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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 CBoss : public CApache
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{
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public:
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void Spawn(void);
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void Precache(void);
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BOOL FireGun(void);
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};
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LINK_ENTITY_TO_CLASS(monster_th_boss, CBoss);
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void CBoss::Spawn(void)
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{
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Precache( );
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// motor
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pev->movetype = MOVETYPE_FLY;
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pev->solid = SOLID_BBOX;
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SET_MODEL(ENT(pev), "models/boss.mdl");
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UTIL_SetSize( pev, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) );
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UTIL_SetOrigin( pev, pev->origin );
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pev->flags |= FL_MONSTER;
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pev->takedamage = DAMAGE_AIM;
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pev->health = gSkillData.bossHealth;
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m_flFieldOfView = -0.707; // 270 degrees
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pev->sequence = 0;
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ResetSequenceInfo( );
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pev->frame = RANDOM_LONG(0, 0xFF);
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InitBoneControllers();
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if (pev->spawnflags & SF_WAITFORTRIGGER)
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{
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SetUse(&CBoss::StartupUse);
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}
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else
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{
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SetThink(&CBoss::HuntThink);
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SetTouch(&CBoss::FlyTouch);
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pev->nextthink = gpGlobals->time + 1.0;
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}
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m_iRockets = 0;
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}
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void CBoss::Precache(void)
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{
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PRECACHE_MODEL("models/boss.mdl");
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PRECACHE_SOUND("apache/ap_rotor1.wav");
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PRECACHE_SOUND("apache/ap_rotor2.wav");
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PRECACHE_SOUND("apache/ap_rotor3.wav");
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PRECACHE_SOUND("apache/ap_whine1.wav");
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PRECACHE_SOUND("weapons/mortarhit.wav");
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m_iSpriteTexture = PRECACHE_MODEL( "sprites/white.spr" );
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PRECACHE_SOUND("turret/tu_fire1.wav");
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PRECACHE_MODEL("sprites/lgtning.spr");
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m_iExplode = PRECACHE_MODEL( "sprites/fexplo.spr" );
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m_iBodyGibs = PRECACHE_MODEL( "models/metalplategibs_green.mdl" );
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}
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BOOL CBoss::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 ) > 0.98)
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{
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FireBullets( 1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_12MM, 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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return FALSE;
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}
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