/*** * * 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. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "effects.h" #define SF_WAITFORTRIGGER (0x04 | 0x40) // UNDONE: Fix! #define SF_NOWRECKAGE 0x08 class CApache : public CBaseMonster { bool Save(CSave& save) override; bool Restore(CRestore& restore) override; static TYPEDESCRIPTION m_SaveData[]; void Spawn() override; void Precache() override; int Classify() override { return CLASS_HUMAN_MILITARY; } int BloodColor() override { return DONT_BLEED; } void Killed(entvars_t* pevAttacker, int iGib) override; void GibMonster() override; void SetObjectCollisionBox() override { pev->absmin = pev->origin + Vector(-300, -300, -172); pev->absmax = pev->origin + Vector(300, 300, 8); } void EXPORT HuntThink(); void EXPORT FlyTouch(CBaseEntity* pOther); void EXPORT CrashTouch(CBaseEntity* pOther); void EXPORT DyingThink(); void EXPORT StartupUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value); void EXPORT NullThink(); void ShowDamage(); void Flight(); void FireRocket(); bool FireGun(); bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override; void TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) override; int m_iRockets; float m_flForce; float m_flNextRocket; Vector m_vecTarget; Vector m_posTarget; Vector m_vecDesired; Vector m_posDesired; Vector m_vecGoal; Vector m_angGun; float m_flLastSeen; float m_flPrevSeen; int m_iSoundState; // don't save this int m_iSpriteTexture; int m_iExplode; int m_iBodyGibs; float m_flGoalSpeed; int m_iDoSmokePuff; CBeam* m_pBeam; }; LINK_ENTITY_TO_CLASS(monster_apache, CApache); TYPEDESCRIPTION CApache::m_SaveData[] = { DEFINE_FIELD(CApache, m_iRockets, FIELD_INTEGER), DEFINE_FIELD(CApache, m_flForce, FIELD_FLOAT), DEFINE_FIELD(CApache, m_flNextRocket, FIELD_TIME), DEFINE_FIELD(CApache, m_vecTarget, FIELD_VECTOR), DEFINE_FIELD(CApache, m_posTarget, FIELD_POSITION_VECTOR), DEFINE_FIELD(CApache, m_vecDesired, FIELD_VECTOR), DEFINE_FIELD(CApache, m_posDesired, FIELD_POSITION_VECTOR), DEFINE_FIELD(CApache, m_vecGoal, FIELD_VECTOR), DEFINE_FIELD(CApache, m_angGun, FIELD_VECTOR), DEFINE_FIELD(CApache, m_flLastSeen, FIELD_TIME), DEFINE_FIELD(CApache, m_flPrevSeen, FIELD_TIME), // DEFINE_FIELD( CApache, m_iSoundState, FIELD_INTEGER ), // Don't save, precached // DEFINE_FIELD( CApache, m_iSpriteTexture, FIELD_INTEGER ), // DEFINE_FIELD( CApache, m_iExplode, FIELD_INTEGER ), // DEFINE_FIELD( CApache, m_iBodyGibs, FIELD_INTEGER ), DEFINE_FIELD(CApache, m_pBeam, FIELD_CLASSPTR), DEFINE_FIELD(CApache, m_flGoalSpeed, FIELD_FLOAT), DEFINE_FIELD(CApache, m_iDoSmokePuff, FIELD_INTEGER), }; IMPLEMENT_SAVERESTORE(CApache, CBaseMonster); void CApache::Spawn() { Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; SET_MODEL(ENT(pev), "models/apache.mdl"); UTIL_SetSize(pev, Vector(-32, -32, -64), Vector(32, 32, 0)); UTIL_SetOrigin(pev, pev->origin); pev->flags |= FL_MONSTER; pev->takedamage = DAMAGE_AIM; pev->health = gSkillData.apacheHealth; pev->max_health = pev->health; m_flFieldOfView = -0.707; // 270 degrees pev->sequence = 0; ResetSequenceInfo(); pev->frame = RANDOM_LONG(0, 0xFF); InitBoneControllers(); if ((pev->spawnflags & SF_WAITFORTRIGGER) != 0) { SetThink(&CApache::NullThink); SetUse(&CApache::StartupUse); } else { SetThink(&CApache::HuntThink); SetTouch(&CApache::FlyTouch); } pev->nextthink = gpGlobals->time + 1.0; m_iRockets = 10; } void CApache::Precache() { PRECACHE_MODEL("models/apache.mdl"); PRECACHE_SOUND("apache/ap_rotor1.wav"); PRECACHE_SOUND("apache/ap_rotor2.wav"); PRECACHE_SOUND("apache/ap_rotor3.wav"); PRECACHE_SOUND("apache/ap_whine1.wav"); PRECACHE_SOUND("weapons/mortarhit.wav"); m_iSpriteTexture = PRECACHE_MODEL("sprites/white.spr"); PRECACHE_SOUND("turret/tu_fire1.wav"); PRECACHE_MODEL("sprites/lgtning.spr"); m_iExplode = PRECACHE_MODEL("sprites/fexplo.spr"); m_iBodyGibs = PRECACHE_MODEL("models/metalplategibs_green.mdl"); UTIL_PrecacheOther("hvr_rocket"); } void CApache::NullThink() { StudioFrameAdvance(); FCheckAITrigger(); pev->nextthink = gpGlobals->time + 0.5; } void CApache::StartupUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) { SetThink(&CApache::HuntThink); SetTouch(&CApache::FlyTouch); pev->nextthink = gpGlobals->time + 0.1; SetUse(NULL); } void CApache::Killed(entvars_t* pevAttacker, int iGib) { pev->movetype = MOVETYPE_TOSS; pev->gravity = 0.3; STOP_SOUND(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav"); UTIL_SetSize(pev, Vector(-32, -32, -64), Vector(32, 32, 0)); SetThink(&CApache::DyingThink); SetTouch(&CApache::CrashTouch); pev->nextthink = gpGlobals->time + 0.1; pev->health = 0; pev->takedamage = DAMAGE_NO; pev->deadflag = DEAD_DYING; if ((pev->spawnflags & SF_NOWRECKAGE) != 0) { m_flNextRocket = gpGlobals->time + 4.0; } else { m_flNextRocket = gpGlobals->time + 15.0; } } void CApache::DyingThink() { StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; pev->avelocity = pev->avelocity * 1.02; // still falling? if (m_flNextRocket > gpGlobals->time) { FCheckAITrigger(); // random explosions MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin); WRITE_BYTE(TE_EXPLOSION); // This just makes a dynamic light now WRITE_COORD(pev->origin.x + RANDOM_FLOAT(-150, 150)); WRITE_COORD(pev->origin.y + RANDOM_FLOAT(-150, 150)); WRITE_COORD(pev->origin.z + RANDOM_FLOAT(-150, -50)); WRITE_SHORT(g_sModelIndexFireball); WRITE_BYTE(RANDOM_LONG(0, 29) + 30); // scale * 10 WRITE_BYTE(12); // framerate WRITE_BYTE(TE_EXPLFLAG_NONE); MESSAGE_END(); // lots of smoke MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin); WRITE_BYTE(TE_SMOKE); WRITE_COORD(pev->origin.x + RANDOM_FLOAT(-150, 150)); WRITE_COORD(pev->origin.y + RANDOM_FLOAT(-150, 150)); WRITE_COORD(pev->origin.z + RANDOM_FLOAT(-150, -50)); WRITE_SHORT(g_sModelIndexSmoke); WRITE_BYTE(100); // scale * 10 WRITE_BYTE(10); // framerate MESSAGE_END(); Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpot); WRITE_BYTE(TE_BREAKMODEL); // position WRITE_COORD(vecSpot.x); WRITE_COORD(vecSpot.y); WRITE_COORD(vecSpot.z); // size WRITE_COORD(400); WRITE_COORD(400); WRITE_COORD(132); // velocity WRITE_COORD(pev->velocity.x); WRITE_COORD(pev->velocity.y); WRITE_COORD(pev->velocity.z); // randomization WRITE_BYTE(50); // Model WRITE_SHORT(m_iBodyGibs); //model id# // # of shards WRITE_BYTE(4); // let client decide // duration WRITE_BYTE(30); // 3.0 seconds // flags WRITE_BYTE(BREAK_METAL); MESSAGE_END(); // don't stop it we touch a entity pev->flags &= ~FL_ONGROUND; pev->nextthink = gpGlobals->time + 0.2; return; } else { Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; /* MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_EXPLOSION); // This just makes a dynamic light now WRITE_COORD( vecSpot.x ); WRITE_COORD( vecSpot.y ); WRITE_COORD( vecSpot.z + 300 ); WRITE_SHORT( g_sModelIndexFireball ); WRITE_BYTE( 250 ); // scale * 10 WRITE_BYTE( 8 ); // framerate MESSAGE_END(); */ // fireball MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpot); WRITE_BYTE(TE_SPRITE); WRITE_COORD(vecSpot.x); WRITE_COORD(vecSpot.y); WRITE_COORD(vecSpot.z + 256); WRITE_SHORT(m_iExplode); WRITE_BYTE(120); // scale * 10 WRITE_BYTE(255); // brightness MESSAGE_END(); // big smoke MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpot); WRITE_BYTE(TE_SMOKE); WRITE_COORD(vecSpot.x); WRITE_COORD(vecSpot.y); WRITE_COORD(vecSpot.z + 512); WRITE_SHORT(g_sModelIndexSmoke); WRITE_BYTE(250); // scale * 10 WRITE_BYTE(5); // framerate MESSAGE_END(); // blast circle MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin); WRITE_BYTE(TE_BEAMCYLINDER); WRITE_COORD(pev->origin.x); WRITE_COORD(pev->origin.y); WRITE_COORD(pev->origin.z); WRITE_COORD(pev->origin.x); WRITE_COORD(pev->origin.y); WRITE_COORD(pev->origin.z + 2000); // reach damage radius over .2 seconds WRITE_SHORT(m_iSpriteTexture); WRITE_BYTE(0); // startframe WRITE_BYTE(0); // framerate WRITE_BYTE(4); // life WRITE_BYTE(32); // width WRITE_BYTE(0); // noise WRITE_BYTE(255); // r, g, b WRITE_BYTE(255); // r, g, b WRITE_BYTE(192); // r, g, b WRITE_BYTE(128); // brightness WRITE_BYTE(0); // speed MESSAGE_END(); EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3); RadiusDamage(pev->origin, pev, pev, 300, CLASS_NONE, DMG_BLAST); if (/*!(pev->spawnflags & SF_NOWRECKAGE) && */ (pev->flags & FL_ONGROUND) != 0) { CBaseEntity* pWreckage = Create("cycler_wreckage", pev->origin, pev->angles); // SET_MODEL( ENT(pWreckage->pev), STRING(pev->model) ); UTIL_SetSize(pWreckage->pev, Vector(-200, -200, -128), Vector(200, 200, -32)); pWreckage->pev->frame = pev->frame; pWreckage->pev->sequence = pev->sequence; pWreckage->pev->framerate = 0; pWreckage->pev->dmgtime = gpGlobals->time + 5; } // gibs vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpot); WRITE_BYTE(TE_BREAKMODEL); // position WRITE_COORD(vecSpot.x); WRITE_COORD(vecSpot.y); WRITE_COORD(vecSpot.z + 64); // size WRITE_COORD(400); WRITE_COORD(400); WRITE_COORD(128); // velocity WRITE_COORD(0); WRITE_COORD(0); WRITE_COORD(200); // randomization WRITE_BYTE(30); // Model WRITE_SHORT(m_iBodyGibs); //model id# // # of shards WRITE_BYTE(200); // duration WRITE_BYTE(200); // 10.0 seconds // flags WRITE_BYTE(BREAK_METAL); MESSAGE_END(); SetThink(&CApache::SUB_Remove); pev->nextthink = gpGlobals->time + 0.1; } } void CApache::FlyTouch(CBaseEntity* pOther) { // bounce if we hit something solid if (pOther->pev->solid == SOLID_BSP) { TraceResult tr = UTIL_GetGlobalTrace(); // UNDONE, do a real bounce pev->velocity = pev->velocity + tr.vecPlaneNormal * (pev->velocity.Length() + 200); } } void CApache::CrashTouch(CBaseEntity* pOther) { // only crash if we hit something solid if (pOther->pev->solid == SOLID_BSP) { SetTouch(NULL); m_flNextRocket = gpGlobals->time; pev->nextthink = gpGlobals->time; } } void CApache::GibMonster() { // EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200); } void CApache::HuntThink() { StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; ShowDamage(); if (m_pGoalEnt == NULL && !FStringNull(pev->target)) // this monster has a target { m_pGoalEnt = UTIL_FindEntityByTargetname(NULL, STRING(pev->target)); if (m_pGoalEnt) { m_posDesired = m_pGoalEnt->pev->origin; UTIL_MakeAimVectors(m_pGoalEnt->pev->angles); m_vecGoal = gpGlobals->v_forward; } } // if (m_hEnemy == NULL) { Look(4092); m_hEnemy = BestVisibleEnemy(); //If i have an enemy i'm in combat, otherwise i'm patrolling. if (m_hEnemy != nullptr) { m_MonsterState = MONSTERSTATE_COMBAT; } else { m_MonsterState = MONSTERSTATE_ALERT; } } Listen(); // generic speed up if (m_flGoalSpeed < 800) m_flGoalSpeed += 5; if (m_hEnemy != NULL) { // ALERT( at_console, "%s\n", STRING( m_hEnemy->pev->classname ) ); if (FVisible(m_hEnemy)) { if (m_flLastSeen < gpGlobals->time - 5) m_flPrevSeen = gpGlobals->time; m_flLastSeen = gpGlobals->time; m_posTarget = m_hEnemy->Center(); } else { m_hEnemy = NULL; } } m_vecTarget = (m_posTarget - pev->origin).Normalize(); float flLength = (pev->origin - m_posDesired).Length(); if (m_pGoalEnt) { // ALERT( at_console, "%.0f\n", flLength ); if (flLength < 128) { m_pGoalEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_pGoalEnt->pev->target)); if (m_pGoalEnt) { m_posDesired = m_pGoalEnt->pev->origin; UTIL_MakeAimVectors(m_pGoalEnt->pev->angles); m_vecGoal = gpGlobals->v_forward; flLength = (pev->origin - m_posDesired).Length(); } } } else { m_posDesired = pev->origin; } if (flLength > 250) // 500 { // float flLength2 = (m_posTarget - pev->origin).Length() * (1.5 - DotProduct((m_posTarget - pev->origin).Normalize(), pev->velocity.Normalize() )); // if (flLength2 < flLength) if (m_flLastSeen + 90 > gpGlobals->time && DotProduct((m_posTarget - pev->origin).Normalize(), (m_posDesired - pev->origin).Normalize()) > 0.25) { m_vecDesired = (m_posTarget - pev->origin).Normalize(); } else { m_vecDesired = (m_posDesired - pev->origin).Normalize(); } } else { m_vecDesired = m_vecGoal; } Flight(); // ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->time, m_flLastSeen, m_flPrevSeen ); if ((m_flLastSeen + 1 > gpGlobals->time) && (m_flPrevSeen + 2 < gpGlobals->time)) { if (FireGun()) { // slow down if we're fireing if (m_flGoalSpeed > 400) m_flGoalSpeed = 400; } // don't fire rockets and gun on easy mode if (g_iSkillLevel == SKILL_EASY) m_flNextRocket = gpGlobals->time + 10.0; } UTIL_MakeAimVectors(pev->angles); Vector vecEst = (gpGlobals->v_forward * 800 + pev->velocity).Normalize(); // ALERT( at_console, "%d %d %d %4.2f\n", pev->angles.x < 0, DotProduct( pev->velocity, gpGlobals->v_forward ) > -100, m_flNextRocket < gpGlobals->time, DotProduct( m_vecTarget, vecEst ) ); if ((m_iRockets % 2) == 1) { FireRocket(); m_flNextRocket = gpGlobals->time + 0.5; if (m_iRockets <= 0) { m_flNextRocket = gpGlobals->time + 10; m_iRockets = 10; } } else if (pev->angles.x < 0 && DotProduct(pev->velocity, gpGlobals->v_forward) > -100 && m_flNextRocket < gpGlobals->time) { if (m_flLastSeen + 60 > gpGlobals->time) { if (m_hEnemy != NULL) { // make sure it's a good shot if (DotProduct(m_vecTarget, vecEst) > .965) { TraceResult tr; UTIL_TraceLine(pev->origin, pev->origin + vecEst * 4096, ignore_monsters, edict(), &tr); if ((tr.vecEndPos - m_posTarget).Length() < 512) FireRocket(); } } else { TraceResult tr; UTIL_TraceLine(pev->origin, pev->origin + vecEst * 4096, dont_ignore_monsters, edict(), &tr); // just fire when close if ((tr.vecEndPos - m_posTarget).Length() < 512) FireRocket(); } } } FCheckAITrigger(); } void CApache::Flight() { // tilt model 5 degrees Vector vecAdj = Vector(5.0, 0, 0); // estimate where I'll be facing in one seconds UTIL_MakeAimVectors(pev->angles + pev->avelocity * 2 + vecAdj); // Vector vecEst1 = pev->origin + pev->velocity + gpGlobals->v_up * m_flForce - Vector( 0, 0, 384 ); // float flSide = DotProduct( m_posDesired - vecEst1, gpGlobals->v_right ); float flSide = DotProduct(m_vecDesired, gpGlobals->v_right); if (flSide < 0) { if (pev->avelocity.y < 60) { pev->avelocity.y += 8; // 9 * (3.0/2.0); } } else { if (pev->avelocity.y > -60) { pev->avelocity.y -= 8; // 9 * (3.0/2.0); } } pev->avelocity.y *= 0.98; // estimate where I'll be in two seconds UTIL_MakeAimVectors(pev->angles + pev->avelocity * 1 + vecAdj); Vector vecEst = pev->origin + pev->velocity * 2.0 + gpGlobals->v_up * m_flForce * 20 - Vector(0, 0, 384 * 2); // add immediate force UTIL_MakeAimVectors(pev->angles + vecAdj); pev->velocity.x += gpGlobals->v_up.x * m_flForce; pev->velocity.y += gpGlobals->v_up.y * m_flForce; pev->velocity.z += gpGlobals->v_up.z * m_flForce; // add gravity pev->velocity.z -= 38.4; // 32ft/sec float flSpeed = pev->velocity.Length(); float flDir = DotProduct(Vector(gpGlobals->v_forward.x, gpGlobals->v_forward.y, 0), Vector(pev->velocity.x, pev->velocity.y, 0)); if (flDir < 0) flSpeed = -flSpeed; float flDist = DotProduct(m_posDesired - vecEst, gpGlobals->v_forward); // float flSlip = DotProduct( pev->velocity, gpGlobals->v_right ); float flSlip = -DotProduct(m_posDesired - vecEst, gpGlobals->v_right); // fly sideways if (flSlip > 0) { if (pev->angles.z > -30 && pev->avelocity.z > -15) pev->avelocity.z -= 4; else pev->avelocity.z += 2; } else { if (pev->angles.z < 30 && pev->avelocity.z < 15) pev->avelocity.z += 4; else pev->avelocity.z -= 2; } // sideways drag pev->velocity.x = pev->velocity.x * (1.0 - fabs(gpGlobals->v_right.x) * 0.05); pev->velocity.y = pev->velocity.y * (1.0 - fabs(gpGlobals->v_right.y) * 0.05); pev->velocity.z = pev->velocity.z * (1.0 - fabs(gpGlobals->v_right.z) * 0.05); // general drag pev->velocity = pev->velocity * 0.995; // apply power to stay correct height if (m_flForce < 80 && vecEst.z < m_posDesired.z) { m_flForce += 12; } else if (m_flForce > 30) { if (vecEst.z > m_posDesired.z) m_flForce -= 8; } // pitch forward or back to get to target if (flDist > 0 && flSpeed < m_flGoalSpeed /* && flSpeed < flDist */ && pev->angles.x + pev->avelocity.x > -40) { // ALERT( at_console, "F " ); // lean forward pev->avelocity.x -= 12.0; } else if (flDist < 0 && flSpeed > -50 && pev->angles.x + pev->avelocity.x < 20) { // ALERT( at_console, "B " ); // lean backward pev->avelocity.x += 12.0; } else if (pev->angles.x + pev->avelocity.x > 0) { // ALERT( at_console, "f " ); pev->avelocity.x -= 4.0; } else if (pev->angles.x + pev->avelocity.x < 0) { // ALERT( at_console, "b " ); pev->avelocity.x += 4.0; } // ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", pev->origin.x, pev->velocity.x, flDist, flSpeed, pev->angles.x, pev->avelocity.x, m_flForce ); // ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", pev->origin.z, pev->velocity.z, vecEst.z, m_posDesired.z, m_flForce ); // make rotor, engine sounds if (m_iSoundState == 0) { EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, 0, 110); // EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", 0.5, 0.2, 0, 110 ); m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions } else { CBaseEntity* pPlayer = NULL; pPlayer = UTIL_FindEntityByClassname(NULL, "player"); // UNDONE: this needs to send different sounds to every player for multiplayer. if (pPlayer) { float pitch = DotProduct(pev->velocity - pPlayer->pev->velocity, (pPlayer->pev->origin - pev->origin).Normalize()); pitch = (int)(100 + pitch / 50.0); if (pitch > 250) pitch = 250; if (pitch < 50) pitch = 50; if (pitch == 100) pitch = 101; float flVol = (m_flForce / 100.0) + .1; if (flVol > 1.0) flVol = 1.0; EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch); } // EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", flVol, 0.2, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch); // ALERT( at_console, "%.0f %.2f\n", pitch, flVol ); } } void CApache::FireRocket() { static float side = 1.0; static int count; if (m_iRockets <= 0) return; UTIL_MakeAimVectors(pev->angles); Vector vecSrc = pev->origin + 1.5 * (gpGlobals->v_forward * 21 + gpGlobals->v_right * 70 * side + gpGlobals->v_up * -79); switch (m_iRockets % 5) { case 0: vecSrc = vecSrc + gpGlobals->v_right * 10; break; case 1: vecSrc = vecSrc - gpGlobals->v_right * 10; break; case 2: vecSrc = vecSrc + gpGlobals->v_up * 10; break; case 3: vecSrc = vecSrc - gpGlobals->v_up * 10; break; case 4: break; } MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSrc); WRITE_BYTE(TE_SMOKE); WRITE_COORD(vecSrc.x); WRITE_COORD(vecSrc.y); WRITE_COORD(vecSrc.z); WRITE_SHORT(g_sModelIndexSmoke); WRITE_BYTE(20); // scale * 10 WRITE_BYTE(12); // framerate MESSAGE_END(); CBaseEntity* pRocket = CBaseEntity::Create("hvr_rocket", vecSrc, pev->angles, edict()); if (pRocket) pRocket->pev->velocity = pev->velocity + gpGlobals->v_forward * 100; m_iRockets--; side = -side; } bool CApache::FireGun() { UTIL_MakeAimVectors(pev->angles); Vector posGun, angGun; GetAttachment(1, posGun, angGun); Vector vecTarget = (m_posTarget - posGun).Normalize(); Vector vecOut; vecOut.x = DotProduct(gpGlobals->v_forward, vecTarget); vecOut.y = -DotProduct(gpGlobals->v_right, vecTarget); vecOut.z = DotProduct(gpGlobals->v_up, vecTarget); Vector angles = UTIL_VecToAngles(vecOut); angles.x = -angles.x; if (angles.y > 180) angles.y = angles.y - 360; if (angles.y < -180) angles.y = angles.y + 360; if (angles.x > 180) angles.x = angles.x - 360; if (angles.x < -180) angles.x = angles.x + 360; if (angles.x > m_angGun.x) m_angGun.x = V_min(angles.x, m_angGun.x + 12); if (angles.x < m_angGun.x) m_angGun.x = V_max(angles.x, m_angGun.x - 12); if (angles.y > m_angGun.y) m_angGun.y = V_min(angles.y, m_angGun.y + 12); if (angles.y < m_angGun.y) m_angGun.y = V_max(angles.y, m_angGun.y - 12); m_angGun.y = SetBoneController(0, m_angGun.y); m_angGun.x = SetBoneController(1, m_angGun.x); Vector posBarrel, angBarrel; GetAttachment(0, posBarrel, angBarrel); Vector vecGun = (posBarrel - posGun).Normalize(); if (DotProduct(vecGun, vecTarget) > 0.98) { #if 1 FireBullets(1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_12MM, 1); EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.3); #else static float flNext; TraceResult tr; UTIL_TraceLine(posGun, posGun + vecGun * 8192, dont_ignore_monsters, ENT(pev), &tr); if (!m_pBeam) { m_pBeam = CBeam::BeamCreate("sprites/lgtning.spr", 80); m_pBeam->PointEntInit(pev->origin, entindex()); m_pBeam->SetEndAttachment(1); m_pBeam->SetColor(255, 180, 96); m_pBeam->SetBrightness(192); } if (flNext < gpGlobals->time) { flNext = gpGlobals->time + 0.5; m_pBeam->SetStartPos(tr.vecEndPos); } #endif return true; } else { if (m_pBeam) { UTIL_Remove(m_pBeam); m_pBeam = NULL; } } return false; } void CApache::ShowDamage() { if (m_iDoSmokePuff > 0 || RANDOM_LONG(0, 99) > pev->health) { MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin); WRITE_BYTE(TE_SMOKE); WRITE_COORD(pev->origin.x); WRITE_COORD(pev->origin.y); WRITE_COORD(pev->origin.z - 32); WRITE_SHORT(g_sModelIndexSmoke); WRITE_BYTE(RANDOM_LONG(0, 9) + 20); // scale * 10 WRITE_BYTE(12); // framerate MESSAGE_END(); } if (m_iDoSmokePuff > 0) m_iDoSmokePuff--; } bool CApache::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) { if (pevInflictor->owner == edict()) return false; if ((bitsDamageType & DMG_BLAST) != 0) { flDamage *= 2; } /* if ( (bitsDamageType & DMG_BULLET) && flDamage > 50) { // clip bullet damage at 50 flDamage = 50; } */ // ALERT( at_console, "%.0f\n", flDamage ); const bool result = CBaseEntity::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); //Are we damaged at all? if (pev->health < pev->max_health) { //Took some damage. SetConditions(bits_COND_LIGHT_DAMAGE); if (pev->health < (pev->max_health / 2)) { //Seriously damaged now. SetConditions(bits_COND_HEAVY_DAMAGE); } else { //Maybe somebody healed us somehow (trigger_hurt with negative damage?), clear this. ClearConditions(bits_COND_HEAVY_DAMAGE); } } else { //Maybe somebody healed us somehow (trigger_hurt with negative damage?), clear this. ClearConditions(bits_COND_LIGHT_DAMAGE); } return result; } void CApache::TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) { // ALERT( at_console, "%d %.0f\n", ptr->iHitgroup, flDamage ); // ignore blades if (ptr->iHitgroup == 6 && (bitsDamageType & (DMG_ENERGYBEAM | DMG_BULLET | DMG_CLUB)) != 0) return; // hit hard, hits cockpit, hits engines if (flDamage > 50 || ptr->iHitgroup == 1 || ptr->iHitgroup == 2) { // ALERT( at_console, "%.0f\n", flDamage ); AddMultiDamage(pevAttacker, this, flDamage, bitsDamageType); m_iDoSmokePuff = 3 + (flDamage / 5.0); } else { // do half damage in the body // AddMultiDamage( pevAttacker, this, flDamage / 2.0, bitsDamageType ); UTIL_Ricochet(ptr->vecEndPos, 2.0); } } class CApacheHVR : public CGrenade { void Spawn() override; void Precache() override; void EXPORT IgniteThink(); void EXPORT AccelerateThink(); bool Save(CSave& save) override; bool Restore(CRestore& restore) override; static TYPEDESCRIPTION m_SaveData[]; int m_iTrail; Vector m_vecForward; }; LINK_ENTITY_TO_CLASS(hvr_rocket, CApacheHVR); TYPEDESCRIPTION CApacheHVR::m_SaveData[] = { // DEFINE_FIELD( CApacheHVR, m_iTrail, FIELD_INTEGER ), // Dont' save, precache DEFINE_FIELD(CApacheHVR, m_vecForward, FIELD_VECTOR), }; IMPLEMENT_SAVERESTORE(CApacheHVR, CGrenade); void CApacheHVR::Spawn() { Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; SET_MODEL(ENT(pev), "models/HVR.mdl"); UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); UTIL_SetOrigin(pev, pev->origin); SetThink(&CApacheHVR::IgniteThink); SetTouch(&CApacheHVR::ExplodeTouch); UTIL_MakeAimVectors(pev->angles); m_vecForward = gpGlobals->v_forward; pev->gravity = 0.5; pev->nextthink = gpGlobals->time + 0.1; pev->dmg = 150; } void CApacheHVR::Precache() { PRECACHE_MODEL("models/HVR.mdl"); m_iTrail = PRECACHE_MODEL("sprites/smoke.spr"); PRECACHE_SOUND("weapons/rocket1.wav"); } void CApacheHVR::IgniteThink() { // pev->movetype = MOVETYPE_TOSS; // pev->movetype = MOVETYPE_FLY; pev->effects |= EF_LIGHT; // make rocket sound EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5); // rocket trail MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY); WRITE_BYTE(TE_BEAMFOLLOW); WRITE_SHORT(entindex()); // entity WRITE_SHORT(m_iTrail); // model WRITE_BYTE(15); // life WRITE_BYTE(5); // width WRITE_BYTE(224); // r, g, b WRITE_BYTE(224); // r, g, b WRITE_BYTE(255); // r, g, b WRITE_BYTE(255); // brightness MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS) // set to accelerate SetThink(&CApacheHVR::AccelerateThink); pev->nextthink = gpGlobals->time + 0.1; } void CApacheHVR::AccelerateThink() { // check world boundaries if (pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096) { UTIL_Remove(this); return; } // accelerate float flSpeed = pev->velocity.Length(); if (flSpeed < 1800) { pev->velocity = pev->velocity + m_vecForward * 200; } // re-aim pev->angles = UTIL_VecToAngles(pev->velocity); pev->nextthink = gpGlobals->time + 0.1; }