1267 lines
32 KiB
C++
1267 lines
32 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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/*
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===== scripted.cpp ========================================================
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "animation.h"
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#include "saverestore.h"
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#include "schedule.h"
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#include "scripted.h"
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#include "defaultai.h"
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/*
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classname "scripted_sequence"
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targetname "me" - there can be more than one with the same name, and they act in concert
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target "the_entity_I_want_to_start_playing" or "class entity_classname" will pick the closest inactive scientist
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play "name_of_sequence"
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idle "name of idle sequence to play before starting"
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donetrigger "whatever" - can be any other triggerable entity such as another sequence, train, door, or a special case like "die" or "remove"
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moveto - if set the monster first moves to this nodes position
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range # - only search this far to find the target
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spawnflags - (stop if blocked, stop if player seen)
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*/
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//
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// Cache user-entity-field values until spawn is called.
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//
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bool CCineMonster::KeyValue(KeyValueData* pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "m_iszIdle"))
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{
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m_iszIdle = ALLOC_STRING(pkvd->szValue);
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return true;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iszPlay"))
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{
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m_iszPlay = ALLOC_STRING(pkvd->szValue);
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return true;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iszEntity"))
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{
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m_iszEntity = ALLOC_STRING(pkvd->szValue);
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return true;
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}
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else if (FStrEq(pkvd->szKeyName, "m_fMoveTo"))
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{
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m_fMoveTo = atoi(pkvd->szValue);
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return true;
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}
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else if (FStrEq(pkvd->szKeyName, "m_flRepeat"))
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{
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m_flRepeat = atof(pkvd->szValue);
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return true;
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}
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else if (FStrEq(pkvd->szKeyName, "m_flRadius"))
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{
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m_flRadius = atof(pkvd->szValue);
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return true;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iFinishSchedule"))
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{
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m_iFinishSchedule = atoi(pkvd->szValue);
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return true;
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}
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return CBaseMonster::KeyValue(pkvd);
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}
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TYPEDESCRIPTION CCineMonster::m_SaveData[] =
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{
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DEFINE_FIELD(CCineMonster, m_iszIdle, FIELD_STRING),
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DEFINE_FIELD(CCineMonster, m_iszPlay, FIELD_STRING),
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DEFINE_FIELD(CCineMonster, m_iszEntity, FIELD_STRING),
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DEFINE_FIELD(CCineMonster, m_fMoveTo, FIELD_INTEGER),
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DEFINE_FIELD(CCineMonster, m_flRepeat, FIELD_FLOAT),
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DEFINE_FIELD(CCineMonster, m_flRadius, FIELD_FLOAT),
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DEFINE_FIELD(CCineMonster, m_iDelay, FIELD_INTEGER),
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DEFINE_FIELD(CCineMonster, m_startTime, FIELD_TIME),
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DEFINE_FIELD(CCineMonster, m_saved_movetype, FIELD_INTEGER),
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DEFINE_FIELD(CCineMonster, m_saved_solid, FIELD_INTEGER),
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DEFINE_FIELD(CCineMonster, m_saved_effects, FIELD_INTEGER),
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DEFINE_FIELD(CCineMonster, m_iFinishSchedule, FIELD_INTEGER),
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DEFINE_FIELD(CCineMonster, m_interruptable, FIELD_BOOLEAN),
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};
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IMPLEMENT_SAVERESTORE(CCineMonster, CBaseMonster);
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LINK_ENTITY_TO_CLASS(scripted_sequence, CCineMonster);
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#define CLASSNAME "scripted_sequence"
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LINK_ENTITY_TO_CLASS(aiscripted_sequence, CCineAI);
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void CCineMonster::Spawn()
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{
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// pev->solid = SOLID_TRIGGER;
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// UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8));
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pev->solid = SOLID_NOT;
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// REMOVE: The old side-effect
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#if 0
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if ( m_iszIdle )
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m_fMoveTo = 4;
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#endif
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// if no targetname, start now
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if (FStringNull(pev->targetname) || !FStringNull(m_iszIdle))
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{
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SetThink(&CCineMonster::CineThink);
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pev->nextthink = gpGlobals->time + 1.0;
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// Wait to be used?
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if (!FStringNull(pev->targetname))
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m_startTime = gpGlobals->time + 1E6;
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}
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if ((pev->spawnflags & SF_SCRIPT_NOINTERRUPT) != 0)
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m_interruptable = false;
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else
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m_interruptable = true;
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}
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//=========================================================
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// FCanOverrideState - returns false, scripted sequences
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// cannot possess entities regardless of state.
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//=========================================================
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bool CCineMonster::FCanOverrideState()
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{
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if ((pev->spawnflags & SF_SCRIPT_OVERRIDESTATE) != 0)
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return true;
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return false;
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}
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//=========================================================
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// FCanOverrideState - returns true because scripted AI can
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// possess entities regardless of their state.
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//=========================================================
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bool CCineAI::FCanOverrideState()
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{
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return true;
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}
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//
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// CineStart
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//
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void CCineMonster::Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value)
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{
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// do I already know who I should use
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CBaseEntity* pEntity = m_hTargetEnt;
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CBaseMonster* pTarget = NULL;
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if (pEntity)
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pTarget = pEntity->MyMonsterPointer();
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if (pTarget)
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{
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// am I already playing the script?
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if (pTarget->m_scriptState == SCRIPT_PLAYING)
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return;
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m_startTime = gpGlobals->time + 0.05;
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}
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else
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{
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// if not, try finding them
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SetThink(&CCineMonster::CineThink);
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pev->nextthink = gpGlobals->time;
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}
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}
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// This doesn't really make sense since only MOVETYPE_PUSH get 'Blocked' events
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void CCineMonster::Blocked(CBaseEntity* pOther)
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{
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}
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void CCineMonster::Touch(CBaseEntity* pOther)
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{
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/*
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ALERT( at_aiconsole, "Cine Touch\n" );
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if (m_pentTarget && OFFSET(pOther->pev) == OFFSET(m_pentTarget))
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{
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CBaseMonster *pTarget = GetClassPtr((CBaseMonster *)VARS(m_pentTarget));
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pTarget->m_monsterState == MONSTERSTATE_SCRIPT;
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}
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*/
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}
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/*
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entvars_t *pevOther = VARS( gpGlobals->other );
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if ( !FBitSet ( pevOther->flags , FL_MONSTER ) )
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{// touched by a non-monster.
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return;
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}
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pevOther->origin.z += 1;
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if ( FBitSet ( pevOther->flags, FL_ONGROUND ) )
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{// clear the onground so physics don't bitch
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pevOther->flags -= FL_ONGROUND;
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}
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// toss the monster!
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pevOther->velocity = pev->movedir * pev->speed;
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pevOther->velocity.z += m_flHeight;
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pev->solid = SOLID_NOT;// kill the trigger for now !!!UNDONE
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}
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*/
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//
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// ********** Cinematic DIE **********
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//
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void CCineMonster::Die()
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{
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SetThink(&CCineMonster::SUB_Remove);
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}
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//
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// ********** Cinematic PAIN **********
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//
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void CCineMonster::Pain()
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{
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}
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//
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// ********** Cinematic Think **********
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//
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// find a viable entity
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bool CCineMonster::FindEntity()
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{
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edict_t* pentTarget;
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pentTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_iszEntity));
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m_hTargetEnt = NULL;
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CBaseMonster* pTarget = NULL;
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while (!FNullEnt(pentTarget))
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{
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if (FBitSet(VARS(pentTarget)->flags, FL_MONSTER))
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{
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pTarget = GetMonsterPointer(pentTarget);
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if (pTarget && pTarget->CanPlaySequence(FCanOverrideState(), SS_INTERRUPT_BY_NAME))
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{
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m_hTargetEnt = pTarget;
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return true;
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}
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ALERT(at_console, "Found %s, but can't play!\n", STRING(m_iszEntity));
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}
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pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity));
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pTarget = NULL;
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}
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if (!pTarget)
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{
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CBaseEntity* pEntity = NULL;
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while ((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, m_flRadius)) != NULL)
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{
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if (FClassnameIs(pEntity->pev, STRING(m_iszEntity)))
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{
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if (FBitSet(pEntity->pev->flags, FL_MONSTER))
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{
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pTarget = pEntity->MyMonsterPointer();
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if (pTarget && pTarget->CanPlaySequence(FCanOverrideState(), SS_INTERRUPT_IDLE))
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{
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m_hTargetEnt = pTarget;
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return true;
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}
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}
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}
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}
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}
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pTarget = NULL;
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m_hTargetEnt = NULL;
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return false;
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}
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// make the entity enter a scripted sequence
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void CCineMonster::PossessEntity()
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{
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CBaseEntity* pEntity = m_hTargetEnt;
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CBaseMonster* pTarget = NULL;
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if (pEntity)
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pTarget = pEntity->MyMonsterPointer();
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if (pTarget)
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{
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// FindEntity() just checked this!
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#if 0
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if ( !pTarget->CanPlaySequence( FCanOverrideState() ) )
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{
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ALERT( at_aiconsole, "Can't possess entity %s\n", STRING(pTarget->pev->classname) );
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return;
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}
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#endif
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pTarget->m_pGoalEnt = this;
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pTarget->m_pCine = this;
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pTarget->m_hTargetEnt = this;
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m_saved_movetype = pTarget->pev->movetype;
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m_saved_solid = pTarget->pev->solid;
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m_saved_effects = pTarget->pev->effects;
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pTarget->pev->effects |= pev->effects;
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switch (m_fMoveTo)
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{
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case 0:
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pTarget->m_scriptState = SCRIPT_WAIT;
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break;
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case 1:
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pTarget->m_scriptState = SCRIPT_WALK_TO_MARK;
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DelayStart(true);
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break;
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case 2:
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pTarget->m_scriptState = SCRIPT_RUN_TO_MARK;
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DelayStart(true);
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break;
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case 4:
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UTIL_SetOrigin(pTarget->pev, pev->origin);
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pTarget->pev->ideal_yaw = pev->angles.y;
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pTarget->pev->avelocity = Vector(0, 0, 0);
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pTarget->pev->velocity = Vector(0, 0, 0);
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pTarget->pev->effects |= EF_NOINTERP;
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pTarget->pev->angles.y = pev->angles.y;
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pTarget->m_scriptState = SCRIPT_WAIT;
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m_startTime = gpGlobals->time + 1E6;
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// UNDONE: Add a flag to do this so people can fixup physics after teleporting monsters
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// pTarget->pev->flags &= ~FL_ONGROUND;
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break;
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}
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// ALERT( at_aiconsole, "\"%s\" found and used (INT: %s)\n", STRING( pTarget->pev->targetname ), FBitSet(pev->spawnflags, SF_SCRIPT_NOINTERRUPT)?"No":"Yes" );
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pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT;
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if (!FStringNull(m_iszIdle))
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{
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StartSequence(pTarget, m_iszIdle, false);
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if (FStrEq(STRING(m_iszIdle), STRING(m_iszPlay)))
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{
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pTarget->pev->framerate = 0;
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}
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}
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}
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}
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// make the entity carry out the scripted sequence instructions, but without
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// destroying the monster's state.
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void CCineAI::PossessEntity()
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{
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Schedule_t* pNewSchedule;
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CBaseEntity* pEntity = m_hTargetEnt;
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CBaseMonster* pTarget = NULL;
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if (pEntity)
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pTarget = pEntity->MyMonsterPointer();
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if (pTarget)
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{
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if (!pTarget->CanPlaySequence(FCanOverrideState(), SS_INTERRUPT_AI))
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{
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ALERT(at_aiconsole, "(AI)Can't possess entity %s\n", STRING(pTarget->pev->classname));
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return;
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}
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pTarget->m_pGoalEnt = this;
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pTarget->m_pCine = this;
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pTarget->m_hTargetEnt = this;
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m_saved_movetype = pTarget->pev->movetype;
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m_saved_solid = pTarget->pev->solid;
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m_saved_effects = pTarget->pev->effects;
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pTarget->pev->effects |= pev->effects;
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switch (m_fMoveTo)
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{
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case 0:
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case 5:
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pTarget->m_scriptState = SCRIPT_WAIT;
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break;
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case 1:
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pTarget->m_scriptState = SCRIPT_WALK_TO_MARK;
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break;
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case 2:
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pTarget->m_scriptState = SCRIPT_RUN_TO_MARK;
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break;
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case 4:
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// zap the monster instantly to the site of the script entity.
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UTIL_SetOrigin(pTarget->pev, pev->origin);
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pTarget->pev->ideal_yaw = pev->angles.y;
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pTarget->pev->avelocity = Vector(0, 0, 0);
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pTarget->pev->velocity = Vector(0, 0, 0);
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pTarget->pev->effects |= EF_NOINTERP;
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pTarget->pev->angles.y = pev->angles.y;
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pTarget->m_scriptState = SCRIPT_WAIT;
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m_startTime = gpGlobals->time + 1E6;
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// UNDONE: Add a flag to do this so people can fixup physics after teleporting monsters
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pTarget->pev->flags &= ~FL_ONGROUND;
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break;
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default:
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ALERT(at_aiconsole, "aiscript: invalid Move To Position value!");
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break;
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}
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ALERT(at_aiconsole, "\"%s\" found and used\n", STRING(pTarget->pev->targetname));
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pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT;
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/*
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if (m_iszIdle)
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{
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StartSequence( pTarget, m_iszIdle, false );
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if (FStrEq( STRING(m_iszIdle), STRING(m_iszPlay)))
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{
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pTarget->pev->framerate = 0;
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}
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}
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*/
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// Already in a scripted state?
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if (pTarget->m_MonsterState == MONSTERSTATE_SCRIPT)
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{
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pNewSchedule = pTarget->GetScheduleOfType(SCHED_AISCRIPT);
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pTarget->ChangeSchedule(pNewSchedule);
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}
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}
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}
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void CCineMonster::CineThink()
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{
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if (FindEntity())
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{
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PossessEntity();
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ALERT(at_aiconsole, "script \"%s\" using monster \"%s\"\n", STRING(pev->targetname), STRING(m_iszEntity));
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}
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else
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{
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CancelScript();
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ALERT(at_aiconsole, "script \"%s\" can't find monster \"%s\"\n", STRING(pev->targetname), STRING(m_iszEntity));
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pev->nextthink = gpGlobals->time + 1.0;
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}
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}
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// lookup a sequence name and setup the target monster to play it
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bool CCineMonster::StartSequence(CBaseMonster* pTarget, int iszSeq, bool completeOnEmpty)
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{
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if (FStringNull(iszSeq) && completeOnEmpty)
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{
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SequenceDone(pTarget);
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return false;
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}
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pTarget->pev->sequence = pTarget->LookupSequence(STRING(iszSeq));
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if (pTarget->pev->sequence == -1)
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{
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ALERT(at_error, "%s: unknown scripted sequence \"%s\"\n", STRING(pTarget->pev->targetname), STRING(iszSeq));
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pTarget->pev->sequence = 0;
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// return false;
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}
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#if 0
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char *s;
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if ( pev->spawnflags & SF_SCRIPT_NOINTERRUPT )
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s = "No";
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else
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s = "Yes";
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ALERT( at_console, "%s (%s): started \"%s\":INT:%s\n", STRING( pTarget->pev->targetname ), STRING( pTarget->pev->classname ), STRING( iszSeq), s );
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#endif
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pTarget->pev->frame = 0;
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pTarget->ResetSequenceInfo();
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return true;
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}
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// lookup a sequence name and setup the target monster to play it
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// overridden for CCineAI because it's ok for them to not have an animation sequence
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// for the monster to play. For a regular Scripted Sequence, that situation is an error.
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bool CCineAI::StartSequence(CBaseMonster* pTarget, int iszSeq, bool completeOnEmpty)
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{
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if (iszSeq == 0 && completeOnEmpty)
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{
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// no sequence was provided. Just let the monster proceed, however, we still have to fire any Sequence target
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|
// and remove any non-repeatable CineAI entities here ( because there is code elsewhere that handles those tasks, but
|
|
// not until the animation sequence is finished. We have to manually take care of these things where there is no sequence.
|
|
|
|
SequenceDone(pTarget);
|
|
|
|
return true;
|
|
}
|
|
|
|
pTarget->pev->sequence = pTarget->LookupSequence(STRING(iszSeq));
|
|
|
|
if (pTarget->pev->sequence == -1)
|
|
{
|
|
ALERT(at_error, "%s: unknown aiscripted sequence \"%s\"\n", STRING(pTarget->pev->targetname), STRING(iszSeq));
|
|
pTarget->pev->sequence = 0;
|
|
// return false;
|
|
}
|
|
|
|
pTarget->pev->frame = 0;
|
|
pTarget->ResetSequenceInfo();
|
|
return true;
|
|
}
|
|
|
|
//=========================================================
|
|
// SequenceDone - called when a scripted sequence animation
|
|
// sequence is done playing ( or when an AI Scripted Sequence
|
|
// doesn't supply an animation sequence to play ). Expects
|
|
// the CBaseMonster pointer to the monster that the sequence
|
|
// possesses.
|
|
//=========================================================
|
|
void CCineMonster::SequenceDone(CBaseMonster* pMonster)
|
|
{
|
|
//ALERT( at_aiconsole, "Sequence %s finished\n", STRING( m_pCine->m_iszPlay ) );
|
|
|
|
if ((pev->spawnflags & SF_SCRIPT_REPEATABLE) == 0)
|
|
{
|
|
SetThink(&CCineMonster::SUB_Remove);
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
}
|
|
|
|
// This is done so that another sequence can take over the monster when triggered by the first
|
|
|
|
pMonster->CineCleanup();
|
|
|
|
FixScriptMonsterSchedule(pMonster);
|
|
|
|
// This may cause a sequence to attempt to grab this guy NOW, so we have to clear him out
|
|
// of the existing sequence
|
|
SUB_UseTargets(NULL, USE_TOGGLE, 0);
|
|
}
|
|
|
|
//=========================================================
|
|
// When a monster finishes a scripted sequence, we have to
|
|
// fix up its state and schedule for it to return to a
|
|
// normal AI monster.
|
|
//
|
|
// Scripted sequences just dirty the Schedule and drop the
|
|
// monster in Idle State.
|
|
//=========================================================
|
|
void CCineMonster::FixScriptMonsterSchedule(CBaseMonster* pMonster)
|
|
{
|
|
if (pMonster->m_IdealMonsterState != MONSTERSTATE_DEAD)
|
|
pMonster->m_IdealMonsterState = MONSTERSTATE_IDLE;
|
|
pMonster->ClearSchedule();
|
|
}
|
|
|
|
//=========================================================
|
|
// When a monster finishes a scripted sequence, we have to
|
|
// fix up its state and schedule for it to return to a
|
|
// normal AI monster.
|
|
//
|
|
// AI Scripted sequences will, depending on what the level
|
|
// designer selects:
|
|
//
|
|
// -Dirty the monster's schedule and drop out of the
|
|
// sequence in their current state.
|
|
//
|
|
// -Select a specific AMBUSH schedule, regardless of state.
|
|
//=========================================================
|
|
void CCineAI::FixScriptMonsterSchedule(CBaseMonster* pMonster)
|
|
{
|
|
switch (m_iFinishSchedule)
|
|
{
|
|
case SCRIPT_FINISHSCHED_DEFAULT:
|
|
pMonster->ClearSchedule();
|
|
break;
|
|
case SCRIPT_FINISHSCHED_AMBUSH:
|
|
pMonster->ChangeSchedule(pMonster->GetScheduleOfType(SCHED_AMBUSH));
|
|
break;
|
|
default:
|
|
ALERT(at_aiconsole, "FixScriptMonsterSchedule - no case!\n");
|
|
pMonster->ClearSchedule();
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool CBaseMonster::ExitScriptedSequence()
|
|
{
|
|
if (pev->deadflag == DEAD_DYING)
|
|
{
|
|
// is this legal?
|
|
// BUGBUG -- This doesn't call Killed()
|
|
m_IdealMonsterState = MONSTERSTATE_DEAD;
|
|
return false;
|
|
}
|
|
|
|
if (m_pCine)
|
|
{
|
|
m_pCine->CancelScript();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void CCineMonster::AllowInterrupt(bool fAllow)
|
|
{
|
|
if ((pev->spawnflags & SF_SCRIPT_NOINTERRUPT) != 0)
|
|
return;
|
|
m_interruptable = fAllow;
|
|
}
|
|
|
|
|
|
bool CCineMonster::CanInterrupt()
|
|
{
|
|
if (!m_interruptable)
|
|
return false;
|
|
|
|
CBaseEntity* pTarget = m_hTargetEnt;
|
|
|
|
if (pTarget != NULL && pTarget->pev->deadflag == DEAD_NO)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
int CCineMonster::IgnoreConditions()
|
|
{
|
|
if (CanInterrupt())
|
|
return 0;
|
|
return SCRIPT_BREAK_CONDITIONS;
|
|
}
|
|
|
|
|
|
void ScriptEntityCancel(edict_t* pentCine)
|
|
{
|
|
// make sure they are a scripted_sequence
|
|
if (FClassnameIs(pentCine, CLASSNAME))
|
|
{
|
|
CCineMonster* pCineTarget = GetClassPtr((CCineMonster*)VARS(pentCine));
|
|
// make sure they have a monster in mind for the script
|
|
CBaseEntity* pEntity = pCineTarget->m_hTargetEnt;
|
|
CBaseMonster* pTarget = NULL;
|
|
if (pEntity)
|
|
pTarget = pEntity->MyMonsterPointer();
|
|
|
|
if (pTarget)
|
|
{
|
|
// make sure their monster is actually playing a script
|
|
if (pTarget->m_MonsterState == MONSTERSTATE_SCRIPT)
|
|
{
|
|
// tell them do die
|
|
pTarget->m_scriptState = CCineMonster::SCRIPT_CLEANUP;
|
|
// do it now
|
|
pTarget->CineCleanup();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// find all the cinematic entities with my targetname and stop them from playing
|
|
void CCineMonster::CancelScript()
|
|
{
|
|
ALERT(at_aiconsole, "Cancelling script: %s\n", STRING(m_iszPlay));
|
|
|
|
if (FStringNull(pev->targetname))
|
|
{
|
|
ScriptEntityCancel(edict());
|
|
return;
|
|
}
|
|
|
|
edict_t* pentCineTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(pev->targetname));
|
|
|
|
while (!FNullEnt(pentCineTarget))
|
|
{
|
|
ScriptEntityCancel(pentCineTarget);
|
|
pentCineTarget = FIND_ENTITY_BY_TARGETNAME(pentCineTarget, STRING(pev->targetname));
|
|
}
|
|
}
|
|
|
|
|
|
// find all the cinematic entities with my targetname and tell them to wait before starting
|
|
void CCineMonster::DelayStart(bool state)
|
|
{
|
|
edict_t* pentCine = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(pev->targetname));
|
|
|
|
while (!FNullEnt(pentCine))
|
|
{
|
|
if (FClassnameIs(pentCine, "scripted_sequence"))
|
|
{
|
|
CCineMonster* pTarget = GetClassPtr((CCineMonster*)VARS(pentCine));
|
|
if (state)
|
|
{
|
|
pTarget->m_iDelay++;
|
|
}
|
|
else
|
|
{
|
|
pTarget->m_iDelay--;
|
|
if (pTarget->m_iDelay <= 0)
|
|
pTarget->m_startTime = gpGlobals->time + 0.05;
|
|
}
|
|
}
|
|
pentCine = FIND_ENTITY_BY_TARGETNAME(pentCine, STRING(pev->targetname));
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// Find an entity that I'm interested in and precache the sounds he'll need in the sequence.
|
|
void CCineMonster::Activate()
|
|
{
|
|
edict_t* pentTarget;
|
|
CBaseMonster* pTarget;
|
|
|
|
// The entity name could be a target name or a classname
|
|
// Check the targetname
|
|
pentTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_iszEntity));
|
|
pTarget = NULL;
|
|
|
|
while (!pTarget && !FNullEnt(pentTarget))
|
|
{
|
|
if (FBitSet(VARS(pentTarget)->flags, FL_MONSTER))
|
|
{
|
|
pTarget = GetMonsterPointer(pentTarget);
|
|
}
|
|
pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity));
|
|
}
|
|
|
|
// If no entity with that targetname, check the classname
|
|
if (!pTarget)
|
|
{
|
|
pentTarget = FIND_ENTITY_BY_CLASSNAME(NULL, STRING(m_iszEntity));
|
|
while (!pTarget && !FNullEnt(pentTarget))
|
|
{
|
|
pTarget = GetMonsterPointer(pentTarget);
|
|
pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity));
|
|
}
|
|
}
|
|
// Found a compatible entity
|
|
if (pTarget)
|
|
{
|
|
void* pmodel;
|
|
pmodel = GET_MODEL_PTR(pTarget->edict());
|
|
if (pmodel)
|
|
{
|
|
// Look through the event list for stuff to precache
|
|
SequencePrecache(pmodel, STRING(m_iszIdle));
|
|
SequencePrecache(pmodel, STRING(m_iszPlay));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool CBaseMonster::CineCleanup()
|
|
{
|
|
CCineMonster* pOldCine = m_pCine;
|
|
|
|
// am I linked to a cinematic?
|
|
if (m_pCine)
|
|
{
|
|
// okay, reset me to what it thought I was before
|
|
m_pCine->m_hTargetEnt = NULL;
|
|
pev->movetype = m_pCine->m_saved_movetype;
|
|
pev->solid = m_pCine->m_saved_solid;
|
|
pev->effects = m_pCine->m_saved_effects;
|
|
}
|
|
else
|
|
{
|
|
// arg, punt
|
|
pev->movetype = MOVETYPE_STEP; // this is evil
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
}
|
|
m_pCine = NULL;
|
|
m_hTargetEnt = NULL;
|
|
m_pGoalEnt = NULL;
|
|
if (pev->deadflag == DEAD_DYING)
|
|
{
|
|
// last frame of death animation?
|
|
pev->health = 0;
|
|
pev->framerate = 0.0;
|
|
pev->solid = SOLID_NOT;
|
|
SetState(MONSTERSTATE_DEAD);
|
|
pev->deadflag = DEAD_DEAD;
|
|
UTIL_SetSize(pev, pev->mins, Vector(pev->maxs.x, pev->maxs.y, pev->mins.z + 2));
|
|
|
|
if (pOldCine && FBitSet(pOldCine->pev->spawnflags, SF_SCRIPT_LEAVECORPSE))
|
|
{
|
|
SetUse(NULL); // BUGBUG -- This doesn't call Killed()
|
|
SetThink(NULL); // This will probably break some stuff
|
|
SetTouch(NULL);
|
|
}
|
|
else
|
|
SUB_StartFadeOut(); // SetThink( SUB_DoNothing );
|
|
// This turns off animation & physics in case their origin ends up stuck in the world or something
|
|
StopAnimation();
|
|
pev->movetype = MOVETYPE_NONE;
|
|
pev->effects |= EF_NOINTERP; // Don't interpolate either, assume the corpse is positioned in its final resting place
|
|
return false;
|
|
}
|
|
|
|
// If we actually played a sequence
|
|
if (pOldCine && !FStringNull(pOldCine->m_iszPlay))
|
|
{
|
|
if ((pOldCine->pev->spawnflags & SF_SCRIPT_NOSCRIPTMOVEMENT) == 0)
|
|
{
|
|
// reset position
|
|
Vector new_origin, new_angle;
|
|
GetBonePosition(0, new_origin, new_angle);
|
|
|
|
// Figure out how far they have moved
|
|
// We can't really solve this problem because we can't query the movement of the origin relative
|
|
// to the sequence. We can get the root bone's position as we do here, but there are
|
|
// cases where the root bone is in a different relative position to the entity's origin
|
|
// before/after the sequence plays. So we are stuck doing this:
|
|
|
|
// !!!HACKHACK: Float the origin up and drop to floor because some sequences have
|
|
// irregular motion that can't be properly accounted for.
|
|
|
|
// UNDONE: THIS SHOULD ONLY HAPPEN IF WE ACTUALLY PLAYED THE SEQUENCE.
|
|
Vector oldOrigin = pev->origin;
|
|
|
|
// UNDONE: ugly hack. Don't move monster if they don't "seem" to move
|
|
// this really needs to be done with the AX,AY,etc. flags, but that aren't consistantly
|
|
// being set, so animations that really do move won't be caught.
|
|
if ((oldOrigin - new_origin).Length2D() < 8.0)
|
|
new_origin = oldOrigin;
|
|
|
|
pev->origin.x = new_origin.x;
|
|
pev->origin.y = new_origin.y;
|
|
pev->origin.z += 1;
|
|
|
|
pev->flags |= FL_ONGROUND;
|
|
int drop = DROP_TO_FLOOR(ENT(pev));
|
|
|
|
// Origin in solid? Set to org at the end of the sequence
|
|
if (drop < 0)
|
|
pev->origin = oldOrigin;
|
|
else if (drop == 0) // Hanging in air?
|
|
{
|
|
pev->origin.z = new_origin.z;
|
|
pev->flags &= ~FL_ONGROUND;
|
|
}
|
|
// else entity hit floor, leave there
|
|
|
|
// pEntity->pev->origin.z = new_origin.z + 5.0; // damn, got to fix this
|
|
|
|
UTIL_SetOrigin(pev, pev->origin);
|
|
pev->effects |= EF_NOINTERP;
|
|
}
|
|
|
|
// We should have some animation to put these guys in, but for now it's idle.
|
|
// Due to NOINTERP above, there won't be any blending between this anim & the sequence
|
|
m_Activity = ACT_RESET;
|
|
}
|
|
// set them back into a normal state
|
|
pev->enemy = NULL;
|
|
if (pev->health > 0)
|
|
m_IdealMonsterState = MONSTERSTATE_IDLE; // m_previousState;
|
|
else
|
|
{
|
|
// Dropping out because he got killed
|
|
// Can't call killed() no attacker and weirdness (late gibbing) may result
|
|
m_IdealMonsterState = MONSTERSTATE_DEAD;
|
|
SetConditions(bits_COND_LIGHT_DAMAGE);
|
|
pev->deadflag = DEAD_DYING;
|
|
FCheckAITrigger();
|
|
pev->deadflag = DEAD_NO;
|
|
}
|
|
|
|
|
|
// SetAnimation( m_MonsterState );
|
|
ClearBits(pev->spawnflags, SF_MONSTER_WAIT_FOR_SCRIPT);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|
|
class CScriptedSentence : public CBaseToggle
|
|
{
|
|
public:
|
|
void Spawn() override;
|
|
bool KeyValue(KeyValueData* pkvd) override;
|
|
void Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) override;
|
|
void EXPORT FindThink();
|
|
void EXPORT DelayThink();
|
|
int ObjectCaps() override { return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
|
|
|
|
bool Save(CSave& save) override;
|
|
bool Restore(CRestore& restore) override;
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
CBaseToggle* FindEntity();
|
|
bool AcceptableSpeaker(CBaseToggle* pTarget);
|
|
bool StartSentence(CBaseToggle* pTarget);
|
|
|
|
|
|
private:
|
|
int m_iszSentence; // string index for idle animation
|
|
int m_iszEntity; // entity that is wanted for this sentence
|
|
float m_flRadius; // range to search
|
|
float m_flDuration; // How long the sentence lasts
|
|
float m_flRepeat; // repeat rate
|
|
float m_flAttenuation;
|
|
float m_flVolume;
|
|
bool m_active;
|
|
int m_iszListener; // name of entity to look at while talking
|
|
};
|
|
|
|
#define SF_SENTENCE_ONCE 0x0001
|
|
#define SF_SENTENCE_FOLLOWERS 0x0002 // only say if following player
|
|
#define SF_SENTENCE_INTERRUPT 0x0004 // force talking except when dead
|
|
#define SF_SENTENCE_CONCURRENT 0x0008 // allow other people to keep talking
|
|
|
|
TYPEDESCRIPTION CScriptedSentence::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD(CScriptedSentence, m_iszSentence, FIELD_STRING),
|
|
DEFINE_FIELD(CScriptedSentence, m_iszEntity, FIELD_STRING),
|
|
DEFINE_FIELD(CScriptedSentence, m_flRadius, FIELD_FLOAT),
|
|
DEFINE_FIELD(CScriptedSentence, m_flDuration, FIELD_FLOAT),
|
|
DEFINE_FIELD(CScriptedSentence, m_flRepeat, FIELD_FLOAT),
|
|
DEFINE_FIELD(CScriptedSentence, m_flAttenuation, FIELD_FLOAT),
|
|
DEFINE_FIELD(CScriptedSentence, m_flVolume, FIELD_FLOAT),
|
|
DEFINE_FIELD(CScriptedSentence, m_active, FIELD_BOOLEAN),
|
|
DEFINE_FIELD(CScriptedSentence, m_iszListener, FIELD_STRING),
|
|
};
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE(CScriptedSentence, CBaseToggle);
|
|
|
|
LINK_ENTITY_TO_CLASS(scripted_sentence, CScriptedSentence);
|
|
|
|
bool CScriptedSentence::KeyValue(KeyValueData* pkvd)
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "sentence"))
|
|
{
|
|
m_iszSentence = ALLOC_STRING(pkvd->szValue);
|
|
return true;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "entity"))
|
|
{
|
|
m_iszEntity = ALLOC_STRING(pkvd->szValue);
|
|
return true;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "duration"))
|
|
{
|
|
m_flDuration = atof(pkvd->szValue);
|
|
return true;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "radius"))
|
|
{
|
|
m_flRadius = atof(pkvd->szValue);
|
|
return true;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "refire"))
|
|
{
|
|
m_flRepeat = atof(pkvd->szValue);
|
|
return true;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "attenuation"))
|
|
{
|
|
pev->impulse = atoi(pkvd->szValue);
|
|
return true;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "volume"))
|
|
{
|
|
m_flVolume = atof(pkvd->szValue) * 0.1;
|
|
return true;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "listener"))
|
|
{
|
|
m_iszListener = ALLOC_STRING(pkvd->szValue);
|
|
return true;
|
|
}
|
|
|
|
return CBaseToggle::KeyValue(pkvd);
|
|
}
|
|
|
|
|
|
void CScriptedSentence::Use(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value)
|
|
{
|
|
if (!m_active)
|
|
return;
|
|
// ALERT( at_console, "Firing sentence: %s\n", STRING(m_iszSentence) );
|
|
SetThink(&CScriptedSentence::FindThink);
|
|
pev->nextthink = gpGlobals->time;
|
|
}
|
|
|
|
|
|
void CScriptedSentence::Spawn()
|
|
{
|
|
pev->solid = SOLID_NOT;
|
|
|
|
m_active = true;
|
|
// if no targetname, start now
|
|
if (FStringNull(pev->targetname))
|
|
{
|
|
SetThink(&CScriptedSentence::FindThink);
|
|
pev->nextthink = gpGlobals->time + 1.0;
|
|
}
|
|
|
|
switch (pev->impulse)
|
|
{
|
|
case 1: // Medium radius
|
|
m_flAttenuation = ATTN_STATIC;
|
|
break;
|
|
|
|
case 2: // Large radius
|
|
m_flAttenuation = ATTN_NORM;
|
|
break;
|
|
|
|
case 3: //EVERYWHERE
|
|
m_flAttenuation = ATTN_NONE;
|
|
break;
|
|
|
|
default:
|
|
case 0: // Small radius
|
|
m_flAttenuation = ATTN_IDLE;
|
|
break;
|
|
}
|
|
pev->impulse = 0;
|
|
|
|
// No volume, use normal
|
|
if (m_flVolume <= 0)
|
|
m_flVolume = 1.0;
|
|
}
|
|
|
|
|
|
void CScriptedSentence::FindThink()
|
|
{
|
|
CBaseToggle* pEnt = FindEntity();
|
|
if (pEnt)
|
|
{
|
|
StartSentence(pEnt);
|
|
if ((pev->spawnflags & SF_SENTENCE_ONCE) != 0)
|
|
UTIL_Remove(this);
|
|
SetThink(&CScriptedSentence::DelayThink);
|
|
pev->nextthink = gpGlobals->time + m_flDuration + m_flRepeat;
|
|
m_active = false;
|
|
// ALERT( at_console, "%s: found monster %s\n", STRING(m_iszSentence), STRING(m_iszEntity) );
|
|
}
|
|
else
|
|
{
|
|
// ALERT( at_console, "%s: can't find monster %s\n", STRING(m_iszSentence), STRING(m_iszEntity) );
|
|
pev->nextthink = gpGlobals->time + m_flRepeat + 0.5;
|
|
}
|
|
}
|
|
|
|
|
|
void CScriptedSentence::DelayThink()
|
|
{
|
|
m_active = true;
|
|
if (FStringNull(pev->targetname))
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
SetThink(&CScriptedSentence::FindThink);
|
|
}
|
|
|
|
|
|
bool CScriptedSentence::AcceptableSpeaker(CBaseToggle* pTarget)
|
|
{
|
|
CBaseMonster* pMonster;
|
|
pMonster = NULL;
|
|
|
|
if (pTarget)
|
|
{
|
|
pMonster = pTarget->MyMonsterPointer();
|
|
}
|
|
|
|
if (pMonster)
|
|
{
|
|
if ((pev->spawnflags & SF_SENTENCE_FOLLOWERS) != 0)
|
|
{
|
|
if (pMonster->m_hTargetEnt == NULL || !FClassnameIs(pMonster->m_hTargetEnt->pev, "player"))
|
|
return false;
|
|
}
|
|
bool override;
|
|
if ((pev->spawnflags & SF_SENTENCE_INTERRUPT) != 0)
|
|
override = true;
|
|
else
|
|
override = false;
|
|
if (pMonster->CanPlaySentence(override))
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// targeting something other than a monster, sure it can speak
|
|
if (pTarget && pTarget->IsAllowedToSpeak())
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
CBaseToggle* CScriptedSentence::FindEntity()
|
|
{
|
|
edict_t* pentTarget;
|
|
CBaseToggle* pSpeakingEnt;
|
|
|
|
|
|
pentTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_iszEntity));
|
|
pSpeakingEnt = NULL;
|
|
|
|
while (!FNullEnt(pentTarget))
|
|
{
|
|
CBaseEntity* pEnt = Instance(pentTarget);
|
|
pSpeakingEnt = pEnt ? pEnt->MyTogglePointer() : NULL;
|
|
|
|
if (pSpeakingEnt != NULL)
|
|
{
|
|
if (AcceptableSpeaker(pSpeakingEnt))
|
|
{
|
|
// ALERT(at_console, "acceptable speaker\n");
|
|
return pSpeakingEnt;
|
|
}
|
|
// ALERT(at_console, "found unacceptable speaker\n");
|
|
}
|
|
pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity));
|
|
}
|
|
|
|
CBaseEntity* pEntity = NULL;
|
|
while ((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, m_flRadius)) != NULL)
|
|
{
|
|
if (FClassnameIs(pEntity->pev, STRING(m_iszEntity)))
|
|
{
|
|
if (FBitSet(pEntity->pev->flags, FL_MONSTER))
|
|
{
|
|
pSpeakingEnt = pEntity->MyTogglePointer();
|
|
if (AcceptableSpeaker(pSpeakingEnt))
|
|
return pSpeakingEnt;
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
bool CScriptedSentence::StartSentence(CBaseToggle* pTarget)
|
|
{
|
|
if (!pTarget)
|
|
{
|
|
ALERT(at_aiconsole, "Not Playing sentence %s\n", STRING(m_iszSentence));
|
|
return false;
|
|
}
|
|
|
|
bool bConcurrent = false;
|
|
if ((pev->spawnflags & SF_SENTENCE_CONCURRENT) == 0)
|
|
bConcurrent = true;
|
|
|
|
CBaseEntity* pListener = NULL;
|
|
if (!FStringNull(m_iszListener))
|
|
{
|
|
float radius = m_flRadius;
|
|
|
|
if (FStrEq(STRING(m_iszListener), "player"))
|
|
radius = 4096; // Always find the player
|
|
|
|
pListener = UTIL_FindEntityGeneric(STRING(m_iszListener), pTarget->pev->origin, radius);
|
|
}
|
|
|
|
pTarget->PlayScriptedSentence(STRING(m_iszSentence), m_flDuration, m_flVolume, m_flAttenuation, bConcurrent, pListener);
|
|
ALERT(at_aiconsole, "Playing sentence %s (%.1f)\n", STRING(m_iszSentence), m_flDuration);
|
|
SUB_UseTargets(NULL, USE_TOGGLE, 0);
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
*/
|
|
|
|
|
|
//=========================================================
|
|
// Furniture - this is the cool comment I cut-and-pasted
|
|
//=========================================================
|
|
class CFurniture : public CBaseMonster
|
|
{
|
|
public:
|
|
void Spawn() override;
|
|
void Die();
|
|
int Classify() override;
|
|
int ObjectCaps() override { return (CBaseMonster::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
|
|
};
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS(monster_furniture, CFurniture);
|
|
|
|
|
|
//=========================================================
|
|
// Furniture is killed
|
|
//=========================================================
|
|
void CFurniture::Die()
|
|
{
|
|
SetThink(&CFurniture::SUB_Remove);
|
|
pev->nextthink = gpGlobals->time;
|
|
}
|
|
|
|
//=========================================================
|
|
// This used to have something to do with bees flying, but
|
|
// now it only initializes moving furniture in scripted sequences
|
|
//=========================================================
|
|
void CFurniture::Spawn()
|
|
{
|
|
PRECACHE_MODEL((char*)STRING(pev->model));
|
|
SET_MODEL(ENT(pev), STRING(pev->model));
|
|
|
|
pev->movetype = MOVETYPE_NONE;
|
|
pev->solid = SOLID_BBOX;
|
|
pev->health = 80000;
|
|
pev->takedamage = DAMAGE_AIM;
|
|
pev->effects = 0;
|
|
pev->yaw_speed = 0;
|
|
pev->sequence = 0;
|
|
pev->frame = 0;
|
|
|
|
// pev->nextthink += 1.0;
|
|
// SetThink (WalkMonsterDelay);
|
|
|
|
ResetSequenceInfo();
|
|
pev->frame = 0;
|
|
MonsterInit();
|
|
}
|
|
|
|
//=========================================================
|
|
// ID's Furniture as neutral (noone will attack it)
|
|
//=========================================================
|
|
int CFurniture::Classify()
|
|
{
|
|
return CLASS_NONE;
|
|
}
|