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518 lines
14 KiB
518 lines
14 KiB
7 years ago
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// Alien slave monster
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "squadmonster.h"
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#include "schedule.h"
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#include "effects.h"
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#include "weapons.h"
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#include "soundent.h"
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#include "islave.h"
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class CPanther : public CISlave
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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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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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void DeathSound( void );
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void PainSound( void );
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void AlertSound( void );
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void IdleSound( void );
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void ClearBeams();
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void ArmBeam( int side );
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void WackBeam( int side, CBaseEntity *pEntity );
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void ZapBeam( int side );
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static const char *pAttackHitSounds[];
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static const char *pAttackMissSounds[];
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static const char *pPainSounds[];
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static const char *pDeathSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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};
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LINK_ENTITY_TO_CLASS( monster_alien_panther, CPanther )
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const char *CPanther::pAttackHitSounds[] =
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{
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"panther/pclaw_strike1.wav",
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"panther/pclaw_strike2.wav",
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"panther/pclaw_strike3.wav",
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};
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const char *CPanther::pAttackMissSounds[] =
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{
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"panther/pclaw_miss1.wav",
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"panther/pclaw_miss2.wav",
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};
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const char *CPanther::pPainSounds[] =
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{
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"panther/p_pain1.wav",
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"panther/p_pain2.wav",
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};
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const char *CPanther::pDeathSounds[] =
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{
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"panther/p_die1.wav",
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"panther/p_die2.wav",
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};
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const char *CPanther::pIdleSounds[] =
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{
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"panther/p_idle1.wav",
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"panther/p_idle2.wav",
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};
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const char *CPanther::pAlertSounds[] =
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{
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"panther/p_alert1.wav",
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"panther/p_alert2.wav",
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};
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//=========================================================
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// ALertSound - scream
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//=========================================================
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void CPanther::AlertSound( void )
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{
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if( m_hEnemy != 0 )
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch );
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}
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}
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//=========================================================
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// IdleSound
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//=========================================================
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void CPanther::IdleSound( void )
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{
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if( RANDOM_LONG( 0, 2 ) == 0 )
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch );
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}
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#if 0
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int side = RANDOM_LONG( 0, 1 ) * 2 - 1;
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ClearBeams();
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ArmBeam( side );
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UTIL_MakeAimVectors( pev->angles );
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Vector vecSrc = pev->origin + gpGlobals->v_right * 2 * side;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
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WRITE_BYTE( TE_DLIGHT );
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WRITE_COORD( vecSrc.x ); // X
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WRITE_COORD( vecSrc.y ); // Y
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WRITE_COORD( vecSrc.z ); // Z
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WRITE_BYTE( 8 ); // radius * 0.1
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WRITE_BYTE( 255 ); // r
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WRITE_BYTE( 180 ); // g
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WRITE_BYTE( 96 ); // b
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WRITE_BYTE( 10 ); // time * 10
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WRITE_BYTE( 0 ); // decay * 0.1
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MESSAGE_END();
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "debris/zap1.wav", 1, ATTN_NORM, 0, 100 );
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#endif
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CPanther::PainSound( void )
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{
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if( RANDOM_LONG( 0, 2 ) == 0 )
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch );
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}
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}
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//=========================================================
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// DieSound
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//=========================================================
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void CPanther::DeathSound( void )
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pDeathSounds[RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch );
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//
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// Returns number of events handled, 0 if none.
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//=========================================================
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void CPanther::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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// ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame );
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switch( pEvent->event )
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{
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case ISLAVE_AE_CLAW:
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{
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// SOUND HERE!
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.pantherDmgClaw, DMG_SLASH );
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if( pHurt )
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{
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
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{
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pHurt->pev->punchangle.z = -18;
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pHurt->pev->punchangle.x = 5;
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}
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// Play a random attack hit sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch );
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}
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else
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{
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// Play a random attack miss sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch );
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}
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}
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break;
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case ISLAVE_AE_CLAWRAKE:
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{
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.pantherDmgClawRake, DMG_SLASH );
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if( pHurt )
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{
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
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{
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pHurt->pev->punchangle.z = -18;
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pHurt->pev->punchangle.x = 5;
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}
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch );
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}
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else
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{
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch );
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}
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}
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break;
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case ISLAVE_AE_ZAP_POWERUP:
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{
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// speed up attack when on hard
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if( g_iSkillLevel == SKILL_HARD )
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pev->framerate = 1.5;
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UTIL_MakeAimVectors( pev->angles );
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if( m_iBeams == 0 )
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{
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Vector vecSrc = pev->origin + gpGlobals->v_forward * 2;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
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WRITE_BYTE( TE_DLIGHT );
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WRITE_COORD( vecSrc.x ); // X
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WRITE_COORD( vecSrc.y ); // Y
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WRITE_COORD( vecSrc.z ); // Z
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WRITE_BYTE( 12 ); // radius * 0.1
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WRITE_BYTE( 192 ); // r
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WRITE_BYTE( 64 ); // g
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WRITE_BYTE( 8 ); // b
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WRITE_BYTE( 20 / pev->framerate ); // time * 10
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WRITE_BYTE( 0 ); // decay * 0.1
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MESSAGE_END();
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}
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if( m_hDead != 0 )
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{
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WackBeam( -1, m_hDead );
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WackBeam( 1, m_hDead );
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}
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else
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{
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ArmBeam( -1 );
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ArmBeam( 1 );
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BeamGlow();
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}
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "panther/p_zap2.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 );
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pev->skin = m_iBeams / 2;
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}
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break;
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case ISLAVE_AE_ZAP_SHOOT:
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{
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ClearBeams();
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if( m_hDead != 0 )
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{
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Vector vecDest = m_hDead->pev->origin + Vector( 0, 0, 38 );
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TraceResult trace;
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UTIL_TraceHull( vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead->edict(), &trace );
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if( !trace.fStartSolid )
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{
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CBaseEntity *pNew = Create( STRING( pev->classname ), m_hDead->pev->origin, m_hDead->pev->angles );
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//CBaseMonster *pNewMonster = pNew->MyMonsterPointer();
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pNew->pev->spawnflags |= 1;
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WackBeam( -1, pNew );
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WackBeam( 1, pNew );
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UTIL_Remove( m_hDead );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "panther/p_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
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/*
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CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles );
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pEffect->Use( this, this, USE_ON, 1 );
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*/
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break;
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}
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}
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ClearMultiDamage();
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UTIL_MakeAimVectors( pev->angles );
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ZapBeam( -1 );
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ZapBeam( 1 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "panther/p_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
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// STOP_SOUND( ENT( pev ), CHAN_WEAPON, "panther/p_zap2.wav" );
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ApplyMultiDamage( pev, pev );
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m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 );
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}
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break;
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case ISLAVE_AE_ZAP_DONE:
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{
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ClearBeams();
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}
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break;
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default:
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CSquadMonster::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CPanther::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/panther.mdl" );
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UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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pev->effects = 0;
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pev->health = gSkillData.pantherHealth;
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_voicePitch = RANDOM_LONG( 85, 110 );
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pev->view_ofs = Vector( 0, 0, 80 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE;
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP;
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MonsterInit();
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CPanther::Precache()
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{
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size_t i;
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PRECACHE_MODEL( "models/panther.mdl" );
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PRECACHE_SOUND( "panther/p_zap1.wav" );
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PRECACHE_SOUND( "panther/p_zap2.wav" );
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PRECACHE_SOUND( "panther/p_electro1.wav" );
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PRECACHE_SOUND( "panther/p_shoot1.wav" );
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PRECACHE_SOUND( "panther/p_pain2.wav" );
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PRECACHE_SOUND( "panther/p_headbite.wav" );
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PRECACHE_SOUND( "panther/pclaw_miss1.wav" );
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for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
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PRECACHE_SOUND( pAttackHitSounds[i] );
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for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
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PRECACHE_SOUND( pAttackMissSounds[i] );
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for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
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PRECACHE_SOUND( pIdleSounds[i] );
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for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
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PRECACHE_SOUND( pAlertSounds[i] );
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for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
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PRECACHE_SOUND( pPainSounds[i] );
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for( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ )
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PRECACHE_SOUND( pDeathSounds[i] );
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UTIL_PrecacheOther( "test_effect" );
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}
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void CPanther::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
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{
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if( bitsDamageType & DMG_SHOCK )
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return;
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if( ptr->iHitgroup != HITGROUP_HEAD )
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{
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if( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) )
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{
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UTIL_Ricochet( ptr->vecEndPos, 1.0 );
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flDamage = 0.01;
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}
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}
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CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
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}
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//=========================================================
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// ArmBeam - small beam from arm to nearby geometry
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//=========================================================
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void CPanther::ArmBeam( int side )
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{
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TraceResult tr;
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int r, g, b;
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float flDist = 1.0;
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if( m_iBeams >= ISLAVE_MAX_BEAMS )
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return;
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UTIL_MakeAimVectors( pev->angles );
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Vector vecSrc = pev->origin + gpGlobals->v_up * 36 + gpGlobals->v_right * side * 16 + gpGlobals->v_forward * 32;
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for( int i = 0; i < 3; i++ )
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{
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Vector vecAim = gpGlobals->v_right * side * RANDOM_FLOAT( 0, 1 ) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 );
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TraceResult tr1;
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||
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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 );
|
||
|
|
||
|
r = 192, g = 64, b = 8;
|
||
|
|
||
|
m_pBeam[m_iBeams]->SetColor( r, g, b );
|
||
|
m_pBeam[m_iBeams]->SetBrightness( 64 );
|
||
|
m_pBeam[m_iBeams]->SetNoise( 80 );
|
||
|
m_iBeams++;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// WackBeam - regenerate dead colleagues
|
||
|
//=========================================================
|
||
|
void CPanther::WackBeam( int side, CBaseEntity *pEntity )
|
||
|
{
|
||
|
//Vector vecDest;
|
||
|
//float flDist = 1.0;
|
||
|
int r, g, b;
|
||
|
|
||
|
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 );
|
||
|
|
||
|
r = 192, g = 64, b = 8;
|
||
|
|
||
|
m_pBeam[m_iBeams]->SetColor( r, g, b );
|
||
|
m_pBeam[m_iBeams]->SetBrightness( 255 );
|
||
|
m_pBeam[m_iBeams]->SetNoise( 80 );
|
||
|
m_iBeams++;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// ZapBeam - heavy damage directly forward
|
||
|
//=========================================================
|
||
|
void CPanther::ZapBeam( int side )
|
||
|
{
|
||
|
Vector vecSrc, vecAim;
|
||
|
int r, g, b;
|
||
|
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 );
|
||
|
|
||
|
r = 192, g = 64, b = 8;
|
||
|
|
||
|
m_pBeam[m_iBeams]->SetColor( r, g, b );
|
||
|
m_pBeam[m_iBeams]->SetBrightness( 255 );
|
||
|
m_pBeam[m_iBeams]->SetNoise( 20 );
|
||
|
m_iBeams++;
|
||
|
|
||
|
pEntity = CBaseEntity::Instance( tr.pHit );
|
||
|
if( pEntity != NULL && pEntity->pev->takedamage )
|
||
|
{
|
||
|
pEntity->TraceAttack( pev, gSkillData.pantherDmgZap, vecAim, &tr, DMG_SHOCK );
|
||
|
}
|
||
|
UTIL_EmitAmbientSound( ENT( pev ), tr.vecEndPos, "panther/p_electro1.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// ClearBeams - remove all beams
|
||
|
//=========================================================
|
||
|
void CPanther::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, "panther/p_zap2.wav" );
|
||
|
}
|