338 lines
6.5 KiB
Plaintext
338 lines
6.5 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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var int autocvar_sh_scialert = FALSE;
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var int autocvar_sh_scispeed = 40;
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var int autocvar_sh_sciattack = TRUE;
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enum
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{
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SCIA_WALK,
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SCIA_WALKSCARED,
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SCIA_RUN,
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SCIA_RUNSCARED,
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SCIA_RUNLOOK,
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SCIA_180LEFT,
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SCIA_180RIGHT,
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SCIA_FLINCH,
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SCIA_PAIN,
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SCIA_PAINLEFT,
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SCIA_PAINRIGHT,
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SCIA_PAINLEGLEFT,
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SCIA_PAINLEGRIGHT,
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SCIA_IDLE1,
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SCIA_IDLE2,
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SCIA_IDLE3,
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SCIA_IDLE4,
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SCIA_IDLE5,
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SCIA_IDLE6,
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SCIA_SCARED_END,
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SCIA_SCARED1,
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SCIA_SCARED2,
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SCIA_SCARED3,
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SCIA_SCARED4,
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SCIA_PANIC,
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SCIA_FEAR1,
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SCIA_FEAR2,
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SCIA_CRY,
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SCIA_SCI1,
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SCIA_SCI2,
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SCIA_SCI3,
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SCIA_DIE_SIMPLE,
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SCIA_DIE_FORWARD1,
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SCIA_DIE_FORWARD2,
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SCIA_DIE_BACKWARD,
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SCIA_DIE_HEADSHOT,
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SCIA_DIE_GUTSHOT,
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SCIA_LYING1,
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SCIA_LYING2,
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SCIA_DEADSIT,
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SCIA_DEADTABLE1,
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SCIA_DEADTABLE2,
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SCIA_DEADTABLE3
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};
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class monster_scientist:CBaseNPC
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{
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void(void) monster_scientist;
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virtual void(void) Respawn;
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virtual void(void) Pain;
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virtual void(void) Death;
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virtual void(void) OnPlayerUse;
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virtual void(void) TalkPanic;
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virtual int(void) AnimIdle;
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virtual int(void) AnimWalk;
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virtual int(void) AnimRun;
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virtual int(void) AttackMelee;
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virtual void(void) AttackNeedle;
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};
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int
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monster_scientist::AttackMelee(void)
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{
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/* visual */
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AnimPlay(28);
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m_flAttackThink = m_flAnimTime;
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float r = random();
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if (r < 0.33)
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Sentence("!SC_CUREA");
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else if (r < 0.66)
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Sentence("!SC_CUREB");
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else
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Sentence("!SC_CUREC");
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/* functional */
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think = AttackNeedle;
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nextthink = 0.25f;
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return TRUE;
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}
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void
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monster_scientist::AttackNeedle(void)
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{
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traceline(origin, m_eEnemy.origin, FALSE, this);
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if (trace_fraction >= 1.0 || trace_ent.takedamage != DAMAGE_YES) {
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return;
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}
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Damage_Apply(trace_ent, this, 25, 0, 0);
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AnimPlay(30);
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}
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int
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monster_scientist::AnimIdle(void)
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{
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return SCIA_IDLE1;
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}
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int
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monster_scientist::AnimWalk(void)
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{
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return SCIA_WALK;
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}
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int
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monster_scientist::AnimRun(void)
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{
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return SCIA_RUN;
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}
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void
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monster_scientist::TalkPanic(void)
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{
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int r = floor(random(0,30));
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switch (r) {
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case 1:
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Sentence("!SC_SCARED1"); //scientist/stopattacking
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break;
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case 2:
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Sentence("!SC_SCARED2"); //scientist/youinsane
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break;
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case 3:
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Sentence("!SC_PLFEAR0"); //scientist/whatyoudoing
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break;
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case 4:
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Sentence("!SC_PLFEAR2"); //scientist/madness
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break;
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case 5:
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Sentence("!SC_PLFEAR3"); //scientist/noplease
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break;
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case 6:
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Sentence("!SC_PLFEAR4"); //scientist/getoutofhere
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break;
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case 7:
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Sentence("!SC_FEAR3"); //scientist/dontwantdie
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break;
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case 8:
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Sentence("!SC_FEAR4"); //scientist/getoutalive
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break;
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case 9:
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Sentence("!SC_FEAR5"); //scientist/startle3
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break;
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case 10:
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Sentence("!SC_FEAR6"); //scientist/startle4
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break;
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case 11:
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Sentence("!SC_FEAR7"); //scientist/startle5
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break;
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case 12:
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Sentence("!SC_FEAR8"); //scientist/startle6
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break;
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case 13:
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Sentence("!SC_FEAR9"); //scientist/startle7
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break;
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case 14:
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Sentence("!SC_FEAR10"); //scientist/startle8
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break;
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case 15:
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Sentence("!SC_FEAR11"); //scientist/startle9
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break;
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case 16:
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Sentence("!SC_FEAR12"); //scientist/startle1
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break;
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default:
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Sentence("!SC_SCREAM"); //scientist/sci_fear15
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}
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m_flNextSentence = time + 2.0 + random(0,3);
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}
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void
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monster_scientist::Pain(void)
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{
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if (autocvar_sh_sciattack)
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CBaseMonster::Pain();
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StartleAllies();
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if (m_flAnimTime > time) {
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return;
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}
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if (random() < 0.25f) {
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return;
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}
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Sound_Speak(this, "monster_scientist.pain");
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frame = SCIA_FLINCH + floor(random(0, 6));
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m_flAnimTime = time + 0.25f;
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m_iFlags |= MONSTER_FEAR;
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}
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void
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monster_scientist::Death(void)
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{
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WarnAllies();
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if (style != MONSTER_DEAD) {
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SHMultiplayerRules rules = (SHMultiplayerRules)g_grMode;
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if (g_dmg_eAttacker.flags & FL_CLIENT)
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rules.ScientistKill((player)g_dmg_eAttacker, (entity)this);
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Plugin_PlayerObituary(g_dmg_eAttacker, this, g_dmg_iWeapon, g_dmg_iHitBody, g_dmg_iDamage);
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SetFrame(SCIA_DIE_SIMPLE + floor(random(0, 6)));
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Sound_Speak(this, "monster_scientist.die");
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}
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/* now mark our state as 'dead' */
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CBaseNPC::Death();
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}
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void
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monster_scientist::OnPlayerUse(void)
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{
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if (m_iFlags & MONSTER_FEAR)
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return;
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CBaseNPC::OnPlayerUse();
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}
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void
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monster_scientist::Respawn(void)
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{
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CBaseNPC::Respawn();
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m_iFlags |= MONSTER_CANFOLLOW;
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PlayerUse = OnPlayerUse;
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if (autocvar_sh_scialert) {
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m_iFlags |= MONSTER_FEAR;
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}
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}
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void
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monster_scientist::monster_scientist(void)
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{
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spawnflags |= MSF_MULTIPLAYER;
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Sound_Precache("monster_scientist.die");
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Sound_Precache("monster_scientist.pain");
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m_iBody = -1;
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for (int i = 1; i < (tokenize(__fullspawndata)-1); i += 2) {
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switch (argv(i)) {
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case "body":
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m_iBody = stoi(argv(i+1)) + 1;
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break;
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default:
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break;
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}
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}
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m_talkAsk = "!SC_QUESTION";
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m_talkPlayerAsk = "!SC_PQUEST";
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m_talkPlayerGreet = "!SC_PHELLO";
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m_talkPlayerIdle = "!SC_PIDLE";
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m_talkAnswer = "!SC_ANSWER";
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m_talkAllyShot = "!SC_PLFEAR";
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m_talkGreet = "";
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m_talkIdle = "!SC_IDLE";
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m_talkHearing = "!SC_HEAR";
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m_talkSmelling = "!SC_SMELL";
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m_talkStare = "!SC_STARE";
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m_talkSurvived = "!SC_WOUND";
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m_talkWounded = "!SC_MORTAL";
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m_talkUnfollow = "!SC_WAIT";
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m_talkFollow = "!SC_OK";
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m_talkStopFollow = "!SC_STOP";
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m_iBody = -1;
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if (autocvar_sh_sciattack)
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m_iAlliance = MAL_ALIEN;
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model = "models/scientist.mdl";
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base_mins = [-16,-16,0];
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base_maxs = [16,16,72];
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CBaseNPC::CBaseNPC();
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precache_model(m_oldModel);
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base_health = Skill_GetValue("scientist_health", 20);
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if (m_iBody == -1) {
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/* This stuff needs to be persistent because we can't guarantee that
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* the client-side geomset refresh happens. Don't shove this into Respawn */
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m_iBody = floor(random(1,5));
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}
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switch (m_iBody) {
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case 1:
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m_flPitch = 105;
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netname = "Walter";
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break;
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case 2:
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m_flPitch = 100;
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netname = "Einstein";
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break;
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case 3:
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m_flPitch = 95;
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netname = "Luther";
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skin = 1;
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break;
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default:
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m_flPitch = 100;
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netname = "Slick";
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}
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}
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