/*** * * 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" extern DLL_GLOBAL int g_iSkillLevel; #define SF_WAITFORTRIGGER (0x04 | 0x40) // UNDONE: Fix! #define SF_NOWRECKAGE 0x08 class CApache_bo : public CBaseMonster { int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; void Spawn( void ); void Precache( void ); int Classify( void ) { return CLASS_HUMAN_MILITARY; }; int BloodColor( void ) { return DONT_BLEED; } void Killed( entvars_t *pevAttacker, int iGib ); void GibMonster( void ); void SetObjectCollisionBox( void ) { pev->absmin = pev->origin + Vector( -300, -300, -172); pev->absmax = pev->origin + Vector(300, 300, 8); } void EXPORT HuntThink( void ); void EXPORT FlyTouch( CBaseEntity *pOther ); void EXPORT CrashTouch( CBaseEntity *pOther ); void EXPORT DyingThink( void ); void EXPORT StartupUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT NullThink( void ); void ShowDamage( void ); void Flight( void ); void FireRocket( void ); BOOL FireGun( void ); int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); int m_iRockets; float m_flForce; float m_flNextRocket; Vector m_vecTarget; Vector m_posTarget; Vector m_vecDesired; Vector m_posDesired; Vector m_vecGoal; Vector m_angGun; float m_flLastSeen; float m_flPrevSeen; int m_iSoundState; // don't save this int m_iSpriteTexture; int m_iExplode; int m_iBodyGibs; float m_flGoalSpeed; int m_iDoSmokePuff; CBeam *m_pBeam; }; LINK_ENTITY_TO_CLASS( monster_apache_blackop, CApache_bo ); TYPEDESCRIPTION CApache_bo::m_SaveData[] = { DEFINE_FIELD( CApache_bo, m_iRockets, FIELD_INTEGER ), DEFINE_FIELD( CApache_bo, m_flForce, FIELD_FLOAT ), DEFINE_FIELD( CApache_bo, m_flNextRocket, FIELD_TIME ), DEFINE_FIELD( CApache_bo, m_vecTarget, FIELD_VECTOR ), DEFINE_FIELD( CApache_bo, m_posTarget, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CApache_bo, m_vecDesired, FIELD_VECTOR ), DEFINE_FIELD( CApache_bo, m_posDesired, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CApache_bo, m_vecGoal, FIELD_VECTOR ), DEFINE_FIELD( CApache_bo, m_angGun, FIELD_VECTOR ), DEFINE_FIELD( CApache_bo, m_flLastSeen, FIELD_TIME ), DEFINE_FIELD( CApache_bo, m_flPrevSeen, FIELD_TIME ), // DEFINE_FIELD( CApache_bo, m_iSoundState, FIELD_INTEGER ), // Don't save, precached // DEFINE_FIELD( CApache_bo, m_iSpriteTexture, FIELD_INTEGER ), // DEFINE_FIELD( CApache_bo, m_iExplode, FIELD_INTEGER ), // DEFINE_FIELD( CApache_bo, m_iBodyGibs, FIELD_INTEGER ), DEFINE_FIELD( CApache_bo, m_pBeam, FIELD_CLASSPTR ), DEFINE_FIELD( CApache_bo, m_flGoalSpeed, FIELD_FLOAT ), DEFINE_FIELD( CApache_bo, m_iDoSmokePuff, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CApache_bo, CBaseMonster ); void CApache_bo :: Spawn( void ) { Precache( ); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; if (pev->model) SET_MODEL(ENT(pev), STRING(pev->model)); //LRC else SET_MODEL(ENT(pev), "models/blkop_apache.mdl"); UTIL_SetSize( pev, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) ); UTIL_SetOrigin( this, pev->origin ); pev->flags |= FL_MONSTER; pev->takedamage = DAMAGE_AIM; if (pev->health == 0) pev->health = gSkillData.apacheblackopHealth; m_flFieldOfView = -0.707; // 270 degrees pev->sequence = 0; ResetSequenceInfo( ); pev->frame = RANDOM_LONG(0, 0xFF); InitBoneControllers(); if (pev->spawnflags & SF_WAITFORTRIGGER) { SetUse(&CApache_bo :: StartupUse ); } else { SetThink(&CApache_bo :: HuntThink ); SetTouch(&CApache_bo :: FlyTouch ); SetNextThink( 1.0 ); } m_iRockets = 10; } void CApache_bo::Precache( void ) { if (pev->model) PRECACHE_MODEL(STRING(pev->model)); //LRC else PRECACHE_MODEL("models/blkop_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_black.mdl" ); UTIL_PrecacheOther( "hvr_rocket_bo" ); } void CApache_bo::NullThink( void ) { StudioFrameAdvance( ); SetNextThink( 0.5 ); } void CApache_bo::StartupUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { SetThink(&CApache_bo:: HuntThink ); SetTouch(&CApache_bo:: FlyTouch ); SetNextThink( 0.1 ); SetUse( NULL ); } void CApache_bo :: 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, -32, -64), Vector( 32, 32, 0) ); SetThink(&CApache_bo :: DyingThink ); SetTouch(&CApache_bo :: CrashTouch ); SetNextThink( 0.1 ); 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_bo :: DyingThink( void ) { StudioFrameAdvance( ); SetNextThink( 0.1 ); 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, 150 )); WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -150, 150 )); WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -150, -50 )); 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, 150 )); WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -150, 150 )); WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -150, -50 )); 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; SetNextThink( 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 ); 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 ); 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 ); 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", 1.0, 0.3); 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, -200, -128 ), Vector( 200, 200, -32 ) ); pWreckage->pev->frame = pev->frame; pWreckage->pev->sequence = pev->sequence; pWreckage->pev->framerate = 0; pWreckage->pev->dmgtime = gpGlobals->time + 5; } // 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); // 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(); SetThink(&CApache_bo :: SUB_Remove ); SetNextThink( 0.1f ); } } void CApache_bo::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); } } void CApache_bo::CrashTouch( CBaseEntity *pOther ) { // only crash if we hit something solid if ( pOther->pev->solid == SOLID_BSP) { SetTouch( NULL ); m_flNextRocket = gpGlobals->time; SetNextThink( 0 ); } } void CApache_bo :: GibMonster( void ) { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200); } void CApache_bo :: HuntThink( void ) { StudioFrameAdvance( ); SetNextThink( 0.1 ); 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) m_flGoalSpeed += 5; if (m_hEnemy != 0) { // ALERT( at_console, "%s\n", STRING( m_hEnemy->pev->classname ) ); if (FVisible( m_hEnemy )) { if (m_flLastSeen < gpGlobals->time - 5) 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) { 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) // 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 > 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 > gpGlobals->time) && (m_flPrevSeen + 2 < gpGlobals->time)) { if (FireGun( )) { // slow down if we're fireing if (m_flGoalSpeed > 400) m_flGoalSpeed = 400; } // 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 + pev->velocity).Normalize( ); // ALERT( at_console, "%d %d %d %4.2f\n", pev->angles.x < 0, DotProduct( pev->velocity, gpGlobals->v_forward ) > -100, 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; m_iRockets = 10; } } else if (pev->angles.x < 0 && DotProduct( pev->velocity, gpGlobals->v_forward ) > -100 && m_flNextRocket < gpGlobals->time) { if (m_flLastSeen + 60 > gpGlobals->time) { if (m_hEnemy != 0) { // make sure it's a good shot if (DotProduct( m_vecTarget, vecEst) > 0.965f) { TraceResult tr; UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, ignore_monsters, edict(), &tr ); if ((tr.vecEndPos - m_posTarget).Length() < 512) FireRocket( ); } } else { TraceResult tr; UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, dont_ignore_monsters, edict(), &tr ); // just fire when close if ((tr.vecEndPos - m_posTarget).Length() < 512) FireRocket( ); } } } } void CApache_bo :: Flight( void ) { // tilt model 5 degrees Vector vecAdj = Vector( 5.0, 0, 0 ); // estimate where I'll be facing in one seconds UTIL_MakeAimVectors( pev->angles + pev->avelocity * 2 + vecAdj); // Vector vecEst1 = pev->origin + pev->velocity + gpGlobals->v_up * m_flForce - Vector( 0, 0, 384 ); // float flSide = DotProduct( m_posDesired - vecEst1, gpGlobals->v_right ); float flSide = DotProduct( m_vecDesired, gpGlobals->v_right ); if (flSide < 0) { if (pev->avelocity.y < 60) { pev->avelocity.y += 8; // 9 * (3.0/2.0); } } else { if (pev->avelocity.y > -60) { pev->avelocity.y -= 8; // 9 * (3.0/2.0); } } pev->avelocity.y *= 0.98; // estimate where I'll be in two seconds UTIL_MakeAimVectors( pev->angles + pev->avelocity * 1 + vecAdj); Vector vecEst = pev->origin + pev->velocity * 2.0f + gpGlobals->v_up * m_flForce * 20 - Vector( 0, 0, 384 * 2 ); // 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 ), Vector( pev->velocity.x, pev->velocity.y, 0 ) ); 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) { if (pev->angles.z > -30 && pev->avelocity.z > -15) pev->avelocity.z -= 4; else pev->avelocity.z += 2; } else { if (pev->angles.z < 30 && pev->avelocity.z < 15) pev->avelocity.z += 4; else pev->avelocity.z -= 2; } // 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 && vecEst.z < m_posDesired.z) { m_flForce += 12; } else if (m_flForce > 30) { if (vecEst.z > m_posDesired.z) m_flForce -= 8; } // pitch forward or back to get to target if (flDist > 0 && flSpeed < m_flGoalSpeed /* && flSpeed < flDist */ && pev->angles.x + pev->avelocity.x > -40) { // ALERT( at_console, "F " ); // lean forward pev->avelocity.x -= 12.0f; } else if (flDist < 0 && flSpeed > -50 && pev->angles.x + pev->avelocity.x < 20) { // ALERT( at_console, "B " ); // lean backward pev->avelocity.x += 12.0f; } else if (pev->angles.x + pev->avelocity.x > 0) { // ALERT( at_console, "f " ); pev->avelocity.x -= 4.0f; } else if (pev->angles.x + pev->avelocity.x < 0) { // 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", 1.0, 0.3, 0, 110 ); // EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", 0.5, 0.2, 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 + pitch / 50.0f); if (pitch > 250) pitch = 250; if (pitch < 50) pitch = 50; if (pitch == 100) pitch = 101; 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", 1.0, 0.3, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch); } // EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", flVol, 0.2, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch); // ALERT( at_console, "%.0f %.2f\n", pitch, flVol ); } } void CApache_bo :: FireRocket( void ) { static float side = 1.0f; static int count; if (m_iRockets <= 0) return; UTIL_MakeAimVectors( pev->angles ); Vector vecSrc = pev->origin + 1.5f * (gpGlobals->v_forward * 21 + gpGlobals->v_right * 70 * side + gpGlobals->v_up * -79); switch( m_iRockets % 5) { case 0: vecSrc = vecSrc + gpGlobals->v_right * 10; break; case 1: vecSrc = vecSrc - gpGlobals->v_right * 10; break; case 2: vecSrc = vecSrc + gpGlobals->v_up * 10; break; case 3: vecSrc = vecSrc - gpGlobals->v_up * 10; break; case 4: break; } 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(); CBaseEntity *pRocket = CBaseEntity::Create( "hvr_rocket_bo", vecSrc, pev->angles, edict() ); if (pRocket) pRocket->pev->velocity = pev->velocity + gpGlobals->v_forward * 150; m_iRockets--; side = - side; } BOOL CApache_bo :: 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) 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) { #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, 0.3); #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; } } return FALSE; } void CApache_bo :: 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_bo :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { if (pevInflictor->owner == edict()) return 0; if (bitsDamageType & DMG_BLAST) { flDamage *= 2; } /* if ( (bitsDamageType & DMG_BULLET) && flDamage > 50) { // clip bullet damage at 50 flDamage = 50; } */ // ALERT( at_console, "%.0f\n", flDamage ); return CBaseEntity::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } void CApache_bo::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, bitsDamageType ); m_iDoSmokePuff = 3 + (flDamage / 5.0f); } else { // do half damage in the body // AddMultiDamage( pevAttacker, this, flDamage / 2.0f, bitsDamageType ); UTIL_Ricochet( ptr->vecEndPos, 2.0 ); } } class CApache_boHVR : 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_bo, CApache_boHVR ); TYPEDESCRIPTION CApache_boHVR::m_SaveData[] = { // DEFINE_FIELD( CApacheHVR, m_iTrail, FIELD_INTEGER ), // Dont' save, precache DEFINE_FIELD( CApache_boHVR, m_vecForward, FIELD_VECTOR ), }; IMPLEMENT_SAVERESTORE( CApache_boHVR, CGrenade ); void CApache_boHVR :: 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( this, pev->origin ); SetThink(&CApache_boHVR :: IgniteThink ); SetTouch(&CApache_boHVR :: ExplodeTouch ); UTIL_MakeAimVectors( pev->angles ); m_vecForward = gpGlobals->v_forward; pev->gravity = 0.5; SetNextThink( 0.1 ); pev->dmg = 150; } void CApache_boHVR :: Precache( void ) { PRECACHE_MODEL("models/HVR.mdl"); m_iTrail = PRECACHE_MODEL("sprites/smoke.spr"); PRECACHE_SOUND ("weapons/rocket1.wav"); } void CApache_boHVR :: 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, 0.5 ); // 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(&CApache_boHVR :: AccelerateThink ); SetNextThink( 0.1 ); } void CApache_boHVR :: AccelerateThink( void ) { // check world boundaries if (pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096) { UTIL_Remove( this ); return; } // accelerate float flSpeed = pev->velocity.Length(); if (flSpeed < 1800) { pev->velocity = pev->velocity + m_vecForward * 200; } // re-aim pev->angles = UTIL_VecToAngles( pev->velocity ); SetNextThink( 0.1 ); } #endif