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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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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "soundent.h"
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#include "gamerules.h"
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enum w_toad_e {
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WTOAD_IDLE1 = 0,
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WTOAD_FIDGET,
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WTOAD_JUMP,
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WTOAD_RUN
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};
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enum toad_e {
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TOAD_IDLE1 = 0,
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TOAD_IDLE2,
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TOAD_FIDGETFIT,
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TOAD_FIDGETNIP,
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TOAD_DOWN,
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TOAD_UP,
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TOAD_THROW
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};
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#ifndef CLIENT_DLL
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class CToadGrenade : public CGrenade
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{
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void Spawn( void );
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void Precache( void );
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int Classify( void );
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void EXPORT SuperBounceTouch( CBaseEntity *pOther );
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void EXPORT HuntThink( void );
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int BloodColor( void ) { return BLOOD_COLOR_YELLOW; }
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void Killed( entvars_t *pevAttacker, int iGib );
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void GibMonster( 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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static float m_flNextBounceSoundTime;
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// CBaseEntity *m_pTarget;
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float m_flDie;
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Vector m_vecTarget;
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float m_flNextHunt;
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float m_flNextHit;
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Vector m_posPrev;
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EHANDLE m_hOwner;
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int m_iMyClass;
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};
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extern int gEvilImpulse101;
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float CToadGrenade::m_flNextBounceSoundTime = 0;
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LINK_ENTITY_TO_CLASS( monster_toad, CToadGrenade );
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TYPEDESCRIPTION CToadGrenade::m_SaveData[] =
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{
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DEFINE_FIELD( CToadGrenade, m_flDie, FIELD_TIME ),
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DEFINE_FIELD( CToadGrenade, m_vecTarget, FIELD_VECTOR ),
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DEFINE_FIELD( CToadGrenade, m_flNextHunt, FIELD_TIME ),
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DEFINE_FIELD( CToadGrenade, m_flNextHit, FIELD_TIME ),
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DEFINE_FIELD( CToadGrenade, m_posPrev, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( CToadGrenade, m_hOwner, FIELD_EHANDLE ),
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};
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IMPLEMENT_SAVERESTORE( CToadGrenade, CGrenade );
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#define TOAD_DETONATE_DELAY 15.0
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int CToadGrenade :: Classify ( void )
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{
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if (m_iMyClass != 0)
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return m_iMyClass; // protect against recursion
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if (m_hEnemy != 0)
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{
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m_iMyClass = CLASS_INSECT; // no one cares about it
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switch( m_hEnemy->Classify( ) )
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{
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case CLASS_PLAYER:
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case CLASS_HUMAN_PASSIVE:
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case CLASS_HUMAN_MILITARY:
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m_iMyClass = 0;
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return CLASS_ALIEN_MILITARY; // barney's get mad, grunts get mad at it
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}
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m_iMyClass = 0;
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}
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return CLASS_ALIEN_BIOWEAPON;
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}
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void CToadGrenade :: Spawn( void )
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{
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Precache( );
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// motor
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pev->movetype = MOVETYPE_BOUNCE;
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pev->solid = SOLID_BBOX;
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SET_MODEL(ENT(pev), "models/w_toad.mdl");
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UTIL_SetSize(pev, Vector( -4, -4, 0), Vector(4, 4, 8));
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UTIL_SetOrigin( pev, pev->origin );
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SetTouch( &CToadGrenade::SuperBounceTouch );
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SetThink( &CToadGrenade::HuntThink );
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pev->nextthink = gpGlobals->time + 0.1;
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m_flNextHunt = gpGlobals->time + 1E6;
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pev->flags |= FL_MONSTER;
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pev->takedamage = DAMAGE_AIM;
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pev->health = gSkillData.toadHealth;
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pev->gravity = 0.5;
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pev->friction = 0.5;
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pev->dmg = gSkillData.toadDmgPop;
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m_flDie = gpGlobals->time + TOAD_DETONATE_DELAY;
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m_flFieldOfView = 0; // 180 degrees
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if ( pev->owner )
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m_hOwner = Instance( pev->owner );
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m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned.
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pev->sequence = WTOAD_RUN;
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ResetSequenceInfo( );
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}
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void CToadGrenade::Precache( void )
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{
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PRECACHE_MODEL("models/w_toad.mdl");
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PRECACHE_SOUND("toad/toad_blast1.wav");
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PRECACHE_SOUND("common/bodysplat.wav");
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PRECACHE_SOUND("toad/toad_die1.wav");
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PRECACHE_SOUND("toad/toad_hunt1.wav");
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PRECACHE_SOUND("toad/toad_hunt2.wav");
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PRECACHE_SOUND("toad/toad_hunt3.wav");
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PRECACHE_SOUND("toad/toad_deploy1.wav");
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}
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void CToadGrenade :: Killed( entvars_t *pevAttacker, int iGib )
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{
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pev->model = iStringNull;// make invisible
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SetThink( &CToadGrenade::SUB_Remove );
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// ResetTouch( );
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SetTouch( NULL );
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pev->nextthink = gpGlobals->time + 0.1;
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// since toad grenades never leave a body behind, clear out their takedamage now.
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// Squeaks do a bit of radius damage when they pop, and that radius damage will
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// continue to call this function unless we acknowledge the Squeak's death now. (sjb)
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pev->takedamage = DAMAGE_NO;
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// play squeek blast
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EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "toad/toad_blast1.wav", 1, 0.5, 0, PITCH_NORM);
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CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0 );
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UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 );
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if (m_hOwner != 0)
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RadiusDamage ( pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST );
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else
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RadiusDamage ( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST );
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// reset owner so death message happens
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if (m_hOwner != 0)
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pev->owner = m_hOwner->edict();
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CBaseMonster :: Killed( pevAttacker, GIB_ALWAYS );
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}
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void CToadGrenade :: GibMonster( void )
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200);
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}
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void CToadGrenade::HuntThink( void )
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{
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// ALERT( at_console, "think\n" );
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if (!IsInWorld())
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{
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// ResetTouch( );
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SetTouch( NULL );
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UTIL_Remove( this );
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return;
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}
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StudioFrameAdvance( );
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pev->nextthink = gpGlobals->time + 0.1;
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// explode when ready
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if (gpGlobals->time >= m_flDie)
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{
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g_vecAttackDir = pev->velocity.Normalize( );
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pev->health = -1;
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Killed( pev, 0 );
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return;
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}
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// float
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if (pev->waterlevel != 0)
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{
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if (pev->movetype == MOVETYPE_BOUNCE)
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{
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pev->movetype = MOVETYPE_FLY;
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}
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pev->velocity = pev->velocity * 0.9;
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pev->velocity.z += 8.0;
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}
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else if (pev->movetype == MOVETYPE_FLY)
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{
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pev->movetype = MOVETYPE_BOUNCE;
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}
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// return if not time to hunt
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if (m_flNextHunt > gpGlobals->time)
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return;
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m_flNextHunt = gpGlobals->time + 2.0;
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CBaseEntity *pOther = 0;
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Vector vecDir;
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TraceResult tr;
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Vector vecFlat = pev->velocity;
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vecFlat.z = 0;
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vecFlat = vecFlat.Normalize( );
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UTIL_MakeVectors( pev->angles );
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if (m_hEnemy == 0 || !m_hEnemy->IsAlive())
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{
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// find target, bounce a bit towards it.
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Look( 512 );
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m_hEnemy = BestVisibleEnemy( );
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}
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// squeek if it's about time blow up
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if ((m_flDie - gpGlobals->time <= 0.5) && (m_flDie - gpGlobals->time >= 0.3))
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG(0,0x3F));
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CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 );
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}
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// higher pitch as squeeker gets closer to detonation time
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float flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / TOAD_DETONATE_DELAY);
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if (flpitch < 80)
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flpitch = 80;
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if (m_hEnemy != 0)
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{
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if (FVisible( m_hEnemy ))
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{
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vecDir = m_hEnemy->EyePosition() - pev->origin;
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m_vecTarget = vecDir.Normalize( );
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}
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float flVel = pev->velocity.Length();
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float flAdj = 50.0 / (flVel + 10.0);
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if (flAdj > 1.2)
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flAdj = 1.2;
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// ALERT( at_console, "think : enemy\n");
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// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );
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pev->velocity = pev->velocity * flAdj + m_vecTarget * 300;
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}
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if (pev->flags & FL_ONGROUND)
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{
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pev->avelocity = Vector( 0, 0, 0 );
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}
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else
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{
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if (pev->avelocity == Vector( 0, 0, 0))
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{
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pev->avelocity.x = RANDOM_FLOAT( -100, 100 );
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pev->avelocity.z = RANDOM_FLOAT( -100, 100 );
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}
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}
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if ((pev->origin - m_posPrev).Length() < 1.0)
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{
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pev->velocity.x = RANDOM_FLOAT( -100, 100 );
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pev->velocity.y = RANDOM_FLOAT( -100, 100 );
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}
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m_posPrev = pev->origin;
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pev->angles = UTIL_VecToAngles( pev->velocity );
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pev->angles.z = 0;
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pev->angles.x = 0;
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}
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void CToadGrenade::SuperBounceTouch( CBaseEntity *pOther )
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{
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float flpitch;
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TraceResult tr = UTIL_GetGlobalTrace( );
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// don't hit the guy that launched this grenade
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if ( pev->owner && pOther->edict() == pev->owner )
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return;
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// at least until we've bounced once
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pev->owner = 0;
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pev->angles.x = 0;
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pev->angles.z = 0;
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// avoid bouncing too much
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if (m_flNextHit > gpGlobals->time)
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return;
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// higher pitch as squeeker gets closer to detonation time
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flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / TOAD_DETONATE_DELAY);
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if ( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time )
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{
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// attack!
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// make sure it's me who has touched them
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if (tr.pHit == pOther->edict())
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{
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// and it's not another toadgrenade
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if (tr.pHit->v.modelindex != pev->modelindex)
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{
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// ALERT( at_console, "hit enemy\n");
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ClearMultiDamage( );
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pOther->TraceAttack(pev, gSkillData.toadDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH );
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if (m_hOwner != 0)
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ApplyMultiDamage( pev, m_hOwner->pev );
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else
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ApplyMultiDamage( pev, pev );
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pev->dmg += gSkillData.toadDmgPop; // add more explosion damage
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// m_flDie += 2.0; // add more life
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// make bite sound
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|
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "toad/toad_deploy1.wav", 1.0, ATTN_NORM, 0, (int)flpitch);
|
|
|
|
m_flNextAttack = gpGlobals->time + 0.5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// ALERT( at_console, "been hit\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
m_flNextHit = gpGlobals->time + 0.1;
|
|
|
|
m_flNextHunt = gpGlobals->time;
|
|
|
|
|
|
|
|
if ( g_pGameRules->IsMultiplayer() )
|
|
|
|
{
|
|
|
|
// in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows.
|
|
|
|
if ( gpGlobals->time < m_flNextBounceSoundTime )
|
|
|
|
{
|
|
|
|
// too soon!
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!(pev->flags & FL_ONGROUND))
|
|
|
|
{
|
|
|
|
// play bounce sound
|
|
|
|
float flRndSound = RANDOM_FLOAT ( 0 , 1 );
|
|
|
|
|
|
|
|
if ( flRndSound <= 0.33 )
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch);
|
|
|
|
else if (flRndSound <= 0.66)
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch);
|
|
|
|
else
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch);
|
|
|
|
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// skittering sound
|
|
|
|
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 100, 0.1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second.
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_toad, CToad );
|
|
|
|
|
|
|
|
|
|
|
|
void CToad::Spawn( )
|
|
|
|
{
|
|
|
|
Precache( );
|
|
|
|
m_iId = WEAPON_TOAD;
|
|
|
|
SET_MODEL(ENT(pev), "models/toad_nest.mdl");
|
|
|
|
|
|
|
|
FallInit();//get ready to fall down.
|
|
|
|
|
|
|
|
m_iDefaultAmmo = TOAD_DEFAULT_GIVE;
|
|
|
|
|
|
|
|
pev->sequence = 1;
|
|
|
|
pev->animtime = gpGlobals->time;
|
|
|
|
pev->framerate = 1.0;
|
|
|
|
|
|
|
|
SetThink( &CToad::ToadIdle );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.2f;
|
|
|
|
m_flNextTrace = 0;
|
|
|
|
m_flNextHunt = 0;
|
|
|
|
m_flDie = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CToad::Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/toad_nest.mdl");
|
|
|
|
PRECACHE_MODEL("models/v_toad.mdl");
|
|
|
|
PRECACHE_MODEL("models/p_toad.mdl");
|
|
|
|
PRECACHE_SOUND("toad/toad_hunt2.wav");
|
|
|
|
PRECACHE_SOUND("toad/toad_hunt3.wav");
|
|
|
|
UTIL_PrecacheOther("monster_toad");
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int CToad::GetItemInfo(ItemInfo *p)
|
|
|
|
{
|
|
|
|
p->pszName = STRING(pev->classname);
|
|
|
|
p->pszAmmo1 = "Toads";
|
|
|
|
p->iMaxAmmo1 = TOAD_MAX_CARRY;
|
|
|
|
p->pszAmmo2 = NULL;
|
|
|
|
p->iMaxAmmo2 = -1;
|
|
|
|
p->iMaxClip = WEAPON_NOCLIP;
|
|
|
|
p->iSlot = 4;
|
|
|
|
p->iPosition = 5;
|
|
|
|
p->iId = m_iId = WEAPON_TOAD;
|
|
|
|
p->iWeight = SNARK_WEIGHT;
|
|
|
|
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
BOOL CToad::Deploy( )
|
|
|
|
{
|
|
|
|
if( !gEvilImpulse101 )
|
|
|
|
{
|
|
|
|
// play hunt sound
|
|
|
|
float flRndSound = RANDOM_FLOAT( 0, 1 );
|
|
|
|
|
|
|
|
if ( flRndSound <= 0.5 )
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt2.wav", 1, ATTN_NORM, 0, 100);
|
|
|
|
else
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt3.wav", 1, ATTN_NORM, 0, 100);
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.1;
|
|
|
|
return DefaultDeploy( "models/v_toad.mdl", "models/p_toad.mdl", TOAD_UP, "toad" );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CToad::Holster( int skiplocal /* = 0 */ )
|
|
|
|
{
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
|
|
|
|
|
|
if ( !m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )
|
|
|
|
{
|
|
|
|
m_pPlayer->pev->weapons &= ~(1<<WEAPON_TOAD);
|
|
|
|
SetThink( &CToad::DestroyItem );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
DefaultHolster( TOAD_DOWN, 1.5 );
|
|
|
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CToad::PrimaryAttack()
|
|
|
|
{
|
|
|
|
if( m_pPlayer->m_bIsHolster )
|
|
|
|
{
|
|
|
|
WeaponIdle();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )
|
|
|
|
{
|
|
|
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
|
|
|
|
TraceResult tr;
|
|
|
|
Vector trace_origin;
|
|
|
|
|
|
|
|
// HACK HACK: Ugly hacks to handle change in origin based on new physics code for players
|
|
|
|
// Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 )
|
|
|
|
trace_origin = m_pPlayer->pev->origin;
|
|
|
|
if ( m_pPlayer->pev->flags & FL_DUCKING )
|
|
|
|
{
|
|
|
|
trace_origin = trace_origin - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN );
|
|
|
|
}
|
|
|
|
|
|
|
|
// find place to toss monster
|
|
|
|
UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * 64, dont_ignore_monsters, NULL, &tr );
|
|
|
|
|
|
|
|
if ( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25 )
|
|
|
|
{
|
|
|
|
SendWeaponAnim( TOAD_THROW );
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
CBaseEntity *pToad = CBaseEntity::Create( "monster_toad", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
|
|
|
|
pToad->pev->velocity = gpGlobals->v_forward * 200 + m_pPlayer->pev->velocity;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// play hunt sound
|
|
|
|
float flRndSound = RANDOM_FLOAT ( 0 , 1 );
|
|
|
|
|
|
|
|
if ( flRndSound <= 0.5 )
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt2.wav", 1, ATTN_NORM, 0, 105);
|
|
|
|
else
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "toad/toad_hunt3.wav", 1, ATTN_NORM, 0, 105);
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
|
|
|
|
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
|
|
|
|
|
|
|
m_fJustThrown = 1;
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CToad::SecondaryAttack( void )
|
|
|
|
{
|
|
|
|
if( m_pPlayer->m_bIsHolster )
|
|
|
|
{
|
|
|
|
WeaponIdle();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CToad::WeaponIdle( void )
|
|
|
|
{
|
|
|
|
if( m_pPlayer->m_bIsHolster )
|
|
|
|
{
|
|
|
|
if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() )
|
|
|
|
{
|
|
|
|
m_pPlayer->m_bIsHolster = FALSE;
|
|
|
|
Deploy();
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (m_fJustThrown)
|
|
|
|
{
|
|
|
|
m_fJustThrown = 0;
|
|
|
|
|
|
|
|
if ( !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] )
|
|
|
|
{
|
|
|
|
RetireWeapon();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SendWeaponAnim( TOAD_UP );
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
int iAnim, iRand = RANDOM_LONG( 0, 5 );
|
|
|
|
switch( iRand )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
iAnim = TOAD_IDLE2;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2f;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
iAnim = TOAD_FIDGETFIT;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.18f;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
iAnim = TOAD_FIDGETNIP;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.9f;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
iAnim = TOAD_IDLE1;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2f;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
SendWeaponAnim( iAnim );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CToad::ToadIdle()
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
float flDist;
|
|
|
|
CBaseEntity *pPlayer = UTIL_PlayerByIndex( 1 );
|
|
|
|
|
|
|
|
if( !pPlayer )
|
|
|
|
return;
|
|
|
|
|
|
|
|
flDist = ( pPlayer->Center() - this->Center() ).Length();
|
|
|
|
if( !pPlayer->FVisible( this ) || flDist >= 256.0f )
|
|
|
|
{
|
|
|
|
if( pev->sequence != 1 )
|
|
|
|
{
|
|
|
|
pev->sequence = 1;
|
|
|
|
pev->framerate = 0.5;
|
|
|
|
ResetSequenceInfo();
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !RANDOM_LONG( 0, 10 ) )
|
|
|
|
HuntSound( true );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.2f;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( flDist >= 50.0f )
|
|
|
|
{
|
|
|
|
TraceResult tr;
|
|
|
|
|
|
|
|
m_flDie = 1;
|
|
|
|
pev->movetype = MOVETYPE_STEP;
|
|
|
|
StudioFrameAdvance( 0.0 );
|
|
|
|
if( pev->sequence != 1 )
|
|
|
|
{
|
|
|
|
if( m_flNextTrace <= gpGlobals->time )
|
|
|
|
{
|
|
|
|
Vector vecSrc, vecEnd;
|
|
|
|
Vector vecDist2D = ( Center() - pPlayer->Center() ).Normalize();
|
|
|
|
vecDist2D.z = 0;
|
|
|
|
m_posNext = pev->origin + vecDist2D * 128;
|
|
|
|
vecSrc = EyePosition();
|
|
|
|
vecEnd = vecSrc + vecDist2D * 68;
|
|
|
|
UTIL_TraceLine( vecSrc, vecEnd, ignore_monsters, 0, &tr );
|
|
|
|
|
|
|
|
if( tr.flFraction < 1.0f )
|
|
|
|
{
|
|
|
|
Vector vecDist, vecForward, vecAngle;
|
|
|
|
vecDist = ( EyePosition() - tr.vecEndPos ).Normalize();
|
|
|
|
vecAngle = Vector( 0, UTIL_AngleMod( UTIL_VecToAngles( vecDist ).y ) + 195.0f, 0 );
|
|
|
|
UTIL_MakeVectorsPrivate( vecAngle, vecForward, 0, 0 );
|
|
|
|
m_posNext = pev->origin - vecForward * 128;
|
|
|
|
}
|
|
|
|
m_flNextTrace = gpGlobals->time + 0.5f;
|
|
|
|
}
|
|
|
|
Vector newPos = m_posNext - Center();
|
|
|
|
newPos.z = 0;
|
|
|
|
pev->angles = UTIL_VecToAngles( newPos );
|
|
|
|
UTIL_MoveToOrigin( ENT( pev ), newPos * 256.0f, 200.0f / m_flGroundSpeed, MOVE_STRAFE );
|
|
|
|
HuntSound( false );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.2f;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
pev->sequence = 0;
|
|
|
|
pev->frame = 0;
|
|
|
|
ResetSequenceInfo();
|
|
|
|
pev->framerate = 3.0;
|
|
|
|
HuntSound( true );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.2f;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_flDie == 1 )
|
|
|
|
{
|
|
|
|
for( i = 0; i < m_iDefaultAmmo; i++ )
|
|
|
|
( (CBasePlayer*)pPlayer )->GiveNamedItem( "weapon_toad" );
|
|
|
|
SetThink( &CBaseEntity::SUB_Remove );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CToad::HuntSound( bool force )
|
|
|
|
{
|
|
|
|
const char *pszSound;
|
|
|
|
|
|
|
|
if( ( m_flNextHunt <= gpGlobals->time ) || force )
|
|
|
|
{
|
|
|
|
int iRand = RANDOM_LONG( 0, 2 );
|
|
|
|
if( iRand == 2 )
|
|
|
|
{
|
|
|
|
pszSound = "toad/toad_hunt3.wav";
|
|
|
|
}
|
|
|
|
else if( iRand == 1 )
|
|
|
|
{
|
|
|
|
pszSound = "toad/toad_hunt2.wav";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pszSound = "toad/toad_hunt1.wav";
|
|
|
|
}
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, pszSound, RANDOM_FLOAT( 0.5, 0.8 ), ATTN_NORM );
|
|
|
|
m_flNextHunt = gpGlobals->time + RANDOM_FLOAT( 3.0, 4.0 );
|
|
|
|
}
|
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}
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#endif
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