Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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9 years ago
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// Alien slave monster
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "squadmonster.h"
#include "schedule.h"
#include "effects.h"
#include "weapons.h"
#include "soundent.h"
extern DLL_GLOBAL int g_iSkillLevel;
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ISLAVE_AE_CLAW ( 1 )
#define ISLAVE_AE_CLAWRAKE ( 2 )
#define ISLAVE_AE_ZAP_POWERUP ( 3 )
#define ISLAVE_AE_ZAP_SHOOT ( 4 )
#define ISLAVE_AE_ZAP_DONE ( 5 )
#define ISLAVE_MAX_BEAMS 8
class CISlave : public CSquadMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
int Classify ( void );
int IRelationship( CBaseEntity *pTarget );
void HandleAnimEvent( MonsterEvent_t *pEvent );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
BOOL CheckRangeAttack2 ( float flDot, float flDist );
void CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
void DeathSound( void );
void PainSound( void );
void AlertSound( void );
void IdleSound( void );
void Killed( entvars_t *pevAttacker, int iGib );
void StartTask ( Task_t *pTask );
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Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType ( int Type );
CUSTOM_SCHEDULES
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int Save( CSave &save );
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int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void ClearBeams( );
void ArmBeam( int side );
void WackBeam( int side, CBaseEntity *pEntity );
void ZapBeam( int side );
void BeamGlow( void );
int m_iBravery;
CBeam *m_pBeam[ISLAVE_MAX_BEAMS];
int m_iBeams;
float m_flNextAttack;
int m_voicePitch;
EHANDLE m_hDead;
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];
static const char *pPainSounds[];
static const char *pDeathSounds[];
};
LINK_ENTITY_TO_CLASS( monster_alien_slave, CISlave )
LINK_ENTITY_TO_CLASS( monster_vortigaunt, CISlave )
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TYPEDESCRIPTION CISlave::m_SaveData[] =
{
DEFINE_FIELD( CISlave, m_iBravery, FIELD_INTEGER ),
DEFINE_ARRAY( CISlave, m_pBeam, FIELD_CLASSPTR, ISLAVE_MAX_BEAMS ),
DEFINE_FIELD( CISlave, m_iBeams, FIELD_INTEGER ),
DEFINE_FIELD( CISlave, m_flNextAttack, FIELD_TIME ),
DEFINE_FIELD( CISlave, m_voicePitch, FIELD_INTEGER ),
DEFINE_FIELD( CISlave, m_hDead, FIELD_EHANDLE ),
};
IMPLEMENT_SAVERESTORE( CISlave, CSquadMonster )
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const char *CISlave::pAttackHitSounds[] =
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{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char *CISlave::pAttackMissSounds[] =
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{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char *CISlave::pPainSounds[] =
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{
"aslave/slv_pain1.wav",
"aslave/slv_pain2.wav",
};
const char *CISlave::pDeathSounds[] =
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{
"aslave/slv_die1.wav",
"aslave/slv_die2.wav",
};
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CISlave :: Classify ( void )
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{
return CLASS_ALIEN_MILITARY;
}
int CISlave::IRelationship( CBaseEntity *pTarget )
{
if ( (pTarget->IsPlayer()) )
if ( (pev->spawnflags & SF_MONSTER_WAIT_UNTIL_PROVOKED ) && ! (m_afMemory & bits_MEMORY_PROVOKED ))
return R_NO;
return CBaseMonster::IRelationship( pTarget );
}
void CISlave :: CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation )
{
// ALERT( at_aiconsole, "help " );
// skip ones not on my netname
if ( FStringNull( pev->netname ))
return;
CBaseEntity *pEntity = NULL;
while ((pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ))) != NULL)
{
float d = (pev->origin - pEntity->pev->origin).Length();
if (d < flDist)
{
CBaseMonster *pMonster = pEntity->MyMonsterPointer( );
if (pMonster)
{
pMonster->m_afMemory |= bits_MEMORY_PROVOKED;
pMonster->PushEnemy( hEnemy, vecLocation );
}
}
}
}
//=========================================================
// ALertSound - scream
//=========================================================
void CISlave :: AlertSound( void )
{
if ( m_hEnemy != NULL )
{
SENTENCEG_PlayRndSz(ENT(pev), "SLV_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch);
CallForHelp( "monster_alien_slave", 512, m_hEnemy, m_vecEnemyLKP );
}
}
//=========================================================
// IdleSound
//=========================================================
void CISlave :: IdleSound( void )
{
if (RANDOM_LONG( 0, 2 ) == 0)
{
SENTENCEG_PlayRndSz(ENT(pev), "SLV_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch);
}
#if 0
int side = RANDOM_LONG( 0, 1 ) * 2 - 1;
ClearBeams( );
ArmBeam( side );
UTIL_MakeAimVectors( pev->angles );
Vector vecSrc = pev->origin + gpGlobals->v_right * 2 * side;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
WRITE_BYTE(TE_DLIGHT);
WRITE_COORD(vecSrc.x); // X
WRITE_COORD(vecSrc.y); // Y
WRITE_COORD(vecSrc.z); // Z
WRITE_BYTE( 8 ); // radius * 0.1
WRITE_BYTE( 255 ); // r
WRITE_BYTE( 180 ); // g
WRITE_BYTE( 96 ); // b
WRITE_BYTE( 10 ); // time * 10
WRITE_BYTE( 0 ); // decay * 0.1
MESSAGE_END( );
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap1.wav", 1, ATTN_NORM, 0, 100 );
#endif
}
//=========================================================
// PainSound
//=========================================================
void CISlave :: PainSound( void )
{
if (RANDOM_LONG( 0, 2 ) == 0)
{
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
}
}
//=========================================================
// DieSound
//=========================================================
void CISlave :: DeathSound( void )
{
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pDeathSounds[ RANDOM_LONG(0,ARRAYSIZE(pDeathSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards.
//=========================================================
int CISlave :: ISoundMask ( void)
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_DANGER |
bits_SOUND_PLAYER;
}
void CISlave::Killed( entvars_t *pevAttacker, int iGib )
{
ClearBeams( );
CSquadMonster::Killed( pevAttacker, iGib );
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CISlave :: SetYawSpeed ( void )
{
int ys;
switch ( m_Activity )
{
case ACT_WALK:
ys = 50;
break;
case ACT_RUN:
ys = 70;
break;
case ACT_IDLE:
ys = 50;
break;
default:
ys = 90;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
// ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame );
switch( pEvent->event )
{
case ISLAVE_AE_CLAW:
{
// SOUND HERE!
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClaw, DMG_SLASH );
if ( pHurt )
{
if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
{
pHurt->pev->punchangle.z = -18;
pHurt->pev->punchangle.x = 5;
}
// Play a random attack hit sound
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
}
else
{
// Play a random attack miss sound
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
}
}
break;
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case ISLAVE_AE_CLAWRAKE:
{
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClawrake, DMG_SLASH );
if ( pHurt )
{
if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
{
pHurt->pev->punchangle.z = -18;
pHurt->pev->punchangle.x = 5;
}
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
}
else
{
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
}
}
break;
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case ISLAVE_AE_ZAP_POWERUP:
{
// speed up attack when on hard
if (g_iSkillLevel == SKILL_HARD)
pev->framerate = 1.5;
UTIL_MakeAimVectors( pev->angles );
if (m_iBeams == 0)
{
Vector vecSrc = pev->origin + gpGlobals->v_forward * 2;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
WRITE_BYTE(TE_DLIGHT);
WRITE_COORD(vecSrc.x); // X
WRITE_COORD(vecSrc.y); // Y
WRITE_COORD(vecSrc.z); // Z
WRITE_BYTE( 12 ); // radius * 0.1
WRITE_BYTE( 255 ); // r
WRITE_BYTE( 180 ); // g
WRITE_BYTE( 96 ); // b
WRITE_BYTE( 20 / pev->framerate ); // time * 10
WRITE_BYTE( 0 ); // decay * 0.1
MESSAGE_END( );
}
if (m_hDead != NULL)
{
WackBeam( -1, m_hDead );
WackBeam( 1, m_hDead );
}
else
{
ArmBeam( -1 );
ArmBeam( 1 );
BeamGlow( );
}
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 );
pev->skin = m_iBeams / 2;
}
break;
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case ISLAVE_AE_ZAP_SHOOT:
{
ClearBeams( );
if (m_hDead != NULL)
{
Vector vecDest = m_hDead->pev->origin + Vector( 0, 0, 38 );
TraceResult trace;
UTIL_TraceHull( vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead->edict(), &trace );
if ( !trace.fStartSolid )
{
CBaseEntity *pNew = Create( "monster_alien_slave", m_hDead->pev->origin, m_hDead->pev->angles );
CBaseMonster *pNewMonster = pNew->MyMonsterPointer( );
pNew->pev->spawnflags |= 1;
WackBeam( -1, pNew );
WackBeam( 1, pNew );
UTIL_Remove( m_hDead );
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
/*
CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles );
pEffect->Use( this, this, USE_ON, 1 );
*/
break;
}
}
ClearMultiDamage();
UTIL_MakeAimVectors( pev->angles );
ZapBeam( -1 );
ZapBeam( 1 );
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
// STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" );
ApplyMultiDamage(pev, pev);
m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 );
}
break;
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case ISLAVE_AE_ZAP_DONE:
{
ClearBeams( );
}
break;
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default:
CSquadMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// CheckRangeAttack1 - normal beam attack
//=========================================================
BOOL CISlave :: CheckRangeAttack1 ( float flDot, float flDist )
{
if (m_flNextAttack > gpGlobals->time)
{
return FALSE;
}
return CSquadMonster::CheckRangeAttack1( flDot, flDist );
}
//=========================================================
// CheckRangeAttack2 - check bravery and try to resurect dead comrades
//=========================================================
BOOL CISlave :: CheckRangeAttack2 ( float flDot, float flDist )
{
return FALSE;
if (m_flNextAttack > gpGlobals->time)
{
return FALSE;
}
m_hDead = NULL;
m_iBravery = 0;
CBaseEntity *pEntity = NULL;
while ((pEntity = UTIL_FindEntityByClassname( pEntity, "monster_alien_slave" )) != NULL)
{
TraceResult tr;
UTIL_TraceLine( EyePosition( ), pEntity->EyePosition( ), ignore_monsters, ENT(pev), &tr );
if (tr.flFraction == 1.0 || tr.pHit == pEntity->edict())
{
if (pEntity->pev->deadflag == DEAD_DEAD)
{
float d = (pev->origin - pEntity->pev->origin).Length();
if (d < flDist)
{
m_hDead = pEntity;
flDist = d;
}
m_iBravery--;
}
else
{
m_iBravery++;
}
}
}
if (m_hDead != NULL)
return TRUE;
else
return FALSE;
}
//=========================================================
// StartTask
//=========================================================
void CISlave :: StartTask ( Task_t *pTask )
{
ClearBeams( );
CSquadMonster :: StartTask ( pTask );
}
//=========================================================
// Spawn
//=========================================================
void CISlave :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/islave.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->effects = 0;
pev->health = gSkillData.slaveHealth;
pev->view_ofs = Vector ( 0, 0, 64 );// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP;
m_voicePitch = RANDOM_LONG( 85, 110 );
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CISlave :: Precache()
{
int i;
PRECACHE_MODEL("models/islave.mdl");
PRECACHE_MODEL("sprites/lgtning.spr");
PRECACHE_SOUND("debris/zap1.wav");
PRECACHE_SOUND("debris/zap4.wav");
PRECACHE_SOUND("weapons/electro4.wav");
PRECACHE_SOUND("hassault/hw_shoot1.wav");
PRECACHE_SOUND("zombie/zo_pain2.wav");
PRECACHE_SOUND("headcrab/hc_headbite.wav");
PRECACHE_SOUND("weapons/cbar_miss1.wav");
for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
PRECACHE_SOUND((char *)pAttackHitSounds[i]);
for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
PRECACHE_SOUND((char *)pAttackMissSounds[i]);
for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
PRECACHE_SOUND((char *)pPainSounds[i]);
for ( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ )
PRECACHE_SOUND((char *)pDeathSounds[i]);
UTIL_PrecacheOther( "test_effect" );
}
//=========================================================
// TakeDamage - get provoked when injured
//=========================================================
int CISlave :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
{
// don't slash one of your own
if ((bitsDamageType & DMG_SLASH) && pevAttacker && IRelationship( Instance(pevAttacker) ) < R_DL)
return 0;
m_afMemory |= bits_MEMORY_PROVOKED;
return CSquadMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
}
void CISlave::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
if (bitsDamageType & DMG_SHOCK)
return;
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
// primary range attack
Task_t tlSlaveAttack1[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slSlaveAttack1[] =
{
{
tlSlaveAttack1,
ARRAYSIZE ( tlSlaveAttack1 ),
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_HEAR_SOUND |
bits_COND_HEAVY_DAMAGE,
bits_SOUND_DANGER,
"Slave Range Attack1"
},
};
DEFINE_CUSTOM_SCHEDULES( CISlave )
{
slSlaveAttack1,
};
IMPLEMENT_CUSTOM_SCHEDULES( CISlave, CSquadMonster )
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//=========================================================
//=========================================================
Schedule_t *CISlave :: GetSchedule( void )
{
ClearBeams( );
/*
if (pev->spawnflags)
{
pev->spawnflags = 0;
return GetScheduleOfType( SCHED_RELOAD );
}
*/
if ( HasConditions( bits_COND_HEAR_SOUND ) )
{
CSound *pSound;
pSound = PBestSound();
ASSERT( pSound != NULL );
if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
if ( pSound->m_iType & bits_SOUND_COMBAT )
m_afMemory |= bits_MEMORY_PROVOKED;
}
switch (m_MonsterState)
{
case MONSTERSTATE_COMBAT:
// dead enemy
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if ( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster :: GetSchedule();
}
if (pev->health < 20 || m_iBravery < 0)
{
if (!HasConditions( bits_COND_CAN_MELEE_ATTACK1 ))
{
m_failSchedule = SCHED_CHASE_ENEMY;
if (HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
{
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
if ( HasConditions ( bits_COND_SEE_ENEMY ) && HasConditions ( bits_COND_ENEMY_FACING_ME ) )
{
// ALERT( at_console, "exposed\n");
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
}
}
break;
default:
break;
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}
return CSquadMonster::GetSchedule( );
}
Schedule_t *CISlave :: GetScheduleOfType ( int Type )
{
switch( Type )
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{
case SCHED_FAIL:
if (HasConditions( bits_COND_CAN_MELEE_ATTACK1 ))
{
return CSquadMonster :: GetScheduleOfType( SCHED_MELEE_ATTACK1 ); ;
}
break;
case SCHED_RANGE_ATTACK1:
return slSlaveAttack1;
case SCHED_RANGE_ATTACK2:
return slSlaveAttack1;
}
return CSquadMonster :: GetScheduleOfType( Type );
}
//=========================================================
// ArmBeam - small beam from arm to nearby geometry
//=========================================================
void CISlave :: ArmBeam( int side )
{
TraceResult tr;
float flDist = 1.0;
if (m_iBeams >= ISLAVE_MAX_BEAMS)
return;
UTIL_MakeAimVectors( pev->angles );
Vector vecSrc = pev->origin + gpGlobals->v_up * 36 + gpGlobals->v_right * side * 16 + gpGlobals->v_forward * 32;
for (int i = 0; i < 3; i++)
{
Vector vecAim = gpGlobals->v_right * side * RANDOM_FLOAT( 0, 1 ) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 );
TraceResult tr1;
UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT( pev ), &tr1);
if (flDist > tr1.flFraction)
{
tr = tr1;
flDist = tr.flFraction;
}
}
// Couldn't find anything close enough
if ( flDist == 1.0 )
return;
DecalGunshot( &tr, BULLET_PLAYER_CROWBAR );
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
if (!m_pBeam[m_iBeams])
return;
m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex( ) );
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
// m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
m_pBeam[m_iBeams]->SetColor( 96, 128, 16 );
m_pBeam[m_iBeams]->SetBrightness( 64 );
m_pBeam[m_iBeams]->SetNoise( 80 );
m_iBeams++;
}
//=========================================================
// BeamGlow - brighten all beams
//=========================================================
void CISlave :: BeamGlow( )
{
int b = m_iBeams * 32;
if (b > 255)
b = 255;
for (int i = 0; i < m_iBeams; i++)
{
if (m_pBeam[i]->GetBrightness() != 255)
{
m_pBeam[i]->SetBrightness( b );
}
}
}
//=========================================================
// WackBeam - regenerate dead colleagues
//=========================================================
void CISlave :: WackBeam( int side, CBaseEntity *pEntity )
{
Vector vecDest;
float flDist = 1.0;
9 years ago
if (m_iBeams >= ISLAVE_MAX_BEAMS)
return;
if (pEntity == NULL)
return;
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
if (!m_pBeam[m_iBeams])
return;
m_pBeam[m_iBeams]->PointEntInit( pEntity->Center(), entindex( ) );
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
m_pBeam[m_iBeams]->SetBrightness( 255 );
m_pBeam[m_iBeams]->SetNoise( 80 );
m_iBeams++;
}
//=========================================================
// ZapBeam - heavy damage directly forward
//=========================================================
void CISlave :: ZapBeam( int side )
{
Vector vecSrc, vecAim;
TraceResult tr;
CBaseEntity *pEntity;
if (m_iBeams >= ISLAVE_MAX_BEAMS)
return;
vecSrc = pev->origin + gpGlobals->v_up * 36;
vecAim = ShootAtEnemy( vecSrc );
float deflection = 0.01;
vecAim = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT( 0, deflection ) + gpGlobals->v_up * RANDOM_FLOAT( -deflection, deflection );
UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT( pev ), &tr);
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 );
if (!m_pBeam[m_iBeams])
return;
m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex( ) );
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
m_pBeam[m_iBeams]->SetBrightness( 255 );
m_pBeam[m_iBeams]->SetNoise( 20 );
m_iBeams++;
pEntity = CBaseEntity::Instance(tr.pHit);
if (pEntity != NULL && pEntity->pev->takedamage)
{
pEntity->TraceAttack( pev, gSkillData.slaveDmgZap, vecAim, &tr, DMG_SHOCK );
}
UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
}
//=========================================================
// ClearBeams - remove all beams
//=========================================================
void CISlave :: ClearBeams( )
{
for (int i = 0; i < ISLAVE_MAX_BEAMS; i++)
{
if (m_pBeam[i])
{
UTIL_Remove( m_pBeam[i] );
m_pBeam[i] = NULL;
}
}
m_iBeams = 0;
pev->skin = 0;
STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" );
}