@@ -610,6 +616,13 @@ void CMBigMomma :: Spawn()
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
pev->classname = MAKE_STRING( "monster_bigmomma" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Big Momma" );
}
}
//=========================================================

View File

@@ -357,6 +357,11 @@ BOOL CMBullsquid :: FValidateHintType ( short sHint )
//=========================================================
int CMBullsquid :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_ALIEN_MONSTER;
}
@@ -617,6 +622,13 @@ void CMBullsquid :: Spawn()
m_flNextSpitTime = gpGlobals->time;
MonsterInit();
pev->classname = MAKE_STRING( "monster_bullchicken" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Bullsquid" );
}
}
//=========================================================

View File

@@ -50,7 +50,7 @@ CMBaseEntity
// C functions for external declarations that call the appropriate C++ methods
#ifdef _WIN32
#define EXPORT _declspec( dllexport )
#define EXPORT __declspec( dllexport )
#else
#define EXPORT /* */
#endif
@@ -80,6 +80,8 @@ typedef void (CMBaseEntity::*USEPTR)( edict_t *pActivator, edict_t *pCaller, USE
#define CLASS_PLAYER_ALLY 11
#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players
#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace
#define CLASS_RACEX_PITDRONE 14
#define CLASS_RACEX_SHOCK 15
#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures.
class CMBaseEntity;
@@ -540,7 +542,6 @@ public:
class CMBaseMonster;
extern int GetMonsterIndex(void);
//

View File

@@ -102,6 +102,9 @@ public:
Vector m_HackedGunPos; // HACK until we can query end of gun
string_t m_szMonsterName; // Monster name to display on HUD
int m_iClassifyOverride; // Overriden classification for this monster
void KeyValue( KeyValueData *pkvd );
// monster use function
@@ -131,6 +134,8 @@ public:
virtual void MonsterThink( void );
void EXPORT CallMonsterThink( void ) { this->MonsterThink(); }
virtual int IRelationship ( CMBaseEntity *pTarget );
virtual int IRelationship ( int iTargetClass );
int IRelationshipByClass ( int iClass );
virtual void MonsterInit ( void );
virtual void MonsterInitDead( void ); // Call after animation/pose is set up
virtual void BecomeDead( void );
@@ -210,7 +215,7 @@ public:
void AdvanceRoute ( float distance );
virtual BOOL FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, edict_t *pTargetEnt, Vector *pApex );
void MakeIdealYaw( Vector vecTarget );
virtual void SetYawSpeed ( void ) { return; };// allows different yaw_speeds for each activity
virtual void SetYawSpeed ( void ) { return; }; // allows different yaw_speeds for each activity
BOOL BuildRoute ( const Vector &vecGoal, int iMoveFlag, edict_t *pTarget );
virtual BOOL BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist );
int RouteClassify( int iMoveFlag );
@@ -344,7 +349,7 @@ public:
virtual float GetDamageAmount( void ) { return gSkillData.headcrabDmgBite; }
virtual int GetVoicePitch( void ) { return 100; }
virtual float GetSoundVolue( void ) { return 1.0; }
virtual float GetSoundVolume( void ) { return 1.0; }
Schedule_t* GetScheduleOfType ( int Type );
CUSTOM_SCHEDULES;
@@ -367,7 +372,7 @@ public:
BOOL CheckRangeAttack1 ( float flDot, float flDist );
Schedule_t* GetScheduleOfType ( int Type );
virtual int GetVoicePitch( void ) { return PITCH_NORM + RANDOM_LONG(40,50); }
virtual float GetSoundVolue( void ) { return 0.8; }
virtual float GetSoundVolume( void ) { return 0.8; }
};
@@ -792,7 +797,7 @@ class CMApache : public CMBaseMonster
public:
void Spawn( void );
void Precache( void );
int Classify( void ) { return CLASS_HUMAN_MILITARY; };
int Classify( void );
int BloodColor( void ) { return DONT_BLEED; }
void Killed( entvars_t *pevAttacker, int iGib );
void GibMonster( void );
@@ -1084,6 +1089,7 @@ public:
private:
edict_t *GargantuaCheckTraceHullAttack(float flDist, int iDamage, int iDmgType);
protected:
CMSprite *m_pEyeGlow; // Glow around the eyes
CMBeam *m_pFlame[4]; // Flame beams
@@ -1234,4 +1240,474 @@ public:
};
//
// opposing force monsters
//
//=========================================================
// Gonome's guts projectile
//=========================================================
class CGonomeGuts : public CMBaseEntity
{
public:
void Spawn( void );
static edict_t *Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity );
void GutsTouch( edict_t *pOther );
void EXPORT Animate( void );
int m_maxFrame;
};
//=========================================================
// Gonome
//=========================================================
class CMGonome : public CMBaseMonster
{
public:
void Spawn(void);
void Precache(void);
int Classify(void);
void SetYawSpeed();
void HandleAnimEvent(MonsterEvent_t *pEvent);
int IgnoreConditions();
void IdleSound( void );
void PainSound( void );
void DeathSound( void );
void AlertSound( void );
void StartTask(Task_t *pTask);
BOOL CheckMeleeAttack2(float flDot, float flDist);
BOOL CheckRangeAttack1(float flDot, float flDist);
void SetActivity( Activity NewActivity );
Schedule_t *GetSchedule();
Schedule_t *GetScheduleOfType( int Type );
void RunTask(Task_t* pTask);
int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
void Killed(entvars_t *pevAttacker, int iGib);
void UnlockPlayer();
CGonomeGuts* GetGonomeGuts(entvars_t *pevOwner, const Vector& pos);
void ClearGuts();
CUSTOM_SCHEDULES;
static const char* pPainSounds[];
static const char* pIdleSounds[];
static const char* pDeathSounds[];
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];
protected:
float m_flNextFlinch;
float m_flNextThrowTime;// last time the gonome used the guts attack.
CGonomeGuts* m_pGonomeGuts;
BOOL m_fPlayerLocked;
EHANDLE m_lockedPlayer;
bool m_meleeAttack2;
bool m_playedAttackSound;
};
//=========================================================
// Male Assassin
//=========================================================
class CMMassn : public CMHGrunt
{
public:
int Classify(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
void Sniperrifle(void);
BOOL FOkToSpeak(void);
void Spawn( void );
void Precache( void );
void DeathSound(void);
void PainSound(void);
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;
};
//=========================================================
// Pit Drone's spit projectile
//=========================================================
class CPitdroneSpike : public CMBaseEntity
{
public:
void Spawn(void);
void EXPORT SpikeTouch(edict_t *pOther);
void EXPORT StartTrail();
static edict_t *Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, Vector vecAngles);
};
//=========================================================
// Pit Drone
//=========================================================
class CMPitdrone : public CMBaseMonster
{
public:
void Spawn(void);
void Precache(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
void SetYawSpeed(void);
int ISoundMask();
void KeyValue(KeyValueData *pkvd);
int Classify(void);
BOOL CheckMeleeAttack1(float flDot, float flDist);
BOOL CheckRangeAttack1(float flDot, float flDist);
void IdleSound(void);
void PainSound(void);
void AlertSound(void);
void DeathSound(void);
void BodyChange(float spikes);
int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
int IgnoreConditions(void);
Schedule_t* GetSchedule(void);
Schedule_t* GetScheduleOfType(int Type);
void StartTask(Task_t *pTask);
void RunTask(Task_t *pTask);
void RunAI(void);
void CheckAmmo();
void GibMonster();
CUSTOM_SCHEDULES;
float m_flLastHurtTime;
float m_flNextSpitTime;// last time the PitDrone used the spit attack.
float m_flNextFlinch;
int m_iInitialAmmo;
bool shouldAttackWithLeftClaw;
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pDieSounds[];
static const char *pAttackMissSounds[];
};
//=========================================================
// Shock Roach
//=========================================================
class CMShockRoach : public CMHeadCrab
{
public:
void Spawn(void);
void Precache(void);
void EXPORT LeapTouch(edict_t *pOther);
void PainSound(void);
void DeathSound(void);
void IdleSound(void);
void AlertSound(void);
void MonsterThink(void);
void StartTask(Task_t* pTask);
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pAttackSounds[];
static const char *pDeathSounds[];
static const char *pBiteSounds[];
float m_flBirthTime;
BOOL m_fRoachSolid;
protected:
void AttackSound();
};
//=========================================================
// Shock Trooper
//=========================================================
class CMStrooper : public CMHGrunt
{
public:
void Spawn(void);
void MonsterThink();
void Precache(void);
int Classify(void);
BOOL CheckRangeAttack1(float flDot, float flDist);
BOOL CheckRangeAttack2(float flDot, float flDist);
void HandleAnimEvent(MonsterEvent_t *pEvent);
void SetObjectCollisionBox( void )
{
pev->absmin = pev->origin + Vector( -24, -24, 0 );
pev->absmax = pev->origin + Vector( 24, 24, 72 );
}
void SetActivity(Activity NewActivity);
void DeathSound(void);
void PainSound(void);
void IdleSound(void);
void GibMonster(void);
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void DropShockRoach(bool gibbed);
Schedule_t *GetSchedule(void);
Schedule_t *GetScheduleOfType(int Type);
void SpeakSentence();
BOOL m_fRightClaw;
float m_rechargeTime;
float m_blinkTime;
float m_eyeChangeTime;
static const char *pGruntSentences[];
};
//=========================================================
// Voltigore's energy ball projectile
//=========================================================
#define VOLTIGORE_MAX_BEAMS 8
class CMVoltigoreEnergyBall : public CMBaseEntity
{
public:
void Spawn(void);
static edict_t *Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
void EXPORT BallTouch(edict_t *pOther);
void EXPORT FlyThink(void);
void CreateBeams();
void ClearBeams();
void UpdateBeams();
CMBeam* m_pBeam[VOLTIGORE_MAX_BEAMS];
int m_iBeams;
float m_timeToDie;
protected:
void CreateBeam(int nIndex, const Vector& vecPos, int width, int brightness);
void UpdateBeam(int nIndex, const Vector& vecPos, bool show);
void ClearBeam(int nIndex);
};
//=========================================================
// Voltigore
//=========================================================
class CMVoltigore : public CMBaseMonster
{
public:
virtual void Spawn(void);
virtual void Precache(void);
void SetYawSpeed(void);
virtual int Classify(void);
virtual void HandleAnimEvent(MonsterEvent_t *pEvent);
virtual void IdleSound(void);
virtual void PainSound(void);
virtual void DeathSound(void);
virtual void AlertSound(void);
void AttackSound(void);
virtual void StartTask(Task_t *pTask);
virtual BOOL CheckMeleeAttack1(float flDot, float flDist);
virtual BOOL CheckRangeAttack1(float flDot, float flDist);
virtual void RunAI(void);
virtual void GibMonster();
Schedule_t *GetSchedule(void);
Schedule_t *GetScheduleOfType(int Type);
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual void Killed(entvars_t *pevAttacker, int iGib);
CUSTOM_SCHEDULES
float m_flNextZapTime; // last time the voltigore used the spit attack.
BOOL m_fShouldUpdateBeam;
CMBeam* m_pBeam[3];
CMSprite* m_pBeamGlow;
int m_glowBrightness;
static const char* pAlertSounds[];
static const char* pAttackMeleeSounds[];
static const char* pMeleeHitSounds[];
static const char* pMeleeMissSounds[];
static const char* pComSounds[];
static const char* pDeathSounds[];
static const char* pFootstepSounds[];
static const char* pIdleSounds[];
static const char* pPainSounds[];
static const char* pGruntSounds[];
void CreateBeams();
void DestroyBeams();
void UpdateBeams();
void CreateGlow();
void DestroyGlow();
void GlowUpdate();
void GlowOff(void);
void GlowOn(int level);
protected:
void GibBeamDamage();
void PrecacheImpl(char* modelName);
int m_beamTexture;
};
//=========================================================
// Baby Voltigore
//=========================================================
class CMBabyVoltigore : public CMVoltigore
{
public:
void Spawn(void);
void Precache(void);
void HandleAnimEvent(MonsterEvent_t* pEvent);
BOOL CheckMeleeAttack1(float flDot, float flDist);
BOOL CheckRangeAttack1(float flDot, float flDist);
void StartTask(Task_t *pTask);
void Killed(entvars_t *pevAttacker, int iGib);
void GibMonster();
Schedule_t* GetSchedule();
Schedule_t* GetScheduleOfType(int Type);
};
//
// sven co-op monsters
//
//=========================================================
// Baby Gargantua
//=========================================================
class CMBabyGargantua : public CMGargantua
{
public:
void Spawn( void );
void Precache( void );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
void HandleAnimEvent( MonsterEvent_t *pEvent );
BOOL CheckMeleeAttack1( float flDot, float flDist ); // Swipe
BOOL CheckMeleeAttack2( float flDot, float flDist ); // Flames
BOOL CheckRangeAttack1( float flDot, float flDist ); // Stomp attack
void StartTask( Task_t *pTask );
void RunTask( Task_t *pTask );
void StompAttack( void );
void FlameCreate( void );
void FlameUpdate( void );
void FlameDestroy( void );
static const char *pBeamAttackSounds[];
static const char *pFootSounds[];
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pAttackSounds[];
static const char *pStompSounds[];
static const char *pBreatheSounds[];
static const char *pDieSounds[];
private:
edict_t *BabyGargCheckTraceHullAttack(float flDist, int iDamage, int iDmgType);
};
//=========================================================
// Heavy Weapons Grunt
//=========================================================
class CMHWGrunt : public CMHGrunt
{
public:
void Spawn( void );
void Precache( void );
int Classify(void);
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
void HandleAnimEvent(MonsterEvent_t *pEvent);
void SetActivity(Activity NewActivity);
Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType ( int Type );
BOOL CheckRangeAttack1( float flDot, float flDist );
BOOL CheckMeleeAttack1( float flDot, float flDist );
BOOL CheckRangeAttack2( float flDot, float flDist );
void Minigun(void);
CUSTOM_SCHEDULES
float m_flMinigunSpinTime;
};
//=========================================================
// Robo Grunt
//=========================================================
class CMRGrunt : public CMHGrunt
{
public:
int Classify(void);
BOOL FOkToSpeak(void);
void Spawn( void );
void Precache( void );
void DeathSound(void);
void PainSound(void);
void IdleSound(void);
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
void RunAI(void);
void Killed(entvars_t *pevAttacker, int iGib);
void GibMonster();
void EXPORT SparkTouch(edict_t *pOther);
void EXPORT StartGib(void);
float m_flNextSpark;
float m_flNextDischarge;
float m_flActiveDischarge;
int m_iBodyGibs;
};
//=========================================================
// Looking for Stukabat? It's located in cmflyingmonster.h
//=========================================================
#endif // BASEMONSTER_H

View File

@@ -17,6 +17,8 @@
#ifndef FLYINGMONSTER_H
#define FLYINGMONSTER_H
#include "cmbasemonster.h"
class CMFlyingMonster : public CMBaseMonster
{
public:
@@ -49,5 +51,31 @@ protected:
};
//=========================================================
// Stukabat
//=========================================================
class CMStukabat : public CMFlyingMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int Classify ( void );
void SetActivity ( Activity NewActivity );
void HandleAnimEvent( MonsterEvent_t *pEvent );
Schedule_t *GetScheduleOfType ( int Type );
int GetBitePitch( void ) { return PITCH_NORM + RANDOM_LONG( 40, 50 ); }
BOOL CheckRangeAttack1 ( float flDot, float flDist );
// Not used
BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
BOOL CheckMeleeAttack1 ( float flDot, float flDist ) { return FALSE; }
BOOL CheckMeleeAttack2 ( float flDot, float flDist ) { return FALSE; }
CUSTOM_SCHEDULES
};
#endif //FLYINGMONSTER_H

View File

@@ -177,7 +177,15 @@ void CMGib :: SpawnHeadGib( entvars_t *pevVictim )
pGib->LimitVelocity();
}
// Overload
void CMGib :: SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human )
{
if ( human )
CMGib::SpawnRandomGibs( pevVictim, cGibs, "models/hgibs.mdl", human );
else
CMGib::SpawnRandomGibs( pevVictim, cGibs, "models/agibs.mdl", human );
}
void CMGib :: SpawnRandomGibs( entvars_t *pevVictim, int cGibs, const char *pGibModel, int human )
{
int cSplat;
@@ -191,13 +199,13 @@ void CMGib :: SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human )
if ( human )
{
// human pieces
pGib->Spawn( "models/hgibs.mdl" );
pGib->Spawn( pGibModel );
pGib->pev->body = RANDOM_LONG(1,HUMAN_GIB_COUNT-1);// start at one to avoid throwing random amounts of skulls (0th gib)
}
else
{
// aliens
pGib->Spawn( "models/agibs.mdl" );
pGib->Spawn( pGibModel );
pGib->pev->body = RANDOM_LONG(0,ALIEN_GIB_COUNT-1);
}
@@ -590,6 +598,10 @@ void CMBaseMonster :: Killed( entvars_t *pevAttacker, int iGib )
unsigned int cCount = 0;
BOOL fDone = FALSE;
// If a player killed this monster, add score
if ( UTIL_IsPlayer( ENT( pevAttacker ) ) )
pevAttacker->frags += 1.0;
if ( HasMemory( bits_MEMORY_KILLED ) )
{
if ( ShouldGibMonster( iGib ) )
@@ -1142,6 +1154,59 @@ void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacke
}
}
}
else if (!UTIL_IsPlayer(pEntity))
{
// I'm doing really bad copypastes instead of making the code clean!
// Remind me to refactor this, this is not how this is supposed to be written!
// -Giegue
edict_t *pMonster = pEntity;
if ( iClassIgnore != CLASS_NONE && pMonster->v.iuser4 == iClassIgnore )
{// houndeyes don't hurt other houndeyes with their attack
continue;
}
// blast's don't tavel into or out of water
if (bInWater && pEntity->v.waterlevel == 0)
continue;
if (!bInWater && pEntity->v.waterlevel == 3)
continue;
vecSpot = UTIL_BodyTarget( pMonster, vecSrc );
UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr );
if ( tr.flFraction == 1.0 || tr.pHit == pEntity )
{// the explosion can 'see' this entity, so hurt them!
if (tr.fStartSolid)
{
// if we're stuck inside them, fixup the position and distance
tr.vecEndPos = vecSrc;
tr.flFraction = 0.0;
}
// decrease damage for an ent that's farther from the bomb.
flAdjustedDamage = ( vecSrc - tr.vecEndPos ).Length() * falloff;
flAdjustedDamage = flDamage - flAdjustedDamage;
if ( flAdjustedDamage < 0 )
{
flAdjustedDamage = 0;
}
// ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) );
if (tr.flFraction != 1.0)
{
ClearMultiDamage( );
UTIL_TraceAttack( pMonster, pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize( ), &tr, bitsDamageType );
ApplyMultiDamage( pevInflictor, pevAttacker );
}
else
{
UTIL_TakeDamageExternal( pMonster, pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType );
}
}
}
}
}
}
@@ -1195,6 +1260,8 @@ edict_t* CMBaseMonster :: CheckTraceHullAttack( float flDist, int iDamage, int i
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pEntity));
pMonster->TakeDamage( pev, pev, iDamage, iDmgType );
}
else if (!UTIL_IsPlayer(pEntity))
UTIL_TakeDamageExternal( pEntity, pev, pev, iDamage, iDmgType );
}
return pEntity;
@@ -1356,6 +1423,8 @@ void CMBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShootin
case BULLET_MONSTER_MP5:
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 );
@@ -1382,7 +1451,9 @@ void CMBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShootin
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
}
else switch(iBulletType)
else
{
switch(iBulletType)
{
default:
case BULLET_MONSTER_9MM:
@@ -1408,6 +1479,20 @@ void CMBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShootin
}
break;
case BULLET_MONSTER_762:
UTIL_TraceAttack(pPlayer, pevAttacker, gSkillData.monDmg762, vecDir, &tr, DMG_BULLET);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
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);
@@ -1420,7 +1505,8 @@ void CMBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShootin
break;
}
}
else if (tr.pHit->v.euser4 != NULL)
}
else if (tr.pHit->v.euser4 != NULL) // monstermod monster
{
CMBaseEntity *pMonster = GetClassPtr((CMBaseMonster *)VARS(tr.pHit));
@@ -1430,7 +1516,9 @@ void CMBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShootin
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
}
else switch(iBulletType)
else
{
switch(iBulletType)
{
default:
case BULLET_MONSTER_9MM:
@@ -1456,6 +1544,20 @@ void CMBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShootin
}
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);
@@ -1469,6 +1571,72 @@ void CMBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShootin
}
}
}
else if (!UTIL_IsPlayer(tr.pHit)) // normal game monster
{
edict_t *pMonster = tr.pHit;
if ( iDamage )
{
UTIL_TraceAttack(pMonster, pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) );
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
}
else
{
switch(iBulletType)
{
default:
case BULLET_MONSTER_9MM:
UTIL_TraceAttack(pMonster, pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
break;
case BULLET_MONSTER_MP5:
UTIL_TraceAttack(pMonster, pevAttacker, gSkillData.monDmgMP5, vecDir, &tr, DMG_BULLET);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
break;
case BULLET_MONSTER_12MM:
UTIL_TraceAttack(pMonster, pevAttacker, gSkillData.monDmg12MM, vecDir, &tr, DMG_BULLET);
if ( !tracer )
{
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
}
break;
case BULLET_MONSTER_762:
UTIL_TraceAttack(pMonster, pevAttacker, gSkillData.monDmg762, vecDir, &tr, DMG_BULLET);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
break;
case BULLET_MONSTER_357:
UTIL_TraceAttack(pMonster, pevAttacker, gSkillData.monDmg357, vecDir, &tr, DMG_BULLET);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot( &tr, iBulletType );
break;
case BULLET_NONE: // FIX
UTIL_TraceAttack(pMonster, pevAttacker, 50, vecDir, &tr, DMG_CLUB);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
// only decal glass
if ( !FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != 0)
{
UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0,2) );
}
break;
}
}
}
}
// make bullet trails
UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (flDistance * tr.flFraction) / 64.0 );
}

View File

@@ -81,6 +81,11 @@ const char *CMController::pDeathSounds[] =
//=========================================================
int CMController :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_ALIEN_MILITARY;
}
@@ -310,6 +315,13 @@ void CMController :: Spawn()
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
pev->classname = MAKE_STRING( "monster_alien_controller" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Alien Controller" );
}
}
//=========================================================
@@ -1113,6 +1125,8 @@ void CMControllerHeadBall :: Spawn( void )
m_hOwner = pev->owner;
pev->dmgtime = gpGlobals->time;
pev->classname = MAKE_STRING( "controller_head_ball" );
}
@@ -1297,8 +1311,9 @@ void CMControllerZapBall :: Spawn( void )
m_hOwner = pev->owner;
pev->dmgtime = gpGlobals->time; // keep track of when ball spawned
pev->nextthink = gpGlobals->time + 0.1;
}
pev->classname = MAKE_STRING( "controller_energy_ball" );
}
void CMControllerZapBall :: Precache( void )
{

View File

@@ -58,6 +58,24 @@ extern gamedll_funcs_t *gpGamedllFuncs;
extern cvar_t *dllapi_log;
extern cvar_t *monster_spawn;
extern cvar_t *monster_show_deaths;
extern cvar_t *monster_show_info;
// Player TakeDamage and Killed
int g_DamageMsg;
bool g_DamageActive;
int g_DamageVictim;
edict_t *g_DamageAttacker[33];
int g_DamageBits[33];
bool g_PlayerKilled[33];
float g_flWaitTillMessage[33];
// DeathMsg
int g_DeathMsg;
bool g_DeathActive;
// TE_TEXTMESSAGE
float g_NextMessage[33];
cvar_t *g_psv_gravity = NULL;
@@ -116,13 +134,13 @@ monster_type_t monster_types[]=
// can be spawned. Monsters should go first.
// DO NOT ALTER THE ORDER OF ELEMENTS!
"monster_alien_grunt", FALSE, // Monsters
"monster_alien_grunt", FALSE, // Original Half-Life Monsters
"monster_apache", FALSE,
"monster_barney", FALSE,
"monster_bigmomma", FALSE,
"monster_bullsquid", FALSE,
"monster_alien_controller", FALSE,
"monster_hassassin", FALSE,
"monster_human_assassin", FALSE,
"monster_headcrab", FALSE,
"monster_human_grunt", FALSE,
"monster_houndeye", FALSE,
@@ -134,6 +152,18 @@ monster_type_t monster_types[]=
"monster_turret", FALSE,
"monster_miniturret", FALSE,
"monster_sentry", FALSE,
"monster_gonome", FALSE, // Opposing Force Monsters
"monster_male_assassin", FALSE,
"monster_otis", FALSE,
"monster_pitdrone", FALSE,
"monster_shockroach", FALSE,
"monster_shocktrooper", FALSE,
"monster_voltigore", FALSE,
"monster_baby_voltigore", FALSE,
"monster_babygarg", FALSE, // Sven Co-op Monsters
"monster_hwgrunt", FALSE,
"monster_robogrunt", FALSE,
"monster_stukabat", FALSE,
"info_node", FALSE, // Nodes
"info_node_air", FALSE,
"", FALSE
@@ -305,7 +335,7 @@ void check_monster_hurt(edict_t *pAttacker)
}
void check_monster_dead(void)
void check_monster_dead(edict_t *pAttacker)
{
for (int index = 0; index < monster_ents_used; index++)
{
@@ -325,7 +355,8 @@ void check_monster_dead(void)
pent->v.deadflag = DEAD_NO; // bring back to life
monsters[index].pMonster->Killed(VARS(pent), 0);
monsters[index].pMonster->Killed(VARS(pAttacker), 0);
monsters[index].killed = TRUE;
}
}
@@ -344,6 +375,188 @@ void check_monster_dead(void)
}
void check_player_dead( edict_t *pPlayer )
{
// Death messages are disabled
if (!monster_show_deaths->value)
return;
int iPlayerIndex = ENTINDEX( pPlayer );
// Player died?
if ( !UTIL_IsAlive( pPlayer ) )
{
edict_t *pAttacker = pPlayer->v.dmg_inflictor;
char szMessage[129]; // To allow exactly 128 characters
// Attacker is NULL or message already shown, don't care
if ( pAttacker == NULL || g_PlayerKilled[ iPlayerIndex ] )
return;
// Get player's name
char szPlayerName[33];
sprintf( szPlayerName, "%s", STRING( pPlayer->v.netname ) );
// Killed by a monster?
if ( pAttacker->v.flags & FL_MONSTER )
{
// Check the first character for 'aeiou'.
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pAttacker));
char szCheck[2];
strncpy( szCheck, STRING( pMonster->m_szMonsterName ), 1 );
// Make the first character lowercase
szCheck[0] = tolower( szCheck[ 0 ] );
if ( strncmp( szCheck, "a", 1 ) == 0 || strncmp( szCheck, "e", 1 ) == 0 || strncmp( szCheck, "i", 1 ) == 0 || strncmp( szCheck, "o", 1 ) == 0 || strncmp( szCheck, "u", 1 ) == 0 )
sprintf( szMessage, "* %s was killed by an %s.\n", szPlayerName, STRING( pMonster->m_szMonsterName ) );
else
sprintf( szMessage, "* %s was killed by a %s.\n", szPlayerName, STRING( pMonster->m_szMonsterName ) );
}
else
{
// 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 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
if ( strlen( szMessage ) > 0 )
UTIL_ClientPrintAll( HUD_PRINTTALK, szMessage );
g_PlayerKilled[ iPlayerIndex ] = true;
}
else
g_PlayerKilled[ iPlayerIndex ] = false;
}
void check_monster_info( edict_t *pPlayer )
{
// Monster Info is disabled
if (!monster_show_info->value)
return;
// Player must be alive
if ( UTIL_IsAlive( pPlayer ) )
{
// Don't overdo it!
if ( g_NextMessage[ ENTINDEX( pPlayer ) ] > gpGlobals->time )
return;
// Get player position and view angle
Vector origin = pPlayer->v.origin;
Vector view_angle = pPlayer->v.v_angle;
Vector view_offset = pPlayer->v.view_ofs;
// Prepare Trace
TraceResult tr;
Vector v_src, v_dest;
UTIL_MakeVectors(view_angle);
v_src = origin + view_offset; // Player aiment
v_dest = v_src + gpGlobals->v_forward * 4096; // Should cover enough distance
UTIL_TraceLine(v_src, v_dest, dont_ignore_monsters, pPlayer, &tr);
// Hit an entity?
if (tr.pHit != NULL)
{
// Must be a monster
if (tr.pHit->v.flags & FL_MONSTER)
{
// Get monster info
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(tr.pHit));
char szInfo[512];
sprintf(szInfo, "Enemy: %s\nHealth: %.0f\nFrags: %.0f\n", STRING( pMonster->m_szMonsterName ), pMonster->pev->health, pMonster->pev->frags );
// Create a TE_TEXTMESSAGE and show the monster information
MESSAGE_BEGIN( MSG_ONE, SVC_TEMPENTITY, NULL, pPlayer );
WRITE_BYTE( TE_TEXTMESSAGE );
WRITE_BYTE( 3 ); // Channel
WRITE_SHORT( 327 ); // X
WRITE_SHORT( 4771 ); // Y
WRITE_BYTE( 0 ); // Effect
WRITE_BYTE( 171 ); // R1
WRITE_BYTE( 23 ); // G1
WRITE_BYTE( 7 ); // B1
WRITE_BYTE( 0 ); // A1
WRITE_BYTE( 207 ); // R2
WRITE_BYTE( 23 ); // G2
WRITE_BYTE( 7 ); // B2
WRITE_BYTE( 255 ); // A2
WRITE_SHORT( 0 ); // Fade-in Time
WRITE_SHORT( 15 ); // Fade-out Time
WRITE_SHORT( 448 ); // Hold time
WRITE_STRING( szInfo ); // Message
MESSAGE_END();
// Delay till next scan
g_NextMessage[ ENTINDEX( pPlayer ) ] = gpGlobals->time + 0.8;
}
}
}
}
bool spawn_monster(int monster_type, Vector origin, Vector angles, int respawn_index, int spawnflags, pKVD *keyvalue)
{
int monster_index;
@@ -411,6 +624,18 @@ bool spawn_monster(int monster_type, Vector origin, Vector angles, int respawn_i
case 15: monsters[monster_index].pMonster = CreateClassPtr((CMTurret *)NULL); break;
case 16: monsters[monster_index].pMonster = CreateClassPtr((CMMiniTurret *)NULL); break;
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;
case 21: monsters[monster_index].pMonster = CreateClassPtr((CMPitdrone *)NULL); break;
case 22: monsters[monster_index].pMonster = CreateClassPtr((CMShockRoach *)NULL); break;
case 23: monsters[monster_index].pMonster = CreateClassPtr((CMStrooper *)NULL); break;
case 24: monsters[monster_index].pMonster = CreateClassPtr((CMVoltigore *)NULL); break;
case 25: monsters[monster_index].pMonster = CreateClassPtr((CMBabyVoltigore *)NULL); break;
case 26: monsters[monster_index].pMonster = CreateClassPtr((CMBabyGargantua *)NULL); break;
case 27: monsters[monster_index].pMonster = CreateClassPtr((CMHWGrunt *)NULL); break;
case 28: monsters[monster_index].pMonster = CreateClassPtr((CMRGrunt *)NULL); break;
case 29: monsters[monster_index].pMonster = CreateClassPtr((CMStukabat *)NULL); break;
}
if (monsters[monster_index].pMonster == NULL)
@@ -502,6 +727,7 @@ void check_respawn(void)
DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball
DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud
DLL_GLOBAL short g_sModelIndexTinySpit;// holds the index for the spore grenade explosion
DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion
DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model
DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for the initial blood
@@ -514,6 +740,7 @@ void world_precache(void)
{
g_sModelIndexFireball = PRECACHE_MODEL ("sprites/zerogxplode.spr");// fireball
g_sModelIndexSmoke = PRECACHE_MODEL ("sprites/steam1.spr");// smoke
g_sModelIndexTinySpit = PRECACHE_MODEL ("sprites/tinyspit.spr");// spore
g_sModelIndexWExplosion = PRECACHE_MODEL ("sprites/WXplo1.spr");// underwater fireball
g_sModelIndexBubbles = PRECACHE_MODEL ("sprites/bubble.spr");//bubbles
g_sModelIndexBloodSpray = PRECACHE_MODEL ("sprites/bloodspray.spr"); // initial blood
@@ -1032,7 +1259,7 @@ void mmDispatchThink( edict_t *pent )
{
monsters[index].pMonster->Think();
check_monster_dead();
check_monster_dead(pent);
RETURN_META(MRES_SUPERCEDE);
}
@@ -1054,7 +1281,7 @@ void mmDispatchTouch( edict_t *pentTouched, edict_t *pentOther )
{
monsters[index].pMonster->Touch(pentOther);
check_monster_dead();
check_monster_dead(pentOther);
RETURN_META(MRES_SUPERCEDE);
}
@@ -1086,6 +1313,18 @@ void mmServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
CMTurret turret;
CMMiniTurret miniturret;
CMSentry sentry;
CMGonome gonome;
CMMassn massn;
CMOtis otis;
CMPitdrone pitdrone;
CMShockRoach shockroach;
CMStrooper strooper;
CMVoltigore voltigore;
CMBabyVoltigore babyvoltigore;
CMBabyGargantua babygargantua;
CMHWGrunt hwgrunt;
CMRGrunt rgrunt;
CMStukabat stukabat;
g_psv_gravity = CVAR_GET_POINTER( "sv_gravity" );
@@ -1121,6 +1360,18 @@ void mmServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
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;
case 21: pitdrone.Precache(); break;
case 22: shockroach.Precache(); break;
case 23: strooper.Precache(); break;
case 24: voltigore.Precache(); break;
case 25: babyvoltigore.Precache(); break;
case 26: babygargantua.Precache(); break;
case 27: hwgrunt.Precache(); break;
case 28: rgrunt.Precache(); break;
case 29: stukabat.Precache(); break;
}
}
}
@@ -1174,6 +1425,13 @@ void mmStartFrame( void )
RETURN_META(MRES_IGNORED);
}
void mmClientKill( edict_t *pPlayer )
{
// Just to let the system know the player commited suicide
pPlayer->v.dmg_inflictor = pPlayer;
RETURN_META(MRES_IGNORED);
}
static DLL_FUNCTIONS gFunctionTable =
{
mmGameDLLInit, //! pfnGameInit() Initialize the game (one-time call after loading of game .dll)
@@ -1196,7 +1454,7 @@ static DLL_FUNCTIONS gFunctionTable =
NULL, // pfnClientConnect
NULL, // pfnClientDisconnect
NULL, // pfnClientKill
mmClientKill, //! pfnClientKill
NULL, // pfnClientPutInServer
NULL, // pfnClientCommand
NULL, // pfnClientUserInfoChanged
@@ -1259,8 +1517,7 @@ C_DLLEXPORT int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVers
void mmDispatchThink_Post( edict_t *pent )
{
check_monster_hurt(pent);
check_monster_dead();
check_monster_dead(pent);
RETURN_META(MRES_IGNORED);
}
@@ -1268,8 +1525,9 @@ void mmDispatchThink_Post( edict_t *pent )
void mmPlayerPostThink_Post( edict_t *pEntity )
{
check_monster_hurt(pEntity);
check_monster_dead();
check_monster_dead(pEntity);
check_player_dead(pEntity);
check_monster_info(pEntity);
RETURN_META(MRES_IGNORED);
}
@@ -1353,3 +1611,534 @@ C_DLLEXPORT int GetEntityAPI2_Post( DLL_FUNCTIONS *pFunctionTable, int *interfac
memcpy( pFunctionTable, &gFunctionTable_Post, sizeof( DLL_FUNCTIONS ) );
return(TRUE);
}
// Some messages seems to be offset by 1. Linux specific? CStrike specific?
int IsCSServer( void )
{
char mod[16];
sprintf( mod, "%s", GET_GAME_INFO( PLID, GINFO_NAME ) );
if ( strcmp( mod, "cstrike" ) == 0 || strcmp( mod, "czero" ) == 0 )
return 1;
return 0;
}
int mmRegUserMsg_Post( const char *pName, int iSize )
{
int cs_server = IsCSServer();
if ( strcmp( pName, "Damage" ) == 0 )
g_DamageMsg = META_RESULT_ORIG_RET( int ) - cs_server;
else if ( strcmp( pName, "DeathMsg" ) == 0 )
g_DeathMsg = META_RESULT_ORIG_RET( int );// - cs_server;
RETURN_META_VALUE( MRES_IGNORED, 0 );
}
void mmMessageBegin_Post( int msg_dest, int msg_type, const float *pOrigin, edict_t *ed )
{
if ( msg_type == g_DamageMsg )
{
// Whatever hurting us must be a valid entity
if (ed->v.dmg_inflictor != NULL )
{
g_DamageActive = true;
g_DamageVictim = ENTINDEX( ed );
g_DamageAttacker[ g_DamageVictim ] = ed->v.dmg_inflictor;
}
}
else if ( msg_type == g_DeathMsg )
{
// Prepare to update deathmsg
g_DeathActive = true;
}
RETURN_META( MRES_IGNORED );
}
void mmWriteLong_Post( int iValue )
{
if ( g_DamageActive )
g_DamageBits[ g_DamageVictim ] = iValue;
RETURN_META( MRES_IGNORED );
}
// This cannot be done on post!
void mmWriteString( const char *szValue )
{
if ( g_DeathActive )
{
// Prevent recursion
g_DeathActive = false;
// Ensure whatever killed the player is a valid entity
if (g_DamageAttacker[ g_DamageVictim ] != NULL)
{
// Send a new WriteString with the killer's classname
WRITE_STRING( STRING( g_DamageAttacker[ g_DamageVictim ]->v.classname ) );
// Supercede the old message
RETURN_META( MRES_SUPERCEDE );
}
}
RETURN_META( MRES_IGNORED );
}
void mmMessageEnd_Post( void )
{
g_DamageActive = false;
RETURN_META( MRES_IGNORED );
}
enginefuncs_t meta_engfuncs =
{
NULL, // pfnPrecacheModel()
NULL, // pfnPrecacheSound()
NULL, // pfnSetModel()
NULL, // pfnModelIndex()
NULL, // pfnModelFrames()
NULL, // pfnSetSize()
NULL, // pfnChangeLevel()
NULL, // pfnGetSpawnParms()
NULL, // pfnSaveSpawnParms()
NULL, // pfnVecToYaw()
NULL, // pfnVecToAngles()
NULL, // pfnMoveToOrigin()
NULL, // pfnChangeYaw()
NULL, // pfnChangePitch()
NULL, // pfnFindEntityByString()
NULL, // pfnGetEntityIllum()
NULL, // pfnFindEntityInSphere()
NULL, // pfnFindClientInPVS()
NULL, // pfnEntitiesInPVS()
NULL, // pfnMakeVectors()
NULL, // pfnAngleVectors()
NULL, // pfnCreateEntity()
NULL, // pfnRemoveEntity()
NULL, // pfnCreateNamedEntity()
NULL, // pfnMakeStatic()
NULL, // pfnEntIsOnFloor()
NULL, // pfnDropToFloor()
NULL, // pfnWalkMove()
NULL, // pfnSetOrigin()
NULL, // pfnEmitSound()
NULL, // pfnEmitAmbientSound()
NULL, // pfnTraceLine()
NULL, // pfnTraceToss()
NULL, // pfnTraceMonsterHull()
NULL, // pfnTraceHull()
NULL, // pfnTraceModel()
NULL, // pfnTraceTexture()
NULL, // pfnTraceSphere()
NULL, // pfnGetAimVector()
NULL, // pfnServerCommand()
NULL, // pfnServerExecute()
NULL, // pfnClientCommand()
NULL, // pfnParticleEffect()
NULL, // pfnLightStyle()
NULL, // pfnDecalIndex()
NULL, // pfnPointContents()
NULL, // pfnMessageBegin()
NULL, // pfnMessageEnd()
NULL, // pfnWriteByte()
NULL, // pfnWriteChar()
NULL, // pfnWriteShort()
NULL, // pfnWriteLong()
NULL, // pfnWriteAngle()
NULL, // pfnWriteCoord()
mmWriteString, //! pfnWriteString()
NULL, // pfnWriteEntity()
NULL, // pfnCVarRegister()
NULL, // pfnCVarGetFloat()
NULL, // pfnCVarGetString()
NULL, // pfnCVarSetFloat()
NULL, // pfnCVarSetString()
NULL, // pfnAlertMessage()
NULL, // pfnEngineFprintf()
NULL, // pfnPvAllocEntPrivateData()
NULL, // pfnPvEntPrivateData()
NULL, // pfnFreeEntPrivateData()
NULL, // pfnSzFromIndex()
NULL, // pfnAllocString()
NULL, // pfnGetVarsOfEnt()
NULL, // pfnPEntityOfEntOffset()
NULL, // pfnEntOffsetOfPEntity()
NULL, // pfnIndexOfEdict()
NULL, // pfnPEntityOfEntIndex()
NULL, // pfnFindEntityByVars()
NULL, // pfnGetModelPtr()
NULL, // pfnRegUserMsg()
NULL, // pfnAnimationAutomove()
NULL, // pfnGetBonePosition()
NULL, // pfnFunctionFromName()
NULL, // pfnNameForFunction()
NULL, // pfnClientPrintf()
NULL, // pfnServerPrint()
NULL, // pfnCmd_Args()
NULL, // pfnCmd_Argv()
NULL, // pfnCmd_Argc()
NULL, // pfnGetAttachment()
NULL, // pfnCRC32_Init()
NULL, // pfnCRC32_ProcessBuffer()
NULL, // pfnCRC32_ProcessByte()
NULL, // pfnCRC32_Final()
NULL, // pfnRandomLong()
NULL, // pfnRandomFloat()
NULL, // pfnSetView()
NULL, // pfnTime()
NULL, // pfnCrosshairAngle()
NULL, // pfnLoadFileForMe()
NULL, // pfnFreeFile()
NULL, // pfnEndSection()
NULL, // pfnCompareFileTime()
NULL, // pfnGetGameDir()
NULL, // pfnCvar_RegisterVariable()
NULL, // pfnFadeClientVolume()
NULL, // pfnSetClientMaxspeed()
NULL, // pfnCreateFakeClient()
NULL, // pfnRunPlayerMove()
NULL, // pfnNumberOfEntities()
NULL, // pfnGetInfoKeyBuffer()
NULL, // pfnInfoKeyValue()
NULL, // pfnSetKeyValue()
NULL, // pfnSetClientKeyValue()
NULL, // pfnIsMapValid()
NULL, // pfnStaticDecal()
NULL, // pfnPrecacheGeneric()
NULL, // pfnGetPlayerUserId()
NULL, // pfnBuildSoundMsg()
NULL, // pfnIsDedicatedServer()
NULL, // pfnCVarGetPointer()
NULL, // pfnGetPlayerWONId()
NULL, // pfnInfo_RemoveKey()
NULL, // pfnGetPhysicsKeyValue()
NULL, // pfnSetPhysicsKeyValue()
NULL, // pfnGetPhysicsInfoString()
NULL, // pfnPrecacheEvent()
NULL, // pfnPlaybackEvent()
NULL, // pfnSetFatPVS()
NULL, // pfnSetFatPAS()
NULL, // pfnCheckVisibility()
NULL, // pfnDeltaSetField()
NULL, // pfnDeltaUnsetField()
NULL, // pfnDeltaAddEncoder()
NULL, // pfnGetCurrentPlayer()
NULL, // pfnCanSkipPlayer()
NULL, // pfnDeltaFindField()
NULL, // pfnDeltaSetFieldByIndex()
NULL, // pfnDeltaUnsetFieldByIndex()
NULL, // pfnSetGroupMask()
NULL, // pfnCreateInstancedBaseline()
NULL, // pfnCvar_DirectSet()
NULL, // pfnForceUnmodified()
NULL, // pfnGetPlayerStats()
NULL, // pfnAddServerCommand()
NULL, // pfnVoice_GetClientListening()
NULL, // pfnVoice_SetClientListening()
NULL, // pfnGetPlayerAuthId()
NULL, // pfnSequenceGet()
NULL, // pfnSequencePickSentence()
NULL, // pfnGetFileSize()
NULL, // pfnGetApproxWavePlayLen()
NULL, // pfnIsCareerMatch()
NULL, // pfnGetLocalizedStringLength()
NULL, // pfnRegisterTutorMessageShown()
NULL, // pfnGetTimesTutorMessageShown()
NULL, // pfnProcessTutorMessageDecayBuffer()
NULL, // pfnConstructTutorMessageDecayBuffer()
NULL, // pfnResetTutorMessageDecayData()
NULL, // pfnQueryClientCvarValue()
NULL, // pfnQueryClientCvarValue2()
NULL, // pfnEngCheckParm()
};
C_DLLEXPORT int GetEngineFunctions(enginefuncs_t *pengfuncsFromEngine, int *interfaceVersion)
{
if(!pengfuncsFromEngine)
{
LOG_ERROR(PLID, "GetEngineFunctions called with null pengfuncsFromEngine");
return(FALSE);
}
else if(*interfaceVersion != ENGINE_INTERFACE_VERSION)
{
LOG_ERROR(PLID, "GetEngineFunctions version mismatch; requested=%d ours=%d", *interfaceVersion, ENGINE_INTERFACE_VERSION);
// Tell metamod what version we had, so it can figure out who is
// out of date.
*interfaceVersion = ENGINE_INTERFACE_VERSION;
return(FALSE);
}
memcpy(pengfuncsFromEngine, &meta_engfuncs, sizeof(enginefuncs_t));
return TRUE;
}
enginefuncs_t meta_engfuncs_post =
{
NULL, // pfnPrecacheModel()
NULL, // pfnPrecacheSound()
NULL, // pfnSetModel()
NULL, // pfnModelIndex()
NULL, // pfnModelFrames()
NULL, // pfnSetSize()
NULL, // pfnChangeLevel()
NULL, // pfnGetSpawnParms()
NULL, // pfnSaveSpawnParms()
NULL, // pfnVecToYaw()
NULL, // pfnVecToAngles()
NULL, // pfnMoveToOrigin()
NULL, // pfnChangeYaw()
NULL, // pfnChangePitch()
NULL, // pfnFindEntityByString()
NULL, // pfnGetEntityIllum()
NULL, // pfnFindEntityInSphere()
NULL, // pfnFindClientInPVS()
NULL, // pfnEntitiesInPVS()
NULL, // pfnMakeVectors()
NULL, // pfnAngleVectors()
NULL, // pfnCreateEntity()
NULL, // pfnRemoveEntity()
NULL, // pfnCreateNamedEntity()
NULL, // pfnMakeStatic()
NULL, // pfnEntIsOnFloor()
NULL, // pfnDropToFloor()
NULL, // pfnWalkMove()
NULL, // pfnSetOrigin()
NULL, // pfnEmitSound()
NULL, // pfnEmitAmbientSound()
NULL, // pfnTraceLine()
NULL, // pfnTraceToss()
NULL, // pfnTraceMonsterHull()
NULL, // pfnTraceHull()
NULL, // pfnTraceModel()
NULL, // pfnTraceTexture()
NULL, // pfnTraceSphere()
NULL, // pfnGetAimVector()
NULL, // pfnServerCommand()
NULL, // pfnServerExecute()
NULL, // pfnClientCommand()
NULL, // pfnParticleEffect()
NULL, // pfnLightStyle()
NULL, // pfnDecalIndex()
NULL, // pfnPointContents()
mmMessageBegin_Post, //! pfnMessageBegin()
mmMessageEnd_Post, //! pfnMessageEnd()
NULL, // pfnWriteByte()
NULL, // pfnWriteChar()
NULL, // pfnWriteShort()
mmWriteLong_Post, //! pfnWriteLong()
NULL, // pfnWriteAngle()
NULL, // pfnWriteCoord()
NULL, // pfnWriteString()
NULL, // pfnWriteEntity()
NULL, // pfnCVarRegister()
NULL, // pfnCVarGetFloat()
NULL, // pfnCVarGetString()
NULL, // pfnCVarSetFloat()
NULL, // pfnCVarSetString()
NULL, // pfnAlertMessage()
NULL, // pfnEngineFprintf()
NULL, // pfnPvAllocEntPrivateData()
NULL, // pfnPvEntPrivateData()
NULL, // pfnFreeEntPrivateData()
NULL, // pfnSzFromIndex()
NULL, // pfnAllocString()
NULL, // pfnGetVarsOfEnt()
NULL, // pfnPEntityOfEntOffset()
NULL, // pfnEntOffsetOfPEntity()
NULL, // pfnIndexOfEdict()
NULL, // pfnPEntityOfEntIndex()
NULL, // pfnFindEntityByVars()
NULL, // pfnGetModelPtr()
mmRegUserMsg_Post, //! pfnRegUserMsg()
NULL, // pfnAnimationAutomove()
NULL, // pfnGetBonePosition()
NULL, // pfnFunctionFromName()
NULL, // pfnNameForFunction()
NULL, // pfnClientPrintf()
NULL, // pfnServerPrint()
NULL, // pfnCmd_Args()
NULL, // pfnCmd_Argv()
NULL, // pfnCmd_Argc()
NULL, // pfnGetAttachment()
NULL, // pfnCRC32_Init()
NULL, // pfnCRC32_ProcessBuffer()
NULL, // pfnCRC32_ProcessByte()
NULL, // pfnCRC32_Final()
NULL, // pfnRandomLong()
NULL, // pfnRandomFloat()
NULL, // pfnSetView()
NULL, // pfnTime()
NULL, // pfnCrosshairAngle()
NULL, // pfnLoadFileForMe()
NULL, // pfnFreeFile()
NULL, // pfnEndSection()
NULL, // pfnCompareFileTime()
NULL, // pfnGetGameDir()
NULL, // pfnCvar_RegisterVariable()
NULL, // pfnFadeClientVolume()
NULL, // pfnSetClientMaxspeed()
NULL, // pfnCreateFakeClient()
NULL, // pfnRunPlayerMove()
NULL, // pfnNumberOfEntities()
NULL, // pfnGetInfoKeyBuffer()
NULL, // pfnInfoKeyValue()
NULL, // pfnSetKeyValue()
NULL, // pfnSetClientKeyValue()
NULL, // pfnIsMapValid()
NULL, // pfnStaticDecal()
NULL, // pfnPrecacheGeneric()
NULL, // pfnGetPlayerUserId()
NULL, // pfnBuildSoundMsg()
NULL, // pfnIsDedicatedServer()
NULL, // pfnCVarGetPointer()
NULL, // pfnGetPlayerWONId()
NULL, // pfnInfo_RemoveKey()
NULL, // pfnGetPhysicsKeyValue()
NULL, // pfnSetPhysicsKeyValue()
NULL, // pfnGetPhysicsInfoString()
NULL, // pfnPrecacheEvent()
NULL, // pfnPlaybackEvent()
NULL, // pfnSetFatPVS()
NULL, // pfnSetFatPAS()
NULL, // pfnCheckVisibility()
NULL, // pfnDeltaSetField()
NULL, // pfnDeltaUnsetField()
NULL, // pfnDeltaAddEncoder()
NULL, // pfnGetCurrentPlayer()
NULL, // pfnCanSkipPlayer()
NULL, // pfnDeltaFindField()
NULL, // pfnDeltaSetFieldByIndex()
NULL, // pfnDeltaUnsetFieldByIndex()
NULL, // pfnSetGroupMask()
NULL, // pfnCreateInstancedBaseline()
NULL, // pfnCvar_DirectSet()
NULL, // pfnForceUnmodified()
NULL, // pfnGetPlayerStats()
NULL, // pfnAddServerCommand()
NULL, // pfnVoice_GetClientListening()
NULL, // pfnVoice_SetClientListening()
NULL, // pfnGetPlayerAuthId()
NULL, // pfnSequenceGet()
NULL, // pfnSequencePickSentence()
NULL, // pfnGetFileSize()
NULL, // pfnGetApproxWavePlayLen()
NULL, // pfnIsCareerMatch()
NULL, // pfnGetLocalizedStringLength()
NULL, // pfnRegisterTutorMessageShown()
NULL, // pfnGetTimesTutorMessageShown()
NULL, // pfnProcessTutorMessageDecayBuffer()
NULL, // pfnConstructTutorMessageDecayBuffer()
NULL, // pfnResetTutorMessageDecayData()
NULL, // pfnQueryClientCvarValue()
NULL, // pfnQueryClientCvarValue2()
NULL, // pfnEngCheckParm()
};
C_DLLEXPORT int GetEngineFunctions_Post(enginefuncs_t *pengfuncsFromEngine, int *interfaceVersion)
{
if(!pengfuncsFromEngine)
{
LOG_ERROR(PLID, "GetEngineFunctions_Post called with null pengfuncsFromEngine");
return(FALSE);
}
else if(*interfaceVersion != ENGINE_INTERFACE_VERSION)
{
LOG_ERROR(PLID, "GetEngineFunctions_Post version mismatch; requested=%d ours=%d", *interfaceVersion, ENGINE_INTERFACE_VERSION);
// Tell metamod what version we had, so it can figure out who is
// out of date.
*interfaceVersion = ENGINE_INTERFACE_VERSION;
return(FALSE);
}
memcpy(pengfuncsFromEngine, &meta_engfuncs_post, sizeof(enginefuncs_t));
return TRUE;
}

64
src/dlls/explode.cpp Executable file → Normal file
View File

@@ -81,13 +81,52 @@ void CMShower::Touch( CMBaseEntity *pOther )
pev->speed = 0;
}
// Puff of Smoke
class CSmoker : public CMBaseEntity
{
public:
void Spawn( void );
void Think( void );
};
void CSmoker::Spawn( void )
{
pev->movetype = MOVETYPE_NONE;
pev->nextthink = gpGlobals->time;
pev->solid = SOLID_NOT;
UTIL_SetSize(pev, g_vecZero, g_vecZero );
pev->effects |= EF_NODRAW;
pev->angles = g_vecZero;
}
void CSmoker::Think( void )
{
// lots of smoke
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -pev->dmg, pev->dmg ));
WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -pev->dmg, pev->dmg ));
WRITE_COORD( pev->origin.z);
WRITE_SHORT( g_sModelIndexSmoke );
WRITE_BYTE( RANDOM_LONG(pev->scale, pev->scale * 1.1) );
WRITE_BYTE( RANDOM_LONG(8,14) ); // framerate
MESSAGE_END();
pev->health--;
if ( pev->health > 0 )
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(0.1, 0.2);
else
UTIL_Remove( this->edict() );
}
// Explosion
class CMEnvExplosion : public CMBaseMonster
{
public:
void Spawn( );
void EXPORT Smoke ( void );
void KeyValue( KeyValueData *pkvd );
void DelayUse( void );
void EXPORT DelayUse( void );
void Use( CMBaseEntity *pActivator, CMBaseEntity *pCaller, USE_TYPE useType, float value );
int m_iMagnitude;// how large is the fireball? how much damage?
@@ -259,7 +298,8 @@ void CMEnvExplosion::Smoke( void )
}
// Stock to quickly create a one-time explosion
// Stocks:
// Create a one-time explosion
void ExplosionCreate( const Vector &center, const Vector &angles, edict_t *pOwner, int magnitude, int flags, float delay )
{
KeyValueData kvd;
@@ -287,15 +327,19 @@ void ExplosionCreate( const Vector &center, const Vector &angles, edict_t *pOwne
pExplosion->pev->spawnflags &= ~SF_ENVEXPLOSION_REPEATABLE;
pExplosion->Spawn();
if ( delay > 0.0f )
{
//pExplosion->SetThink( &CMBaseEntity::SUB_CallUseToggle ); // i don't trust you
pExplosion->SetThink( &CMEnvExplosion::DelayUse );
pExplosion->pev->nextthink = gpGlobals->time + delay;
}
else
{
pExplosion->Use( NULL, NULL, USE_TOGGLE, 0 );
}
}
}
// Emit smoke
void SmokeCreate( const Vector &origin, int amount, int size, int radius, float delay )
{
CMBaseEntity *pSmoker = CreateClassPtr((CSmoker *)NULL); // CMBaseEntity::Create( "env_smoker", pev->origin, g_vecZero, NULL );
UTIL_SetOrigin( pSmoker->pev, origin );
pSmoker->Spawn();
pSmoker->pev->health = amount; // number of smoke balls
pSmoker->pev->scale = size; // size in 0.1x - size 10 = x1.0
pSmoker->pev->dmg = radius; // radial distribution
pSmoker->pev->nextthink = gpGlobals->time + delay; // Start in ... seconds
}

View File

@@ -25,8 +25,9 @@
extern DLL_GLOBAL short g_sModelIndexFireball;
extern DLL_GLOBAL short g_sModelIndexSmoke;
extern DLL_GLOBAL short g_sModelIndexTinySpit;
extern void ExplosionCreate( const Vector &center, const Vector &angles, edict_t *pOwner, int magnitude, int flags, float delay );
extern void SmokeCreate( const Vector &origin, int amount, int size, int radius, float delay );
#endif //EXPLODE_H

View File

@@ -31,6 +31,7 @@
#pragma warning(disable : 4201) // nameless struct/union
#pragma warning(disable : 4514) // unreferenced inline function removed
#pragma warning(disable : 4100) // unreferenced formal parameter
#pragma warning(disable : 4390) // empty controlled statement (seems to work fine? monster_api.cpp[101/115])
// Prevent tons of unused windows definitions
#ifdef _WIN32

View File

@@ -16,6 +16,7 @@
#include "util.h"
#include "cmbase.h"
#include "cmbasemonster.h"
#include "cmflyingmonster.h"
#include "monsters.h"
#include "schedule.h"
@@ -23,8 +24,6 @@
#define FLYING_AE_FLAPSOUND (9)
extern DLL_GLOBAL edict_t *g_pBodyQueueHead;
int CMFlyingMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, edict_t *pTarget, float *pflDist )
{
// UNDONE: need to check more than the endpoint

641
src/dlls/gargantua.cpp Executable file → Normal file
View File

@@ -62,13 +62,6 @@ const float GARG_ATTACKDIST = 80.0;
int gStompSprite = 0, gGargGibModel = 0;
void SpawnExplosion( Vector center, float randomRange, float time, int magnitude, edict_t *owner );
class CSmoker : public CMBaseEntity
{
public:
void Spawn( void );
void Think( void );
};
// Spiral Effect
class CSpiral : public CMBaseEntity
{
@@ -84,14 +77,14 @@ class CStomp : public CMBaseEntity
public:
void Spawn( void );
void Think( void );
static CStomp *StompCreate( const Vector &origin, const Vector &end, float speed );
static CStomp *StompCreate( const Vector &origin, const Vector &end, float speed, float damage );
private:
// UNDONE: re-use this sprite list instead of creating new ones all the time
// CSprite *m_pSprites[ STOMP_SPRITE_COUNT ];
};
CStomp *CStomp::StompCreate( const Vector &origin, const Vector &end, float speed )
CStomp *CStomp::StompCreate( const Vector &origin, const Vector &end, float speed, float damage )
{
CStomp *pStomp = CreateClassPtr( (CStomp *)NULL );
@@ -100,6 +93,7 @@ CStomp *CStomp::StompCreate( const Vector &origin, const Vector &end, float spee
pStomp->pev->scale = dir.Length();
pStomp->pev->movedir = dir.Normalize();
pStomp->pev->speed = speed;
pStomp->pev->dmg = damage;
pStomp->Spawn();
return pStomp;
@@ -142,7 +136,7 @@ void CStomp::Think( void )
pevOwner = VARS(pev->owner);
if ( pEntity )
pEntity->TakeDamage( pev, pevOwner, gSkillData.gargantuaDmgStomp, DMG_SONIC );
pEntity->TakeDamage( pev, pevOwner, pev->dmg, DMG_SONIC );
}
// Accelerate the effect
@@ -388,7 +382,7 @@ void CMGargantua::StompAttack( void )
Vector vecEnd = (vecAim * 1024) + vecStart;
UTIL_TraceLine( vecStart, vecEnd, ignore_monsters, edict(), &trace );
CStomp::StompCreate( vecStart, trace.vecEndPos, 0 );
CStomp::StompCreate( vecStart, trace.vecEndPos, 0, gSkillData.gargantuaDmgStomp );
UTIL_ScreenShake( pev->origin, 12.0, 100.0, 2.0, 1000 );
EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pStompSounds[ RANDOM_LONG(0,ARRAYSIZE(pStompSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG(-10,10) );
@@ -489,8 +483,8 @@ void CMGargantua :: FlameUpdate( void )
streaks = TRUE;
UTIL_DecalTrace( &trace, DECAL_SMALLSCORCH1 + RANDOM_LONG(0,2) );
}
// RadiusDamage( trace.vecEndPos, pev, pev, gSkillData.gargantuaDmgFire, CLASS_ALIEN_MONSTER, DMG_BURN );
FlameDamage( vecStart, trace.vecEndPos, pev, pev, gSkillData.gargantuaDmgFire, CLASS_ALIEN_MONSTER, DMG_BURN );
// RadiusDamage( trace.vecEndPos, pev, pev, gSkillData.gargantuaDmgFire, Classify(), DMG_BURN );
FlameDamage( vecStart, trace.vecEndPos, pev, pev, gSkillData.gargantuaDmgFire, Classify(), DMG_BURN );
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_ELIGHT );
@@ -624,6 +618,11 @@ void CMGargantua :: PrescheduleThink( void )
//=========================================================
int CMGargantua :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_ALIEN_MONSTER;
}
@@ -684,6 +683,13 @@ void CMGargantua :: Spawn()
EyeOff();
m_seeTime = gpGlobals->time + 5;
m_flameTime = gpGlobals->time + 2;
pev->classname = MAKE_STRING( "monster_gargantua" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Gargantua" );
}
}
@@ -768,7 +774,7 @@ void CMGargantua::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector ve
// if ( RANDOM_LONG(0,100) < 25 )
// EMIT_SOUND_DYN( ENT(pev), CHAN_BODY, pRicSounds[ RANDOM_LONG(0,ARRAYSIZE(pRicSounds)-1) ], 1.0, ATTN_NORM, 0, PITCH_NORM );
}
flDamage *= (1.01f - gSkillData.gargantuaArmor); // Again, for mods (see below)
// flDamage *= (1.00f - gSkillData.gargantuaArmor); // in here...?
}
CMBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
@@ -776,13 +782,12 @@ void CMGargantua::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector ve
}
int CMGargantua::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
if ( IsAlive() )
{
if ( !(bitsDamageType & GARG_DAMAGE) )
flDamage *= (1.01f - gSkillData.gargantuaArmor); // This is for mods that don't use explosives of any kind or do not work with the gargantua.
flDamage *= (1.00f - gSkillData.gargantuaArmor); // This is for mods that don't use explosives of any kind or do not work with the gargantua.
// Always set
SetConditions( bits_COND_LIGHT_DAMAGE );
@@ -809,13 +814,11 @@ void CMGargantua::DeathEffect( void )
position.z += 15;
}
CMBaseEntity *pSmoker = CreateClassPtr((CSmoker *)NULL); // CMBaseEntity::Create( "env_smoker", pev->origin, g_vecZero, NULL );
UTIL_SetOrigin( pSmoker->pev, pev->origin );
pSmoker->Spawn();
pSmoker->pev->health = 1; // 1 smoke balls
pSmoker->pev->scale = 46; // 4.6X normal size
pSmoker->pev->dmg = 0; // 0 radial distribution
pSmoker->pev->nextthink = gpGlobals->time + 2.5; // Start in 2.5 seconds
// 1 smoke balls
// 4.6X normal size
// 0 radial distribution
// start in 2.5 seconds
SmokeCreate( pev->origin, 1, 46, 0, 2.5 );
}
@@ -1154,38 +1157,6 @@ void CMGargantua::RunTask( Task_t *pTask )
}
}
void CSmoker::Spawn( void )
{
pev->movetype = MOVETYPE_NONE;
pev->nextthink = gpGlobals->time;
pev->solid = SOLID_NOT;
UTIL_SetSize(pev, g_vecZero, g_vecZero );
pev->effects |= EF_NODRAW;
pev->angles = g_vecZero;
}
void CSmoker::Think( void )
{
// lots of smoke
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -pev->dmg, pev->dmg ));
WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -pev->dmg, pev->dmg ));
WRITE_COORD( pev->origin.z);
WRITE_SHORT( g_sModelIndexSmoke );
WRITE_BYTE( RANDOM_LONG(pev->scale, pev->scale * 1.1) );
WRITE_BYTE( RANDOM_LONG(8,14) ); // framerate
MESSAGE_END();
pev->health--;
if ( pev->health > 0 )
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(0.1, 0.2);
else
UTIL_Remove( this->edict() );
}
void CSpiral::Spawn( void )
{
pev->movetype = MOVETYPE_NONE;
@@ -1253,13 +1224,10 @@ void CSpiral::Think( void )
void SpawnExplosion( Vector center, float randomRange, float time, int magnitude, edict_t *owner )
{
/* no need for this
KeyValueData kvd;
char buf[128];
center.x += RANDOM_FLOAT( -randomRange, randomRange );
center.y += RANDOM_FLOAT( -randomRange, randomRange );
/*
CMBaseEntity *pExplosion = CreateClassPtr((CEnvExplosion *)NULL); // CMBaseEntity::Create( "env_explosion", center, g_vecZero, NULL );
sprintf( buf, "%3d", magnitude );
kvd.szKeyName = "iMagnitude";
@@ -1272,6 +1240,561 @@ void SpawnExplosion( Vector center, float randomRange, float time, int magnitude
pExplosion->pev->nextthink = gpGlobals->time + time;
*/
center.x += RANDOM_FLOAT( -randomRange, randomRange );
center.y += RANDOM_FLOAT( -randomRange, randomRange );
// explode.h
ExplosionCreate( center, g_vecZero, owner, magnitude, SF_ENVEXPLOSION_NODAMAGE, time );
}
/*
* The Sven Co-op's monster code was recreated from scratch.
* They do not contain their unique new attacks... YET. -Giegue
* */
//=========================================================
// Baby Gargantua
//=========================================================
const float BABYGARG_ATTACKDIST = 65.0;
#define BABYGARG_FLAME_LENGTH 180
const char *CMBabyGargantua::pBeamAttackSounds[] =
{
"babygarg/gar_flameoff1.wav",
"babygarg/gar_flameon1.wav",
"babygarg/gar_flamerun1.wav",
};
const char *CMBabyGargantua::pFootSounds[] =
{
"babygarg/gar_step1.wav",
"babygarg/gar_step2.wav",
};
const char *CMBabyGargantua::pIdleSounds[] =
{
"babygarg/gar_idle1.wav",
"babygarg/gar_idle2.wav",
"babygarg/gar_idle3.wav",
"babygarg/gar_idle4.wav",
"babygarg/gar_idle5.wav",
};
const char *CMBabyGargantua::pAttackSounds[] =
{
"babygarg/gar_attack1.wav",
"babygarg/gar_attack2.wav",
"babygarg/gar_attack3.wav",
};
const char *CMBabyGargantua::pAlertSounds[] =
{
"babygarg/gar_alert1.wav",
"babygarg/gar_alert2.wav",
"babygarg/gar_alert3.wav",
};
const char *CMBabyGargantua::pPainSounds[] =
{
"babygarg/gar_pain1.wav",
"babygarg/gar_pain2.wav",
"babygarg/gar_pain3.wav",
};
const char *CMBabyGargantua::pStompSounds[] =
{
"babygarg/gar_stomp1.wav",
};
const char *CMBabyGargantua::pBreatheSounds[] =
{
"babygarg/gar_breathe1.wav",
"babygarg/gar_breathe2.wav",
"babygarg/gar_breathe3.wav",
};
const char *CMBabyGargantua::pDieSounds[] =
{
"babygarg/gar_die1.wav",
"babygarg/gar_die2.wav",
};
//=========================================================
// Spawn
//=========================================================
void CMBabyGargantua::Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/babygarg.mdl");
UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->health = gSkillData.babygargHealth;
//pev->view_ofs = Vector ( 0, 0, 96 );// taken from mdl file
m_flFieldOfView = -0.2;// width of forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
// Sven Co-op uses a modified gargeye1.spr for the eye and stomp effects.
// To economize precache count, we are going to recycle the normal garg's sprites.
m_pEyeGlow = CMSprite::SpriteCreate( GARG_EYE_SPRITE_NAME, pev->origin, FALSE );
m_pEyeGlow->SetTransparency( kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation );
m_pEyeGlow->SetAttachment( edict(), 1 );
EyeOff();
m_seeTime = gpGlobals->time + 5;
m_flameTime = gpGlobals->time + 2;
pev->classname = MAKE_STRING( "monster_babygarg" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Baby Gargantua" );
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMBabyGargantua::Precache()
{
int i;
PRECACHE_MODEL("models/babygarg.mdl");
PRECACHE_MODEL( GARG_EYE_SPRITE_NAME );
PRECACHE_MODEL( GARG_BEAM_SPRITE_NAME );
PRECACHE_MODEL( GARG_BEAM_SPRITE2 );
gStompSprite = PRECACHE_MODEL( GARG_STOMP_SPRITE_NAME );
gGargGibModel = PRECACHE_MODEL( GARG_GIB_MODEL );
PRECACHE_SOUND( GARG_STOMP_BUZZ_SOUND );
for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
PRECACHE_SOUND((char *)pAttackHitSounds[i]);
for ( i = 0; i < ARRAYSIZE( pBeamAttackSounds ); i++ )
PRECACHE_SOUND((char *)pBeamAttackSounds[i]);
for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
PRECACHE_SOUND((char *)pAttackMissSounds[i]);
for ( i = 0; i < ARRAYSIZE( pRicSounds ); i++ )
PRECACHE_SOUND((char *)pRicSounds[i]);
for ( i = 0; i < ARRAYSIZE( pFootSounds ); i++ )
PRECACHE_SOUND((char *)pFootSounds[i]);
for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
PRECACHE_SOUND((char *)pIdleSounds[i]);
for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
PRECACHE_SOUND((char *)pAlertSounds[i]);
for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
PRECACHE_SOUND((char *)pPainSounds[i]);
for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
PRECACHE_SOUND((char *)pAttackSounds[i]);
for ( i = 0; i < ARRAYSIZE( pStompSounds ); i++ )
PRECACHE_SOUND((char *)pStompSounds[i]);
for ( i = 0; i < ARRAYSIZE( pBreatheSounds ); i++ )
PRECACHE_SOUND((char *)pBreatheSounds[i]);
for ( i = 0; i < ARRAYSIZE( pDieSounds ); i++ )
PRECACHE_SOUND((char *)pDieSounds[i]);
}
void CMBabyGargantua::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
{
ALERT( at_aiconsole, "CMBabyGargantua::TraceAttack\n");
if ( !IsAlive() )
{
CMBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
return;
}
if ( m_painSoundTime < gpGlobals->time )
{
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM );
m_painSoundTime = gpGlobals->time + RANDOM_FLOAT( 2.5, 4 );
}
// Override Gargantua's specific damage. Baby Garg has no protection from those.
CMBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
int CMBabyGargantua::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
if ( IsAlive() )
{
// Always set
SetConditions( bits_COND_LIGHT_DAMAGE );
}
return CMBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CMBabyGargantua::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch( pEvent->event )
{
case GARG_AE_SLASH_LEFT:
{
// HACKHACK!!!
edict_t *pHurt = BabyGargCheckTraceHullAttack( BABYGARG_ATTACKDIST + 10.0, gSkillData.babygargDmgSlash, DMG_SLASH );
if (pHurt)
{
if ( pHurt->v.flags & (FL_MONSTER|FL_CLIENT) )
{
// Slightly lower numbers for babygarg (-20%)
pHurt->v.punchangle.x = -24; // pitch
pHurt->v.punchangle.y = -24; // yaw
pHurt->v.punchangle.z = 24; // roll
//UTIL_MakeVectors(pev->angles); // called by CheckTraceHullAttack
pHurt->v.velocity = pHurt->v.velocity - gpGlobals->v_right * 80;
}
EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 50 + RANDOM_LONG(0,15) );
}
else // Play a random attack miss sound
EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 50 + RANDOM_LONG(0,15) );
Vector forward;
UTIL_MakeVectorsPrivate( pev->angles, forward, NULL, NULL );
}
break;
case GARG_AE_RIGHT_FOOT:
case GARG_AE_LEFT_FOOT:
// babygarg does not shake the screen
EMIT_SOUND_DYN ( edict(), CHAN_BODY, pFootSounds[ RANDOM_LONG(0,ARRAYSIZE(pFootSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG(-10,10) );
break;
case GARG_AE_STOMP:
StompAttack();
m_seeTime = gpGlobals->time + 12;
break;
case GARG_AE_BREATHE:
EMIT_SOUND_DYN ( edict(), CHAN_VOICE, pBreatheSounds[ RANDOM_LONG(0,ARRAYSIZE(pBreatheSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG(-10,10) );
break;
default:
CMBaseMonster::HandleAnimEvent(pEvent);
break;
}
}
//=========================================================
// CheckMeleeAttack1
// Garg swipe attack
//=========================================================
BOOL CMBabyGargantua::CheckMeleeAttack1( float flDot, float flDist )
{
// ALERT(at_aiconsole, "CheckMelee(%f, %f)\n", flDot, flDist);
if (flDot >= 0.7)
{
if (flDist <= BABYGARG_ATTACKDIST)
return TRUE;
}
return FALSE;
}
//=========================================================
// CheckMeleeAttack2
// Flame thrower madness!
//=========================================================
BOOL CMBabyGargantua::CheckMeleeAttack2( float flDot, float flDist )
{
// ALERT(at_aiconsole, "CheckMelee(%f, %f)\n", flDot, flDist);
if ( gpGlobals->time > m_flameTime )
{
if (flDot >= 0.8 && flDist > BABYGARG_ATTACKDIST)
{
if ( flDist <= BABYGARG_FLAME_LENGTH )
return TRUE;
}
}
return FALSE;
}
//=========================================================
// CheckRangeAttack1
// Stomp attack
//=========================================================
BOOL CMBabyGargantua::CheckRangeAttack1( float flDot, float flDist )
{
if ( gpGlobals->time > m_seeTime )
{
if (flDot >= 0.7 && flDist > BABYGARG_ATTACKDIST)
{
return TRUE;
}
}
return FALSE;
}
void CMBabyGargantua::StartTask( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_FLAME_SWEEP:
FlameCreate();
m_flWaitFinished = gpGlobals->time + pTask->flData;
m_flameTime = gpGlobals->time + 6;
m_flameX = 0;
m_flameY = 0;
break;
case TASK_SOUND_ATTACK:
if ( RANDOM_LONG(0,100) < 30 )
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM );
TaskComplete();
break;
case TASK_DIE:
// no death effect for babygarg, but give it a sound
EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pDieSounds[ RANDOM_LONG(0,ARRAYSIZE(pDieSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM );
default:
CMBaseMonster::StartTask( pTask );
break;
}
}
//=========================================================
// RunTask
//=========================================================
void CMBabyGargantua::RunTask( Task_t *pTask )
{
switch ( pTask->iTask )
{
// babygarg does not explode upon death
case TASK_FLAME_SWEEP:
if ( gpGlobals->time > m_flWaitFinished )
{
FlameDestroy();
TaskComplete();
FlameControls( 0, 0 );
SetBoneController( 0, 0 );
SetBoneController( 1, 0 );
}
else
{
BOOL cancel = FALSE;
Vector angles = g_vecZero;
FlameUpdate();
CMBaseEntity *pEnemy = CMBaseEntity::Instance( m_hEnemy.Get() );
if ( pEnemy )
{
Vector org = pev->origin;
org.z += 64;
Vector dir = pEnemy->BodyTarget(org) - org;
angles = UTIL_VecToAngles( dir );
angles.x = -angles.x;
angles.y -= pev->angles.y;
if ( dir.Length() > 400 )
cancel = TRUE;
}
if ( fabs(angles.y) > 60 )
cancel = TRUE;
if ( cancel )
{
m_flWaitFinished -= 0.5;
m_flameTime -= 0.5;
}
// FlameControls( angles.x + 2 * sin(gpGlobals->time*8), angles.y + 28 * sin(gpGlobals->time*8.5) );
FlameControls( angles.x, angles.y );
}
break;
default:
CMBaseMonster::RunTask( pTask );
break;
}
}
void CMBabyGargantua::StompAttack( void )
{
TraceResult trace;
UTIL_MakeVectors( pev->angles );
Vector vecStart = pev->origin + Vector(0,0,60) + 35 * gpGlobals->v_forward;
Vector vecAim = ShootAtEnemy( vecStart );
Vector vecEnd = (vecAim * 1024) + vecStart;
UTIL_TraceLine( vecStart, vecEnd, ignore_monsters, edict(), &trace );
CStomp::StompCreate( vecStart, trace.vecEndPos, 0, gSkillData.babygargDmgStomp );
UTIL_ScreenShake( pev->origin, 9.6, 80.0, 1.8, 800 ); // -20% "power" to the babygarg's stomp
EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pStompSounds[ RANDOM_LONG(0,ARRAYSIZE(pStompSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG(-10,10) );
UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,20), ignore_monsters, edict(), &trace );
if ( trace.flFraction < 1.0 )
UTIL_DecalTrace( &trace, DECAL_GARGSTOMP1 );
}
void CMBabyGargantua::FlameCreate( void )
{
int i;
Vector posGun, angleGun;
TraceResult trace;
UTIL_MakeVectors( pev->angles );
for ( i = 0; i < 4; i++ )
{
if ( i < 2 )
m_pFlame[i] = CMBeam::BeamCreate( GARG_BEAM_SPRITE_NAME, 120 );
else
m_pFlame[i] = CMBeam::BeamCreate( GARG_BEAM_SPRITE2, 70 );
if ( m_pFlame[i] )
{
int attach = i%2;
// attachment is 0 based in GetAttachment
GetAttachment( attach+1, posGun, angleGun );
Vector vecEnd = (gpGlobals->v_forward * BABYGARG_FLAME_LENGTH) + posGun;
UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &trace );
m_pFlame[i]->PointEntInit( trace.vecEndPos, entindex() );
if ( i < 2 )
m_pFlame[i]->SetColor( 255, 130, 90 );
else
m_pFlame[i]->SetColor( 0, 120, 255 );
m_pFlame[i]->SetBrightness( 190 );
m_pFlame[i]->SetFlags( BEAM_FSHADEIN );
m_pFlame[i]->SetScrollRate( 20 );
// attachment is 1 based in SetEndAttachment
m_pFlame[i]->SetEndAttachment( attach + 2 );
}
}
EMIT_SOUND_DYN ( edict(), CHAN_BODY, pBeamAttackSounds[ 1 ], 1.0, ATTN_NORM, 0, PITCH_NORM );
EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pBeamAttackSounds[ 2 ], 1.0, ATTN_NORM, 0, PITCH_NORM );
}
void CMBabyGargantua::FlameUpdate( void )
{
int i;
static float offset[2] = { 60, -60 };
TraceResult trace;
Vector vecStart, angleGun;
BOOL streaks = FALSE;
for ( i = 0; i < 2; i++ )
{
if ( m_pFlame[i] )
{
Vector vecAim = pev->angles;
vecAim.x += m_flameX;
vecAim.y += m_flameY;
UTIL_MakeVectors( vecAim );
GetAttachment( i+1, vecStart, angleGun );
Vector vecEnd = vecStart + (gpGlobals->v_forward * BABYGARG_FLAME_LENGTH); // - offset[i] * gpGlobals->v_right;
UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters, edict(), &trace );
m_pFlame[i]->SetStartPos( trace.vecEndPos );
m_pFlame[i+2]->SetStartPos( (vecStart * 0.6) + (trace.vecEndPos * 0.4) );
if ( trace.flFraction != 1.0 && gpGlobals->time > m_streakTime )
{
StreakSplash( trace.vecEndPos, trace.vecPlaneNormal, 6, 20, 50, 400 );
streaks = TRUE;
UTIL_DecalTrace( &trace, DECAL_SMALLSCORCH1 + RANDOM_LONG(0,2) );
}
// RadiusDamage( trace.vecEndPos, pev, pev, gSkillData.babygargDmgFire, Classify(), DMG_BURN );
FlameDamage( vecStart, trace.vecEndPos, pev, pev, gSkillData.babygargDmgFire, Classify(), DMG_BURN );
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_ELIGHT );
WRITE_SHORT( entindex( ) + 0x1000 * (i + 2) ); // entity, attachment
WRITE_COORD( vecStart.x ); // origin
WRITE_COORD( vecStart.y );
WRITE_COORD( vecStart.z );
WRITE_COORD( RANDOM_FLOAT( 32, 48 ) ); // radius
WRITE_BYTE( 255 ); // R
WRITE_BYTE( 255 ); // G
WRITE_BYTE( 255 ); // B
WRITE_BYTE( 2 ); // life * 10
WRITE_COORD( 0 ); // decay
MESSAGE_END();
}
}
if ( streaks )
m_streakTime = gpGlobals->time;
}
void CMBabyGargantua::FlameDestroy( void )
{
int i;
EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pBeamAttackSounds[ 0 ], 1.0, ATTN_NORM, 0, PITCH_NORM ); // sound must stop.
for ( i = 0; i < 4; i++ )
{
if ( m_pFlame[i] )
{
UTIL_Remove( m_pFlame[i]->edict() );
m_pFlame[i] = NULL;
}
}
}
//=========================================================
// CheckTraceHullAttack - expects a length to trace, amount
// of damage to do, and damage type. Returns a pointer to
// the damaged entity in case the monster wishes to do
// other stuff to the victim (punchangle, etc)
// Used for many contact-range melee attacks. Bites, claws, etc.
// Overridden for Gargantua because his swing starts lower as
// a percentage of his height (otherwise he swings over the
// players head)
// Also overriden for Baby Gargantua to prevent players from
// dodging the swing attacks by crouching.
//=========================================================
edict_t *CMBabyGargantua::BabyGargCheckTraceHullAttack(float flDist, int iDamage, int iDmgType)
{
TraceResult tr;
UTIL_MakeVectors( pev->angles );
Vector vecStart = pev->origin;
vecStart.z += 32;
Vector vecEnd = vecStart + (gpGlobals->v_forward * flDist) - (gpGlobals->v_up * flDist * 0.3);
UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );
if ( tr.pHit )
{
if ( iDamage > 0 )
{
if ( UTIL_IsPlayer( tr.pHit ) )
UTIL_TakeDamage( tr.pHit, pev, pev, iDamage, iDmgType );
else if ( tr.pHit->v.euser4 != NULL )
{
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(tr.pHit));
pMonster->TakeDamage( pev, pev, iDamage, iDmgType );
}
}
return tr.pHit;
}
return NULL;
}

881
src/dlls/gonome.cpp Normal file
View File

@@ -0,0 +1,881 @@
// 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.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//=========================================================
// Gonome.cpp
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cmbase.h"
#include "cmbasemonster.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "decals.h"
#include "nodes.h"
#define GONOME_MELEE_ATTACK_RADIUS 70
enum
{
TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1
};
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define GONOME_AE_SLASH_RIGHT ( 1 )
#define GONOME_AE_SLASH_LEFT ( 2 )
#define GONOME_AE_SPIT ( 3 )
#define GONOME_AE_THROW ( 4 )
#define GONOME_AE_BITE1 ( 19 )
#define GONOME_AE_BITE2 ( 20 )
#define GONOME_AE_BITE3 ( 21 )
#define GONOME_AE_BITE4 ( 22 )
#define GONOME_SCRIPT_EVENT_SOUND ( 1011 )
void CGonomeGuts :: Spawn( void )
{
pev->movetype = MOVETYPE_FLY;
pev->classname = MAKE_STRING( "gonomeguts" );
pev->solid = SOLID_BBOX;
pev->rendermode = kRenderTransAlpha;
pev->renderamt = 255;
SET_MODEL( ENT( pev ), "sprites/bigspit.spr" );
pev->frame = 0;
pev->scale = 0.5;
pev->rendercolor.x = 255;
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1;
}
void CGonomeGuts :: Animate( void )
{
pev->nextthink = gpGlobals->time + 0.1;
if ( pev->frame++ )
{
if ( pev->frame > m_maxFrame )
{
pev->frame = 0;
}
}
}
edict_t *CGonomeGuts :: Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
CGonomeGuts *pSpit = CreateClassPtr( (CGonomeGuts *)NULL );
if (pSpit == NULL)
return NULL;
pSpit->Spawn();
UTIL_SetOrigin( pSpit->pev, vecStart );
pSpit->pev->velocity = vecVelocity;
pSpit->pev->owner = ENT(pevOwner);
pSpit->SetThink ( &CGonomeGuts::Animate );
pSpit->pev->nextthink = gpGlobals->time + 0.1;
pSpit->SetTouch ( &CGonomeGuts::GutsTouch );
return pSpit->edict();
}
void CGonomeGuts :: GutsTouch( edict_t *pOther )
{
TraceResult tr;
int iPitch;
// splat sound
iPitch = RANDOM_FLOAT( 90, 110 );
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch );
switch( RANDOM_LONG( 0, 1 ) )
{
case 0:
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 1:
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch );
break;
}
if( !pOther->v.takedamage )
{
// make a splat on the wall
UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr );
UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
UTIL_BloodDrips( tr.vecEndPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
}
else
{
if (UTIL_IsPlayer(pOther))
UTIL_TakeDamage( pOther, pev, pev, gSkillData.gonomeDmgGuts, DMG_GENERIC );
else if (pOther->v.euser4 != NULL)
{
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pOther));
pMonster->TakeDamage ( pev, pev, gSkillData.gonomeDmgGuts, DMG_GENERIC );
}
}
SetThink( &CGonomeGuts::SUB_Remove );
pev->nextthink = gpGlobals->time;
}
const char* CMGonome::pPainSounds[] = {
"gonome/gonome_pain1.wav",
"gonome/gonome_pain2.wav",
"gonome/gonome_pain3.wav",
"gonome/gonome_pain4.wav"
};
const char* CMGonome::pIdleSounds[] = {
"gonome/gonome_idle1.wav",
"gonome/gonome_idle2.wav",
"gonome/gonome_idle3.wav"
};
const char* CMGonome::pDeathSounds[] = {
"gonome/gonome_death2.wav",
"gonome/gonome_death3.wav",
"gonome/gonome_death4.wav"
};
const char* CMGonome::pAttackHitSounds[] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char* CMGonome::pAttackMissSounds[] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
void CMGonome::Killed(entvars_t *pevAttacker, int iGib)
{
ClearGuts();
UnlockPlayer();
CMBaseMonster::Killed(pevAttacker, iGib);
}
void CMGonome::UnlockPlayer()
{
if (m_fPlayerLocked)
{
edict_t *player = 0;
if (m_lockedPlayer != 0 && UTIL_IsPlayer(m_lockedPlayer))
player = m_lockedPlayer;
else // if ehandle is empty for some reason just unlock the first player
player = UTIL_FindEntityByClassname(0, "player");
if (player)
player->v.flags &= ~FL_FROZEN;
m_lockedPlayer = 0;
m_fPlayerLocked = FALSE;
}
}
CGonomeGuts* CMGonome::GetGonomeGuts(entvars_t *pevOwner, const Vector &pos)
{
if (m_pGonomeGuts)
return m_pGonomeGuts;
edict_t *pEdict = CGonomeGuts::Shoot( pevOwner, g_vecZero, g_vecZero );
CGonomeGuts *pGuts = GetClassPtr((CGonomeGuts*)VARS(pEdict));
pGuts->Spawn();
UTIL_SetOrigin( pGuts->pev, pos );
m_pGonomeGuts = pGuts;
return m_pGonomeGuts;
}
void CMGonome::ClearGuts()
{
if (m_pGonomeGuts)
{
UTIL_Remove( m_pGonomeGuts->edict() );
m_pGonomeGuts = 0;
}
}
void CMGonome::PainSound( void )
{
int pitch = 95 + RANDOM_LONG( 0, 9 );
if( RANDOM_LONG( 0, 5 ) < 2 )
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM, 0, pitch );
}
void CMGonome::DeathSound( void )
{
int pitch = 95 + RANDOM_LONG( 0, 9 );
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1.0, ATTN_NORM, 0, pitch );
}
void CMGonome::IdleSound( void )
{
int pitch = 95 + RANDOM_LONG( 0, 9 );
// Play a random idle sound
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1.0, ATTN_NORM, 0, pitch );
}
void CMGonome::AlertSound( void )
{
const int iPitch = RANDOM_LONG(0, 9) + 95;
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM, 0, iPitch);
}
void CMGonome::SetActivity( Activity NewActivity )
{
Activity OldActivity = m_Activity;
int iSequence = ACTIVITY_NOT_AVAILABLE;
if (NewActivity != ACT_RANGE_ATTACK1)
{
ClearGuts();
}
if (NewActivity == ACT_MELEE_ATTACK1 && m_hEnemy != 0)
{
// special melee animations
if ((pev->origin - m_hEnemy->v.origin).Length2D() >= 48 )
{
m_meleeAttack2 = false;
iSequence = LookupSequence("attack1");
}
else
{
m_meleeAttack2 = true;
iSequence = LookupSequence("attack2");
}
}
else
{
UnlockPlayer();
if (NewActivity == ACT_RUN && m_hEnemy != 0)
{
// special run animations
if ((pev->origin - m_hEnemy->v.origin).Length2D() <= 512 )
{
iSequence = LookupSequence("runshort");
}
else
{
iSequence = LookupSequence("runlong");
}
}
else
{
iSequence = LookupActivity(NewActivity);
}
}
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
// In case someone calls this with something other than the ideal activity
m_IdealActivity = m_Activity;
// Set to the desired anim, or default anim if the desired is not present
if( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if( pev->sequence != iSequence || !m_fSequenceLoops )
{
// don't reset frame between walk and run
if( !( OldActivity == ACT_WALK || OldActivity == ACT_RUN ) || !( NewActivity == ACT_WALK || NewActivity == ACT_RUN ) )
pev->frame = 0;
}
pev->sequence = iSequence; // Set to the reset anim (if it's there)
ResetSequenceInfo();
SetYawSpeed();
}
else
{
// Not available try to get default anim
ALERT( at_aiconsole, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity );
pev->sequence = 0; // Set to the reset anim (if it's there)
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CMGonome::Classify(void)
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// TakeDamage - overridden for gonome so we can keep track
// of how much time has passed since it was last injured
//=========================================================
int CMGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
{
// Take 15% damage from bullets
if( bitsDamageType == DMG_BULLET )
{
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
vecDir = vecDir.Normalize();
float flForce = DamageForce( flDamage );
pev->velocity = pev->velocity + vecDir * flForce;
flDamage *= 0.15;
}
// HACK HACK -- until we fix this.
if( IsAlive() )
PainSound();
return CMBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CMGonome::CheckRangeAttack1(float flDot, float flDist)
{
if (flDist < 256)
return FALSE;
if (IsMoving() && flDist >= 512)
{
// squid will far too far behind if he stops running to spit at this distance from the enemy.
return FALSE;
}
if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextThrowTime)
{
if (m_hEnemy != 0)
{
if (fabs(pev->origin.z - m_hEnemy->v.origin.z) > 256)
{
// don't try to spit at someone up really high or down really low.
return FALSE;
}
}
if (IsMoving())
{
// don't spit again for a long time, resume chasing enemy.
m_flNextThrowTime = gpGlobals->time + 5;
}
else
{
// not moving, so spit again pretty soon.
m_flNextThrowTime = gpGlobals->time + 0.5;
}
return TRUE;
}
return FALSE;
}
//=========================================================
// CheckMeleeAttack2 - both gonome's melee attacks are ACT_MELEE_ATTACK1
//=========================================================
BOOL CMGonome::CheckMeleeAttack2(float flDot, float flDist)
{
return FALSE;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CMGonome::SetYawSpeed( void )
{
pev->yaw_speed = 120;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CMGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case GONOME_SCRIPT_EVENT_SOUND:
if (m_Activity != ACT_MELEE_ATTACK1)
EMIT_SOUND(ENT(pev), CHAN_BODY, pEvent->options, 1, ATTN_NORM);
break;
case GONOME_AE_SPIT:
{
Vector vecArmPos, vecArmAng;
GetAttachment(0, vecArmPos, vecArmAng);
if (GetGonomeGuts(pev, vecArmPos))
{
m_pGonomeGuts->pev->skin = entindex();
m_pGonomeGuts->pev->body = 1;
m_pGonomeGuts->pev->aiment = ENT(pev);
m_pGonomeGuts->pev->movetype = MOVETYPE_FOLLOW;
}
UTIL_BloodDrips( vecArmPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
}
break;
case GONOME_AE_THROW:
{
UTIL_MakeVectors(pev->angles);
Vector vecArmPos, vecArmAng;
GetAttachment(0, vecArmPos, vecArmAng);
if (GetGonomeGuts(pev, vecArmPos))
{
Vector vecSpitDir;
Vector vecEnemyPosition;
if (m_hEnemy != 0)
vecEnemyPosition = (m_hEnemy->v.origin + m_hEnemy->v.view_ofs);
else
vecEnemyPosition = m_vecEnemyLKP;
vecSpitDir = (vecEnemyPosition - vecArmPos).Normalize();
vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.z += RANDOM_FLOAT(-0.05, 0);
m_pGonomeGuts->pev->body = 0;
m_pGonomeGuts->pev->skin = 0;
m_pGonomeGuts->pev->owner = ENT( pev );
m_pGonomeGuts->pev->aiment = 0;
m_pGonomeGuts->pev->movetype = MOVETYPE_FLY;
m_pGonomeGuts->pev->velocity = vecSpitDir * 900;
m_pGonomeGuts->SetThink( &CGonomeGuts::Animate );
m_pGonomeGuts->pev->nextthink = gpGlobals->time + 0.1;
UTIL_SetOrigin(m_pGonomeGuts->pev, vecArmPos);
m_pGonomeGuts = 0;
}
UTIL_BloodDrips( vecArmPos, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 35 );
}
break;
case GONOME_AE_SLASH_LEFT:
{
edict_t *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_SLASH);
if (pHurt)
{
if (FBitSet(pHurt->v.flags, FL_MONSTER|FL_CLIENT))
{
pHurt->v.punchangle.z = 9;
pHurt->v.punchangle.x = 5;
pHurt->v.velocity = pHurt->v.velocity + gpGlobals->v_right * 25;
}
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5));
}
else
{
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5));
}
}
break;
case GONOME_AE_SLASH_RIGHT:
{
edict_t *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneSlash, DMG_SLASH);
if (pHurt)
{
if (FBitSet(pHurt->v.flags, FL_MONSTER|FL_CLIENT))
{
pHurt->v.punchangle.z = -9;
pHurt->v.punchangle.x = 5;
pHurt->v.velocity = pHurt->v.velocity + gpGlobals->v_right * -25;
}
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5));
}
else
{
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5));
}
}
break;
case GONOME_AE_BITE1:
case GONOME_AE_BITE2:
case GONOME_AE_BITE3:
case GONOME_AE_BITE4:
{
int iPitch;
edict_t *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.gonomeDmgOneBite, DMG_SLASH);
if (pHurt)
{
// croonchy bite sound
iPitch = RANDOM_FLOAT(90, 110);
switch (RANDOM_LONG(0, 1))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch);
break;
}
if (FBitSet(pHurt->v.flags, FL_MONSTER|FL_CLIENT))
{
if (pEvent->event == GONOME_AE_BITE4)
{
pHurt->v.punchangle.x = 15;
pHurt->v.velocity = pHurt->v.velocity - gpGlobals->v_forward * 75;
}
else
{
pHurt->v.punchangle.x = 9;
pHurt->v.velocity = pHurt->v.velocity - gpGlobals->v_forward * 25;
}
}
// lock player
if (pEvent->event == GONOME_AE_BITE4)
{
UnlockPlayer();
}
else if (UTIL_IsPlayer( pHurt ) && UTIL_IsAlive( pHurt ))
{
if (!m_fPlayerLocked)
{
edict_t *player = pHurt;
player->v.flags |= FL_FROZEN;
m_lockedPlayer = player;
m_fPlayerLocked = TRUE;
}
}
}
}
break;
default:
CMBaseMonster::HandleAnimEvent(pEvent);
}
}
#define GONOME_FLINCH_DELAY 2
int CMGonome::IgnoreConditions( void )
{
int iIgnore = CMBaseMonster::IgnoreConditions();
if( m_Activity == ACT_MELEE_ATTACK1 )
{
if( m_flNextFlinch >= gpGlobals->time )
iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
}
if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) )
{
if( m_flNextFlinch < gpGlobals->time )
m_flNextFlinch = gpGlobals->time + GONOME_FLINCH_DELAY;
}
return iIgnore;
}
//=========================================================
// Spawn
//=========================================================
void CMGonome::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/gonome.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->effects = 0;
pev->health = gSkillData.gonomeHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flNextThrowTime = gpGlobals->time;
MonsterInit();
pev->classname = MAKE_STRING( "monster_gonome" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Gonome" );
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMGonome::Precache()
{
PRECACHE_MODEL("models/gonome.mdl");
PRECACHE_MODEL("sprites/bigspit.spr");// spit projectile.
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
PRECACHE_SOUND("gonome/gonome_eat.wav");
PRECACHE_SOUND("gonome/gonome_jumpattack.wav");
PRECACHE_SOUND("gonome/gonome_melee1.wav");
PRECACHE_SOUND("gonome/gonome_melee2.wav");
PRECACHE_SOUND_ARRAY(pIdleSounds);
PRECACHE_SOUND_ARRAY(pPainSounds);
PRECACHE_SOUND_ARRAY(pDeathSounds);
PRECACHE_SOUND("gonome/gonome_run.wav");
PRECACHE_SOUND("bullchicken/bc_acid1.wav");
PRECACHE_SOUND("bullchicken/bc_bite2.wav");
PRECACHE_SOUND("bullchicken/bc_bite3.wav");
PRECACHE_SOUND("bullchicken/bc_spithit1.wav");
PRECACHE_SOUND("bullchicken/bc_spithit2.wav");
}
//=========================================================
// GetSchedule
//=========================================================
Schedule_t *CMGonome::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 );
}
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
}
if( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) )
{
return GetScheduleOfType( SCHED_MELEE_ATTACK2 );
}
return GetScheduleOfType( SCHED_CHASE_ENEMY );
break;
}
default:
break;
}
return CMBaseMonster::GetSchedule();
}
// primary range attack
Task_t tlGonomeRangeAttack1[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
};
Schedule_t slGonomeRangeAttack1[] =
{
{
tlGonomeRangeAttack1,
ARRAYSIZE( tlGonomeRangeAttack1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED,
0,
"Gonome Range Attack1"
},
};
// Chase enemy schedule
Task_t tlGonomeChaseEnemy1[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty squid oscillation.
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slGonomeChaseEnemy[] =
{
{
tlGonomeChaseEnemy1,
ARRAYSIZE( tlGonomeChaseEnemy1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_SMELL_FOOD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_TASK_FAILED,
0,
"Gonome Chase Enemy"
},
};
// victory dance (eating body)
Task_t tlGonomeVictoryDance[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_WAIT, (float)0.1 },
{ TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }
};
Schedule_t slGonomeVictoryDance[] =
{
{
tlGonomeVictoryDance,
ARRAYSIZE( tlGonomeVictoryDance ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"GonomeVictoryDance"
},
};
DEFINE_CUSTOM_SCHEDULES( CMGonome )
{
slGonomeRangeAttack1,
slGonomeChaseEnemy,
slGonomeVictoryDance,
};
IMPLEMENT_CUSTOM_SCHEDULES( CMGonome, CMBaseMonster )
Schedule_t* CMGonome::GetScheduleOfType(int Type)
{
switch ( Type )
{
case SCHED_RANGE_ATTACK1:
return &slGonomeRangeAttack1[0];
break;
case SCHED_CHASE_ENEMY:
return &slGonomeChaseEnemy[0];
break;
case SCHED_VICTORY_DANCE:
return &slGonomeVictoryDance[0];
break;
default:
break;
}
return CMBaseMonster::GetScheduleOfType(Type);
}
void CMGonome::RunTask(Task_t *pTask)
{
// HACK to stop Gonome from playing attack sound twice
if (pTask->iTask == TASK_MELEE_ATTACK1)
{
if (!m_playedAttackSound)
{
const char* sample = NULL;
if (m_meleeAttack2)
{
sample = "gonome/gonome_melee2.wav";
}
else
{
sample = "gonome/gonome_melee1.wav";
}
EMIT_SOUND(ENT(pev), CHAN_BODY, sample, 1, ATTN_NORM);
m_playedAttackSound = true;
}
}
else
{
m_playedAttackSound = false;
}
CMBaseMonster::RunTask(pTask);
}
//=========================================================
// Start task - selects the correct activity and performs
// any necessary calculations to start the next task on the
// schedule.
//=========================================================
void CMGonome::StartTask(Task_t *pTask)
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch (pTask->iTask)
{
case TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE:
{
UTIL_MakeVectors( pev->angles );
if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 40, bits_MF_TO_LOCATION, NULL ) )
{
TaskComplete();
}
else
{
ALERT( at_aiconsole, "GonomeGetPathToEnemyCorpse failed!!\n" );
TaskFail();
}
}
break;
default:
CMBaseMonster::StartTask(pTask);
break;
}
}

View File

@@ -88,6 +88,11 @@ int CMHAssassin :: ISoundMask ( void)
//=========================================================
int CMHAssassin :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_HUMAN_MILITARY;
}
@@ -230,6 +235,13 @@ void CMHAssassin :: Spawn()
pev->rendermode = kRenderTransTexture;
MonsterInit();
pev->classname = MAKE_STRING( "monster_human_assassin" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Female Assassin" );
}
}
//=========================================================

View File

@@ -119,6 +119,11 @@ const char *CMHeadCrab::pBiteSounds[] =
//=========================================================
int CMHeadCrab :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_ALIEN_PREY;
}
@@ -222,7 +227,7 @@ void CMHeadCrab :: HandleAnimEvent( MonsterEvent_t *pEvent )
int iSound = RANDOM_LONG(0,2);
if ( iSound != 0 )
EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[iSound], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[iSound], GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch() );
pev->velocity = vecJumpDir;
m_flNextAttack = gpGlobals->time + 2;
@@ -256,6 +261,13 @@ void CMHeadCrab :: Spawn()
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
pev->classname = MAKE_STRING( "monster_headcrab" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Head Crab" );
}
}
//=========================================================
@@ -313,7 +325,7 @@ void CMHeadCrab :: LeapTouch ( edict_t *pOther )
// Don't hit if back on ground
if ( !FBitSet( pev->flags, FL_ONGROUND ) )
{
EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBiteSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBiteSounds), GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch() );
if (UTIL_IsPlayer(pOther))
UTIL_TakeDamage( pOther, pev, pev, GetDamageAmount(), DMG_SLASH );
@@ -347,7 +359,7 @@ void CMHeadCrab :: StartTask ( Task_t *pTask )
{
case TASK_RANGE_ATTACK1:
{
EMIT_SOUND_DYN( edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
EMIT_SOUND_DYN( edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch() );
m_IdealActivity = ACT_RANGE_ATTACK1;
SetTouch ( &CMHeadCrab::LeapTouch );
break;
@@ -403,7 +415,7 @@ int CMHeadCrab :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, f
#define CRAB_ATTN_IDLE (float)1.5
void CMHeadCrab :: IdleSound ( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch() );
}
//=========================================================
@@ -411,7 +423,7 @@ void CMHeadCrab :: IdleSound ( void )
//=========================================================
void CMHeadCrab :: AlertSound ( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch() );
}
//=========================================================
@@ -419,7 +431,7 @@ void CMHeadCrab :: AlertSound ( void )
//=========================================================
void CMHeadCrab :: PainSound ( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch() );
}
//=========================================================
@@ -427,7 +439,7 @@ void CMHeadCrab :: PainSound ( void )
//=========================================================
void CMHeadCrab :: DeathSound ( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch() );
}
Schedule_t* CMHeadCrab :: GetScheduleOfType ( int Type )

View File

@@ -174,12 +174,15 @@ void CMHGrunt :: SpeakSentence( void )
//=========================================================
int CMHGrunt::IRelationship ( CMBaseEntity *pTarget )
{
// on single player, forcing R_NM makes sense.
// on multiplayer, a custom classification will cause misbehaviour.
/*
if (( strcmp(STRING(pTarget->pev->model), "models/agrunt.mdl") == 0 ) ||
( strcmp(STRING(pTarget->pev->model), "models/garg.mdl") == 0 ))
{
return R_NM;
}
*/
return CMBaseMonster::IRelationship( pTarget );
}
@@ -596,6 +599,11 @@ void CMHGrunt :: CheckAmmo ( void )
//=========================================================
int CMHGrunt :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_HUMAN_MILITARY;
}
@@ -655,7 +663,9 @@ void CMHGrunt :: Shoot ( void )
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
// BUG - For some reason that still eludes me, grunts are completely unable to reload their weapons.
// As a temporary fix, give them infinite ammo. It will look bad I know... I gotta find a solution. -Giegue
//m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
@@ -682,7 +692,9 @@ void CMHGrunt :: Shotgun ( void )
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
// BUG - For some reason that still eludes me, grunts are completely unable to reload their weapons.
// As a temporary fix, give them infinite ammo. It will look bad I know... I gotta find a solution. -Giegue
//m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
@@ -886,6 +898,13 @@ void CMHGrunt :: Spawn()
CMTalkMonster::g_talkWaitTime = 0;
MonsterInit();
pev->classname = MAKE_STRING( "monster_human_grunt" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Human Grunt" );
}
}
//=========================================================

View File

@@ -49,7 +49,7 @@ void CMHornet :: Spawn( void )
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->takedamage = DAMAGE_YES;
pev->flags |= FL_MONSTER;
pev->flags |= FL_MONSTER; // I have a bad feeling about this
pev->health = 1;// weak!
// hornets don't live as long in multiplayer
@@ -83,6 +83,8 @@ void CMHornet :: Spawn( void )
pev->nextthink = gpGlobals->time + 0.1;
ResetSequenceInfo( );
pev->classname = MAKE_STRING( "hornet" );
}
@@ -124,13 +126,23 @@ int CMHornet::IRelationship ( CMBaseEntity *pTarget )
//=========================================================
int CMHornet::Classify ( void )
{
/*
if ( pev->owner && pev->owner->v.flags & FL_CLIENT)
{
return CLASS_PLAYER_BIOWEAPON;
}
return CLASS_ALIEN_BIOWEAPON;
*/
// Ensure classify is consistent with the owner, in the event
// it's classification was overriden.
if ( pev->owner == NULL )
return CLASS_ALIEN_BIOWEAPON;
// Ain't this going to make the hornets code "slow"?
CMBaseMonster *pOwner = GetClassPtr((CMBaseMonster *)VARS(pev->owner));
return pOwner->Classify();
}
//=========================================================

View File

@@ -78,6 +78,11 @@ enum
//=========================================================
int CMHoundeye :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_ALIEN_MONSTER;
}
@@ -277,6 +282,13 @@ void CMHoundeye :: Spawn()
m_fDontBlink = FALSE;
MonsterInit();
pev->classname = MAKE_STRING( "monster_houndeye" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Houndeye" );
}
}
//=========================================================

892
src/dlls/hwgrunt.cpp Normal file
View File

@@ -0,0 +1,892 @@
/***
*
* 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.
*
****/
//=========================================================
// Heavy Weapons Grunt
//=========================================================
#include "extdll.h"
#include "plane.h"
#include "util.h"
#include "cmbase.h"
#include "cmbasemonster.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "weapons.h"
#include "cmtalkmonster.h"
#include "effects.h"
#include "customentity.h"
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define HWGRUNT_9MM_CLIP_SIZE 17 // clip ammo per gun
#define HWGRUNT_DGL_CLIP_SIZE 7
#define HWGRUNT_357_CLIP_SIZE 6
// Weapon flags
#define HWGRUNT_MINIGUN 0
#define HWGRUNT_PISTOL_9MM 1
#define HWGRUNT_PISTOL_DGL 2
#define HWGRUNT_PISTOL_357 3
#define GUN_GROUP 1
// Gun values
#define GUN_MINIGUN 0
#define GUN_PISTOL_9MM 1
#define GUN_PISTOL_357 2
#define GUN_PISTOL_DGL 3
#define GUN_NONE 4
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define HWGRUNT_AE_DEATH ( 11 )
#define HWGRUNT_AE_MINIGUN ( 5001 )
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_HWGRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1,
SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
SCHED_HWGRUNT_SWEEP,
SCHED_HWGRUNT_REPEL,
SCHED_HWGRUNT_REPEL_ATTACK,
SCHED_HWGRUNT_REPEL_LAND,
SCHED_HWGRUNT_WAIT_FACE_ENEMY,
SCHED_HWGRUNT_ELOF_FAIL,
};
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CMHWGrunt::Classify(void)
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_HUMAN_MILITARY;
}
//=========================================================
// CheckRangeAttack1 - HWGrunt doesn't care about melee
//=========================================================
BOOL CMHWGrunt :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 )
{
TraceResult tr;
Vector vecSrc = GetGunPosition();
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine( vecSrc, UTIL_BodyTarget(m_hEnemy, vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr);
if ( tr.flFraction == 1.0 )
{
return TRUE;
}
}
return FALSE;
}
//=========================================================
// CheckMeleeAttack1 - HWGrunt does not kick
//=========================================================
BOOL CMHWGrunt :: CheckMeleeAttack1 ( float flDot, float flDist )
{
return FALSE;
}
//=========================================================
// CheckRangeAttack2 - HWGrunt has no grenades
//=========================================================
BOOL CMHWGrunt :: CheckRangeAttack2 ( float flDot, float flDist )
{
return FALSE;
}
//=========================================================
// Shoot
//=========================================================
void CMHWGrunt::Minigun(void)
{
if (m_hEnemy == 0)
{
return;
}
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy(vecShootOrigin);
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_MONSTER_12MM); // shoot +-5 degrees
pev->effects |= EF_MUZZLEFLASH;
// Minigunners have infinite ammo
//m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles(vecShootDir);
SetBlending(0, angDir.x);
}
//=========================================================
// TraceAttack - hwgrunts do not wear helmets
//=========================================================
void CMHWGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
CMBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
//=========================================================
// TakeDamage - overridden for hwgrunts.
// They are meant to be aggresive, never take cover.
//=========================================================
int CMHWGrunt :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
return CMBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CMHWGrunt::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case HWGRUNT_AE_DEATH:
break; // don't get rid of gun
case HWGRUNT_AE_MINIGUN:
{
// Sven Co-op uses a modified hassault/hw_gun4.wav for it's fire sound
Minigun();
// We don't want looping WAVs. Pick a different sound and change pitch on it
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, PITCH_NORM + RANDOM_LONG(-5,5));
}
break;
default:
CMHGrunt::HandleAnimEvent(pEvent);
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CMHWGrunt::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/hwgrunt.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->effects = 0;
pev->health = gSkillData.hwgruntHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
//m_flNextGrenadeCheck = gpGlobals->time + 1;
m_flNextPainTime = gpGlobals->time;
m_flMinigunSpinTime = 0; // be able to spin up/down minigun right away
m_iSentence = -1;
m_fStanding = TRUE;
//m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
//m_fEnemyEluded = FALSE;
m_fFirstEncounter = FALSE;// false because hwgrunt does not send signals of any kind
m_HackedGunPos = Vector(0, 0, 55);
// Don't setup pev->weapons, always minigun if not specified
/*
if (FBitSet(pev->weapons, HWGRUNT_MINIGUN))
{
SetBodygroup(GUN_GROUP, GUN_MINIGUN);
m_cClipSize = 1;
}
*/
m_cAmmoLoaded = 99;
m_cClipSize = 99;
CMTalkMonster::g_talkWaitTime = 0;
MonsterInit();
pev->classname = MAKE_STRING( "monster_hwgrunt" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Heavy Weapons Grunt" );
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMHWGrunt::Precache()
{
PRECACHE_MODEL("models/hwgrunt.mdl");
PRECACHE_SOUND("hassault/hw_shoot1.wav");
PRECACHE_SOUND("hassault/hw_spinup.wav");
PRECACHE_SOUND("hassault/hw_spindown.wav");
PRECACHE_SOUND("common/null.wav");
// get voice pitch
if (RANDOM_LONG(0, 1))
m_voicePitch = 102 + RANDOM_LONG(0, 7);
else
m_voicePitch = 93; // slight voice change for hwgrunt
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// GruntFail
//=========================================================
Task_t tlHWGruntFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slHWGruntFail[] =
{
{
tlHWGruntFail,
ARRAYSIZE ( tlHWGruntFail ),
bits_COND_CAN_RANGE_ATTACK1,
0,
"HWGrunt Fail"
},
};
//=========================================================
// Grunt Combat Fail
//=========================================================
Task_t tlHWGruntCombatFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slHWGruntCombatFail[] =
{
{
tlHWGruntCombatFail,
ARRAYSIZE ( tlHWGruntCombatFail ),
bits_COND_CAN_RANGE_ATTACK1,
0,
"HWGrunt Combat Fail"
},
};
//=========================================================
// Victory dance!
//=========================================================
Task_t tlHWGruntVictoryDance[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_WAIT, (float)1.5 },
{ TASK_GET_PATH_TO_ENEMY_CORPSE, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_FACE_ENEMY, (float)0 }
};
Schedule_t slHWGruntVictoryDance[] =
{
{
tlHWGruntVictoryDance,
ARRAYSIZE ( tlHWGruntVictoryDance ),
bits_COND_NEW_ENEMY,
0,
"HWGruntVictoryDance"
},
};
//=========================================================
// ELOF fail, just wait and try again
//=========================================================
Task_t tlHWGruntELOFFail[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_WAIT, (float)1.5 },
{ TASK_SET_SCHEDULE, (float)SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE },
};
Schedule_t slHWGruntELOFFail[] =
{
{
tlHWGruntELOFFail,
ARRAYSIZE ( tlHWGruntELOFFail ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1,
0,
"HWGrunt Failed ELOF"
},
};
//=========================================================
// Establish line of fire - move to a position that allows
// the grunt to attack.
//=========================================================
Task_t tlHWGruntEstablishLineOfFire[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_HWGRUNT_ELOF_FAIL },
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slHWGruntEstablishLineOfFire[] =
{
{
tlHWGruntEstablishLineOfFire,
ARRAYSIZE ( tlHWGruntEstablishLineOfFire ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_HEAR_SOUND,
0,
"HWGruntEstablishLineOfFire"
},
};
//=========================================================
// GruntCombatFace Schedule
//=========================================================
Task_t tlHWGruntCombatFace1[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_WAIT, (float)1.5 },
{ TASK_SET_SCHEDULE, (float)SCHED_HWGRUNT_SWEEP },
};
Schedule_t slHWGruntCombatFace[] =
{
{
tlHWGruntCombatFace1,
ARRAYSIZE ( tlHWGruntCombatFace1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1,
0,
"HWCombat Face"
},
};
Task_t tlHWGruntSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slHWGruntSuppress[] =
{
{
tlHWGruntSuppress,
ARRAYSIZE ( tlHWGruntSuppress ),
0,
0,
"HWSuppress"
},
};
//=========================================================
// grunt wait in cover - we don't allow danger or the ability
// to attack to break a grunt's run to cover schedule, but
// when a grunt is in cover, we do want them to attack if they can.
//=========================================================
Task_t tlHWGruntWaitInCover[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)1 },
};
Schedule_t slHWGruntWaitInCover[] =
{
{
tlHWGruntWaitInCover,
ARRAYSIZE ( tlHWGruntWaitInCover ),
bits_COND_NEW_ENEMY |
bits_COND_HEAR_SOUND |
bits_COND_CAN_RANGE_ATTACK1,
0,
"HWGruntWaitInCover"
},
};
//=========================================================
// Do a turning sweep of the area
//=========================================================
Task_t tlHWGruntSweep[] =
{
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
};
Schedule_t slHWGruntSweep[] =
{
{
tlHWGruntSweep,
ARRAYSIZE ( tlHWGruntSweep ),
bits_COND_NEW_ENEMY |
bits_COND_CAN_RANGE_ATTACK1,
0,
"HWGrunt Sweep"
},
};
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlHWGruntRangeAttack1B[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slHWGruntRangeAttack1B[] =
{
{
tlHWGruntRangeAttack1B,
ARRAYSIZE ( tlHWGruntRangeAttack1B ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_ENEMY_OCCLUDED,
0,
"HWRange Attack1B"
},
};
//=========================================================
// repel
//=========================================================
Task_t tlHWGruntRepel[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE },
};
Schedule_t slHWGruntRepel[] =
{
{
tlHWGruntRepel,
ARRAYSIZE ( tlHWGruntRepel ),
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY,
0,
"HWRepel"
},
};
//=========================================================
// repel
//=========================================================
Task_t tlHWGruntRepelAttack[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_FLY },
};
Schedule_t slHWGruntRepelAttack[] =
{
{
tlHWGruntRepelAttack,
ARRAYSIZE ( tlHWGruntRepelAttack ),
bits_COND_ENEMY_OCCLUDED,
0,
"HWRepel Attack"
},
};
//=========================================================
// repel land
//=========================================================
Task_t tlHWGruntRepelLand[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_LAND },
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_CLEAR_LASTPOSITION, (float)0 },
};
Schedule_t slHWGruntRepelLand[] =
{
{
tlHWGruntRepelLand,
ARRAYSIZE ( tlHWGruntRepelLand ),
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY,
0,
"HWRepel Land"
},
};
DEFINE_CUSTOM_SCHEDULES( CMHWGrunt )
{
slHWGruntFail,
slHWGruntCombatFail,
slHWGruntVictoryDance,
slHWGruntELOFFail,
slHWGruntEstablishLineOfFire,
slHWGruntCombatFace,
slHWGruntSuppress,
slHWGruntWaitInCover,
slHWGruntSweep,
slHWGruntRangeAttack1B,
slHWGruntRepel,
slHWGruntRepelAttack,
slHWGruntRepelLand,
};
IMPLEMENT_CUSTOM_SCHEDULES( CMHWGrunt, CMBaseMonster );
//=========================================================
// SetActivity - different set than normal hgrunt, adapt
//=========================================================
void CMHWGrunt :: SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
bool refreshActivity = TRUE;
// PS: This is terrible code. -Giegue
// Time to die?
if ( NewActivity < ACT_DIESIMPLE )
{
if ( pev->sequence == LookupSequence( "attack" ) )
{
// I won't do anything else if I'm attacking!
refreshActivity = FALSE;
// Unless the enemy has gone out of my sight
if ( m_hEnemy == 0 || !UTIL_IsAlive( m_hEnemy ) || !UTIL_FVisible( m_hEnemy, ENT(pev) ) )
{
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hassault/hw_spindown.wav", 0.8, ATTN_NORM);
m_flMinigunSpinTime = gpGlobals->time + 1.40;
iSequence = LookupSequence( "spindown" ); // time to relax
}
}
else if ( pev->sequence == LookupSequence( "spindown" ) )
{
// Not yet!
refreshActivity = FALSE;
// Wait until the minigun is no longer spinning before doing something else
if ( gpGlobals->time > m_flMinigunSpinTime )
{
refreshActivity = TRUE;
m_flMinigunSpinTime = 0; // do spin up again when required
}
}
}
if (refreshActivity)
{
switch (NewActivity)
{
case ACT_RANGE_ATTACK1:
// if carring a gun, either standing or crouched.
// always standing when firing minigun
if (pev->weapons > 0) // any pistol
{
// same animation regardless of pistol
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "pistol_shoot" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "pistol_crouchshoot" );
}
}
else // minigun
{
if ( m_flMinigunSpinTime == 0 ) // starting to spin up the minigun
{
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hassault/hw_spinup.wav", 0.8, ATTN_NORM);
m_flMinigunSpinTime = gpGlobals->time + 1.15;
iSequence = LookupSequence( "spinup" );
}
else if ( gpGlobals->time > m_flMinigunSpinTime ) // spun up, ready to fire
iSequence = LookupSequence( "attack" );
}
break;
case ACT_IDLE:
if ( m_MonsterState == MONSTERSTATE_COMBAT )
{
NewActivity = ACT_IDLE_ANGRY;
}
iSequence = LookupActivity ( NewActivity );
break;
case ACT_RUN:
case ACT_WALK:
default:
iSequence = LookupActivity ( NewActivity );
break;
}
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
}
// Set to the desired anim, or default anim if the desired is not present
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if ( pev->sequence != iSequence || !m_fSequenceLoops )
{
pev->frame = 0;
}
pev->sequence = iSequence; // Set to the reset anim (if it's there)
ResetSequenceInfo( );
SetYawSpeed();
}
else if (refreshActivity)
{
// Not available try to get default anim
ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity );
pev->sequence = 0; // Set to the reset anim (if it's there)
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t *CMHWGrunt :: GetSchedule( void )
{
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE )
{
if (pev->flags & FL_ONGROUND)
{
// just landed
pev->movetype = MOVETYPE_STEP;
return GetScheduleOfType ( SCHED_HWGRUNT_REPEL_LAND );
}
else
{
// repel down a rope,
if ( m_MonsterState == MONSTERSTATE_COMBAT )
return GetScheduleOfType ( SCHED_HWGRUNT_REPEL_ATTACK );
else
return GetScheduleOfType ( SCHED_HWGRUNT_REPEL );
}
}
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();
}
// new enemy
if ( HasConditions(bits_COND_NEW_ENEMY) )
{
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_HWGRUNT_SUPPRESS );
}
else
{
return GetScheduleOfType ( SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE );
}
}
// no ammo
else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
{
// Stop believing you have no ammo! -Giegue
ClearConditions( bits_COND_NO_AMMO_LOADED );
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_HWGRUNT_SUPPRESS );
}
else
{
return GetScheduleOfType ( SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE );
}
}
// can shoot
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
// Force attack!
return GetScheduleOfType ( SCHED_HWGRUNT_SUPPRESS );
}
// can't see enemy
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE );
}
}
}
// no special cases here, call the base class
return CMBaseMonster :: GetSchedule();
}
//=========================================================
//=========================================================
Schedule_t* CMHWGrunt :: GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_HWGRUNT_ELOF_FAIL:
{
// human grunt is unable to move to a position that allows him to attack the enemy.
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_ELOF_FAIL\n" );
return &slHWGruntELOFFail[ 0 ];
}
break;
case SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE:
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE\n" );
return &slHWGruntEstablishLineOfFire[ 0 ];
}
break;
case SCHED_RANGE_ATTACK1:
{
// no pistols yet, always do standing attack
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_RANGE_ATTACK1\n" );
return &slHWGruntRangeAttack1B[ 0 ];
}
case SCHED_COMBAT_FACE:
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_COMBAT_FACE\n" );
return &slHWGruntCombatFace[ 0 ];
}
case SCHED_HWGRUNT_WAIT_FACE_ENEMY:
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_WAIT_FACE_ENEMY\n" );
return &slHWGruntWaitInCover[ 0 ];
}
case SCHED_HWGRUNT_SWEEP:
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_SWEEP\n" );
return &slHWGruntSweep[ 0 ];
}
case SCHED_VICTORY_DANCE:
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_VICTORY_DANCE\n" );
return &slHWGruntVictoryDance[ 0 ];
}
case SCHED_HWGRUNT_SUPPRESS:
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_SUPPRESS\n" );
return &slHWGruntSuppress[ 0 ];
}
case SCHED_FAIL:
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_FAIL\n" );
if ( m_hEnemy != NULL )
{
// grunt has an enemy, so pick a different default fail schedule most likely to help recover.
return &slHWGruntCombatFail[ 0 ];
}
return &slHWGruntFail[ 0 ];
}
case SCHED_HWGRUNT_REPEL:
{
if (pev->velocity.z > -128)
pev->velocity.z -= 32;
return &slHWGruntRepel[ 0 ];
}
case SCHED_HWGRUNT_REPEL_ATTACK:
{
if (pev->velocity.z > -128)
pev->velocity.z -= 32;
return &slHWGruntRepelAttack[ 0 ];
}
case SCHED_HWGRUNT_REPEL_LAND:
{
return &slHWGruntRepelLand[ 0 ];
}
default:
{
return CMBaseMonster :: GetScheduleOfType ( Type );
}
}
}

View File

@@ -67,6 +67,11 @@ const char *CMISlave::pDeathSounds[] =
//=========================================================
int CMISlave :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_ALIEN_MILITARY;
}
@@ -433,6 +438,12 @@ void CMISlave :: Spawn()
m_flNextAttack = 0.0f;
MonsterInit();
pev->classname = MAKE_STRING( "monster_alien_slave" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Alien Slave" );
}
}
//=========================================================

311
src/dlls/massn.cpp Normal file
View File

@@ -0,0 +1,311 @@
// 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.
*
****/
//=========================================================
// Black Ops - Male Assassin
//=========================================================
#include "extdll.h"
#include "plane.h"
#include "util.h"
#include "cmbase.h"
#include "cmbasemonster.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "weapons.h"
#include "cmtalkmonster.h"
#include "effects.h"
#include "customentity.h"
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define MASSN_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
// Weapon flags
#define MASSN_9MMAR (1 << 0)
#define MASSN_HANDGRENADE (1 << 1)
#define MASSN_GRENADELAUNCHER (1 << 2)
#define MASSN_SNIPERRIFLE (1 << 3)
// Body groups.
#define HEAD_GROUP 1
#define GUN_GROUP 2
// Head values
#define HEAD_WHITE 0
#define HEAD_BLACK 1
#define HEAD_GOGGLES 2
// Gun values
#define GUN_MP5 0
#define GUN_SNIPERRIFLE 1
#define GUN_NONE 2
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define MASSN_AE_KICK ( 3 )
#define MASSN_AE_BURST1 ( 4 )
#define MASSN_AE_CAUGHT_ENEMY ( 10 ) // grunt established sight with an enemy (player only) that had previously eluded the squad.
#define MASSN_AE_DROP_GUN ( 11 ) // grunt (probably dead) is dropping his mp5.
//=========================================================
// Override a few behaviours to make this grunt silent
//=========================================================
BOOL CMMassn::FOkToSpeak(void)
{
return FALSE;
}
void CMMassn::IdleSound(void)
{
}
void CMMassn::PainSound(void)
{
}
void CMMassn::DeathSound(void)
{
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CMMassn::Classify(void)
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_HUMAN_MILITARY;
}
//=========================================================
// Shoot
//=========================================================
void CMMassn::Sniperrifle(void)
{
if (m_hEnemy == 0)
{
return;
}
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy(vecShootOrigin);
UTIL_MakeVectors(pev->angles);
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40, 90) + gpGlobals->v_up * RANDOM_FLOAT(75, 200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
EjectBrass(vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL);
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_1DEGREES, 2048, BULLET_MONSTER_762, 0); // shoot +-7.5 degrees
pev->effects |= EF_MUZZLEFLASH;
// BUG - For some reason that still eludes me, grunts are completely unable to reload their weapons.
// As a temporary fix, give them infinite ammo. It will look bad I know... I gotta find a solution. -Giegue
//m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles(vecShootDir);
SetBlending(0, angDir.x);
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CMMassn::HandleAnimEvent(MonsterEvent_t *pEvent)
{
Vector vecShootDir;
Vector vecShootOrigin;
switch (pEvent->event)
{
case MASSN_AE_DROP_GUN:
{
Vector vecGunPos;
Vector vecGunAngles;
GetAttachment(0, vecGunPos, vecGunAngles);
// switch to body group with no gun.
SetBodygroup(GUN_GROUP, GUN_NONE);
}
break;
case MASSN_AE_BURST1:
{
if (FBitSet(pev->weapons, MASSN_9MMAR))
{
Shoot();
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
if (RANDOM_LONG(0, 1))
{
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun1.wav", 1, ATTN_NORM);
}
else
{
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun2.wav", 1, ATTN_NORM);
}
}
else if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE))
{
Sniperrifle();
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sniper_fire.wav", 1, ATTN_NORM);
}
}
break;
case MASSN_AE_KICK:
{
edict_t *pHurt = Kick();
if (pHurt)
{
// SOUND HERE!
UTIL_MakeVectors(pev->angles);
pHurt->v.punchangle.x = 15;
pHurt->v.velocity = pHurt->v.velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
if (UTIL_IsPlayer(pHurt))
UTIL_TakeDamage( pHurt, pev, pev, gSkillData.massnDmgKick, DMG_CLUB );
else if (pHurt->v.euser4 != NULL)
{
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pHurt));
pMonster->TakeDamage( pev, pev, gSkillData.massnDmgKick, DMG_CLUB );
}
}
}
break;
case MASSN_AE_CAUGHT_ENEMY:
break;
default:
CMHGrunt::HandleAnimEvent(pEvent);
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CMMassn::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/massn.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->effects = 0;
pev->health = gSkillData.massnHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flNextGrenadeCheck = gpGlobals->time + 1;
m_flNextPainTime = gpGlobals->time;
m_iSentence = -1;
//m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
//m_fEnemyEluded = FALSE;
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector(0, 0, 55);
if (pev->weapons == 0)
{
// weapons not specified, randomize
switch ( RANDOM_LONG( 0, 2 ) )
{
case 0:
pev->weapons = MASSN_9MMAR | MASSN_HANDGRENADE;
break;
case 1:
pev->weapons = MASSN_9MMAR | MASSN_GRENADELAUNCHER;
break;
case 2:
pev->weapons = MASSN_SNIPERRIFLE;
break;
}
}
if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE))
{
SetBodygroup(GUN_GROUP, GUN_SNIPERRIFLE);
m_cClipSize = 5;
}
else
{
m_cClipSize = MASSN_CLIP_SIZE;
}
m_cAmmoLoaded = m_cClipSize;
if (RANDOM_LONG(0, 99) < 80)
pev->skin = 0; // light skin
else
pev->skin = 1; // dark skin
CMTalkMonster::g_talkWaitTime = 0;
MonsterInit();
pev->classname = MAKE_STRING( "monster_male_assassin" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Male Assassin" );
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMMassn::Precache()
{
PRECACHE_MODEL("models/massn.mdl");
PRECACHE_SOUND("hgrunt/gr_mgun1.wav");
PRECACHE_SOUND("hgrunt/gr_mgun2.wav");
PRECACHE_SOUND("hgrunt/gr_reload1.wav");
PRECACHE_SOUND("weapons/glauncher.wav");
PRECACHE_SOUND("weapons/sniper_bolt1.wav");
PRECACHE_SOUND("weapons/sniper_fire.wav");
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
// get voice pitch
if (RANDOM_LONG(0, 1))
m_voicePitch = 109 + RANDOM_LONG(0, 7);
else
m_voicePitch = 100;
m_iBrassShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
}

View File

@@ -40,23 +40,24 @@
#include "sdk_util.h" // UTIL_LogPrintf, etc
// Must provide at least one of these..
static META_FUNCTIONS gMetaFunctionTable = {
static META_FUNCTIONS gMetaFunctionTable =
{
NULL, // pfnGetEntityAPI HL SDK; called before game DLL
NULL, // pfnGetEntityAPI_Post META; called after game DLL
GetEntityAPI2, // pfnGetEntityAPI2 HL SDK2; called before game DLL
GetEntityAPI2_Post, // pfnGetEntityAPI2_Post META; called after game DLL
NULL, // pfnGetNewDLLFunctions HL SDK2; called before game DLL
NULL, // pfnGetNewDLLFunctions_Post META; called after game DLL
NULL, // pfnGetEngineFunctions META; called before HL engine
NULL, // pfnGetEngineFunctions_Post META; called after HL engine
GetEngineFunctions, // pfnGetEngineFunctions META; called before HL engine
GetEngineFunctions_Post, // pfnGetEngineFunctions_Post META; called after HL engine
};
// Description of plugin
plugin_info_t Plugin_info = {
META_INTERFACE_VERSION, // interface version
"MonsterMod", // name
"1.0", // version
"17/03/2020", // date in DD/MM/YYYY format
"2.0", // version
"03/06/2020", // date in DD/MM/YYYY format
"botman, Rick90, Giegue", // original authors + recreation by...
"https://github.com/JulianR0/monstermod-redo", // url
"MONSTER", // logtag
@@ -77,10 +78,15 @@ meta_globals_t *gpMetaGlobals; // metamod globals
gamedll_funcs_t *gpGamedllFuncs; // gameDLL function tables
mutil_funcs_t *gpMetaUtilFuncs; // metamod utility functions
// CVars
cvar_t init_dllapi_log = {"monster_log", "0", FCVAR_EXTDLL, 0, NULL};
cvar_t *dllapi_log = NULL;
cvar_t init_monster_spawn = {"monster_spawn", "1", FCVAR_EXTDLL, 0, NULL};
cvar_t *monster_spawn = NULL;
cvar_t init_monster_show_deaths = {"monster_show_deaths", "1", FCVAR_EXTDLL, 0, NULL};
cvar_t *monster_show_deaths = NULL;
cvar_t init_monster_show_info = {"monster_show_info", "1", FCVAR_EXTDLL, 0, NULL};
cvar_t *monster_show_info = NULL;
// Metamod requesting info about this plugin:
@@ -103,16 +109,17 @@ C_DLLEXPORT int Meta_Query(char *ifvers, plugin_info_t **pPlugInfo,
// pFunctionTable (requested) table of function tables this plugin catches
// pMGlobals (given) global vars from metamod
// pGamedllFuncs (given) copy of function tables from game dll
C_DLLEXPORT int Meta_Attach(PLUG_LOADTIME now, META_FUNCTIONS *pFunctionTable,
meta_globals_t *pMGlobals, gamedll_funcs_t *pGamedllFuncs)
C_DLLEXPORT int Meta_Attach(PLUG_LOADTIME now, META_FUNCTIONS *pFunctionTable, meta_globals_t *pMGlobals, gamedll_funcs_t *pGamedllFuncs)
{
if(now); // to satisfy gcc -Wunused
if(!pMGlobals) {
if(!pMGlobals)
{
LOG_ERROR(PLID, "Meta_Attach called with null pMGlobals");
return(FALSE);
}
gpMetaGlobals=pMGlobals;
if(!pFunctionTable) {
if(!pFunctionTable)
{
LOG_ERROR(PLID, "Meta_Attach called with null pFunctionTable");
return(FALSE);
}
@@ -133,6 +140,12 @@ C_DLLEXPORT int Meta_Attach(PLUG_LOADTIME now, META_FUNCTIONS *pFunctionTable,
CVAR_REGISTER(&init_monster_spawn);
monster_spawn = CVAR_GET_POINTER("monster_spawn");
CVAR_REGISTER(&init_monster_show_deaths);
monster_show_deaths = CVAR_GET_POINTER("monster_show_deaths");
CVAR_REGISTER(&init_monster_show_info);
monster_show_info = CVAR_GET_POINTER("monster_show_info");
return(TRUE);
}

View File

@@ -282,7 +282,7 @@ void scan_monster_cfg(FILE *fp)
// Bruteforce to remove quotes
char parse[66] = {0};
int skip = 0;
for (int i = 0; i < strlen(input); i++)
for (unsigned i = 0; i < strlen(input); i++)
{
if (input[i] == '"')
{
@@ -317,12 +317,11 @@ void scan_monster_cfg(FILE *fp)
}
}
void process_monster_cfg(void)
bool process_monster_cfg(void)
{
char game_dir[256];
char filename[256];
FILE *fp = NULL;
bool status = FALSE; // no error
monster_spawn_count = 0;
@@ -351,8 +350,7 @@ void process_monster_cfg(void)
{
//META_CONS("[MONSTER] ERROR: Could not open \"%s\"!", filename);
LOG_MESSAGE(PLID, "ERROR: Could not open \"%s\" file!", filename);
return;
return TRUE; // error
}
scan_monster_cfg(fp);
@@ -360,7 +358,7 @@ void process_monster_cfg(void)
fclose(fp);
}
return;
return FALSE; // all ok
}

View File

@@ -43,7 +43,7 @@ RSC=rc.exe
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "monster_mm_EXPORTS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\dlls" /I "..\common" /I "..\engine" /I "..\pm_shared" /I "..\..\metamod" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "monster_mm_EXPORTS" /D strcasecmp=stricmp /D strncasecmp=_strnicmp /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\dlls" /I "..\common" /I "..\engine" /I "..\pm_shared" /I "..\metamod" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "monster_mm_EXPORTS" /D strcasecmp=stricmp /D strncasecmp=_strnicmp /FD /c
# SUBTRACT CPP /YX
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
@@ -55,22 +55,6 @@ BSC32=bscmake.exe
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386 /def:".\monster_mm.def"
# Begin Custom Build - Copying to DLL folder
TargetPath=.\Release\monster_mm.dll
TargetName=monster_mm
InputPath=.\Release\monster_mm.dll
SOURCE="$(InputPath)"
"$(TargetName)" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
copy $(TargetPath) D:\Half-Life\valve\dlls
copy $(TargetPath) D:\Half-Life\tfc\dlls
copy $(TargetPath) D:\Half-Life\cstrike\dlls
copy $(TargetPath) D:\Half-Life\dmc\dlls
copy $(TargetPath) D:\Half-Life\dod\dlls
copy $(TargetPath) D:\Half-Life\firearms\dlls
copy $(TargetPath) D:\Half-Life\frontline\dlls
# End Custom Build
!ELSEIF "$(CFG)" == "monster_mm - Win32 Debug"
@@ -86,7 +70,7 @@ SOURCE="$(InputPath)"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "monster_mm_EXPORTS" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "..\dlls" /I "..\common" /I "..\engine" /I "..\pm_shared" /I "..\..\metamod" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "monster_mm_EXPORTS" /D strcasecmp=stricmp /D strncasecmp=_strnicmp /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "..\dlls" /I "..\common" /I "..\engine" /I "..\pm_shared" /I "..\metamod" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "monster_mm_EXPORTS" /D strcasecmp=stricmp /D strncasecmp=_strnicmp /FD /GZ /c
# SUBTRACT CPP /YX
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
@@ -98,23 +82,6 @@ BSC32=bscmake.exe
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /def:".\monster_mm.def" /pdbtype:sept
# Begin Custom Build - Copying to DLL folder
TargetPath=.\Debug\monster_mm.dll
TargetName=monster_mm
InputPath=.\Debug\monster_mm.dll
SOURCE="$(InputPath)"
"$(TargetName)" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
copy $(TargetPath) D:\Half-Life\valve\dlls
copy $(TargetPath) D:\Half-Life\tfc\dlls
copy $(TargetPath) D:\Half-Life\cstrike\dlls
copy $(TargetPath) D:\Half-Life\dmc\dlls
copy $(TargetPath) D:\Half-Life\dod\dlls
copy $(TargetPath) D:\Half-Life\firearms\dlls
copy $(TargetPath) D:\Half-Life\frontline\dlls
copy $(TargetPath) D:\Half-Life\gearbox\dlls
# End Custom Build
!ENDIF
@@ -183,14 +150,26 @@ SOURCE=.\effects.cpp
# End Source File
# Begin Source File
SOURCE=.\explode.cpp
# End Source File
# Begin Source File
SOURCE=.\flyingmonster.cpp
# End Source File
# Begin Source File
SOURCE=.\gargantua.cpp
# End Source File
# Begin Source File
SOURCE=.\ggrenade.cpp
# End Source File
# Begin Source File
SOURCE=.\gonome.cpp
# End Source File
# Begin Source File
SOURCE=.\h_ai.cpp
# End Source File
# Begin Source File
@@ -219,10 +198,18 @@ SOURCE=.\houndeye.cpp
# End Source File
# Begin Source File
SOURCE=.\hwgrunt.cpp
# End Source File
# Begin Source File
SOURCE=.\islave.cpp
# End Source File
# Begin Source File
SOURCE=.\massn.cpp
# End Source File
# Begin Source File
SOURCE=.\monster_api.cpp
# End Source File
# Begin Source File
@@ -243,10 +230,30 @@ SOURCE=.\nodes.cpp
# End Source File
# Begin Source File
SOURCE=.\otis.cpp
# End Source File
# Begin Source File
SOURCE=.\pitdrone.cpp
# End Source File
# Begin Source File
SOURCE=.\rgrunt.cpp
# End Source File
# Begin Source File
SOURCE=.\scientist.cpp
# End Source File
# Begin Source File
SOURCE=.\shock.cpp
# End Source File
# Begin Source File
SOURCE=.\shockroach.cpp
# End Source File
# Begin Source File
SOURCE=.\skill.cpp
# End Source File
# Begin Source File
@@ -255,10 +262,18 @@ SOURCE=.\sound.cpp
# End Source File
# Begin Source File
SOURCE=.\sporegrenade.cpp
# End Source File
# Begin Source File
SOURCE=.\squeakgrenade.cpp
# End Source File
# Begin Source File
SOURCE=.\strooper.cpp
# End Source File
# Begin Source File
SOURCE=.\subs.cpp
# End Source File
# Begin Source File
@@ -267,10 +282,18 @@ SOURCE=.\talkmonster.cpp
# End Source File
# Begin Source File
SOURCE=.\turret.cpp
# End Source File
# Begin Source File
SOURCE=.\util.cpp
# End Source File
# Begin Source File
SOURCE=.\voltigore.cpp
# End Source File
# Begin Source File
SOURCE=.\weapons.cpp
# End Source File
# Begin Source File
@@ -287,6 +310,10 @@ SOURCE=.\activity.h
# End Source File
# Begin Source File
SOURCE=.\activitymap.h
# End Source File
# Begin Source File
SOURCE=.\animation.h
# End Source File
# Begin Source File
@@ -315,6 +342,10 @@ SOURCE=.\decals.h
# End Source File
# Begin Source File
SOURCE=.\defaultai.h
# End Source File
# Begin Source File
SOURCE=.\doors.h
# End Source File
# Begin Source File
@@ -339,10 +370,18 @@ SOURCE=.\func_break.h
# End Source File
# Begin Source File
SOURCE=.\hornet.h
# End Source File
# Begin Source File
SOURCE=.\monster_plugin.h
# End Source File
# Begin Source File
SOURCE=.\monsterevent.h
# End Source File
# Begin Source File
SOURCE=.\monsters.h
# End Source File
# Begin Source File
@@ -351,10 +390,18 @@ SOURCE=.\nodes.h
# End Source File
# Begin Source File
SOURCE=.\plane.h
# End Source File
# Begin Source File
SOURCE=.\schedule.h
# End Source File
# Begin Source File
SOURCE=.\shock.h
# End Source File
# Begin Source File
SOURCE=.\skill.h
# End Source File
# Begin Source File

View File

@@ -5,11 +5,11 @@
#ifndef MONSTER_PLUGIN_H
#define MONSTER_PLUGIN_H
typedef struct pKVD
typedef struct
{
char key[33];
char value[33];
};
} pKVD;
#define MAX_KEYVALUES 32

View File

@@ -137,17 +137,14 @@ void CMBaseMonster :: Look ( int iDistance )
{
pSightEnt = pList[i];
// !!!temporarily only considering other monsters and clients, don't see prisoners
if ( pSightEnt != this->edict() &&
!FBitSet( pSightEnt->v.spawnflags, SF_MONSTER_PRISONER ) &&
pSightEnt->v.health > 0 )
if ( pSightEnt != this->edict() && !FBitSet( pSightEnt->v.spawnflags, SF_MONSTER_PRISONER ) && pSightEnt->v.health > 0 )
{
// is this a player AND are they alive?
if (UTIL_IsPlayer(pSightEnt) && UTIL_IsAlive(pSightEnt))
{
// the looker will want to consider this entity
// don't check anything else about an entity that can't be seen.
if ( UTIL_FInViewCone( pSightEnt, ENT(pev), m_flFieldOfView ) &&
!FBitSet( pSightEnt->v.flags, FL_NOTARGET ) && UTIL_FVisible( pSightEnt, ENT(pev) ) )
if ( UTIL_FInViewCone( pSightEnt, ENT(pev), m_flFieldOfView ) && !FBitSet( pSightEnt->v.flags, FL_NOTARGET ) && UTIL_FVisible( pSightEnt, ENT(pev) ) )
{
m_edictList[m_edictList_count] = pSightEnt;
m_edictList_count++;
@@ -170,12 +167,12 @@ void CMBaseMonster :: Look ( int iDistance )
}
else if (pSightEnt->v.euser4 != NULL)
{
/* MonsterMod monster looking at another MonsterMod monster */
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pSightEnt));
// the looker will want to consider this entity
// don't check anything else about an entity that can't be seen, or an entity that you don't care about.
if ( IRelationship( pMonster ) != R_NO && UTIL_FInViewCone( pSightEnt, ENT(pev), m_flFieldOfView ) &&
!FBitSet( pSightEnt->v.flags, FL_NOTARGET ) && UTIL_FVisible( pSightEnt, ENT(pev) ) )
if ( IRelationship( pMonster ) != R_NO && UTIL_FInViewCone( pSightEnt, ENT(pev), m_flFieldOfView ) && !FBitSet( pSightEnt->v.flags, FL_NOTARGET ) && UTIL_FVisible( pSightEnt, ENT(pev) ) )
{
m_edictList[m_edictList_count] = pSightEnt;
m_edictList_count++;
@@ -210,6 +207,47 @@ void CMBaseMonster :: Look ( int iDistance )
}
}
}
else if (!UTIL_IsPlayer(pSightEnt))
{
/* MonsterMod monster looking at a NON-MonsterMod monster */
// the looker will want to consider this entity
// don't check anything else about an entity that can't be seen, or an entity that you don't care about.
if ( IRelationship( pSightEnt->v.iuser4 ) != R_NO && UTIL_FInViewCone( pSightEnt, ENT(pev), m_flFieldOfView ) && !FBitSet( pSightEnt->v.flags, FL_NOTARGET ) && UTIL_FVisible( pSightEnt, ENT(pev) ) )
{
m_edictList[m_edictList_count] = pSightEnt;
m_edictList_count++;
if ( pSightEnt == m_hEnemy )
{
// we know this ent is visible, so if it also happens to be our enemy, store that now.
iSighted |= bits_COND_SEE_ENEMY;
}
// don't add the Enemy's relationship to the conditions. We only want to worry about conditions when
// we see monsters other than the Enemy.
switch ( IRelationship ( pSightEnt->v.iuser4 ) )
{
case R_NM:
iSighted |= bits_COND_SEE_NEMESIS;
break;
case R_HT:
iSighted |= bits_COND_SEE_HATE;
break;
case R_DL:
iSighted |= bits_COND_SEE_DISLIKE;
break;
case R_FR:
iSighted |= bits_COND_SEE_FEAR;
break;
case R_AL:
break;
default:
ALERT ( at_aiconsole, "%s can't assess %s\n", STRING(pev->classname), STRING(pSightEnt->v.classname ) );
break;
}
}
}
}
}
}
@@ -1743,6 +1781,9 @@ void CMBaseMonster :: StartMonster ( void )
SetActivity( ACT_IDLE );
ChangeSchedule( GetScheduleOfType( SCHED_WAIT_TRIGGER ) );
}
// Notify normal game engine of monster classify
pev->iuser4 = Classify();
}
@@ -1785,25 +1826,35 @@ int CMBaseMonster::TaskIsRunning( void )
//=========================================================
int CMBaseMonster::IRelationship ( CMBaseEntity *pTarget )
{
static int iEnemy[14][14] =
{ // NONE MACH PLYR HPASS HMIL AMIL APASS AMONST APREY APRED INSECT PLRALY PBWPN ABWPN
/*NONE*/ { R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO },
/*MACHINE*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_DL, R_DL },
/*PLAYER*/ { R_NO ,R_DL ,R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_DL, R_DL },
/*HUMANPASSIVE*/{ R_NO ,R_NO ,R_AL ,R_AL ,R_HT ,R_FR ,R_NO ,R_HT ,R_DL ,R_FR ,R_NO ,R_AL, R_NO, R_NO },
/*HUMANMILITAR*/{ R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_HT ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_HT, R_NO, R_NO },
/*ALIENMILITAR*/{ R_NO ,R_DL ,R_HT ,R_DL ,R_HT ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO },
/*ALIENPASSIVE*/{ R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO },
/*ALIENMONSTER*/{ R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO },
/*ALIENPREY */{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_FR ,R_NO ,R_DL, R_NO, R_NO },
/*ALIENPREDATO*/{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_DL, R_NO, R_NO },
/*INSECT*/ { R_FR ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR, R_NO, R_NO },
/*PLAYERALLY*/ { R_NO ,R_DL ,R_AL ,R_AL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_NO, R_NO },
/*PBIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_NO, R_DL },
/*ABIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_AL ,R_NO ,R_DL ,R_DL ,R_NO ,R_NO ,R_DL, R_DL, R_NO }
return IRelationshipByClass( pTarget->Classify() );
}
int CMBaseMonster::IRelationship ( int iTargetClass )
{
return IRelationshipByClass( iTargetClass );
}
int CMBaseMonster::IRelationshipByClass ( int iClass )
{
static int iEnemy[16][16] =
{ // NONE MACH PLYR HPASS HMIL AMIL APASS AMONST APREY APRED INSECT PLRALY PBWPN ABWPN RXPIT RXSHK
/*NONE*/ { R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO, R_NO, R_NO },
/*MACHINE*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_DL, R_DL, R_DL, R_DL },
/*PLAYER*/ { R_NO ,R_DL ,R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_DL, R_DL, R_DL, R_DL },
/*HUMANPASSIVE*/{ R_NO ,R_FR ,R_AL ,R_AL ,R_HT ,R_DL ,R_DL ,R_HT ,R_DL ,R_DL ,R_NO ,R_AL, R_NO, R_NO, R_FR, R_FR },
/*HUMANMILITAR*/{ R_NO ,R_NO ,R_DL ,R_DL ,R_AL ,R_HT ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_NO, R_NO, R_HT, R_HT },
/*ALIENMILITAR*/{ R_NO ,R_DL ,R_DL ,R_DL ,R_HT ,R_AL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO, R_DL, R_HT },
/*ALIENPASSIVE*/{ R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO, R_NO, R_NO },
/*ALIENMONSTER*/{ R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO, R_NO, R_NO },
/*ALIENPREY */{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_FR ,R_NO ,R_DL, R_NO, R_NO, R_FR, R_NO },
/*ALIENPREDATO*/{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_HT ,R_NO ,R_NO ,R_DL, R_NO, R_NO, R_DL, R_DL },
/*INSECT*/ { R_NO ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR, R_NO, R_NO, R_NO, R_NO },
/*PLAYERALLY*/ { R_NO ,R_DL ,R_AL ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_NO, R_NO, R_DL, R_DL },
/*PBIOWEAPON*/ { R_NO ,R_NO ,R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_NO, R_DL, R_DL, R_DL },
/*ABIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_AL ,R_NO ,R_DL ,R_DL ,R_NO ,R_NO ,R_DL, R_DL, R_NO, R_DL, R_DL },
/*RXPITDRONE*/ { R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL ,R_DL ,R_NO ,R_DL, R_NO, R_NO, R_AL, R_AL },
/*RXSHOCKTRP*/ { R_NO ,R_DL ,R_HT ,R_DL ,R_HT ,R_HT ,R_DL ,R_NO ,R_NO ,R_DL ,R_NO ,R_DL, R_NO, R_NO, R_AL, R_AL }
};
return iEnemy[ Classify() ][ pTarget->Classify() ];
return iEnemy[ Classify() ][ iClass ];
}
//=========================================================
@@ -2039,16 +2090,17 @@ edict_t *CMBaseMonster :: BestVisibleEnemy ( void )
if ( iDist <= iNearest )
{
iNearest = iDist;
iBestRelationship = R_NM; // player is always nemsis
iBestRelationship = R_NM; // player is always nemesis
pReturn = pEnt;
}
}
else if (pEnt->v.euser4 != NULL)
{
// it's a monstermod monster...
CMBaseMonster *pNextEnt = GetClassPtr((CMBaseMonster *)VARS(pEnt));
if ( pNextEnt->IsAlive() )
{
if ( IRelationship( pNextEnt) > iBestRelationship )
if ( IRelationship( pNextEnt ) > iBestRelationship )
{
// this entity is disliked MORE than the entity that we
// currently think is the best visible enemy. No need to do
@@ -2057,7 +2109,7 @@ edict_t *CMBaseMonster :: BestVisibleEnemy ( void )
iNearest = ( pNextEnt->pev->origin - pev->origin ).Length();
pReturn = pEnt;
}
else if ( IRelationship( pNextEnt) == iBestRelationship )
else if ( IRelationship( pNextEnt ) == iBestRelationship )
{
// this entity is disliked just as much as the entity that
// we currently think is the best visible enemy, so we only
@@ -2073,6 +2125,31 @@ edict_t *CMBaseMonster :: BestVisibleEnemy ( void )
}
}
}
else if (!UTIL_IsPlayer(pEnt))
{
// it's a game default monster...
if ( UTIL_IsAlive(pEnt) )
{
//repeat2
if ( IRelationship( pEnt->v.iuser4 ) > iBestRelationship )
{
iBestRelationship = IRelationship( pEnt->v.iuser4 );
iNearest = ( pEnt->v.origin - pev->origin ).Length();
pReturn = pEnt;
}
else if ( IRelationship( pEnt->v.iuser4 ) == iBestRelationship )
{
iDist = ( pEnt->v.origin - pev->origin ).Length();
if ( iDist <= iNearest )
{
iNearest = iDist;
iBestRelationship = IRelationship( pEnt->v.iuser4 );
pReturn = pEnt;
}
}
}
}
edictList_index++;
}
@@ -2504,11 +2581,21 @@ void CMBaseMonster :: KeyValue( KeyValueData *pkvd )
m_iszTriggerTarget = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "TriggerCondition") )
else if (FStrEq(pkvd->szKeyName, "TriggerCondition"))
{
m_iTriggerCondition = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "displayname"))
{
m_szMonsterName = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "classify"))
{
m_iClassifyOverride = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
{
CMBaseToggle::KeyValue( pkvd );

View File

@@ -152,6 +152,7 @@ public:
virtual int ObjectCaps( void ) { return (CMBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
static void SpawnHeadGib( entvars_t *pevVictim );
static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human );
static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, const char *pGibModel, int human );
static void SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs );
int m_bloodColor;

View File

@@ -25,12 +25,12 @@
#include "animation.h"
#include "doors.h"
//#if !defined ( _WIN32 )
#if !defined ( _WIN32 )
#include <sys/stat.h>
#include <sys/types.h>
#include <fcntl.h>
#include <unistd.h> // mkdir
//#endif
#endif
#define HULL_STEP_SIZE 16// how far the test hull moves on each step
#define NODE_HEIGHT 8 // how high to lift nodes off the ground after we drop them all (make stair/ramp mapping easier)
@@ -38,7 +38,7 @@
// to help eliminate node clutter by level designers, this is used to cap how many other nodes
// any given node is allowed to 'see' in the first stage of graph creation "LinkVisibleNodes()".
#define MAX_NODE_INITIAL_LINKS 128
#define MAX_NODES 1024
//#define MAX_NODES 1024 // already defined in monster_plugin.h
Vector VecBModelOrigin( entvars_t* pevBModel );
@@ -1485,8 +1485,6 @@ void CTestHull :: Spawn( entvars_t *pevMasterNode )
//=========================================================
void CTestHull::DropDelay ( void )
{
// Do NOT uncomment or you'll get a "Tried to create a message with a bogus message type ( 0 )" crash!
// Left here only because it's on the original HLSDK, and for comedy purposes. -Giegue
//UTIL_CenterPrintAll( "Node Graph out of Date. Rebuilding..." );
UTIL_SetOrigin ( VARS(pev), WorldGraph.m_pNodes[ 0 ].m_vecOrigin );

329
src/dlls/otis.cpp Normal file
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// 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);
}

1064
src/dlls/pitdrone.cpp Normal file

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423
src/dlls/rgrunt.cpp Normal file
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/***
*
* 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.
*
****/
//=========================================================
// Robo Grunt
//=========================================================
#include "extdll.h"
#include "plane.h"
#include "util.h"
#include "cmbase.h"
#include "cmbasemonster.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "weapons.h"
#include "cmtalkmonster.h"
#include "effects.h"
#include "explode.h"
#include "customentity.h"
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define RGRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
// Weapon flags
#define RGRUNT_9MMAR (1 << 0)
#define RGRUNT_HANDGRENADE (1 << 1)
#define RGRUNT_GRENADELAUNCHER (1 << 2)
#define RGRUNT_SHOTGUN (1 << 3)
// Body groups
#define GUN_GROUP 2
// Gun values
#define GUN_MP5 0
#define GUN_SHOTGUN 1
#define GUN_NONE 2
// How many sparks to emit when low on health
#define RGRUNT_MAX_SPARKS 5
//=========================================================
// These sounds are muted for Robo Grunts
//=========================================================
BOOL CMRGrunt::FOkToSpeak(void)
{
return FALSE;
}
void CMRGrunt::IdleSound(void)
{
}
void CMRGrunt::PainSound(void)
{
}
//=========================================================
// DeathSound
//=========================================================
void CMRGrunt::DeathSound(void)
{
switch ( RANDOM_LONG(0,1) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "turret/tu_die.wav", 1, ATTN_IDLE );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "turret/tu_die2.wav", 1, ATTN_IDLE );
break;
}
// Use this spot to activate the explosion
int duration = RANDOM_LONG( 3, 9 );
/* Smoke effect */
// variable smoke balls
// 1.7X normal size
// 0 radial distribution
// instant start
SmokeCreate( pev->origin, duration * 7, 17, 0, 0 );
// "Gib"
pev->nextthink = gpGlobals->time + duration;
SetThink( &CMRGrunt::StartGib );
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CMRGrunt::Classify(void)
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_HUMAN_MILITARY;
}
//=========================================================
// Killed - Explode a few seconds after death
//=========================================================
void CMRGrunt::Killed(entvars_t *pevAttacker, int iGib)
{
// Turn off electricity
if ( m_flActiveDischarge != 0 )
{
pev->renderfx = kRenderFxNone;
m_flActiveDischarge = 0;
}
// Disallow this monster to fade away, need to keep it around for the explosion
pev->owner = 0;
pev->spawnflags &= ~SF_MONSTER_FADECORPSE;
pev->solid = SOLID_NOT; // stop interacting with the world
CMBaseMonster::Killed(pevAttacker, iGib);
}
void CMRGrunt::StartGib(void)
{
// derp
GibMonster();
}
//=========================================================
// GibMonster - Boom!
//=========================================================
void CMRGrunt::GibMonster()
{
// Don't call this more times than needed
if ( pev->iuser1 != 0 )
return;
pev->iuser1 = 1;
Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
// Explosion
ExplosionCreate( vecSpot, g_vecZero, ENT(pev), 128, 0, 0 );
// Wreckage
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
WRITE_BYTE( TE_BREAKMODEL );
// position
WRITE_COORD( vecSpot.x );
WRITE_COORD( vecSpot.y );
WRITE_COORD( vecSpot.z );
// size
WRITE_COORD( 96 );
WRITE_COORD( 96 );
WRITE_COORD( 16 );
// velocity
WRITE_COORD( 0 );
WRITE_COORD( 0 );
WRITE_COORD( 30 );
// randomization
WRITE_BYTE( 15 );
// Model
WRITE_SHORT( m_iBodyGibs ); //model id#
// # of shards
WRITE_BYTE( 35 );
// duration
WRITE_BYTE( 100 );// 5.0 seconds
// flags
WRITE_BYTE( BREAK_METAL );
MESSAGE_END();
SetThink( &CMBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time;
}
//=========================================================
// RunAI - Robo Grunt emits sparks when its low on health.
//=========================================================
void CMRGrunt::RunAI(void)
{
CMBaseMonster::RunAI();
if ( pev->health <= ( pev->max_health / 10 ) ) // below 10% health
{
// Spark ON
if ( gpGlobals->time > m_flNextSpark )
{
// Code looks familiar? It's CBaseButton::DoSpark
for ( int spark_num = 0; spark_num < RGRUNT_MAX_SPARKS; spark_num++ )
{
Vector tmp = pev->origin + (pev->mins + pev->maxs) * 0.5; // grab center
tmp.x += RANDOM_FLOAT( -( pev->size.x / 2 ), pev->size.x / 2); // then randomize
tmp.y += RANDOM_FLOAT( -( pev->size.y / 2 ), pev->size.y / 2);
tmp.z += RANDOM_FLOAT( -( pev->size.z / 2 ), pev->size.z / 2);
UTIL_Sparks( tmp );
}
switch ( (int)(RANDOM_FLOAT(0,1) * 6) )
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark1.wav", 0.6, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark2.wav", 0.6, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark3.wav", 0.6, ATTN_NORM); break;
case 3: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark4.wav", 0.6, ATTN_NORM); break;
case 4: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", 0.6, ATTN_NORM); break;
case 5: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", 0.6, ATTN_NORM); break;
}
m_flNextSpark = gpGlobals->time + 0.5;
}
// Glow/Hurt ON
if ( gpGlobals->time > m_flNextDischarge )
{
// Turn on the electric glow
pev->renderfx = kRenderFxGlowShell;
pev->rendercolor = Vector( 100, 150, 250 ); // r, g, b
EMIT_SOUND(ENT(pev), CHAN_BODY, "debris/beamstart14.wav", 0.8, ATTN_NORM);
// Sustain the electricity for this long
m_flActiveDischarge = gpGlobals->time + RANDOM_FLOAT( 0.3, 0.6 );
// Discharge again in...
m_flNextDischarge = gpGlobals->time + RANDOM_FLOAT( 0.9, 2.7 );
}
// Glow/Hurt OFF
if ( gpGlobals->time > m_flActiveDischarge )
{
// Turn off electricity
pev->renderfx = kRenderFxNone;
m_flActiveDischarge = 0;
}
}
}
//=========================================================
// SparkTouch - Hurt players who come too close to it
//=========================================================
void CMRGrunt::SparkTouch( edict_t *pOther )
{
// No electricity, no harm
if ( m_flActiveDischarge == 0 )
return;
// Only affect players
if ( UTIL_IsPlayer( pOther ) )
{
// Because of Touch(), players are going to be hurt every server frame.
// Don't be bullshit like Sven Co-op, set the damage REALLY LOW.
UTIL_TakeDamage( pOther, pev, pev, 1, DMG_SHOCK );
}
}
//=========================================================
// TraceAttack - Override for robo grunt
// Emit ricochet sparks if getting hurt from bullets
//=========================================================
void CMRGrunt::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
{
// Absorb damage and emit ricochet if bullets or melee attacks are used
if ( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) )
{
if ( RANDOM_LONG( 0, 100 ) < 20 )
{
UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 0.5, 1.5 ) );
// EMIT_SOUND_DYN( ENT(pev), CHAN_BODY, pRicSounds[ RANDOM_LONG(0,ARRAYSIZE(pRicSounds)-1) ], 1.0, ATTN_NORM, 0, PITCH_NORM );
}
flDamage *= (1.00f - gSkillData.rgruntArmor); // cut damage
}
// Lower protection against explosions
else if ( bitsDamageType & DMG_BLAST )
flDamage *= (1.00f - (gSkillData.rgruntArmor / 2.00f)); // 50% less protection
// No protection at all against other types of damages
CMBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
//=========================================================
// TakeDamage - Robo Grunts should not take cover as soon
// as they take damage.
//=========================================================
int CMRGrunt::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
return CMBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
// Spawn
//=========================================================
void CMRGrunt::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/rgrunt.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = DONT_BLEED;
pev->effects = 0;
pev->health = gSkillData.rgruntHealth;
pev->max_health = pev->health; // to determine when sparks should be emitted
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flNextGrenadeCheck = gpGlobals->time + 1;
m_flNextPainTime = gpGlobals->time;
m_flNextSpark = gpGlobals->time; // when to emit sparks again
m_flNextDischarge = gpGlobals->time; // when electric shell should activate
m_flActiveDischarge = 0; // how long to sustain the electricity
m_iSentence = -1;
//m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
//m_fEnemyEluded = FALSE;
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector(0, 0, 55);
if (pev->weapons == 0)
{
// weapons not specified, randomize
switch(RANDOM_LONG(0, 2))
{
case 0:
pev->weapons = RGRUNT_9MMAR | RGRUNT_HANDGRENADE;
break;
case 1:
pev->weapons = RGRUNT_SHOTGUN;
break;
case 2:
pev->weapons = RGRUNT_9MMAR | RGRUNT_GRENADELAUNCHER;
break;
}
}
if (FBitSet(pev->weapons, RGRUNT_SHOTGUN))
{
SetBodygroup(GUN_GROUP, GUN_SHOTGUN);
m_cClipSize = 8;
}
else
{
m_cClipSize = RGRUNT_CLIP_SIZE;
}
m_cAmmoLoaded = m_cClipSize;
CMTalkMonster::g_talkWaitTime = 0;
MonsterInit();
SetTouch( &CMRGrunt::SparkTouch );
pev->classname = MAKE_STRING( "monster_robogrunt" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Robo Grunt" );
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMRGrunt::Precache()
{
PRECACHE_MODEL("models/rgrunt.mdl");
m_iBodyGibs = PRECACHE_MODEL( "models/metalplategibs_green.mdl" );
PRECACHE_SOUND("hgrunt/gr_mgun1.wav");
PRECACHE_SOUND("hgrunt/gr_mgun2.wav");
PRECACHE_SOUND("turret/tu_die.wav");
PRECACHE_SOUND("turret/tu_die2.wav");
PRECACHE_SOUND("buttons/spark1.wav");
PRECACHE_SOUND("buttons/spark2.wav");
PRECACHE_SOUND("buttons/spark3.wav");
PRECACHE_SOUND("buttons/spark4.wav");
PRECACHE_SOUND("buttons/spark5.wav");
PRECACHE_SOUND("buttons/spark6.wav");
PRECACHE_SOUND("debris/beamstart14.wav");
PRECACHE_SOUND("hgrunt/gr_reload1.wav");
PRECACHE_SOUND("weapons/glauncher.wav");
PRECACHE_SOUND("weapons/sbarrel1.wav");
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
/*
// get voice pitch
if (RANDOM_LONG(0, 1))
m_voicePitch = 109 + RANDOM_LONG(0, 7);
else
m_voicePitch = 100;
*/
m_iBrassShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
}

View File

@@ -517,6 +517,11 @@ void CMScientist :: RunTask( Task_t *pTask )
//=========================================================
int CMScientist :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_HUMAN_PASSIVE;
}
@@ -616,6 +621,13 @@ void CMScientist :: Spawn( void )
pev->skin = 1;
MonsterInit();
pev->classname = MAKE_STRING( "monster_scientist" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Scientist" );
}
}
//=========================================================

233
src/dlls/shock.cpp Normal file
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// 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.
*
****/
//=========================================================
// shock - projectile shot from shockrifles.
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cmbase.h"
#include "cmbasemonster.h"
#include "monsters.h"
#include "schedule.h"
#include "effects.h"
#include "decals.h"
#include "weapons.h"
#include "customentity.h"
#include "shock.h"
void CMShock::Spawn()
{
Precache();
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->classname = MAKE_STRING("shock_beam");
SET_MODEL(ENT(pev), "models/shock_effect.mdl");
UTIL_SetOrigin(pev, pev->origin);
pev->dmg = gSkillData.monDmgShockroach;
UTIL_SetSize(pev, Vector(-4, -4, -4), Vector(4, 4, 4));
CreateEffects();
SetThink( &CMShock::FlyThink );
pev->nextthink = gpGlobals->time;
}
void CMShock::Precache()
{
PRECACHE_MODEL("sprites/flare3.spr");
PRECACHE_MODEL("sprites/lgtning.spr");
PRECACHE_MODEL("models/shock_effect.mdl");
PRECACHE_SOUND("weapons/shock_impact.wav");
}
void CMShock::FlyThink()
{
if (pev->waterlevel == 3)
{
entvars_t *pevOwner = VARS(pev->owner);
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/shock_impact.wav", VOL_NORM, ATTN_NORM);
RadiusDamage(pev->origin, pev, pevOwner ? pevOwner : pev, pev->dmg * 3, 144, CLASS_NONE, DMG_SHOCK | DMG_ALWAYSGIB );
ClearEffects();
SetThink( &CMBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time;
}
else
{
pev->nextthink = gpGlobals->time + 0.05;
}
}
edict_t *CMShock::Shoot(entvars_t *pevOwner, const Vector angles, const Vector vecStart, const Vector vecVelocity)
{
CMShock *pShock = CreateClassPtr((CMShock *)NULL);
if (pShock == NULL)
return NULL;
UTIL_SetOrigin(pShock->pev, vecStart);
pShock->Spawn();
pShock->pev->velocity = vecVelocity;
pShock->pev->owner = ENT(pevOwner);
pShock->pev->angles = angles;
pShock->pev->nextthink = gpGlobals->time;
return pShock->edict();
}
void CMShock::Touch(edict_t *pOther)
{
// Do not collide with the owner.
if (pOther == pev->owner)
return;
TraceResult tr = UTIL_GetGlobalTrace( );
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE(TE_DLIGHT);
WRITE_COORD(pev->origin.x); // X
WRITE_COORD(pev->origin.y); // Y
WRITE_COORD(pev->origin.z); // Z
WRITE_BYTE( 8 ); // radius * 0.1
WRITE_BYTE( 0 ); // r
WRITE_BYTE( 255 ); // g
WRITE_BYTE( 255 ); // b
WRITE_BYTE( 10 ); // time * 10
WRITE_BYTE( 10 ); // decay * 0.1
MESSAGE_END( );
ClearEffects();
if (!pOther->v.takedamage)
{
// make a splat on the wall
const int baseDecal = DECAL_SCORCH1;
UTIL_DecalTrace(&tr, baseDecal + RANDOM_LONG(0, 1));
int iContents = UTIL_PointContents(pev->origin);
// Create sparks
if (iContents != CONTENTS_WATER)
{
UTIL_Sparks(tr.vecEndPos);
}
}
else
{
int damageType = DMG_SHOCK;
ClearMultiDamage();
entvars_t *pevOwner = VARS(pev->owner);
entvars_t *pevAttacker = pevOwner ? pevOwner : pev;
if ( UTIL_IsPlayer( pOther ) )
UTIL_TraceAttack( pOther, pevAttacker, pev->dmg, pev->velocity.Normalize(), &tr, damageType );
else if ( pOther->v.euser4 != NULL )
{
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pOther));
pMonster->TraceAttack( pevAttacker, pev->dmg, pev->velocity.Normalize(), &tr, damageType );
}
ApplyMultiDamage(pev, pevAttacker);
}
// splat sound
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/shock_impact.wav", VOL_NORM, ATTN_NORM);
pev->modelindex = 0;
pev->solid = SOLID_NOT;
SetThink( &CMBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time + 0.01; // let the sound play
}
void CMShock::CreateEffects()
{
m_pSprite = CMSprite::SpriteCreate( "sprites/flare3.spr", pev->origin, FALSE );
m_pSprite->SetAttachment( edict(), 0 );
m_pSprite->pev->scale = 0.35;
m_pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 170, kRenderFxNoDissipation );
//m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY;
//m_pSprite->pev->flags |= FL_SKIPLOCALHOST;
m_pBeam = CMBeam::BeamCreate( "sprites/lgtning.spr", 30 );
if (m_pBeam)
{
m_pBeam->EntsInit( entindex(), entindex() );
m_pBeam->SetStartAttachment( 1 );
m_pBeam->SetEndAttachment( 2 );
m_pBeam->SetBrightness( 180 );
m_pBeam->SetScrollRate( 10 );
m_pBeam->SetNoise( 0 );
m_pBeam->SetFlags( BEAM_FSHADEOUT );
m_pBeam->SetColor( 0, 255, 255 );
//m_pBeam->pev->spawnflags = SF_BEAM_TEMPORARY;
m_pBeam->RelinkBeam();
}
else
{
ALERT(at_console, "Could not create shockbeam beam!\n");
}
m_pNoise = CMBeam::BeamCreate( "sprites/lgtning.spr", 30 );
if (m_pNoise)
{
m_pNoise->EntsInit( entindex(), entindex() );
m_pNoise->SetStartAttachment( 1 );
m_pNoise->SetEndAttachment( 2 );
m_pNoise->SetBrightness( 180 );
m_pNoise->SetScrollRate( 30 );
m_pNoise->SetNoise( 30 );
m_pNoise->SetFlags( BEAM_FSHADEOUT );
m_pNoise->SetColor( 255, 255, 173 );
//m_pNoise->pev->spawnflags = SF_BEAM_TEMPORARY;
m_pNoise->RelinkBeam();
}
else
{
ALERT(at_console, "Could not create shockbeam noise!\n");
}
}
void CMShock::ClearEffects()
{
if (m_pBeam)
{
UTIL_Remove( m_pBeam->edict() );
m_pBeam = NULL;
}
if (m_pNoise)
{
UTIL_Remove( m_pNoise->edict() );
m_pNoise = NULL;
}
if (m_pSprite)
{
UTIL_Remove( m_pSprite->edict() );
m_pSprite = NULL;
}
}
void CMShock::UpdateOnRemove()
{
CMBaseAnimating::UpdateOnRemove();
ClearEffects();
}

25
src/dlls/shock.h Normal file
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#ifndef SHOCKBEAM_H
#define SHOCKBEAM_H
//=========================================================
// Shockrifle projectile
//=========================================================
class CMShock : public CMBaseAnimating
{
public:
void Spawn(void);
void Precache(void);
static edict_t *Shoot(entvars_t *pevOwner, const Vector angles, const Vector vecStart, const Vector vecVelocity);
void Touch(edict_t *pOther);
void EXPORT FlyThink();
void CreateEffects();
void ClearEffects();
void UpdateOnRemove();
CMBeam *m_pBeam;
CMBeam *m_pNoise;
CMSprite *m_pSprite;
};
#endif

223
src/dlls/shockroach.cpp Normal file
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// 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.
*
****/
//=========================================================
// shockroach.cpp
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cmbase.h"
#include "cmbasemonster.h"
#include "monsters.h"
#include "schedule.h"
#include "weapons.h"
const char *CMShockRoach::pIdleSounds[] =
{
"shockroach/shock_idle1.wav",
"shockroach/shock_idle2.wav",
"shockroach/shock_idle3.wav",
};
const char *CMShockRoach::pAlertSounds[] =
{
"shockroach/shock_angry.wav",
};
const char *CMShockRoach::pPainSounds[] =
{
"shockroach/shock_flinch.wav",
};
const char *CMShockRoach::pAttackSounds[] =
{
"shockroach/shock_jump1.wav",
"shockroach/shock_jump2.wav",
};
const char *CMShockRoach::pDeathSounds[] =
{
"shockroach/shock_die.wav",
};
const char *CMShockRoach::pBiteSounds[] =
{
"shockroach/shock_bite.wav",
};
//=========================================================
// Spawn
//=========================================================
void CMShockRoach::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_shock_rifle.mdl");
UTIL_SetOrigin(pev, pev->origin);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_FLY;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->effects = 0;
pev->health = gSkillData.roachHealth;
pev->view_ofs = Vector(0, 0, 20);// position of the eyes relative to monster's origin.
pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim?
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_fRoachSolid = 0;
m_flBirthTime = gpGlobals->time;
MonsterInit();
pev->classname = MAKE_STRING( "monster_shockroach" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Shock Roach" );
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMShockRoach::Precache()
{
PRECACHE_SOUND_ARRAY(pIdleSounds);
PRECACHE_SOUND_ARRAY(pAlertSounds);
PRECACHE_SOUND_ARRAY(pPainSounds);
PRECACHE_SOUND_ARRAY(pAttackSounds);
PRECACHE_SOUND_ARRAY(pDeathSounds);
PRECACHE_SOUND_ARRAY(pBiteSounds);
PRECACHE_SOUND("shockroach/shock_walk.wav");
PRECACHE_MODEL("models/w_shock_rifle.mdl");
}
//=========================================================
// LeapTouch - this is the headcrab's touch function when it
// is in the air
//=========================================================
void CMShockRoach::LeapTouch(edict_t *pOther)
{
if (!pOther->v.takedamage)
{
return;
}
// Don't hit if back on ground
if (!FBitSet(pev->flags, FL_ONGROUND))
{
EMIT_SOUND_DYN(edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBiteSounds), GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch());
if (UTIL_IsPlayer(pOther))
UTIL_TakeDamage( pOther, pev, pev, GetDamageAmount(), DMG_SLASH );
else if (pOther->v.euser4 != NULL)
{
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pOther));
pMonster->TakeDamage( pev, pev, GetDamageAmount(), DMG_SLASH );
}
}
SetTouch(NULL);
}
//=========================================================
// PrescheduleThink
//=========================================================
void CMShockRoach::MonsterThink(void)
{
float lifeTime = (gpGlobals->time - m_flBirthTime);
if (lifeTime >= 0.2)
{
pev->movetype = MOVETYPE_STEP;
}
if (!m_fRoachSolid && lifeTime >= 2.0 ) {
m_fRoachSolid = TRUE;
UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 4));
}
if (lifeTime >= gSkillData.roachLifespan)
{
pev->health = -1;
Killed(pev, 0);
return;
}
CMHeadCrab::MonsterThink();
}
//=========================================================
// IdleSound
//=========================================================
void CMShockRoach::IdleSound(void)
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch());
}
//=========================================================
// AlertSound
//=========================================================
void CMShockRoach::AlertSound(void)
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch());
}
//=========================================================
// AlertSound
//=========================================================
void CMShockRoach::PainSound(void)
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch());
}
//=========================================================
// DeathSound
//=========================================================
void CMShockRoach::DeathSound(void)
{
EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch());
}
void CMShockRoach::StartTask(Task_t *pTask)
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch (pTask->iTask)
{
case TASK_RANGE_ATTACK1:
{
m_IdealActivity = ACT_RANGE_ATTACK1;
SetTouch(&CMShockRoach::LeapTouch);
break;
}
default:
CMHeadCrab::StartTask(pTask);
}
}
int CMShockRoach::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
if ( gpGlobals->time - m_flBirthTime < 2.0 )
flDamage = 0.0;
// Skip headcrab's TakeDamage to avoid unwanted immunity to acid.
return CMBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
void CMShockRoach::AttackSound()
{
EMIT_SOUND_DYN(edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackSounds), GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch());
}

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@@ -72,11 +72,47 @@ skill_cfg_t skill_cfg[] = {
{"sk_turret_health", &gSkillData.turretHealth},
{"sk_miniturret_health", &gSkillData.miniturretHealth},
{"sk_sentry_health", &gSkillData.sentryHealth},
{"sk_gonome_health", &gSkillData.gonomeHealth},
{"sk_gonome_dmg_guts", &gSkillData.gonomeDmgGuts},
{"sk_gonome_dmg_one_slash", &gSkillData.gonomeDmgOneSlash},
{"sk_gonome_dmg_one_bite", &gSkillData.gonomeDmgOneBite},
{"sk_massassin_health", &gSkillData.massnHealth},
{"sk_massassin_kick", &gSkillData.massnDmgKick},
{"sk_otis_health", &gSkillData.otisHealth},
{"sk_pitdrone_health", &gSkillData.pitdroneHealth},
{"sk_pitdrone_dmg_spit", &gSkillData.pitdroneDmgSpit},
{"sk_pitdrone_dmg_whip", &gSkillData.pitdroneDmgWhip},
{"sk_pitdrone_dmg_bite", &gSkillData.pitdroneDmgBite},
{"sk_shockroach_health", &gSkillData.roachHealth},
{"sk_shockroach_lifespan", &gSkillData.roachLifespan},
{"sk_shocktrooper_health", &gSkillData.strooperHealth},
{"sk_shocktrooper_kick", &gSkillData.strooperDmgKick},
{"sk_shocktrooper_maxcharge", &gSkillData.strooperMaxCharge},
{"sk_shocktrooper_rchgspeed", &gSkillData.strooperRchgSpeed},
{"sk_voltigore_health", &gSkillData.voltigoreHealth},
{"sk_voltigore_dmg_beam", &gSkillData.voltigoreDmgBeam},
{"sk_voltigore_dmg_punch", &gSkillData.voltigoreDmgPunch},
{"sk_babyvoltigore_health", &gSkillData.babyVoltigoreHealth},
{"sk_babyvoltigore_dmg_punch", &gSkillData.babyVoltigoreDmgPunch},
{"sk_babygarg_health", &gSkillData.babygargHealth},
{"sk_babygarg_dmg_slash", &gSkillData.babygargDmgSlash},
{"sk_babygarg_dmg_fire", &gSkillData.babygargDmgFire},
{"sk_babygarg_dmg_stomp", &gSkillData.babygargDmgStomp},
{"sk_hwgrunt_health", &gSkillData.hwgruntHealth},
{"sk_rgrunt_health", &gSkillData.rgruntHealth},
{"sk_rgrunt_armor", &gSkillData.rgruntArmor},
{"sk_stukabat_health", &gSkillData.stukabatHealth},
{"sk_stukabat_dmg_bite", &gSkillData.stukabatDmgBite},
{"sk_stukabat_speed", &gSkillData.stukabatSpeed},
{"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},
{"sk_shock_dmg", &gSkillData.monDmgShockroach},
{"sk_spore_dmg", &gSkillData.monDmgSpore},
{"", NULL}
};
@@ -212,15 +248,78 @@ void monster_skill_init(void)
// Sentry
gSkillData.sentryHealth = 40.0f;
// Gonome
gSkillData.gonomeHealth = 85.0f;
gSkillData.gonomeDmgGuts = 10.0f;
gSkillData.gonomeDmgOneSlash = 20.0f;
gSkillData.gonomeDmgOneBite = 14.0f;
// Male Assassin
gSkillData.massnHealth = 50.0f;
gSkillData.massnDmgKick = 25.0f;
// Otis
gSkillData.otisHealth = 35.0f;
// Pit Drone
gSkillData.pitdroneHealth = 40.0f;
gSkillData.pitdroneDmgSpit = 10.0f;
gSkillData.pitdroneDmgWhip = 35.0f;
gSkillData.pitdroneDmgBite = 25.0f;
// Shock Roach
gSkillData.roachHealth = 10.0f;
gSkillData.roachLifespan = 10.0f;
// Shock Trooper
gSkillData.strooperHealth = 50.0f;
gSkillData.strooperDmgKick = 10.0f;
gSkillData.strooperMaxCharge = 8.0f;
gSkillData.strooperRchgSpeed = 1.0f;
// Voltigore
gSkillData.voltigoreHealth = 320.0f;
gSkillData.voltigoreDmgBeam = 50.0f;
gSkillData.voltigoreDmgPunch = 40.0f;
// Baby Voltigore
gSkillData.babyVoltigoreHealth = 60.0f;
gSkillData.babyVoltigoreDmgPunch = 15.0f;
// Baby Gargantua
gSkillData.babygargHealth = 640.0f;
gSkillData.babygargDmgSlash = 24.0f;
gSkillData.babygargDmgFire = 4.0f;
gSkillData.babygargDmgStomp = 80.0f;
// Heavy Weapons Grunt
gSkillData.hwgruntHealth = 60.0f;
// Robo Grunt
gSkillData.rgruntHealth = 50.0f;
gSkillData.rgruntArmor = 0.75f;
// Stukabat
gSkillData.stukabatHealth = 80.0f;
gSkillData.stukabatDmgBite = 12.0f;
gSkillData.stukabatSpeed = 400.0f;
// 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;
// SHOCK ROACH
gSkillData.monDmgShockroach = 15.0f;
// SPORE GRENADE
gSkillData.monDmgSpore = 50.0f;
// find the directory name of the currently running MOD...
(*g_engfuncs.pfnGetGameDir)(game_dir);

View File

@@ -86,13 +86,65 @@ struct skilldata_t
float miniturretHealth;
float sentryHealth;
//OP4 monsters
float gonomeHealth;
float gonomeDmgGuts;
float gonomeDmgOneSlash;
float gonomeDmgOneBite;
float massnHealth;
float massnDmgKick;
float otisHealth;
float pitdroneHealth;
float pitdroneDmgSpit;
float pitdroneDmgWhip;
float pitdroneDmgBite;
float roachHealth;
float roachLifespan;
float strooperHealth;
float strooperDmgKick;
float strooperMaxCharge;
float strooperRchgSpeed;
float voltigoreHealth;
float voltigoreDmgBeam;
float voltigoreDmgPunch;
float babyVoltigoreHealth;
float babyVoltigoreDmgPunch;
//SC monsters
float babygargHealth;
float babygargDmgSlash;
float babygargDmgFire;
float babygargDmgStomp;
float hwgruntHealth;
float rgruntHealth;
float rgruntArmor;
float stukabatHealth;
float stukabatDmgBite;
float stukabatSpeed;
// weapons shared by monsters
float monDmg9MM;
float monDmgMP5;
float monDmg12MM;
float monDmgM203Grenade;
float monDmg762;
float monDmg357;
float monDmgHornet;
float monDmgShockroach;
float monDmgSpore;
};
extern DLL_GLOBAL skilldata_t gSkillData;

345
src/dlls/sporegrenade.cpp Normal file
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@@ -0,0 +1,345 @@
// 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.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cmbase.h"
#include "cmbasemonster.h"
#include "monsters.h"
#include "weapons.h"
#include "decals.h"
#include "explode.h"
int gSporeExplode, gSporeExplodeC;
void CMSporeGrenade::Precache()
{
PRECACHE_MODEL("models/spore.mdl");
PRECACHE_MODEL("sprites/glow02.spr");
g_sModelIndexTinySpit = PRECACHE_MODEL("sprites/tinyspit.spr");
gSporeExplode = PRECACHE_MODEL("sprites/spore_exp_01.spr");
gSporeExplodeC = PRECACHE_MODEL("sprites/spore_exp_c_01.spr");
PRECACHE_SOUND("weapons/splauncher_bounce.wav");
PRECACHE_SOUND("weapons/splauncher_impact.wav");
}
void CMSporeGrenade::Explode(TraceResult *pTrace)
{
pev->solid = SOLID_NOT;// intangible
pev->takedamage = DAMAGE_NO;
// Pull out of the wall a bit
if (pTrace->flFraction != 1.0)
{
pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6);
}
Vector vecSpraySpot = pTrace->vecEndPos;
float flSpraySpeed = RANDOM_LONG(10, 15);
// If the trace is pointing up, then place
// spawn position a few units higher.
if (pTrace->vecPlaneNormal.z > 0)
{
vecSpraySpot = vecSpraySpot + (pTrace->vecPlaneNormal * 8);
flSpraySpeed *= 2; // Double the speed to make them fly higher
// in the air.
}
// Spawn small particles at the explosion origin.
SpawnExplosionParticles(
vecSpraySpot, // position
pTrace->vecPlaneNormal, // direction
g_sModelIndexTinySpit, // modelindex
RANDOM_LONG(40, 50), // count
flSpraySpeed, // speed
RANDOM_FLOAT(600, 640)); // noise
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_SPRITE );
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_SHORT( RANDOM_LONG( 0, 1 ) ? gSporeExplode : gSporeExplodeC );
WRITE_BYTE( 25 ); // scale * 10
WRITE_BYTE( 155 ); // framerate
MESSAGE_END();
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE(TE_DLIGHT);
WRITE_COORD( pev->origin.x ); // X
WRITE_COORD( pev->origin.y ); // Y
WRITE_COORD( pev->origin.z ); // Z
WRITE_BYTE( 12 ); // radius * 0.1
WRITE_BYTE( 0 ); // r
WRITE_BYTE( 180 ); // g
WRITE_BYTE( 0 ); // b
WRITE_BYTE( 20 ); // time * 10
WRITE_BYTE( 20 ); // decay * 0.1
MESSAGE_END( );
// Play explode sound.
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/splauncher_impact.wav", 1, ATTN_NORM);
entvars_t *pevOwner;
if (pev->owner)
pevOwner = VARS(pev->owner);
else
pevOwner = NULL;
pev->owner = NULL; // can't traceline attack owner if this is set
RadiusDamage(pev, pevOwner, pev->dmg, CLASS_NONE, DMG_BLAST);
// Place a decal on the surface that was hit.
UTIL_DecalTrace(pTrace, DECAL_SPIT1 + RANDOM_LONG(0, 1));
UpdateOnRemove();
UTIL_Remove( this->edict() );
}
void CMSporeGrenade::Detonate()
{
TraceResult tr;
Vector vecSpot = pev->origin + Vector(0, 0, 8);
UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -40), ignore_monsters, ENT(pev), &tr);
Explode(&tr);
}
void CMSporeGrenade::BounceSound()
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/splauncher_bounce.wav", 0.25, ATTN_NORM);
}
void CMSporeGrenade::TumbleThink()
{
if (!IsInWorld())
{
UpdateOnRemove();
UTIL_Remove( this->edict() );
return;
}
pev->nextthink = gpGlobals->time + 0.1;
if (pev->dmgtime <= gpGlobals->time)
{
SetThink(&CMSporeGrenade::Detonate);
}
// Spawn particles.
SpawnTrailParticles(
pev->origin, // position
-pev->velocity.Normalize(), // dir
g_sModelIndexTinySpit, // modelindex
RANDOM_LONG( 2, 4 ), // count
RANDOM_FLOAT(10, 15), // speed
RANDOM_FLOAT(2, 3) * 100); // noise ( client will divide by 100 )
}
//
// Contact grenade, explode when it touches something
//
void CMSporeGrenade::ExplodeTouch(edict_t *pOther)
{
TraceResult tr;
Vector vecSpot;// trace starts here!
pev->enemy = pOther;
vecSpot = pev->origin - pev->velocity.Normalize() * 32;
UTIL_TraceLine(vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT(pev), &tr);
Explode(&tr);
}
void CMSporeGrenade::DangerSoundThink()
{
if (!IsInWorld())
{
UpdateOnRemove();
UTIL_Remove( this->edict() );
return;
}
pev->nextthink = gpGlobals->time + 0.2;
// Spawn particles.
SpawnTrailParticles(
pev->origin, // position
-pev->velocity.Normalize(), // dir
g_sModelIndexTinySpit, // modelindex
RANDOM_LONG( 5, 10), // count
RANDOM_FLOAT(10, 15), // speed
RANDOM_FLOAT(2, 3) * 100); // noise ( client will divide by 100 )
}
void CMSporeGrenade::BounceTouch(edict_t *pOther)
{
if ( !pOther->v.takedamage )
{
if (!(pev->flags & FL_ONGROUND)) {
if (pev->dmg_save < gpGlobals->time) {
BounceSound();
pev->dmg_save = gpGlobals->time + 0.1;
}
} else {
pev->velocity = pev->velocity * 0.9;
}
if (pev->flags & FL_SWIM)
{
pev->velocity = pev->velocity * 0.5;
}
}
else
{
TraceResult tr = UTIL_GetGlobalTrace();
Explode(&tr);
}
}
void CMSporeGrenade::Spawn()
{
Precache();
pev->classname = MAKE_STRING("spore");
pev->movetype = MOVETYPE_BOUNCE;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/spore.mdl");
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
//pev->gravity = 0.5;
pev->dmg = gSkillData.monDmgSpore;
m_pSporeGlow = CMSprite::SpriteCreate("sprites/glow02.spr", pev->origin, FALSE);
if (m_pSporeGlow)
{
m_pSporeGlow->SetTransparency(kRenderGlow, 150, 158, 19, 155, kRenderFxNoDissipation);
m_pSporeGlow->SetAttachment(edict(), 0);
m_pSporeGlow->SetScale(.75f);
}
}
CMSporeGrenade* CMSporeGrenade::ShootTimed(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, bool ai)
{
CMSporeGrenade *pGrenade = CreateClassPtr((CMSporeGrenade *)NULL);
if (pGrenade == NULL)
return NULL;
UTIL_SetOrigin(pGrenade->pev, vecStart);
pGrenade->Spawn();
pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
pGrenade->pev->owner = ENT(pevOwner);
pGrenade->SetTouch(&CMSporeGrenade::BounceTouch); // Bounce if touched
float lifetime = 2.0;
if (ai) {
lifetime = 4.0;
pGrenade->pev->gravity = 0.5;
pGrenade->pev->friction = 0.9;
}
pGrenade->pev->dmgtime = gpGlobals->time + lifetime;
pGrenade->SetThink(&CMSporeGrenade::TumbleThink);
pGrenade->pev->nextthink = gpGlobals->time + 0.1;
if (lifetime < 0.1)
{
pGrenade->pev->nextthink = gpGlobals->time;
pGrenade->pev->velocity = Vector(0, 0, 0);
}
return pGrenade;
}
CMSporeGrenade *CMSporeGrenade::ShootContact(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity)
{
CMSporeGrenade *pGrenade = CreateClassPtr((CMSporeGrenade *)NULL);
if (pGrenade == NULL)
return NULL;
UTIL_SetOrigin(pGrenade->pev, vecStart);
pGrenade->Spawn();
pGrenade->pev->movetype = MOVETYPE_FLY;
pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
pGrenade->pev->owner = ENT(pevOwner);
// make monsters afraid of it while in the air
pGrenade->SetThink(&CMSporeGrenade::DangerSoundThink);
pGrenade->pev->nextthink = gpGlobals->time;
// Explode on contact
pGrenade->SetTouch(&CMSporeGrenade::ExplodeTouch);
pGrenade->pev->gravity = 0.5;
pGrenade->pev->friction = 0.7;
return pGrenade;
}
void CMSporeGrenade::SpawnTrailParticles(const Vector& origin, const Vector& direction, int modelindex, int count, float speed, float noise)
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, origin);
WRITE_BYTE(TE_SPRITE_SPRAY);
WRITE_COORD(origin.x); // pos
WRITE_COORD(origin.y);
WRITE_COORD(origin.z);
WRITE_COORD(direction.x); // dir
WRITE_COORD(direction.y);
WRITE_COORD(direction.z);
WRITE_SHORT(modelindex); // model
WRITE_BYTE(count); // count
WRITE_BYTE(speed); // speed
WRITE_BYTE(noise); // noise ( client will divide by 100 )
MESSAGE_END();
}
void CMSporeGrenade::SpawnExplosionParticles(const Vector& origin, const Vector& direction, int modelindex, int count, float speed, float noise)
{
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, origin);
WRITE_BYTE(TE_SPRITE_SPRAY);
WRITE_COORD(origin.x); // pos
WRITE_COORD(origin.y);
WRITE_COORD(origin.z);
WRITE_COORD(direction.x); // dir
WRITE_COORD(direction.y);
WRITE_COORD(direction.z);
WRITE_SHORT(modelindex); // model
WRITE_BYTE(count); // count
WRITE_BYTE(speed); // speed
WRITE_BYTE(noise); // noise ( client will divide by 100 )
MESSAGE_END();
}
void CMSporeGrenade::UpdateOnRemove()
{
CMBaseMonster::UpdateOnRemove();
if (m_pSporeGlow)
{
UTIL_Remove(m_pSporeGlow->edict());
m_pSporeGlow = NULL;
}
}

View File

@@ -47,6 +47,12 @@ float CMSqueakGrenade::m_flNextBounceSoundTime = 0;
int CMSqueakGrenade :: Classify ( void )
{
// E
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_ALIEN_MONSTER;
}
@@ -84,6 +90,13 @@ void CMSqueakGrenade :: Spawn( void )
ResetSequenceInfo( );
m_hEnemy = NULL;
pev->classname = MAKE_STRING( "monster_snark" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// hi :3
m_szMonsterName = MAKE_STRING( "Snark" );
}
}
void CMSqueakGrenade::Precache( void )

899
src/dlls/strooper.cpp Normal file
View File

@@ -0,0 +1,899 @@
// 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.
*
****/
//=========================================================
// shocktrooper
//=========================================================
#include "extdll.h"
#include "plane.h"
#include "util.h"
#include "cmbase.h"
#include "cmbasemonster.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "weapons.h"
#include "cmtalkmonster.h"
#include "effects.h"
#include "customentity.h"
#include "shock.h"
int g_fStrooperQuestion; // true if an idle grunt asked a question. Cleared when someone answers.
extern Schedule_t slGruntTakeCover[];
extern Schedule_t slGruntGrenadeCover[];
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define STROOPER_CLIP_SIZE 10 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
#define STROOPER_VOL 0.35 // volume of grunt sounds
#define STROOPER_ATTN ATTN_NORM // attenutation of grunt sentences
#define STROOPER_LIMP_HEALTH 20
#define STROOPER_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
#define STROOPER_NUM_HEADS 2 // how many grunt heads are there?
#define STROOPER_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
#define STROOPER_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
#define STROOPER_MUZZLEFLASH "sprites/muzzle_shock.spr"
#define STROOPER_SHOCKRIFLE (1 << 0)
#define STROOPER_HANDGRENADE (1 << 1)
#define GUN_GROUP 1
#define GUN_SHOCKRIFLE 0
#define GUN_NONE 1
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define STROOPER_AE_RELOAD ( 2 )
#define STROOPER_AE_KICK ( 3 )
#define STROOPER_AE_BURST1 ( 4 )
#define STROOPER_AE_BURST2 ( 5 )
#define STROOPER_AE_BURST3 ( 6 )
#define STROOPER_AE_GREN_TOSS ( 7 )
#define STROOPER_AE_GREN_LAUNCH ( 8 )
#define STROOPER_AE_GREN_DROP ( 9 )
#define STROOPER_AE_CAUGHT_ENEMY ( 10 ) // shocktrooper established sight with an enemy (player only) that had previously eluded the squad.
#define STROOPER_AE_DROP_GUN ( 11 ) // shocktrooper (probably dead) is dropping his shockrifle.
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_STROOPER_SUPPRESS = LAST_COMMON_SCHEDULE + 1,
SCHED_STROOPER_ESTABLISH_LINE_OF_FIRE,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
SCHED_STROOPER_COVER_AND_RELOAD,
SCHED_STROOPER_SWEEP,
SCHED_STROOPER_FOUND_ENEMY,
SCHED_STROOPER_REPEL,
SCHED_STROOPER_REPEL_ATTACK,
SCHED_STROOPER_REPEL_LAND,
SCHED_STROOPER_WAIT_FACE_ENEMY,
SCHED_STROOPER_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
SCHED_STROOPER_ELOF_FAIL,
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_STROOPER_FACE_TOSS_DIR = LAST_COMMON_TASK + 1,
TASK_STROOPER_SPEAK_SENTENCE,
TASK_STROOPER_CHECK_FIRE,
};
int iStrooperMuzzleFlash;
const char *CMStrooper::pGruntSentences[] =
{
"ST_GREN", // grenade scared grunt
"ST_ALERT", // sees player
"ST_MONST", // sees monster
"ST_COVER", // running to cover
"ST_THROW", // about to throw grenade
"ST_CHARGE", // running out to get the enemy
"ST_TAUNT", // say rude things
};
typedef enum
{
STROOPER_SENT_NONE = -1,
STROOPER_SENT_GREN = 0,
STROOPER_SENT_ALERT,
STROOPER_SENT_MONSTER,
STROOPER_SENT_COVER,
STROOPER_SENT_THROW,
STROOPER_SENT_CHARGE,
STROOPER_SENT_TAUNT,
} STROOPER_SENTENCE_TYPES;
void CMStrooper::SpeakSentence()
{
if( m_iSentence == STROOPER_SENT_NONE )
{
// no sentence cued up.
return;
}
if( FOkToSpeak() )
{
SENTENCEG_PlayRndSz( ENT( pev ), pGruntSentences[m_iSentence], STROOPER_SENTENCE_VOLUME, STROOPER_ATTN, 0, m_voicePitch );
JustSpoke();
}
}
#define STROOPER_GIB_COUNT 8
//=========================================================
// GibMonster - make gun fly through the air.
//=========================================================
void CMStrooper::GibMonster()
{
if (GetBodygroup(GUN_GROUP) != GUN_NONE)
{
DropShockRoach(true);
}
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM );
if( CVAR_GET_FLOAT( "violence_agibs" ) != 0 ) // Should never get here, but someone might call it directly
{
CMGib::SpawnRandomGibs( pev, STROOPER_GIB_COUNT, "models/strooper_gibs.mdl", 0 ); // Throw alien gibs
}
SetThink( &CMBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time;
}
void CMStrooper::IdleSound()
{
if (FOkToSpeak() && (g_fStrooperQuestion || RANDOM_LONG(0, 1)))
{
if (!g_fStrooperQuestion)
{
// ask question or make statement
switch (RANDOM_LONG(0, 2))
{
case 0: // check in
SENTENCEG_PlayRndSz(ENT(pev), "ST_CHECK", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fStrooperQuestion = 1;
break;
case 1: // question
SENTENCEG_PlayRndSz(ENT(pev), "ST_QUEST", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fStrooperQuestion = 2;
break;
case 2: // statement
SENTENCEG_PlayRndSz(ENT(pev), "ST_IDLE", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
}
else
{
switch (g_fStrooperQuestion)
{
case 1: // check in
SENTENCEG_PlayRndSz(ENT(pev), "ST_CLEAR", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
case 2: // question
SENTENCEG_PlayRndSz(ENT(pev), "ST_ANSWER", STROOPER_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
g_fStrooperQuestion = 0;
}
JustSpoke();
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CMStrooper::Classify()
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_RACEX_SHOCK;
}
BOOL CMStrooper::CheckRangeAttack1(float flDot, float flDist)
{
return m_cAmmoLoaded >= 1;// && CMHGrunt::CheckRangeAttack1(flDot, flDist);
}
BOOL CMStrooper::CheckRangeAttack2( float flDot, float flDist )
{
if( !FBitSet( pev->weapons, STROOPER_HANDGRENADE ) )
{
return FALSE;
}
return CMHGrunt::CheckRangeAttack2(flDot, flDist);
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CMStrooper::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case STROOPER_AE_DROP_GUN:
{
if (GetBodygroup(GUN_GROUP) != GUN_NONE)
{
DropShockRoach(false);
}
}
break;
case STROOPER_AE_RELOAD:
m_cAmmoLoaded = m_cClipSize;
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
case STROOPER_AE_GREN_TOSS:
{
UTIL_MakeVectors(pev->angles);
// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 );
CMSporeGrenade::ShootTimed(pev, pev->origin + Vector(0,0,98), m_vecTossVelocity, 3.5);
m_fThrowGrenade = FALSE;
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
// !!!LATER - when in a group, only try to throw grenade if ordered.
}
break;
case STROOPER_AE_GREN_LAUNCH:
case STROOPER_AE_GREN_DROP:
break;
case STROOPER_AE_BURST1:
{
if (m_hEnemy)
{
Vector vecGunPos;
Vector vecGunAngles;
GetAttachment(0, vecGunPos, vecGunAngles);
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecGunPos );
WRITE_BYTE( TE_SPRITE );
WRITE_COORD( vecGunPos.x ); // pos
WRITE_COORD( vecGunPos.y );
WRITE_COORD( vecGunPos.z );
WRITE_SHORT( iStrooperMuzzleFlash ); // model
WRITE_BYTE( 4 ); // size * 10
WRITE_BYTE( 128 ); // brightness
MESSAGE_END();
UTIL_MakeVectors(pev->angles);
Vector vecShootOrigin = vecGunPos + gpGlobals->v_forward * 32;
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
vecGunAngles = UTIL_VecToAngles(vecShootDir);
//CBaseEntity *pShock = CBaseEntity::Create("shock_beam", vecShootOrigin, vecGunAngles, edict());
CMShock *pShock = CreateClassPtr((CMShock *)NULL);
if (pShock != NULL)
{
pShock->pev->origin = vecShootOrigin;
vecGunAngles.z += RANDOM_FLOAT( -0.05, 0 );
pShock->pev->angles = UTIL_VecToAngles( vecGunAngles );
pShock->pev->owner = edict();
// Initialize these for entities who don't link to the world
pShock->pev->absmin = pShock->pev->origin - Vector(1,1,1);
pShock->pev->absmax = pShock->pev->origin + Vector(1,1,1);
pShock->Spawn();
pShock->pev->velocity = vecShootDir * 2000;
pShock->pev->nextthink = gpGlobals->time;
}
m_cAmmoLoaded--;
SetBlending( 0, vecGunAngles.x );
// Play fire sound.
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/shock_fire.wav", 1, ATTN_NORM);
}
}
break;
case STROOPER_AE_KICK:
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "zombie/claw_miss2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM + RANDOM_LONG( -5, 5 ) );
edict_t *pHurt = Kick();
if (pHurt)
{
// SOUND HERE!
UTIL_MakeVectors(pev->angles);
pHurt->v.punchangle.x = 15;
pHurt->v.punchangle.z = (m_fRightClaw) ? -10 : 10;
pHurt->v.velocity = pHurt->v.velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
if ( UTIL_IsPlayer( pHurt ) )
UTIL_TakeDamage( pHurt, pev, pev, gSkillData.strooperDmgKick, DMG_CLUB );
else if ( pHurt->v.euser4 != NULL )
{
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(pHurt));
pMonster->TakeDamage( pev, pev, gSkillData.strooperDmgKick, DMG_CLUB );
}
}
m_fRightClaw = !m_fRightClaw;
}
break;
case STROOPER_AE_CAUGHT_ENEMY:
{
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz(ENT(pev), "ST_ALERT", STROOPER_SENTENCE_VOLUME, STROOPER_ATTN, 0, m_voicePitch);
JustSpoke();
}
}
default:
CMHGrunt::HandleAnimEvent(pEvent);
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CMStrooper::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/strooper.mdl");
UTIL_SetSize( pev, Vector(-24, -24, 0), Vector(24, 24, 72) );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->effects = 0;
pev->health = gSkillData.strooperHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flNextGrenadeCheck = gpGlobals->time + 1;
m_flNextPainTime = gpGlobals->time;
m_iSentence = STROOPER_SENT_NONE;
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
//m_fEnemyEluded = FALSE;
m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector(0, 0, 55);
if (pev->weapons == 0)
{
// initialize to original values
pev->weapons = STROOPER_SHOCKRIFLE | STROOPER_HANDGRENADE;
}
m_cClipSize = gSkillData.strooperMaxCharge;
m_cAmmoLoaded = m_cClipSize;
m_fRightClaw = FALSE;
CMTalkMonster::g_talkWaitTime = 0;
m_rechargeTime = gpGlobals->time + gSkillData.strooperRchgSpeed;
m_blinkTime = gpGlobals->time + RANDOM_FLOAT(3.0f, 7.0f);
MonsterInit();
pev->classname = MAKE_STRING( "monster_shocktrooper" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Shock Trooper" );
}
}
void CMStrooper::MonsterThink()
{
if (m_cAmmoLoaded < m_cClipSize)
{
if (m_rechargeTime < gpGlobals->time)
{
m_cAmmoLoaded++;
m_rechargeTime = gpGlobals->time + gSkillData.strooperRchgSpeed;
}
}
if (m_blinkTime <= gpGlobals->time && pev->skin == 0) {
pev->skin = 1;
m_blinkTime = gpGlobals->time + RANDOM_FLOAT(3.0f, 7.0f);
m_eyeChangeTime = gpGlobals->time + 0.1;
}
if (pev->skin != 0) {
if (m_eyeChangeTime <= gpGlobals->time) {
m_eyeChangeTime = gpGlobals->time + 0.1;
pev->skin++;
if (pev->skin > 3) {
pev->skin = 0;
}
}
}
CMHGrunt::MonsterThink();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMStrooper::Precache()
{
PRECACHE_MODEL("models/strooper.mdl");
PRECACHE_MODEL("models/strooper_gibs.mdl");
iStrooperMuzzleFlash = PRECACHE_MODEL(STROOPER_MUZZLEFLASH);
PRECACHE_SOUND("shocktrooper/shock_trooper_attack.wav");
PRECACHE_SOUND("shocktrooper/shock_trooper_die1.wav");
PRECACHE_SOUND("shocktrooper/shock_trooper_die2.wav");
PRECACHE_SOUND("shocktrooper/shock_trooper_die3.wav");
PRECACHE_SOUND("shocktrooper/shock_trooper_die4.wav");
PRECACHE_SOUND("shocktrooper/shock_trooper_pain1.wav");
PRECACHE_SOUND("shocktrooper/shock_trooper_pain2.wav");
PRECACHE_SOUND("shocktrooper/shock_trooper_pain3.wav");
PRECACHE_SOUND("shocktrooper/shock_trooper_pain4.wav");
PRECACHE_SOUND("shocktrooper/shock_trooper_pain5.wav");
PRECACHE_SOUND("weapons/shock_fire.wav");
PRECACHE_SOUND("weapons/shock_impact.wav");
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
// shock_beam
CMShock shock;
shock.Precache();
// spore
CMSporeGrenade spore;
spore.Precache();
// shockroach
CMShockRoach shockroach;
shockroach.Precache();
// get voice pitch
if (RANDOM_LONG(0, 1))
m_voicePitch = 109 + RANDOM_LONG(0, 7);
else
m_voicePitch = 100;
m_iBrassShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
}
//=========================================================
// PainSound
//=========================================================
void CMStrooper::PainSound()
{
if (gpGlobals->time > m_flNextPainTime)
{
#if 0
if (RANDOM_LONG(0, 99) < 5)
{
// pain sentences are rare
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz(ENT(pev), "HG_PAIN", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM);
JustSpoke();
return;
}
}
#endif
switch (RANDOM_LONG(0, 4))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain1.wav", 1, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain2.wav", 1, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain3.wav", 1, ATTN_NORM);
break;
case 3:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain4.wav", 1, ATTN_NORM);
break;
case 4:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_pain5.wav", 1, ATTN_NORM);
break;
}
m_flNextPainTime = gpGlobals->time + 1;
}
}
//=========================================================
// DeathSound
//=========================================================
void CMStrooper::DeathSound()
{
switch (RANDOM_LONG(0, 3))
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_die1.wav", 1, ATTN_IDLE);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_die2.wav", 1, ATTN_IDLE);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_die3.wav", 1, ATTN_IDLE);
break;
case 3:
EMIT_SOUND(ENT(pev), CHAN_VOICE, "shocktrooper/shock_trooper_die4.wav", 1, ATTN_IDLE);
break;
}
}
//=========================================================
// TraceAttack - reimplemented in shock trooper because they never have helmets
//=========================================================
void CMStrooper::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
CMBaseMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType);
}
void CMStrooper::DropShockRoach(bool gibbed)
{
Vector vecGunPos;
Vector vecGunAngles;
GetAttachment(0, vecGunPos, vecGunAngles);
SetBodygroup(GUN_GROUP, GUN_NONE);
Vector vecDropAngles;
// Remove any pitch.
vecDropAngles.x = 0;
vecDropAngles.y = vecGunAngles.y;
vecDropAngles.z = 0;
Vector vecPos = pev->origin;
if (gibbed)
vecPos.z += 32;
else
vecPos.z += 48;
// now spawn a shockroach.
//CBaseEntity* roach = CBaseEntity::Create( "monster_shockroach", vecPos, vecDropAngles );
CMShockRoach *roach = CreateClassPtr((CMShockRoach *)NULL);
if (roach != NULL)
{
roach->pev->origin = vecPos;
roach->pev->angles = UTIL_VecToAngles( vecDropAngles );
// Initialize these for entities who don't link to the world
roach->pev->absmin = roach->pev->origin - Vector(1,1,1);
roach->pev->absmax = roach->pev->origin + Vector(1,1,1);
roach->Spawn();
if (ShouldFadeOnDeath())
roach->pev->spawnflags |= SF_MONSTER_FADECORPSE;
if (gibbed)
{
roach->pev->velocity = Vector(RANDOM_FLOAT(-100.0f, 100.0f), RANDOM_FLOAT(-100.0f, 100.0f), RANDOM_FLOAT(200.0f, 300.0f));
roach->pev->avelocity = Vector(0, RANDOM_FLOAT(200.0f, 300.0f), 0);
}
else
{
roach->pev->velocity = Vector(RANDOM_FLOAT(-20.0f, 20.0f) , RANDOM_FLOAT(-20.0f, 20.0f), RANDOM_FLOAT(20.0f, 30.0f));
roach->pev->avelocity = Vector(0, RANDOM_FLOAT(20.0f, 40.0f), 0);
}
}
}
//=========================================================
// SetActivity
//=========================================================
void CMStrooper::SetActivity(Activity NewActivity)
{
int iSequence = ACTIVITY_NOT_AVAILABLE;
void *pmodel = GET_MODEL_PTR(ENT(pev));
switch (NewActivity)
{
case ACT_RANGE_ATTACK1:
// shocktrooper is either shooting standing or shooting crouched
if (m_fStanding)
{
// get aimable sequence
iSequence = LookupSequence("standing_mp5");
}
else
{
// get crouching shoot
iSequence = LookupSequence("crouching_mp5");
}
break;
case ACT_RANGE_ATTACK2:
// shocktrooper is going to throw a grenade.
// get toss anim
iSequence = LookupSequence("throwgrenade");
break;
case ACT_RUN:
if (pev->health <= STROOPER_LIMP_HEALTH)
{
// limp!
iSequence = LookupActivity(ACT_RUN_HURT);
}
else
{
iSequence = LookupActivity(NewActivity);
}
break;
case ACT_WALK:
if (pev->health <= STROOPER_LIMP_HEALTH)
{
// limp!
iSequence = LookupActivity(ACT_WALK_HURT);
}
else
{
iSequence = LookupActivity(NewActivity);
}
break;
case ACT_IDLE:
if (m_MonsterState == MONSTERSTATE_COMBAT)
{
NewActivity = ACT_IDLE_ANGRY;
}
iSequence = LookupActivity(NewActivity);
break;
default:
iSequence = LookupActivity(NewActivity);
break;
}
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
// Set to the desired anim, or default anim if the desired is not present
if (iSequence > ACTIVITY_NOT_AVAILABLE)
{
if (pev->sequence != iSequence || !m_fSequenceLoops)
{
pev->frame = 0;
}
pev->sequence = iSequence; // Set to the reset anim (if it's there)
ResetSequenceInfo();
SetYawSpeed();
}
else
{
// Not available try to get default anim
ALERT(at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity);
pev->sequence = 0; // Set to the reset anim (if it's there)
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t *CMStrooper::GetSchedule(void)
{
// clear old sentence
m_iSentence = STROOPER_SENT_NONE;
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
if (pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE)
{
if (pev->flags & FL_ONGROUND)
{
// just landed
pev->movetype = MOVETYPE_STEP;
return GetScheduleOfType(SCHED_STROOPER_REPEL_LAND);
}
else
{
// repel down a rope,
if (m_MonsterState == MONSTERSTATE_COMBAT)
return GetScheduleOfType(SCHED_STROOPER_REPEL_ATTACK);
else
return GetScheduleOfType(SCHED_STROOPER_REPEL);
}
}
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();
}
// new enemy
if (HasConditions(bits_COND_NEW_ENEMY))
{
//!!!KELLY - the leader of a squad of grunts has just seen the player or a
// monster and has made it the squad's enemy. You
// can check pev->flags for FL_CLIENT to determine whether this is the player
// or a monster. He's going to immediately start
// firing, though. If you'd like, we can make an alternate "first sight"
// schedule where the leader plays a handsign anim
// that gives us enough time to hear a short sentence or spoken command
// before he starts pluggin away.
if (FOkToSpeak())// && RANDOM_LONG(0,1))
{
if ((m_hEnemy != 0) && UTIL_IsPlayer( m_hEnemy ))
// player
SENTENCEG_PlayRndSz(ENT(pev), "ST_ALERT", STROOPER_SENTENCE_VOLUME, STROOPER_ATTN, 0, m_voicePitch);
/*
else if ((m_hEnemy != 0) &&
(m_hEnemy->Classify() != CLASS_PLAYER_ALLY) &&
(m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE) &&
(m_hEnemy->Classify() != CLASS_MACHINE))
// monster
SENTENCEG_PlayRndSz(ENT(pev), "ST_MONST", STROOPER_SENTENCE_VOLUME, STROOPER_ATTN, 0, m_voicePitch);
*/
JustSpoke();
}
if (HasConditions(bits_COND_CAN_RANGE_ATTACK1))
{
return GetScheduleOfType(SCHED_STROOPER_SUPPRESS);
}
else
{
return GetScheduleOfType(SCHED_STROOPER_ESTABLISH_LINE_OF_FIRE);
}
}
// no ammo
else if (HasConditions(bits_COND_NO_AMMO_LOADED))
{
//!!!KELLY - this individual just realized he's out of bullet ammo.
// He's going to try to find cover to run to and reload, but rarely, if
// none is available, he'll drop and reload in the open here.
return GetScheduleOfType(SCHED_STROOPER_COVER_AND_RELOAD);
}
// damaged just a little
else if (HasConditions(bits_COND_LIGHT_DAMAGE))
{
// if hurt:
// 90% chance of taking cover
// 10% chance of flinch.
int iPercent = RANDOM_LONG(0, 99);
if (iPercent <= 90 && m_hEnemy != 0)
{
// only try to take cover if we actually have an enemy!
//!!!KELLY - this grunt was hit and is going to run to cover.
if (FOkToSpeak()) // && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = STROOPER_SENT_COVER;
//JustSpoke();
}
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_ENEMY);
}
else
{
return GetScheduleOfType(SCHED_SMALL_FLINCH);
}
}
// can kick
else if (HasConditions(bits_COND_CAN_MELEE_ATTACK1))
{
return GetScheduleOfType(SCHED_MELEE_ATTACK1);
}
// can shoot
if (HasConditions(bits_COND_CAN_RANGE_ATTACK1))
{
if (HasConditions(bits_COND_CAN_RANGE_ATTACK2))
{
// throw a grenade if can and no engage slots are available
return GetScheduleOfType(SCHED_RANGE_ATTACK2);
}
else
{
// hide!
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_ENEMY);
}
}
// can't see enemy
else if (HasConditions(bits_COND_ENEMY_OCCLUDED))
{
if (HasConditions(bits_COND_CAN_RANGE_ATTACK2))
{
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz(ENT(pev), "ST_THROW", STROOPER_SENTENCE_VOLUME, STROOPER_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType(SCHED_RANGE_ATTACK2);
}
else
{
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
// the enemy wanders back out into the open, or approaches the
// grunt's covered position. Good place for a taunt, I guess?
if (FOkToSpeak() && RANDOM_LONG(0, 1))
{
SENTENCEG_PlayRndSz(ENT(pev), "ST_TAUNT", STROOPER_SENTENCE_VOLUME, STROOPER_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType(SCHED_STANDOFF);
}
}
if (HasConditions(bits_COND_SEE_ENEMY) && !HasConditions(bits_COND_CAN_RANGE_ATTACK1))
{
return GetScheduleOfType(SCHED_STROOPER_ESTABLISH_LINE_OF_FIRE);
}
}
}
// no special cases here, call the base class
return CMBaseMonster::GetSchedule();
}
//=========================================================
//=========================================================
Schedule_t* CMStrooper::GetScheduleOfType(int Type)
{
switch (Type)
{
case SCHED_TAKE_COVER_FROM_ENEMY:
{
if (RANDOM_LONG(0, 1))
{
return &slGruntTakeCover[0];
}
else
{
return &slGruntGrenadeCover[0];
}
}
break;
default:
{
return CMHGrunt::GetScheduleOfType(Type);
}
break;
}
}

259
src/dlls/stukabat.cpp Normal file
View File

@@ -0,0 +1,259 @@
/***
*
* 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.
*
****/
//=========================================================
// Stukabat - Xen Birb
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cmbase.h"
#include "cmflyingmonster.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define STUKABAT_AE_BITE 1
#define STUKABAT_AE_FLAP 8
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CMStukabat :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_ALIEN_PREDATOR;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CMStukabat :: SetYawSpeed ( void )
{
int ys;
switch ( m_Activity )
{
case ACT_HOVER:
default:
ys = 90;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CMStukabat :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case STUKABAT_AE_BITE:
{
edict_t *pHurt = CheckTraceHullAttack( 70, gSkillData.stukabatDmgBite, DMG_SLASH|DMG_POISON );
if ( pHurt )
{
// Play bite sound
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "headcrab/hc_headbite.wav", 1.0, ATTN_NORM, 0, GetBitePitch() );
}
}
break;
case STUKABAT_AE_FLAP:
{
m_flightSpeed = gSkillData.stukabatSpeed; // set our own speed
}
break;
default:
CMFlyingMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CMStukabat :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/stukabat.mdl");
UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_FLY;
pev->flags |= FL_FLY;
m_bloodColor = BLOOD_COLOR_YELLOW;
pev->health = gSkillData.stukabatHealth;
pev->view_ofs = Vector ( 0, 0, 22 );// position of the eyes relative to monster's origin.
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_pFlapSound = "stukabat/stukabat_flap1.wav";
MonsterInit();
pev->classname = MAKE_STRING( "monster_stukabat" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Stukabat" );
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMStukabat :: Precache()
{
PRECACHE_MODEL("models/stukabat.mdl");
PRECACHE_SOUND("stukabat/stukabat_flap1.wav"); // flying sound
PRECACHE_SOUND("headcrab/hc_headbite.wav"); // bite sound
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
/* Chase */
Task_t tlStukabatChaseEnemy[] =
{
{ TASK_GET_PATH_TO_ENEMY, (float)128 }, // is the 128 number really used?
{ TASK_SET_ACTIVITY, (float)ACT_FLY },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slStukabatChaseEnemy[] =
{
{
tlStukabatChaseEnemy,
ARRAYSIZE ( tlStukabatChaseEnemy ),
bits_COND_NEW_ENEMY |
bits_COND_TASK_FAILED,
0,
"StukabatChaseEnemy"
},
};
/* Fail */
Task_t tlStukabatFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_HOVER },
{ TASK_WAIT, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slStukabatFail[] =
{
{
tlStukabatFail,
ARRAYSIZE ( tlStukabatFail ),
0,
0,
"StukabatFail"
},
};
DEFINE_CUSTOM_SCHEDULES( CMStukabat )
{
slStukabatChaseEnemy,
slStukabatFail,
};
IMPLEMENT_CUSTOM_SCHEDULES( CMStukabat, CMFlyingMonster );
//=========================================================
// SetActivity
//=========================================================
void CMStukabat :: SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
switch ( NewActivity )
{
case ACT_IDLE:
return; // refuse
case ACT_FLY:
iSequence = LookupActivity ( NewActivity );
break;
default:
iSequence = LookupActivity ( NewActivity );
break;
}
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
// Set to the desired anim, or default anim if the desired is not present
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if ( pev->sequence != iSequence || !m_fSequenceLoops )
{
pev->frame = 0;
}
pev->sequence = iSequence; // Set to the reset anim (if it's there)
ResetSequenceInfo( );
SetYawSpeed();
}
else
{
// Not available try to get default anim
ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity );
pev->sequence = 0; // Set to the reset anim (if it's there)
}
}
//=========================================================
// GetScheduleOfType
//=========================================================
Schedule_t* CMStukabat :: GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_CHASE_ENEMY:
return slStukabatChaseEnemy;
case SCHED_FAIL:
return slStukabatFail;
}
return CMBaseMonster :: GetScheduleOfType( Type );
}
//=========================================================
// CheckRangeAttack1 - Poisonous Bite
//=========================================================
BOOL CMStukabat :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( flDot > 0.7 && flDist <= 64 )
{
return TRUE;
}
return FALSE;
}

29
src/dlls/turret.cpp Executable file → Normal file
View File

@@ -142,6 +142,13 @@ void CMTurret::Spawn()
m_eyeBrightness = 0;
pev->nextthink = gpGlobals->time + 0.3;
pev->classname = MAKE_STRING( "monster_turret" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Turret" );
}
}
void CMTurret::Precache()
@@ -168,6 +175,13 @@ void CMMiniTurret::Spawn()
SetThink(&CMMiniTurret::Initialize);
pev->nextthink = gpGlobals->time + 0.3;
pev->classname = MAKE_STRING( "monster_miniturret" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Mini-Turret" );
}
}
@@ -978,7 +992,15 @@ int CMBaseTurret::MoveTurret(void)
int CMBaseTurret::Classify ( void )
{
if (m_iOn || m_iAutoStart)
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_MACHINE;
}
return CLASS_NONE;
}
@@ -1008,6 +1030,13 @@ void CMSentry::Spawn()
SetTouch(&CMSentry::SentryTouch);
SetThink(&CMSentry::Initialize);
pev->nextthink = gpGlobals->time + 0.3;
pev->classname = MAKE_STRING( "monster_sentry" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Sentry Turret" );
}
}
void CMSentry::Shoot(Vector &vecSrc, Vector &vecDirToEnemy)

View File

@@ -757,7 +757,7 @@ int gmsgSayText = 0;
void UTIL_ClientPrintAll( int msg_dest, const char *msg_name, const char *param1, const char *param2, const char *param3, const char *param4 )
{
if (gmsgTextMsg)
if (gmsgTextMsg == 0)
gmsgTextMsg = REG_USER_MSG( "TextMsg", -1 );
MESSAGE_BEGIN( MSG_ALL, gmsgTextMsg );
@@ -778,7 +778,7 @@ void UTIL_ClientPrintAll( int msg_dest, const char *msg_name, const char *param1
void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const char *param1, const char *param2, const char *param3, const char *param4 )
{
if (gmsgTextMsg)
if (gmsgTextMsg == 0)
gmsgTextMsg = REG_USER_MSG( "TextMsg", -1 );
MESSAGE_BEGIN( MSG_ONE, gmsgTextMsg, NULL, client );
@@ -1755,10 +1755,17 @@ int UTIL_TakeDamage( edict_t *pEdict, entvars_t *pevInflictor, entvars_t *pevAtt
// do the damage
pEdict->v.health -= flTake;
// store entity that hurt this player
pEdict->v.dmg_inflictor = ENT(pevAttacker);
if ( pEdict->v.health <= 0 )
{
pEdict->v.health = 1; // can't suicide if already dead!
gpGamedllFuncs->dllapi_table->pfnClientKill(pEdict);
// Add 1 score to the monster that killed this player
if ( pevAttacker->flags & FL_MONSTER )
pevAttacker->frags += 1.0;
}
// tell director about it
@@ -1961,3 +1968,11 @@ bool UTIL_IsBSPModel( edict_t *pent )
{
return (pent->v.solid == SOLID_BSP || pent->v.movetype == MOVETYPE_PUSHSTEP);
}
void UTIL_TakeDamageExternal( edict_t *pEdict, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
// Tell AMXX to call TakeDamage for us.
char extCmd[64];
sprintf( extCmd, "monster_hurt_entity %i %i %i %f %i\n", ENTINDEX( pEdict ), ENTINDEX( ENT( pevInflictor ) ), ENTINDEX( ENT( pevAttacker ) ), flDamage, bitsDamageType );
SERVER_COMMAND( extCmd );
}

View File

@@ -538,3 +538,4 @@ Vector UTIL_Center(edict_t *pEdict);
edict_t *UTIL_GetNextTarget( edict_t *pEntity );
edict_t *UTIL_FindNearestPlayer(edict_t *pEdict, float m_flFieldOfView);
bool UTIL_IsBSPModel( edict_t *pent );
void UTIL_TakeDamageExternal( edict_t *pEdict, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );

1326
src/dlls/voltigore.cpp Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -79,6 +79,8 @@ void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker )
CMBaseMonster *pMonster = GetClassPtr((CMBaseMonster *)VARS(gMultiDamage.pEntity));
pMonster->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type );
}
else if (!UTIL_IsPlayer(gMultiDamage.pEntity))
UTIL_TakeDamageExternal(gMultiDamage.pEntity, pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type );
}
@@ -136,6 +138,19 @@ void DecalGunshot( TraceResult *pTrace, int iBulletType )
switch( iBulletType )
{
case BULLET_PLAYER_CROWBAR:
{
// wall decal
UTIL_DecalTrace( pTrace, DamageDecal( pEntity, DMG_CLUB ) );
break;
}
default:
{
// smoke and decal
UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) );
break;
}
/* why the duplicate case?
case BULLET_PLAYER_9MM:
case BULLET_MONSTER_9MM:
case BULLET_PLAYER_MP5:
@@ -154,6 +169,7 @@ void DecalGunshot( TraceResult *pTrace, int iBulletType )
// wall decal
UTIL_DecalTrace( pTrace, DamageDecal( pEntity, DMG_CLUB ) );
break;
*/
}
}
}

View File

@@ -49,6 +49,33 @@ public:
BOOL m_fRegisteredSound;// whether or not this grenade has issued its DANGER sound to the world sound list yet.
};
// Contact/Timed spore grenade
class CMSporeGrenade : public CMBaseMonster
{
public:
void Precache(void);
void Spawn(void);
static CMSporeGrenade *ShootTimed(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, bool ai);
static CMSporeGrenade *ShootContact(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
void Explode(TraceResult *pTrace);
void EXPORT BounceTouch(edict_t *pOther);
void EXPORT ExplodeTouch(edict_t *pOther);
void EXPORT DangerSoundThink(void);
void EXPORT Detonate(void);
void EXPORT TumbleThink(void);
void BounceSound(void);
void DangerSound();
static void SpawnTrailParticles(const Vector& origin, const Vector& direction, int modelindex, int count, float speed, float noise);
static void SpawnExplosionParticles(const Vector& origin, const Vector& direction, int modelindex, int count, float speed, float noise);
void UpdateOnRemove();
CMSprite* m_pSporeGlow;
};
// constant items
#define ITEM_HEALTHKIT 1
@@ -177,6 +204,8 @@ typedef enum
BULLET_MONSTER_9MM,
BULLET_MONSTER_MP5,
BULLET_MONSTER_12MM,
BULLET_MONSTER_762,
BULLET_MONSTER_357,
} Bullet;

View File

@@ -82,6 +82,11 @@ const char *CMZombie::pPainSounds[] =
//=========================================================
int CMZombie :: Classify ( void )
{
if ( m_iClassifyOverride == -1 ) // helper
return CLASS_NONE;
else if ( m_iClassifyOverride > 0 )
return m_iClassifyOverride; // override
return CLASS_ALIEN_MONSTER;
}
@@ -254,6 +259,13 @@ void CMZombie :: Spawn()
m_afCapability = bits_CAP_DOORS_GROUP;
MonsterInit();
pev->classname = MAKE_STRING( "monster_zombie" );
if ( strlen( STRING( m_szMonsterName ) ) == 0 )
{
// default name
m_szMonsterName = MAKE_STRING( "Zombie" );
}
}
//=========================================================

View File

@@ -37,7 +37,13 @@
#ifndef ENGINE_API_H
#define ENGINE_API_H
#include <stdint.h> // why?
// No proper C99 support in old MVSC6, use custom stdint.h
#ifdef _WIN32
#include "stdint_c99.h"
#else
#include <stdint.h>
#endif
#include "comp_dep.h"
// Plugin's GetEngineFunctions, called by metamod.

View File

@@ -80,7 +80,9 @@
// DLL.
#undef DLLEXPORT
#ifdef _WIN32
#define DLLEXPORT __declspec(dllexport) __attribute__ ((externally_visible))
// __attribute__ ((externally_visible)) is not recognized by VC++6
// or, rather, is GCC-only. do we need it for windows builds? -Giegue
#define DLLEXPORT __declspec(dllexport)
// WINAPI should be provided in the windows compiler headers.
// It's usually defined to something like "__stdcall".
#elif defined(linux)

229
src/metamod/stdint_c99.h Normal file
View File

@@ -0,0 +1,229 @@
/* ISO C9x 7.18 Integer types <stdint.h>
* Based on ISO/IEC SC22/WG14 9899 Committee draft (SC22 N2794)
*
* THIS SOFTWARE IS NOT COPYRIGHTED
*
* Contributor: Danny Smith <danny_r_smith_2001@yahoo.co.nz>
*
* This source code is offered for use in the public domain. You may
* use, modify or distribute it freely.
*
* This code is distributed in the hope that it will be useful but
* WITHOUT ANY WARRANTY. ALL WARRANTIES, EXPRESS OR IMPLIED ARE HEREBY
* DISCLAIMED. This includes but is not limited to warranties of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* Date: 2000-12-02
*
* mwb: This was modified in the following ways:
*
* - make it compatible with Visual C++ 6 (which uses
* non-standard keywords and suffixes for 64-bit types)
* - some environments need stddef.h included (for wchar stuff?)
* - handle the fact that Microsoft's limits.h header defines
* SIZE_MAX
* - make corrections for SIZE_MAX, INTPTR_MIN, INTPTR_MAX, UINTPTR_MAX,
* PTRDIFF_MIN, PTRDIFF_MAX, SIG_ATOMIC_MIN, and SIG_ATOMIC_MAX
* to be 64-bit aware.
*/
#ifndef _STDINT_H
#define _STDINT_H
#define __need_wint_t
#define __need_wchar_t
#include <wchar.h>
#include <stddef.h>
#if _MSC_VER && (_MSC_VER < 1300)
/* using MSVC 6 or earlier - no "long long" type, but might have _int64 type */
#define __STDINT_LONGLONG __int64
#define __STDINT_LONGLONG_SUFFIX i64
#else
#define __STDINT_LONGLONG long long
#define __STDINT_LONGLONG_SUFFIX LL
#endif
#if !defined( PASTE)
#define PASTE2( x, y) x##y
#define PASTE( x, y) PASTE2( x, y)
#endif /* PASTE */
/* 7.18.1.1 Exact-width integer types */
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef short int16_t;
typedef unsigned short uint16_t;
typedef int int32_t;
typedef unsigned uint32_t;
typedef __STDINT_LONGLONG int64_t;
typedef unsigned __STDINT_LONGLONG uint64_t;
/* 7.18.1.2 Minimum-width integer types */
typedef signed char int_least8_t;
typedef unsigned char uint_least8_t;
typedef short int_least16_t;
typedef unsigned short uint_least16_t;
typedef int int_least32_t;
typedef unsigned uint_least32_t;
typedef __STDINT_LONGLONG int_least64_t;
typedef unsigned __STDINT_LONGLONG uint_least64_t;
/* 7.18.1.3 Fastest minimum-width integer types
* Not actually guaranteed to be fastest for all purposes
* Here we use the exact-width types for 8 and 16-bit ints.
*/
typedef char int_fast8_t;
typedef unsigned char uint_fast8_t;
typedef short int_fast16_t;
typedef unsigned short uint_fast16_t;
typedef int int_fast32_t;
typedef unsigned int uint_fast32_t;
typedef __STDINT_LONGLONG int_fast64_t;
typedef unsigned __STDINT_LONGLONG uint_fast64_t;
/* 7.18.1.4 Integer types capable of holding object pointers */
#ifndef _INTPTR_T_DEFINED
#define _INTPTR_T_DEFINED
#ifdef _WIN64
typedef __STDINT_LONGLONG intptr_t
#else
typedef int intptr_t;
#endif /* _WIN64 */
#endif /* _INTPTR_T_DEFINED */
#ifndef _UINTPTR_T_DEFINED
#define _UINTPTR_T_DEFINED
#ifdef _WIN64
typedef unsigned __STDINT_LONGLONG uintptr_t
#else
typedef unsigned int uintptr_t;
#endif /* _WIN64 */
#endif /* _UINTPTR_T_DEFINED */
/* 7.18.1.5 Greatest-width integer types */
typedef __STDINT_LONGLONG intmax_t;
typedef unsigned __STDINT_LONGLONG uintmax_t;
/* 7.18.2 Limits of specified-width integer types */
#if !defined ( __cplusplus) || defined (__STDC_LIMIT_MACROS)
/* 7.18.2.1 Limits of exact-width integer types */
#define INT8_MIN (-128)
#define INT16_MIN (-32768)
#define INT32_MIN (-2147483647 - 1)
#define INT64_MIN (PASTE( -9223372036854775807, __STDINT_LONGLONG_SUFFIX) - 1)
#define INT8_MAX 127
#define INT16_MAX 32767
#define INT32_MAX 2147483647
#define INT64_MAX (PASTE( 9223372036854775807, __STDINT_LONGLONG_SUFFIX))
#define UINT8_MAX 0xff /* 255U */
#define UINT16_MAX 0xffff /* 65535U */
#define UINT32_MAX 0xffffffff /* 4294967295U */
#define UINT64_MAX (PASTE( 0xffffffffffffffffU, __STDINT_LONGLONG_SUFFIX)) /* 18446744073709551615ULL */
/* 7.18.2.2 Limits of minimum-width integer types */
#define INT_LEAST8_MIN INT8_MIN
#define INT_LEAST16_MIN INT16_MIN
#define INT_LEAST32_MIN INT32_MIN
#define INT_LEAST64_MIN INT64_MIN
#define INT_LEAST8_MAX INT8_MAX
#define INT_LEAST16_MAX INT16_MAX
#define INT_LEAST32_MAX INT32_MAX
#define INT_LEAST64_MAX INT64_MAX
#define UINT_LEAST8_MAX UINT8_MAX
#define UINT_LEAST16_MAX UINT16_MAX
#define UINT_LEAST32_MAX UINT32_MAX
#define UINT_LEAST64_MAX UINT64_MAX
/* 7.18.2.3 Limits of fastest minimum-width integer types */
#define INT_FAST8_MIN INT8_MIN
#define INT_FAST16_MIN INT16_MIN
#define INT_FAST32_MIN INT32_MIN
#define INT_FAST64_MIN INT64_MIN
#define INT_FAST8_MAX INT8_MAX
#define INT_FAST16_MAX INT16_MAX
#define INT_FAST32_MAX INT32_MAX
#define INT_FAST64_MAX INT64_MAX
#define UINT_FAST8_MAX UINT8_MAX
#define UINT_FAST16_MAX UINT16_MAX
#define UINT_FAST32_MAX UINT32_MAX
#define UINT_FAST64_MAX UINT64_MAX
/* 7.18.2.4 Limits of integer types capable of holding object pointers */
#ifdef _WIN64
#define INTPTR_MIN INT64_MIN
#define INTPTR_MAX INT64_MAX
#define UINTPTR_MAX UINT64_MAX
#else
#define INTPTR_MIN INT32_MIN
#define INTPTR_MAX INT32_MAX
#define UINTPTR_MAX UINT32_MAX
#endif /* _WIN64 */
/* 7.18.2.5 Limits of greatest-width integer types */
#define INTMAX_MIN INT64_MIN
#define INTMAX_MAX INT64_MAX
#define UINTMAX_MAX UINT64_MAX
/* 7.18.3 Limits of other integer types */
#define PTRDIFF_MIN INTPTR_MIN
#define PTRDIFF_MAX INTPTR_MAX
#define SIG_ATOMIC_MIN INTPTR_MIN
#define SIG_ATOMIC_MAX INTPTR_MAX
/* we need to check for SIZE_MAX already defined because MS defines it in limits.h */
#ifndef SIZE_MAX
#define SIZE_MAX UINTPTR_MAX
#endif
#ifndef WCHAR_MIN /* also in wchar.h */
#define WCHAR_MIN 0
#define WCHAR_MAX ((wchar_t)-1) /* UINT16_MAX */
#endif
/* wint_t is unsigned short for compatibility with MS runtime */
#define WINT_MIN 0
#define WINT_MAX ((wint_t)-1) /* UINT16_MAX */
#endif /* !defined ( __cplusplus) || defined __STDC_LIMIT_MACROS */
/* 7.18.4 Macros for integer constants */
#if !defined ( __cplusplus) || defined (__STDC_CONSTANT_MACROS)
/* 7.18.4.1 Macros for minimum-width integer constants
Accoding to Douglas Gwyn <gwyn@arl.mil>:
"This spec was changed in ISO/IEC 9899:1999 TC1; in ISO/IEC
9899:1999 as initially published, the expansion was required
to be an integer constant of precisely matching type, which
is impossible to accomplish for the shorter types on most
platforms, because C99 provides no standard way to designate
an integer constant with width less than that of type int.
TC1 changed this to require just an integer constant
*expression* with *promoted* type."
*/
#define INT8_C(val) ((int8_t) + (val))
#define UINT8_C(val) ((uint8_t) + (val##U))
#define INT16_C(val) ((int16_t) + (val))
#define UINT16_C(val) ((uint16_t) + (val##U))
#define INT32_C(val) val##L
#define UINT32_C(val) val##UL
#define INT64_C(val) (PASTE( val, __STDINT_LONGLONG_SUFFIX))
#define UINT64_C(val)(PASTE( PASTE( val, U), __STDINT_LONGLONG_SUFFIX))
/* 7.18.4.2 Macros for greatest-width integer constants */
#define INTMAX_C(val) INT64_C(val)
#define UINTMAX_C(val) UINT64_C(val)
#endif /* !defined ( __cplusplus) || defined __STDC_CONSTANT_MACROS */
#endif