halflife-photomode/dlls/barney.cpp

821 lines
20 KiB
C++

/***
*
* 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.
*
****/
//=========================================================
// monster template
//=========================================================
// UNDONE: Holster weapon?
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "talkmonster.h"
#include "schedule.h"
#include "defaultai.h"
#include "scripted.h"
#include "weapons.h"
#include "soundent.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is barney dying for scripted sequences?
#define BARNEY_AE_DRAW (2)
#define BARNEY_AE_SHOOT (3)
#define BARNEY_AE_HOLSTER (4)
#define BARNEY_BODY_GUNHOLSTERED 0
#define BARNEY_BODY_GUNDRAWN 1
#define BARNEY_BODY_GUNGONE 2
class CBarney : public CTalkMonster
{
public:
void Spawn() override;
void Precache() override;
void SetYawSpeed() override;
int ISoundMask() override;
void BarneyFirePistol();
void AlertSound() override;
int Classify() override;
void HandleAnimEvent(MonsterEvent_t* pEvent) override;
void RunTask(Task_t* pTask) override;
void StartTask(Task_t* pTask) override;
int ObjectCaps() override { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; }
bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
bool CheckRangeAttack1(float flDot, float flDist) override;
void DeclineFollowing() override;
// Override these to set behavior
Schedule_t* GetScheduleOfType(int Type) override;
Schedule_t* GetSchedule() override;
MONSTERSTATE GetIdealState() override;
void DeathSound() override;
void PainSound() override;
void TalkInit();
void TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) override;
void Killed(entvars_t* pevAttacker, int iGib) override;
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
static TYPEDESCRIPTION m_SaveData[];
bool m_fGunDrawn;
float m_painTime;
float m_checkAttackTime;
bool m_lastAttackCheck;
// UNDONE: What is this for? It isn't used?
float m_flPlayerDamage; // how much pain has the player inflicted on me?
CUSTOM_SCHEDULES;
};
LINK_ENTITY_TO_CLASS(monster_barney, CBarney);
TYPEDESCRIPTION CBarney::m_SaveData[] =
{
DEFINE_FIELD(CBarney, m_fGunDrawn, FIELD_BOOLEAN),
DEFINE_FIELD(CBarney, m_painTime, FIELD_TIME),
DEFINE_FIELD(CBarney, m_checkAttackTime, FIELD_TIME),
DEFINE_FIELD(CBarney, m_lastAttackCheck, FIELD_BOOLEAN),
DEFINE_FIELD(CBarney, m_flPlayerDamage, FIELD_FLOAT),
};
IMPLEMENT_SAVERESTORE(CBarney, CTalkMonster);
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
Task_t tlBaFollow[] =
{
{TASK_MOVE_TO_TARGET_RANGE, (float)128}, // Move within 128 of target ent (client)
{TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE},
};
Schedule_t slBaFollow[] =
{
{tlBaFollow,
ARRAYSIZE(tlBaFollow),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"Follow"},
};
//=========================================================
// BarneyDraw- much better looking draw schedule for when
// barney knows who he's gonna attack.
//=========================================================
Task_t tlBarneyEnemyDraw[] =
{
{TASK_STOP_MOVING, 0},
{TASK_FACE_ENEMY, 0},
{TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_ARM},
};
Schedule_t slBarneyEnemyDraw[] =
{
{tlBarneyEnemyDraw,
ARRAYSIZE(tlBarneyEnemyDraw),
0,
0,
"Barney Enemy Draw"}};
Task_t tlBaFaceTarget[] =
{
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
{TASK_FACE_TARGET, (float)0},
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
{TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE},
};
Schedule_t slBaFaceTarget[] =
{
{tlBaFaceTarget,
ARRAYSIZE(tlBaFaceTarget),
bits_COND_CLIENT_PUSH |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"FaceTarget"},
};
Task_t tlIdleBaStand[] =
{
{TASK_STOP_MOVING, 0},
{TASK_SET_ACTIVITY, (float)ACT_IDLE},
{TASK_WAIT, (float)2}, // repick IDLESTAND every two seconds.
{TASK_TLK_HEADRESET, (float)0}, // reset head position
};
Schedule_t slIdleBaStand[] =
{
{tlIdleBaStand,
ARRAYSIZE(tlIdleBaStand),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_SMELL |
bits_COND_PROVOKED,
bits_SOUND_COMBAT | // sound flags - change these, and you'll break the talking code.
//bits_SOUND_PLAYER |
//bits_SOUND_WORLD |
bits_SOUND_DANGER |
bits_SOUND_MEAT | // scents
bits_SOUND_CARCASS |
bits_SOUND_GARBAGE,
"IdleStand"},
};
DEFINE_CUSTOM_SCHEDULES(CBarney){
slBaFollow,
slBarneyEnemyDraw,
slBaFaceTarget,
slIdleBaStand,
};
IMPLEMENT_CUSTOM_SCHEDULES(CBarney, CTalkMonster);
void CBarney::StartTask(Task_t* pTask)
{
CTalkMonster::StartTask(pTask);
}
void CBarney::RunTask(Task_t* pTask)
{
switch (pTask->iTask)
{
case TASK_RANGE_ATTACK1:
if (m_hEnemy != NULL && (m_hEnemy->IsPlayer()))
{
pev->framerate = 1.5;
}
CTalkMonster::RunTask(pTask);
break;
default:
CTalkMonster::RunTask(pTask);
break;
}
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards.
//=========================================================
int CBarney::ISoundMask()
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_DANGER |
bits_SOUND_PLAYER;
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CBarney::Classify()
{
return CLASS_PLAYER_ALLY;
}
//=========================================================
// ALertSound - barney says "Freeze!"
//=========================================================
void CBarney::AlertSound()
{
if (m_hEnemy != NULL)
{
if (FOkToSpeak())
{
PlaySentence("BA_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE);
}
}
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CBarney::SetYawSpeed()
{
int ys;
ys = 0;
switch (m_Activity)
{
case ACT_IDLE:
ys = 70;
break;
case ACT_WALK:
ys = 70;
break;
case ACT_RUN:
ys = 90;
break;
default:
ys = 70;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// CheckRangeAttack1
//=========================================================
bool CBarney::CheckRangeAttack1(float flDot, float flDist)
{
if (flDist <= 1024 && flDot >= 0.5)
{
if (gpGlobals->time > m_checkAttackTime)
{
TraceResult tr;
Vector shootOrigin = pev->origin + Vector(0, 0, 55);
CBaseEntity* pEnemy = m_hEnemy;
Vector shootTarget = ((pEnemy->BodyTarget(shootOrigin) - pEnemy->pev->origin) + m_vecEnemyLKP);
UTIL_TraceLine(shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr);
m_checkAttackTime = gpGlobals->time + 1;
if (tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy))
m_lastAttackCheck = true;
else
m_lastAttackCheck = false;
m_checkAttackTime = gpGlobals->time + 1.5;
}
return m_lastAttackCheck;
}
return false;
}
//=========================================================
// BarneyFirePistol - shoots one round from the pistol at
// the enemy barney is facing.
//=========================================================
void CBarney::BarneyFirePistol()
{
Vector vecShootOrigin;
UTIL_MakeVectors(pev->angles);
vecShootOrigin = pev->origin + Vector(0, 0, 55);
Vector vecShootDir = ShootAtEnemy(vecShootOrigin);
Vector angDir = UTIL_VecToAngles(vecShootDir);
SetBlending(0, angDir.x);
pev->effects = EF_MUZZLEFLASH;
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM);
int pitchShift = RANDOM_LONG(0, 20);
// Only shift about half the time
if (pitchShift > 10)
pitchShift = 0;
else
pitchShift -= 5;
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "barney/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift);
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3);
// UNDONE: Reload?
m_cAmmoLoaded--; // take away a bullet!
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CBarney::HandleAnimEvent(MonsterEvent_t* pEvent)
{
switch (pEvent->event)
{
case BARNEY_AE_SHOOT:
BarneyFirePistol();
break;
case BARNEY_AE_DRAW:
// barney's bodygroup switches here so he can pull gun from holster
pev->body = BARNEY_BODY_GUNDRAWN;
m_fGunDrawn = true;
break;
case BARNEY_AE_HOLSTER:
// change bodygroup to replace gun in holster
pev->body = BARNEY_BODY_GUNHOLSTERED;
m_fGunDrawn = false;
break;
default:
CTalkMonster::HandleAnimEvent(pEvent);
}
}
//=========================================================
// Spawn
//=========================================================
void CBarney::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/barney.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;
pev->health = gSkillData.barneyHealth;
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;
pev->body = 0; // gun in holster
m_fGunDrawn = false;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
MonsterInit();
SetUse(&CBarney::FollowerUse);
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CBarney::Precache()
{
PRECACHE_MODEL("models/barney.mdl");
PRECACHE_SOUND("barney/ba_attack1.wav");
PRECACHE_SOUND("barney/ba_attack2.wav");
PRECACHE_SOUND("barney/ba_pain1.wav");
PRECACHE_SOUND("barney/ba_pain2.wav");
PRECACHE_SOUND("barney/ba_pain3.wav");
PRECACHE_SOUND("barney/ba_die1.wav");
PRECACHE_SOUND("barney/ba_die2.wav");
PRECACHE_SOUND("barney/ba_die3.wav");
// every new barney must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
CTalkMonster::Precache();
}
// Init talk data
void CBarney::TalkInit()
{
CTalkMonster::TalkInit();
// scientists speach group names (group names are in sentences.txt)
m_szGrp[TLK_ANSWER] = "BA_ANSWER";
m_szGrp[TLK_QUESTION] = "BA_QUESTION";
m_szGrp[TLK_IDLE] = "BA_IDLE";
m_szGrp[TLK_STARE] = "BA_STARE";
m_szGrp[TLK_USE] = "BA_OK";
m_szGrp[TLK_UNUSE] = "BA_WAIT";
m_szGrp[TLK_STOP] = "BA_STOP";
m_szGrp[TLK_NOSHOOT] = "BA_SCARED";
m_szGrp[TLK_HELLO] = "BA_HELLO";
m_szGrp[TLK_PLHURT1] = "!BA_CUREA";
m_szGrp[TLK_PLHURT2] = "!BA_CUREB";
m_szGrp[TLK_PLHURT3] = "!BA_CUREC";
m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE
m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE
m_szGrp[TLK_PQUESTION] = "BA_PQUEST"; // UNDONE
m_szGrp[TLK_SMELL] = "BA_SMELL";
m_szGrp[TLK_WOUND] = "BA_WOUND";
m_szGrp[TLK_MORTAL] = "BA_MORTAL";
// get voice for head - just one barney voice for now
m_voicePitch = 100;
}
bool CBarney::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
{
// make sure friends talk about it if player hurts talkmonsters...
bool ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
if (!IsAlive() || pev->deadflag == DEAD_DYING)
return ret;
if (m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT) != 0)
{
m_flPlayerDamage += flDamage;
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if (m_hEnemy == NULL)
{
// If the player was facing directly at me, or I'm already suspicious, get mad
if ((m_afMemory & bits_MEMORY_SUSPICIOUS) != 0 || IsFacing(pevAttacker, pev->origin))
{
// Alright, now I'm pissed!
PlaySentence("BA_MAD", 4, VOL_NORM, ATTN_NORM);
Remember(bits_MEMORY_PROVOKED);
StopFollowing(true);
}
else
{
// Hey, be careful with that
PlaySentence("BA_SHOT", 4, VOL_NORM, ATTN_NORM);
Remember(bits_MEMORY_SUSPICIOUS);
}
}
else if (!(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO)
{
PlaySentence("BA_SHOT", 4, VOL_NORM, ATTN_NORM);
}
}
return ret;
}
//=========================================================
// PainSound
//=========================================================
void CBarney::PainSound()
{
if (gpGlobals->time < m_painTime)
return;
m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75);
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "barney/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch());
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "barney/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch());
break;
case 2:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "barney/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch());
break;
}
}
//=========================================================
// DeathSound
//=========================================================
void CBarney::DeathSound()
{
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "barney/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch());
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "barney/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch());
break;
case 2:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "barney/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch());
break;
}
}
void CBarney::TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType)
{
switch (ptr->iHitgroup)
{
case HITGROUP_CHEST:
case HITGROUP_STOMACH:
if ((bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST)) != 0)
{
flDamage = flDamage / 2;
}
break;
case 10:
if ((bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_CLUB)) != 0)
{
flDamage -= 20;
if (flDamage <= 0)
{
UTIL_Ricochet(ptr->vecEndPos, 1.0);
flDamage = 0.01;
}
}
// always a head shot
ptr->iHitgroup = HITGROUP_HEAD;
break;
}
CTalkMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType);
}
void CBarney::Killed(entvars_t* pevAttacker, int iGib)
{
if (pev->body < BARNEY_BODY_GUNGONE)
{ // drop the gun!
Vector vecGunPos;
Vector vecGunAngles;
pev->body = BARNEY_BODY_GUNGONE;
GetAttachment(0, vecGunPos, vecGunAngles);
CBaseEntity* pGun = DropItem("weapon_9mmhandgun", vecGunPos, vecGunAngles);
}
SetUse(NULL);
CTalkMonster::Killed(pevAttacker, iGib);
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
Schedule_t* CBarney::GetScheduleOfType(int Type)
{
Schedule_t* psched;
switch (Type)
{
case SCHED_ARM_WEAPON:
if (m_hEnemy != NULL)
{
// face enemy, then draw.
return slBarneyEnemyDraw;
}
break;
// Hook these to make a looping schedule
case SCHED_TARGET_FACE:
// call base class default so that barney will talk
// when 'used'
psched = CTalkMonster::GetScheduleOfType(Type);
if (psched == slIdleStand)
return slBaFaceTarget; // override this for different target face behavior
else
return psched;
case SCHED_TARGET_CHASE:
return slBaFollow;
case SCHED_IDLE_STAND:
// call base class default so that scientist will talk
// when standing during idle
psched = CTalkMonster::GetScheduleOfType(Type);
if (psched == slIdleStand)
{
// just look straight ahead.
return slIdleBaStand;
}
else
return psched;
}
return CTalkMonster::GetScheduleOfType(Type);
}
//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
Schedule_t* CBarney::GetSchedule()
{
if (HasConditions(bits_COND_HEAR_SOUND))
{
CSound* pSound;
pSound = PBestSound();
ASSERT(pSound != NULL);
if (pSound && (pSound->m_iType & bits_SOUND_DANGER) != 0)
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_BEST_SOUND);
}
if (HasConditions(bits_COND_ENEMY_DEAD) && FOkToSpeak())
{
PlaySentence("BA_KILL", 4, VOL_NORM, ATTN_NORM);
}
switch (m_MonsterState)
{
case MONSTERSTATE_COMBAT:
{
// dead enemy
if (HasConditions(bits_COND_ENEMY_DEAD))
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster::GetSchedule();
}
// always act surprized with a new enemy
if (HasConditions(bits_COND_NEW_ENEMY) && HasConditions(bits_COND_LIGHT_DAMAGE))
return GetScheduleOfType(SCHED_SMALL_FLINCH);
// wait for one schedule to draw gun
if (!m_fGunDrawn)
return GetScheduleOfType(SCHED_ARM_WEAPON);
if (HasConditions(bits_COND_HEAVY_DAMAGE))
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_ENEMY);
}
break;
case MONSTERSTATE_ALERT:
case MONSTERSTATE_IDLE:
if (HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
{
// flinch if hurt
return GetScheduleOfType(SCHED_SMALL_FLINCH);
}
if (m_hEnemy == NULL && IsFollowing())
{
if (!m_hTargetEnt->IsAlive())
{
// UNDONE: Comment about the recently dead player here?
StopFollowing(false);
break;
}
else
{
if (HasConditions(bits_COND_CLIENT_PUSH))
{
return GetScheduleOfType(SCHED_MOVE_AWAY_FOLLOW);
}
return GetScheduleOfType(SCHED_TARGET_FACE);
}
}
if (HasConditions(bits_COND_CLIENT_PUSH))
{
return GetScheduleOfType(SCHED_MOVE_AWAY);
}
// try to say something about smells
TrySmellTalk();
break;
}
return CTalkMonster::GetSchedule();
}
MONSTERSTATE CBarney::GetIdealState()
{
return CTalkMonster::GetIdealState();
}
void CBarney::DeclineFollowing()
{
PlaySentence("BA_POK", 2, VOL_NORM, ATTN_NORM);
}
//=========================================================
// DEAD BARNEY PROP
//
// Designer selects a pose in worldcraft, 0 through num_poses-1
// this value is added to what is selected as the 'first dead pose'
// among the monster's normal animations. All dead poses must
// appear sequentially in the model file. Be sure and set
// the m_iFirstPose properly!
//
//=========================================================
class CDeadBarney : public CBaseMonster
{
public:
void Spawn() override;
int Classify() override { return CLASS_PLAYER_ALLY; }
bool KeyValue(KeyValueData* pkvd) override;
int m_iPose; // which sequence to display -- temporary, don't need to save
static const char* m_szPoses[3];
};
const char* CDeadBarney::m_szPoses[] = {"lying_on_back", "lying_on_side", "lying_on_stomach"};
bool CDeadBarney::KeyValue(KeyValueData* pkvd)
{
if (FStrEq(pkvd->szKeyName, "pose"))
{
m_iPose = atoi(pkvd->szValue);
return true;
}
return CBaseMonster::KeyValue(pkvd);
}
LINK_ENTITY_TO_CLASS(monster_barney_dead, CDeadBarney);
//=========================================================
// ********** DeadBarney SPAWN **********
//=========================================================
void CDeadBarney::Spawn()
{
PRECACHE_MODEL("models/barney.mdl");
SET_MODEL(ENT(pev), "models/barney.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 barney with bad pose\n");
}
// Corpses have less health
pev->health = 8; //gSkillData.barneyHealth;
MonsterInitDead();
}