Beispiel #1
0
//---------------------------------------------------------
//---------------------------------------------------------
void CZombie::SetZombieModel( void )
{
	Hull_t lastHull = GetHullType();

	if ( m_fIsTorso )
	{
		SetModel( "models/zombie/classic_torso.mdl" );
		SetHullType( HULL_TINY );
	}
	else
	{
		SetModel( "models/zombie/classic.mdl" );
		SetHullType( HULL_HUMAN );
	}
	SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );

	SetHullSizeNormal( true );
	SetDefaultEyeOffset();
	SetActivity( ACT_IDLE );

	// hull changed size, notify vphysics
	// UNDONE: Solve this generally, systematically so other
	// NPCs can change size
	if ( lastHull != GetHullType() )
	{
		if ( VPhysicsGetObject() )
		{
			SetupVPhysicsHull();
		}
	}
}
Beispiel #2
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 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 #4
0
//-----------------------------------------------------------------------------
// Purpose: 
//
// NOTE: This function is still heavy with common code (found at the bottom).
//		 we should consider moving some into the base class! (sjb)
//-----------------------------------------------------------------------------
void CNPC_Monster::SetZombieModel( void )
{
	Hull_t lastHull = GetHullType();

	SetModel( cModel.ToCStr() );

	if (m_fIsTorso)
		SetHullType(HULL_TINY);
	else
		SetHullType(HULL_HUMAN);

	SetHullSizeNormal( true );
	SetDefaultEyeOffset();
	SetActivity( ACT_IDLE );

	m_nSkin = m_iSkin;

	if ( lastHull != GetHullType() )
	{
		if ( VPhysicsGetObject() )
		{
			SetupVPhysicsHull();
		}
	}

	CollisionProp()->SetSurroundingBoundsType( USE_OBB_COLLISION_BOUNDS );
}
Beispiel #5
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 );

}
Beispiel #6
0
//-----------------------------------------------------------------------------
// Purpose:	
// Input:	
// Output:	
//-----------------------------------------------------------------------------
void CASW_Ranger::Spawn( void )
{
	SetHullType( HULL_MEDIUMBIG );

	BaseClass::Spawn();

	SetHullType( HULL_MEDIUMBIG );
	SetHealthByDifficultyLevel();
	SetBloodColor( BLOOD_COLOR_GREEN );
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK1 );

	SetIdealState( NPC_STATE_ALERT );

	m_bNeverRagdoll = true;

	//
	// Firing patterns
	// 

	// 3 shots
	CASW_AlienVolley volley;
	volley.m_rounds.SetCount( 3 );
	volley.m_rounds[0].m_flTime				= 0;
	volley.m_rounds[0].m_nShot_type			= GetShotIndex( "shot1" );
	volley.m_rounds[0].m_flStartAngle		= 0;
	volley.m_rounds[0].m_flEndAngle			= 0;
	volley.m_rounds[0].m_nNumShots			= 1;
	volley.m_rounds[0].m_flShotDelay		= 0;
	volley.m_rounds[0].m_flSpeed			= 425;
	volley.m_rounds[0].m_flHorizontalOffset = 0;

	volley.m_rounds[1].m_flTime				= 0.1;
	volley.m_rounds[1].m_nShot_type			= GetShotIndex( "shot1" );
	volley.m_rounds[1].m_flStartAngle		= -4;
	volley.m_rounds[1].m_flEndAngle			= 0;
	volley.m_rounds[1].m_nNumShots			= 1;
	volley.m_rounds[1].m_flShotDelay		= 0;
	volley.m_rounds[1].m_flSpeed			= 425;
	volley.m_rounds[1].m_flHorizontalOffset = 0;

	volley.m_rounds[2].m_flTime				= 0.2;
	volley.m_rounds[2].m_nShot_type			= GetShotIndex( "shot1" );
	volley.m_rounds[2].m_flStartAngle		= 4;
	volley.m_rounds[2].m_flEndAngle			= 0;
	volley.m_rounds[2].m_nNumShots			= 1;
	volley.m_rounds[2].m_flShotDelay		= 0;
	volley.m_rounds[2].m_flSpeed			= 425;
	volley.m_rounds[2].m_flHorizontalOffset = 0;
	CreateVolley( "volley1", &volley );
}
Beispiel #7
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();
}
//=========================================================
// 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();
}
//-----------------------------------------------------------------------------
// 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();
}
//---------------------------------------------------------
//---------------------------------------------------------
void CRebelZombie::SetZombieModel( void )
{
	//if ( m_iZombieSex == 1 ) // Male
	//{
		SetModel( "models/zombie/classic.mdl" );
	/*}
	else // Female
	{
		SetModel( "models/zombie/classic_female.mdl" );
	}*/
	SetHullType( HULL_HUMAN );

	m_nSkin = m_iRebelZombieSkin;

	SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );

	SetHullSizeNormal( true );
	SetDefaultEyeOffset();
	SetActivity( ACT_IDLE );

	// hull changed size, notify vphysics
	// UNDONE: Solve this generally, systematically so other
	// NPCs can change size
	if ( VPhysicsGetObject() )
	{
		SetupVPhysicsHull();
	}
}
Beispiel #11
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();
}
Beispiel #12
0
void CZombie::SetZombieModel( void )
{
	Hull_t lastHull = GetHullType();

	if(m_iZombieType == ZOMBIE_BISOU)
		SetModel( "models/zombie/Bisounours.mdl" );
	else
		SetModel( "models/zombie/classic.mdl" );

	SetHullType( HULL_HUMAN );

	//Commenté en attendant de trouver à quoi ça sert
	//SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );

	SetHullSizeNormal( true );
	SetDefaultEyeOffset();
	SetActivity( ACT_IDLE );

	// hull changed size, notify vphysics
	// UNDONE: Solve this generally, systematically so other
	// NPCs can change size
	if ( lastHull != GetHullType() )
		if ( VPhysicsGetObject() )
			SetupVPhysicsHull();
}
//-----------------------------------------------------------------------------
// 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();
}
//-----------------------------------------------------------------------------
// 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();
}
//=========================================================
// 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;
}
Beispiel #16
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();
}
//=========================================================
// 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 #18
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();
}
Beispiel #19
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 #20
0
void CASW_Harvester::Spawn( void )
{
	SetHullType(HULL_WIDE_SHORT);

	BaseClass::Spawn();
	
	SetHullType(HULL_WIDE_SHORT);
	UTIL_SetSize(this, Vector(-23,-23,0), Vector(23,23,69));
				
	m_iHealth = ASWGameRules()->ModifyAlienHealthBySkillLevel(200);

	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 );

	m_takedamage = DAMAGE_NO;	// alien is invulnerable until she finds her first enemy
	m_bNeverRagdoll = true;
}
//-----------------------------------------------------------------------------
// 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();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Monk::Spawn()
{
	Precache();

	BaseClass::Spawn();

	SetModel( "models/Monk.mdl" );

	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetBloodColor( BLOOD_COLOR_RED );
	m_iHealth			= 100;
	m_flFieldOfView		= m_flFieldOfView = -0.707; // 270`
	m_NPCState			= NPC_STATE_NONE;

	m_HackedGunPos = Vector ( 0, 0, 55 );

	CapabilitiesAdd( bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP | bits_CAP_MOVE_GROUND );
	CapabilitiesAdd( bits_CAP_USE_WEAPONS );
	CapabilitiesAdd( bits_CAP_ANIMATEDFACE );
	CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
	CapabilitiesAdd( bits_CAP_AIM_GUN );
	CapabilitiesAdd( bits_CAP_MOVE_SHOOT );

	NPCInit();
}
//-----------------------------------------------------------------------------
// 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();
}
Beispiel #24
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();
}
Beispiel #25
0
//-----------------------------------------------------------------------------
// Purpose:	
// Input:	
// Output:	
//-----------------------------------------------------------------------------
void CASW_Shaman::Spawn( void )
{
	SetHullType( HULL_MEDIUM );

	BaseClass::Spawn();

	SetHullType( HULL_MEDIUM );
	SetHealthByDifficultyLevel();
	SetBloodColor( BLOOD_COLOR_GREEN );
	CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_AUTO_DOORS );

	AddFactionRelationship( FACTION_MARINES, D_FEAR, 10 );

	SetIdealState( NPC_STATE_ALERT );
	m_bNeverRagdoll = true;

	SetCollisionGroup( ASW_COLLISION_GROUP_PARASITE );
}
//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CNPC_Roller::Spawn( void )
{
	Precache();

	m_pRollSound = NULL;
	
	m_flForwardSpeed = ROLLER_FORWARD_SPEED;

	SetModel( "models/roller.mdl" );
	SetHullType( HULL_TINY_CENTERED );
	SetHullSizeNormal();

	m_bloodColor		= DONT_BLEED;
	m_iHealth			= 20;
	m_flFieldOfView		= 0.5;
	m_NPCState			= NPC_STATE_NONE;

	m_fHACKJustSpawned = true;

	m_RollerController.Off();

	m_flTimeMarcoSound = gpGlobals->curtime + ROLLER_MARCO_FREQUENCY * random->RandomFloat( 1, 3 );
	m_flTimePoloSound = TIME_NEVER;

	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_MOVE_GROUND );

	m_iFail = 0;

	// Create the object in the physics system
	IPhysicsObject *pPhysicsObject = VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
	m_pMotionController = physenv->CreateMotionController( &m_RollerController );
	m_pMotionController->AttachObject( pPhysicsObject );

	NPCInit();

	// Generate me an access code
	int i;
	int iLastDigit = -10;

	for( i = 0 ; i < ROLLER_CODE_DIGITS ; i++ )
	{
		// Generate a digit, and make sure it's not the same
		// or sequential to the previous digit.
		do
		{
			m_iAccessCode[ i ] = rand() % 6;
		} while( abs(m_iAccessCode[ i ] - iLastDigit) <= 1 );

		iLastDigit = m_iAccessCode[ i ];
	}

	// this suppresses boatloads of warnings in the movement code.
	// (code that assumes everyone is propelled by animation).
	m_flGroundSpeed = 20;
}
Beispiel #27
0
void CNPC_Hydra::Spawn()
{
	Precache();

	BaseClass::Spawn();

	SetModel( "models/Hydra.mdl" );

	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	SetBloodColor( BLOOD_COLOR_RED );
	ClearEffects();
	m_iHealth			= 20;
	m_flFieldOfView		= -1.0;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;

	GetVectors( NULL, NULL, &m_vecOutward );

	SetAbsAngles( QAngle( 0, 0, 0 ) );

	m_vecChain.Set( 0, GetAbsOrigin( ) - m_vecOutward * 32 );
	m_vecChain.Set( 1, GetAbsOrigin( ) + m_vecOutward * 16 );

	m_vecHeadGoal = m_vecChain[1] + m_vecOutward * HYDRA_OUTWARD_BIAS;
	m_vecHeadDir = Vector( 0, 0, 1 );

	// init bones
	HydraBone bone;
	bone.flActualLength = 0.0f;
	bone.vecGoalPos = Vector(0.0f, 0.0f, 0.0f);
	bone.vecPos = GetAbsOrigin( ) - m_vecOutward * HYDRA_INWARD_BIAS;
	m_body.AddToTail( bone );
	bone.vecPos = m_vecChain[1];
	m_body.AddToTail( bone );
	bone.vecPos = m_vecHeadGoal;
	m_body.AddToTail( bone );
	bone.vecPos = m_vecHeadGoal + m_vecHeadDir;
	m_body.AddToTail( bone );

	m_idealSegmentLength = sv_hydraSegmentLength.GetFloat();

	for (int i = 2; i < CHAIN_LINKS; i++)
	{
		m_vecChain.Set( i, m_vecChain[i-1] );
	}

	m_seed = random->RandomFloat( 0.0, 2000.0 );

	NPCInit();

	m_takedamage = DAMAGE_NO;
}
Beispiel #28
0
void CNPC_Zombine::SetZombieModel( void )
{
	SetModel( "models/zombie/zombie_soldier.mdl" );
	SetHullType( HULL_HUMAN );

	SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );

	SetHullSizeNormal( true );
	SetDefaultEyeOffset();
	SetActivity( ACT_IDLE );
}
Beispiel #29
0
//---------------------------------------------------------
// Zombie model
//---------------------------------------------------------
void CNPC_Infected::SetZombieModel( void )
{
	SetModel( "models/infected/common_male01.mdl" );
	SetHullType( HULL_HUMAN );
		
	SetBodygroup ( 0, RandomInt (0, 3 ) ); // Head
	SetBodygroup ( 1, RandomInt (0, 5 ) ); // Upper body
	SetBodygroup ( 2, RandomInt (0, 3 ) ); // Lower body, changes the number of legs cut off (kaitek666: was commented out. Why?)
		
	m_nSkin = random->RandomInt( 0, INFECTED_SKIN_COUNT-1 );
}
Beispiel #30
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;
}