Lost Soul / Shadow Walker: Refactoring, cleanup

This commit is contained in:
1upD 2018-10-06 22:34:08 -04:00
parent b7873d0529
commit 4ac6828023
2 changed files with 12 additions and 74 deletions

View File

@ -1,25 +1,12 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
// This is a skeleton file for use when creating a new
// NPC. Copy and rename this file for the new
// NPC and add the copy to the build.
//=//=============================================================================//
//
// Leave this file in the build until we ship! Allowing
// this file to be rebuilt with the rest of the game ensures
// that it stays up to date with the rest of the NPC code.
// Purpose: A frightening flying creature with the appearance of a burning skull.
// May be familiar to first person shooter fans.
//
// Replace occurances of CNPC_ShadowWalker with the new NPC's
// classname. Don't forget the lower-case occurance in
// LINK_ENTITY_TO_CLASS()
// npc_lost_soul is a modified version of a manhack inspired by Mallikas'
// HalloweenVilleFour entry, Satanophobia, as well as Doom.
//
//
// ASSUMPTIONS MADE:
//
// You're making a character based on CAI_BaseNPC. If this
// is not true, make sure you replace all occurances
// of 'CAI_BaseNPC' in this file with the appropriate
// parent class.
//
// You're making a human-sized NPC that walks.
// Author: 1upD
//
//=============================================================================//
#include "cbase.h"
@ -61,37 +48,6 @@
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=========================================================
// Private activities
//=========================================================
//int ACT_MYCUSTOMACTIVITY = -1;
//=========================================================
// Custom schedules
//=========================================================
//enum
//{
// SCHED_MYCUSTOMSCHEDULE = LAST_SHARED_SCHEDULE,
//};
//=========================================================
// Custom tasks
//=========================================================
//enum
//{
// TASK_MYCUSTOMTASK = LAST_SHARED_TASK,
//};
//=========================================================
// Custom Conditions
//=========================================================
//enum
//{
// COND_MYCUSTOMCONDITION = LAST_SHARED_CONDITION,
//};
ConVar sk_lostsoul_health("sk_lostsoul_health", "0");
ConVar sk_lostsoul_melee_dmg("sk_lostsoul_melee_dmg", "0");
@ -290,9 +246,8 @@ int CNPC_LostSoul::OnTakeDamage_Alive(const CTakeDamageInfo &info)
//-----------------------------------------------------------------------------
void CNPC_LostSoul::DeathSound(const CTakeDamageInfo &info)
{
StopSound("NPC_Lost_Soul.Stunned");
CPASAttenuationFilter filter2(this, "NPC_Lost_Soul.Die");
EmitSound(filter2, entindex(), "NPC_Lost_Soul.Die");
CPASAttenuationFilter filter2(this, "NPC_LostSoul.Die");
EmitSound(filter2, entindex(), "NPC_LostSoul.Die");
}
//-----------------------------------------------------------------------------
@ -337,7 +292,7 @@ void CNPC_LostSoul::PlayFlySound(void)
// Play special engine every once in a while
if (gpGlobals->curtime > m_flNextEngineSoundTime && flEnemyDist < 48)
{
m_flNextEngineSoundTime = gpGlobals->curtime + random->RandomFloat(3.0, 10.0);
m_flNextEngineSoundTime = gpGlobals->curtime + random->RandomFloat(0.5, 2.0);
EmitSound("NPC_LostSoul.Float");
}
@ -479,34 +434,17 @@ void CNPC_LostSoul::MoveToTarget(float flInterval, const Vector &vMoveTarget)
myAccel = flDist / flInterval;
}
/*
// Boost vertical movement
if ( targetDir.z > 0 )
{
// Z acceleration is faster when we thrust upwards.
// This is to help keep manhacks out of water.
myZAccel *= 5.0;
}
*/
// Clamp vertical movement
if (myZAccel > flDist / flInterval)
{
myZAccel = flDist / flInterval;
}
// Scale by our engine force
//myAccel *= m_fEnginePowerScale;
//myZAccel *= m_fEnginePowerScale;
MoveInDirection(flInterval, targetDir, myAccel, myZAccel, myDecay);
// calc relative banking targets
Vector forward, right;
GetVectors(&forward, &right, NULL);
//m_vTargetBanking.x = 40 * DotProduct(forward, targetDir);
//m_vTargetBanking.z = 40 * DotProduct(right, targetDir);
//m_vTargetBanking.y = 0.0;
}
//-----------------------------------------------------------------------------

View File

@ -486,9 +486,9 @@ void CNPC_ShadowWalker::PlaySound(string_t soundname, bool required /*= false */
{
if (required || gpGlobals->curtime > m_flNextSoundTime)
{
m_flNextSoundTime = gpGlobals->curtime + random->RandomFloat(1.0, 2.0);
CPASAttenuationFilter filter2(this, STRING(soundname));
EmitSound(filter2, entindex(), STRING(soundname));
m_flNextSoundTime = gpGlobals->curtime + random->RandomFloat(0.5, 1.0);
//CPASAttenuationFilter filter2(this, STRING(soundname));
EmitSound(STRING(soundname));
}
}