halflife-photomode/dlls/islave.cpp

854 lines
22 KiB
C++

/***
*
* 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");
}