halflife-photomode/dlls/turret.cpp

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/***
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*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
/*
===== turret.cpp ========================================================
*/
//
// TODO:
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// Take advantage of new monster fields like m_hEnemy and get rid of that OFFSET() stuff
// Revisit enemy validation stuff, maybe it's not necessary with the newest monster code
//
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "effects.h"
extern Vector VecBModelOrigin(entvars_t* pevBModel);
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#define TURRET_SHOTS 2
#define TURRET_RANGE (100 * 12)
#define TURRET_SPREAD Vector(0, 0, 0)
#define TURRET_TURNRATE 30 //angles per 0.1 second
#define TURRET_MAXWAIT 15 // seconds turret will stay active w/o a target
#define TURRET_MAXSPIN 5 // seconds turret barrel will spin w/o a target
#define TURRET_MACHINE_VOLUME 0.5
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typedef enum
{
TURRET_ANIM_NONE = 0,
TURRET_ANIM_FIRE,
TURRET_ANIM_SPIN,
TURRET_ANIM_DEPLOY,
TURRET_ANIM_RETIRE,
TURRET_ANIM_DIE,
} TURRET_ANIM;
class CBaseTurret : public CBaseMonster
{
public:
void Spawn() override;
void Precache() override;
bool KeyValue(KeyValueData* pkvd) override;
void EXPORT TurretUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value);
void TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) override;
bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
int Classify() override;
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int BloodColor() override { return DONT_BLEED; }
void GibMonster() override {} // UNDONE: Throw turret gibs?
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// Think functions
void EXPORT ActiveThink();
void EXPORT SearchThink();
void EXPORT AutoSearchThink();
void EXPORT TurretDeath();
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virtual void EXPORT SpinDownCall() { m_iSpin = false; }
virtual void EXPORT SpinUpCall() { m_iSpin = true; }
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// void SpinDown();
// float EXPORT SpinDownCall() { return SpinDown(); }
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// virtual float SpinDown() { return 0;}
// virtual float Retire() { return 0;}
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void EXPORT Deploy();
void EXPORT Retire();
void EXPORT Initialize();
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virtual void Ping();
virtual void EyeOn();
virtual void EyeOff();
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bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
static TYPEDESCRIPTION m_SaveData[];
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// other functions
void SetTurretAnim(TURRET_ANIM anim);
bool MoveTurret();
virtual void Shoot(Vector& vecSrc, Vector& vecDirToEnemy) {}
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float m_flMaxSpin; // Max time to spin the barrel w/o a target
bool m_iSpin;
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CSprite* m_pEyeGlow;
int m_eyeBrightness;
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int m_iDeployHeight;
int m_iRetractHeight;
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int m_iMinPitch;
int m_iBaseTurnRate; // angles per second
float m_fTurnRate; // actual turn rate
int m_iOrientation; // 0 = floor, 1 = Ceiling
bool m_iOn;
bool m_fBeserk; // Sometimes this bitch will just freak out
bool m_iAutoStart; // true if the turret auto deploys when a target
// enters its range
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Vector m_vecLastSight;
float m_flLastSight; // Last time we saw a target
float m_flMaxWait; // Max time to seach w/o a target
int m_iSearchSpeed; // Not Used!
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// movement
float m_flStartYaw;
Vector m_vecCurAngles;
Vector m_vecGoalAngles;
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float m_flPingTime; // Time until the next ping, used when searching
float m_flSpinUpTime; // Amount of time until the barrel should spin down when searching
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};
TYPEDESCRIPTION CBaseTurret::m_SaveData[] =
{
DEFINE_FIELD(CBaseTurret, m_flMaxSpin, FIELD_FLOAT),
DEFINE_FIELD(CBaseTurret, m_iSpin, FIELD_BOOLEAN),
DEFINE_FIELD(CBaseTurret, m_pEyeGlow, FIELD_CLASSPTR),
DEFINE_FIELD(CBaseTurret, m_eyeBrightness, FIELD_INTEGER),
DEFINE_FIELD(CBaseTurret, m_iDeployHeight, FIELD_INTEGER),
DEFINE_FIELD(CBaseTurret, m_iRetractHeight, FIELD_INTEGER),
DEFINE_FIELD(CBaseTurret, m_iMinPitch, FIELD_INTEGER),
DEFINE_FIELD(CBaseTurret, m_iBaseTurnRate, FIELD_INTEGER),
DEFINE_FIELD(CBaseTurret, m_fTurnRate, FIELD_FLOAT),
DEFINE_FIELD(CBaseTurret, m_iOrientation, FIELD_INTEGER),
DEFINE_FIELD(CBaseTurret, m_iOn, FIELD_BOOLEAN),
DEFINE_FIELD(CBaseTurret, m_fBeserk, FIELD_BOOLEAN),
DEFINE_FIELD(CBaseTurret, m_iAutoStart, FIELD_BOOLEAN),
DEFINE_FIELD(CBaseTurret, m_vecLastSight, FIELD_POSITION_VECTOR),
DEFINE_FIELD(CBaseTurret, m_flLastSight, FIELD_TIME),
DEFINE_FIELD(CBaseTurret, m_flMaxWait, FIELD_FLOAT),
DEFINE_FIELD(CBaseTurret, m_iSearchSpeed, FIELD_INTEGER),
DEFINE_FIELD(CBaseTurret, m_flStartYaw, FIELD_FLOAT),
DEFINE_FIELD(CBaseTurret, m_vecCurAngles, FIELD_VECTOR),
DEFINE_FIELD(CBaseTurret, m_vecGoalAngles, FIELD_VECTOR),
DEFINE_FIELD(CBaseTurret, m_flPingTime, FIELD_TIME),
DEFINE_FIELD(CBaseTurret, m_flSpinUpTime, FIELD_TIME),
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};
IMPLEMENT_SAVERESTORE(CBaseTurret, CBaseMonster);
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class CTurret : public CBaseTurret
{
public:
void Spawn() override;
void Precache() override;
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// Think functions
void SpinUpCall() override;
void SpinDownCall() override;
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bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
static TYPEDESCRIPTION m_SaveData[];
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// other functions
void Shoot(Vector& vecSrc, Vector& vecDirToEnemy) override;
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private:
bool m_iStartSpin;
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};
TYPEDESCRIPTION CTurret::m_SaveData[] =
{
DEFINE_FIELD(CTurret, m_iStartSpin, FIELD_BOOLEAN),
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};
IMPLEMENT_SAVERESTORE(CTurret, CBaseTurret);
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class CMiniTurret : public CBaseTurret
{
public:
void Spawn() override;
void Precache() override;
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// other functions
void Shoot(Vector& vecSrc, Vector& vecDirToEnemy) override;
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};
LINK_ENTITY_TO_CLASS(monster_turret, CTurret);
LINK_ENTITY_TO_CLASS(monster_miniturret, CMiniTurret);
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bool CBaseTurret::KeyValue(KeyValueData* pkvd)
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{
if (FStrEq(pkvd->szKeyName, "maxsleep"))
{
m_flMaxWait = atof(pkvd->szValue);
return true;
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}
else if (FStrEq(pkvd->szKeyName, "orientation"))
{
m_iOrientation = atoi(pkvd->szValue);
return true;
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}
else if (FStrEq(pkvd->szKeyName, "searchspeed"))
{
m_iSearchSpeed = atoi(pkvd->szValue);
return true;
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}
else if (FStrEq(pkvd->szKeyName, "turnrate"))
{
m_iBaseTurnRate = atoi(pkvd->szValue);
return true;
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}
else if (FStrEq(pkvd->szKeyName, "style") ||
FStrEq(pkvd->szKeyName, "height") ||
FStrEq(pkvd->szKeyName, "value1") ||
FStrEq(pkvd->szKeyName, "value2") ||
FStrEq(pkvd->szKeyName, "value3"))
return true;
return CBaseMonster::KeyValue(pkvd);
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}
void CBaseTurret::Spawn()
{
Precache();
pev->nextthink = gpGlobals->time + 1;
pev->movetype = MOVETYPE_FLY;
pev->sequence = 0;
pev->frame = 0;
pev->solid = SOLID_SLIDEBOX;
pev->takedamage = DAMAGE_AIM;
SetBits(pev->flags, FL_MONSTER);
SetUse(&CBaseTurret::TurretUse);
if ((pev->spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE) != 0 && (pev->spawnflags & SF_MONSTER_TURRET_STARTINACTIVE) == 0)
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{
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m_iAutoStart = true;
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}
ResetSequenceInfo();
SetBoneController(0, 0);
SetBoneController(1, 0);
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m_flFieldOfView = VIEW_FIELD_FULL;
// m_flSightRange = TURRET_RANGE;
}
void CBaseTurret::Precache()
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{
PRECACHE_SOUND("turret/tu_fire1.wav");
PRECACHE_SOUND("turret/tu_ping.wav");
PRECACHE_SOUND("turret/tu_active2.wav");
PRECACHE_SOUND("turret/tu_die.wav");
PRECACHE_SOUND("turret/tu_die2.wav");
PRECACHE_SOUND("turret/tu_die3.wav");
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// PRECACHE_SOUND ("turret/tu_retract.wav"); // just use deploy sound to save memory
PRECACHE_SOUND("turret/tu_deploy.wav");
PRECACHE_SOUND("turret/tu_spinup.wav");
PRECACHE_SOUND("turret/tu_spindown.wav");
PRECACHE_SOUND("turret/tu_search.wav");
PRECACHE_SOUND("turret/tu_alert.wav");
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}
#define TURRET_GLOW_SPRITE "sprites/flare3.spr"
void CTurret::Spawn()
{
Precache();
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SET_MODEL(ENT(pev), "models/turret.mdl");
pev->health = gSkillData.turretHealth;
m_HackedGunPos = Vector(0, 0, 12.75);
m_flMaxSpin = TURRET_MAXSPIN;
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pev->view_ofs.z = 12.75;
CBaseTurret::Spawn();
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m_iRetractHeight = 16;
m_iDeployHeight = 32;
m_iMinPitch = -15;
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UTIL_SetSize(pev, Vector(-32, -32, -m_iRetractHeight), Vector(32, 32, m_iRetractHeight));
SetThink(&CTurret::Initialize);
m_pEyeGlow = CSprite::SpriteCreate(TURRET_GLOW_SPRITE, pev->origin, false);
m_pEyeGlow->SetTransparency(kRenderGlow, 255, 0, 0, 0, kRenderFxNoDissipation);
m_pEyeGlow->SetAttachment(edict(), 2);
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m_eyeBrightness = 0;
pev->nextthink = gpGlobals->time + 0.3;
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}
void CTurret::Precache()
{
CBaseTurret::Precache();
PRECACHE_MODEL("models/turret.mdl");
PRECACHE_MODEL(TURRET_GLOW_SPRITE);
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}
void CMiniTurret::Spawn()
{
Precache();
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SET_MODEL(ENT(pev), "models/miniturret.mdl");
pev->health = gSkillData.miniturretHealth;
m_HackedGunPos = Vector(0, 0, 12.75);
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m_flMaxSpin = 0;
pev->view_ofs.z = 12.75;
CBaseTurret::Spawn();
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m_iRetractHeight = 16;
m_iDeployHeight = 32;
m_iMinPitch = -15;
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UTIL_SetSize(pev, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight));
SetThink(&CMiniTurret::Initialize);
pev->nextthink = gpGlobals->time + 0.3;
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}
void CMiniTurret::Precache()
{
CBaseTurret::Precache();
PRECACHE_MODEL("models/miniturret.mdl");
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PRECACHE_SOUND("weapons/hks1.wav");
PRECACHE_SOUND("weapons/hks2.wav");
PRECACHE_SOUND("weapons/hks3.wav");
}
void CBaseTurret::Initialize()
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{
m_iOn = false;
m_fBeserk = false;
m_iSpin = false;
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SetBoneController(0, 0);
SetBoneController(1, 0);
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if (m_iBaseTurnRate == 0)
m_iBaseTurnRate = TURRET_TURNRATE;
if (m_flMaxWait == 0)
m_flMaxWait = TURRET_MAXWAIT;
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m_flStartYaw = pev->angles.y;
if (m_iOrientation == 1)
{
pev->idealpitch = 180;
pev->angles.x = 180;
pev->view_ofs.z = -pev->view_ofs.z;
pev->effects |= EF_INVLIGHT;
pev->angles.y = pev->angles.y + 180;
if (pev->angles.y > 360)
pev->angles.y = pev->angles.y - 360;
}
m_vecGoalAngles.x = 0;
if (m_iAutoStart)
{
m_flLastSight = gpGlobals->time + m_flMaxWait;
SetThink(&CBaseTurret::AutoSearchThink);
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pev->nextthink = gpGlobals->time + .1;
}
else
SetThink(&CBaseTurret::SUB_DoNothing);
}
void CBaseTurret::TurretUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value)
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{
if (!ShouldToggle(useType, m_iOn))
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return;
if (m_iOn)
{
m_hEnemy = NULL;
pev->nextthink = gpGlobals->time + 0.1;
m_iAutoStart = false; // switching off a turret disables autostart
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//!!!! this should spin down first!!BUGBUG
SetThink(&CBaseTurret::Retire);
}
else
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{
pev->nextthink = gpGlobals->time + 0.1; // turn on delay
// if the turret is flagged as an autoactivate turret, re-enable it's ability open self.
if ((pev->spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE) != 0)
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{
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m_iAutoStart = true;
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}
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SetThink(&CBaseTurret::Deploy);
}
}
void CBaseTurret::Ping()
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{
// make the pinging noise every second while searching
if (m_flPingTime == 0)
m_flPingTime = gpGlobals->time + 1;
else if (m_flPingTime <= gpGlobals->time)
{
m_flPingTime = gpGlobals->time + 1;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "turret/tu_ping.wav", 1, ATTN_NORM);
EyeOn();
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}
else if (m_eyeBrightness > 0)
{
EyeOff();
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}
}
void CBaseTurret::EyeOn()
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{
if (m_pEyeGlow)
{
if (m_eyeBrightness != 255)
{
m_eyeBrightness = 255;
}
m_pEyeGlow->SetBrightness(m_eyeBrightness);
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}
}
void CBaseTurret::EyeOff()
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{
if (m_pEyeGlow)
{
if (m_eyeBrightness > 0)
{
m_eyeBrightness = V_max(0, m_eyeBrightness - 30);
m_pEyeGlow->SetBrightness(m_eyeBrightness);
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}
}
}
void CBaseTurret::ActiveThink()
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{
bool fAttack = false;
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Vector vecDirToEnemy;
pev->nextthink = gpGlobals->time + 0.1;
StudioFrameAdvance();
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if ((!m_iOn) || (m_hEnemy == NULL))
{
m_hEnemy = NULL;
m_flLastSight = gpGlobals->time + m_flMaxWait;
SetThink(&CBaseTurret::SearchThink);
return;
}
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// if it's dead, look for something new
if (!m_hEnemy->IsAlive())
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{
if (0 == m_flLastSight)
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{
m_flLastSight = gpGlobals->time + 0.5; // continue-shooting timeout
}
else
{
if (gpGlobals->time > m_flLastSight)
{
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m_hEnemy = NULL;
m_flLastSight = gpGlobals->time + m_flMaxWait;
SetThink(&CBaseTurret::SearchThink);
return;
}
}
}
Vector vecMid = pev->origin + pev->view_ofs;
Vector vecMidEnemy = m_hEnemy->BodyTarget(vecMid);
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// Look for our current enemy
bool fEnemyVisible = FBoxVisible(pev, m_hEnemy->pev, vecMidEnemy);
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vecDirToEnemy = vecMidEnemy - vecMid; // calculate dir and dist to enemy
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float flDistToEnemy = vecDirToEnemy.Length();
Vector vec = UTIL_VecToAngles(vecMidEnemy - vecMid);
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// Current enmey is not visible.
if (!fEnemyVisible || (flDistToEnemy > TURRET_RANGE))
{
if (0 == m_flLastSight)
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m_flLastSight = gpGlobals->time + 0.5;
else
{
// Should we look for a new target?
if (gpGlobals->time > m_flLastSight)
{
m_hEnemy = NULL;
m_flLastSight = gpGlobals->time + m_flMaxWait;
SetThink(&CBaseTurret::SearchThink);
return;
}
}
fEnemyVisible = false;
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}
else
{
m_vecLastSight = vecMidEnemy;
}
UTIL_MakeAimVectors(m_vecCurAngles);
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/*
ALERT( at_console, "%.0f %.0f : %.2f %.2f %.2f\n",
m_vecCurAngles.x, m_vecCurAngles.y,
gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_forward.z );
*/
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Vector vecLOS = vecDirToEnemy; //vecMid - m_vecLastSight;
vecLOS = vecLOS.Normalize();
// Is the Gun looking at the target
if (DotProduct(vecLOS, gpGlobals->v_forward) <= 0.866) // 30 degree slop
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fAttack = false;
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else
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fAttack = true;
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// fire the gun
if (m_iSpin && ((fAttack) || (m_fBeserk)))
{
Vector vecSrc, vecAng;
GetAttachment(0, vecSrc, vecAng);
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SetTurretAnim(TURRET_ANIM_FIRE);
Shoot(vecSrc, gpGlobals->v_forward);
}
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else
{
SetTurretAnim(TURRET_ANIM_SPIN);
}
//move the gun
if (m_fBeserk)
{
if (RANDOM_LONG(0, 9) == 0)
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{
m_vecGoalAngles.y = RANDOM_FLOAT(0, 360);
m_vecGoalAngles.x = RANDOM_FLOAT(0, 90) - 90 * m_iOrientation;
TakeDamage(pev, pev, 1, DMG_GENERIC); // don't beserk forever
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return;
}
}
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else if (fEnemyVisible)
{
if (vec.y > 360)
vec.y -= 360;
if (vec.y < 0)
vec.y += 360;
//ALERT(at_console, "[%.2f]", vec.x);
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if (vec.x < -180)
vec.x += 360;
if (vec.x > 180)
vec.x -= 360;
// now all numbers should be in [1...360]
// pin to turret limitations to [-90...15]
if (m_iOrientation == 0)
{
if (vec.x > 90)
vec.x = 90;
else if (vec.x < m_iMinPitch)
vec.x = m_iMinPitch;
}
else
{
if (vec.x < -90)
vec.x = -90;
else if (vec.x > -m_iMinPitch)
vec.x = -m_iMinPitch;
}
// ALERT(at_console, "->[%.2f]\n", vec.x);
m_vecGoalAngles.y = vec.y;
m_vecGoalAngles.x = vec.x;
}
SpinUpCall();
MoveTurret();
}
void CTurret::Shoot(Vector& vecSrc, Vector& vecDirToEnemy)
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{
FireBullets(1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1);
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.6);
pev->effects = pev->effects | EF_MUZZLEFLASH;
}
void CMiniTurret::Shoot(Vector& vecSrc, Vector& vecDirToEnemy)
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{
FireBullets(1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_9MM, 1);
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switch (RANDOM_LONG(0, 2))
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{
case 0:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks3.wav", 1, ATTN_NORM);
break;
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}
pev->effects = pev->effects | EF_MUZZLEFLASH;
}
void CBaseTurret::Deploy()
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{
pev->nextthink = gpGlobals->time + 0.1;
StudioFrameAdvance();
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if (pev->sequence != TURRET_ANIM_DEPLOY)
{
m_iOn = true;
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SetTurretAnim(TURRET_ANIM_DEPLOY);
EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM);
SUB_UseTargets(this, USE_ON, 0);
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}
if (m_fSequenceFinished)
{
pev->maxs.z = m_iDeployHeight;
pev->mins.z = -m_iDeployHeight;
UTIL_SetSize(pev, pev->mins, pev->maxs);
m_vecCurAngles.x = 0;
if (m_iOrientation == 1)
{
m_vecCurAngles.y = UTIL_AngleMod(pev->angles.y + 180);
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}
else
{
m_vecCurAngles.y = UTIL_AngleMod(pev->angles.y);
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}
SetTurretAnim(TURRET_ANIM_SPIN);
pev->framerate = 0;
SetThink(&CBaseTurret::SearchThink);
}
m_flLastSight = gpGlobals->time + m_flMaxWait;
}
void CBaseTurret::Retire()
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{
// make the turret level
m_vecGoalAngles.x = 0;
m_vecGoalAngles.y = m_flStartYaw;
pev->nextthink = gpGlobals->time + 0.1;
StudioFrameAdvance();
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EyeOff();
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if (!MoveTurret())
{
if (m_iSpin)
{
SpinDownCall();
}
else if (pev->sequence != TURRET_ANIM_RETIRE)
{
SetTurretAnim(TURRET_ANIM_RETIRE);
EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM, 0, 120);
SUB_UseTargets(this, USE_OFF, 0);
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}
else if (m_fSequenceFinished)
{
m_iOn = false;
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m_flLastSight = 0;
SetTurretAnim(TURRET_ANIM_NONE);
pev->maxs.z = m_iRetractHeight;
pev->mins.z = -m_iRetractHeight;
UTIL_SetSize(pev, pev->mins, pev->maxs);
if (m_iAutoStart)
{
SetThink(&CBaseTurret::AutoSearchThink);
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pev->nextthink = gpGlobals->time + .1;
}
else
SetThink(&CBaseTurret::SUB_DoNothing);
}
}
else
{
SetTurretAnim(TURRET_ANIM_SPIN);
}
}
void CTurret::SpinUpCall()
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{
StudioFrameAdvance();
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pev->nextthink = gpGlobals->time + 0.1;
// Are we already spun up? If not start the two stage process.
if (!m_iSpin)
{
SetTurretAnim(TURRET_ANIM_SPIN);
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// for the first pass, spin up the the barrel
if (!m_iStartSpin)
{
pev->nextthink = gpGlobals->time + 1.0; // spinup delay
EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_spinup.wav", TURRET_MACHINE_VOLUME, ATTN_NORM);
m_iStartSpin = true;
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pev->framerate = 0.1;
}
// after the barrel is spun up, turn on the hum
else if (pev->framerate >= 1.0)
{
pev->nextthink = gpGlobals->time + 0.1; // retarget delay
EMIT_SOUND(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", TURRET_MACHINE_VOLUME, ATTN_NORM);
SetThink(&CTurret::ActiveThink);
m_iStartSpin = false;
m_iSpin = true;
}
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else
{
pev->framerate += 0.075;
}
}
if (m_iSpin)
{
SetThink(&CTurret::ActiveThink);
}
}
void CTurret::SpinDownCall()
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{
if (m_iSpin)
{
SetTurretAnim(TURRET_ANIM_SPIN);
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if (pev->framerate == 1.0)
{
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100);
EMIT_SOUND(ENT(pev), CHAN_ITEM, "turret/tu_spindown.wav", TURRET_MACHINE_VOLUME, ATTN_NORM);
}
pev->framerate -= 0.02;
if (pev->framerate <= 0)
{
pev->framerate = 0;
m_iSpin = false;
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}
}
}
void CBaseTurret::SetTurretAnim(TURRET_ANIM anim)
{
if (pev->sequence != anim)
{
switch (anim)
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{
case TURRET_ANIM_FIRE:
case TURRET_ANIM_SPIN:
if (pev->sequence != TURRET_ANIM_FIRE && pev->sequence != TURRET_ANIM_SPIN)
{
pev->frame = 0;
}
break;
default:
pev->frame = 0;
break;
}
pev->sequence = anim;
ResetSequenceInfo();
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switch (anim)
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{
case TURRET_ANIM_RETIRE:
pev->frame = 255;
pev->framerate = -1.0;
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break;
case TURRET_ANIM_DIE:
pev->framerate = 1.0;
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break;
}
//ALERT(at_console, "Turret anim #%d\n", anim);
}
}
//
// This search function will sit with the turret deployed and look for a new target.
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// After a set amount of time, the barrel will spin down. After m_flMaxWait, the turret will
// retact.
//
void CBaseTurret::SearchThink()
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{
// ensure rethink
SetTurretAnim(TURRET_ANIM_SPIN);
StudioFrameAdvance();
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pev->nextthink = gpGlobals->time + 0.1;
if (m_flSpinUpTime == 0 && 0 != m_flMaxSpin)
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m_flSpinUpTime = gpGlobals->time + m_flMaxSpin;
Ping();
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// If we have a target and we're still healthy
if (m_hEnemy != NULL)
{
if (!m_hEnemy->IsAlive())
m_hEnemy = NULL; // Dead enemy forces a search for new one
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}
// Acquire Target
if (m_hEnemy == NULL)
{
Look(TURRET_RANGE);
m_hEnemy = BestVisibleEnemy();
}
// If we've found a target, spin up the barrel and start to attack
if (m_hEnemy != NULL)
{
m_flLastSight = 0;
m_flSpinUpTime = 0;
SetThink(&CBaseTurret::ActiveThink);
}
else
{
// Are we out of time, do we need to retract?
if (gpGlobals->time > m_flLastSight)
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{
//Before we retrace, make sure that we are spun down.
m_flLastSight = 0;
m_flSpinUpTime = 0;
SetThink(&CBaseTurret::Retire);
}
// should we stop the spin?
else if ((0 != m_flSpinUpTime) && (gpGlobals->time > m_flSpinUpTime))
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{
SpinDownCall();
}
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// generic hunt for new victims
m_vecGoalAngles.y = (m_vecGoalAngles.y + 0.1 * m_fTurnRate);
if (m_vecGoalAngles.y >= 360)
m_vecGoalAngles.y -= 360;
MoveTurret();
}
}
//
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// This think function will deploy the turret when something comes into range. This is for
// automatically activated turrets.
//
void CBaseTurret::AutoSearchThink()
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{
// ensure rethink
StudioFrameAdvance();
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pev->nextthink = gpGlobals->time + 0.3;
// If we have a target and we're still healthy
if (m_hEnemy != NULL)
{
if (!m_hEnemy->IsAlive())
m_hEnemy = NULL; // Dead enemy forces a search for new one
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}
// Acquire Target
if (m_hEnemy == NULL)
{
Look(TURRET_RANGE);
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m_hEnemy = BestVisibleEnemy();
}
if (m_hEnemy != NULL)
{
SetThink(&CBaseTurret::Deploy);
EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_alert.wav", TURRET_MACHINE_VOLUME, ATTN_NORM);
}
}
void CBaseTurret::TurretDeath()
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{
bool iActive = false;
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StudioFrameAdvance();
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pev->nextthink = gpGlobals->time + 0.1;
if (pev->deadflag != DEAD_DEAD)
{
pev->deadflag = DEAD_DEAD;
float flRndSound = RANDOM_FLOAT(0, 1);
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if (flRndSound <= 0.33)
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EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM);
else if (flRndSound <= 0.66)
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EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM);
else
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EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM);
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100);
if (m_iOrientation == 0)
m_vecGoalAngles.x = -15;
else
m_vecGoalAngles.x = -90;
SetTurretAnim(TURRET_ANIM_DIE);
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EyeOn();
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}
EyeOff();
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if (pev->dmgtime + RANDOM_FLOAT(0, 2) > gpGlobals->time)
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{
// lots of smoke
MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY);
WRITE_BYTE(TE_SMOKE);
WRITE_COORD(RANDOM_FLOAT(pev->absmin.x, pev->absmax.x));
WRITE_COORD(RANDOM_FLOAT(pev->absmin.y, pev->absmax.y));
WRITE_COORD(pev->origin.z - m_iOrientation * 64);
WRITE_SHORT(g_sModelIndexSmoke);
WRITE_BYTE(25); // scale * 10
WRITE_BYTE(10 - m_iOrientation * 5); // framerate
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MESSAGE_END();
}
if (pev->dmgtime + RANDOM_FLOAT(0, 5) > gpGlobals->time)
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{
Vector vecSrc = Vector(RANDOM_FLOAT(pev->absmin.x, pev->absmax.x), RANDOM_FLOAT(pev->absmin.y, pev->absmax.y), 0);
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if (m_iOrientation == 0)
vecSrc = vecSrc + Vector(0, 0, RANDOM_FLOAT(pev->origin.z, pev->absmax.z));
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else
vecSrc = vecSrc + Vector(0, 0, RANDOM_FLOAT(pev->absmin.z, pev->origin.z));
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UTIL_Sparks(vecSrc);
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}
if (m_fSequenceFinished && !MoveTurret() && pev->dmgtime + 5 < gpGlobals->time)
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{
pev->framerate = 0;
SetThink(NULL);
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}
}
void CBaseTurret::TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType)
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{
if (ptr->iHitgroup == 10)
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{
// hit armor
if (pev->dmgtime != gpGlobals->time || (RANDOM_LONG(0, 10) < 1))
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{
UTIL_Ricochet(ptr->vecEndPos, RANDOM_FLOAT(1, 2));
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pev->dmgtime = gpGlobals->time;
}
flDamage = 0.1; // don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
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}
if (0 == pev->takedamage)
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return;
AddMultiDamage(pevAttacker, this, flDamage, bitsDamageType);
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}
// take damage. bitsDamageType indicates type of damage sustained, ie: DMG_BULLET
bool CBaseTurret::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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{
if (0 == pev->takedamage)
return false;
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if (!m_iOn)
flDamage /= 10.0;
pev->health -= flDamage;
if (pev->health <= 0)
{
pev->health = 0;
pev->takedamage = DAMAGE_NO;
pev->dmgtime = gpGlobals->time;
ClearBits(pev->flags, FL_MONSTER); // why are they set in the first place???
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SetUse(NULL);
SetThink(&CBaseTurret::TurretDeath);
SUB_UseTargets(this, USE_ON, 0); // wake up others
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pev->nextthink = gpGlobals->time + 0.1;
return false;
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}
if (pev->health <= 10)
{
if (m_iOn && (true || RANDOM_LONG(0, 0x7FFF) > 800))
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{
m_fBeserk = true;
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SetThink(&CBaseTurret::SearchThink);
}
}
return true;
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}
bool CBaseTurret::MoveTurret()
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{
bool state = false;
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// any x movement?
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if (m_vecCurAngles.x != m_vecGoalAngles.x)
{
float flDir = m_vecGoalAngles.x > m_vecCurAngles.x ? 1 : -1;
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m_vecCurAngles.x += 0.1 * m_fTurnRate * flDir;
// if we started below the goal, and now we're past, peg to goal
if (flDir == 1)
{
if (m_vecCurAngles.x > m_vecGoalAngles.x)
m_vecCurAngles.x = m_vecGoalAngles.x;
}
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else
{
if (m_vecCurAngles.x < m_vecGoalAngles.x)
m_vecCurAngles.x = m_vecGoalAngles.x;
}
if (m_iOrientation == 0)
SetBoneController(1, -m_vecCurAngles.x);
else
SetBoneController(1, m_vecCurAngles.x);
state = true;
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}
if (m_vecCurAngles.y != m_vecGoalAngles.y)
{
float flDir = m_vecGoalAngles.y > m_vecCurAngles.y ? 1 : -1;
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float flDist = fabs(m_vecGoalAngles.y - m_vecCurAngles.y);
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if (flDist > 180)
{
flDist = 360 - flDist;
flDir = -flDir;
}
if (flDist > 30)
{
if (m_fTurnRate < m_iBaseTurnRate * 10)
{
m_fTurnRate += m_iBaseTurnRate;
}
}
else if (m_fTurnRate > 45)
{
m_fTurnRate -= m_iBaseTurnRate;
}
else
{
m_fTurnRate += m_iBaseTurnRate;
}
m_vecCurAngles.y += 0.1 * m_fTurnRate * flDir;
if (m_vecCurAngles.y < 0)
m_vecCurAngles.y += 360;
else if (m_vecCurAngles.y >= 360)
m_vecCurAngles.y -= 360;
if (flDist < (0.05 * m_iBaseTurnRate))
m_vecCurAngles.y = m_vecGoalAngles.y;
//ALERT(at_console, "%.2f -> %.2f\n", m_vecCurAngles.y, y);
if (m_iOrientation == 0)
SetBoneController(0, m_vecCurAngles.y - pev->angles.y);
else
SetBoneController(0, pev->angles.y - 180 - m_vecCurAngles.y);
state = true;
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}
if (!state)
m_fTurnRate = m_iBaseTurnRate;
//ALERT(at_console, "(%.2f, %.2f)->(%.2f, %.2f)\n", m_vecCurAngles.x,
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// m_vecCurAngles.y, m_vecGoalAngles.x, m_vecGoalAngles.y);
return state;
}
//
// ID as a machine
//
int CBaseTurret::Classify()
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{
if (m_iOn || m_iAutoStart)
return CLASS_MACHINE;
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return CLASS_NONE;
}
//=========================================================
// Sentry gun - smallest turret, placed near grunt entrenchments
//=========================================================
class CSentry : public CBaseTurret
{
public:
void Spawn() override;
void Precache() override;
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// other functions
void Shoot(Vector& vecSrc, Vector& vecDirToEnemy) override;
bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
void EXPORT SentryTouch(CBaseEntity* pOther);
void EXPORT SentryDeath();
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};
LINK_ENTITY_TO_CLASS(monster_sentry, CSentry);
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void CSentry::Precache()
{
CBaseTurret::Precache();
PRECACHE_MODEL("models/sentry.mdl");
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}
void CSentry::Spawn()
{
Precache();
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SET_MODEL(ENT(pev), "models/sentry.mdl");
pev->health = gSkillData.sentryHealth;
m_HackedGunPos = Vector(0, 0, 48);
pev->view_ofs.z = 48;
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m_flMaxWait = 1E6;
m_flMaxSpin = 1E6;
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CBaseTurret::Spawn();
m_iRetractHeight = 64;
m_iDeployHeight = 64;
m_iMinPitch = -60;
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UTIL_SetSize(pev, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight));
SetTouch(&CSentry::SentryTouch);
SetThink(&CSentry::Initialize);
pev->nextthink = gpGlobals->time + 0.3;
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}
void CSentry::Shoot(Vector& vecSrc, Vector& vecDirToEnemy)
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{
FireBullets(1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_MP5, 1);
switch (RANDOM_LONG(0, 2))
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{
case 0:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM);
break;
case 2:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks3.wav", 1, ATTN_NORM);
break;
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}
pev->effects = pev->effects | EF_MUZZLEFLASH;
}
bool CSentry::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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{
if (0 == pev->takedamage)
return false;
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if (!m_iOn)
{
SetThink(&CSentry::Deploy);
SetUse(NULL);
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pev->nextthink = gpGlobals->time + 0.1;
}
pev->health -= flDamage;
if (pev->health <= 0)
{
pev->health = 0;
pev->takedamage = DAMAGE_NO;
pev->dmgtime = gpGlobals->time;
ClearBits(pev->flags, FL_MONSTER); // why are they set in the first place???
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SetUse(NULL);
SetThink(&CSentry::SentryDeath);
SUB_UseTargets(this, USE_ON, 0); // wake up others
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pev->nextthink = gpGlobals->time + 0.1;
return false;
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}
return true;
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}
void CSentry::SentryTouch(CBaseEntity* pOther)
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{
if (pOther && (pOther->IsPlayer() || (pOther->pev->flags & FL_MONSTER) != 0))
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{
TakeDamage(pOther->pev, pOther->pev, 0, 0);
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}
}
void CSentry::SentryDeath()
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{
bool iActive = false;
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StudioFrameAdvance();
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pev->nextthink = gpGlobals->time + 0.1;
if (pev->deadflag != DEAD_DEAD)
{
pev->deadflag = DEAD_DEAD;
float flRndSound = RANDOM_FLOAT(0, 1);
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if (flRndSound <= 0.33)
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EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM);
else if (flRndSound <= 0.66)
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EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM);
else
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EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM);
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100);
SetBoneController(0, 0);
SetBoneController(1, 0);
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SetTurretAnim(TURRET_ANIM_DIE);
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pev->solid = SOLID_NOT;
pev->angles.y = UTIL_AngleMod(pev->angles.y + RANDOM_LONG(0, 2) * 120);
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EyeOn();
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}
EyeOff();
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Vector vecSrc, vecAng;
GetAttachment(1, vecSrc, vecAng);
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if (pev->dmgtime + RANDOM_FLOAT(0, 2) > gpGlobals->time)
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{
// lots of smoke
MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY);
WRITE_BYTE(TE_SMOKE);
WRITE_COORD(vecSrc.x + RANDOM_FLOAT(-16, 16));
WRITE_COORD(vecSrc.y + RANDOM_FLOAT(-16, 16));
WRITE_COORD(vecSrc.z - 32);
WRITE_SHORT(g_sModelIndexSmoke);
WRITE_BYTE(15); // scale * 10
WRITE_BYTE(8); // framerate
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MESSAGE_END();
}
if (pev->dmgtime + RANDOM_FLOAT(0, 8) > gpGlobals->time)
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{
UTIL_Sparks(vecSrc);
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}
if (m_fSequenceFinished && pev->dmgtime + 5 < gpGlobals->time)
{
pev->framerate = 0;
SetThink(NULL);
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}
}