Beispiel #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CGoat::Spawn( void )
{
	Precache();

	SetModel( GOAT_MODEL );
	SetHullType(HULL_MEDIUM);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetBloodColor( BLOOD_COLOR_RED );
	m_iHealth				= sk_goat_health.GetFloat();
//	m_iMaxHealth			= m_iHealth;
	m_flFieldOfView	= 0.5; // indicates the width of this NPC's forward view cone ( as a dotproduct result )
	m_NPCState	= NPC_STATE_NONE;

	CapabilitiesClear();

	CapabilitiesAdd( bits_CAP_TURN_HEAD | bits_CAP_MOVE_GROUND );
	// innate Range attack ( howling / shaking)	
	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 );
	
	// innate Melee attack ( charge+head attack / bite attack (from fish bite or byte missed with event )	
	CapabilitiesAdd( bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );
	
	BaseClass::Spawn();
}
Beispiel #2
0
//=========================================================
// Spawn
//=========================================================
void CNPC_HL1Barney::Spawn()
{
	Precache( );

	SetModel( "models/hl1bar.mdl");

	SetRenderColor( 255, 255, 255, 255 );
	
	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	m_bloodColor		= BLOOD_COLOR_RED;
	m_iHealth			= sk_barneyhl1_health.GetFloat();
	SetViewOffset( Vector ( 0, 0, 100 ) );// 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_NPCState			= NPC_STATE_NONE;

	SetBodygroup( 1, 0 );

	m_fGunDrawn			= false;

	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE | bits_CAP_DOORS_GROUP);
	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );
	
	NPCInit();
	
	SetUse( &CNPC_HL1Barney::FollowerUse );
}
Beispiel #3
0
//=========================================================
// Spawn
//=========================================================
void CGenericActor::Spawn()
{
    Precache();

    SetModel( STRING( GetModelName() ) );

    /*
    	if ( FStrEq( STRING( GetModelName() ), "models/player.mdl" ) )
    		UTIL_SetSize(this, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
    	else
    		UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX);
    */

    if ( FStrEq( STRING( GetModelName() ), "models/player.mdl" ) ||
            FStrEq( STRING( GetModelName() ), "models/holo.mdl" ) ||
            FStrEq( STRING( GetModelName() ), "models/blackout.mdl" ) )
    {
        UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX);
    }
    else
    {
        UTIL_SetSize(this, NAI_Hull::Mins(HULL_HUMAN), NAI_Hull::Maxs(HULL_HUMAN));
    }

    if ( !FStrEq( STRING( GetModelName() ), "models/blackout.mdl" ) )
    {
        SetSolid( SOLID_BBOX );
        AddSolidFlags( FSOLID_NOT_STANDABLE );
    }
    else
    {
        SetSolid( SOLID_NONE );
    }

    SetMoveType( MOVETYPE_STEP );
    SetBloodColor( BLOOD_COLOR_RED );
    m_iHealth			= 8;
    m_flFieldOfView		= 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
    m_NPCState			= NPC_STATE_NONE;

    CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS );

    // remove head turn if no eyes or forward attachment
    if (LookupAttachment( "eyes" ) > 0 && LookupAttachment( "forward" ) > 0)
    {
        CapabilitiesAdd(  bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );
    }

    if (m_strHullName != NULL_STRING)
    {
        SetHullType( NAI_Hull::LookupId( STRING( m_strHullName ) ) );
    }
    else
    {
        SetHullType( HULL_HUMAN );
    }
    SetHullSizeNormal( );

    NPCInit();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CRebelZombie::Spawn( void )
{
	Precache();

	m_fIsHeadless = false;

	m_iRebelZombieSkin = random->RandomInt(1,4);

#ifdef HL2_EPISODIC
	SetBloodColor( BLOOD_COLOR_ZOMBIE );
#else
	SetBloodColor( BLOOD_COLOR_GREEN );
#endif // HL2_EPISODIC

	m_iHealth			= sk_rebel_zombie_health.GetFloat();
	m_flFieldOfView		= 0.2;

	CapabilitiesClear();

	CapabilitiesAdd( bits_CAP_USE_WEAPONS );
	CapabilitiesAdd( bits_CAP_MOVE_SHOOT );

	//GetNavigator()->SetRememberStaleNodes( false );

	BaseClass::Spawn();

	m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 1.0, 4.0 );
}
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CNPC_Kleiner::Spawn()
{
	// Allow custom model usage (mostly for monitors)
	char *szModel = (char *)STRING( GetModelName() );
	if (!szModel || !*szModel)
	{
		szModel = "models/kleiner.mdl";
		SetModelName( AllocPooledString(szModel) );
	}

	Precache();
	SetModel( szModel );

	BaseClass::Spawn();

	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetBloodColor( BLOOD_COLOR_RED );
	m_iHealth			= 8;
	m_flFieldOfView		= 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;
	
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
	CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );

	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );

	NPCInit();
}
Beispiel #6
0
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CNPC_GMan::Spawn()
{
	Precache();

	BaseClass::Spawn();

	SetModel( "models/gman.mdl" );

	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetBloodColor( BLOOD_COLOR_RED );
	m_iHealth			= 8;
	m_flFieldOfView		= 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;
	SetImpactEnergyScale( 0.0f ); // no physics damage on the gman
	
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
	CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL );

	NPCInit();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Bug_Warrior::Spawn( void )
{
	Precache();

	SetModel( BUG_WARRIOR_MODEL );

	SetHullType(HULL_WIDE_HUMAN);//HULL_WIDE_SHORT;
	SetHullSizeNormal();
	SetDefaultEyeOffset();
	SetViewOffset( (WorldAlignMins() + WorldAlignMaxs()) * 0.5 );	// See from my center
	SetDistLook( 1024.0 );
	
	SetNavType(NAV_GROUND);
	m_NPCState		= NPC_STATE_NONE;
	SetBloodColor( BLOOD_COLOR_YELLOW );
	m_iHealth		= npc_bug_warrior_health.GetFloat();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );

	m_iszPatrolPathName = NULL_STRING;

	// Only do this if a squadname appears in the entity
	if ( m_SquadName != NULL_STRING )
	{
		CapabilitiesAdd( bits_CAP_SQUAD );
	}

	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 );

	NPCInit();

	BaseClass::Spawn();
}
Beispiel #8
0
void CNPC_Infected::Spawn()
{
	Precache();

	SetZombieModel();
	BaseClass::Spawn();

	SetHullType( HULL_HUMAN );
	SetHullSizeNormal();
	SetDefaultEyeOffset();
	
	SetNavType( NAV_GROUND );
	m_NPCState = NPC_STATE_NONE;
	
	m_iHealth = m_iMaxHealth = sk_infected_health.GetInt();

	m_flFieldOfView		= 0.2;

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );

	SetupGlobalModelData();
	
	CapabilitiesAdd( bits_CAP_MOVE_GROUND );
	CapabilitiesAdd( bits_CAP_INNATE_MELEE_ATTACK1 );

	NPCInit();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTDP_NPC_CombineS::Spawn( void )
{
	Precache();
	SetModel( STRING( GetModelName() ) );

	if( IsElite() )
	{
		// Stronger, tougher.
		SetHealth( sk_combine_guard_health.GetFloat() );
		SetMaxHealth( sk_combine_guard_health.GetFloat() );
		SetKickDamage( sk_combine_guard_kick.GetFloat() );
	}
	else
	{
		SetHealth( sk_combine_s_health.GetFloat() );
		SetMaxHealth( sk_combine_s_health.GetFloat() );
		SetKickDamage( sk_combine_s_kick.GetFloat() );
	}

	CapabilitiesAdd( bits_CAP_ANIMATEDFACE );
	CapabilitiesAdd( bits_CAP_MOVE_SHOOT );
	CapabilitiesAdd( bits_CAP_DOORS_GROUP );

	BaseClass::Spawn();
}
Beispiel #10
0
//=========================================================
// Spawn
//=========================================================
void CNPC_Houndeye::Spawn()
{
	Precache( );

	SetModel("models/houndeye.mdl");
	SetHullType(HULL_WIDE_SHORT);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetBloodColor( BLOOD_COLOR_YELLOW );
	m_iHealth			= sk_Houndeye_health.GetFloat();
	m_flFieldOfView		= 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;
	m_fAsleep			= false; // everyone spawns awake
	m_fDontBlink		= false;
	CapabilitiesAdd( bits_CAP_SQUAD );
	CapabilitiesAdd( bits_CAP_MOVE_GROUND );
	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 );
	CapabilitiesAdd( bits_CAP_TURN_HEAD );

	m_flNextSecondaryAttack = 0;
	m_bLoopClockwise		= random->RandomInt(0,1) ? true : false;

	m_pEnergyWave			= NULL;
	m_flEndEnergyWaveTime	= 0;

	SetCollisionGroup( HL2COLLISION_GROUP_HOUNDEYE ); 

	NPCInit();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_CombineS::Spawn( void )
{
	Precache();
	SetModel( STRING( GetModelName() ) );

	if( IsElite() )
	{
		// Stronger, tougher.
		SetHealth( sk_combine_guard_health.GetFloat() );
		SetMaxHealth( sk_combine_guard_health.GetFloat() );
		SetKickDamage( sk_combine_guard_kick.GetFloat() );
	}
	else
	{
		SetHealth( sk_combine_s_health.GetFloat() );
		SetMaxHealth( sk_combine_s_health.GetFloat() );
		SetKickDamage( sk_combine_s_kick.GetFloat() );
	}

	CapabilitiesAdd( bits_CAP_ANIMATEDFACE );
	CapabilitiesAdd( bits_CAP_MOVE_SHOOT );
	CapabilitiesAdd( bits_CAP_DOORS_GROUP );

	BaseClass::Spawn();

#if HL2_EPISODIC
	if (m_iUseMarch && !HasSpawnFlags(SF_NPC_START_EFFICIENT))
	{
		Msg( "Soldier %s is set to use march anim, but is not an efficient AI. The blended march anim can only be used for dead-ahead walks!\n", GetDebugName() );
	}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Tell the driver to start firing at targets
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::InputStartFiring( inputdata_t &inputdata )
{
	CLEARBITS( m_spawnflags, SF_VEHICLEDRIVER_INACTIVE );
	SetCondition( COND_PROVOKED );

	float flMinRange, flMaxRange;
	// If the vehicle has a weapon, set our capability
	if ( m_pVehicleInterface->NPC_HasPrimaryWeapon() )
	{
		CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 );
		m_pVehicleInterface->Weapon_PrimaryRanges( &flMinRange, &flMaxRange );

		// Ensure the look distances is long enough
		if ( m_flDistTooFar < flMaxRange || GetSenses()->GetDistLook() < flMaxRange )
		{
			m_flDistTooFar = flMaxRange;
			SetDistLook( flMaxRange );
		}
	}

	if ( m_pVehicleInterface->NPC_HasSecondaryWeapon() )
	{
		CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK2 );
		m_pVehicleInterface->Weapon_SecondaryRanges( &flMinRange, &flMaxRange );

		// Ensure the look distances is long enough
		if ( m_flDistTooFar < flMaxRange || GetSenses()->GetDistLook() < flMaxRange )
		{
			m_flDistTooFar = flMaxRange;
			SetDistLook( flMaxRange );
		}
	}
}
//=========================================================
// Spawn
//=========================================================
void CNPC_HAssassin::Spawn()
{
	Precache( );

	SetModel( "models/hassassin.mdl");
	
	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();


	SetNavType ( NAV_GROUND );
	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	m_bloodColor		= BLOOD_COLOR_RED;
    ClearEffects();
	m_iHealth			= sk_hassassin_health.GetFloat();
	m_flFieldOfView		= VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;
	
	m_HackedGunPos		= Vector( 0, 24, 48 );

	m_iTargetRanderamt	= 20;
	SetRenderColor( 255, 255, 255, 20 );
	m_nRenderMode		= kRenderTransTexture;

	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_MOVE_GROUND );
	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 );

	NPCInit();
}
Beispiel #14
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Eli::SetupWithoutParent( void )
{
	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );

	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
	CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
}
Beispiel #15
0
//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CNPC_Assassin::Spawn( void )
{
	Precache();

	SetModel( "models/fassassin.mdl" );

	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetBloodColor( BLOOD_COLOR_RED );
	
	m_iHealth			= sk_assassin_health.GetFloat();
	m_flFieldOfView		= 0.1;
	m_NPCState			= NPC_STATE_NONE;

	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_MOVE_CLIMB | bits_CAP_MOVE_GROUND | bits_CAP_MOVE_JUMP );
	CapabilitiesAdd( bits_CAP_SQUAD | bits_CAP_USE_WEAPONS | bits_CAP_AIM_GUN | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 );

	//Turn on our guns
	SetBodygroup( 1, 1 );

	int attachment = LookupAttachment( "Eye" );

	// Start up the eye glow
	m_pEyeSprite = CSprite::SpriteCreate( "sprites/redglow1.vmt", GetLocalOrigin(), false );

	if ( m_pEyeSprite != NULL )
	{
		m_pEyeSprite->SetAttachment( this, attachment );
		m_pEyeSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 200, kRenderFxNone );
		m_pEyeSprite->SetScale( 0.25f );
	}

	// Start up the eye trail
	m_pEyeTrail	= CSpriteTrail::SpriteTrailCreate( "sprites/bluelaser1.vmt", GetLocalOrigin(), false );

	if ( m_pEyeTrail != NULL )
	{
		m_pEyeTrail->SetAttachment( this, attachment );
		m_pEyeTrail->SetTransparency( kRenderTransAdd, 255, 0, 0, 200, kRenderFxNone );
		m_pEyeTrail->SetStartWidth( 8.0f );
		m_pEyeTrail->SetLifeTime( 0.75f );
	}

	NPCInit();

	m_bEvade = false;
	m_bAggressive = false;
}
void CASW_Parasite::Spawn( void )
{	
	SetHullType(HULL_TINY);

	BaseClass::Spawn();

	SetModel( SWARM_PARASITE_MODEL);

	if (FClassnameIs(this, "asw_parasite_defanged"))
	{
		m_bDefanged = true;
		m_iHealth	= ASWGameRules()->ModifyAlienHealthBySkillLevel(10);
		SetBodygroup( 0, 1 );
		m_fSuicideTime = gpGlobals->curtime + 60;
	}
	else
	{
		m_bDefanged = false;
		m_iHealth	= ASWGameRules()->ModifyAlienHealthBySkillLevel(25);
		SetBodygroup( 0, 0 );
		m_fSuicideTime = 0;
	}

	SetMoveType( MOVETYPE_STEP );
	SetHullType(HULL_TINY);
	SetCollisionGroup( ASW_COLLISION_GROUP_PARASITE );
	SetViewOffset( Vector(6, 0, 11) ) ;		// Position of the eyes relative to NPC's origin.

	m_NPCState	= NPC_STATE_NONE;

	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 );

	m_bInfesting = false;
	
}
Beispiel #17
0
//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CNPC_Blob::Spawn( void )
{
	Precache();

	SetModel( NPC_BLOB_MODEL );

	SetHullType(HULL_TINY);
	SetHullSizeNormal();

	SetSolid( SOLID_NONE );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetBloodColor( BLOOD_COLOR_RED );
	m_iHealth			= INT_MAX;
	m_flFieldOfView		= -1.0f;
	m_NPCState			= NPC_STATE_NONE;

	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_MOVE_GROUND );

	m_Elements.RemoveAll();

	NPCInit();

	AddEffects( EF_NODRAW );

	m_flMinElementDist = blob_mindist.GetFloat();
}
//=========================================================
// Spawn
//=========================================================
void CNPC_Bullsquid::Spawn()
{
	Precache( );

	SetModel( "models/bullsquid.mdl");
	SetHullType(HULL_WIDE_SHORT);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	m_bloodColor		= BLOOD_COLOR_GREEN;
	
	SetRenderColor( 255, 255, 255, 255 );
	
	m_iHealth			= sk_bullsquid_health.GetFloat();
	m_flFieldOfView		= 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;
	
	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );
	
	m_fCanThreatDisplay	= TRUE;
	m_flNextSpitTime = gpGlobals->curtime;

	NPCInit();

	m_flDistTooFar		= 784;
}
//=========================================================
// Spawn()
// Crear un nuevo 
//=========================================================
void CNPC_Scient::Spawn()
{
	Precache();

	// Modelo y color de sangre.
	SetModel(MODEL_BASE);
	SetBloodColor(BLOOD);

	// Tamaño
	SetHullType(HULL_WIDE_SHORT);
	SetHullSizeNormal();

	// Navegación, estado físico y opciones extra.
	SetSolid(SOLID_BBOX);
	SetNavType(NAV_GROUND);	
	AddSolidFlags(FSOLID_NOT_STANDABLE);
	SetMoveType(MOVETYPE_STEP);
	
	SetRenderColor(255, 255, 255, 255);
	SetDistLook(SEE_DIST);

	// Reseteo de variables.
	// Salud, estado del NPC y vista.
	m_iHealth			= sk_scient_health.GetFloat();
	m_NPCState			= NPC_STATE_NONE;
	m_flFieldOfView		= FOV;

	// Capacidades
	CapabilitiesClear();
	CapabilitiesAdd(CAPABILITIES);

	NPCInit();
	BaseClass::Spawn();
}
Beispiel #20
0
void CASW_Alien_Jumper::Spawn()
{
	BaseClass::Spawn();
	
	CapabilitiesAdd( bits_CAP_MOVE_JUMP );
	m_bDisableJump = false;
}
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CNPC_Eli :: Spawn()
{
	Precache();

	BaseClass::Spawn();

	SetModel( "models/eli.mdl" );

	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetBloodColor( BLOOD_COLOR_RED );
	m_iHealth			= 8;
	m_flFieldOfView		= 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;
	
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );

	NPCInit();

	Relink();
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  :
// Output : 
//-----------------------------------------------------------------------------
void CNPC_Headcrab::Spawn( void )
{
	Precache();

	SetRenderColor( 255, 255, 255, 255 );

	SetModel( "models/headcrab.mdl" );
	m_iHealth = sk_headcrab_health.GetFloat();

	SetHullType(HULL_TINY);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetViewOffset( Vector(6, 0, 11) );		// Position of the eyes relative to NPC's origin.

	m_bloodColor		= BLOOD_COLOR_GREEN;
	m_flFieldOfView		= 0.5;
	m_NPCState			= NPC_STATE_NONE;
	m_nGibCount			= HEADCRAB_ALL_GIB_COUNT;
	
	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 );

	NPCInit();
}
Beispiel #23
0
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CFastZombie::Spawn( void )
{
    Precache();

    m_fJustJumped = false;

    m_fIsTorso = m_fIsHeadless = false;

    SetBloodColor( BLOOD_COLOR_YELLOW );
    m_iHealth			= 50;
    m_flFieldOfView		= 0.2;

    CapabilitiesClear();
    CapabilitiesAdd( bits_CAP_MOVE_CLIMB | bits_CAP_MOVE_JUMP | bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 | /*bits_CAP_INNATE_MELEE_ATTACK1 |*/ bits_CAP_DOORS_GROUP );

    m_flNextAttack = gpGlobals->curtime;

    m_pLayer2 = NULL;
    m_iClimbCount = 0;
    m_flTimeUpdateSine = gpGlobals->curtime;
    m_fSineTrendUp = false;

    EndNavJump();

    m_flDistFactor = 1.0;

    BaseClass::Spawn();
}
Beispiel #24
0
//-----------------------------------------------------------------------------
// Purpose: This used to have something to do with bees flying, but 
//			now it only initializes moving furniture in scripted sequences
//-----------------------------------------------------------------------------
void CNPC_Furniture::Spawn( )
{
	Precache();
	
	SetModel( STRING(GetModelName()) );

	SetMoveType( MOVETYPE_STEP );
	SetSolid( SOLID_BBOX );

	// Our collision, if needed, will be done through bone followers
	AddSolidFlags( FSOLID_NOT_SOLID );

	SetBloodColor( DONT_BLEED );
	m_iHealth = TOO_MUCH_HEALTH_TO_DIE; //wow
	m_takedamage = DAMAGE_AIM;
	SetSequence( 0 );
	SetCycle( 0 );
	SetNavType( NAV_FLY );
	AddFlag( FL_FLY );

	CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );

	AddEFlags( EFL_NO_MEGAPHYSCANNON_RAGDOLL );

//	pev->nextthink += 1.0;
//	SetThink (WalkMonsterDelay);

	ResetSequenceInfo( );
	SetCycle( 0 );
	NPCInit();

	// Furniture needs to block LOS
	SetBlocksLOS( true );
}
void CNPC_Controller::Spawn()
{
	Precache( );

	SetModel( "models/controller.mdl" );
	UTIL_SetSize( this, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ));

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );

	SetMoveType( MOVETYPE_STEP );
	SetGravity(0.001);


	m_bloodColor		= BLOOD_COLOR_GREEN;
	m_iHealth =			sk_controller_health.GetFloat();

	m_flFieldOfView		= VIEW_FIELD_FULL;// indicates the width of this monster's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;

	SetRenderColor( 255, 255, 255, 255 );

	CapabilitiesClear();

	AddFlag( FL_FLY );
	SetNavType( NAV_FLY );

	CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_MOVE_SHOOT);

	NPCInit();

	
	SetDefaultEyeOffset();
}
Beispiel #26
0
//-----------------------------------------------------------------------------
// Purpose:	
// Input:	
// Output:	
//-----------------------------------------------------------------------------
void CASW_Boomer::Spawn( void )
{
	SetHullType( HULL_LARGE );

	BaseClass::Spawn();

	SetHullType( HULL_LARGE );
	SetCollisionGroup( ASW_COLLISION_GROUP_ALIEN );
	SetHealthByDifficultyLevel();
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );
	
// 			"Health"	"435"
// 			"WalkSpeed"	"45"
// 			"RunSpeed"	"254"

	SetIdealState( NPC_STATE_ALERT );

	m_bNeverRagdoll = true;

	//softcopy: 
	//SetRenderColor(asw_boomer_color.GetColor().r(), asw_boomer_color.GetColor().g(), asw_boomer_color.GetColor().b());		//Ch1ckensCoop: Allow setting colors.
	alienLabel = "boomer";
	SetColorScale( alienLabel );

}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Bug_Builder::Spawn( void )
{
	Precache();

	SetModel( BUG_BUILDER_MODEL );

	SetHullType(HULL_TINY);
	SetHullSizeNormal();
	SetDefaultEyeOffset();
	SetViewOffset( (WorldAlignMins() + WorldAlignMaxs()) * 0.5 );	// See from my center
	SetDistLook( 1024.0 );
	m_flNextDawdle = 0;
	
	SetNavType(NAV_GROUND);
	m_NPCState		= NPC_STATE_NONE;
	SetBloodColor( BLOOD_COLOR_YELLOW );
	m_iHealth		= npc_bug_builder_health.GetFloat();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );

	CapabilitiesAdd( bits_CAP_MOVE_GROUND );

	NPCInit();

	BaseClass::Spawn();
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CNPC_VehicleDriver::Spawn( void )
{
	Precache( );

	BaseClass::Spawn();

	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_MOVE_GROUND );
	CapabilitiesAdd( bits_CAP_MOVE_SHOOT );

	SetModel( "models/roller_vehicledriver.mdl" );
	SetHullType(HULL_LARGE);
	SetHullSizeNormal();
	m_iMaxHealth = m_iHealth = 1;
	m_flFieldOfView	= VIEW_FIELD_FULL;

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_SOLID );
	SetMoveType( MOVETYPE_NONE );
	AddEffects( EF_NODRAW );

	m_lifeState	= LIFE_ALIVE;
	SetCycle( 0 );
	ResetSequenceInfo();

	AddFlag( FL_NPC );

	m_flMaxSpeed = 0;
	m_flGoalSpeed = m_flInitialSpeed;

	m_vecDesiredVelocity = vec3_origin;
	m_vecPrevPoint = vec3_origin;
	m_vecPrevPrevPoint = vec3_origin;
	m_vecPostPoint = vec3_origin;
	m_vecPostPostPoint = vec3_origin;
	m_vecDesiredPosition = vec3_origin;
	m_flSteering = 45;
	m_flDistanceAlongSpline = 0.2;
	m_pCurrentWaypoint = m_pNextWaypoint = NULL;

	GetNavigator()->SetPathcornerPathfinding( false );

	NPCInit();

	m_takedamage = DAMAGE_NO;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_CombineShot::Spawn(void)
{
	Precache();
	SetModel( "models/combine_soldier_shotgunner.mdl" );

	//Give him a random amount of grenades on spawn
	if (combine_shot_spawnwithgrenades.GetBool())
	{
		if (g_pGameRules->IsSkillLevel(SKILL_HARD))
		{
			m_iNumGrenades = random->RandomInt(2, 3);
		}
		else if (g_pGameRules->IsSkillLevel(SKILL_VERYHARD))
		{
			m_iNumGrenades = random->RandomInt(4, 6);
		}
		else if (g_pGameRules->IsSkillLevel(SKILL_NIGHTMARE))
		{
			m_iNumGrenades = random->RandomInt(8, 12);
		}
		else
		{
			m_iNumGrenades = random->RandomInt(0, 2);
		}
	}

	m_fIsElite = false;
	m_fIsAce = false;

	SetHealth( sk_combine_shot_health.GetFloat() );
	SetMaxHealth( sk_combine_shot_health.GetFloat() );
	SetKickDamage( sk_combine_shot_kick.GetFloat() );

	CapabilitiesAdd( bits_CAP_ANIMATEDFACE );
	CapabilitiesAdd( bits_CAP_MOVE_SHOOT );
	CapabilitiesAdd( bits_CAP_DOORS_GROUP );

	BaseClass::Spawn();

#if HL2_EPISODIC
	if (m_iUseMarch && !HasSpawnFlags(SF_NPC_START_EFFICIENT))
	{
		Msg( "Soldier %s is set to use march anim, but is not an efficient AI. The blended march anim can only be used for dead-ahead walks!\n", GetDebugName() );
	}
#endif
}
void CNPC_Cremator::Spawn()
{	
	Precache();
	SetModel( "models/cremator_test2.mdl" ); // a model with a bit of a tesselation (tesselated head and collar)
	
	SetHullType(HULL_HUMAN); // отключено, т.к. это новый введенный тип хулла, и вряд ли есть смысл возиться с его введением. 

	//SetHullType( HULL_MEDIUM_TALL ); // данный стандартный тип подходит для большинства ситуаций, однако крематор не сможет проходить в двери, если они ненамного выше его
	
	/*that hull type is made special for a cremator since HULL_MEDIUM is not high enough but HULL_LARGE is too big
	and a cremator cannot fit in Borealis maps with it. The hull type is enumarated in ai_hull.h under the HULL_MEDIUM_TALL
	and then MUST be enumeraten in Hull_Bits_t, again, UNDER HULL_MEDIUM_TALL with the adress of 0x00000400,
	so that the definitions in ai_hull.cpp will then find the corresponding hull type.*/
	SetHullSizeNormal();
	
	SetBodygroup( 1, 0 ); // the gun
	SetBodygroup( 2, 0 ); // the head

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );

	m_bloodColor		= DONT_BLEED;//BLOOD_COLOR_YELLOW;
	m_iHealth			= sk_cremator_health.GetFloat();
	m_flFieldOfView		= VIEW_FIELD_WIDE;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;
	m_nSkin				= CREMATOR_SKIN_ALERT; // original yellow-eyes skin // Если надо спаунить крематора с иным цветом глаз, подставь значение из npc_cremator_h. 
	m_iAmmo				= m_iMaxAmmo = 54;

	NPCInit();

	m_flDistTooFar		= 6000.0;
	GetSenses()->SetDistLook( 6000.0 -1 );
	
	m_flNextIdleSoundTime	= gpGlobals->curtime; // + random->RandomFloat( 14.0f, 28.0f );
	m_flNextRangeAttack2Time = gpGlobals->curtime; // + random->RandomFloat( 10.0f, 20.0f );

	m_MuzzleAttachment	= LookupAttachment( "muzzle" );
	m_HeadAttachment	= LookupAttachment( "headattachment" );
		
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_TURN_HEAD );
	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 ); // flamethrower
	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK2 );

	CapabilitiesAdd( bits_CAP_MOVE_SHOOT ); // TODO: Melee?
}