/*** * * 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 "soundent.h" #include "effects.h" #include "customentity.h" typedef struct { int isValid; EHANDLE hGrunt; Vector vecOrigin; Vector vecAngles; } t_ospreygrunt; #define SF_WAITFORTRIGGER 0x40 #define MAX_CARRY 24 class COsprey : public CBaseMonster { public: bool Save(CSave& save) override; bool Restore(CRestore& restore) override; static TYPEDESCRIPTION m_SaveData[]; int ObjectCaps() override { return CBaseMonster::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } void Spawn() override; void Precache() override; int Classify() override { return CLASS_MACHINE; } int BloodColor() override { return DONT_BLEED; } void Killed(entvars_t* pevAttacker, int iGib) override; void UpdateGoal(); bool HasDead(); void EXPORT FlyThink(); void EXPORT DeployThink(); void Flight(); void EXPORT HitTouch(CBaseEntity* pOther); void EXPORT FindAllThink(); void EXPORT HoverThink(); CBaseMonster* MakeGrunt(Vector vecSrc); void EXPORT CrashTouch(CBaseEntity* pOther); void EXPORT DyingThink(); void EXPORT CommandUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value); 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; void ShowDamage(); void Update(); CBaseEntity* m_pGoalEnt; Vector m_vel1; Vector m_vel2; Vector m_pos1; Vector m_pos2; Vector m_ang1; Vector m_ang2; float m_startTime; float m_dTime; Vector m_velocity; float m_flIdealtilt; float m_flRotortilt; float m_flRightHealth; float m_flLeftHealth; int m_iUnits; EHANDLE m_hGrunt[MAX_CARRY]; Vector m_vecOrigin[MAX_CARRY]; EHANDLE m_hRepel[4]; int m_iSoundState; int m_iSpriteTexture; int m_iPitch; int m_iExplode; int m_iTailGibs; int m_iBodyGibs; int m_iEngineGibs; int m_iDoLeftSmokePuff; int m_iDoRightSmokePuff; }; LINK_ENTITY_TO_CLASS(monster_osprey, COsprey); TYPEDESCRIPTION COsprey::m_SaveData[] = { DEFINE_FIELD(COsprey, m_pGoalEnt, FIELD_CLASSPTR), DEFINE_FIELD(COsprey, m_vel1, FIELD_VECTOR), DEFINE_FIELD(COsprey, m_vel2, FIELD_VECTOR), DEFINE_FIELD(COsprey, m_pos1, FIELD_POSITION_VECTOR), DEFINE_FIELD(COsprey, m_pos2, FIELD_POSITION_VECTOR), DEFINE_FIELD(COsprey, m_ang1, FIELD_VECTOR), DEFINE_FIELD(COsprey, m_ang2, FIELD_VECTOR), DEFINE_FIELD(COsprey, m_startTime, FIELD_TIME), DEFINE_FIELD(COsprey, m_dTime, FIELD_FLOAT), DEFINE_FIELD(COsprey, m_velocity, FIELD_VECTOR), DEFINE_FIELD(COsprey, m_flIdealtilt, FIELD_FLOAT), DEFINE_FIELD(COsprey, m_flRotortilt, FIELD_FLOAT), DEFINE_FIELD(COsprey, m_flRightHealth, FIELD_FLOAT), DEFINE_FIELD(COsprey, m_flLeftHealth, FIELD_FLOAT), DEFINE_FIELD(COsprey, m_iUnits, FIELD_INTEGER), DEFINE_ARRAY(COsprey, m_hGrunt, FIELD_EHANDLE, MAX_CARRY), DEFINE_ARRAY(COsprey, m_vecOrigin, FIELD_POSITION_VECTOR, MAX_CARRY), DEFINE_ARRAY(COsprey, m_hRepel, FIELD_EHANDLE, 4), // DEFINE_FIELD( COsprey, m_iSoundState, FIELD_INTEGER ), // DEFINE_FIELD( COsprey, m_iSpriteTexture, FIELD_INTEGER ), // DEFINE_FIELD( COsprey, m_iPitch, FIELD_INTEGER ), DEFINE_FIELD(COsprey, m_iDoLeftSmokePuff, FIELD_INTEGER), DEFINE_FIELD(COsprey, m_iDoRightSmokePuff, FIELD_INTEGER), }; IMPLEMENT_SAVERESTORE(COsprey, CBaseMonster); void COsprey::Spawn() { Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; SET_MODEL(ENT(pev), "models/osprey.mdl"); UTIL_SetSize(pev, Vector(-400, -400, -100), Vector(400, 400, 32)); UTIL_SetOrigin(pev, pev->origin); //Set FL_FLY so the Osprey model is interpolated. pev->flags |= FL_MONSTER | FL_FLY; pev->takedamage = DAMAGE_YES; m_flRightHealth = 200; m_flLeftHealth = 200; pev->health = 400; pev->max_health = pev->health; m_flFieldOfView = 0; // 180 degrees pev->sequence = 0; ResetSequenceInfo(); pev->frame = RANDOM_LONG(0, 0xFF); InitBoneControllers(); SetThink(&COsprey::FindAllThink); SetUse(&COsprey::CommandUse); if ((pev->spawnflags & SF_WAITFORTRIGGER) == 0) { pev->nextthink = gpGlobals->time + 1.0; } m_pos2 = pev->origin; m_ang2 = pev->angles; m_vel2 = pev->velocity; } void COsprey::Precache() { UTIL_PrecacheOther("monster_human_grunt"); PRECACHE_MODEL("models/osprey.mdl"); PRECACHE_MODEL("models/HVR.mdl"); PRECACHE_SOUND("apache/ap_rotor4.wav"); PRECACHE_SOUND("weapons/mortarhit.wav"); m_iSpriteTexture = PRECACHE_MODEL("sprites/rope.spr"); m_iExplode = PRECACHE_MODEL("sprites/fexplo.spr"); m_iTailGibs = PRECACHE_MODEL("models/osprey_tailgibs.mdl"); m_iBodyGibs = PRECACHE_MODEL("models/osprey_bodygibs.mdl"); m_iEngineGibs = PRECACHE_MODEL("models/osprey_enginegibs.mdl"); } void COsprey::CommandUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) { pev->nextthink = gpGlobals->time + 0.1; } void COsprey::FindAllThink() { CBaseEntity* pEntity = NULL; m_iUnits = 0; while (m_iUnits < MAX_CARRY && (pEntity = UTIL_FindEntityByClassname(pEntity, "monster_human_grunt")) != NULL) { if (pEntity->IsAlive()) { m_hGrunt[m_iUnits] = pEntity; m_vecOrigin[m_iUnits] = pEntity->pev->origin; m_iUnits++; } } if (m_iUnits == 0) { ALERT(at_console, "osprey error: no grunts to resupply\n"); UTIL_Remove(this); return; } SetThink(&COsprey::FlyThink); pev->nextthink = gpGlobals->time + 0.1; m_startTime = gpGlobals->time; } void COsprey::DeployThink() { UTIL_MakeAimVectors(pev->angles); Vector vecForward = gpGlobals->v_forward; Vector vecRight = gpGlobals->v_right; Vector vecUp = gpGlobals->v_up; Vector vecSrc; TraceResult tr; UTIL_TraceLine(pev->origin, pev->origin + Vector(0, 0, -4096.0), ignore_monsters, ENT(pev), &tr); CSoundEnt::InsertSound(bits_SOUND_DANGER, tr.vecEndPos, 400, 0.3); vecSrc = pev->origin + vecForward * 32 + vecRight * 100 + vecUp * -96; m_hRepel[0] = MakeGrunt(vecSrc); vecSrc = pev->origin + vecForward * -64 + vecRight * 100 + vecUp * -96; m_hRepel[1] = MakeGrunt(vecSrc); vecSrc = pev->origin + vecForward * 32 + vecRight * -100 + vecUp * -96; m_hRepel[2] = MakeGrunt(vecSrc); vecSrc = pev->origin + vecForward * -64 + vecRight * -100 + vecUp * -96; m_hRepel[3] = MakeGrunt(vecSrc); SetThink(&COsprey::HoverThink); pev->nextthink = gpGlobals->time + 0.1; } bool COsprey::HasDead() { for (int i = 0; i < m_iUnits; i++) { if (m_hGrunt[i] == NULL || !m_hGrunt[i]->IsAlive()) { return true; } else { m_vecOrigin[i] = m_hGrunt[i]->pev->origin; // send them to where they died } } return false; } CBaseMonster* COsprey::MakeGrunt(Vector vecSrc) { CBaseEntity* pEntity; CBaseMonster* pGrunt; TraceResult tr; UTIL_TraceLine(vecSrc, vecSrc + Vector(0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr); if (tr.pHit && Instance(tr.pHit)->pev->solid != SOLID_BSP) return NULL; for (int i = 0; i < m_iUnits; i++) { if (m_hGrunt[i] == NULL || !m_hGrunt[i]->IsAlive()) { if (m_hGrunt[i] != NULL && m_hGrunt[i]->pev->rendermode == kRenderNormal) { m_hGrunt[i]->SUB_StartFadeOut(); } pEntity = Create("monster_human_grunt", vecSrc, pev->angles); pGrunt = pEntity->MyMonsterPointer(); pGrunt->pev->movetype = MOVETYPE_FLY; pGrunt->pev->velocity = Vector(0, 0, RANDOM_FLOAT(-196, -128)); pGrunt->SetActivity(ACT_GLIDE); CBeam* pBeam = CBeam::BeamCreate("sprites/rope.spr", 10); pBeam->PointEntInit(vecSrc + Vector(0, 0, 112), pGrunt->entindex()); pBeam->SetFlags(BEAM_FSOLID); pBeam->SetColor(255, 255, 255); pBeam->SetThink(&CBeam::SUB_Remove); pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5; // ALERT( at_console, "%d at %.0f %.0f %.0f\n", i, m_vecOrigin[i].x, m_vecOrigin[i].y, m_vecOrigin[i].z ); pGrunt->m_vecLastPosition = m_vecOrigin[i]; m_hGrunt[i] = pGrunt; return pGrunt; } } // ALERT( at_console, "none dead\n"); return NULL; } void COsprey::HoverThink() { int i; for (i = 0; i < 4; i++) { if (m_hRepel[i] != NULL && m_hRepel[i]->pev->health > 0 && (m_hRepel[i]->pev->flags & FL_ONGROUND) == 0) { break; } } if (i == 4) { m_startTime = gpGlobals->time; SetThink(&COsprey::FlyThink); } pev->nextthink = gpGlobals->time + 0.1; UTIL_MakeAimVectors(pev->angles); Update(); } void COsprey::UpdateGoal() { if (m_pGoalEnt) { m_pos1 = m_pos2; m_ang1 = m_ang2; m_vel1 = m_vel2; m_pos2 = m_pGoalEnt->pev->origin; m_ang2 = m_pGoalEnt->pev->angles; UTIL_MakeAimVectors(Vector(0, m_ang2.y, 0)); m_vel2 = gpGlobals->v_forward * m_pGoalEnt->pev->speed; m_startTime = m_startTime + m_dTime; m_dTime = 2.0 * (m_pos1 - m_pos2).Length() / (m_vel1.Length() + m_pGoalEnt->pev->speed); if (m_ang1.y - m_ang2.y < -180) { m_ang1.y += 360; } else if (m_ang1.y - m_ang2.y > 180) { m_ang1.y -= 360; } if (m_pGoalEnt->pev->speed < 400) m_flIdealtilt = 0; else m_flIdealtilt = -90; } else { ALERT(at_console, "osprey missing target"); } } void COsprey::FlyThink() { StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; if (m_pGoalEnt == NULL && !FStringNull(pev->target)) // this monster has a target { m_pGoalEnt = CBaseEntity::Instance(FIND_ENTITY_BY_TARGETNAME(NULL, STRING(pev->target))); UpdateGoal(); } if (gpGlobals->time > m_startTime + m_dTime) { if (m_pGoalEnt != nullptr) { if (m_pGoalEnt->pev->speed == 0) { SetThink(&COsprey::DeployThink); } do { m_pGoalEnt = CBaseEntity::Instance(FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_pGoalEnt->pev->target))); } while (m_pGoalEnt->pev->speed < 400 && !HasDead()); UpdateGoal(); } } Flight(); Update(); } void COsprey::Flight() { float t = (gpGlobals->time - m_startTime); //Only update if delta time is non-zero. It's zero if we're not moving at all (usually because we have no target). if (m_dTime != 0) { float scale = 1.0 / m_dTime; float f = UTIL_SplineFraction(t * scale, 1.0); Vector pos = (m_pos1 + m_vel1 * t) * (1.0 - f) + (m_pos2 - m_vel2 * (m_dTime - t)) * f; Vector ang = (m_ang1) * (1.0 - f) + (m_ang2)*f; m_velocity = m_vel1 * (1.0 - f) + m_vel2 * f; UTIL_SetOrigin(pev, pos); pev->angles = ang; } UTIL_MakeAimVectors(pev->angles); float flSpeed = DotProduct(gpGlobals->v_forward, m_velocity); // float flSpeed = DotProduct( gpGlobals->v_forward, pev->velocity ); float m_flIdealtilt = (160 - flSpeed) / 10.0; // ALERT( at_console, "%f %f\n", flSpeed, flIdealtilt ); if (m_flRotortilt < m_flIdealtilt) { m_flRotortilt += 0.5; if (m_flRotortilt > 0) m_flRotortilt = 0; } if (m_flRotortilt > m_flIdealtilt) { m_flRotortilt -= 0.5; if (m_flRotortilt < -90) m_flRotortilt = -90; } SetBoneController(0, m_flRotortilt); if (m_iSoundState == 0) { EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor4.wav", 1.0, 0.15, 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(m_velocity - pPlayer->pev->velocity, (pPlayer->pev->origin - pev->origin).Normalize()); pitch = (int)(100 + pitch / 75.0); if (pitch > 250) pitch = 250; if (pitch < 50) pitch = 50; if (pitch == 100) pitch = 101; if (pitch != m_iPitch) { m_iPitch = pitch; EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor4.wav", 1.0, 0.15, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch); // ALERT( at_console, "%.0f\n", pitch ); } } // EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", flVol, 0.2, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch); } } void COsprey::HitTouch(CBaseEntity* pOther) { pev->nextthink = gpGlobals->time + 2.0; } /* int COsprey::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { if (m_flRotortilt <= -90) { m_flRotortilt = 0; } else { m_flRotortilt -= 45; } SetBoneController( 0, m_flRotortilt ); return 0; } */ void COsprey::Killed(entvars_t* pevAttacker, int iGib) { pev->movetype = MOVETYPE_TOSS; pev->gravity = 0.3; pev->velocity = m_velocity; pev->avelocity = Vector(RANDOM_FLOAT(-20, 20), 0, RANDOM_FLOAT(-50, 50)); STOP_SOUND(ENT(pev), CHAN_STATIC, "apache/ap_rotor4.wav"); UTIL_SetSize(pev, Vector(-32, -32, -64), Vector(32, 32, 0)); SetThink(&COsprey::DyingThink); SetTouch(&COsprey::CrashTouch); pev->nextthink = gpGlobals->time + 0.1; pev->health = 0; pev->takedamage = DAMAGE_NO; pev->deadflag = DEAD_DYING; m_startTime = gpGlobals->time + 4.0; } void COsprey::CrashTouch(CBaseEntity* pOther) { // only crash if we hit something solid if (pOther->pev->solid == SOLID_BSP) { SetTouch(NULL); m_startTime = gpGlobals->time; pev->nextthink = gpGlobals->time; m_velocity = pev->velocity; } } void COsprey::DyingThink() { StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; pev->avelocity = pev->avelocity * 1.02; // still falling? if (m_startTime > gpGlobals->time) { UTIL_MakeAimVectors(pev->angles); Update(); Vector vecSpot = pev->origin + pev->velocity * 0.2; // random explosions MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpot); WRITE_BYTE(TE_EXPLOSION); // This just makes a dynamic light now WRITE_COORD(vecSpot.x + RANDOM_FLOAT(-150, 150)); WRITE_COORD(vecSpot.y + RANDOM_FLOAT(-150, 150)); WRITE_COORD(vecSpot.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, vecSpot); WRITE_BYTE(TE_SMOKE); WRITE_COORD(vecSpot.x + RANDOM_FLOAT(-150, 150)); WRITE_COORD(vecSpot.y + RANDOM_FLOAT(-150, 150)); WRITE_COORD(vecSpot.z + RANDOM_FLOAT(-150, -50)); WRITE_SHORT(g_sModelIndexSmoke); WRITE_BYTE(100); // scale * 10 WRITE_BYTE(10); // framerate MESSAGE_END(); 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(800); WRITE_COORD(800); 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_iTailGibs); //model id# // # of shards WRITE_BYTE(8); // let client decide // duration WRITE_BYTE(200); // 10.0 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 + 512 ); WRITE_SHORT( m_iExplode ); WRITE_BYTE( 250 ); // scale * 10 WRITE_BYTE( 10 ); // framerate MESSAGE_END(); */ // gibs MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSpot); WRITE_BYTE(TE_SPRITE); WRITE_COORD(vecSpot.x); WRITE_COORD(vecSpot.y); WRITE_COORD(vecSpot.z + 512); WRITE_SHORT(m_iExplode); WRITE_BYTE(250); // scale * 10 WRITE_BYTE(255); // brightness MESSAGE_END(); /* MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SMOKE ); WRITE_COORD( vecSpot.x ); WRITE_COORD( vecSpot.y ); WRITE_COORD( vecSpot.z + 300 ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 250 ); // scale * 10 WRITE_BYTE( 6 ); // framerate MESSAGE_END(); */ // blast circle MESSAGE_BEGIN(MSG_PAS, 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); // gibs vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, vecSpot); WRITE_BYTE(TE_BREAKMODEL); // position WRITE_COORD(vecSpot.x); WRITE_COORD(vecSpot.y); WRITE_COORD(vecSpot.z + 64); // size WRITE_COORD(800); WRITE_COORD(800); WRITE_COORD(128); // velocity WRITE_COORD(m_velocity.x); WRITE_COORD(m_velocity.y); WRITE_COORD(fabs(m_velocity.z) * 0.25); // randomization WRITE_BYTE(40); // Model WRITE_SHORT(m_iBodyGibs); //model id# // # of shards WRITE_BYTE(128); // duration WRITE_BYTE(200); // 10.0 seconds // flags WRITE_BYTE(BREAK_METAL); MESSAGE_END(); UTIL_Remove(this); } } void COsprey::ShowDamage() { if (m_iDoLeftSmokePuff > 0 || RANDOM_LONG(0, 99) > m_flLeftHealth) { Vector vecSrc = pev->origin + gpGlobals->v_right * -340; 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(RANDOM_LONG(0, 9) + 20); // scale * 10 WRITE_BYTE(12); // framerate MESSAGE_END(); if (m_iDoLeftSmokePuff > 0) m_iDoLeftSmokePuff--; } if (m_iDoRightSmokePuff > 0 || RANDOM_LONG(0, 99) > m_flRightHealth) { Vector vecSrc = pev->origin + gpGlobals->v_right * 340; 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(RANDOM_LONG(0, 9) + 20); // scale * 10 WRITE_BYTE(12); // framerate MESSAGE_END(); if (m_iDoRightSmokePuff > 0) m_iDoRightSmokePuff--; } } void COsprey::Update() { //Look around so AI triggers work. Look(4092); //Listen for sounds so AI triggers work. Listen(); ShowDamage(); FCheckAITrigger(); } bool COsprey::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) { //Set enemy to last attacker. //Ospreys are not capable of fighting so they'll get angry at whatever shoots at them, not whatever looks like an enemy. m_hEnemy = Instance(pevAttacker); //It's on now! m_MonsterState = MONSTERSTATE_COMBAT; return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } void COsprey::TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) { // ALERT( at_console, "%d %.0f\n", ptr->iHitgroup, flDamage ); // only so much per engine if (ptr->iHitgroup == 3) { if (m_flRightHealth < 0) return; else m_flRightHealth -= flDamage; m_iDoRightSmokePuff = 3 + (flDamage / 5.0); } if (ptr->iHitgroup == 2) { if (m_flLeftHealth < 0) return; else m_flLeftHealth -= flDamage; m_iDoLeftSmokePuff = 3 + (flDamage / 5.0); } // hit hard, hits cockpit, hits engines if (flDamage > 50 || ptr->iHitgroup == 1 || ptr->iHitgroup == 2 || ptr->iHitgroup == 3) { // ALERT( at_console, "%.0f\n", flDamage ); AddMultiDamage(pevAttacker, this, flDamage, bitsDamageType); } else { UTIL_Sparks(ptr->vecEndPos); } }