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;
	
}
Exemple #2
0
void CZombie::MonsterThink( void )
{
	pev->nextthink = gpGlobals->time + 0.1;

	if (m_fNextIgnite && gpGlobals->time >= m_fNextIgnite)
	{
		if (m_iIgniteCounter >= 7)//burn for 7 seconds
		{
			IgniteEnd();
		}
		else
		{
			RealTakeDamage(pev, pev, 10, DMG_GENERIC|DMG_NEVERGIB);
			m_iIgniteCounter++;
			m_fNextIgnite = gpGlobals->time + 1;
		}

		if (pev->health <= 0)
		{
			SetBodygroup(BODYGROUP_HEAD, SUBMDL_HEAD_NO);

			if (m_iInjuryType & DAMAGE_BLOW_HEAD)
				SetBodygroup(BODYGROUP_BODY, SUBMDL_BODY_SKELETON_NOSKULL);
			else
				SetBodygroup(BODYGROUP_BODY, SUBMDL_BODY_SKELETON);

			m_iInjuryType |= DAMAGE_DESTROY_FLESH;
		}
	}

	if (!m_fEndfrozen)
		CBaseMonster::MonsterThink();//Do not run AI
	else if (gpGlobals->time >= m_fEndfrozen)
		FrozenEnd();
}
//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CNPC_MissileDefense::Gib(void)
{
	// Sparks
	for (int i = 0; i < 4; i++)
	{
		Vector sparkPos = GetAbsOrigin();
		sparkPos.x += random->RandomFloat(-12,12);
		sparkPos.y += random->RandomFloat(-12,12);
		sparkPos.z += random->RandomFloat(-12,12);
		g_pEffects->Sparks(sparkPos);
	}
	// Smoke
	UTIL_Smoke(GetAbsOrigin(), random->RandomInt(10, 15), 10);

	// Light
	CBroadcastRecipientFilter filter;

	te->DynamicLight( filter, 0.0,
			&GetAbsOrigin(), 255, 180, 100, 0, 100, 0.1, 0 );

	// Remove top parts
	SetBodygroup( 1, 0 );
	SetBodygroup( 2, 0 );
	SetBodygroup( 3, 0 );
	SetBodygroup( 4, 0 );
	m_takedamage = 0;
	SetThink(NULL);
	
	// Throw manhackgibs
	CGib::SpawnSpecificGibs( this, MD_GIB_COUNT, 300, 500, MD_GIB_MODEL);
}
Exemple #4
0
void CHoundeye :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
	CSquadMonster :: TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType);

	//demembrage

	if ( gMultiDamage.pEntity != this )
		return;
	
	if ( ( pev->health - ( gMultiDamage.amount ) <= 0 )  && IsAlive() && m_iHasGibbed == 0 )
	{
		switch ( ptr->iHitgroup )
		{
		case HITGROUP_RIGHTLEG:
			SetBodygroup( LEG_R_GROUP, NO_MEMBRE);
			MakeGib ( 0, pevAttacker );
			break;
		case HITGROUP_LEFTLEG:
			SetBodygroup( LEG_L_GROUP, NO_MEMBRE);
			MakeGib ( 0, pevAttacker );
			break;
		case HITGROUP_HEAD:
			SetBodygroup( EYE_GROUP, NO_MEMBRE);
			break;
		case HITGROUP_MIDLEG:
			SetBodygroup( LEG_M_GROUP, NO_MEMBRE);
			MakeGib ( 0, pevAttacker );
			break;

		}
	}

}
Exemple #5
0
void CZombie :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
	if (!pev->takedamage) return;

	if (ptr->iHitgroup == HITGROUP_HEAD && !(m_iInjuryType & DAMAGE_BLOW_HEAD) && !m_fEndfrozen)
	{
		flDamage *= 2;

		if (flDamage >= pev->health)
		{
			if (m_iInjuryType & DAMAGE_DESTROY_FLESH)
			{
				SetBodygroup(BODYGROUP_HEAD, SUBMDL_HEAD_NO);
				SetBodygroup(BODYGROUP_BODY, SUBMDL_BODY_SKELETON_NOSKULL);
			}
			else
			{
				SetBodygroup(BODYGROUP_HEAD, SUBMDL_HEAD_BLOWN);
			}

			FX_PlrGib( ptr->vecEndPos, GIBBED_HEAD );
			pev->health = 0;
			m_iInjuryType |= DAMAGE_BLOW_HEAD;
			Killed(pevAttacker, 0);
			FrozenEnd();
			IgniteEnd();
			return;
		}
	}

	CBaseMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType);
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : origin - 
//			angles - 
//			event - 
//			*options - 
//-----------------------------------------------------------------------------
void C_BaseObject::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
	switch ( event )
	{
	default:
		{
			BaseClass::FireEvent( origin, angles, event, options );
		}
		break;
	case TF_OBJ_PLAYBUILDSOUND:
		{
			EmitSound( options );
		}
		break;
	case TF_OBJ_ENABLEBODYGROUP:
		{
			int index = FindBodygroupByName( options );
			if ( index >= 0 )
			{
				SetBodygroup( index, TF_OBJ_BODYGROUPTURNON );
			}
		}
		break;
	case TF_OBJ_DISABLEBODYGROUP:
		{
			int index = FindBodygroupByName( options );
			if ( index >= 0 )
			{
				SetBodygroup( index, TF_OBJ_BODYGROUPTURNOFF );
			}
		}
		break;
	case TF_OBJ_ENABLEALLBODYGROUPS:
	case TF_OBJ_DISABLEALLBODYGROUPS:
		{
			// Start at 1, because body 0 is the main .mdl body...
			// Is this the way we want to do this?
			int count = GetNumBodyGroups();
			for ( int i = 1; i < count; i++ )
			{
				int subpartcount = GetBodygroupCount( i );
				if ( subpartcount == 2 )
				{
					SetBodygroup( i, 
						( event == TF_OBJ_ENABLEALLBODYGROUPS ) ?
						TF_OBJ_BODYGROUPTURNON : TF_OBJ_BODYGROUPTURNOFF );
				}
				else
				{
					DevMsg( "TF_OBJ_ENABLE/DISABLEBODY GROUP:  %s has a group with %i subparts, should be exactly 2\n",
						GetClassname(), subpartcount );
				}
			}
		}
		break;
	}
}
//---------------------------------------------------------
// 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 );
}
void CWeaponPortalgun::Think( void )
{
	//Allow descended classes a chance to do something before the think function
	if ( PreThink() )
		return;

	SetNextThink( gpGlobals->curtime + 0.1f );

	CPortal_Player *pPlayer = ToPortalPlayer( GetOwner() );

	if ( !pPlayer || pPlayer->GetActiveWeapon() != this )
	{
		m_fCanPlacePortal1OnThisSurface = 1.0f;
		m_fCanPlacePortal2OnThisSurface = 1.0f;
		return;
	}

	// Test portal placement
	m_fCanPlacePortal1OnThisSurface = ( ( m_bCanFirePortal1 ) ? ( FirePortal( false, 0, 1 ) ) : ( 0.0f ) );
	m_fCanPlacePortal2OnThisSurface = ( ( m_bCanFirePortal2 ) ? ( FirePortal( true, 0, 2 ) ) : ( 0.0f ) );

	// Draw obtained portal color chips
	int iSlot1State = ( ( m_bCanFirePortal1 ) ? ( 0 ) : ( 1 ) ); // FIXME: Portal gun might have only red but not blue;
	int iSlot2State = ( ( m_bCanFirePortal2 ) ? ( 0 ) : ( 1 ) );

	SetBodygroup( 1, iSlot1State );
	SetBodygroup( 2, iSlot2State );

	if ( pPlayer->GetViewModel() )
	{
		pPlayer->GetViewModel()->SetBodygroup( 1, iSlot1State );
		pPlayer->GetViewModel()->SetBodygroup( 2, iSlot2State );
	}

	// HACK HACK! Used to make the gun visually change when going through a cleanser!
	if ( m_fEffectsMaxSize1 > 4.0f )
	{
		m_fEffectsMaxSize1 -= gpGlobals->frametime * 400.0f;
		if ( m_fEffectsMaxSize1 < 4.0f )
			m_fEffectsMaxSize1 = 4.0f;
	}

	if ( m_fEffectsMaxSize2 > 4.0f )
	{
		m_fEffectsMaxSize2 -= gpGlobals->frametime * 400.0f;
		if ( m_fEffectsMaxSize2 < 4.0f )
			m_fEffectsMaxSize2 = 4.0f;
	}
}
void CObjectTeleporter::ShowDirectionArrow( bool bShow )
{
	if ( bShow != m_bShowDirectionArrow )
	{
		if ( m_iDirectionBodygroup >= 0 )
		{
			SetBodygroup( m_iDirectionBodygroup, bShow ? 1 : 0 );
		}
			
		m_bShowDirectionArrow = bShow;

		if ( bShow )
		{
			CObjectTeleporter *pMatch = GetMatchingTeleporter();

			Assert( pMatch );

			Vector vecToOwner = pMatch->GetAbsOrigin() - GetAbsOrigin();
			QAngle angleToExit;
			VectorAngles( vecToOwner, Vector(0,0,1), angleToExit );
			angleToExit -= GetAbsAngles();

			// pose param is flipped and backwards, adjust.
			//m_flYawToExit = anglemod( -angleToExit.y + 180.0 );
			m_flYawToExit = AngleNormalize( -angleToExit.y + 180.0 );
			// For whatever reason the original code normalizes angle 0 to 360 while pose param
			// takes angle from -180 to 180. I have no idea how did this work properly
			// in official TF2 all this time. (Nicknine)
		}
	}
}
Exemple #10
0
void StudioModel::scaleMeshes (float scale)
{
	CStudioHdr *pStudioHdr = GetStudioHdr();
	if (!pStudioHdr)
		return;

	int i, j, k;

	// manadatory to access correct verts
	SetCurrentModel();

	// scale verts
	int tmp = m_bodynum;
	for (i = 0; i < pStudioHdr->numbodyparts(); i++)
	{
		mstudiobodyparts_t *pbodypart = pStudioHdr->pBodypart( i );
		for (j = 0; j < pbodypart->nummodels; j++)
		{
			SetBodygroup (i, j);
			SetupModel (i);

			const mstudio_modelvertexdata_t *vertData = m_pmodel->GetVertexData();

			for (k = 0; k < m_pmodel->numvertices; k++)
			{
				*vertData->Position(k) *= scale;
			}
		}
	}

	m_bodynum = tmp;

	// scale complex hitboxes
	int hitboxset = g_MDLViewer->GetCurrentHitboxSet();

	mstudiobbox_t *pbboxes = pStudioHdr->pHitbox( 0, hitboxset );
	for (i = 0; i < pStudioHdr->iHitboxCount( hitboxset ); i++)
	{
		VectorScale (pbboxes[i].bbmin, scale, pbboxes[i].bbmin);
		VectorScale (pbboxes[i].bbmax, scale, pbboxes[i].bbmax);
	}

	// scale bounding boxes
	for (i = 0; i < pStudioHdr->GetNumSeq(); i++)
	{
		mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( i );
		Vector tmp;

		tmp = seqdesc.bbmin;
		VectorScale( tmp, scale, tmp );
		seqdesc.bbmin = tmp;

		tmp = seqdesc.bbmax;
		VectorScale( tmp, scale, tmp );
		seqdesc.bbmax = tmp;

	}

	// maybe scale exeposition, pivots, attachments
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void Dota_Resupply::Spawn( void )
{
	Precache();

	BaseClass::Spawn();

	SetModel( STRING( GetModelName() ) );
	SetMoveType( MOVETYPE_NONE );
	SetSolid( SOLID_VPHYSICS );
	CreateVPhysics();

	ResetSequence( LookupSequence( "Idle" ) );
	SetBodygroup( 1, true );

	m_flCloseTime = gpGlobals->curtime;
	m_flAnimTime = gpGlobals->curtime;
	m_flPlaybackRate = 0.0;
	SetCycle( 0 );

	m_takedamage = DAMAGE_EVENTS_ONLY;

	// Issue #28: JMS - 2013-10-12 - ammobox needs to fire a new modevent letting all clients know that one is spawned
	IGameEvent *pEvent = gameeventmanager->CreateEvent( "ammobox_spawn" );
	if ( pEvent )
	{
		pEvent->SetInt( "entindex", entindex() );
		gameeventmanager->FireEvent( pEvent );
	}
}
//-----------------------------------------------------------------------------
// Here's where we deal with weapons, ladders, etc.
//-----------------------------------------------------------------------------
void CVehicleTeleportStation::OnItemPostFrame( CBaseTFPlayer *pDriver )
{
	// I can't do anything if I'm not active
	if ( !ShouldBeActive() )
		return;

	if ( GetPassengerRole( pDriver ) != VEHICLE_DRIVER )
		return;

	if ( !IsDeployed() && ( pDriver->m_afButtonPressed & IN_ATTACK ) )
	{
		if ( ValidDeployPosition() )
		{
			Deploy();
		}
	}
	else if ( IsDeployed() && ( pDriver->m_afButtonPressed & IN_ATTACK ) )
	{
		UnDeploy();

		SetControlPanelsActive( false );
		SetBodygroup( 1, true );
		RemoveCornerSprites();
		SetContextThink( NULL, 0, TELEPORT_STATION_THINK_CONTEXT );
	}
}
Exemple #13
0
//=========================================================
// StartMonster
//=========================================================
void CSquadMonster :: StartMonster( void )
{
    CBaseMonster :: StartMonster();

    if ( ( m_afCapability & bits_CAP_SQUAD ) && !InSquad() )
    {
        if ( !FStringNull( pev->netname ) )
        {
            // if I have a groupname, I can only recruit if I'm flagged as leader
            if ( !( pev->spawnflags & SF_SQUADMONSTER_LEADER ) )
            {
                return;
            }
        }

        // try to form squads now.
        int iSquadSize = SquadRecruit( 1024, 4 );

        if ( iSquadSize )
        {
            ALERT ( at_aiconsole, "Squad of %d %s formed\n", iSquadSize, STRING( pev->classname ) );
        }

        if ( IsLeader() && FClassnameIs ( pev, "monster_human_grunt" ) )
        {
            SetBodygroup( 1, 1 ); // UNDONE: truly ugly hack
            pev->skin = 0;
        }

    }
}
void CObjectTeleporter::ShowDirectionArrow( bool bShow )
{
	if ( bShow != m_bShowDirectionArrow )
	{
		if ( m_iDirectionBodygroup >= 0 )
		{
			SetBodygroup( m_iDirectionBodygroup, bShow ? 1 : 0 );
		}
			
		m_bShowDirectionArrow = bShow;

		if ( bShow )
		{
			CObjectTeleporter *pMatch = GetMatchingTeleporter();

			Assert( pMatch );

			Vector vecToOwner = pMatch->GetAbsOrigin() - GetAbsOrigin();
			QAngle angleToExit;
			VectorAngles( vecToOwner, Vector(0,0,1), angleToExit );
			angleToExit -= GetAbsAngles();

			// pose param is flipped and backwards, adjust.
			m_flYawToExit = anglemod( -angleToExit.y + 180 );
		}
	}
}
//=========================================================
// 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 );
}
void CNPC_HL1Barney::Event_Killed( const CTakeDamageInfo &info )
{
	if ( m_nBody < BARNEY_BODY_GUNGONE )
	{
		// drop the gun!
		Vector vecGunPos;
		QAngle angGunAngles;
		CBaseEntity *pGun = NULL;

		SetBodygroup( 1, BARNEY_BODY_GUNGONE);

		GetAttachment( "0", vecGunPos, angGunAngles );
		
		angGunAngles.y += 180;
		pGun = DropItem( "weapon_glock", vecGunPos, angGunAngles );
	}

	SetUse( NULL );	
	BaseClass::Event_Killed( info  );

	if ( UTIL_IsLowViolence() )
	{
		SUB_StartLVFadeOut( 0.0f );
	}
}
Exemple #17
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();
		}
	}
}
//---------------------------------------------------------
//---------------------------------------------------------
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();
	}
}
Exemple #19
0
//=========================================================
// StartMonster
//=========================================================
void CSquadMonster :: StartMonster( void )
{
	CBaseMonster :: StartMonster();

	if ( ( m_afCapability & bits_CAP_SQUAD ) && !InSquad() )
	{
		if ( HasNetName() )
		{
			// if I have a groupname, I can only recruit if I'm flagged as leader
			if ( !GetSpawnFlags().Any( SF_SQUADMONSTER_LEADER ) )
			{
				return;
			}
		}

		// try to form squads now.
		int iSquadSize = SquadRecruit( 1024, 4 );

		if ( iSquadSize )
		{
		  ALERT ( at_aiconsole, "Squad of %d %s formed\n", iSquadSize, GetClassname() );
		}

		if ( IsLeader() && ClassnameIs( "monster_human_grunt" ) )
		{
			SetBodygroup( 1, 1 ); // UNDONE: truly ugly hack
			SetSkin( 0 );
		}

	}
}
Exemple #20
0
//-----------------------------------------------------------------------------
// Purpose: Override so only reload one shell at a time
// Input  :
// Output :
//-----------------------------------------------------------------------------
bool CWeaponShotgun::StartReload( void )
{
	if ( m_bNeedPump )
		return false;

	CBaseCombatCharacter *pOwner  = GetOwner();
	
	if ( pOwner == NULL )
		return false;

	if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
		return false;

	if (m_iClip1 >= GetMaxClip1())
		return false;


	int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));

	if (j <= 0)
		return false;

	SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );

	// Make shotgun shell visible
	SetBodygroup(1,0);

	pOwner->m_flNextAttack = gpGlobals->curtime;
	m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();

	m_bInReload = true;
	return true;
}
Exemple #21
0
bool StudioModel::PostLoadModel( const char *modelname )
{
	MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );

	CStudioHdr *pStudioHdr = GetStudioHdr();
	if (pStudioHdr == NULL)
		return false;

	SetSequence (0);
	SetController (0, 0.0f);
	SetController (1, 0.0f);
	SetController (2, 0.0f);
	SetController (3, 0.0f);
	SetBlendTime( DEFAULT_BLEND_TIME );
	// SetHeadTurn( 1.0f );  // FIXME:!!!

	int n;
	for (n = 0; n < pStudioHdr->numbodyparts(); n++)
	{
		SetBodygroup (n, 0);
	}

	SetSkin (0);

/*
	Vector mins, maxs;
	ExtractBbox (mins, maxs);
	if (mins[2] < 5.0f)
		m_origin[2] = -mins[2];
*/
	return true;
}
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?
}
//=========================================================
// Spawn
//=========================================================
void COtis :: 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;

	if ( !m_fHostile )
		pev->health		= gSkillData.otisHealth;
	else
		pev->health		= gSkillData.otisHealth - 10;

	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;

	if ( !m_fHostile )
	{
		SetBodygroup( OT_GUN_GROUP, OT_GUN_HOLSTER );
		m_fGunDrawn	= FALSE;
	}
	else
	{
		SetBodygroup( OT_GUN_GROUP, OT_GUN_DRAWN );
		m_fGunDrawn	= TRUE;
	}

	if ( m_iHead == 0 )
		SetBodygroup( OT_HEAD_GROUP, OT_HEAD_NORMAL );

	if ( m_iHead == 1 )
		SetBodygroup( OT_HEAD_GROUP, OT_HEAD_BALD );

	m_afCapability	= bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
	MonsterInit();

	if ( !m_fHostile )
		SetUse( &CTalkMonster::FollowerUse );
}
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 );
}
Exemple #25
0
//=========================================================
// ********** DeadHGrunt SPAWN **********
//=========================================================
void CDeadHGrunt::Spawn( void )
{
	PRECACHE_MODEL( "models/hgrunt.mdl" );
	SetModel( "models/hgrunt.mdl" );

	pev->effects = 0;
	pev->yaw_speed = 8;
	pev->sequence = 0;
	m_bloodColor = BLOOD_COLOR_RED;

	pev->sequence = LookupSequence( m_szPoses[ m_iPose ] );

	if( pev->sequence == -1 )
	{
		ALERT( at_console, "Dead hgrunt with bad pose\n" );
	}

	// Corpses have less health
	pev->health = 8;

	// map old bodies onto new bodies
	switch( pev->body )
	{
	case 0: // Grunt with Gun
		pev->body = 0;
		pev->skin = 0;
		SetBodygroup( HEAD_GROUP, HEAD_GRUNT );
		SetBodygroup( GUN_GROUP, GUN_MP5 );
		break;
	case 1: // Commander with Gun
		pev->body = 0;
		pev->skin = 0;
		SetBodygroup( HEAD_GROUP, HEAD_COMMANDER );
		SetBodygroup( GUN_GROUP, GUN_MP5 );
		break;
	case 2: // Grunt no Gun
		pev->body = 0;
		pev->skin = 0;
		SetBodygroup( HEAD_GROUP, HEAD_GRUNT );
		SetBodygroup( GUN_GROUP, GUN_NONE );
		break;
	case 3: // Commander no Gun
		pev->body = 0;
		pev->skin = 0;
		SetBodygroup( HEAD_GROUP, HEAD_COMMANDER );
		SetBodygroup( GUN_GROUP, GUN_NONE );
		break;
	}

	MonsterInitDead();
}
//-----------------------------------------------------------------------------
// 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;
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &info - 
//-----------------------------------------------------------------------------
void CNPC_Assassin::Event_Killed( const CTakeDamageInfo &info )
{
	BaseClass::Event_Killed( info );

	// Turn off the eye
	SetEyeState( ASSASSIN_EYE_DEAD );
	
	// Turn off the pistols
	SetBodygroup( 1, 0 );

	// Spawn her guns
}
//-----------------------------------------------------------------------------
// Purpose: Override so only reload one shell at a time
// Input  :
// Output :
//-----------------------------------------------------------------------------
bool CWeapon870AE::StartReload( void )
{
	CBaseCombatCharacter *pOwner  = GetOwner();
	
	if ( pOwner == NULL )
		return false;

	if (m_iItemID == 0) 
	{
		if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
			return false;

		if (m_iClip1 >= GetMaxClip1())
			return false;

		// If shotgun totally emptied then a pump animation is needed

		//NOTENOTE: This is kinda lame because the player doesn't get strong feedback on when the reload has finished,
		//			without the pump.  Technically, it's incorrect, but it's good for feedback...


		int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));

		if (j <= 0)
			return false;
	}
	else 
	{
		CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
		if (pPlayer)
		{
			if (pPlayer->Inventory_CountAllObjectContentsOfID(GetPrimaryAmmoID()) <= 0)
				return false;
			if (m_iClip1 >= GetMaxClip1())
				return false;
			int j = MIN(1, pPlayer->Inventory_CountAllObjectContentsOfID(GetPrimaryAmmoID()));
			if (j <= 0)
				return false;
		}
	}

	SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );

	// Make shotgun shell visible
	SetBodygroup(1,0);

	pOwner->m_flNextAttack = gpGlobals->curtime;
	m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();

	m_bInReload = true;
	return true;
}
Exemple #29
0
//------------------------------------------------
// Spawn
//------------------------------------------------
void CASW_PropJeep::Spawn( void )
{
	// Setup vehicle as a real-wheels car.
	SetVehicleType( VEHICLE_TYPE_CAR_WHEELS );

	BaseClass::Spawn();
	m_flHandbrakeTime = gpGlobals->curtime + 0.1;
	m_bInitialHandbrake = false;

	m_flMinimumSpeedToEnterExit = LOCK_SPEED;

	m_nBulletType = GetAmmoDef()->Index("GaussEnergy");

	if ( m_bHasGun )
	{
		SetBodygroup( 1, true );
	}
	else
	{
		SetBodygroup( 1, false );
	}

	// Initialize pose parameters
	SetPoseParameter( JEEP_GUN_YAW, 0 );
	SetPoseParameter( JEEP_GUN_PITCH, 0 );
	m_nSpinPos = 0;
	SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos );
	m_aimYaw = 0;
	m_aimPitch = 0;

	AddSolidFlags( FSOLID_NOT_STANDABLE );

	CAmmoDef *pAmmoDef = GetAmmoDef();
	m_nAmmoType = pAmmoDef->Index("GaussEnergy");

	// normal HL2 vehicles don't feel nice in a network game
	//  so destroy ourselves and spawn the serverside component of our custom ASW client authorative vehicle system
}
//-----------------------------------------------------------------------------
// Purpose: Catches the monster-specific messages that occur when tagged
//			animation frames are played.
// Input  : *pEvent - 
//-----------------------------------------------------------------------------
void CItem_AmmoCrate::HandleAnimEvent( animevent_t *pEvent )
{
	if ( pEvent->event == AE_AMMOCRATE_PICKUP_AMMO )
	{
		if ( m_hActivator )
		{
			if ( m_pGiveWeapon[m_nAmmoType] && !m_hActivator->Weapon_OwnsThisType( m_pGiveWeapon[m_nAmmoType] ) )
			{
				CBaseEntity *pEntity = CreateEntityByName( m_pGiveWeapon[m_nAmmoType] );
				CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>(pEntity);
				if ( pWeapon )
				{
					pWeapon->SetAbsOrigin( m_hActivator->GetAbsOrigin() );
					pWeapon->m_iPrimaryAmmoType = 0;
					pWeapon->m_iSecondaryAmmoType = 0;
					pWeapon->Spawn();
					if ( !m_hActivator->BumpWeapon( pWeapon ) )
					{
						UTIL_Remove( pEntity );
					}
					else
					{
						SetBodygroup( 1, false );
					}
				}
			}

			if ( m_hActivator->GiveAmmo( m_nAmmoAmounts[m_nAmmoType], m_nAmmoIndex ) != 0 )
			{
				SetBodygroup( 1, false );
			}
			m_hActivator = NULL;
		}
		return;
	}

	BaseClass::HandleAnimEvent( pEvent );
}