/*** * * 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. * ****/ #if !OEM_BUILD #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "effects.h" #include "apache.h" extern DLL_GLOBAL int g_iSkillLevel; #define SF_WAITFORTRIGGER (0x04 | 0x40) // UNDONE: Fix! #define SF_NOWRECKAGE 0x08 LINK_ENTITY_TO_CLASS( monster_apache, CApache ) TYPEDESCRIPTION CApache::m_SaveData[] = { DEFINE_FIELD( CApache, m_iRockets, FIELD_INTEGER ), DEFINE_FIELD( CApache, m_flForce, FIELD_FLOAT ), DEFINE_FIELD( CApache, m_flNextRocket, FIELD_TIME ), DEFINE_FIELD( CApache, m_vecTarget, FIELD_VECTOR ), DEFINE_FIELD( CApache, m_posTarget, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CApache, m_vecDesired, FIELD_VECTOR ), DEFINE_FIELD( CApache, m_posDesired, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CApache, m_vecGoal, FIELD_VECTOR ), DEFINE_FIELD( CApache, m_angGun, FIELD_VECTOR ), DEFINE_FIELD( CApache, m_flLastSeen, FIELD_TIME ), DEFINE_FIELD( CApache, m_flPrevSeen, FIELD_TIME ), //DEFINE_FIELD( CApache, m_iSoundState, FIELD_INTEGER ), // Don't save, precached //DEFINE_FIELD( CApache, m_iSpriteTexture, FIELD_INTEGER ), //DEFINE_FIELD( CApache, m_iExplode, FIELD_INTEGER ), //DEFINE_FIELD( CApache, m_iBodyGibs, FIELD_INTEGER ), DEFINE_FIELD( CApache, m_pBeam, FIELD_CLASSPTR ), DEFINE_FIELD( CApache, m_flGoalSpeed, FIELD_FLOAT ), DEFINE_FIELD( CApache, m_iDoSmokePuff, FIELD_INTEGER ), DEFINE_FIELD( CApache, m_iShots, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CApache, CBaseMonster ) void CApache::Spawn( void ) { Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; SET_MODEL( ENT( pev ), pev->model ? STRING( pev->model ) : "models/apache.mdl" ); UTIL_SetSize( pev, Vector( -32.0f, -32.0f, -64.0f ), Vector( 32.0f, 32.0f, 0.0f ) ); UTIL_SetOrigin( pev, pev->origin ); pev->flags |= FL_MONSTER; pev->takedamage = DAMAGE_AIM; if( !pev->health ) pev->health = gSkillData.apacheHealth; m_flFieldOfView = -0.707f; // 270 degrees pev->sequence = 0; ResetSequenceInfo(); pev->frame = RANDOM_LONG( 0, 0xFF ); InitBoneControllers(); if( pev->spawnflags & SF_WAITFORTRIGGER ) { SetUse( &CApache::StartupUse ); } else { SetThink( &CApache::HuntThink ); SetTouch( &CApache::FlyTouch ); pev->nextthink = gpGlobals->time + 1.0f; } m_iRockets = 0; } void CApache::Precache( void ) { PRECACHE_MODEL( pev->model ? STRING( pev->model ) : "models/apache.mdl" ); PRECACHE_SOUND( "apache/ap_rotor1.wav" ); PRECACHE_SOUND( "apache/ap_rotor2.wav" ); PRECACHE_SOUND( "apache/ap_rotor3.wav" ); PRECACHE_SOUND( "apache/ap_whine1.wav" ); PRECACHE_SOUND( "weapons/mortarhit.wav" ); m_iSpriteTexture = PRECACHE_MODEL( "sprites/white.spr" ); PRECACHE_SOUND( "turret/tu_fire1.wav" ); PRECACHE_MODEL( "sprites/lgtning.spr" ); m_iExplode = PRECACHE_MODEL( "sprites/fexplo.spr" ); m_iBodyGibs = PRECACHE_MODEL( "models/metalplategibs_green.mdl" ); UTIL_PrecacheOther( "hvr_rocket" ); } void CApache::NullThink( void ) { StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.5f; } void CApache::StartupUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { SetThink( &CApache::HuntThink ); SetTouch( &CApache::FlyTouch ); pev->nextthink = gpGlobals->time + 0.1f; SetUse( NULL ); } void CApache::Killed( entvars_t *pevAttacker, int iGib ) { pev->movetype = MOVETYPE_TOSS; pev->gravity = 0.3f; STOP_SOUND( ENT( pev ), CHAN_STATIC, "apache/ap_rotor2.wav" ); UTIL_SetSize( pev, Vector( -32.0f, -32.0f, -64.0f ), Vector( 32.0f, 32.0f, 0.0f ) ); SetThink( &CApache::DyingThink ); SetTouch( &CApache::CrashTouch ); pev->nextthink = gpGlobals->time + 0.1f; pev->health = 0; pev->takedamage = DAMAGE_NO; if( pev->spawnflags & SF_NOWRECKAGE ) { m_flNextRocket = gpGlobals->time + 4.0f; } else { m_flNextRocket = gpGlobals->time + 15.0f; } } void CApache::DyingThink( void ) { StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1f; pev->avelocity = pev->avelocity * 1.02f; // still falling? if( m_flNextRocket > gpGlobals->time ) { // random explosions MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_EXPLOSION ); // This just makes a dynamic light now WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -150.0f, 150.0f ) ); WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -150.0f, 150.0f ) ); WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -150.0f, -50.0f ) ); WRITE_SHORT( g_sModelIndexFireball ); WRITE_BYTE( RANDOM_LONG( 0, 29 ) + 30 ); // scale * 10 WRITE_BYTE( 12 ); // framerate WRITE_BYTE( TE_EXPLFLAG_NONE ); MESSAGE_END(); // lots of smoke MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_SMOKE ); WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -150.0f, 150.0f ) ); WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -150.0f, 150.0f ) ); WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -150.0f, -50.0f ) ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 100 ); // scale * 10 WRITE_BYTE( 10 ); // framerate MESSAGE_END(); Vector vecSpot = pev->origin + ( pev->mins + pev->maxs ) * 0.5f; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); WRITE_BYTE( TE_BREAKMODEL ); // position WRITE_COORD( vecSpot.x ); WRITE_COORD( vecSpot.y ); WRITE_COORD( vecSpot.z ); // size WRITE_COORD( 400 ); WRITE_COORD( 400 ); WRITE_COORD( 132 ); // velocity WRITE_COORD( pev->velocity.x ); WRITE_COORD( pev->velocity.y ); WRITE_COORD( pev->velocity.z ); // randomization WRITE_BYTE( 50 ); // Model WRITE_SHORT( m_iBodyGibs ); //model id# // # of shards WRITE_BYTE( 4 ); // let client decide // duration WRITE_BYTE( 30 );// 3.0 seconds // flags WRITE_BYTE( BREAK_METAL ); MESSAGE_END(); // don't stop it we touch a entity pev->flags &= ~FL_ONGROUND; pev->nextthink = gpGlobals->time + 0.2f; return; } else { Vector vecSpot = pev->origin + ( pev->mins + pev->maxs ) * 0.5f; /* MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_EXPLOSION); // This just makes a dynamic light now WRITE_COORD( vecSpot.x ); WRITE_COORD( vecSpot.y ); WRITE_COORD( vecSpot.z + 300.0f ); WRITE_SHORT( g_sModelIndexFireball ); WRITE_BYTE( 250 ); // scale * 10 WRITE_BYTE( 8 ); // framerate MESSAGE_END(); */ // fireball MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); WRITE_BYTE( TE_SPRITE ); WRITE_COORD( vecSpot.x ); WRITE_COORD( vecSpot.y ); WRITE_COORD( vecSpot.z + 256.0f ); WRITE_SHORT( m_iExplode ); WRITE_BYTE( 120 ); // scale * 10 WRITE_BYTE( 255 ); // brightness MESSAGE_END(); // big smoke MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); WRITE_BYTE( TE_SMOKE ); WRITE_COORD( vecSpot.x ); WRITE_COORD( vecSpot.y ); WRITE_COORD( vecSpot.z + 512.0f ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 250 ); // scale * 10 WRITE_BYTE( 5 ); // framerate MESSAGE_END(); // blast circle MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_BEAMCYLINDER ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z + 2000 ); // reach damage radius over .2 seconds WRITE_SHORT( m_iSpriteTexture ); WRITE_BYTE( 0 ); // startframe WRITE_BYTE( 0 ); // framerate WRITE_BYTE( 4 ); // life WRITE_BYTE( 32 ); // width WRITE_BYTE( 0 ); // noise WRITE_BYTE( 255 ); // r, g, b WRITE_BYTE( 255 ); // r, g, b WRITE_BYTE( 192 ); // r, g, b WRITE_BYTE( 128 ); // brightness WRITE_BYTE( 0 ); // speed MESSAGE_END(); EMIT_SOUND( ENT( pev ), CHAN_STATIC, "weapons/mortarhit.wav", 1.0f, 0.3f ); RadiusDamage( pev->origin, pev, pev, 300, CLASS_NONE, DMG_BLAST ); if(/*!( pev->spawnflags & SF_NOWRECKAGE ) && */( pev->flags & FL_ONGROUND ) ) { CBaseEntity *pWreckage = Create( "cycler_wreckage", pev->origin, pev->angles ); // SET_MODEL( ENT( pWreckage->pev ), STRING( pev->model ) ); UTIL_SetSize( pWreckage->pev, Vector( -200.0f, -200.0f, -128.0f ), Vector( 200.0f, 200.0f, -32.0f ) ); pWreckage->pev->frame = pev->frame; pWreckage->pev->sequence = pev->sequence; pWreckage->pev->framerate = 0; pWreckage->pev->dmgtime = gpGlobals->time + 5.0f; } // gibs vecSpot = pev->origin + ( pev->mins + pev->maxs ) * 0.5f; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); WRITE_BYTE( TE_BREAKMODEL); // position WRITE_COORD( vecSpot.x ); WRITE_COORD( vecSpot.y ); WRITE_COORD( vecSpot.z + 64.0f ); // size WRITE_COORD( 400 ); WRITE_COORD( 400 ); WRITE_COORD( 128 ); // velocity WRITE_COORD( 0 ); WRITE_COORD( 0 ); WRITE_COORD( 200 ); // randomization WRITE_BYTE( 30 ); // Model WRITE_SHORT( m_iBodyGibs ); //model id# // # of shards WRITE_BYTE( 200 ); // duration WRITE_BYTE( 200 );// 10.0 seconds // flags WRITE_BYTE( BREAK_METAL ); MESSAGE_END(); // // AI Trigger target on death. // if( m_iTriggerCondition == AITRIGGER_DEATH && !FStringNull( m_iszTriggerTarget ) ) { FireTargets( STRING( m_iszTriggerTarget ), this, this, USE_TOGGLE, 0 ); m_iTriggerCondition = AITRIGGER_NONE; } SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + 0.1f; } } void CApache::FlyTouch( CBaseEntity *pOther ) { // bounce if we hit something solid if( pOther->pev->solid == SOLID_BSP ) { TraceResult tr = UTIL_GetGlobalTrace(); // UNDONE, do a real bounce pev->velocity = pev->velocity + tr.vecPlaneNormal * ( pev->velocity.Length() + 200.0f ); } } void CApache::CrashTouch( CBaseEntity *pOther ) { // only crash if we hit something solid if( pOther->pev->solid == SOLID_BSP ) { SetTouch( NULL ); m_flNextRocket = gpGlobals->time; pev->nextthink = gpGlobals->time; } } void CApache::GibMonster( void ) { // EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "common/bodysplat.wav", 0.75f, ATTN_NORM, 0, 200 ); } void CApache::HuntThink( void ) { StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1f; ShowDamage(); if( m_pGoalEnt == NULL && !FStringNull( pev->target ) )// this monster has a target { m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( pev->target ) ); if( m_pGoalEnt ) { m_posDesired = m_pGoalEnt->pev->origin; UTIL_MakeAimVectors( m_pGoalEnt->pev->angles ); m_vecGoal = gpGlobals->v_forward; } } // if( m_hEnemy == NULL ) { Look( 4092 ); m_hEnemy = BestVisibleEnemy(); } // generic speed up if( m_flGoalSpeed < 800.0f ) m_flGoalSpeed += 5.0f; if( m_hEnemy != 0 ) { // ALERT( at_console, "%s\n", STRING( m_hEnemy->pev->classname ) ); if( FVisible( m_hEnemy ) ) { if( m_flLastSeen < gpGlobals->time - 5.0f ) m_flPrevSeen = gpGlobals->time; m_flLastSeen = gpGlobals->time; m_posTarget = m_hEnemy->Center(); } else { m_hEnemy = NULL; } } m_vecTarget = ( m_posTarget - pev->origin ).Normalize(); float flLength = ( pev->origin - m_posDesired ).Length(); if( m_pGoalEnt ) { // ALERT( at_console, "%.0f\n", flLength ); if( flLength < 128.0f ) { m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( m_pGoalEnt->pev->target ) ); if( m_pGoalEnt ) { m_posDesired = m_pGoalEnt->pev->origin; UTIL_MakeAimVectors( m_pGoalEnt->pev->angles ); m_vecGoal = gpGlobals->v_forward; flLength = ( pev->origin - m_posDesired ).Length(); } } } else { m_posDesired = pev->origin; } if( flLength > 250.0f ) // 500 { // float flLength2 = ( m_posTarget - pev->origin ).Length() * ( 1.5f - DotProduct( ( m_posTarget - pev->origin ).Normalize(), pev->velocity.Normalize() ) ); // if( flLength2 < flLength ) if( m_flLastSeen + 90.0f > gpGlobals->time && DotProduct( ( m_posTarget - pev->origin ).Normalize(), ( m_posDesired - pev->origin ).Normalize() ) > 0.25f ) { m_vecDesired = ( m_posTarget - pev->origin ).Normalize(); } else { m_vecDesired = ( m_posDesired - pev->origin ).Normalize(); } } else { m_vecDesired = m_vecGoal; } Flight(); // ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->time, m_flLastSeen, m_flPrevSeen ); if( ( m_flLastSeen + 1.0f > gpGlobals->time ) && ( m_flPrevSeen + 2.0f < gpGlobals->time ) ) { if( FireGun() ) { // slow down if we're fireing if( m_flGoalSpeed > 400.0f ) m_flGoalSpeed = 400.0f; } // don't fire rockets and gun on easy mode if( g_iSkillLevel == SKILL_EASY ) m_flNextRocket = gpGlobals->time + 10.0f; } UTIL_MakeAimVectors( pev->angles ); Vector vecEst = ( gpGlobals->v_forward * 800.0f + pev->velocity ).Normalize(); // ALERT( at_console, "%d %d %d %4.2f\n", pev->angles.x < 0.0f, DotProduct( pev->velocity, gpGlobals->v_forward ) > -100.0f, m_flNextRocket < gpGlobals->time, DotProduct( m_vecTarget, vecEst ) ); if( ( m_iRockets % 2 ) == 1 ) { FireRocket(); m_flNextRocket = gpGlobals->time + 0.5f; if( m_iRockets <= 0 ) { m_flNextRocket = gpGlobals->time + 10.0f; m_iRockets = 10; } } else if( pev->angles.x < 0.0f && DotProduct( pev->velocity, gpGlobals->v_forward ) > -100.0f && m_flNextRocket < gpGlobals->time ) { if( m_flLastSeen + 60.0f > gpGlobals->time ) { if( m_hEnemy != 0 ) { // make sure it's a good shot if( DotProduct( m_vecTarget, vecEst ) > .965f ) { TraceResult tr; UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096.0f, ignore_monsters, edict(), &tr ); if( (tr.vecEndPos - m_posTarget ).Length() < 512.0f ) FireRocket(); } } else { TraceResult tr; UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096.0f, dont_ignore_monsters, edict(), &tr ); // just fire when close if( ( tr.vecEndPos - m_posTarget ).Length() < 512.0f ) FireRocket(); } } } } void CApache::Flight( void ) { // tilt model 5 degrees Vector vecAdj = Vector( 5.0f, 0.0f, 0.0f ); // estimate where I'll be facing in one seconds UTIL_MakeAimVectors( pev->angles + pev->avelocity * 2.0f + vecAdj ); // Vector vecEst1 = pev->origin + pev->velocity + gpGlobals->v_up * m_flForce - Vector( 0.0f, 0.0f, 384.0f ); // float flSide = DotProduct( m_posDesired - vecEst1, gpGlobals->v_right ); float flSide = DotProduct( m_vecDesired, gpGlobals->v_right ); if( flSide < 0.0f ) { if( pev->avelocity.y < 60.0f ) { pev->avelocity.y += 8.0f; // 9 * ( 3.0 / 2.0 ); } } else { if( pev->avelocity.y > -60.0f ) { pev->avelocity.y -= 8.0f; // 9 * ( 3.0 / 2.0 ); } } pev->avelocity.y *= 0.98f; // estimate where I'll be in two seconds UTIL_MakeAimVectors( pev->angles + pev->avelocity * 1.0f + vecAdj ); Vector vecEst = pev->origin + pev->velocity * 2.0f + gpGlobals->v_up * m_flForce * 20.0f - Vector( 0.0f, 0.0f, 384.0f * 2.0f ); // add immediate force UTIL_MakeAimVectors( pev->angles + vecAdj ); pev->velocity.x += gpGlobals->v_up.x * m_flForce; pev->velocity.y += gpGlobals->v_up.y * m_flForce; pev->velocity.z += gpGlobals->v_up.z * m_flForce; // add gravity pev->velocity.z -= 38.4f; // 32ft/sec float flSpeed = pev->velocity.Length(); float flDir = DotProduct( Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, 0.0f ), Vector( pev->velocity.x, pev->velocity.y, 0.0f ) ); if( flDir < 0 ) flSpeed = -flSpeed; float flDist = DotProduct( m_posDesired - vecEst, gpGlobals->v_forward ); // float flSlip = DotProduct( pev->velocity, gpGlobals->v_right ); float flSlip = -DotProduct( m_posDesired - vecEst, gpGlobals->v_right ); // fly sideways if( flSlip > 0.0f ) { if( pev->angles.z > -30.0f && pev->avelocity.z > -15.0f ) pev->avelocity.z -= 4.0f; else pev->avelocity.z += 2.0f; } else { if( pev->angles.z < 30 && pev->avelocity.z < 15.0f ) pev->avelocity.z += 4.0f; else pev->avelocity.z -= 2.0f; } // sideways drag pev->velocity.x = pev->velocity.x * ( 1.0f - fabs( gpGlobals->v_right.x ) * 0.05f ); pev->velocity.y = pev->velocity.y * ( 1.0f - fabs( gpGlobals->v_right.y ) * 0.05f ); pev->velocity.z = pev->velocity.z * ( 1.0f - fabs( gpGlobals->v_right.z ) * 0.05f ); // general drag pev->velocity = pev->velocity * 0.995f; // apply power to stay correct height if( m_flForce < 80.0f && vecEst.z < m_posDesired.z ) { m_flForce += 12.0f; } else if( m_flForce > 30.0f ) { if( vecEst.z > m_posDesired.z ) m_flForce -= 8.0f; } // pitch forward or back to get to target if( flDist > 0.0f && flSpeed < m_flGoalSpeed /* && flSpeed < flDist */ && pev->angles.x + pev->avelocity.x > -40.0f ) { // ALERT( at_console, "F " ); // lean forward pev->avelocity.x -= 12.0f; } else if( flDist < 0.0f && flSpeed > -50.0f && pev->angles.x + pev->avelocity.x < 20.0f ) { // ALERT( at_console, "B " ); // lean backward pev->avelocity.x += 12.0f; } else if( pev->angles.x + pev->avelocity.x > 0.0f ) { // ALERT( at_console, "f " ); pev->avelocity.x -= 4.0f; } else if( pev->angles.x + pev->avelocity.x < 0.0f ) { // ALERT( at_console, "b " ); pev->avelocity.x += 4.0f; } // ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", pev->origin.x, pev->velocity.x, flDist, flSpeed, pev->angles.x, pev->avelocity.x, m_flForce ); // ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", pev->origin.z, pev->velocity.z, vecEst.z, m_posDesired.z, m_flForce ); // make rotor, engine sounds if( m_iSoundState == 0 ) { EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0f, 0.3f, 0, 110 ); // EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "apache/ap_whine1.wav", 0.5f, 0.2f, 0, 110 ); m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions } else { CBaseEntity *pPlayer = NULL; pPlayer = UTIL_FindEntityByClassname( NULL, "player" ); // UNDONE: this needs to send different sounds to every player for multiplayer. if( pPlayer ) { float pitch = DotProduct( pev->velocity - pPlayer->pev->velocity, ( pPlayer->pev->origin - pev->origin ).Normalize() ); pitch = (int)( 100.0f + pitch / 50.0f ); if( pitch > 250.0f ) pitch = 250.0f; if( pitch < 50.0f ) pitch = 50.0f; if( pitch == 100.0f ) pitch = 101.0f; /*float flVol = ( m_flForce / 100.0f ) + 0.1f; if( flVol > 1.0f ) flVol = 1.0f;*/ EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0f, 0.3f, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch ); } // EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "apache/ap_whine1.wav", flVol, 0.2f, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch ); // ALERT( at_console, "%.0f %.2f\n", pitch, flVol ); } } void CApache::FireRocket( void ) { static float side = 1.0f; if( m_iRockets <= 0 ) return; UTIL_MakeAimVectors( pev->angles ); Vector vecSrc = pev->origin + 1.5f * ( gpGlobals->v_forward * 21.0f + gpGlobals->v_right * 70.0f * side + gpGlobals->v_up * -79.0f ); switch( m_iRockets % 5 ) { case 0: vecSrc = vecSrc + gpGlobals->v_right * 10.0f; break; case 1: vecSrc = vecSrc - gpGlobals->v_right * 10.0f; break; case 2: vecSrc = vecSrc + gpGlobals->v_up * 10.0f; break; case 3: vecSrc = vecSrc - gpGlobals->v_up * 10.0f; break; case 4: break; } CBaseEntity *pRocket = CBaseEntity::Create( "hvr_rocket", vecSrc, pev->angles, edict() ); if( pRocket ) { MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); WRITE_BYTE( TE_SMOKE ); WRITE_COORD( vecSrc.x ); WRITE_COORD( vecSrc.y ); WRITE_COORD( vecSrc.z ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 20 ); // scale * 10 WRITE_BYTE( 12 ); // framerate MESSAGE_END(); pRocket->pev->velocity = pev->velocity + gpGlobals->v_forward * 100.0f; m_iRockets--; side = - side; } } BOOL CApache::FireGun() { UTIL_MakeAimVectors( pev->angles ); Vector posGun, angGun; GetAttachment( 1, posGun, angGun ); Vector vecTarget = ( m_posTarget - posGun ).Normalize(); Vector vecOut; vecOut.x = DotProduct( gpGlobals->v_forward, vecTarget ); vecOut.y = -DotProduct( gpGlobals->v_right, vecTarget ); vecOut.z = DotProduct( gpGlobals->v_up, vecTarget ); Vector angles = UTIL_VecToAngles( vecOut ); angles.x = -angles.x; if( angles.y > 180.0f ) angles.y = angles.y - 360.0f; if( angles.y < -180.0f ) angles.y = angles.y + 360.0f; if( angles.x > 180.0f ) angles.x = angles.x - 360.0f; if( angles.x < -180.0f ) angles.x = angles.x + 360.0f; if( angles.x > m_angGun.x ) m_angGun.x = Q_min( angles.x, m_angGun.x + 12.0f ); if( angles.x < m_angGun.x ) m_angGun.x = Q_max( angles.x, m_angGun.x - 12.0f ); if( angles.y > m_angGun.y ) m_angGun.y = Q_min( angles.y, m_angGun.y + 12.0f ); if( angles.y < m_angGun.y ) m_angGun.y = Q_max( angles.y, m_angGun.y - 12.0f ); m_angGun.y = SetBoneController( 0, m_angGun.y ); m_angGun.x = SetBoneController( 1, m_angGun.x ); Vector posBarrel, angBarrel; GetAttachment( 0, posBarrel, angBarrel ); Vector vecGun = ( posBarrel - posGun ).Normalize(); if( DotProduct( vecGun, vecTarget ) > 0.98f && !( ( ++m_iShots ) % 2 ) ) { #if 1 FireBullets( 1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_12MM, 1 ); EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.3f ); #else static float flNext; TraceResult tr; UTIL_TraceLine( posGun, posGun + vecGun * 8192, dont_ignore_monsters, ENT( pev ), &tr ); if( !m_pBeam ) { m_pBeam = CBeam::BeamCreate( "sprites/lgtning.spr", 80 ); m_pBeam->PointEntInit( pev->origin, entindex() ); m_pBeam->SetEndAttachment( 1 ); m_pBeam->SetColor( 255, 180, 96 ); m_pBeam->SetBrightness( 192 ); } if( flNext < gpGlobals->time ) { flNext = gpGlobals->time + 0.5f; m_pBeam->SetStartPos( tr.vecEndPos ); } #endif return TRUE; } else { if( m_pBeam ) { UTIL_Remove( m_pBeam ); m_pBeam = NULL; } if( m_iShots % 2 ) ++m_iShots; } return FALSE; } void CApache::ShowDamage( void ) { if( m_iDoSmokePuff > 0 || RANDOM_LONG( 0, 99 ) > pev->health ) { MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_SMOKE ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z - 32 ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( RANDOM_LONG( 0, 9 ) + 20 ); // scale * 10 WRITE_BYTE( 12 ); // framerate MESSAGE_END(); } if( m_iDoSmokePuff > 0 ) m_iDoSmokePuff--; } int CApache::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { if( pevInflictor->owner == edict() ) return 0; if( bitsDamageType & DMG_BLAST ) { flDamage *= 2.0f; } /* if( ( bitsDamageType & DMG_BULLET ) && flDamage > 50.0f ) { // clip bullet damage at 50 flDamage = 50.0f; } */ // ALERT( at_console, "%.0f\n", flDamage ); return CBaseEntity::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } void CApache::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { // ALERT( at_console, "%d %.0f\n", ptr->iHitgroup, flDamage ); // ignore blades if( ptr->iHitgroup == 6 && ( bitsDamageType & ( DMG_ENERGYBEAM | DMG_BULLET | DMG_CLUB ) ) ) return; // hit hard, hits cockpit, hits engines if( flDamage > 50 || ptr->iHitgroup == 1 || ptr->iHitgroup == 2 ) { // ALERT( at_console, "%.0f\n", flDamage ); AddMultiDamage( pevAttacker, this, flDamage / 4, bitsDamageType ); m_iDoSmokePuff = 3 + ( flDamage / 20.0f ); } else { // do tenth damage in the body AddMultiDamage( pevAttacker, this, flDamage / 10.0f, bitsDamageType ); UTIL_Ricochet( ptr->vecEndPos, 2.0f ); } } class CApacheHVR : public CGrenade { void Spawn( void ); void Precache( void ); void EXPORT IgniteThink( void ); void EXPORT AccelerateThink( void ); int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; int m_iTrail; Vector m_vecForward; }; LINK_ENTITY_TO_CLASS( hvr_rocket, CApacheHVR ) TYPEDESCRIPTION CApacheHVR::m_SaveData[] = { //DEFINE_FIELD( CApacheHVR, m_iTrail, FIELD_INTEGER ), // Dont' save, precache DEFINE_FIELD( CApacheHVR, m_vecForward, FIELD_VECTOR ), }; IMPLEMENT_SAVERESTORE( CApacheHVR, CGrenade ) void CApacheHVR::Spawn( void ) { Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; SET_MODEL( ENT( pev ), "models/HVR.mdl" ); UTIL_SetSize( pev, Vector( 0, 0, 0), Vector(0, 0, 0) ); UTIL_SetOrigin( pev, pev->origin ); SetThink( &CApacheHVR::IgniteThink ); SetTouch( &CGrenade::ExplodeTouch ); UTIL_MakeAimVectors( pev->angles ); m_vecForward = gpGlobals->v_forward; pev->gravity = 0.5f; pev->nextthink = gpGlobals->time + 0.1f; pev->dmg = 150; } void CApacheHVR::Precache( void ) { PRECACHE_MODEL( "models/HVR.mdl" ); m_iTrail = PRECACHE_MODEL( "sprites/smoke.spr" ); PRECACHE_SOUND( "weapons/rocket1.wav" ); } void CApacheHVR::IgniteThink( void ) { // pev->movetype = MOVETYPE_TOSS; // pev->movetype = MOVETYPE_FLY; pev->effects |= EF_LIGHT; // make rocket sound EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5f ); // rocket trail MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMFOLLOW ); WRITE_SHORT( entindex() ); // entity WRITE_SHORT( m_iTrail ); // model WRITE_BYTE( 15 ); // life WRITE_BYTE( 5 ); // width WRITE_BYTE( 224 ); // r, g, b WRITE_BYTE( 224 ); // r, g, b WRITE_BYTE( 255 ); // r, g, b WRITE_BYTE( 255 ); // brightness MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS) // set to accelerate SetThink( &CApacheHVR::AccelerateThink ); pev->nextthink = gpGlobals->time + 0.1f; } void CApacheHVR::AccelerateThink( void ) { // check world boundaries if( pev->origin.x < -4096.0f || pev->origin.x > 4096.0f || pev->origin.y < -4096.0f || pev->origin.y > 4096.0f || pev->origin.z < -4096.0f || pev->origin.z > 4096.0f ) { UTIL_Remove( this ); return; } // accelerate float flSpeed = pev->velocity.Length(); if( flSpeed < 1800.0f ) { pev->velocity = pev->velocity + m_vecForward * 200.0f; } // re-aim pev->angles = UTIL_VecToAngles( pev->velocity ); pev->nextthink = gpGlobals->time + 0.1f; } #endif