/*** * * Copyright (c) 1996-2001, 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. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "effects.h" #include "apache.h" #define SF_WAITFORTRIGGER (0x04 | 0x40) // UNDONE: Fix! #define SF_NOWRECKAGE 0x08 class CEinarBoss : public CApache { public: void Spawn(); void Precache(); BOOL FireGun(); }; LINK_ENTITY_TO_CLASS( monster_th_boss, CEinarBoss ) void CEinarBoss::Spawn() { if( !pev->model ) pev->model = MAKE_STRING( "models/boss.mdl" ); if( !pev->health ) pev->health = gSkillData.apacheHealth * 2.0f; CApache::Spawn(); } void CEinarBoss::Precache() { if( !pev->model ) pev->model = MAKE_STRING( "models/boss.mdl" ); CApache::Precache(); } BOOL CEinarBoss::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_right, vecTarget ); vecOut.y = -DotProduct( gpGlobals->v_forward, vecTarget ); vecOut.z = DotProduct( gpGlobals->v_up, vecTarget ); Vector angles = UTIL_VecToAngles( vecOut ); angles.x = -angles.x; if( angles.y > 180 ) angles.y = angles.y - 360; if( angles.y < -180 ) angles.y = angles.y + 360; if( angles.x > 180 ) angles.x = angles.x - 360; if( angles.x < -180 ) angles.x = angles.x + 360; if( angles.x > m_angGun.x ) m_angGun.x = Q_min( angles.x, m_angGun.x + 12 ); if( angles.x < m_angGun.x ) m_angGun.x = Q_max( angles.x, m_angGun.x - 12 ); if( angles.y > m_angGun.y ) m_angGun.y = Q_min( angles.y, m_angGun.y + 12 ); if( angles.y < m_angGun.y ) m_angGun.y = Q_max( angles.y, m_angGun.y - 12 ); 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 ) % 3 ) ) { FireBullets( 1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_9MM, 1 ); EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.3 ); return TRUE; } if( m_iShots % 3 ) ++m_iShots; else pev->sequence = 0; return FALSE; }