854 lines
22 KiB
C++
854 lines
22 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// Alien slave monster
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "squadmonster.h"
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#include "schedule.h"
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#include "effects.h"
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#include "weapons.h"
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#include "soundent.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ISLAVE_AE_CLAW (1)
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#define ISLAVE_AE_CLAWRAKE (2)
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#define ISLAVE_AE_ZAP_POWERUP (3)
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#define ISLAVE_AE_ZAP_SHOOT (4)
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#define ISLAVE_AE_ZAP_DONE (5)
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#define ISLAVE_MAX_BEAMS 8
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class CISlave : public CSquadMonster
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{
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public:
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void Spawn() override;
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void Precache() override;
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void SetYawSpeed() override;
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int ISoundMask() override;
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int Classify() override;
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int IRelationship(CBaseEntity* pTarget) override;
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void HandleAnimEvent(MonsterEvent_t* pEvent) override;
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bool CheckRangeAttack1(float flDot, float flDist) override;
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bool CheckRangeAttack2(float flDot, float flDist) override;
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void CallForHelp(const char* szClassname, float flDist, EHANDLE hEnemy, Vector& vecLocation);
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void TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) override;
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bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
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void DeathSound() override;
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void PainSound() override;
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void AlertSound() override;
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void IdleSound() override;
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void Killed(entvars_t* pevAttacker, int iGib) override;
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void StartTask(Task_t* pTask) override;
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Schedule_t* GetSchedule() override;
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Schedule_t* GetScheduleOfType(int Type) override;
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CUSTOM_SCHEDULES;
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bool Save(CSave& save) override;
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bool Restore(CRestore& restore) override;
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static TYPEDESCRIPTION m_SaveData[];
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void ClearBeams();
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void ArmBeam(int side);
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void WackBeam(int side, CBaseEntity* pEntity);
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void ZapBeam(int side);
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void BeamGlow();
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int m_iBravery;
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CBeam* m_pBeam[ISLAVE_MAX_BEAMS];
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int m_iBeams;
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float m_flNextAttack;
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int m_voicePitch;
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EHANDLE m_hDead;
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static const char* pAttackHitSounds[];
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static const char* pAttackMissSounds[];
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static const char* pPainSounds[];
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static const char* pDeathSounds[];
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};
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LINK_ENTITY_TO_CLASS(monster_alien_slave, CISlave);
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LINK_ENTITY_TO_CLASS(monster_vortigaunt, CISlave);
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TYPEDESCRIPTION CISlave::m_SaveData[] =
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{
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DEFINE_FIELD(CISlave, m_iBravery, FIELD_INTEGER),
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DEFINE_ARRAY(CISlave, m_pBeam, FIELD_CLASSPTR, ISLAVE_MAX_BEAMS),
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DEFINE_FIELD(CISlave, m_iBeams, FIELD_INTEGER),
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DEFINE_FIELD(CISlave, m_flNextAttack, FIELD_TIME),
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DEFINE_FIELD(CISlave, m_voicePitch, FIELD_INTEGER),
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DEFINE_FIELD(CISlave, m_hDead, FIELD_EHANDLE),
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};
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IMPLEMENT_SAVERESTORE(CISlave, CSquadMonster);
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const char* CISlave::pAttackHitSounds[] =
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{
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav",
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};
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const char* CISlave::pAttackMissSounds[] =
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{
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"zombie/claw_miss1.wav",
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"zombie/claw_miss2.wav",
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};
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const char* CISlave::pPainSounds[] =
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{
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"aslave/slv_pain1.wav",
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"aslave/slv_pain2.wav",
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};
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const char* CISlave::pDeathSounds[] =
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{
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"aslave/slv_die1.wav",
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"aslave/slv_die2.wav",
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};
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CISlave::Classify()
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{
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return CLASS_ALIEN_MILITARY;
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}
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int CISlave::IRelationship(CBaseEntity* pTarget)
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{
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if ((pTarget->IsPlayer()))
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if ((pev->spawnflags & SF_MONSTER_WAIT_UNTIL_PROVOKED) != 0 && (m_afMemory & bits_MEMORY_PROVOKED) == 0)
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return R_NO;
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return CBaseMonster::IRelationship(pTarget);
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}
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void CISlave::CallForHelp(const char* szClassname, float flDist, EHANDLE hEnemy, Vector& vecLocation)
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{
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// ALERT( at_aiconsole, "help " );
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// skip ones not on my netname
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if (FStringNull(pev->netname))
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return;
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CBaseEntity* pEntity = NULL;
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while ((pEntity = UTIL_FindEntityByString(pEntity, "netname", STRING(pev->netname))) != NULL)
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{
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float d = (pev->origin - pEntity->pev->origin).Length();
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if (d < flDist)
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{
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CBaseMonster* pMonster = pEntity->MyMonsterPointer();
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if (pMonster)
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{
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pMonster->m_afMemory |= bits_MEMORY_PROVOKED;
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pMonster->PushEnemy(hEnemy, vecLocation);
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}
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}
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}
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}
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//=========================================================
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// ALertSound - scream
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//=========================================================
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void CISlave::AlertSound()
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{
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if (m_hEnemy != NULL)
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{
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SENTENCEG_PlayRndSz(ENT(pev), "SLV_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch);
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CallForHelp("monster_alien_slave", 512, m_hEnemy, m_vecEnemyLKP);
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}
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}
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//=========================================================
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// IdleSound
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//=========================================================
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void CISlave::IdleSound()
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{
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if (RANDOM_LONG(0, 2) == 0)
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{
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SENTENCEG_PlayRndSz(ENT(pev), "SLV_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch);
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}
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#if 0
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int side = RANDOM_LONG( 0, 1 ) * 2 - 1;
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ClearBeams( );
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ArmBeam( side );
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UTIL_MakeAimVectors( pev->angles );
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Vector vecSrc = pev->origin + gpGlobals->v_right * 2 * side;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
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WRITE_BYTE(TE_DLIGHT);
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WRITE_COORD(vecSrc.x); // X
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WRITE_COORD(vecSrc.y); // Y
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WRITE_COORD(vecSrc.z); // Z
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WRITE_BYTE( 8 ); // radius * 0.1
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WRITE_BYTE( 255 ); // r
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WRITE_BYTE( 180 ); // g
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WRITE_BYTE( 96 ); // b
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WRITE_BYTE( 10 ); // time * 10
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WRITE_BYTE( 0 ); // decay * 0.1
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MESSAGE_END( );
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap1.wav", 1, ATTN_NORM, 0, 100 );
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#endif
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CISlave::PainSound()
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{
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if (RANDOM_LONG(0, 2) == 0)
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pPainSounds), 1.0, ATTN_NORM, 0, m_voicePitch);
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}
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}
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//=========================================================
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// DieSound
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//=========================================================
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void CISlave::DeathSound()
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pDeathSounds), 1.0, ATTN_NORM, 0, m_voicePitch);
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}
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//=========================================================
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// ISoundMask - returns a bit mask indicating which types
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// of sounds this monster regards.
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//=========================================================
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int CISlave::ISoundMask()
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{
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return bits_SOUND_WORLD |
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bits_SOUND_COMBAT |
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bits_SOUND_DANGER |
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bits_SOUND_PLAYER;
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}
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void CISlave::Killed(entvars_t* pevAttacker, int iGib)
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{
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ClearBeams();
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CSquadMonster::Killed(pevAttacker, iGib);
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CISlave::SetYawSpeed()
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{
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int ys;
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switch (m_Activity)
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{
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case ACT_WALK:
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ys = 50;
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break;
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case ACT_RUN:
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ys = 70;
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break;
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case ACT_IDLE:
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ys = 50;
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break;
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default:
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ys = 90;
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break;
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}
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pev->yaw_speed = ys;
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//
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// Returns number of events handled, 0 if none.
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//=========================================================
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void CISlave::HandleAnimEvent(MonsterEvent_t* pEvent)
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{
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// ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame );
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switch (pEvent->event)
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{
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case ISLAVE_AE_CLAW:
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{
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// SOUND HERE!
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CBaseEntity* pHurt = CheckTraceHullAttack(70, gSkillData.slaveDmgClaw, DMG_SLASH);
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if (pHurt)
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{
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if ((pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) != 0)
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{
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pHurt->pev->punchangle.z = -18;
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pHurt->pev->punchangle.x = 5;
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}
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// Play a random attack hit sound
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, m_voicePitch);
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}
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else
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{
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// Play a random attack miss sound
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, m_voicePitch);
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}
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}
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break;
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case ISLAVE_AE_CLAWRAKE:
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{
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CBaseEntity* pHurt = CheckTraceHullAttack(70, gSkillData.slaveDmgClawrake, DMG_SLASH);
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if (pHurt)
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{
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if ((pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) != 0)
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{
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pHurt->pev->punchangle.z = -18;
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pHurt->pev->punchangle.x = 5;
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}
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, m_voicePitch);
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}
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else
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackMissSounds), 1.0, ATTN_NORM, 0, m_voicePitch);
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}
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}
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break;
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case ISLAVE_AE_ZAP_POWERUP:
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{
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// speed up attack when on hard
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if (g_iSkillLevel == SKILL_HARD)
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pev->framerate = 1.5;
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UTIL_MakeAimVectors(pev->angles);
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if (m_iBeams == 0)
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{
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Vector vecSrc = pev->origin + gpGlobals->v_forward * 2;
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MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSrc);
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WRITE_BYTE(TE_DLIGHT);
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WRITE_COORD(vecSrc.x); // X
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WRITE_COORD(vecSrc.y); // Y
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WRITE_COORD(vecSrc.z); // Z
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WRITE_BYTE(12); // radius * 0.1
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WRITE_BYTE(255); // r
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WRITE_BYTE(180); // g
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WRITE_BYTE(96); // b
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WRITE_BYTE(20 / pev->framerate); // time * 10
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WRITE_BYTE(0); // decay * 0.1
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MESSAGE_END();
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}
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if (m_hDead != NULL)
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{
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WackBeam(-1, m_hDead);
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WackBeam(1, m_hDead);
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}
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else
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{
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ArmBeam(-1);
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ArmBeam(1);
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BeamGlow();
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}
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10);
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pev->skin = m_iBeams / 2;
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}
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break;
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case ISLAVE_AE_ZAP_SHOOT:
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{
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ClearBeams();
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if (m_hDead != NULL)
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{
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Vector vecDest = m_hDead->pev->origin + Vector(0, 0, 38);
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TraceResult trace;
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UTIL_TraceHull(vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead->edict(), &trace);
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if (0 == trace.fStartSolid)
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{
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CBaseEntity* pNew = Create("monster_alien_slave", m_hDead->pev->origin, m_hDead->pev->angles);
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CBaseMonster* pNewMonster = pNew->MyMonsterPointer();
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pNew->pev->spawnflags |= 1;
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WackBeam(-1, pNew);
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WackBeam(1, pNew);
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UTIL_Remove(m_hDead);
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG(130, 160));
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/*
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CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles );
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pEffect->Use( this, this, USE_ON, 1 );
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*/
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break;
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}
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}
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ClearMultiDamage();
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UTIL_MakeAimVectors(pev->angles);
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ZapBeam(-1);
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ZapBeam(1);
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG(130, 160));
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// STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" );
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ApplyMultiDamage(pev, pev);
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m_flNextAttack = gpGlobals->time + RANDOM_FLOAT(0.5, 4.0);
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}
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break;
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case ISLAVE_AE_ZAP_DONE:
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{
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ClearBeams();
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}
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break;
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default:
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CSquadMonster::HandleAnimEvent(pEvent);
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break;
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}
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}
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//=========================================================
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// CheckRangeAttack1 - normal beam attack
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//=========================================================
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bool CISlave::CheckRangeAttack1(float flDot, float flDist)
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{
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if (m_flNextAttack > gpGlobals->time)
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{
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return false;
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}
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return CSquadMonster::CheckRangeAttack1(flDot, flDist);
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}
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//=========================================================
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// CheckRangeAttack2 - check bravery and try to resurect dead comrades
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//=========================================================
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bool CISlave::CheckRangeAttack2(float flDot, float flDist)
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{
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return false;
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if (m_flNextAttack > gpGlobals->time)
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{
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return false;
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}
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m_hDead = NULL;
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m_iBravery = 0;
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CBaseEntity* pEntity = NULL;
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while ((pEntity = UTIL_FindEntityByClassname(pEntity, "monster_alien_slave")) != NULL)
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{
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TraceResult tr;
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UTIL_TraceLine(EyePosition(), pEntity->EyePosition(), ignore_monsters, ENT(pev), &tr);
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if (tr.flFraction == 1.0 || tr.pHit == pEntity->edict())
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{
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if (pEntity->pev->deadflag == DEAD_DEAD)
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{
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float d = (pev->origin - pEntity->pev->origin).Length();
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if (d < flDist)
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{
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m_hDead = pEntity;
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flDist = d;
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}
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m_iBravery--;
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}
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else
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{
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m_iBravery++;
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}
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}
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}
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if (m_hDead != NULL)
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return true;
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else
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return false;
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}
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//=========================================================
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// StartTask
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//=========================================================
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void CISlave::StartTask(Task_t* pTask)
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{
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ClearBeams();
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CSquadMonster::StartTask(pTask);
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CISlave::Spawn()
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{
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|
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");
|
|
}
|