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