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/***
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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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#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 "nodes.h"
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#include "effects.h"
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#include "apache.h"
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#define SF_WAITFORTRIGGER (0x04 | 0x40) // UNDONE: Fix!
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#define SF_NOWRECKAGE 0x08
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class CEinarBoss : public CApache
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{
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public:
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void Spawn();
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void Precache();
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BOOL FireGun();
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};
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LINK_ENTITY_TO_CLASS( monster_th_boss, CEinarBoss )
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void CEinarBoss::Spawn()
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{
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if( !pev->model )
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pev->model = MAKE_STRING( "models/boss.mdl" );
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if( !pev->health )
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pev->health = gSkillData.apacheHealth * 2.0f;
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CApache::Spawn();
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}
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void CEinarBoss::Precache()
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{
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if( !pev->model )
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pev->model = MAKE_STRING( "models/boss.mdl" );
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CApache::Precache();
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}
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BOOL CEinarBoss::FireGun()
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{
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UTIL_MakeAimVectors( pev->angles );
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Vector posGun, angGun;
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GetAttachment( 1, posGun, angGun );
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Vector vecTarget = ( m_posTarget - posGun ).Normalize();
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Vector vecOut;
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vecOut.x = DotProduct( -gpGlobals->v_right, vecTarget );
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vecOut.y = -DotProduct( gpGlobals->v_forward, vecTarget );
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vecOut.z = DotProduct( gpGlobals->v_up, vecTarget );
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Vector angles = UTIL_VecToAngles( vecOut );
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angles.x = -angles.x;
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if( angles.y > 180 )
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angles.y = angles.y - 360;
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if( angles.y < -180 )
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angles.y = angles.y + 360;
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if( angles.x > 180 )
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angles.x = angles.x - 360;
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if( angles.x < -180 )
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angles.x = angles.x + 360;
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if( angles.x > m_angGun.x )
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m_angGun.x = Q_min( angles.x, m_angGun.x + 12 );
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if( angles.x < m_angGun.x )
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m_angGun.x = Q_max( angles.x, m_angGun.x - 12 );
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if( angles.y > m_angGun.y )
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m_angGun.y = Q_min( angles.y, m_angGun.y + 12 );
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if( angles.y < m_angGun.y )
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m_angGun.y = Q_max( angles.y, m_angGun.y - 12 );
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m_angGun.y = SetBoneController( 0, m_angGun.y );
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m_angGun.x = SetBoneController( 1, m_angGun.x );
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Vector posBarrel, angBarrel;
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GetAttachment( 0, posBarrel, angBarrel );
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Vector vecGun = (posBarrel - posGun).Normalize();
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if( DotProduct( vecGun, vecTarget ) > 0.98f && !( ( ++m_iShots ) % 3 ) )
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{
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FireBullets( 1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_9MM, 1 );
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.3 );
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return TRUE;
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}
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if( m_iShots % 3 )
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++m_iShots;
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else
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pev->sequence = 0;
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return FALSE;
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}
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