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699 lines
17 KiB
C++
699 lines
17 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements the headcrab, a tiny, jumpy alien parasite.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "game.h"
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#include "ai_default.h"
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#include "ai_schedule.h"
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#include "ai_hull.h"
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#include "ai_route.h"
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#include "ai_motor.h"
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#include "npcevent.h"
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#include "hl1_npc_headcrab.h"
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#include "gib.h"
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//#include "AI_Interactions.h"
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#include "ndebugoverlay.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "movevars_shared.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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extern void ClearMultiDamage(void);
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extern void ApplyMultiDamage( void );
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ConVar sk_headcrab_health( "sk_headcrab_health","20");
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ConVar sk_headcrab_dmg_bite( "sk_headcrab_dmg_bite","10");
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#define CRAB_ATTN_IDLE (float)1.5
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#define HEADCRAB_GUTS_GIB_COUNT 1
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#define HEADCRAB_LEGS_GIB_COUNT 3
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#define HEADCRAB_ALL_GIB_COUNT 5
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#define HEADCRAB_MAX_JUMP_DIST 256
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#define HEADCRAB_RUNMODE_ACCELERATE 1
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#define HEADCRAB_RUNMODE_IDLE 2
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#define HEADCRAB_RUNMODE_DECELERATE 3
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#define HEADCRAB_RUNMODE_FULLSPEED 4
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#define HEADCRAB_RUNMODE_PAUSE 5
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#define HEADCRAB_RUN_MINSPEED 0.5
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#define HEADCRAB_RUN_MAXSPEED 1.0
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#define HC_AE_JUMPATTACK ( 2 )
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BEGIN_DATADESC( CNPC_Headcrab )
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// m_nGibCount - don't save
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// Function Pointers
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DEFINE_ENTITYFUNC( LeapTouch ),
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DEFINE_FIELD( m_vecJumpVel, FIELD_VECTOR ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( monster_headcrab, CNPC_Headcrab );
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enum
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{
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SCHED_HEADCRAB_RANGE_ATTACK1 = LAST_SHARED_SCHEDULE,
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SCHED_FAST_HEADCRAB_RANGE_ATTACK1,
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CNPC_Headcrab::Spawn( void )
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{
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Precache();
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SetRenderColor( 255, 255, 255, 255 );
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SetModel( "models/headcrab.mdl" );
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m_iHealth = sk_headcrab_health.GetFloat();
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SetHullType(HULL_TINY);
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SetHullSizeNormal();
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_STEP );
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SetViewOffset( Vector(6, 0, 11) ); // Position of the eyes relative to NPC's origin.
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_flFieldOfView = 0.5;
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m_NPCState = NPC_STATE_NONE;
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m_nGibCount = HEADCRAB_ALL_GIB_COUNT;
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CapabilitiesClear();
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CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 );
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NPCInit();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CNPC_Headcrab::Precache( void )
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{
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PrecacheModel( "models/headcrab.mdl" );
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// PrecacheModel( "models/hc_squashed01.mdl" );
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// PrecacheModel( "models/gibs/hc_gibs.mdl" );
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PrecacheScriptSound( "Headcrab.Bite" );
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PrecacheScriptSound( "Headcrab.Attack" );
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PrecacheScriptSound( "Headcrab.Idle" );
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PrecacheScriptSound( "Headcrab.Die" );
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PrecacheScriptSound( "Headcrab.Alert" );
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PrecacheScriptSound( "Headcrab.Pain" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CNPC_Headcrab::IdleSound()
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{
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HeadCrabSound( "Headcrab.Idle" );
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}
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void CNPC_Headcrab::AlertSound()
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{
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HeadCrabSound( "Headcrab.Alert" );
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}
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void CNPC_Headcrab::PainSound( const CTakeDamageInfo &info )
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{
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HeadCrabSound( "Headcrab.Pain" );
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}
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void CNPC_Headcrab::DeathSound( const CTakeDamageInfo &info )
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{
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HeadCrabSound( "Headcrab.Die" );
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}
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void CNPC_Headcrab::HeadCrabSound( const char *pchSound )
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{
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CPASAttenuationFilter filter( this, ATTN_IDLE );
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CSoundParameters params;
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if ( GetParametersForSound( pchSound, params, NULL ) )
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{
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EmitSound_t ep( params );
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ep.m_flVolume = GetSoundVolume();
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ep.m_nPitch = GetVoicePitch();
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EmitSound( filter, entindex(), ep );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pTask -
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//-----------------------------------------------------------------------------
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void CNPC_Headcrab::StartTask( const Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_RANGE_ATTACK1:
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{
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SetIdealActivity( ACT_RANGE_ATTACK1 );
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SetTouch( &CNPC_Headcrab::LeapTouch );
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break;
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}
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default:
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{
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BaseClass::StartTask( pTask );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pTask -
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//-----------------------------------------------------------------------------
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void CNPC_Headcrab::RunTask( const Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_RANGE_ATTACK1:
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case TASK_RANGE_ATTACK2:
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{
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if ( IsSequenceFinished() )
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{
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TaskComplete();
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SetTouch( NULL );
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SetIdealActivity( ACT_IDLE );
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}
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break;
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}
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default:
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{
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CAI_BaseNPC::RunTask( pTask );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output :
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//-----------------------------------------------------------------------------
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int CNPC_Headcrab::SelectSchedule( void )
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{
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switch ( m_NPCState )
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{
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case NPC_STATE_ALERT:
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{
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if (HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ))
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{
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if ( fabs( GetMotor()->DeltaIdealYaw() ) < ( 1.0 - m_flFieldOfView) * 60 ) // roughly in the correct direction
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{
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return SCHED_TAKE_COVER_FROM_ORIGIN;
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}
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else if ( SelectWeightedSequence( ACT_SMALL_FLINCH ) != -1 )
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{
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return SCHED_SMALL_FLINCH;
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}
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}
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else if (HasCondition( COND_HEAR_DANGER ) ||
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HasCondition( COND_HEAR_PLAYER ) ||
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HasCondition( COND_HEAR_WORLD ) ||
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HasCondition( COND_HEAR_COMBAT ))
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{
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return SCHED_ALERT_FACE_BESTSOUND;
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}
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else
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{
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return SCHED_PATROL_WALK;
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}
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break;
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}
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}
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// no special cases here, call the base class
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return BaseClass::SelectSchedule();
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CNPC_Headcrab::Touch( CBaseEntity *pOther )
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{
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// If someone has smacked me into a wall then gib!
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/* if (m_NPCState == NPC_STATE_DEAD)
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{
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if (GetAbsVelocity().Length() > 250)
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{
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trace_t tr;
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Vector vecDir = GetAbsVelocity();
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VectorNormalize(vecDir);
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UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() + vecDir * 100,
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MASK_SOLID_BRUSHONLY, pev, COLLISION_GROUP_NONE, &tr);
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float dotPr = DotProduct(vecDir,tr.plane.normal);
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if ((tr.fraction != 1.0) &&
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(dotPr < -0.8) )
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{
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Event_Gibbed();
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// Throw headcrab guts
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CGib::SpawnSpecificGibs( this, HEADCRAB_GUTS_GIB_COUNT, 300, 400, "models/gibs/hc_gibs.mdl");
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}
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}
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}*/
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BaseClass::Touch(pOther);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pevInflictor -
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// pevAttacker -
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// flDamage -
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// bitsDamageType -
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// Output :
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//-----------------------------------------------------------------------------
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int CNPC_Headcrab::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
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{
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CTakeDamageInfo info = inputInfo;
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//
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// Don't take any acid damage.
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//
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if ( info.GetDamageType() & DMG_ACID )
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{
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return 0;
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}
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return BaseClass::OnTakeDamage_Alive( info );
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}
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float CNPC_Headcrab::GetDamageAmount( void )
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{
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return sk_headcrab_dmg_bite.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : Type -
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// Output : CAI_Schedule *
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//-----------------------------------------------------------------------------
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int CNPC_Headcrab::TranslateSchedule( int scheduleType )
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{
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switch( scheduleType )
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{
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case SCHED_RANGE_ATTACK1:
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return SCHED_HEADCRAB_RANGE_ATTACK1;
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case SCHED_FAIL_TAKE_COVER:
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return SCHED_ALERT_FACE;
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}
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return BaseClass::TranslateSchedule( scheduleType );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Headcrab::PrescheduleThink( void )
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{
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BaseClass::PrescheduleThink();
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//
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// Make the crab coo a little bit in combat state.
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//
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if (( m_NPCState == NPC_STATE_COMBAT ) && ( random->RandomFloat( 0, 5 ) < 0.1 ))
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{
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IdleSound();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: For innate melee attack
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CNPC_Headcrab::RangeAttack1Conditions ( float flDot, float flDist )
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{
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if ( gpGlobals->curtime < m_flNextAttack )
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{
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return( 0 );
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}
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if ( !(GetFlags() & FL_ONGROUND) )
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{
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return( 0 );
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}
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if ( flDist > 256 )
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{
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return( COND_TOO_FAR_TO_ATTACK );
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}
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else if ( flDot < 0.65 )
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{
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return( COND_NOT_FACING_ATTACK );
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}
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return( COND_CAN_RANGE_ATTACK1 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Indicates this monster's place in the relationship table.
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// Output :
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//-----------------------------------------------------------------------------
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Class_T CNPC_Headcrab::Classify( void )
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{
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return CLASS_ALIEN_PREY;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the real center of the monster. The bounding box is much larger
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// than the actual creature so this is needed for targetting.
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// Output : Vector
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//-----------------------------------------------------------------------------
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Vector CNPC_Headcrab::Center( void )
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{
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return Vector( GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z + 6 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &posSrc -
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// Output : Vector
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//-----------------------------------------------------------------------------
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Vector CNPC_Headcrab::BodyTarget( const Vector &posSrc, bool bNoisy )
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{
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return( Center() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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float CNPC_Headcrab::MaxYawSpeed ( void )
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{
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switch ( GetActivity() )
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{
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case ACT_IDLE:
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return 30;
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break;
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case ACT_RUN:
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case ACT_WALK:
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return 20;
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break;
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case ACT_TURN_LEFT:
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case ACT_TURN_RIGHT:
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return 15;
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break;
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case ACT_RANGE_ATTACK1:
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return 30;
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break;
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default:
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return 30;
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break;
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}
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return BaseClass::MaxYawSpeed();
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}
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//-----------------------------------------------------------------------------
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// Purpose: LeapTouch - this is the headcrab's touch function when it is in the air.
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void CNPC_Headcrab::LeapTouch( CBaseEntity *pOther )
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{
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if ( pOther->Classify() == Classify() )
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{
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return;
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}
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// Don't hit if back on ground
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if ( !(GetFlags() & FL_ONGROUND) && ( pOther->IsNPC() || pOther->IsPlayer() ) )
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{
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BiteSound();
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TouchDamage( pOther );
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}
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SetTouch( NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Make the sound of this headcrab chomping a target.
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// Input :
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//-----------------------------------------------------------------------------
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void CNPC_Headcrab::BiteSound( void )
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{
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HeadCrabSound( "Headcrab.Bite" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Deal the damage from the headcrab's touch attack.
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//-----------------------------------------------------------------------------
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void CNPC_Headcrab::TouchDamage( CBaseEntity *pOther )
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{
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CTakeDamageInfo info( this, this, GetDamageAmount(), DMG_SLASH );
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CalculateMeleeDamageForce( &info, GetAbsVelocity(), GetAbsOrigin() );
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pOther->TakeDamage( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Catches the monster-specific messages that occur when tagged
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// animation frames are played.
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// Input : *pEvent -
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//-----------------------------------------------------------------------------
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void CNPC_Headcrab::HandleAnimEvent( animevent_t *pEvent )
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{
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switch ( pEvent->event )
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{
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case HC_AE_JUMPATTACK:
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{
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SetGroundEntity( NULL );
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//
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// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
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//
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UTIL_SetOrigin( this, GetAbsOrigin() + Vector( 0 , 0 , 1 ));
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Vector vecJumpDir;
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CBaseEntity *pEnemy = GetEnemy();
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if ( pEnemy )
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{
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Vector vecEnemyEyePos = pEnemy->EyePosition();
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float gravity = GetCurrentGravity();
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if ( gravity <= 1 )
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{
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gravity = 1;
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}
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//
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// How fast does the headcrab need to travel to reach my enemy's eyes given gravity?
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//
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float height = ( vecEnemyEyePos.z - GetAbsOrigin().z );
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if ( height < 16 )
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{
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height = 16;
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}
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else if ( height > 120 )
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{
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height = 120;
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}
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float speed = sqrt( 2 * gravity * height );
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float time = speed / gravity;
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//
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// Scale the sideways velocity to get there at the right time
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//
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vecJumpDir = vecEnemyEyePos - GetAbsOrigin();
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vecJumpDir = vecJumpDir / time;
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//
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// Speed to offset gravity at the desired height.
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//
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vecJumpDir.z = speed;
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//
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// Don't jump too far/fast.
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//
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float distance = vecJumpDir.Length();
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if ( distance > 650 )
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{
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vecJumpDir = vecJumpDir * ( 650.0 / distance );
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}
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}
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else
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{
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//
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// Jump hop, don't care where.
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//
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Vector forward, up;
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AngleVectors( GetAbsAngles(), &forward, NULL, &up );
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vecJumpDir = Vector( forward.x, forward.y, up.z ) * 350;
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}
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int iSound = random->RandomInt( 0 , 2 );
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if ( iSound != 0 )
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{
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AttackSound();
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}
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SetAbsVelocity( vecJumpDir );
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m_flNextAttack = gpGlobals->curtime + 2;
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break;
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}
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default:
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{
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CAI_BaseNPC::HandleAnimEvent( pEvent );
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break;
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}
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}
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}
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void CNPC_Headcrab::AttackSound( void )
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{
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HeadCrabSound( "Headcrab.Attack" );
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}
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//------------------------------------------------------------------------------
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//
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// Schedules
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//
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//------------------------------------------------------------------------------
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AI_BEGIN_CUSTOM_NPC( monster_headcrab, CNPC_Headcrab )
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//=========================================================
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// > SCHED_HEADCRAB_RANGE_ATTACK1
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//=========================================================
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DEFINE_SCHEDULE
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(
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SCHED_HEADCRAB_RANGE_ATTACK1,
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" Tasks"
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" TASK_STOP_MOVING 0"
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" TASK_FACE_IDEAL 0"
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" TASK_RANGE_ATTACK1 0"
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" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
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" TASK_FACE_IDEAL 0"
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" TASK_WAIT_RANDOM 0.5"
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" "
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" Interrupts"
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" COND_ENEMY_OCCLUDED"
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" COND_NO_PRIMARY_AMMO"
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)
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//=========================================================
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// > SCHED_FAST_HEADCRAB_RANGE_ATTACK1
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//=========================================================
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DEFINE_SCHEDULE
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(
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SCHED_FAST_HEADCRAB_RANGE_ATTACK1,
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" Tasks"
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" TASK_STOP_MOVING 0"
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" TASK_FACE_IDEAL 0"
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" TASK_RANGE_ATTACK1 0"
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" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
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" "
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" Interrupts"
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" COND_ENEMY_OCCLUDED"
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" COND_NO_PRIMARY_AMMO"
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)
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AI_END_CUSTOM_NPC()
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class CNPC_BabyCrab : public CNPC_Headcrab
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{
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DECLARE_CLASS( CNPC_BabyCrab, CNPC_Headcrab );
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public:
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void Spawn( void );
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void Precache( void );
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unsigned int PhysicsSolidMaskForEntity( void ) const;
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int RangeAttack1Conditions ( float flDot, float flDist );
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float MaxYawSpeed( void ){ return 120.0f; }
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float GetDamageAmount( void );
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virtual int GetVoicePitch( void ) { return PITCH_NORM + random->RandomInt( 40,50 ); }
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virtual float GetSoundVolume( void ) { return 0.8; }
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};
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LINK_ENTITY_TO_CLASS( monster_babycrab, CNPC_BabyCrab );
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unsigned int CNPC_BabyCrab::PhysicsSolidMaskForEntity( void ) const
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{
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unsigned int iMask = BaseClass::PhysicsSolidMaskForEntity();
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iMask &= ~CONTENTS_MONSTERCLIP;
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return iMask;
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}
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void CNPC_BabyCrab::Spawn( void )
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{
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CNPC_Headcrab::Spawn();
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SetModel( "models/baby_headcrab.mdl" );
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m_nRenderMode = kRenderTransTexture;
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SetRenderColor( 255, 255, 255, 192 );
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UTIL_SetSize(this, Vector(-12, -12, 0), Vector(12, 12, 24));
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m_iHealth = sk_headcrab_health.GetFloat() * 0.25; // less health than full grown
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}
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void CNPC_BabyCrab::Precache( void )
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{
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PrecacheModel( "models/baby_headcrab.mdl" );
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CNPC_Headcrab::Precache();
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}
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int CNPC_BabyCrab::RangeAttack1Conditions( float flDot, float flDist )
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{
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if ( GetFlags() & FL_ONGROUND )
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{
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if ( GetGroundEntity() && ( GetGroundEntity()->GetFlags() & ( FL_CLIENT | FL_NPC ) ) )
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return COND_CAN_RANGE_ATTACK1;
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// A little less accurate, but jump from closer
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if ( flDist <= 180 && flDot >= 0.55 )
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return COND_CAN_RANGE_ATTACK1;
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}
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return COND_NONE;
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}
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float CNPC_BabyCrab::GetDamageAmount( void )
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{
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return sk_headcrab_dmg_bite.GetFloat() * 0.3;
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}
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