/*** * * 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. * ****/ //========================================================= // Alien slave monster //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "squadmonster.h" #include "schedule.h" #include "effects.h" #include "weapons.h" #include "soundent.h" //========================================================= // Monster's Anim Events Go Here //========================================================= #define ISLAVE_AE_CLAW (1) #define ISLAVE_AE_CLAWRAKE (2) #define ISLAVE_AE_ZAP_POWERUP (3) #define ISLAVE_AE_ZAP_SHOOT (4) #define ISLAVE_AE_ZAP_DONE (5) #define ISLAVE_MAX_BEAMS 8 class CISlave : public CSquadMonster { public: void Spawn() override; void Precache() override; void SetYawSpeed() override; int ISoundMask() override; int Classify() override; int IRelationship(CBaseEntity* pTarget) override; void HandleAnimEvent(MonsterEvent_t* pEvent) override; bool CheckRangeAttack1(float flDot, float flDist) override; bool CheckRangeAttack2(float flDot, float flDist) override; void CallForHelp(const char* szClassname, float flDist, EHANDLE hEnemy, Vector& vecLocation); 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; void DeathSound() override; void PainSound() override; void AlertSound() override; void IdleSound() override; void Killed(entvars_t* pevAttacker, int iGib) override; void StartTask(Task_t* pTask) override; Schedule_t* GetSchedule() override; Schedule_t* GetScheduleOfType(int Type) override; CUSTOM_SCHEDULES; bool Save(CSave& save) override; bool Restore(CRestore& restore) override; static TYPEDESCRIPTION m_SaveData[]; void ClearBeams(); void ArmBeam(int side); void WackBeam(int side, CBaseEntity* pEntity); void ZapBeam(int side); void BeamGlow(); int m_iBravery; CBeam* m_pBeam[ISLAVE_MAX_BEAMS]; int m_iBeams; float m_flNextAttack; int m_voicePitch; EHANDLE m_hDead; static const char* pAttackHitSounds[]; static const char* pAttackMissSounds[]; static const char* pPainSounds[]; static const char* pDeathSounds[]; }; LINK_ENTITY_TO_CLASS(monster_alien_slave, CISlave); LINK_ENTITY_TO_CLASS(monster_vortigaunt, CISlave); TYPEDESCRIPTION CISlave::m_SaveData[] = { DEFINE_FIELD(CISlave, m_iBravery, FIELD_INTEGER), DEFINE_ARRAY(CISlave, m_pBeam, FIELD_CLASSPTR, ISLAVE_MAX_BEAMS), DEFINE_FIELD(CISlave, m_iBeams, FIELD_INTEGER), DEFINE_FIELD(CISlave, m_flNextAttack, FIELD_TIME), DEFINE_FIELD(CISlave, m_voicePitch, FIELD_INTEGER), DEFINE_FIELD(CISlave, m_hDead, FIELD_EHANDLE), }; IMPLEMENT_SAVERESTORE(CISlave, CSquadMonster); const char* CISlave::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; const char* CISlave::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", }; const char* CISlave::pPainSounds[] = { "aslave/slv_pain1.wav", "aslave/slv_pain2.wav", }; const char* CISlave::pDeathSounds[] = { "aslave/slv_die1.wav", "aslave/slv_die2.wav", }; //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CISlave::Classify() { return CLASS_ALIEN_MILITARY; } int CISlave::IRelationship(CBaseEntity* pTarget) { if ((pTarget->IsPlayer())) if ((pev->spawnflags & SF_MONSTER_WAIT_UNTIL_PROVOKED) != 0 && (m_afMemory & bits_MEMORY_PROVOKED) == 0) return R_NO; return CBaseMonster::IRelationship(pTarget); } void CISlave::CallForHelp(const char* szClassname, float flDist, EHANDLE hEnemy, Vector& vecLocation) { // ALERT( at_aiconsole, "help " ); // skip ones not on my netname if (FStringNull(pev->netname)) return; CBaseEntity* pEntity = NULL; while ((pEntity = UTIL_FindEntityByString(pEntity, "netname", STRING(pev->netname))) != NULL) { float d = (pev->origin - pEntity->pev->origin).Length(); if (d < flDist) { CBaseMonster* pMonster = pEntity->MyMonsterPointer(); if (pMonster) { pMonster->m_afMemory |= bits_MEMORY_PROVOKED; pMonster->PushEnemy(hEnemy, vecLocation); } } } } //========================================================= // ALertSound - scream //========================================================= void CISlave::AlertSound() { if (m_hEnemy != NULL) { SENTENCEG_PlayRndSz(ENT(pev), "SLV_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch); CallForHelp("monster_alien_slave", 512, m_hEnemy, m_vecEnemyLKP); } } //========================================================= // IdleSound //========================================================= void CISlave::IdleSound() { if (RANDOM_LONG(0, 2) == 0) { SENTENCEG_PlayRndSz(ENT(pev), "SLV_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch); } #if 0 int side = RANDOM_LONG( 0, 1 ) * 2 - 1; ClearBeams( ); ArmBeam( side ); UTIL_MakeAimVectors( pev->angles ); Vector vecSrc = pev->origin + gpGlobals->v_right * 2 * side; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); WRITE_BYTE(TE_DLIGHT); WRITE_COORD(vecSrc.x); // X WRITE_COORD(vecSrc.y); // Y WRITE_COORD(vecSrc.z); // Z WRITE_BYTE( 8 ); // radius * 0.1 WRITE_BYTE( 255 ); // r WRITE_BYTE( 180 ); // g WRITE_BYTE( 96 ); // b WRITE_BYTE( 10 ); // time * 10 WRITE_BYTE( 0 ); // decay * 0.1 MESSAGE_END( ); EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap1.wav", 1, ATTN_NORM, 0, 100 ); #endif } //========================================================= // PainSound //========================================================= void CISlave::PainSound() { if (RANDOM_LONG(0, 2) == 0) { EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM, 0, m_voicePitch); } } //========================================================= // DieSound //========================================================= void CISlave::DeathSound() { EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pDeathSounds), 1.0, ATTN_NORM, 0, m_voicePitch); } //========================================================= // ISoundMask - returns a bit mask indicating which types // of sounds this monster regards. //========================================================= int CISlave::ISoundMask() { return bits_SOUND_WORLD | bits_SOUND_COMBAT | bits_SOUND_DANGER | bits_SOUND_PLAYER; } void CISlave::Killed(entvars_t* pevAttacker, int iGib) { ClearBeams(); CSquadMonster::Killed(pevAttacker, iGib); } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CISlave::SetYawSpeed() { int ys; switch (m_Activity) { case ACT_WALK: ys = 50; break; case ACT_RUN: ys = 70; break; case ACT_IDLE: ys = 50; break; default: ys = 90; break; } pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. // // Returns number of events handled, 0 if none. //========================================================= void CISlave::HandleAnimEvent(MonsterEvent_t* pEvent) { // ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame ); switch (pEvent->event) { case ISLAVE_AE_CLAW: { // SOUND HERE! CBaseEntity* pHurt = CheckTraceHullAttack(70, gSkillData.slaveDmgClaw, DMG_SLASH); if (pHurt) { if ((pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) != 0) { pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; } // Play a random attack hit sound EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, m_voicePitch); } else { // Play a random attack miss sound EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, m_voicePitch); } } break; case ISLAVE_AE_CLAWRAKE: { CBaseEntity* pHurt = CheckTraceHullAttack(70, gSkillData.slaveDmgClawrake, DMG_SLASH); if (pHurt) { if ((pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) != 0) { pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; } EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, m_voicePitch); } else { EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, m_voicePitch); } } break; case ISLAVE_AE_ZAP_POWERUP: { // speed up attack when on hard if (g_iSkillLevel == SKILL_HARD) pev->framerate = 1.5; UTIL_MakeAimVectors(pev->angles); if (m_iBeams == 0) { Vector vecSrc = pev->origin + gpGlobals->v_forward * 2; MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSrc); WRITE_BYTE(TE_DLIGHT); WRITE_COORD(vecSrc.x); // X WRITE_COORD(vecSrc.y); // Y WRITE_COORD(vecSrc.z); // Z WRITE_BYTE(12); // radius * 0.1 WRITE_BYTE(255); // r WRITE_BYTE(180); // g WRITE_BYTE(96); // b WRITE_BYTE(20 / pev->framerate); // time * 10 WRITE_BYTE(0); // decay * 0.1 MESSAGE_END(); } if (m_hDead != NULL) { WackBeam(-1, m_hDead); WackBeam(1, m_hDead); } else { ArmBeam(-1); ArmBeam(1); BeamGlow(); } EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10); pev->skin = m_iBeams / 2; } break; case ISLAVE_AE_ZAP_SHOOT: { ClearBeams(); if (m_hDead != NULL) { Vector vecDest = m_hDead->pev->origin + Vector(0, 0, 38); TraceResult trace; UTIL_TraceHull(vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead->edict(), &trace); if (0 == trace.fStartSolid) { CBaseEntity* pNew = Create("monster_alien_slave", m_hDead->pev->origin, m_hDead->pev->angles); CBaseMonster* pNewMonster = pNew->MyMonsterPointer(); pNew->pev->spawnflags |= 1; WackBeam(-1, pNew); WackBeam(1, pNew); UTIL_Remove(m_hDead); EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG(130, 160)); /* CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles ); pEffect->Use( this, this, USE_ON, 1 ); */ break; } } ClearMultiDamage(); UTIL_MakeAimVectors(pev->angles); ZapBeam(-1); ZapBeam(1); EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG(130, 160)); // STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" ); ApplyMultiDamage(pev, pev); m_flNextAttack = gpGlobals->time + RANDOM_FLOAT(0.5, 4.0); } break; case ISLAVE_AE_ZAP_DONE: { ClearBeams(); } break; default: CSquadMonster::HandleAnimEvent(pEvent); break; } } //========================================================= // CheckRangeAttack1 - normal beam attack //========================================================= bool CISlave::CheckRangeAttack1(float flDot, float flDist) { if (m_flNextAttack > gpGlobals->time) { return false; } return CSquadMonster::CheckRangeAttack1(flDot, flDist); } //========================================================= // CheckRangeAttack2 - check bravery and try to resurect dead comrades //========================================================= bool CISlave::CheckRangeAttack2(float flDot, float flDist) { return false; if (m_flNextAttack > gpGlobals->time) { return false; } m_hDead = NULL; m_iBravery = 0; CBaseEntity* pEntity = NULL; while ((pEntity = UTIL_FindEntityByClassname(pEntity, "monster_alien_slave")) != NULL) { TraceResult tr; UTIL_TraceLine(EyePosition(), pEntity->EyePosition(), ignore_monsters, ENT(pev), &tr); if (tr.flFraction == 1.0 || tr.pHit == pEntity->edict()) { if (pEntity->pev->deadflag == DEAD_DEAD) { float d = (pev->origin - pEntity->pev->origin).Length(); if (d < flDist) { m_hDead = pEntity; flDist = d; } m_iBravery--; } else { m_iBravery++; } } } if (m_hDead != NULL) return true; else return false; } //========================================================= // StartTask //========================================================= void CISlave::StartTask(Task_t* pTask) { ClearBeams(); CSquadMonster::StartTask(pTask); } //========================================================= // Spawn //========================================================= void CISlave::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/islave.mdl"); UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->effects = 0; pev->health = gSkillData.slaveHealth; pev->view_ofs = Vector(0, 0, 64); // position of the eyes relative to monster's origin. m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello m_MonsterState = MONSTERSTATE_NONE; m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP; m_voicePitch = RANDOM_LONG(85, 110); MonsterInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CISlave::Precache() { PRECACHE_MODEL("models/islave.mdl"); PRECACHE_MODEL("sprites/lgtning.spr"); PRECACHE_SOUND("debris/zap1.wav"); PRECACHE_SOUND("debris/zap4.wav"); PRECACHE_SOUND("weapons/electro4.wav"); PRECACHE_SOUND("hassault/hw_shoot1.wav"); PRECACHE_SOUND("zombie/zo_pain2.wav"); PRECACHE_SOUND("headcrab/hc_headbite.wav"); PRECACHE_SOUND("weapons/cbar_miss1.wav"); PRECACHE_SOUND_ARRAY(pAttackHitSounds); PRECACHE_SOUND_ARRAY(pAttackMissSounds); PRECACHE_SOUND_ARRAY(pPainSounds); PRECACHE_SOUND_ARRAY(pDeathSounds); UTIL_PrecacheOther("test_effect"); } //========================================================= // TakeDamage - get provoked when injured //========================================================= bool CISlave::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) { // don't slash one of your own if ((bitsDamageType & DMG_SLASH) != 0 && pevAttacker && IRelationship(Instance(pevAttacker)) < R_DL) return false; m_afMemory |= bits_MEMORY_PROVOKED; return CSquadMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } void CISlave::TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) { if ((bitsDamageType & DMG_SHOCK) != 0) return; CSquadMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType); } //========================================================= // AI Schedules Specific to this monster //========================================================= // primary range attack Task_t tlSlaveAttack1[] = { {TASK_STOP_MOVING, 0}, {TASK_FACE_IDEAL, (float)0}, {TASK_RANGE_ATTACK1, (float)0}, }; Schedule_t slSlaveAttack1[] = { {tlSlaveAttack1, ARRAYSIZE(tlSlaveAttack1), bits_COND_CAN_MELEE_ATTACK1 | bits_COND_HEAR_SOUND | bits_COND_HEAVY_DAMAGE, bits_SOUND_DANGER, "Slave Range Attack1"}, }; DEFINE_CUSTOM_SCHEDULES(CISlave){ slSlaveAttack1, }; IMPLEMENT_CUSTOM_SCHEDULES(CISlave, CSquadMonster); //========================================================= //========================================================= Schedule_t* CISlave::GetSchedule() { ClearBeams(); /* if (pev->spawnflags) { pev->spawnflags = 0; return GetScheduleOfType( SCHED_RELOAD ); } */ if (HasConditions(bits_COND_HEAR_SOUND)) { CSound* pSound; pSound = PBestSound(); ASSERT(pSound != NULL); if (pSound && (pSound->m_iType & bits_SOUND_DANGER) != 0) return GetScheduleOfType(SCHED_TAKE_COVER_FROM_BEST_SOUND); if ((pSound->m_iType & bits_SOUND_COMBAT) != 0) m_afMemory |= bits_MEMORY_PROVOKED; } switch (m_MonsterState) { case MONSTERSTATE_COMBAT: // dead enemy if (HasConditions(bits_COND_ENEMY_DEAD)) { // call base class, all code to handle dead enemies is centralized there. return CBaseMonster::GetSchedule(); } if (pev->health < 20 || m_iBravery < 0) { if (!HasConditions(bits_COND_CAN_MELEE_ATTACK1)) { m_failSchedule = SCHED_CHASE_ENEMY; if (HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE)) { return GetScheduleOfType(SCHED_TAKE_COVER_FROM_ENEMY); } if (HasConditions(bits_COND_SEE_ENEMY) && HasConditions(bits_COND_ENEMY_FACING_ME)) { // ALERT( at_console, "exposed\n"); return GetScheduleOfType(SCHED_TAKE_COVER_FROM_ENEMY); } } } break; } return CSquadMonster::GetSchedule(); } Schedule_t* CISlave::GetScheduleOfType(int Type) { switch (Type) { case SCHED_FAIL: if (HasConditions(bits_COND_CAN_MELEE_ATTACK1)) { return CSquadMonster::GetScheduleOfType(SCHED_MELEE_ATTACK1); } break; case SCHED_RANGE_ATTACK1: return slSlaveAttack1; case SCHED_RANGE_ATTACK2: return slSlaveAttack1; } return CSquadMonster::GetScheduleOfType(Type); } //========================================================= // ArmBeam - small beam from arm to nearby geometry //========================================================= void CISlave::ArmBeam(int side) { TraceResult tr; float flDist = 1.0; if (m_iBeams >= ISLAVE_MAX_BEAMS) return; UTIL_MakeAimVectors(pev->angles); Vector vecSrc = pev->origin + gpGlobals->v_up * 36 + gpGlobals->v_right * side * 16 + gpGlobals->v_forward * 32; for (int i = 0; i < 3; i++) { Vector vecAim = gpGlobals->v_right * side * RANDOM_FLOAT(0, 1) + gpGlobals->v_up * RANDOM_FLOAT(-1, 1); TraceResult tr1; UTIL_TraceLine(vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT(pev), &tr1); if (flDist > tr1.flFraction) { tr = tr1; flDist = tr.flFraction; } } // Couldn't find anything close enough if (flDist == 1.0) return; DecalGunshot(&tr, BULLET_PLAYER_CROWBAR); m_pBeam[m_iBeams] = CBeam::BeamCreate("sprites/lgtning.spr", 30); if (!m_pBeam[m_iBeams]) return; m_pBeam[m_iBeams]->PointEntInit(tr.vecEndPos, entindex()); m_pBeam[m_iBeams]->SetEndAttachment(side < 0 ? 2 : 1); // m_pBeam[m_iBeams]->SetColor( 180, 255, 96 ); m_pBeam[m_iBeams]->SetColor(96, 128, 16); m_pBeam[m_iBeams]->SetBrightness(64); m_pBeam[m_iBeams]->SetNoise(80); m_pBeam[m_iBeams]->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition m_iBeams++; } //========================================================= // BeamGlow - brighten all beams //========================================================= void CISlave::BeamGlow() { int b = m_iBeams * 32; if (b > 255) b = 255; for (int i = 0; i < m_iBeams; i++) { if (m_pBeam[i]->GetBrightness() != 255) { m_pBeam[i]->SetBrightness(b); } } } //========================================================= // WackBeam - regenerate dead colleagues //========================================================= void CISlave::WackBeam(int side, CBaseEntity* pEntity) { Vector vecDest; float flDist = 1.0; if (m_iBeams >= ISLAVE_MAX_BEAMS) return; if (pEntity == NULL) return; m_pBeam[m_iBeams] = CBeam::BeamCreate("sprites/lgtning.spr", 30); if (!m_pBeam[m_iBeams]) return; m_pBeam[m_iBeams]->PointEntInit(pEntity->Center(), entindex()); m_pBeam[m_iBeams]->SetEndAttachment(side < 0 ? 2 : 1); m_pBeam[m_iBeams]->SetColor(180, 255, 96); m_pBeam[m_iBeams]->SetBrightness(255); m_pBeam[m_iBeams]->SetNoise(80); m_pBeam[m_iBeams]->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition m_iBeams++; } //========================================================= // ZapBeam - heavy damage directly forward //========================================================= void CISlave::ZapBeam(int side) { Vector vecSrc, vecAim; TraceResult tr; CBaseEntity* pEntity; if (m_iBeams >= ISLAVE_MAX_BEAMS) return; vecSrc = pev->origin + gpGlobals->v_up * 36; vecAim = ShootAtEnemy(vecSrc); float deflection = 0.01; vecAim = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT(0, deflection) + gpGlobals->v_up * RANDOM_FLOAT(-deflection, deflection); UTIL_TraceLine(vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT(pev), &tr); m_pBeam[m_iBeams] = CBeam::BeamCreate("sprites/lgtning.spr", 50); if (!m_pBeam[m_iBeams]) return; m_pBeam[m_iBeams]->PointEntInit(tr.vecEndPos, entindex()); m_pBeam[m_iBeams]->SetEndAttachment(side < 0 ? 2 : 1); m_pBeam[m_iBeams]->SetColor(180, 255, 96); m_pBeam[m_iBeams]->SetBrightness(255); m_pBeam[m_iBeams]->SetNoise(20); m_pBeam[m_iBeams]->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition m_iBeams++; pEntity = CBaseEntity::Instance(tr.pHit); if (pEntity != NULL && 0 != pEntity->pev->takedamage) { pEntity->TraceAttack(pev, gSkillData.slaveDmgZap, vecAim, &tr, DMG_SHOCK); } UTIL_EmitAmbientSound(ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG(140, 160)); } //========================================================= // ClearBeams - remove all beams //========================================================= void CISlave::ClearBeams() { for (int i = 0; i < ISLAVE_MAX_BEAMS; i++) { if (m_pBeam[i]) { UTIL_Remove(m_pBeam[i]); m_pBeam[i] = NULL; } } m_iBeams = 0; pev->skin = 0; STOP_SOUND(ENT(pev), CHAN_WEAPON, "debris/zap4.wav"); }