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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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//=========================================================
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// voltigore
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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 "schedule.h"
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#include "nodes.h"
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#include "effects.h"
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#include "decals.h"
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#include "soundent.h"
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#include "game.h"
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#include "weapons.h"
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#define VOLTIGORE_SPRINT_DIST 256 // how close the voltigore has to get before starting to sprint and refusing to swerve
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#define VOLTIGORE_MAX_BEAMS 8
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#define VOLTIGORE_CLASSNAME "monster_alien_voltigore"
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#define VOLTIGORE_BABY_CLASSNAME "monster_alien_babyvoltigore"
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#define VOLTIGORE_ZAP_RED 180
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#define VOLTIGORE_ZAP_GREEN 16
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#define VOLTIGORE_ZAP_BLUE 255
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#define VOLTIGORE_ZAP_BEAM "sprites/lgtning.spr"
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#define VOLTIGORE_ZAP_NOISE 80
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#define VOLTIGORE_ZAP_WIDTH 30
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#define VOLTIGORE_ZAP_BRIGHTNESS 255
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#define VOLTIGORE_ZAP_DISTANCE 512
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#define VOLTIGORE_GLOW_SCALE 0.75f
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#define VOLTIGORE_GIB_COUNT 9
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#define VOLTIGORE_GLOW_SPRITE "sprites/blueflare2.spr"
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//=========================================================
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// monster-specific schedule types
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//=========================================================
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//=========================================================
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// monster-specific tasks
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//=========================================================
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enum {
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TASK_VOLTIGORE_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1
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};
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//=========================================================
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// Voltigore's energy ball projectile
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//=========================================================
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class CVoltigoreEnergyBall : public CBaseEntity
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{
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public:
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void Spawn(void);
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static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
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void EXPORT BallTouch(CBaseEntity *pOther);
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void EXPORT FlyThink(void);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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static TYPEDESCRIPTION m_SaveData[];
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void CreateBeams();
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void ClearBeams();
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void UpdateBeams();
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CBeam* m_pBeam[VOLTIGORE_MAX_BEAMS];
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int m_iBeams;
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float m_timeToDie;
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protected:
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void CreateBeam(int nIndex, const Vector& vecPos, int width, int brightness);
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void UpdateBeam(int nIndex, const Vector& vecPos, bool show);
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void ClearBeam(int nIndex);
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};
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LINK_ENTITY_TO_CLASS(voltigore_energy_ball, CVoltigoreEnergyBall)
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TYPEDESCRIPTION CVoltigoreEnergyBall::m_SaveData[] =
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{
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DEFINE_ARRAY(CVoltigoreEnergyBall, m_pBeam, FIELD_CLASSPTR, VOLTIGORE_MAX_BEAMS),
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DEFINE_FIELD(CVoltigoreEnergyBall, m_iBeams, FIELD_INTEGER),
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DEFINE_FIELD(CVoltigoreEnergyBall, m_timeToDie, FIELD_TIME),
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};
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IMPLEMENT_SAVERESTORE(CVoltigoreEnergyBall, CBaseEntity)
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::Spawn(void)
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{
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pev->movetype = MOVETYPE_FLY;
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pev->classname = MAKE_STRING("voltigore_energy_ball");
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pev->solid = SOLID_BBOX;
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pev->rendermode = kRenderTransAdd;
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pev->renderamt = 255;
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SET_MODEL(ENT(pev), VOLTIGORE_GLOW_SPRITE);
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pev->frame = 0;
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pev->scale = VOLTIGORE_GLOW_SCALE;
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
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m_iBeams = 0;
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}
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity)
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{
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CVoltigoreEnergyBall *pEnergyBall = GetClassPtr((CVoltigoreEnergyBall *)NULL);
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pEnergyBall->Spawn();
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UTIL_SetOrigin(pEnergyBall->pev, vecStart);
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pEnergyBall->pev->velocity = vecVelocity;
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pEnergyBall->pev->owner = ENT(pevOwner);
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pEnergyBall->SetTouch(&CVoltigoreEnergyBall::BallTouch);
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pEnergyBall->SetThink(&CVoltigoreEnergyBall::FlyThink);
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pEnergyBall->pev->nextthink = gpGlobals->time + 0.1;
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}
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::BallTouch(CBaseEntity *pOther)
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{
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if (m_timeToDie) {
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return;
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}
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TraceResult tr;
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if (!pOther->pev->takedamage)
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{
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// make a splat on the wall
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UTIL_TraceLine(pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT(pev), &tr);
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UTIL_DecalTrace(&tr, DECAL_SCORCH1 + RANDOM_LONG(0, 1));
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}
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else
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{
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pOther->TakeDamage(pev, VARS( pev->owner ), gSkillData.voltigoreDmgBeam, DMG_SHOCK|DMG_ALWAYSGIB);
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}
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pev->velocity = Vector(0,0,0);
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m_timeToDie = gpGlobals->time + 0.3;
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SetTouch(NULL);
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}
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::FlyThink(void)
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{
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pev->nextthink = gpGlobals->time + 0.1;
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if (m_timeToDie)
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{
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CBaseEntity* pEntity = NULL;
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while ((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, 32)) != NULL) {
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if ( pEntity->pev->takedamage && pEntity->MyMonsterPointer() &&
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!FClassnameIs(pEntity->pev, "monster_alien_voltigore") &&
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!FClassnameIs(pEntity->pev, "monster_alien_babyvoltigore")) {
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pEntity->TakeDamage(pev, pev, gSkillData.voltigoreDmgBeam/5, DMG_SHOCK);
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}
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}
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if (m_timeToDie <= gpGlobals->time) {
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ClearBeams();
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SetThink(&CVoltigoreEnergyBall::SUB_Remove);
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pev->nextthink = gpGlobals->time;
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}
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}
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else
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{
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if (m_iBeams)
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UpdateBeams();
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else
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CreateBeams();
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}
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}
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::CreateBeam(int nIndex, const Vector& vecPos, int width, int brightness)
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{
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m_pBeam[nIndex] = CBeam::BeamCreate(VOLTIGORE_ZAP_BEAM, width);
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if (!m_pBeam[nIndex])
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return;
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m_pBeam[nIndex]->PointEntInit(vecPos, entindex());
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m_pBeam[nIndex]->SetColor(VOLTIGORE_ZAP_RED, VOLTIGORE_ZAP_GREEN, VOLTIGORE_ZAP_BLUE);
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m_pBeam[nIndex]->SetBrightness(brightness);
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m_pBeam[nIndex]->SetNoise(VOLTIGORE_ZAP_NOISE);
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//m_pBeam[nIndex]->SetFlags( SF_BEAM_SHADEIN );
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}
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::UpdateBeam(int nIndex, const Vector& vecPos, bool show)
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{
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if (!m_pBeam[nIndex])
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return;
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m_pBeam[nIndex]->SetBrightness(show ? VOLTIGORE_ZAP_BRIGHTNESS : 0);
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m_pBeam[nIndex]->SetStartPos(vecPos);
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m_pBeam[nIndex]->SetEndEntity(entindex());
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m_pBeam[nIndex]->RelinkBeam();
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}
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//=========================================================
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// Purpose:
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//=========================================================
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void CVoltigoreEnergyBall::ClearBeam(int nIndex)
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{
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if (m_pBeam[nIndex])
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{
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UTIL_Remove(m_pBeam[nIndex]);
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m_pBeam[nIndex] = NULL;
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}
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}
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//=========================================================
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// CreateBeams - create all beams
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//=========================================================
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void CVoltigoreEnergyBall::CreateBeams()
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{
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for (int i = 0; i < VOLTIGORE_MAX_BEAMS; ++i)
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{
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CreateBeam(i, pev->origin, VOLTIGORE_ZAP_WIDTH, VOLTIGORE_ZAP_BRIGHTNESS );
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}
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m_iBeams = VOLTIGORE_MAX_BEAMS;
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}
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//=========================================================
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// ClearBeams - remove all beams
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//=========================================================
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void CVoltigoreEnergyBall::ClearBeams()
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{
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for (int i = 0; i < VOLTIGORE_MAX_BEAMS; ++i)
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{
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ClearBeam( i );
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}
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m_iBeams = 0;
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}
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void CVoltigoreEnergyBall::UpdateBeams()
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{
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int i, j;
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TraceResult tr;
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const Vector vecSrc = pev->origin;
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const Vector directionVector = pev->velocity.Normalize();
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const int baseDistance = VOLTIGORE_ZAP_DISTANCE;
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for (i = 0; i < m_iBeams; ++i)
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{
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for (j = 0; j < 3; ++j)
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{
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const float randomX = RANDOM_FLOAT(-1, 0.1);
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const float randomY = RANDOM_FLOAT(-1, 0.1);
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//ALERT(at_console, "Randomize: %f %f\n", randomX, randomY);
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Vector vecTarget = vecSrc + Vector(
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directionVector.x * randomX,
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directionVector.y * randomY,
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RANDOM_LONG(0, 1) ? 1 : -1
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) * baseDistance;
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TraceResult tr1;
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UTIL_TraceLine(vecSrc, vecTarget, ignore_monsters, ENT(pev), &tr1);
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if (tr1.flFraction != 1.0f) {
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tr = tr1;
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break;
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}
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}
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// Update the target position of the beam.
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UpdateBeam(i, tr.vecEndPos, tr.flFraction != 1.0f);
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}
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}
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define VOLTIGORE_AE_THROW ( 1 )
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#define VOLTIGORE_AE_PUNCH_BOTH ( 12 )
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#define VOLTIGORE_AE_PUNCH_SINGLE ( 13 )
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#define VOLTIGORE_AE_GIB ( 2002 )
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//=========================================================
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// CVoltigore
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//=========================================================
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class CVoltigore : public CBaseMonster
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{
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public:
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virtual void Spawn(void);
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virtual void Precache(void);
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void SetYawSpeed(void);
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virtual int Classify(void);
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virtual void HandleAnimEvent(MonsterEvent_t *pEvent);
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virtual void IdleSound(void);
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virtual void PainSound(void);
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virtual void DeathSound(void);
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virtual void AlertSound(void);
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void AttackSound(void);
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virtual void StartTask(Task_t *pTask);
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virtual BOOL CheckMeleeAttack1(float flDot, float flDist);
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virtual BOOL CheckRangeAttack1(float flDot, float flDist);
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virtual void RunAI(void);
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virtual void GibMonster();
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Schedule_t *GetSchedule(void);
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Schedule_t *GetScheduleOfType(int Type);
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virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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virtual void Killed(entvars_t *pevAttacker, int iGib);
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int Save(CSave &save);
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int Restore(CRestore &restore);
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CUSTOM_SCHEDULES
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static TYPEDESCRIPTION m_SaveData[];
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virtual int SizeForGrapple() { return GRAPPLE_LARGE; }
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float m_flNextZapTime; // last time the voltigore used the spit attack.
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BOOL m_fShouldUpdateBeam;
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CBeam* m_pBeam[3];
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CSprite* m_pBeamGlow;
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int m_glowBrightness;
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static const char* pAlertSounds[];
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static const char* pAttackMeleeSounds[];
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static const char* pMeleeHitSounds[];
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static const char* pMeleeMissSounds[];
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static const char* pComSounds[];
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static const char* pDeathSounds[];
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static const char* pFootstepSounds[];
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static const char* pIdleSounds[];
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static const char* pPainSounds[];
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static const char* pGruntSounds[];
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void CreateBeams();
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void DestroyBeams();
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void UpdateBeams();
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void CreateGlow();
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void DestroyGlow();
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void GlowUpdate();
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|
void GlowOff(void);
|
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|
|
void GlowOn(int level);
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|
protected:
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|
|
void GibBeamDamage();
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|
void PrecacheImpl(const char* modelName);
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|
|
int m_beamTexture;
|
|
|
|
};
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|
LINK_ENTITY_TO_CLASS(monster_alien_voltigore, CVoltigore)
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TYPEDESCRIPTION CVoltigore::m_SaveData[] =
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|
{
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DEFINE_FIELD(CVoltigore, m_flNextZapTime, FIELD_TIME),
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DEFINE_FIELD(CVoltigore, m_fShouldUpdateBeam, FIELD_BOOLEAN),
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DEFINE_ARRAY(CVoltigore, m_pBeam, FIELD_CLASSPTR, 3),
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DEFINE_FIELD(CVoltigore, m_glowBrightness, FIELD_INTEGER),
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DEFINE_FIELD(CVoltigore, m_pBeamGlow, FIELD_CLASSPTR),
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};
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IMPLEMENT_SAVERESTORE(CVoltigore, CBaseMonster)
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const char* CVoltigore::pAlertSounds[] =
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{
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"voltigore/voltigore_alert1.wav",
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"voltigore/voltigore_alert2.wav",
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"voltigore/voltigore_alert3.wav",
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};
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const char* CVoltigore::pAttackMeleeSounds[] =
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|
{
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"voltigore/voltigore_attack_melee1.wav",
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"voltigore/voltigore_attack_melee2.wav",
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};
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const char* CVoltigore::pMeleeHitSounds[] =
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{
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav",
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};
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const char* CVoltigore::pMeleeMissSounds[] =
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|
{
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"zombie/claw_miss1.wav",
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|
"zombie/claw_miss2.wav",
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};
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const char* CVoltigore::pComSounds[] =
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|
{
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"voltigore/voltigore_communicate1.wav",
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"voltigore/voltigore_communicate2.wav",
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"voltigore/voltigore_communicate3.wav",
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};
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const char* CVoltigore::pDeathSounds[] =
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{
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"voltigore/voltigore_die1.wav",
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"voltigore/voltigore_die2.wav",
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"voltigore/voltigore_die3.wav",
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};
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const char* CVoltigore::pFootstepSounds[] =
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{
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"voltigore/voltigore_footstep1.wav",
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"voltigore/voltigore_footstep2.wav",
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"voltigore/voltigore_footstep3.wav",
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|
};
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const char* CVoltigore::pIdleSounds[] =
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|
{
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|
"voltigore/voltigore_idle1.wav",
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"voltigore/voltigore_idle2.wav",
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"voltigore/voltigore_idle3.wav",
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|
};
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|
const char* CVoltigore::pPainSounds[] =
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|
{
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|
"voltigore/voltigore_pain1.wav",
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|
"voltigore/voltigore_pain2.wav",
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"voltigore/voltigore_pain3.wav",
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"voltigore/voltigore_pain4.wav",
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|
};
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const char* CVoltigore::pGruntSounds[] =
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|
{
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|
"voltigore/voltigore_run_grunt1.wav",
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|
"voltigore/voltigore_run_grunt2.wav",
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|
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|
};
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//=========================================================
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|
// TakeDamage - overridden for voltigore so we can keep track
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|
// of how much time has passed since it was last injured
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|
//=========================================================
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|
int CVoltigore::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
|
|
|
|
{
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|
float flDist;
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|
Vector vecApex;
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|
// if the voltigore is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy,
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|
// it will swerve. (whew).
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|
if (m_hEnemy != 0 && IsMoving() && pevAttacker == m_hEnemy->pev)
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|
|
|
{
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|
flDist = (pev->origin - m_hEnemy->pev->origin).Length2D();
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|
if (flDist > VOLTIGORE_SPRINT_DIST)
|
|
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|
{
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|
flDist = (pev->origin - m_Route[m_iRouteIndex].vecLocation).Length2D();// reusing flDist.
|
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|
|
if (FTriangulate(pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex))
|
|
|
|
{
|
|
|
|
InsertWaypoint(vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CheckRangeAttack1
|
|
|
|
//=========================================================
|
|
|
|
BOOL CVoltigore::CheckRangeAttack1(float flDot, float flDist)
|
|
|
|
{
|
|
|
|
if (IsMoving() && flDist >= 512)
|
|
|
|
{
|
|
|
|
// voltigore will far too far behind if he stops running to spit at this distance from the enemy.
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextZapTime)
|
|
|
|
{
|
|
|
|
if (m_hEnemy != 0)
|
|
|
|
{
|
|
|
|
if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256)
|
|
|
|
{
|
|
|
|
// don't try to spit at someone up really high or down really low.
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (IsMoving())
|
|
|
|
{
|
|
|
|
// don't spit again for a long time, resume chasing enemy.
|
|
|
|
m_flNextZapTime = gpGlobals->time + 5;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// not moving, so spit again pretty soon.
|
|
|
|
m_flNextZapTime = gpGlobals->time + 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
void CVoltigore::RunAI(void)
|
|
|
|
{
|
|
|
|
CBaseMonster::RunAI();
|
|
|
|
|
|
|
|
if (m_fShouldUpdateBeam)
|
|
|
|
{
|
|
|
|
UpdateBeams();
|
|
|
|
}
|
|
|
|
|
|
|
|
GlowUpdate();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CVoltigore::GibMonster()
|
|
|
|
{
|
|
|
|
GibBeamDamage();
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM );
|
|
|
|
if( CVAR_GET_FLOAT( "violence_agibs" ) != 0 ) // Should never get here, but someone might call it directly
|
|
|
|
{
|
|
|
|
CGib::SpawnRandomGibs( pev, 10, "models/vgibs.mdl", VOLTIGORE_GIB_COUNT ); // Throw alien gibs
|
|
|
|
}
|
|
|
|
SetThink( &CBaseEntity::SUB_Remove );
|
|
|
|
pev->nextthink = gpGlobals->time;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CheckMeleeAttack1 - voltigore is a big guy, so has a longer
|
|
|
|
// melee range than most monsters. This is the tailwhip attack
|
|
|
|
//=========================================================
|
|
|
|
BOOL CVoltigore::CheckMeleeAttack1(float flDot, float flDist)
|
|
|
|
{
|
|
|
|
if (flDist <= 120 && flDot >= 0.7)
|
|
|
|
{
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Classify - indicates this monster's place in the
|
|
|
|
// relationship table.
|
|
|
|
//=========================================================
|
|
|
|
int CVoltigore::Classify(void)
|
|
|
|
{
|
|
|
|
return CLASS_ALIEN_MONSTER;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// IdleSound
|
|
|
|
//=========================================================
|
|
|
|
void CVoltigore::IdleSound(void)
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// PainSound
|
|
|
|
//=========================================================
|
|
|
|
void CVoltigore::PainSound(void)
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM, 0, RANDOM_LONG(85, 120));
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// AlertSound
|
|
|
|
//=========================================================
|
|
|
|
void CVoltigore::AlertSound(void)
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1, ATTN_NORM, 0, RANDOM_LONG(140, 160));
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// SetYawSpeed - allows each sequence to have a different
|
|
|
|
// turn rate associated with it.
|
|
|
|
//=========================================================
|
|
|
|
void CVoltigore::SetYawSpeed(void)
|
|
|
|
{
|
|
|
|
int ys;
|
|
|
|
|
|
|
|
ys = 0;
|
|
|
|
|
|
|
|
switch (m_Activity)
|
|
|
|
{
|
|
|
|
case ACT_WALK: ys = 90; break;
|
|
|
|
case ACT_RUN: ys = 90; break;
|
|
|
|
case ACT_IDLE: ys = 90; break;
|
|
|
|
case ACT_RANGE_ATTACK1: ys = 90; break;
|
|
|
|
default:
|
|
|
|
ys = 90;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
pev->yaw_speed = ys;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
|
|
// that occur when tagged animation frames are played.
|
|
|
|
//=========================================================
|
|
|
|
void CVoltigore::HandleAnimEvent(MonsterEvent_t *pEvent)
|
|
|
|
{
|
|
|
|
switch (pEvent->event)
|
|
|
|
{
|
|
|
|
case VOLTIGORE_AE_THROW:
|
|
|
|
{
|
|
|
|
// SOUND HERE!
|
|
|
|
Vector vecSpitDir;
|
|
|
|
|
|
|
|
UTIL_MakeVectors(pev->angles);
|
|
|
|
|
|
|
|
Vector vecSpitOrigin, vecAngles;
|
|
|
|
GetAttachment(3, vecSpitOrigin, vecAngles);
|
|
|
|
vecSpitDir = ShootAtEnemy(vecSpitOrigin);
|
|
|
|
|
|
|
|
// do stuff for this event.
|
|
|
|
//AttackSound();
|
|
|
|
|
|
|
|
CVoltigoreEnergyBall::Shoot(pev, vecSpitOrigin, vecSpitDir * 1000);
|
|
|
|
|
|
|
|
// turn the beam glow off.
|
|
|
|
DestroyBeams();
|
|
|
|
|
|
|
|
GlowOff();
|
|
|
|
|
|
|
|
m_fShouldUpdateBeam = FALSE;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case VOLTIGORE_AE_PUNCH_SINGLE:
|
|
|
|
{
|
|
|
|
// SOUND HERE!
|
|
|
|
CBaseEntity *pHurt = CheckTraceHullAttack(120, gSkillData.voltigoreDmgPunch, DMG_CLUB);
|
|
|
|
if (pHurt)
|
|
|
|
{
|
|
|
|
if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT))
|
|
|
|
{
|
|
|
|
pHurt->pev->punchangle.z = -15;
|
|
|
|
pHurt->pev->punchangle.x = 15;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -150;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
|
|
|
|
}
|
|
|
|
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
|
|
|
|
|
|
|
|
Vector vecArmPos, vecArmAng;
|
|
|
|
GetAttachment( 0, vecArmPos, vecArmAng );
|
|
|
|
SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood.
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case VOLTIGORE_AE_PUNCH_BOTH:
|
|
|
|
{
|
|
|
|
// SOUND HERE!
|
|
|
|
CBaseEntity *pHurt = CheckTraceHullAttack(120, gSkillData.voltigoreDmgPunch, DMG_CLUB);
|
|
|
|
if (pHurt)
|
|
|
|
{
|
|
|
|
if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT))
|
|
|
|
{
|
|
|
|
pHurt->pev->punchangle.x = 20;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 150;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
|
|
|
|
}
|
|
|
|
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
|
|
|
|
|
|
|
|
Vector vecArmPos, vecArmAng;
|
|
|
|
GetAttachment( 0, vecArmPos, vecArmAng );
|
|
|
|
SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood.
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case VOLTIGORE_AE_GIB:
|
|
|
|
{
|
|
|
|
pev->health = 0;
|
|
|
|
GibMonster();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
CBaseMonster::HandleAnimEvent(pEvent);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Spawn
|
|
|
|
//=========================================================
|
|
|
|
void CVoltigore::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
SET_MODEL(ENT(pev), "models/voltigore.mdl");
|
|
|
|
UTIL_SetSize(pev, Vector(-80, -80, 0), Vector(80, 80, 90));
|
|
|
|
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
|
|
pev->movetype = MOVETYPE_STEP;
|
|
|
|
m_bloodColor = BLOOD_COLOR_GREEN;
|
|
|
|
pev->effects = 0;
|
|
|
|
pev->health = gSkillData.voltigoreHealth;
|
|
|
|
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
|
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
|
|
|
|
|
|
m_flNextZapTime = gpGlobals->time;
|
|
|
|
|
|
|
|
|
|
|
|
m_fShouldUpdateBeam = FALSE;
|
|
|
|
m_pBeamGlow = NULL;
|
|
|
|
|
|
|
|
GlowOff();
|
|
|
|
|
|
|
|
// Create glow.
|
|
|
|
CreateGlow();
|
|
|
|
|
|
|
|
MonsterInit();
|
|
|
|
pev->view_ofs = Vector(0, 0, 84);
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Precache - precaches all resources this monster needs
|
|
|
|
//=========================================================
|
|
|
|
void CVoltigore::Precache()
|
|
|
|
{
|
|
|
|
PrecacheImpl("models/voltigore.mdl");
|
|
|
|
PRECACHE_MODEL("models/vgibs.mdl");
|
|
|
|
}
|
|
|
|
|
|
|
|
void CVoltigore::PrecacheImpl(const char *modelName)
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL(modelName);
|
|
|
|
|
|
|
|
PRECACHE_SOUND_ARRAY(pAlertSounds);
|
|
|
|
PRECACHE_SOUND_ARRAY(pAttackMeleeSounds);
|
|
|
|
PRECACHE_SOUND_ARRAY(pMeleeHitSounds);
|
|
|
|
PRECACHE_SOUND_ARRAY(pMeleeMissSounds);
|
|
|
|
PRECACHE_SOUND_ARRAY(pComSounds);
|
|
|
|
PRECACHE_SOUND_ARRAY(pDeathSounds);
|
|
|
|
PRECACHE_SOUND_ARRAY(pFootstepSounds);
|
|
|
|
PRECACHE_SOUND_ARRAY(pIdleSounds);
|
|
|
|
PRECACHE_SOUND_ARRAY(pPainSounds);
|
|
|
|
PRECACHE_SOUND_ARRAY(pGruntSounds);
|
|
|
|
|
|
|
|
PRECACHE_SOUND("voltigore/voltigore_attack_shock.wav");
|
|
|
|
PRECACHE_SOUND("voltigore/voltigore_eat.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("debris/beamstart1.wav");
|
|
|
|
|
|
|
|
m_beamTexture = PRECACHE_MODEL(VOLTIGORE_ZAP_BEAM);
|
|
|
|
PRECACHE_MODEL(VOLTIGORE_GLOW_SPRITE);
|
|
|
|
UTIL_PrecacheOther("voltigore_energy_ball");
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// DeathSound
|
|
|
|
//=========================================================
|
|
|
|
void CVoltigore::DeathSound(void)
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// AttackSound
|
|
|
|
//=========================================================
|
|
|
|
void CVoltigore::AttackSound(void)
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "voltigore/voltigore_attack_shock.wav", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
|
|
|
|
//========================================================
|
|
|
|
// AI Schedules Specific to this monster
|
|
|
|
//=========================================================
|
|
|
|
|
|
|
|
// primary range attack
|
|
|
|
Task_t tlVoltigoreRangeAttack1[] =
|
|
|
|
{
|
|
|
|
{ TASK_STOP_MOVING, 0 },
|
|
|
|
{ TASK_FACE_IDEAL, (float)0 },
|
|
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
|
|
};
|
|
|
|
|
|
|
|
Schedule_t slVoltigoreRangeAttack1[] =
|
|
|
|
{
|
|
|
|
{
|
|
|
|
tlVoltigoreRangeAttack1,
|
|
|
|
ARRAYSIZE(tlVoltigoreRangeAttack1),
|
|
|
|
bits_COND_NEW_ENEMY |
|
|
|
|
bits_COND_ENEMY_DEAD |
|
|
|
|
bits_COND_HEAVY_DAMAGE |
|
|
|
|
// Attack animation is quite long, so it's better to not stop it when enemy hides
|
|
|
|
//bits_COND_ENEMY_OCCLUDED |
|
|
|
|
bits_COND_NO_AMMO_LOADED,
|
|
|
|
0,
|
|
|
|
"Voltigore Range Attack1"
|
|
|
|
},
|
|
|
|
};
|
|
|
|
|
|
|
|
// Chase enemy schedule
|
|
|
|
Task_t tlVoltigoreChaseEnemy1[] =
|
|
|
|
{
|
|
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_CHASE_ENEMY_FAILED },
|
|
|
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
|
|
|
{ TASK_RUN_PATH, (float)0 },
|
|
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
|
|
};
|
|
|
|
|
|
|
|
Schedule_t slVoltigoreChaseEnemy[] =
|
|
|
|
{
|
|
|
|
{
|
|
|
|
tlVoltigoreChaseEnemy1,
|
|
|
|
ARRAYSIZE(tlVoltigoreChaseEnemy1),
|
|
|
|
bits_COND_NEW_ENEMY |
|
|
|
|
bits_COND_ENEMY_DEAD |
|
|
|
|
bits_COND_SMELL_FOOD |
|
|
|
|
bits_COND_CAN_RANGE_ATTACK1 |
|
|
|
|
bits_COND_CAN_MELEE_ATTACK1 |
|
|
|
|
bits_COND_CAN_MELEE_ATTACK2 |
|
|
|
|
bits_COND_TASK_FAILED |
|
|
|
|
bits_COND_HEAR_SOUND,
|
|
|
|
|
|
|
|
bits_SOUND_DANGER |
|
|
|
|
bits_SOUND_MEAT,
|
|
|
|
"Voltigore Chase Enemy"
|
|
|
|
},
|
|
|
|
};
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Victory dance!
|
|
|
|
//=========================================================
|
|
|
|
Task_t tlVoltigoreVictoryDance[] =
|
|
|
|
{
|
|
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
|
|
{ TASK_WAIT, (float)0.2 },
|
|
|
|
{ TASK_VOLTIGORE_GET_PATH_TO_ENEMY_CORPSE, (float)0 },
|
|
|
|
{ TASK_WALK_PATH, (float)0 },
|
|
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_STAND },
|
|
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
|
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
|
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
|
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
|
|
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_STAND },
|
|
|
|
};
|
|
|
|
|
|
|
|
Schedule_t slVoltigoreVictoryDance[] =
|
|
|
|
{
|
|
|
|
{
|
|
|
|
tlVoltigoreVictoryDance,
|
|
|
|
ARRAYSIZE( tlVoltigoreVictoryDance ),
|
|
|
|
bits_COND_NEW_ENEMY |
|
|
|
|
bits_COND_LIGHT_DAMAGE |
|
|
|
|
bits_COND_HEAVY_DAMAGE,
|
|
|
|
0,
|
|
|
|
"VoltigoreVictoryDance"
|
|
|
|
},
|
|
|
|
};
|
|
|
|
|
|
|
|
DEFINE_CUSTOM_SCHEDULES(CVoltigore)
|
|
|
|
{
|
|
|
|
slVoltigoreRangeAttack1,
|
|
|
|
slVoltigoreChaseEnemy,
|
|
|
|
slVoltigoreVictoryDance
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES(CVoltigore, CBaseMonster)
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// GetSchedule
|
|
|
|
//=========================================================
|
|
|
|
Schedule_t *CVoltigore::GetSchedule(void)
|
|
|
|
{
|
|
|
|
switch (m_MonsterState)
|
|
|
|
{
|
|
|
|
case MONSTERSTATE_COMBAT:
|
|
|
|
{
|
|
|
|
// dead enemy
|
|
|
|
if (HasConditions(bits_COND_ENEMY_DEAD))
|
|
|
|
{
|
|
|
|
// call base class, all code to handle dead enemies is centralized there.
|
|
|
|
return CBaseMonster::GetSchedule();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (HasConditions(bits_COND_NEW_ENEMY))
|
|
|
|
{
|
|
|
|
return GetScheduleOfType(SCHED_WAKE_ANGRY);
|
|
|
|
}
|
|
|
|
|
|
|
|
if( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
|
|
|
|
{
|
|
|
|
return GetScheduleOfType(SCHED_CHASE_ENEMY);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (HasConditions(bits_COND_CAN_RANGE_ATTACK1))
|
|
|
|
{
|
|
|
|
return GetScheduleOfType(SCHED_RANGE_ATTACK1);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (HasConditions(bits_COND_CAN_MELEE_ATTACK1))
|
|
|
|
{
|
|
|
|
return GetScheduleOfType(SCHED_MELEE_ATTACK1);
|
|
|
|
}
|
|
|
|
|
|
|
|
return GetScheduleOfType(SCHED_CHASE_ENEMY);
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return CBaseMonster::GetSchedule();
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// GetScheduleOfType
|
|
|
|
//=========================================================
|
|
|
|
Schedule_t* CVoltigore::GetScheduleOfType(int Type)
|
|
|
|
{
|
|
|
|
switch (Type)
|
|
|
|
{
|
|
|
|
case SCHED_RANGE_ATTACK1:
|
|
|
|
return &slVoltigoreRangeAttack1[0];
|
|
|
|
break;
|
|
|
|
case SCHED_CHASE_ENEMY:
|
|
|
|
return &slVoltigoreChaseEnemy[0];
|
|
|
|
break;
|
|
|
|
case SCHED_VICTORY_DANCE:
|
|
|
|
return &slVoltigoreVictoryDance[0];
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return CBaseMonster::GetScheduleOfType(Type);
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Start task - selects the correct activity and performs
|
|
|
|
// any necessary calculations to start the next task on the
|
|
|
|
// schedule. OVERRIDDEN for voltigore because it needs to
|
|
|
|
// know explicitly when the last attempt to chase the enemy
|
|
|
|
// failed, since that impacts its attack choices.
|
|
|
|
//=========================================================
|
|
|
|
void CVoltigore::StartTask(Task_t *pTask)
|
|
|
|
{
|
|
|
|
m_iTaskStatus = TASKSTATUS_RUNNING;
|
|
|
|
GlowOff();
|
|
|
|
DestroyBeams();
|
|
|
|
m_fShouldUpdateBeam = FALSE;
|
|
|
|
|
|
|
|
switch (pTask->iTask)
|
|
|
|
{
|
|
|
|
case TASK_RANGE_ATTACK1:
|
|
|
|
{
|
|
|
|
CreateBeams();
|
|
|
|
|
|
|
|
GlowOn( 255 );
|
|
|
|
m_fShouldUpdateBeam = TRUE;
|
|
|
|
|
|
|
|
// Play the beam 'glow' sound.
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "debris/beamstart1.wav", 1, ATTN_NORM, 0, PITCH_HIGH);
|
|
|
|
|
|
|
|
CBaseMonster::StartTask(pTask);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case TASK_GET_PATH_TO_ENEMY:
|
|
|
|
{
|
|
|
|
if (BuildRoute(m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy))
|
|
|
|
{
|
|
|
|
m_iTaskStatus = TASKSTATUS_COMPLETE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ALERT(at_aiconsole, "GetPathToEnemy failed!!\n");
|
|
|
|
TaskFail();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case TASK_VOLTIGORE_GET_PATH_TO_ENEMY_CORPSE:
|
|
|
|
UTIL_MakeVectors( pev->angles );
|
|
|
|
if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 50, bits_MF_TO_LOCATION, NULL ) )
|
|
|
|
{
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ALERT( at_aiconsole, "VoltigoreGetPathToEnemyCorpse failed!!\n" );
|
|
|
|
TaskFail();
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
CBaseMonster::StartTask(pTask);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CVoltigore::Killed(entvars_t *pevAttacker, int iGib)
|
|
|
|
{
|
|
|
|
DestroyBeams();
|
|
|
|
DestroyGlow();
|
|
|
|
|
|
|
|
int iTimes = 0;
|
|
|
|
int iDrawn = 0;
|
|
|
|
const int iBeams = VOLTIGORE_MAX_BEAMS;
|
|
|
|
while( iDrawn < iBeams && iTimes < ( iBeams * 3 ) )
|
|
|
|
{
|
|
|
|
TraceResult tr;
|
|
|
|
const Vector vecOrigin = Center();
|
|
|
|
const Vector vecDest = VOLTIGORE_ZAP_DISTANCE * ( Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ) ).Normalize() );
|
|
|
|
UTIL_TraceLine( vecOrigin, vecOrigin + vecDest, ignore_monsters, ENT( pev ), &tr );
|
|
|
|
if( tr.flFraction != 1.0 )
|
|
|
|
{
|
|
|
|
// we hit something.
|
|
|
|
iDrawn++;
|
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
|
|
|
WRITE_BYTE( TE_BEAMPOINTS );
|
|
|
|
WRITE_COORD( vecOrigin.x );
|
|
|
|
WRITE_COORD( vecOrigin.y );
|
|
|
|
WRITE_COORD( vecOrigin.z );
|
|
|
|
WRITE_COORD( tr.vecEndPos.x );
|
|
|
|
WRITE_COORD( tr.vecEndPos.y );
|
|
|
|
WRITE_COORD( tr.vecEndPos.z );
|
|
|
|
WRITE_SHORT( m_beamTexture );
|
|
|
|
WRITE_BYTE( 0 ); // framestart
|
|
|
|
WRITE_BYTE( 10 ); // framerate
|
|
|
|
WRITE_BYTE( RANDOM_LONG( 8, 10 ) ); // life
|
|
|
|
WRITE_BYTE( VOLTIGORE_ZAP_WIDTH ); // width
|
|
|
|
WRITE_BYTE( VOLTIGORE_ZAP_NOISE ); // noise
|
|
|
|
WRITE_BYTE( VOLTIGORE_ZAP_RED ); // r, g, b
|
|
|
|
WRITE_BYTE( VOLTIGORE_ZAP_GREEN); // r, g, b
|
|
|
|
WRITE_BYTE( VOLTIGORE_ZAP_BLUE ); // r, g, b
|
|
|
|
WRITE_BYTE( VOLTIGORE_ZAP_BRIGHTNESS ); // brightness
|
|
|
|
WRITE_BYTE( 35 ); // speed
|
|
|
|
MESSAGE_END();
|
|
|
|
}
|
|
|
|
iTimes++;
|
|
|
|
}
|
|
|
|
|
|
|
|
CBaseMonster::Killed(pevAttacker, iGib);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CVoltigore::GibBeamDamage()
|
|
|
|
{
|
|
|
|
CBaseEntity *pEntity = NULL;
|
|
|
|
// iterate on all entities in the vicinity.
|
|
|
|
const float attackRadius = gSkillData.voltigoreDmgBeam * 10;
|
|
|
|
float flAdjustedDamage = gSkillData.voltigoreDmgBeam/2;
|
|
|
|
while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, attackRadius ) ) != NULL )
|
|
|
|
{
|
|
|
|
if( pEntity->pev->takedamage != DAMAGE_NO )
|
|
|
|
{
|
|
|
|
if( pEntity->pev->classname != pev->classname && !FClassnameIs( pEntity->pev, "monster_alien_babyvoltigore" ) )
|
|
|
|
{
|
|
|
|
// voltigores don't hurt other voltigores on death
|
|
|
|
const float flDist = ( pEntity->Center() - pev->origin ).Length();
|
|
|
|
|
|
|
|
flAdjustedDamage -= ( flDist / attackRadius ) * flAdjustedDamage;
|
|
|
|
|
|
|
|
if( !FVisible( pEntity ) )
|
|
|
|
{
|
|
|
|
if( pEntity->IsPlayer() )
|
|
|
|
{
|
|
|
|
// if this entity is a client, and is not in full view, inflict half damage. We do this so that players still
|
|
|
|
// take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients
|
|
|
|
// so that monsters in other parts of the level don't take the damage and get pissed.
|
|
|
|
flAdjustedDamage *= 0.5;
|
|
|
|
}
|
|
|
|
else if( !FClassnameIs( pEntity->pev, "func_breakable" ) && !FClassnameIs( pEntity->pev, "func_pushable" ) )
|
|
|
|
{
|
|
|
|
// do not hurt nonclients through walls, but allow damage to be done to breakables
|
|
|
|
flAdjustedDamage = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( flAdjustedDamage > 0 )
|
|
|
|
{
|
|
|
|
pEntity->TakeDamage( pev, pev, flAdjustedDamage, DMG_SHOCK );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CVoltigore::CreateBeams()
|
|
|
|
{
|
|
|
|
Vector vecStart, vecEnd, vecAngles;
|
|
|
|
GetAttachment(3, vecStart, vecAngles);
|
|
|
|
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
|
|
{
|
|
|
|
m_pBeam[i] = CBeam::BeamCreate(VOLTIGORE_ZAP_BEAM, VOLTIGORE_ZAP_WIDTH);
|
|
|
|
if (!m_pBeam[i])
|
|
|
|
return;
|
|
|
|
|
|
|
|
GetAttachment(i, vecEnd, vecAngles);
|
|
|
|
|
|
|
|
m_pBeam[i]->PointsInit(vecStart, vecEnd);
|
|
|
|
m_pBeam[i]->SetColor(VOLTIGORE_ZAP_RED, VOLTIGORE_ZAP_GREEN, VOLTIGORE_ZAP_BLUE);
|
|
|
|
m_pBeam[i]->SetBrightness(VOLTIGORE_ZAP_BRIGHTNESS);
|
|
|
|
m_pBeam[i]->SetNoise(VOLTIGORE_ZAP_NOISE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CVoltigore::DestroyBeams()
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
|
|
{
|
|
|
|
if (m_pBeam[i])
|
|
|
|
{
|
|
|
|
UTIL_Remove(m_pBeam[i]);
|
|
|
|
m_pBeam[i] = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CVoltigore::UpdateBeams()
|
|
|
|
{
|
|
|
|
Vector vecStart, vecEnd, vecAngles;
|
|
|
|
GetAttachment(3, vecStart, vecAngles);
|
|
|
|
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
|
|
{
|
|
|
|
if (!m_pBeam[i]) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
GetAttachment(i, vecEnd, vecAngles);
|
|
|
|
m_pBeam[i]->SetStartPos(vecStart);
|
|
|
|
m_pBeam[i]->SetEndPos(vecEnd);
|
|
|
|
m_pBeam[i]->RelinkBeam();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CVoltigore::CreateGlow()
|
|
|
|
{
|
|
|
|
m_pBeamGlow = CSprite::SpriteCreate(VOLTIGORE_GLOW_SPRITE, pev->origin, FALSE);
|
|
|
|
m_pBeamGlow->SetTransparency(kRenderTransAdd, 255, 255, 255, 0, kRenderFxNoDissipation);
|
|
|
|
m_pBeamGlow->SetAttachment(edict(), 4);
|
|
|
|
m_pBeamGlow->SetScale(VOLTIGORE_GLOW_SCALE);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CVoltigore::DestroyGlow()
|
|
|
|
{
|
|
|
|
if (m_pBeamGlow)
|
|
|
|
{
|
|
|
|
UTIL_Remove(m_pBeamGlow);
|
|
|
|
m_pBeamGlow = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CVoltigore::GlowUpdate()
|
|
|
|
{
|
|
|
|
if (m_pBeamGlow)
|
|
|
|
{
|
|
|
|
m_pBeamGlow->pev->renderamt = UTIL_Approach(m_glowBrightness, m_pBeamGlow->pev->renderamt, 100);
|
|
|
|
if (m_pBeamGlow->pev->renderamt == 0)
|
|
|
|
m_pBeamGlow->pev->effects |= EF_NODRAW;
|
|
|
|
else
|
|
|
|
m_pBeamGlow->pev->effects &= ~EF_NODRAW;
|
|
|
|
UTIL_SetOrigin(m_pBeamGlow->pev, pev->origin);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CVoltigore::GlowOff(void)
|
|
|
|
{
|
|
|
|
m_glowBrightness = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CVoltigore::GlowOn(int level)
|
|
|
|
{
|
|
|
|
m_glowBrightness = level;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CBabyAlienVoltigore
|
|
|
|
//=========================================================
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Monster's Anim Events Go Here
|
|
|
|
//=========================================================
|
|
|
|
#define BABY_VOLTIGORE_AE_RUN ( 14 )
|
|
|
|
|
|
|
|
class CBabyVoltigore : public CVoltigore
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Spawn(void);
|
|
|
|
void Precache(void);
|
|
|
|
void HandleAnimEvent(MonsterEvent_t* pEvent);
|
|
|
|
BOOL CheckMeleeAttack1(float flDot, float flDist);
|
|
|
|
BOOL CheckRangeAttack1(float flDot, float flDist);
|
|
|
|
void StartTask(Task_t *pTask);
|
|
|
|
void Killed(entvars_t *pevAttacker, int iGib);
|
|
|
|
void GibMonster();
|
|
|
|
Schedule_t* GetSchedule();
|
|
|
|
Schedule_t* GetScheduleOfType(int Type);
|
|
|
|
|
|
|
|
virtual int SizeForGrapple() { return GRAPPLE_SMALL; }
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS(monster_alien_babyvoltigore, CBabyVoltigore)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Spawn
|
|
|
|
//=========================================================
|
|
|
|
void CBabyVoltigore::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
SET_MODEL(ENT(pev), "models/baby_voltigore.mdl");
|
|
|
|
UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 36));
|
|
|
|
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
|
|
pev->movetype = MOVETYPE_STEP;
|
|
|
|
m_bloodColor = BLOOD_COLOR_GREEN;
|
|
|
|
pev->effects = 0;
|
|
|
|
pev->health = gSkillData.babyVoltigoreHealth;
|
|
|
|
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
|
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
|
|
|
|
|
|
m_flNextZapTime = gpGlobals->time;
|
|
|
|
|
|
|
|
MonsterInit();
|
|
|
|
pev->view_ofs = Vector(0, 0, 32);
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
void CBabyVoltigore::Precache(void)
|
|
|
|
{
|
|
|
|
PrecacheImpl("models/baby_voltigore.mdl");
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBabyVoltigore::HandleAnimEvent(MonsterEvent_t* pEvent)
|
|
|
|
{
|
|
|
|
switch (pEvent->event)
|
|
|
|
{
|
|
|
|
case BABY_VOLTIGORE_AE_RUN:
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pFootstepSounds), RANDOM_FLOAT(0.5, 0.6), ATTN_NORM, 0, RANDOM_LONG(85, 120));
|
|
|
|
break;
|
|
|
|
|
|
|
|
case VOLTIGORE_AE_PUNCH_SINGLE:
|
|
|
|
{
|
|
|
|
CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.babyVoltigoreDmgPunch, DMG_CLUB | DMG_ALWAYSGIB);
|
|
|
|
if (pHurt)
|
|
|
|
{
|
|
|
|
if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT))
|
|
|
|
{
|
|
|
|
pHurt->pev->punchangle.z = -10;
|
|
|
|
pHurt->pev->punchangle.x = 10;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -100;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 50;
|
|
|
|
}
|
|
|
|
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
|
|
|
|
|
|
|
|
Vector vecArmPos, vecArmAng;
|
|
|
|
GetAttachment( 0, vecArmPos, vecArmAng );
|
|
|
|
SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood.
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case VOLTIGORE_AE_PUNCH_BOTH:
|
|
|
|
{
|
|
|
|
CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.babyVoltigoreDmgPunch, DMG_CLUB | DMG_ALWAYSGIB);
|
|
|
|
if (pHurt)
|
|
|
|
{
|
|
|
|
if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT))
|
|
|
|
{
|
|
|
|
pHurt->pev->punchangle.x = 15;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100;
|
|
|
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 50;
|
|
|
|
}
|
|
|
|
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
|
|
|
|
|
|
|
|
Vector vecArmPos, vecArmAng;
|
|
|
|
GetAttachment( 0, vecArmPos, vecArmAng );
|
|
|
|
SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood.
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
CVoltigore::HandleAnimEvent(pEvent);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CBabyVoltigore::CheckMeleeAttack1(float flDot, float flDist)
|
|
|
|
{
|
|
|
|
return CBaseMonster::CheckMeleeAttack1(flDot, flDist);
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Start task - selects the correct activity and performs
|
|
|
|
// any necessary calculations to start the next task on the
|
|
|
|
// schedule. OVERRIDDEN for voltigore because it needs to
|
|
|
|
// know explicitly when the last attempt to chase the enemy
|
|
|
|
// failed, since that impacts its attack choices.
|
|
|
|
//=========================================================
|
|
|
|
void CBabyVoltigore::StartTask(Task_t *pTask)
|
|
|
|
{
|
|
|
|
m_iTaskStatus = TASKSTATUS_RUNNING;
|
|
|
|
|
|
|
|
switch (pTask->iTask)
|
|
|
|
{
|
|
|
|
case TASK_MELEE_ATTACK1:
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackMeleeSounds), RANDOM_FLOAT(0.5, 0.6), ATTN_NONE, 0, RANDOM_LONG(110, 120));
|
|
|
|
CBaseMonster::StartTask(pTask);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
CBaseMonster::StartTask(pTask);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBabyVoltigore::Killed(entvars_t* pevAttacker, int iGib)
|
|
|
|
{
|
|
|
|
DestroyBeams();
|
|
|
|
CBaseMonster::Killed(pevAttacker, iGib);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBabyVoltigore::GibMonster()
|
|
|
|
{
|
|
|
|
CBaseMonster::GibMonster();
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CBabyVoltigore::CheckRangeAttack1(float flDot, float flDist)
|
|
|
|
{
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// GetSchedule
|
|
|
|
//=========================================================
|
|
|
|
Schedule_t *CBabyVoltigore::GetSchedule(void)
|
|
|
|
{
|
|
|
|
switch (m_MonsterState)
|
|
|
|
{
|
|
|
|
case MONSTERSTATE_COMBAT:
|
|
|
|
{
|
|
|
|
// dead enemy
|
|
|
|
if (HasConditions(bits_COND_ENEMY_DEAD))
|
|
|
|
{
|
|
|
|
// call base class, all code to handle dead enemies is centralized there.
|
|
|
|
return CBaseMonster::GetSchedule();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (HasConditions(bits_COND_NEW_ENEMY))
|
|
|
|
{
|
|
|
|
return GetScheduleOfType(SCHED_WAKE_ANGRY);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (HasConditions(bits_COND_CAN_MELEE_ATTACK1))
|
|
|
|
{
|
|
|
|
return GetScheduleOfType(SCHED_MELEE_ATTACK1);
|
|
|
|
}
|
|
|
|
|
|
|
|
return GetScheduleOfType(SCHED_CHASE_ENEMY);
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return CBaseMonster::GetSchedule();
|
|
|
|
}
|
|
|
|
|
|
|
|
Schedule_t *CBabyVoltigore::GetScheduleOfType(int Type)
|
|
|
|
{
|
|
|
|
switch (Type) {
|
|
|
|
// For some cryptic reason baby voltigore tries to start the range attack even though its model does not have sequence with range attack activity.
|
|
|
|
// This hack is for preventing baby voltigore to do this.
|
|
|
|
case SCHED_RANGE_ATTACK1:
|
|
|
|
return &slVoltigoreChaseEnemy[0];
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return CVoltigore::GetScheduleOfType(Type);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|