/*** * * 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 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 m_iClass?m_iClass: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( ); if (pev->model) SET_MODEL(ENT(pev), STRING(pev->model)); //LRC else 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; m_bloodColor = BLOOD_COLOR_GREEN; pev->effects = 0; if (pev->health == 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() { int i; if (pev->model) PRECACHE_MODEL(STRING(pev->model)); //LRC else 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((char *)pAttackHitSounds[i]); for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) PRECACHE_SOUND((char *)pAttackMissSounds[i]); for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) PRECACHE_SOUND((char *)pPainSounds[i]); for ( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ ) PRECACHE_SOUND((char *)pDeathSounds[i]); UTIL_PrecacheOther( "test_effect" ); } //========================================================= // 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; //LRC - if my player reaction has been overridden, leave this alone if (m_iPlayerReact == 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" ); }