diff --git a/dlls/clcampaign/megachav.cpp b/dlls/clcampaign/megachav.cpp index db6bfa9b40..d65eaeef5a 100644 --- a/dlls/clcampaign/megachav.cpp +++ b/dlls/clcampaign/megachav.cpp @@ -27,13 +27,15 @@ //========================================================= // Monster's Anim Events Go Here //========================================================= -#define ZOMBIE_AE_ATTACK_RIGHT 0x01 -#define ZOMBIE_AE_ATTACK_LEFT 0x02 -#define ZOMBIE_AE_ATTACK_BOTH 0x03 +#define MEGACHAV_AE_ATTACK_RIGHT 0x01 +#define MEGACHAV_AE_ATTACK_LEFT 0x02 +#define MEGACHAV_AE_ATTACK_BOTH 0x03 -#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs +#define MEGACHAV_FLINCH_DELAY 2 // at most one flinch every n secs -class CMegachar : public CBaseMonster +#define MEGACHAV_DAMAGE 120 + +class CMegachav : public CBaseMonster { public: void Spawn( void ); @@ -54,6 +56,8 @@ class CMegachar : public CBaseMonster static const char *pIdleSounds[]; static const char *pAlertSounds[]; static const char *pPainSounds[]; + static const char *pAttackHitSounds[]; + static const char *pAttackMissSounds[]; // No range attacks BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } @@ -61,16 +65,28 @@ class CMegachar : public CBaseMonster int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); }; -LINK_ENTITY_TO_CLASS( monster_megachav, CMegachar ) +LINK_ENTITY_TO_CLASS( monster_megachav, CMegachav ) + +const char *CMegachav::pAttackHitSounds[] = +{ + "zombie/claw_strike1.wav", + "zombie/claw_strike2.wav", + "zombie/claw_strike3.wav", +}; +const char *CMegachav::pAttackMissSounds[] = +{ + "zombie/claw_miss1.wav", + "zombie/claw_miss2.wav", +}; -const char *CMegachar::pAttackSounds[] = +const char *CMegachav::pAttackSounds[] = { "megachav/zo_attack1.wav", "megachav/zo_attack2.wav", }; -const char *CMegachar::pIdleSounds[] = +const char *CMegachav::pIdleSounds[] = { "megachav/zo_idle1.wav", "megachav/zo_idle2.wav", @@ -78,14 +94,14 @@ const char *CMegachar::pIdleSounds[] = "megachav/zo_idle4.wav", }; -const char *CMegachar::pAlertSounds[] = +const char *CMegachav::pAlertSounds[] = { "megachav/zo_alert10.wav", "megachav/zo_alert20.wav", "megachav/zo_alert30.wav", }; -const char *CMegachar::pPainSounds[] = +const char *CMegachav::pPainSounds[] = { "megachav/zo_pain1.wav", "megachav/zo_pain2.wav", @@ -95,20 +111,20 @@ const char *CMegachar::pPainSounds[] = // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CMegachar::Classify( void ) +int CMegachav::Classify( void ) { - return CLASS_ALIEN_MONSTER; + return CLASS_ALIEN_MONSTER; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CMegachar::SetYawSpeed( void ) +void CMegachav::SetYawSpeed( void ) { int ys; - ys = 150; + ys = 120; #if 0 switch ( m_Activity ) { @@ -117,16 +133,16 @@ void CMegachar::SetYawSpeed( void ) pev->yaw_speed = ys; } -int CMegachar::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +int CMegachav::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // Take 30% damage from bullets if( bitsDamageType == DMG_BULLET ) { - Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; + Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5f; vecDir = vecDir.Normalize(); float flForce = DamageForce( flDamage ); pev->velocity = pev->velocity + vecDir * flForce; - flDamage *= 0.5; + flDamage *= 0.3f; } // HACK HACK -- until we fix this. @@ -135,48 +151,48 @@ int CMegachar::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, floa return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } -void CMegachar::PainSound( void ) +void CMegachav::PainSound( void ) { int pitch = 95 + RANDOM_LONG( 0, 9 ); if( RANDOM_LONG( 0, 5 ) < 2 ) - EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM, 0, pitch ); } -void CMegachar::AlertSound( void ) +void CMegachav::AlertSound( void ) { int pitch = 95 + RANDOM_LONG( 0, 9 ); - EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), 1.0, ATTN_NORM, 0, pitch ); } -void CMegachar::IdleSound( void ) +void CMegachav::IdleSound( void ) { int pitch = 95 + RANDOM_LONG( 0, 9 ); // Play a random idle sound - EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pIdleSounds ), 1.0, ATTN_NORM, 0, pitch ); } -void CMegachar::AttackSound( void ) +void CMegachav::AttackSound( void ) { // Play a random attack sound - EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= -void CMegachar::HandleAnimEvent( MonsterEvent_t *pEvent ) +void CMegachav::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { - case ZOMBIE_AE_ATTACK_RIGHT: + case MEGACHAV_AE_ATTACK_RIGHT: { // do stuff for this event. //ALERT( at_console, "Slash right!\n" ); - CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); + CBaseEntity *pHurt = CheckTraceHullAttack( 70, MEGACHAV_DAMAGE, DMG_SLASH ); if( pHurt ) { if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) @@ -186,18 +202,20 @@ void CMegachar::HandleAnimEvent( MonsterEvent_t *pEvent ) pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; } // Play a random attack hit sound - } + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); + } else // Play a random attack miss sound + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); if( RANDOM_LONG( 0, 1 ) ) AttackSound(); } break; - case ZOMBIE_AE_ATTACK_LEFT: + case MEGACHAV_AE_ATTACK_LEFT: { // do stuff for this event. //ALERT( at_console, "Slash left!\n" ); - CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); + CBaseEntity *pHurt = CheckTraceHullAttack( 70, MEGACHAV_DAMAGE, DMG_SLASH ); if( pHurt ) { if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) @@ -206,16 +224,19 @@ void CMegachar::HandleAnimEvent( MonsterEvent_t *pEvent ) pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; } + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } else + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); + if( RANDOM_LONG( 0, 1 ) ) AttackSound(); } break; - case ZOMBIE_AE_ATTACK_BOTH: + case MEGACHAV_AE_ATTACK_BOTH: { // do stuff for this event. - CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH ); + CBaseEntity *pHurt = CheckTraceHullAttack( 70, MEGACHAV_DAMAGE, DMG_SLASH ); if( pHurt ) { if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) @@ -223,9 +244,11 @@ void CMegachar::HandleAnimEvent( MonsterEvent_t *pEvent ) pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; } - } + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); + } else - + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); + if( RANDOM_LONG( 0, 1 ) ) AttackSound(); } @@ -239,7 +262,7 @@ void CMegachar::HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // Spawn //========================================================= -void CMegachar::Spawn() +void CMegachav::Spawn() { Precache(); @@ -248,10 +271,10 @@ void CMegachar::Spawn() pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; - m_bloodColor = BLOOD_COLOR_GREEN; + m_bloodColor = BLOOD_COLOR_RED; pev->health = 8000; pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. - m_flFieldOfView = 0.9;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_flFieldOfView = 0.5f;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_afCapability = bits_CAP_DOORS_GROUP; @@ -261,30 +284,23 @@ void CMegachar::Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CMegachar::Precache() +void CMegachav::Precache() { - int i; - PRECACHE_MODEL( "models/megachav.mdl" ); - for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) - PRECACHE_SOUND( (char *)pAttackSounds[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] ); + PRECACHE_SOUND_ARRAY( pAttackHitSounds ); + PRECACHE_SOUND_ARRAY( pAttackMissSounds ); + PRECACHE_SOUND_ARRAY( pAttackSounds ); + PRECACHE_SOUND_ARRAY( pIdleSounds ); + PRECACHE_SOUND_ARRAY( pAlertSounds ); + PRECACHE_SOUND_ARRAY( pPainSounds ); } //========================================================= // AI Schedules Specific to this monster //========================================================= -int CMegachar::IgnoreConditions( void ) +int CMegachav::IgnoreConditions( void ) { int iIgnore = CBaseMonster::IgnoreConditions(); @@ -302,7 +318,7 @@ int CMegachar::IgnoreConditions( void ) if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) ) { if( m_flNextFlinch < gpGlobals->time ) - m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY; + m_flNextFlinch = gpGlobals->time + MEGACHAV_FLINCH_DELAY; } return iIgnore;