1312 lines
30 KiB
C++
1312 lines
30 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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===== turret.cpp ========================================================
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*/
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//
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// TODO:
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// Take advantage of new monster fields like m_hEnemy and get rid of that OFFSET() stuff
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// Revisit enemy validation stuff, maybe it's not necessary with the newest monster code
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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 "weapons.h"
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#include "effects.h"
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extern Vector VecBModelOrigin(entvars_t* pevBModel);
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#define TURRET_SHOTS 2
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#define TURRET_RANGE (100 * 12)
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#define TURRET_SPREAD Vector(0, 0, 0)
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#define TURRET_TURNRATE 30 //angles per 0.1 second
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#define TURRET_MAXWAIT 15 // seconds turret will stay active w/o a target
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#define TURRET_MAXSPIN 5 // seconds turret barrel will spin w/o a target
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#define TURRET_MACHINE_VOLUME 0.5
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typedef enum
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{
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TURRET_ANIM_NONE = 0,
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TURRET_ANIM_FIRE,
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TURRET_ANIM_SPIN,
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TURRET_ANIM_DEPLOY,
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TURRET_ANIM_RETIRE,
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TURRET_ANIM_DIE,
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} TURRET_ANIM;
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class CBaseTurret : public CBaseMonster
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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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bool KeyValue(KeyValueData* pkvd) override;
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void EXPORT TurretUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value);
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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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int Classify() override;
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int BloodColor() override { return DONT_BLEED; }
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void GibMonster() override {} // UNDONE: Throw turret gibs?
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// Think functions
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void EXPORT ActiveThink();
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void EXPORT SearchThink();
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void EXPORT AutoSearchThink();
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void EXPORT TurretDeath();
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virtual void EXPORT SpinDownCall() { m_iSpin = false; }
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virtual void EXPORT SpinUpCall() { m_iSpin = true; }
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// void SpinDown();
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// float EXPORT SpinDownCall() { return SpinDown(); }
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// virtual float SpinDown() { return 0;}
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// virtual float Retire() { return 0;}
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void EXPORT Deploy();
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void EXPORT Retire();
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void EXPORT Initialize();
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virtual void Ping();
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virtual void EyeOn();
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virtual void EyeOff();
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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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// other functions
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void SetTurretAnim(TURRET_ANIM anim);
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bool MoveTurret();
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virtual void Shoot(Vector& vecSrc, Vector& vecDirToEnemy) {}
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float m_flMaxSpin; // Max time to spin the barrel w/o a target
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bool m_iSpin;
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CSprite* m_pEyeGlow;
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int m_eyeBrightness;
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int m_iDeployHeight;
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int m_iRetractHeight;
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int m_iMinPitch;
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int m_iBaseTurnRate; // angles per second
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float m_fTurnRate; // actual turn rate
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int m_iOrientation; // 0 = floor, 1 = Ceiling
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bool m_iOn;
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bool m_fBeserk; // Sometimes this bitch will just freak out
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bool m_iAutoStart; // true if the turret auto deploys when a target
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// enters its range
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Vector m_vecLastSight;
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float m_flLastSight; // Last time we saw a target
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float m_flMaxWait; // Max time to seach w/o a target
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int m_iSearchSpeed; // Not Used!
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// movement
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float m_flStartYaw;
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Vector m_vecCurAngles;
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Vector m_vecGoalAngles;
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float m_flPingTime; // Time until the next ping, used when searching
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float m_flSpinUpTime; // Amount of time until the barrel should spin down when searching
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};
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TYPEDESCRIPTION CBaseTurret::m_SaveData[] =
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{
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DEFINE_FIELD(CBaseTurret, m_flMaxSpin, FIELD_FLOAT),
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DEFINE_FIELD(CBaseTurret, m_iSpin, FIELD_BOOLEAN),
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DEFINE_FIELD(CBaseTurret, m_pEyeGlow, FIELD_CLASSPTR),
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DEFINE_FIELD(CBaseTurret, m_eyeBrightness, FIELD_INTEGER),
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DEFINE_FIELD(CBaseTurret, m_iDeployHeight, FIELD_INTEGER),
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DEFINE_FIELD(CBaseTurret, m_iRetractHeight, FIELD_INTEGER),
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DEFINE_FIELD(CBaseTurret, m_iMinPitch, FIELD_INTEGER),
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DEFINE_FIELD(CBaseTurret, m_iBaseTurnRate, FIELD_INTEGER),
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DEFINE_FIELD(CBaseTurret, m_fTurnRate, FIELD_FLOAT),
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DEFINE_FIELD(CBaseTurret, m_iOrientation, FIELD_INTEGER),
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DEFINE_FIELD(CBaseTurret, m_iOn, FIELD_BOOLEAN),
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DEFINE_FIELD(CBaseTurret, m_fBeserk, FIELD_BOOLEAN),
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DEFINE_FIELD(CBaseTurret, m_iAutoStart, FIELD_BOOLEAN),
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DEFINE_FIELD(CBaseTurret, m_vecLastSight, FIELD_POSITION_VECTOR),
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DEFINE_FIELD(CBaseTurret, m_flLastSight, FIELD_TIME),
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DEFINE_FIELD(CBaseTurret, m_flMaxWait, FIELD_FLOAT),
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DEFINE_FIELD(CBaseTurret, m_iSearchSpeed, FIELD_INTEGER),
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DEFINE_FIELD(CBaseTurret, m_flStartYaw, FIELD_FLOAT),
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DEFINE_FIELD(CBaseTurret, m_vecCurAngles, FIELD_VECTOR),
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DEFINE_FIELD(CBaseTurret, m_vecGoalAngles, FIELD_VECTOR),
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DEFINE_FIELD(CBaseTurret, m_flPingTime, FIELD_TIME),
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DEFINE_FIELD(CBaseTurret, m_flSpinUpTime, FIELD_TIME),
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};
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IMPLEMENT_SAVERESTORE(CBaseTurret, CBaseMonster);
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class CTurret : public CBaseTurret
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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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// Think functions
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void SpinUpCall() override;
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void SpinDownCall() override;
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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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// other functions
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void Shoot(Vector& vecSrc, Vector& vecDirToEnemy) override;
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private:
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bool m_iStartSpin;
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};
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TYPEDESCRIPTION CTurret::m_SaveData[] =
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{
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DEFINE_FIELD(CTurret, m_iStartSpin, FIELD_BOOLEAN),
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};
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IMPLEMENT_SAVERESTORE(CTurret, CBaseTurret);
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class CMiniTurret : public CBaseTurret
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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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// other functions
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void Shoot(Vector& vecSrc, Vector& vecDirToEnemy) override;
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};
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LINK_ENTITY_TO_CLASS(monster_turret, CTurret);
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LINK_ENTITY_TO_CLASS(monster_miniturret, CMiniTurret);
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bool CBaseTurret::KeyValue(KeyValueData* pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "maxsleep"))
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{
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m_flMaxWait = atof(pkvd->szValue);
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return true;
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}
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else if (FStrEq(pkvd->szKeyName, "orientation"))
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{
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m_iOrientation = atoi(pkvd->szValue);
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return true;
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}
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else if (FStrEq(pkvd->szKeyName, "searchspeed"))
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{
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m_iSearchSpeed = atoi(pkvd->szValue);
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return true;
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}
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else if (FStrEq(pkvd->szKeyName, "turnrate"))
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{
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m_iBaseTurnRate = atoi(pkvd->szValue);
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return true;
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}
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else if (FStrEq(pkvd->szKeyName, "style") ||
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FStrEq(pkvd->szKeyName, "height") ||
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FStrEq(pkvd->szKeyName, "value1") ||
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FStrEq(pkvd->szKeyName, "value2") ||
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FStrEq(pkvd->szKeyName, "value3"))
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return true;
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return CBaseMonster::KeyValue(pkvd);
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}
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void CBaseTurret::Spawn()
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{
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Precache();
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pev->nextthink = gpGlobals->time + 1;
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pev->movetype = MOVETYPE_FLY;
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pev->sequence = 0;
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pev->frame = 0;
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pev->solid = SOLID_SLIDEBOX;
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pev->takedamage = DAMAGE_AIM;
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SetBits(pev->flags, FL_MONSTER);
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SetUse(&CBaseTurret::TurretUse);
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if ((pev->spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE) != 0 && (pev->spawnflags & SF_MONSTER_TURRET_STARTINACTIVE) == 0)
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{
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m_iAutoStart = true;
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}
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ResetSequenceInfo();
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SetBoneController(0, 0);
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SetBoneController(1, 0);
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m_flFieldOfView = VIEW_FIELD_FULL;
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// m_flSightRange = TURRET_RANGE;
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}
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void CBaseTurret::Precache()
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{
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PRECACHE_SOUND("turret/tu_fire1.wav");
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PRECACHE_SOUND("turret/tu_ping.wav");
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PRECACHE_SOUND("turret/tu_active2.wav");
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PRECACHE_SOUND("turret/tu_die.wav");
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PRECACHE_SOUND("turret/tu_die2.wav");
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PRECACHE_SOUND("turret/tu_die3.wav");
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// PRECACHE_SOUND ("turret/tu_retract.wav"); // just use deploy sound to save memory
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PRECACHE_SOUND("turret/tu_deploy.wav");
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PRECACHE_SOUND("turret/tu_spinup.wav");
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PRECACHE_SOUND("turret/tu_spindown.wav");
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PRECACHE_SOUND("turret/tu_search.wav");
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PRECACHE_SOUND("turret/tu_alert.wav");
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}
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#define TURRET_GLOW_SPRITE "sprites/flare3.spr"
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void CTurret::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/turret.mdl");
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pev->health = gSkillData.turretHealth;
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m_HackedGunPos = Vector(0, 0, 12.75);
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m_flMaxSpin = TURRET_MAXSPIN;
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pev->view_ofs.z = 12.75;
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CBaseTurret::Spawn();
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m_iRetractHeight = 16;
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m_iDeployHeight = 32;
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m_iMinPitch = -15;
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UTIL_SetSize(pev, Vector(-32, -32, -m_iRetractHeight), Vector(32, 32, m_iRetractHeight));
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SetThink(&CTurret::Initialize);
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m_pEyeGlow = CSprite::SpriteCreate(TURRET_GLOW_SPRITE, pev->origin, false);
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m_pEyeGlow->SetTransparency(kRenderGlow, 255, 0, 0, 0, kRenderFxNoDissipation);
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m_pEyeGlow->SetAttachment(edict(), 2);
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m_eyeBrightness = 0;
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pev->nextthink = gpGlobals->time + 0.3;
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}
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void CTurret::Precache()
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{
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CBaseTurret::Precache();
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PRECACHE_MODEL("models/turret.mdl");
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PRECACHE_MODEL(TURRET_GLOW_SPRITE);
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}
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void CMiniTurret::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/miniturret.mdl");
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pev->health = gSkillData.miniturretHealth;
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m_HackedGunPos = Vector(0, 0, 12.75);
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m_flMaxSpin = 0;
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pev->view_ofs.z = 12.75;
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CBaseTurret::Spawn();
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m_iRetractHeight = 16;
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m_iDeployHeight = 32;
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m_iMinPitch = -15;
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UTIL_SetSize(pev, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight));
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SetThink(&CMiniTurret::Initialize);
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pev->nextthink = gpGlobals->time + 0.3;
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}
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void CMiniTurret::Precache()
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{
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CBaseTurret::Precache();
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PRECACHE_MODEL("models/miniturret.mdl");
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PRECACHE_SOUND("weapons/hks1.wav");
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PRECACHE_SOUND("weapons/hks2.wav");
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PRECACHE_SOUND("weapons/hks3.wav");
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}
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void CBaseTurret::Initialize()
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{
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m_iOn = false;
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m_fBeserk = false;
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m_iSpin = false;
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SetBoneController(0, 0);
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SetBoneController(1, 0);
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if (m_iBaseTurnRate == 0)
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m_iBaseTurnRate = TURRET_TURNRATE;
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if (m_flMaxWait == 0)
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m_flMaxWait = TURRET_MAXWAIT;
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m_flStartYaw = pev->angles.y;
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if (m_iOrientation == 1)
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{
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pev->idealpitch = 180;
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pev->angles.x = 180;
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pev->view_ofs.z = -pev->view_ofs.z;
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pev->effects |= EF_INVLIGHT;
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pev->angles.y = pev->angles.y + 180;
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if (pev->angles.y > 360)
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pev->angles.y = pev->angles.y - 360;
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}
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m_vecGoalAngles.x = 0;
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if (m_iAutoStart)
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{
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m_flLastSight = gpGlobals->time + m_flMaxWait;
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SetThink(&CBaseTurret::AutoSearchThink);
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pev->nextthink = gpGlobals->time + .1;
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}
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else
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SetThink(&CBaseTurret::SUB_DoNothing);
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}
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void CBaseTurret::TurretUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value)
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{
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if (!ShouldToggle(useType, m_iOn))
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return;
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if (m_iOn)
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{
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m_hEnemy = NULL;
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pev->nextthink = gpGlobals->time + 0.1;
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m_iAutoStart = false; // switching off a turret disables autostart
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//!!!! this should spin down first!!BUGBUG
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SetThink(&CBaseTurret::Retire);
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}
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else
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{
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pev->nextthink = gpGlobals->time + 0.1; // turn on delay
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// if the turret is flagged as an autoactivate turret, re-enable it's ability open self.
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if ((pev->spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE) != 0)
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{
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m_iAutoStart = true;
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}
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SetThink(&CBaseTurret::Deploy);
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}
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}
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void CBaseTurret::Ping()
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{
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// make the pinging noise every second while searching
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if (m_flPingTime == 0)
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m_flPingTime = gpGlobals->time + 1;
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else if (m_flPingTime <= gpGlobals->time)
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{
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m_flPingTime = gpGlobals->time + 1;
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "turret/tu_ping.wav", 1, ATTN_NORM);
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EyeOn();
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}
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else if (m_eyeBrightness > 0)
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{
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EyeOff();
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}
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}
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void CBaseTurret::EyeOn()
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{
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if (m_pEyeGlow)
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{
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if (m_eyeBrightness != 255)
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{
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m_eyeBrightness = 255;
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}
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m_pEyeGlow->SetBrightness(m_eyeBrightness);
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}
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}
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void CBaseTurret::EyeOff()
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{
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if (m_pEyeGlow)
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{
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if (m_eyeBrightness > 0)
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{
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m_eyeBrightness = V_max(0, m_eyeBrightness - 30);
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m_pEyeGlow->SetBrightness(m_eyeBrightness);
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}
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}
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}
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void CBaseTurret::ActiveThink()
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{
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bool fAttack = false;
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Vector vecDirToEnemy;
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pev->nextthink = gpGlobals->time + 0.1;
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StudioFrameAdvance();
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if ((!m_iOn) || (m_hEnemy == NULL))
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{
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m_hEnemy = NULL;
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m_flLastSight = gpGlobals->time + m_flMaxWait;
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SetThink(&CBaseTurret::SearchThink);
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return;
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}
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// if it's dead, look for something new
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if (!m_hEnemy->IsAlive())
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{
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if (0 == m_flLastSight)
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{
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m_flLastSight = gpGlobals->time + 0.5; // continue-shooting timeout
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}
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else
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{
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if (gpGlobals->time > m_flLastSight)
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{
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m_hEnemy = NULL;
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m_flLastSight = gpGlobals->time + m_flMaxWait;
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SetThink(&CBaseTurret::SearchThink);
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return;
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}
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}
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}
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Vector vecMid = pev->origin + pev->view_ofs;
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Vector vecMidEnemy = m_hEnemy->BodyTarget(vecMid);
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// Look for our current enemy
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bool fEnemyVisible = FBoxVisible(pev, m_hEnemy->pev, vecMidEnemy);
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vecDirToEnemy = vecMidEnemy - vecMid; // calculate dir and dist to enemy
|
|
float flDistToEnemy = vecDirToEnemy.Length();
|
|
|
|
Vector vec = UTIL_VecToAngles(vecMidEnemy - vecMid);
|
|
|
|
// Current enmey is not visible.
|
|
if (!fEnemyVisible || (flDistToEnemy > TURRET_RANGE))
|
|
{
|
|
if (0 == m_flLastSight)
|
|
m_flLastSight = gpGlobals->time + 0.5;
|
|
else
|
|
{
|
|
// Should we look for a new target?
|
|
if (gpGlobals->time > m_flLastSight)
|
|
{
|
|
m_hEnemy = NULL;
|
|
m_flLastSight = gpGlobals->time + m_flMaxWait;
|
|
SetThink(&CBaseTurret::SearchThink);
|
|
return;
|
|
}
|
|
}
|
|
fEnemyVisible = false;
|
|
}
|
|
else
|
|
{
|
|
m_vecLastSight = vecMidEnemy;
|
|
}
|
|
|
|
UTIL_MakeAimVectors(m_vecCurAngles);
|
|
|
|
/*
|
|
ALERT( at_console, "%.0f %.0f : %.2f %.2f %.2f\n",
|
|
m_vecCurAngles.x, m_vecCurAngles.y,
|
|
gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_forward.z );
|
|
*/
|
|
|
|
Vector vecLOS = vecDirToEnemy; //vecMid - m_vecLastSight;
|
|
vecLOS = vecLOS.Normalize();
|
|
|
|
// Is the Gun looking at the target
|
|
if (DotProduct(vecLOS, gpGlobals->v_forward) <= 0.866) // 30 degree slop
|
|
fAttack = false;
|
|
else
|
|
fAttack = true;
|
|
|
|
// fire the gun
|
|
if (m_iSpin && ((fAttack) || (m_fBeserk)))
|
|
{
|
|
Vector vecSrc, vecAng;
|
|
GetAttachment(0, vecSrc, vecAng);
|
|
SetTurretAnim(TURRET_ANIM_FIRE);
|
|
Shoot(vecSrc, gpGlobals->v_forward);
|
|
}
|
|
else
|
|
{
|
|
SetTurretAnim(TURRET_ANIM_SPIN);
|
|
}
|
|
|
|
//move the gun
|
|
if (m_fBeserk)
|
|
{
|
|
if (RANDOM_LONG(0, 9) == 0)
|
|
{
|
|
m_vecGoalAngles.y = RANDOM_FLOAT(0, 360);
|
|
m_vecGoalAngles.x = RANDOM_FLOAT(0, 90) - 90 * m_iOrientation;
|
|
TakeDamage(pev, pev, 1, DMG_GENERIC); // don't beserk forever
|
|
return;
|
|
}
|
|
}
|
|
else if (fEnemyVisible)
|
|
{
|
|
if (vec.y > 360)
|
|
vec.y -= 360;
|
|
|
|
if (vec.y < 0)
|
|
vec.y += 360;
|
|
|
|
//ALERT(at_console, "[%.2f]", vec.x);
|
|
|
|
if (vec.x < -180)
|
|
vec.x += 360;
|
|
|
|
if (vec.x > 180)
|
|
vec.x -= 360;
|
|
|
|
// now all numbers should be in [1...360]
|
|
// pin to turret limitations to [-90...15]
|
|
|
|
if (m_iOrientation == 0)
|
|
{
|
|
if (vec.x > 90)
|
|
vec.x = 90;
|
|
else if (vec.x < m_iMinPitch)
|
|
vec.x = m_iMinPitch;
|
|
}
|
|
else
|
|
{
|
|
if (vec.x < -90)
|
|
vec.x = -90;
|
|
else if (vec.x > -m_iMinPitch)
|
|
vec.x = -m_iMinPitch;
|
|
}
|
|
|
|
// ALERT(at_console, "->[%.2f]\n", vec.x);
|
|
|
|
m_vecGoalAngles.y = vec.y;
|
|
m_vecGoalAngles.x = vec.x;
|
|
}
|
|
|
|
SpinUpCall();
|
|
MoveTurret();
|
|
}
|
|
|
|
|
|
void CTurret::Shoot(Vector& vecSrc, Vector& vecDirToEnemy)
|
|
{
|
|
FireBullets(1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1);
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.6);
|
|
pev->effects = pev->effects | EF_MUZZLEFLASH;
|
|
}
|
|
|
|
|
|
void CMiniTurret::Shoot(Vector& vecSrc, Vector& vecDirToEnemy)
|
|
{
|
|
FireBullets(1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_9MM, 1);
|
|
|
|
switch (RANDOM_LONG(0, 2))
|
|
{
|
|
case 0:
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM);
|
|
break;
|
|
case 1:
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM);
|
|
break;
|
|
case 2:
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks3.wav", 1, ATTN_NORM);
|
|
break;
|
|
}
|
|
pev->effects = pev->effects | EF_MUZZLEFLASH;
|
|
}
|
|
|
|
|
|
void CBaseTurret::Deploy()
|
|
{
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
StudioFrameAdvance();
|
|
|
|
if (pev->sequence != TURRET_ANIM_DEPLOY)
|
|
{
|
|
m_iOn = true;
|
|
SetTurretAnim(TURRET_ANIM_DEPLOY);
|
|
EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM);
|
|
SUB_UseTargets(this, USE_ON, 0);
|
|
}
|
|
|
|
if (m_fSequenceFinished)
|
|
{
|
|
pev->maxs.z = m_iDeployHeight;
|
|
pev->mins.z = -m_iDeployHeight;
|
|
UTIL_SetSize(pev, pev->mins, pev->maxs);
|
|
|
|
m_vecCurAngles.x = 0;
|
|
|
|
if (m_iOrientation == 1)
|
|
{
|
|
m_vecCurAngles.y = UTIL_AngleMod(pev->angles.y + 180);
|
|
}
|
|
else
|
|
{
|
|
m_vecCurAngles.y = UTIL_AngleMod(pev->angles.y);
|
|
}
|
|
|
|
SetTurretAnim(TURRET_ANIM_SPIN);
|
|
pev->framerate = 0;
|
|
SetThink(&CBaseTurret::SearchThink);
|
|
}
|
|
|
|
m_flLastSight = gpGlobals->time + m_flMaxWait;
|
|
}
|
|
|
|
void CBaseTurret::Retire()
|
|
{
|
|
// make the turret level
|
|
m_vecGoalAngles.x = 0;
|
|
m_vecGoalAngles.y = m_flStartYaw;
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
StudioFrameAdvance();
|
|
|
|
EyeOff();
|
|
|
|
if (!MoveTurret())
|
|
{
|
|
if (m_iSpin)
|
|
{
|
|
SpinDownCall();
|
|
}
|
|
else if (pev->sequence != TURRET_ANIM_RETIRE)
|
|
{
|
|
SetTurretAnim(TURRET_ANIM_RETIRE);
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM, 0, 120);
|
|
SUB_UseTargets(this, USE_OFF, 0);
|
|
}
|
|
else if (m_fSequenceFinished)
|
|
{
|
|
m_iOn = false;
|
|
m_flLastSight = 0;
|
|
SetTurretAnim(TURRET_ANIM_NONE);
|
|
pev->maxs.z = m_iRetractHeight;
|
|
pev->mins.z = -m_iRetractHeight;
|
|
UTIL_SetSize(pev, pev->mins, pev->maxs);
|
|
if (m_iAutoStart)
|
|
{
|
|
SetThink(&CBaseTurret::AutoSearchThink);
|
|
pev->nextthink = gpGlobals->time + .1;
|
|
}
|
|
else
|
|
SetThink(&CBaseTurret::SUB_DoNothing);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetTurretAnim(TURRET_ANIM_SPIN);
|
|
}
|
|
}
|
|
|
|
|
|
void CTurret::SpinUpCall()
|
|
{
|
|
StudioFrameAdvance();
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
// Are we already spun up? If not start the two stage process.
|
|
if (!m_iSpin)
|
|
{
|
|
SetTurretAnim(TURRET_ANIM_SPIN);
|
|
// for the first pass, spin up the the barrel
|
|
if (!m_iStartSpin)
|
|
{
|
|
pev->nextthink = gpGlobals->time + 1.0; // spinup delay
|
|
EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_spinup.wav", TURRET_MACHINE_VOLUME, ATTN_NORM);
|
|
m_iStartSpin = true;
|
|
pev->framerate = 0.1;
|
|
}
|
|
// after the barrel is spun up, turn on the hum
|
|
else if (pev->framerate >= 1.0)
|
|
{
|
|
pev->nextthink = gpGlobals->time + 0.1; // retarget delay
|
|
EMIT_SOUND(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", TURRET_MACHINE_VOLUME, ATTN_NORM);
|
|
SetThink(&CTurret::ActiveThink);
|
|
m_iStartSpin = false;
|
|
m_iSpin = true;
|
|
}
|
|
else
|
|
{
|
|
pev->framerate += 0.075;
|
|
}
|
|
}
|
|
|
|
if (m_iSpin)
|
|
{
|
|
SetThink(&CTurret::ActiveThink);
|
|
}
|
|
}
|
|
|
|
|
|
void CTurret::SpinDownCall()
|
|
{
|
|
if (m_iSpin)
|
|
{
|
|
SetTurretAnim(TURRET_ANIM_SPIN);
|
|
if (pev->framerate == 1.0)
|
|
{
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100);
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "turret/tu_spindown.wav", TURRET_MACHINE_VOLUME, ATTN_NORM);
|
|
}
|
|
pev->framerate -= 0.02;
|
|
if (pev->framerate <= 0)
|
|
{
|
|
pev->framerate = 0;
|
|
m_iSpin = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CBaseTurret::SetTurretAnim(TURRET_ANIM anim)
|
|
{
|
|
if (pev->sequence != anim)
|
|
{
|
|
switch (anim)
|
|
{
|
|
case TURRET_ANIM_FIRE:
|
|
case TURRET_ANIM_SPIN:
|
|
if (pev->sequence != TURRET_ANIM_FIRE && pev->sequence != TURRET_ANIM_SPIN)
|
|
{
|
|
pev->frame = 0;
|
|
}
|
|
break;
|
|
default:
|
|
pev->frame = 0;
|
|
break;
|
|
}
|
|
|
|
pev->sequence = anim;
|
|
ResetSequenceInfo();
|
|
|
|
switch (anim)
|
|
{
|
|
case TURRET_ANIM_RETIRE:
|
|
pev->frame = 255;
|
|
pev->framerate = -1.0;
|
|
break;
|
|
case TURRET_ANIM_DIE:
|
|
pev->framerate = 1.0;
|
|
break;
|
|
}
|
|
//ALERT(at_console, "Turret anim #%d\n", anim);
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// This search function will sit with the turret deployed and look for a new target.
|
|
// After a set amount of time, the barrel will spin down. After m_flMaxWait, the turret will
|
|
// retact.
|
|
//
|
|
void CBaseTurret::SearchThink()
|
|
{
|
|
// ensure rethink
|
|
SetTurretAnim(TURRET_ANIM_SPIN);
|
|
StudioFrameAdvance();
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
if (m_flSpinUpTime == 0 && 0 != m_flMaxSpin)
|
|
m_flSpinUpTime = gpGlobals->time + m_flMaxSpin;
|
|
|
|
Ping();
|
|
|
|
// If we have a target and we're still healthy
|
|
if (m_hEnemy != NULL)
|
|
{
|
|
if (!m_hEnemy->IsAlive())
|
|
m_hEnemy = NULL; // Dead enemy forces a search for new one
|
|
}
|
|
|
|
|
|
// Acquire Target
|
|
if (m_hEnemy == NULL)
|
|
{
|
|
Look(TURRET_RANGE);
|
|
m_hEnemy = BestVisibleEnemy();
|
|
}
|
|
|
|
// If we've found a target, spin up the barrel and start to attack
|
|
if (m_hEnemy != NULL)
|
|
{
|
|
m_flLastSight = 0;
|
|
m_flSpinUpTime = 0;
|
|
SetThink(&CBaseTurret::ActiveThink);
|
|
}
|
|
else
|
|
{
|
|
// Are we out of time, do we need to retract?
|
|
if (gpGlobals->time > m_flLastSight)
|
|
{
|
|
//Before we retrace, make sure that we are spun down.
|
|
m_flLastSight = 0;
|
|
m_flSpinUpTime = 0;
|
|
SetThink(&CBaseTurret::Retire);
|
|
}
|
|
// should we stop the spin?
|
|
else if ((0 != m_flSpinUpTime) && (gpGlobals->time > m_flSpinUpTime))
|
|
{
|
|
SpinDownCall();
|
|
}
|
|
|
|
// generic hunt for new victims
|
|
m_vecGoalAngles.y = (m_vecGoalAngles.y + 0.1 * m_fTurnRate);
|
|
if (m_vecGoalAngles.y >= 360)
|
|
m_vecGoalAngles.y -= 360;
|
|
MoveTurret();
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// This think function will deploy the turret when something comes into range. This is for
|
|
// automatically activated turrets.
|
|
//
|
|
void CBaseTurret::AutoSearchThink()
|
|
{
|
|
// ensure rethink
|
|
StudioFrameAdvance();
|
|
pev->nextthink = gpGlobals->time + 0.3;
|
|
|
|
// If we have a target and we're still healthy
|
|
|
|
if (m_hEnemy != NULL)
|
|
{
|
|
if (!m_hEnemy->IsAlive())
|
|
m_hEnemy = NULL; // Dead enemy forces a search for new one
|
|
}
|
|
|
|
// Acquire Target
|
|
|
|
if (m_hEnemy == NULL)
|
|
{
|
|
Look(TURRET_RANGE);
|
|
m_hEnemy = BestVisibleEnemy();
|
|
}
|
|
|
|
if (m_hEnemy != NULL)
|
|
{
|
|
SetThink(&CBaseTurret::Deploy);
|
|
EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_alert.wav", TURRET_MACHINE_VOLUME, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
|
|
void CBaseTurret::TurretDeath()
|
|
{
|
|
bool iActive = false;
|
|
|
|
StudioFrameAdvance();
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
if (pev->deadflag != DEAD_DEAD)
|
|
{
|
|
pev->deadflag = DEAD_DEAD;
|
|
|
|
float flRndSound = RANDOM_FLOAT(0, 1);
|
|
|
|
if (flRndSound <= 0.33)
|
|
EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM);
|
|
else if (flRndSound <= 0.66)
|
|
EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM);
|
|
else
|
|
EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM);
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100);
|
|
|
|
if (m_iOrientation == 0)
|
|
m_vecGoalAngles.x = -15;
|
|
else
|
|
m_vecGoalAngles.x = -90;
|
|
|
|
SetTurretAnim(TURRET_ANIM_DIE);
|
|
|
|
EyeOn();
|
|
}
|
|
|
|
EyeOff();
|
|
|
|
if (pev->dmgtime + RANDOM_FLOAT(0, 2) > gpGlobals->time)
|
|
{
|
|
// lots of smoke
|
|
MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY);
|
|
WRITE_BYTE(TE_SMOKE);
|
|
WRITE_COORD(RANDOM_FLOAT(pev->absmin.x, pev->absmax.x));
|
|
WRITE_COORD(RANDOM_FLOAT(pev->absmin.y, pev->absmax.y));
|
|
WRITE_COORD(pev->origin.z - m_iOrientation * 64);
|
|
WRITE_SHORT(g_sModelIndexSmoke);
|
|
WRITE_BYTE(25); // scale * 10
|
|
WRITE_BYTE(10 - m_iOrientation * 5); // framerate
|
|
MESSAGE_END();
|
|
}
|
|
|
|
if (pev->dmgtime + RANDOM_FLOAT(0, 5) > gpGlobals->time)
|
|
{
|
|
Vector vecSrc = Vector(RANDOM_FLOAT(pev->absmin.x, pev->absmax.x), RANDOM_FLOAT(pev->absmin.y, pev->absmax.y), 0);
|
|
if (m_iOrientation == 0)
|
|
vecSrc = vecSrc + Vector(0, 0, RANDOM_FLOAT(pev->origin.z, pev->absmax.z));
|
|
else
|
|
vecSrc = vecSrc + Vector(0, 0, RANDOM_FLOAT(pev->absmin.z, pev->origin.z));
|
|
|
|
UTIL_Sparks(vecSrc);
|
|
}
|
|
|
|
if (m_fSequenceFinished && !MoveTurret() && pev->dmgtime + 5 < gpGlobals->time)
|
|
{
|
|
pev->framerate = 0;
|
|
SetThink(NULL);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CBaseTurret::TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType)
|
|
{
|
|
if (ptr->iHitgroup == 10)
|
|
{
|
|
// hit armor
|
|
if (pev->dmgtime != gpGlobals->time || (RANDOM_LONG(0, 10) < 1))
|
|
{
|
|
UTIL_Ricochet(ptr->vecEndPos, RANDOM_FLOAT(1, 2));
|
|
pev->dmgtime = gpGlobals->time;
|
|
}
|
|
|
|
flDamage = 0.1; // don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
|
|
}
|
|
|
|
if (0 == pev->takedamage)
|
|
return;
|
|
|
|
AddMultiDamage(pevAttacker, this, flDamage, bitsDamageType);
|
|
}
|
|
|
|
// take damage. bitsDamageType indicates type of damage sustained, ie: DMG_BULLET
|
|
|
|
bool CBaseTurret::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
|
|
{
|
|
if (0 == pev->takedamage)
|
|
return false;
|
|
|
|
if (!m_iOn)
|
|
flDamage /= 10.0;
|
|
|
|
pev->health -= flDamage;
|
|
if (pev->health <= 0)
|
|
{
|
|
pev->health = 0;
|
|
pev->takedamage = DAMAGE_NO;
|
|
pev->dmgtime = gpGlobals->time;
|
|
|
|
ClearBits(pev->flags, FL_MONSTER); // why are they set in the first place???
|
|
|
|
SetUse(NULL);
|
|
SetThink(&CBaseTurret::TurretDeath);
|
|
SUB_UseTargets(this, USE_ON, 0); // wake up others
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
return false;
|
|
}
|
|
|
|
if (pev->health <= 10)
|
|
{
|
|
if (m_iOn && (true || RANDOM_LONG(0, 0x7FFF) > 800))
|
|
{
|
|
m_fBeserk = true;
|
|
SetThink(&CBaseTurret::SearchThink);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CBaseTurret::MoveTurret()
|
|
{
|
|
bool state = false;
|
|
// any x movement?
|
|
|
|
if (m_vecCurAngles.x != m_vecGoalAngles.x)
|
|
{
|
|
float flDir = m_vecGoalAngles.x > m_vecCurAngles.x ? 1 : -1;
|
|
|
|
m_vecCurAngles.x += 0.1 * m_fTurnRate * flDir;
|
|
|
|
// if we started below the goal, and now we're past, peg to goal
|
|
if (flDir == 1)
|
|
{
|
|
if (m_vecCurAngles.x > m_vecGoalAngles.x)
|
|
m_vecCurAngles.x = m_vecGoalAngles.x;
|
|
}
|
|
else
|
|
{
|
|
if (m_vecCurAngles.x < m_vecGoalAngles.x)
|
|
m_vecCurAngles.x = m_vecGoalAngles.x;
|
|
}
|
|
|
|
if (m_iOrientation == 0)
|
|
SetBoneController(1, -m_vecCurAngles.x);
|
|
else
|
|
SetBoneController(1, m_vecCurAngles.x);
|
|
state = true;
|
|
}
|
|
|
|
if (m_vecCurAngles.y != m_vecGoalAngles.y)
|
|
{
|
|
float flDir = m_vecGoalAngles.y > m_vecCurAngles.y ? 1 : -1;
|
|
float flDist = fabs(m_vecGoalAngles.y - m_vecCurAngles.y);
|
|
|
|
if (flDist > 180)
|
|
{
|
|
flDist = 360 - flDist;
|
|
flDir = -flDir;
|
|
}
|
|
if (flDist > 30)
|
|
{
|
|
if (m_fTurnRate < m_iBaseTurnRate * 10)
|
|
{
|
|
m_fTurnRate += m_iBaseTurnRate;
|
|
}
|
|
}
|
|
else if (m_fTurnRate > 45)
|
|
{
|
|
m_fTurnRate -= m_iBaseTurnRate;
|
|
}
|
|
else
|
|
{
|
|
m_fTurnRate += m_iBaseTurnRate;
|
|
}
|
|
|
|
m_vecCurAngles.y += 0.1 * m_fTurnRate * flDir;
|
|
|
|
if (m_vecCurAngles.y < 0)
|
|
m_vecCurAngles.y += 360;
|
|
else if (m_vecCurAngles.y >= 360)
|
|
m_vecCurAngles.y -= 360;
|
|
|
|
if (flDist < (0.05 * m_iBaseTurnRate))
|
|
m_vecCurAngles.y = m_vecGoalAngles.y;
|
|
|
|
//ALERT(at_console, "%.2f -> %.2f\n", m_vecCurAngles.y, y);
|
|
if (m_iOrientation == 0)
|
|
SetBoneController(0, m_vecCurAngles.y - pev->angles.y);
|
|
else
|
|
SetBoneController(0, pev->angles.y - 180 - m_vecCurAngles.y);
|
|
state = true;
|
|
}
|
|
|
|
if (!state)
|
|
m_fTurnRate = m_iBaseTurnRate;
|
|
|
|
//ALERT(at_console, "(%.2f, %.2f)->(%.2f, %.2f)\n", m_vecCurAngles.x,
|
|
// m_vecCurAngles.y, m_vecGoalAngles.x, m_vecGoalAngles.y);
|
|
return state;
|
|
}
|
|
|
|
//
|
|
// ID as a machine
|
|
//
|
|
int CBaseTurret::Classify()
|
|
{
|
|
if (m_iOn || m_iAutoStart)
|
|
return CLASS_MACHINE;
|
|
return CLASS_NONE;
|
|
}
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
// Sentry gun - smallest turret, placed near grunt entrenchments
|
|
//=========================================================
|
|
class CSentry : public CBaseTurret
|
|
{
|
|
public:
|
|
void Spawn() override;
|
|
void Precache() override;
|
|
// other functions
|
|
void Shoot(Vector& vecSrc, Vector& vecDirToEnemy) override;
|
|
bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
|
|
void EXPORT SentryTouch(CBaseEntity* pOther);
|
|
void EXPORT SentryDeath();
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS(monster_sentry, CSentry);
|
|
|
|
void CSentry::Precache()
|
|
{
|
|
CBaseTurret::Precache();
|
|
PRECACHE_MODEL("models/sentry.mdl");
|
|
}
|
|
|
|
void CSentry::Spawn()
|
|
{
|
|
Precache();
|
|
SET_MODEL(ENT(pev), "models/sentry.mdl");
|
|
pev->health = gSkillData.sentryHealth;
|
|
m_HackedGunPos = Vector(0, 0, 48);
|
|
pev->view_ofs.z = 48;
|
|
m_flMaxWait = 1E6;
|
|
m_flMaxSpin = 1E6;
|
|
|
|
CBaseTurret::Spawn();
|
|
m_iRetractHeight = 64;
|
|
m_iDeployHeight = 64;
|
|
m_iMinPitch = -60;
|
|
UTIL_SetSize(pev, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight));
|
|
|
|
SetTouch(&CSentry::SentryTouch);
|
|
SetThink(&CSentry::Initialize);
|
|
pev->nextthink = gpGlobals->time + 0.3;
|
|
}
|
|
|
|
void CSentry::Shoot(Vector& vecSrc, Vector& vecDirToEnemy)
|
|
{
|
|
FireBullets(1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_MP5, 1);
|
|
|
|
switch (RANDOM_LONG(0, 2))
|
|
{
|
|
case 0:
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM);
|
|
break;
|
|
case 1:
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM);
|
|
break;
|
|
case 2:
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks3.wav", 1, ATTN_NORM);
|
|
break;
|
|
}
|
|
pev->effects = pev->effects | EF_MUZZLEFLASH;
|
|
}
|
|
|
|
bool CSentry::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
|
|
{
|
|
if (0 == pev->takedamage)
|
|
return false;
|
|
|
|
if (!m_iOn)
|
|
{
|
|
SetThink(&CSentry::Deploy);
|
|
SetUse(NULL);
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
}
|
|
|
|
pev->health -= flDamage;
|
|
if (pev->health <= 0)
|
|
{
|
|
pev->health = 0;
|
|
pev->takedamage = DAMAGE_NO;
|
|
pev->dmgtime = gpGlobals->time;
|
|
|
|
ClearBits(pev->flags, FL_MONSTER); // why are they set in the first place???
|
|
|
|
SetUse(NULL);
|
|
SetThink(&CSentry::SentryDeath);
|
|
SUB_UseTargets(this, USE_ON, 0); // wake up others
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void CSentry::SentryTouch(CBaseEntity* pOther)
|
|
{
|
|
if (pOther && (pOther->IsPlayer() || (pOther->pev->flags & FL_MONSTER) != 0))
|
|
{
|
|
TakeDamage(pOther->pev, pOther->pev, 0, 0);
|
|
}
|
|
}
|
|
|
|
|
|
void CSentry::SentryDeath()
|
|
{
|
|
bool iActive = false;
|
|
|
|
StudioFrameAdvance();
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
if (pev->deadflag != DEAD_DEAD)
|
|
{
|
|
pev->deadflag = DEAD_DEAD;
|
|
|
|
float flRndSound = RANDOM_FLOAT(0, 1);
|
|
|
|
if (flRndSound <= 0.33)
|
|
EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM);
|
|
else if (flRndSound <= 0.66)
|
|
EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM);
|
|
else
|
|
EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM);
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100);
|
|
|
|
SetBoneController(0, 0);
|
|
SetBoneController(1, 0);
|
|
|
|
SetTurretAnim(TURRET_ANIM_DIE);
|
|
|
|
pev->solid = SOLID_NOT;
|
|
pev->angles.y = UTIL_AngleMod(pev->angles.y + RANDOM_LONG(0, 2) * 120);
|
|
|
|
EyeOn();
|
|
}
|
|
|
|
EyeOff();
|
|
|
|
Vector vecSrc, vecAng;
|
|
GetAttachment(1, vecSrc, vecAng);
|
|
|
|
if (pev->dmgtime + RANDOM_FLOAT(0, 2) > gpGlobals->time)
|
|
{
|
|
// lots of smoke
|
|
MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY);
|
|
WRITE_BYTE(TE_SMOKE);
|
|
WRITE_COORD(vecSrc.x + RANDOM_FLOAT(-16, 16));
|
|
WRITE_COORD(vecSrc.y + RANDOM_FLOAT(-16, 16));
|
|
WRITE_COORD(vecSrc.z - 32);
|
|
WRITE_SHORT(g_sModelIndexSmoke);
|
|
WRITE_BYTE(15); // scale * 10
|
|
WRITE_BYTE(8); // framerate
|
|
MESSAGE_END();
|
|
}
|
|
|
|
if (pev->dmgtime + RANDOM_FLOAT(0, 8) > gpGlobals->time)
|
|
{
|
|
UTIL_Sparks(vecSrc);
|
|
}
|
|
|
|
if (m_fSequenceFinished && pev->dmgtime + 5 < gpGlobals->time)
|
|
{
|
|
pev->framerate = 0;
|
|
SetThink(NULL);
|
|
}
|
|
}
|