/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * This source code contains proprietary and confidential information of * Valve LLC and its suppliers. Access to this code is restricted to * persons who have executed a written SDK license with Valve. Any access, * use or distribution of this code by or to any unlicensed person is illegal. * ****/ /* ===== h_cine.cpp ======================================================== The Halflife hard coded "scripted sequence". I'm pretty sure all this code is obsolete */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "decals.h" class CLegacyCineMonster : public CBaseMonster { public: void CineSpawn(const char* szModel); void Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) override; void EXPORT CineThink(); void Pain(); void Die(); }; class CCineScientist : public CLegacyCineMonster { public: void Spawn() override { CineSpawn("models/cine-scientist.mdl"); } }; class CCine2Scientist : public CLegacyCineMonster { public: void Spawn() override { CineSpawn("models/cine2-scientist.mdl"); } }; class CCinePanther : public CLegacyCineMonster { public: void Spawn() override { CineSpawn("models/cine-panther.mdl"); } }; class CCineBarney : public CLegacyCineMonster { public: void Spawn() override { CineSpawn("models/cine-barney.mdl"); } }; class CCine2HeavyWeapons : public CLegacyCineMonster { public: void Spawn() override { CineSpawn("models/cine2_hvyweapons.mdl"); } }; class CCine2Slave : public CLegacyCineMonster { public: void Spawn() override { CineSpawn("models/cine2_slave.mdl"); } }; class CCine3Scientist : public CLegacyCineMonster { public: void Spawn() override { CineSpawn("models/cine3-scientist.mdl"); } }; class CCine3Barney : public CLegacyCineMonster { public: void Spawn() override { CineSpawn("models/cine3-barney.mdl"); } }; // // ********** Scientist SPAWN ********** // LINK_ENTITY_TO_CLASS(monster_cine_scientist, CCineScientist); LINK_ENTITY_TO_CLASS(monster_cine_panther, CCinePanther); LINK_ENTITY_TO_CLASS(monster_cine_barney, CCineBarney); LINK_ENTITY_TO_CLASS(monster_cine2_scientist, CCine2Scientist); LINK_ENTITY_TO_CLASS(monster_cine2_hvyweapons, CCine2HeavyWeapons); LINK_ENTITY_TO_CLASS(monster_cine2_slave, CCine2Slave); LINK_ENTITY_TO_CLASS(monster_cine3_scientist, CCine3Scientist); LINK_ENTITY_TO_CLASS(monster_cine3_barney, CCine3Barney); // // ********** Scientist SPAWN ********** // void CLegacyCineMonster::CineSpawn(const char* szModel) { PRECACHE_MODEL(szModel); SET_MODEL(ENT(pev), szModel); UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 64)); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; pev->effects = 0; pev->health = 1; pev->yaw_speed = 10; // ugly alpha hack, can't set ints from the bsp. pev->sequence = (int)pev->impulse; ResetSequenceInfo(); pev->framerate = 0.0; m_bloodColor = BLOOD_COLOR_RED; // if no targetname, start now if (FStringNull(pev->targetname)) { SetThink(&CLegacyCineMonster::CineThink); pev->nextthink += 1.0; } } // // CineStart // void CLegacyCineMonster::Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) { pev->animtime = 0; // reset the sequence SetThink(&CLegacyCineMonster::CineThink); pev->nextthink = gpGlobals->time; } // // ********** Scientist DIE ********** // void CLegacyCineMonster::Die() { SetThink(&CLegacyCineMonster::SUB_Remove); } // // ********** Scientist PAIN ********** // void CLegacyCineMonster::Pain() { EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pain3.wav", 1, ATTN_NORM); } void CLegacyCineMonster::CineThink() { // DBG_CheckMonsterData(pev); // Emit particles from origin (double check animator's placement of model) // THIS is a test feature //UTIL_ParticleEffect(pev->origin, g_vecZero, 255, 20); if (0 == pev->animtime) ResetSequenceInfo(); pev->nextthink = gpGlobals->time + 1.0; if (pev->spawnflags != 0 && m_fSequenceFinished) { Die(); return; } StudioFrameAdvance(); } // // cine_blood // // e3/prealpha only. class CCineBlood : public CBaseEntity { public: void Spawn() override; void EXPORT BloodStart(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value); void EXPORT BloodGush(); }; LINK_ENTITY_TO_CLASS(cine_blood, CCineBlood); void CCineBlood::BloodGush() { Vector vecSplatDir; TraceResult tr; pev->nextthink = gpGlobals->time + 0.1; UTIL_MakeVectors(pev->angles); if (pev->health-- < 0) REMOVE_ENTITY(ENT(pev)); // CHANGE_METHOD ( ENT(pev), em_think, SUB_Remove ); if (RANDOM_FLOAT(0, 1) < 0.7) // larger chance of globs { UTIL_BloodDrips(pev->origin, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 10); } else // slim chance of geyser { UTIL_BloodStream(pev->origin, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, RANDOM_LONG(50, 150)); } if (RANDOM_FLOAT(0, 1) < 0.75) { // decals the floor with blood. vecSplatDir = Vector(0, 0, -1); vecSplatDir = vecSplatDir + (RANDOM_FLOAT(-1, 1) * 0.6 * gpGlobals->v_right) + (RANDOM_FLOAT(-1, 1) * 0.6 * gpGlobals->v_forward); // randomize a bit UTIL_TraceLine(pev->origin + Vector(0, 0, 64), pev->origin + vecSplatDir * 256, ignore_monsters, ENT(pev), &tr); if (tr.flFraction != 1.0) { // Decal with a bloodsplat UTIL_BloodDecalTrace(&tr, BLOOD_COLOR_RED); } } } void CCineBlood::BloodStart(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) { SetThink(&CCineBlood::BloodGush); pev->nextthink = gpGlobals->time; // now! } void CCineBlood::Spawn() { pev->solid = SOLID_NOT; SetUse(&CCineBlood::BloodStart); pev->health = 20; //hacked health to count iterations }