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1420 lines
38 KiB
1420 lines
38 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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//========================================================= |
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// voltigore |
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//========================================================= |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "schedule.h" |
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#include "nodes.h" |
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#include "effects.h" |
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#include "decals.h" |
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#include "soundent.h" |
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#include "game.h" |
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#include "weapons.h" |
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#define VOLTIGORE_SPRINT_DIST 256 // how close the voltigore has to get before starting to sprint and refusing to swerve |
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#define VOLTIGORE_MAX_BEAMS 8 |
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#define VOLTIGORE_CLASSNAME "monster_alien_voltigore" |
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#define VOLTIGORE_BABY_CLASSNAME "monster_alien_babyvoltigore" |
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#define VOLTIGORE_ZAP_RED 180 |
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#define VOLTIGORE_ZAP_GREEN 16 |
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#define VOLTIGORE_ZAP_BLUE 255 |
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#define VOLTIGORE_ZAP_BEAM "sprites/lgtning.spr" |
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#define VOLTIGORE_ZAP_NOISE 80 |
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#define VOLTIGORE_ZAP_WIDTH 30 |
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#define VOLTIGORE_ZAP_BRIGHTNESS 255 |
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#define VOLTIGORE_ZAP_DISTANCE 512 |
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#define VOLTIGORE_GLOW_SCALE 0.75f |
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#define VOLTIGORE_GIB_COUNT 9 |
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#define VOLTIGORE_GLOW_SPRITE "sprites/blueflare2.spr" |
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//========================================================= |
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// monster-specific schedule types |
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//========================================================= |
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//========================================================= |
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// monster-specific tasks |
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//========================================================= |
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enum { |
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TASK_VOLTIGORE_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1 |
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}; |
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//========================================================= |
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// Voltigore's energy ball projectile |
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//========================================================= |
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class CVoltigoreEnergyBall : public CBaseEntity |
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{ |
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public: |
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void Spawn(void); |
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static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity); |
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void EXPORT BallTouch(CBaseEntity *pOther); |
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void EXPORT FlyThink(void); |
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virtual int Save(CSave &save); |
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virtual int Restore(CRestore &restore); |
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static TYPEDESCRIPTION m_SaveData[]; |
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void CreateBeams(); |
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void ClearBeams(); |
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void UpdateBeams(); |
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CBeam* m_pBeam[VOLTIGORE_MAX_BEAMS]; |
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int m_iBeams; |
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float m_timeToDie; |
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protected: |
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void CreateBeam(int nIndex, const Vector& vecPos, int width, int brightness); |
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void UpdateBeam(int nIndex, const Vector& vecPos, bool show); |
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void ClearBeam(int nIndex); |
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}; |
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LINK_ENTITY_TO_CLASS(voltigore_energy_ball, CVoltigoreEnergyBall) |
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TYPEDESCRIPTION CVoltigoreEnergyBall::m_SaveData[] = |
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{ |
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DEFINE_ARRAY(CVoltigoreEnergyBall, m_pBeam, FIELD_CLASSPTR, VOLTIGORE_MAX_BEAMS), |
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DEFINE_FIELD(CVoltigoreEnergyBall, m_iBeams, FIELD_INTEGER), |
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DEFINE_FIELD(CVoltigoreEnergyBall, m_timeToDie, FIELD_TIME), |
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}; |
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IMPLEMENT_SAVERESTORE(CVoltigoreEnergyBall, CBaseEntity) |
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//========================================================= |
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// Purpose: |
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//========================================================= |
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void CVoltigoreEnergyBall::Spawn(void) |
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{ |
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pev->movetype = MOVETYPE_FLY; |
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pev->classname = MAKE_STRING("voltigore_energy_ball"); |
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pev->solid = SOLID_BBOX; |
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pev->rendermode = kRenderTransAdd; |
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pev->renderamt = 255; |
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SET_MODEL(ENT(pev), VOLTIGORE_GLOW_SPRITE); |
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pev->frame = 0; |
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pev->scale = VOLTIGORE_GLOW_SCALE; |
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); |
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m_iBeams = 0; |
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} |
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//========================================================= |
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// Purpose: |
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//========================================================= |
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void CVoltigoreEnergyBall::Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity) |
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{ |
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CVoltigoreEnergyBall *pEnergyBall = GetClassPtr((CVoltigoreEnergyBall *)NULL); |
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pEnergyBall->Spawn(); |
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UTIL_SetOrigin(pEnergyBall->pev, vecStart); |
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pEnergyBall->pev->velocity = vecVelocity; |
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pEnergyBall->pev->owner = ENT(pevOwner); |
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pEnergyBall->SetTouch(&CVoltigoreEnergyBall::BallTouch); |
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pEnergyBall->SetThink(&CVoltigoreEnergyBall::FlyThink); |
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pEnergyBall->pev->nextthink = gpGlobals->time + 0.1; |
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} |
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//========================================================= |
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// Purpose: |
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//========================================================= |
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void CVoltigoreEnergyBall::BallTouch(CBaseEntity *pOther) |
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{ |
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if (m_timeToDie) { |
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return; |
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} |
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TraceResult tr; |
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if (!pOther->pev->takedamage) |
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{ |
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// make a splat on the wall |
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UTIL_TraceLine(pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT(pev), &tr); |
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UTIL_DecalTrace(&tr, DECAL_SCORCH1 + RANDOM_LONG(0, 1)); |
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} |
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else |
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{ |
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pOther->TakeDamage(pev, VARS( pev->owner ), gSkillData.voltigoreDmgBeam, DMG_SHOCK|DMG_ALWAYSGIB); |
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} |
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pev->velocity = Vector(0,0,0); |
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m_timeToDie = gpGlobals->time + 0.3; |
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ResetTouch(); |
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} |
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//========================================================= |
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// Purpose: |
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//========================================================= |
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void CVoltigoreEnergyBall::FlyThink(void) |
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{ |
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pev->nextthink = gpGlobals->time + 0.1; |
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if (m_timeToDie) |
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{ |
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CBaseEntity* pEntity = NULL; |
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while ((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, 32)) != NULL) { |
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if ( pEntity->pev->takedamage && pEntity->MyMonsterPointer() && |
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!FClassnameIs(pEntity->pev, "monster_alien_voltigore") && |
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!FClassnameIs(pEntity->pev, "monster_alien_babyvoltigore")) { |
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pEntity->TakeDamage(pev, pev, gSkillData.voltigoreDmgBeam/5, DMG_SHOCK); |
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} |
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} |
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if (m_timeToDie <= gpGlobals->time) { |
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ClearBeams(); |
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SetThink(&CVoltigoreEnergyBall::SUB_Remove); |
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pev->nextthink = gpGlobals->time; |
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} |
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} |
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else |
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{ |
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if (m_iBeams) |
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UpdateBeams(); |
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else |
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CreateBeams(); |
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} |
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} |
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//========================================================= |
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// Purpose: |
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//========================================================= |
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void CVoltigoreEnergyBall::CreateBeam(int nIndex, const Vector& vecPos, int width, int brightness) |
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{ |
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m_pBeam[nIndex] = CBeam::BeamCreate(VOLTIGORE_ZAP_BEAM, width); |
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if (!m_pBeam[nIndex]) |
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return; |
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m_pBeam[nIndex]->PointEntInit(vecPos, entindex()); |
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m_pBeam[nIndex]->SetColor(VOLTIGORE_ZAP_RED, VOLTIGORE_ZAP_GREEN, VOLTIGORE_ZAP_BLUE); |
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m_pBeam[nIndex]->SetBrightness(brightness); |
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m_pBeam[nIndex]->SetNoise(VOLTIGORE_ZAP_NOISE); |
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//m_pBeam[nIndex]->SetFlags( SF_BEAM_SHADEIN ); |
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} |
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//========================================================= |
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// Purpose: |
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//========================================================= |
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void CVoltigoreEnergyBall::UpdateBeam(int nIndex, const Vector& vecPos, bool show) |
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{ |
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if (!m_pBeam[nIndex]) |
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return; |
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m_pBeam[nIndex]->SetBrightness(show ? VOLTIGORE_ZAP_BRIGHTNESS : 0); |
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m_pBeam[nIndex]->SetStartPos(vecPos); |
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m_pBeam[nIndex]->SetEndEntity(entindex()); |
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m_pBeam[nIndex]->RelinkBeam(); |
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} |
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//========================================================= |
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// Purpose: |
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//========================================================= |
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void CVoltigoreEnergyBall::ClearBeam(int nIndex) |
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{ |
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if (m_pBeam[nIndex]) |
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{ |
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UTIL_Remove(m_pBeam[nIndex]); |
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m_pBeam[nIndex] = NULL; |
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} |
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} |
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//========================================================= |
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// CreateBeams - create all beams |
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//========================================================= |
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void CVoltigoreEnergyBall::CreateBeams() |
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{ |
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for (int i = 0; i < VOLTIGORE_MAX_BEAMS; ++i) |
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{ |
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CreateBeam(i, pev->origin, VOLTIGORE_ZAP_WIDTH, VOLTIGORE_ZAP_BRIGHTNESS ); |
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} |
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m_iBeams = VOLTIGORE_MAX_BEAMS; |
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} |
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//========================================================= |
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// ClearBeams - remove all beams |
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//========================================================= |
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void CVoltigoreEnergyBall::ClearBeams() |
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{ |
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for (int i = 0; i < VOLTIGORE_MAX_BEAMS; ++i) |
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{ |
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ClearBeam( i ); |
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} |
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m_iBeams = 0; |
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} |
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void CVoltigoreEnergyBall::UpdateBeams() |
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{ |
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int i, j; |
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TraceResult tr; |
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const Vector vecSrc = pev->origin; |
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const Vector directionVector = pev->velocity.Normalize(); |
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const int baseDistance = VOLTIGORE_ZAP_DISTANCE; |
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for (i = 0; i < m_iBeams; ++i) |
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{ |
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for (j = 0; j < 3; ++j) |
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{ |
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const float randomX = RANDOM_FLOAT(-1, 0.1); |
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const float randomY = RANDOM_FLOAT(-1, 0.1); |
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//ALERT(at_console, "Randomize: %f %f\n", randomX, randomY); |
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Vector vecTarget = vecSrc + Vector( |
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directionVector.x * randomX, |
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directionVector.y * randomY, |
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RANDOM_LONG(0, 1) ? 1 : -1 |
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) * baseDistance; |
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TraceResult tr1; |
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UTIL_TraceLine(vecSrc, vecTarget, ignore_monsters, ENT(pev), &tr1); |
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if (tr1.flFraction != 1.0f) { |
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tr = tr1; |
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break; |
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} |
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} |
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// Update the target position of the beam. |
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UpdateBeam(i, tr.vecEndPos, tr.flFraction != 1.0f); |
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} |
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} |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define VOLTIGORE_AE_THROW ( 1 ) |
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#define VOLTIGORE_AE_PUNCH_BOTH ( 12 ) |
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#define VOLTIGORE_AE_PUNCH_SINGLE ( 13 ) |
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#define VOLTIGORE_AE_GIB ( 2002 ) |
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//========================================================= |
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// CVoltigore |
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//========================================================= |
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class CVoltigore : public CBaseMonster |
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{ |
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public: |
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virtual void Spawn(void); |
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virtual void Precache(void); |
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void SetYawSpeed(void); |
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virtual int Classify(void); |
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virtual void HandleAnimEvent(MonsterEvent_t *pEvent); |
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virtual void IdleSound(void); |
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virtual void PainSound(void); |
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virtual void DeathSound(void); |
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virtual void AlertSound(void); |
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void AttackSound(void); |
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virtual void StartTask(Task_t *pTask); |
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virtual BOOL CheckMeleeAttack1(float flDot, float flDist); |
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virtual BOOL CheckRangeAttack1(float flDot, float flDist); |
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virtual void RunAI(void); |
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virtual void GibMonster(); |
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Schedule_t *GetSchedule(void); |
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Schedule_t *GetScheduleOfType(int Type); |
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virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); |
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virtual void Killed(entvars_t *pevAttacker, int iGib); |
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int Save(CSave &save); |
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int Restore(CRestore &restore); |
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CUSTOM_SCHEDULES |
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static TYPEDESCRIPTION m_SaveData[]; |
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virtual int SizeForGrapple() { return GRAPPLE_LARGE; } |
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float m_flNextZapTime; // last time the voltigore used the spit attack. |
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BOOL m_fShouldUpdateBeam; |
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CBeam* m_pBeam[3]; |
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CSprite* m_pBeamGlow; |
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int m_glowBrightness; |
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static const char* pAlertSounds[]; |
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static const char* pAttackMeleeSounds[]; |
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static const char* pMeleeHitSounds[]; |
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static const char* pMeleeMissSounds[]; |
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static const char* pComSounds[]; |
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static const char* pDeathSounds[]; |
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static const char* pFootstepSounds[]; |
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static const char* pIdleSounds[]; |
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static const char* pPainSounds[]; |
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static const char* pGruntSounds[]; |
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void CreateBeams(); |
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void DestroyBeams(); |
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void UpdateBeams(); |
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void CreateGlow(); |
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void DestroyGlow(); |
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void GlowUpdate(); |
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void GlowOff(void); |
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void GlowOn(int level); |
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protected: |
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void GibBeamDamage(); |
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void PrecacheImpl(const char* modelName); |
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int m_beamTexture; |
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}; |
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LINK_ENTITY_TO_CLASS(monster_alien_voltigore, CVoltigore) |
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TYPEDESCRIPTION CVoltigore::m_SaveData[] = |
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{ |
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DEFINE_FIELD(CVoltigore, m_flNextZapTime, FIELD_TIME), |
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DEFINE_FIELD(CVoltigore, m_fShouldUpdateBeam, FIELD_BOOLEAN), |
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DEFINE_ARRAY(CVoltigore, m_pBeam, FIELD_CLASSPTR, 3), |
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DEFINE_FIELD(CVoltigore, m_glowBrightness, FIELD_INTEGER), |
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DEFINE_FIELD(CVoltigore, m_pBeamGlow, FIELD_CLASSPTR), |
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}; |
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IMPLEMENT_SAVERESTORE(CVoltigore, CBaseMonster) |
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const char* CVoltigore::pAlertSounds[] = |
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{ |
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"voltigore/voltigore_alert1.wav", |
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"voltigore/voltigore_alert2.wav", |
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"voltigore/voltigore_alert3.wav", |
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}; |
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const char* CVoltigore::pAttackMeleeSounds[] = |
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{ |
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"voltigore/voltigore_attack_melee1.wav", |
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"voltigore/voltigore_attack_melee2.wav", |
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}; |
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const char* CVoltigore::pMeleeHitSounds[] = |
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{ |
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"zombie/claw_strike1.wav", |
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"zombie/claw_strike2.wav", |
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"zombie/claw_strike3.wav", |
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}; |
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const char* CVoltigore::pMeleeMissSounds[] = |
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{ |
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"zombie/claw_miss1.wav", |
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"zombie/claw_miss2.wav", |
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}; |
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const char* CVoltigore::pComSounds[] = |
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{ |
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"voltigore/voltigore_communicate1.wav", |
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"voltigore/voltigore_communicate2.wav", |
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"voltigore/voltigore_communicate3.wav", |
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}; |
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const char* CVoltigore::pDeathSounds[] = |
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{ |
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"voltigore/voltigore_die1.wav", |
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"voltigore/voltigore_die2.wav", |
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"voltigore/voltigore_die3.wav", |
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}; |
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const char* CVoltigore::pFootstepSounds[] = |
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{ |
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"voltigore/voltigore_footstep1.wav", |
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"voltigore/voltigore_footstep2.wav", |
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"voltigore/voltigore_footstep3.wav", |
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}; |
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const char* CVoltigore::pIdleSounds[] = |
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{ |
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"voltigore/voltigore_idle1.wav", |
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"voltigore/voltigore_idle2.wav", |
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"voltigore/voltigore_idle3.wav", |
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}; |
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const char* CVoltigore::pPainSounds[] = |
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{ |
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"voltigore/voltigore_pain1.wav", |
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"voltigore/voltigore_pain2.wav", |
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"voltigore/voltigore_pain3.wav", |
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"voltigore/voltigore_pain4.wav", |
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}; |
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const char* CVoltigore::pGruntSounds[] = |
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{ |
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"voltigore/voltigore_run_grunt1.wav", |
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"voltigore/voltigore_run_grunt2.wav", |
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}; |
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//========================================================= |
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// TakeDamage - overridden for voltigore so we can keep track |
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// of how much time has passed since it was last injured |
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//========================================================= |
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int CVoltigore::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) |
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{ |
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float flDist; |
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Vector vecApex; |
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// if the voltigore is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy, |
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// it will swerve. (whew). |
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if (m_hEnemy != 0 && IsMoving() && pevAttacker == m_hEnemy->pev) |
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{ |
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flDist = (pev->origin - m_hEnemy->pev->origin).Length2D(); |
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if (flDist > VOLTIGORE_SPRINT_DIST) |
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{ |
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flDist = (pev->origin - m_Route[m_iRouteIndex].vecLocation).Length2D();// reusing flDist. |
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if (FTriangulate(pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex)) |
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{ |
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InsertWaypoint(vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY); |
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} |
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} |
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} |
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return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); |
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} |
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//========================================================= |
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// CheckRangeAttack1 |
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//========================================================= |
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BOOL CVoltigore::CheckRangeAttack1(float flDot, float flDist) |
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{ |
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if (IsMoving() && flDist >= 512) |
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{ |
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// voltigore will far too far behind if he stops running to spit at this distance from the enemy. |
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return FALSE; |
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} |
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if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextZapTime) |
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{ |
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if (m_hEnemy != 0) |
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{ |
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if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256) |
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{ |
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// don't try to spit at someone up really high or down really low. |
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return FALSE; |
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} |
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} |
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if (IsMoving()) |
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{ |
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// don't spit again for a long time, resume chasing enemy. |
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m_flNextZapTime = gpGlobals->time + 5; |
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} |
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else |
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{ |
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// not moving, so spit again pretty soon. |
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m_flNextZapTime = gpGlobals->time + 2; |
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} |
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|
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return TRUE; |
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} |
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return FALSE; |
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} |
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|
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//========================================================= |
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//========================================================= |
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void CVoltigore::RunAI(void) |
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{ |
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CBaseMonster::RunAI(); |
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|
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if (m_fShouldUpdateBeam) |
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{ |
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UpdateBeams(); |
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} |
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GlowUpdate(); |
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} |
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void CVoltigore::GibMonster() |
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{ |
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GibBeamDamage(); |
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM ); |
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if( CVAR_GET_FLOAT( "violence_agibs" ) != 0 ) // Should never get here, but someone might call it directly |
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{ |
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CGib::SpawnRandomGibs( pev, 10, "models/vgibs.mdl", VOLTIGORE_GIB_COUNT ); // Throw alien gibs |
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} |
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SetThink( &CBaseEntity::SUB_Remove ); |
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pev->nextthink = gpGlobals->time; |
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} |
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|
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//========================================================= |
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// CheckMeleeAttack1 - voltigore is a big guy, so has a longer |
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// melee range than most monsters. This is the tailwhip attack |
|
//========================================================= |
|
BOOL CVoltigore::CheckMeleeAttack1(float flDot, float flDist) |
|
{ |
|
if (flDist <= 120 && flDot >= 0.7) |
|
{ |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
|
|
//========================================================= |
|
// Classify - indicates this monster's place in the |
|
// relationship table. |
|
//========================================================= |
|
int CVoltigore::Classify(void) |
|
{ |
|
return CLASS_ALIEN_MONSTER; |
|
} |
|
|
|
//========================================================= |
|
// IdleSound |
|
//========================================================= |
|
void CVoltigore::IdleSound(void) |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM); |
|
} |
|
|
|
//========================================================= |
|
// PainSound |
|
//========================================================= |
|
void CVoltigore::PainSound(void) |
|
{ |
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM, 0, RANDOM_LONG(85, 120)); |
|
} |
|
|
|
//========================================================= |
|
// AlertSound |
|
//========================================================= |
|
void CVoltigore::AlertSound(void) |
|
{ |
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1, ATTN_NORM, 0, RANDOM_LONG(140, 160)); |
|
} |
|
|
|
//========================================================= |
|
// SetYawSpeed - allows each sequence to have a different |
|
// turn rate associated with it. |
|
//========================================================= |
|
void CVoltigore::SetYawSpeed(void) |
|
{ |
|
int ys; |
|
|
|
ys = 0; |
|
|
|
switch (m_Activity) |
|
{ |
|
case ACT_WALK: ys = 90; break; |
|
case ACT_RUN: ys = 90; break; |
|
case ACT_IDLE: ys = 90; break; |
|
case ACT_RANGE_ATTACK1: ys = 90; break; |
|
default: |
|
ys = 90; |
|
break; |
|
} |
|
|
|
pev->yaw_speed = ys; |
|
} |
|
|
|
//========================================================= |
|
// HandleAnimEvent - catches the monster-specific messages |
|
// that occur when tagged animation frames are played. |
|
//========================================================= |
|
void CVoltigore::HandleAnimEvent(MonsterEvent_t *pEvent) |
|
{ |
|
switch (pEvent->event) |
|
{ |
|
case VOLTIGORE_AE_THROW: |
|
{ |
|
// SOUND HERE! |
|
Vector vecSpitDir; |
|
|
|
UTIL_MakeVectors(pev->angles); |
|
|
|
Vector vecSpitOrigin, vecAngles; |
|
GetAttachment(3, vecSpitOrigin, vecAngles); |
|
vecSpitDir = ShootAtEnemy(vecSpitOrigin); |
|
|
|
// do stuff for this event. |
|
//AttackSound(); |
|
|
|
CVoltigoreEnergyBall::Shoot(pev, vecSpitOrigin, vecSpitDir * 1000); |
|
|
|
// turn the beam glow off. |
|
DestroyBeams(); |
|
|
|
GlowOff(); |
|
|
|
m_fShouldUpdateBeam = FALSE; |
|
} |
|
break; |
|
|
|
|
|
case VOLTIGORE_AE_PUNCH_SINGLE: |
|
{ |
|
// SOUND HERE! |
|
CBaseEntity *pHurt = CheckTraceHullAttack(120, gSkillData.voltigoreDmgPunch, DMG_CLUB); |
|
if (pHurt) |
|
{ |
|
if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT)) |
|
{ |
|
pHurt->pev->punchangle.z = -15; |
|
pHurt->pev->punchangle.x = 15; |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -150; |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; |
|
} |
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); |
|
|
|
Vector vecArmPos, vecArmAng; |
|
GetAttachment( 0, vecArmPos, vecArmAng ); |
|
SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood. |
|
} |
|
else |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); |
|
} |
|
} |
|
break; |
|
|
|
case VOLTIGORE_AE_PUNCH_BOTH: |
|
{ |
|
// SOUND HERE! |
|
CBaseEntity *pHurt = CheckTraceHullAttack(120, gSkillData.voltigoreDmgPunch, DMG_CLUB); |
|
if (pHurt) |
|
{ |
|
if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT)) |
|
{ |
|
pHurt->pev->punchangle.x = 20; |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 150; |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; |
|
} |
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); |
|
|
|
Vector vecArmPos, vecArmAng; |
|
GetAttachment( 0, vecArmPos, vecArmAng ); |
|
SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood. |
|
} |
|
else |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); |
|
} |
|
} |
|
break; |
|
|
|
case VOLTIGORE_AE_GIB: |
|
{ |
|
pev->health = 0; |
|
GibMonster(); |
|
} |
|
break; |
|
|
|
default: |
|
CBaseMonster::HandleAnimEvent(pEvent); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CVoltigore::Spawn() |
|
{ |
|
Precache(); |
|
|
|
SET_MODEL(ENT(pev), "models/voltigore.mdl"); |
|
UTIL_SetSize(pev, Vector(-80, -80, 0), Vector(80, 80, 90)); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
|
m_bloodColor = BLOOD_COLOR_GREEN; |
|
pev->effects = 0; |
|
pev->health = gSkillData.voltigoreHealth; |
|
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
|
m_MonsterState = MONSTERSTATE_NONE; |
|
|
|
m_flNextZapTime = gpGlobals->time; |
|
|
|
|
|
m_fShouldUpdateBeam = FALSE; |
|
m_pBeamGlow = NULL; |
|
|
|
GlowOff(); |
|
|
|
// Create glow. |
|
CreateGlow(); |
|
|
|
MonsterInit(); |
|
pev->view_ofs = Vector(0, 0, 84); |
|
} |
|
|
|
//========================================================= |
|
// Precache - precaches all resources this monster needs |
|
//========================================================= |
|
void CVoltigore::Precache() |
|
{ |
|
PrecacheImpl("models/voltigore.mdl"); |
|
PRECACHE_MODEL("models/vgibs.mdl"); |
|
} |
|
|
|
void CVoltigore::PrecacheImpl(const char *modelName) |
|
{ |
|
PRECACHE_MODEL(modelName); |
|
|
|
PRECACHE_SOUND_ARRAY(pAlertSounds); |
|
PRECACHE_SOUND_ARRAY(pAttackMeleeSounds); |
|
PRECACHE_SOUND_ARRAY(pMeleeHitSounds); |
|
PRECACHE_SOUND_ARRAY(pMeleeMissSounds); |
|
PRECACHE_SOUND_ARRAY(pComSounds); |
|
PRECACHE_SOUND_ARRAY(pDeathSounds); |
|
PRECACHE_SOUND_ARRAY(pFootstepSounds); |
|
PRECACHE_SOUND_ARRAY(pIdleSounds); |
|
PRECACHE_SOUND_ARRAY(pPainSounds); |
|
PRECACHE_SOUND_ARRAY(pGruntSounds); |
|
|
|
PRECACHE_SOUND("voltigore/voltigore_attack_shock.wav"); |
|
PRECACHE_SOUND("voltigore/voltigore_eat.wav"); |
|
|
|
PRECACHE_SOUND("debris/beamstart1.wav"); |
|
|
|
m_beamTexture = PRECACHE_MODEL(VOLTIGORE_ZAP_BEAM); |
|
PRECACHE_MODEL(VOLTIGORE_GLOW_SPRITE); |
|
UTIL_PrecacheOther("voltigore_energy_ball"); |
|
} |
|
|
|
//========================================================= |
|
// DeathSound |
|
//========================================================= |
|
void CVoltigore::DeathSound(void) |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_NORM); |
|
} |
|
|
|
//========================================================= |
|
// AttackSound |
|
//========================================================= |
|
void CVoltigore::AttackSound(void) |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "voltigore/voltigore_attack_shock.wav", 1, ATTN_NORM); |
|
} |
|
|
|
//======================================================== |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
|
|
// primary range attack |
|
Task_t tlVoltigoreRangeAttack1[] = |
|
{ |
|
{ TASK_STOP_MOVING, 0 }, |
|
{ TASK_FACE_IDEAL, (float)0 }, |
|
{ TASK_RANGE_ATTACK1, (float)0 }, |
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
|
}; |
|
|
|
Schedule_t slVoltigoreRangeAttack1[] = |
|
{ |
|
{ |
|
tlVoltigoreRangeAttack1, |
|
ARRAYSIZE(tlVoltigoreRangeAttack1), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_HEAVY_DAMAGE | |
|
// Attack animation is quite long, so it's better to not stop it when enemy hides |
|
//bits_COND_ENEMY_OCCLUDED | |
|
bits_COND_NO_AMMO_LOADED, |
|
0, |
|
"Voltigore Range Attack1" |
|
}, |
|
}; |
|
|
|
// Chase enemy schedule |
|
Task_t tlVoltigoreChaseEnemy1[] = |
|
{ |
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty voltigore oscillation. |
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 }, |
|
{ TASK_RUN_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
}; |
|
|
|
Schedule_t slVoltigoreChaseEnemy[] = |
|
{ |
|
{ |
|
tlVoltigoreChaseEnemy1, |
|
ARRAYSIZE(tlVoltigoreChaseEnemy1), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_ENEMY_DEAD | |
|
bits_COND_SMELL_FOOD | |
|
bits_COND_CAN_RANGE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK1 | |
|
bits_COND_CAN_MELEE_ATTACK2 | |
|
bits_COND_TASK_FAILED | |
|
bits_COND_HEAR_SOUND, |
|
|
|
bits_SOUND_DANGER | |
|
bits_SOUND_MEAT, |
|
"Voltigore Chase Enemy" |
|
}, |
|
}; |
|
|
|
//========================================================= |
|
// Victory dance! |
|
//========================================================= |
|
Task_t tlVoltigoreVictoryDance[] = |
|
{ |
|
{ TASK_STOP_MOVING, (float)0 }, |
|
{ TASK_WAIT, (float)0.2 }, |
|
{ TASK_VOLTIGORE_GET_PATH_TO_ENEMY_CORPSE, (float)0 }, |
|
{ TASK_WALK_PATH, (float)0 }, |
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
|
{ TASK_FACE_ENEMY, (float)0 }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_STAND }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, |
|
{ TASK_PLAY_SEQUENCE, (float)ACT_STAND }, |
|
}; |
|
|
|
Schedule_t slVoltigoreVictoryDance[] = |
|
{ |
|
{ |
|
tlVoltigoreVictoryDance, |
|
ARRAYSIZE( tlVoltigoreVictoryDance ), |
|
bits_COND_NEW_ENEMY | |
|
bits_COND_LIGHT_DAMAGE | |
|
bits_COND_HEAVY_DAMAGE, |
|
0, |
|
"VoltigoreVictoryDance" |
|
}, |
|
}; |
|
|
|
DEFINE_CUSTOM_SCHEDULES(CVoltigore) |
|
{ |
|
slVoltigoreRangeAttack1, |
|
slVoltigoreChaseEnemy, |
|
slVoltigoreVictoryDance |
|
}; |
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES(CVoltigore, CBaseMonster) |
|
|
|
//========================================================= |
|
// GetSchedule |
|
//========================================================= |
|
Schedule_t *CVoltigore::GetSchedule(void) |
|
{ |
|
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 (HasConditions(bits_COND_NEW_ENEMY)) |
|
{ |
|
return GetScheduleOfType(SCHED_WAKE_ANGRY); |
|
} |
|
|
|
|
|
if (HasConditions(bits_COND_CAN_RANGE_ATTACK1)) |
|
{ |
|
return GetScheduleOfType(SCHED_RANGE_ATTACK1); |
|
} |
|
|
|
if (HasConditions(bits_COND_CAN_MELEE_ATTACK1)) |
|
{ |
|
return GetScheduleOfType(SCHED_MELEE_ATTACK1); |
|
} |
|
|
|
return GetScheduleOfType(SCHED_CHASE_ENEMY); |
|
|
|
break; |
|
} |
|
} |
|
|
|
return CBaseMonster::GetSchedule(); |
|
} |
|
|
|
//========================================================= |
|
// GetScheduleOfType |
|
//========================================================= |
|
Schedule_t* CVoltigore::GetScheduleOfType(int Type) |
|
{ |
|
switch (Type) |
|
{ |
|
case SCHED_RANGE_ATTACK1: |
|
return &slVoltigoreRangeAttack1[0]; |
|
break; |
|
case SCHED_CHASE_ENEMY: |
|
return &slVoltigoreChaseEnemy[0]; |
|
break; |
|
case SCHED_VICTORY_DANCE: |
|
return &slVoltigoreVictoryDance[0]; |
|
break; |
|
} |
|
|
|
return CBaseMonster::GetScheduleOfType(Type); |
|
} |
|
|
|
//========================================================= |
|
// Start task - selects the correct activity and performs |
|
// any necessary calculations to start the next task on the |
|
// schedule. OVERRIDDEN for voltigore because it needs to |
|
// know explicitly when the last attempt to chase the enemy |
|
// failed, since that impacts its attack choices. |
|
//========================================================= |
|
void CVoltigore::StartTask(Task_t *pTask) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_RUNNING; |
|
GlowOff(); |
|
DestroyBeams(); |
|
m_fShouldUpdateBeam = FALSE; |
|
|
|
switch (pTask->iTask) |
|
{ |
|
case TASK_RANGE_ATTACK1: |
|
{ |
|
CreateBeams(); |
|
|
|
GlowOn( 255 ); |
|
m_fShouldUpdateBeam = TRUE; |
|
|
|
// Play the beam 'glow' sound. |
|
EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "debris/beamstart1.wav", 1, ATTN_NORM, 0, PITCH_HIGH); |
|
|
|
CBaseMonster::StartTask(pTask); |
|
} |
|
break; |
|
case TASK_GET_PATH_TO_ENEMY: |
|
{ |
|
if (BuildRoute(m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy)) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_COMPLETE; |
|
} |
|
else |
|
{ |
|
ALERT(at_aiconsole, "GetPathToEnemy failed!!\n"); |
|
TaskFail(); |
|
} |
|
} |
|
break; |
|
case TASK_VOLTIGORE_GET_PATH_TO_ENEMY_CORPSE: |
|
UTIL_MakeVectors( pev->angles ); |
|
if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 50, bits_MF_TO_LOCATION, NULL ) ) |
|
{ |
|
TaskComplete(); |
|
} |
|
else |
|
{ |
|
ALERT( at_aiconsole, "VoltigoreGetPathToEnemyCorpse failed!!\n" ); |
|
TaskFail(); |
|
} |
|
default: |
|
CBaseMonster::StartTask(pTask); |
|
break; |
|
} |
|
} |
|
|
|
void CVoltigore::Killed(entvars_t *pevAttacker, int iGib) |
|
{ |
|
DestroyBeams(); |
|
DestroyGlow(); |
|
|
|
int iTimes = 0; |
|
int iDrawn = 0; |
|
const int iBeams = VOLTIGORE_MAX_BEAMS; |
|
while( iDrawn < iBeams && iTimes < ( iBeams * 3 ) ) |
|
{ |
|
TraceResult tr; |
|
const Vector vecOrigin = Center(); |
|
const Vector vecDest = VOLTIGORE_ZAP_DISTANCE * ( Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ) ).Normalize() ); |
|
UTIL_TraceLine( vecOrigin, vecOrigin + vecDest, ignore_monsters, ENT( pev ), &tr ); |
|
if( tr.flFraction != 1.0 ) |
|
{ |
|
// we hit something. |
|
iDrawn++; |
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_BEAMPOINTS ); |
|
WRITE_COORD( vecOrigin.x ); |
|
WRITE_COORD( vecOrigin.y ); |
|
WRITE_COORD( vecOrigin.z ); |
|
WRITE_COORD( tr.vecEndPos.x ); |
|
WRITE_COORD( tr.vecEndPos.y ); |
|
WRITE_COORD( tr.vecEndPos.z ); |
|
WRITE_SHORT( m_beamTexture ); |
|
WRITE_BYTE( 0 ); // framestart |
|
WRITE_BYTE( 10 ); // framerate |
|
WRITE_BYTE( RANDOM_LONG( 8, 10 ) ); // life |
|
WRITE_BYTE( VOLTIGORE_ZAP_WIDTH ); // width |
|
WRITE_BYTE( VOLTIGORE_ZAP_NOISE ); // noise |
|
WRITE_BYTE( VOLTIGORE_ZAP_RED ); // r, g, b |
|
WRITE_BYTE( VOLTIGORE_ZAP_GREEN); // r, g, b |
|
WRITE_BYTE( VOLTIGORE_ZAP_BLUE ); // r, g, b |
|
WRITE_BYTE( VOLTIGORE_ZAP_BRIGHTNESS ); // brightness |
|
WRITE_BYTE( 35 ); // speed |
|
MESSAGE_END(); |
|
} |
|
iTimes++; |
|
} |
|
|
|
CBaseMonster::Killed(pevAttacker, iGib); |
|
} |
|
|
|
void CVoltigore::GibBeamDamage() |
|
{ |
|
CBaseEntity *pEntity = NULL; |
|
// iterate on all entities in the vicinity. |
|
const float attackRadius = gSkillData.voltigoreDmgBeam * 10; |
|
float flAdjustedDamage = gSkillData.voltigoreDmgBeam/2; |
|
while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, attackRadius ) ) != NULL ) |
|
{ |
|
if( pEntity->pev->takedamage != DAMAGE_NO ) |
|
{ |
|
if( pEntity->pev->classname != pev->classname && !FClassnameIs( pEntity->pev, "monster_alien_babyvoltigore" ) ) |
|
{ |
|
// voltigores don't hurt other voltigores on death |
|
const float flDist = ( pEntity->Center() - pev->origin ).Length(); |
|
|
|
flAdjustedDamage -= ( flDist / attackRadius ) * flAdjustedDamage; |
|
|
|
if( !FVisible( pEntity ) ) |
|
{ |
|
if( pEntity->IsPlayer() ) |
|
{ |
|
// if this entity is a client, and is not in full view, inflict half damage. We do this so that players still |
|
// take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients |
|
// so that monsters in other parts of the level don't take the damage and get pissed. |
|
flAdjustedDamage *= 0.5; |
|
} |
|
else if( !FClassnameIs( pEntity->pev, "func_breakable" ) && !FClassnameIs( pEntity->pev, "func_pushable" ) ) |
|
{ |
|
// do not hurt nonclients through walls, but allow damage to be done to breakables |
|
flAdjustedDamage = 0; |
|
} |
|
} |
|
|
|
if( flAdjustedDamage > 0 ) |
|
{ |
|
pEntity->TakeDamage( pev, pev, flAdjustedDamage, DMG_SHOCK ); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
void CVoltigore::CreateBeams() |
|
{ |
|
Vector vecStart, vecEnd, vecAngles; |
|
GetAttachment(3, vecStart, vecAngles); |
|
|
|
for (int i = 0; i < 3; i++) |
|
{ |
|
m_pBeam[i] = CBeam::BeamCreate(VOLTIGORE_ZAP_BEAM, VOLTIGORE_ZAP_WIDTH); |
|
if (!m_pBeam[i]) |
|
return; |
|
|
|
GetAttachment(i, vecEnd, vecAngles); |
|
|
|
m_pBeam[i]->PointsInit(vecStart, vecEnd); |
|
m_pBeam[i]->SetColor(VOLTIGORE_ZAP_RED, VOLTIGORE_ZAP_GREEN, VOLTIGORE_ZAP_BLUE); |
|
m_pBeam[i]->SetBrightness(VOLTIGORE_ZAP_BRIGHTNESS); |
|
m_pBeam[i]->SetNoise(VOLTIGORE_ZAP_NOISE); |
|
} |
|
} |
|
|
|
void CVoltigore::DestroyBeams() |
|
{ |
|
for (int i = 0; i < 3; i++) |
|
{ |
|
if (m_pBeam[i]) |
|
{ |
|
UTIL_Remove(m_pBeam[i]); |
|
m_pBeam[i] = NULL; |
|
} |
|
} |
|
} |
|
|
|
void CVoltigore::UpdateBeams() |
|
{ |
|
Vector vecStart, vecEnd, vecAngles; |
|
GetAttachment(3, vecStart, vecAngles); |
|
|
|
for (int i = 0; i < 3; i++) |
|
{ |
|
if (!m_pBeam[i]) { |
|
continue; |
|
} |
|
GetAttachment(i, vecEnd, vecAngles); |
|
m_pBeam[i]->SetStartPos(vecStart); |
|
m_pBeam[i]->SetEndPos(vecEnd); |
|
m_pBeam[i]->RelinkBeam(); |
|
} |
|
} |
|
|
|
void CVoltigore::CreateGlow() |
|
{ |
|
m_pBeamGlow = CSprite::SpriteCreate(VOLTIGORE_GLOW_SPRITE, pev->origin, FALSE); |
|
m_pBeamGlow->SetTransparency(kRenderTransAdd, 255, 255, 255, 0, kRenderFxNoDissipation); |
|
m_pBeamGlow->SetAttachment(edict(), 4); |
|
m_pBeamGlow->SetScale(VOLTIGORE_GLOW_SCALE); |
|
} |
|
|
|
void CVoltigore::DestroyGlow() |
|
{ |
|
if (m_pBeamGlow) |
|
{ |
|
UTIL_Remove(m_pBeamGlow); |
|
m_pBeamGlow = NULL; |
|
} |
|
} |
|
|
|
void CVoltigore::GlowUpdate() |
|
{ |
|
if (m_pBeamGlow) |
|
{ |
|
m_pBeamGlow->pev->renderamt = UTIL_Approach(m_glowBrightness, m_pBeamGlow->pev->renderamt, 100); |
|
if (m_pBeamGlow->pev->renderamt == 0) |
|
m_pBeamGlow->pev->effects |= EF_NODRAW; |
|
else |
|
m_pBeamGlow->pev->effects &= ~EF_NODRAW; |
|
UTIL_SetOrigin(m_pBeamGlow->pev, pev->origin); |
|
} |
|
} |
|
|
|
void CVoltigore::GlowOff(void) |
|
{ |
|
m_glowBrightness = 0; |
|
} |
|
|
|
void CVoltigore::GlowOn(int level) |
|
{ |
|
m_glowBrightness = level; |
|
} |
|
|
|
|
|
//========================================================= |
|
// CBabyAlienVoltigore |
|
//========================================================= |
|
|
|
//========================================================= |
|
// Monster's Anim Events Go Here |
|
//========================================================= |
|
#define BABY_VOLTIGORE_AE_RUN ( 14 ) |
|
|
|
class CBabyVoltigore : public CVoltigore |
|
{ |
|
public: |
|
void Spawn(void); |
|
void Precache(void); |
|
void HandleAnimEvent(MonsterEvent_t* pEvent); |
|
BOOL CheckMeleeAttack1(float flDot, float flDist); |
|
BOOL CheckRangeAttack1(float flDot, float flDist); |
|
void StartTask(Task_t *pTask); |
|
void Killed(entvars_t *pevAttacker, int iGib); |
|
void GibMonster(); |
|
Schedule_t* GetSchedule(); |
|
Schedule_t* GetScheduleOfType(int Type); |
|
|
|
virtual int SizeForGrapple() { return GRAPPLE_SMALL; } |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS(monster_alien_babyvoltigore, CBabyVoltigore) |
|
|
|
|
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CBabyVoltigore::Spawn() |
|
{ |
|
Precache(); |
|
|
|
SET_MODEL(ENT(pev), "models/baby_voltigore.mdl"); |
|
UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 36)); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
|
m_bloodColor = BLOOD_COLOR_GREEN; |
|
pev->effects = 0; |
|
pev->health = gSkillData.babyVoltigoreHealth; |
|
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
|
m_MonsterState = MONSTERSTATE_NONE; |
|
|
|
m_flNextZapTime = gpGlobals->time; |
|
|
|
MonsterInit(); |
|
pev->view_ofs = Vector(0, 0, 32); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CBabyVoltigore::Precache(void) |
|
{ |
|
PrecacheImpl("models/baby_voltigore.mdl"); |
|
} |
|
|
|
void CBabyVoltigore::HandleAnimEvent(MonsterEvent_t* pEvent) |
|
{ |
|
switch (pEvent->event) |
|
{ |
|
case BABY_VOLTIGORE_AE_RUN: |
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pFootstepSounds), RANDOM_FLOAT(0.5, 0.6), ATTN_NORM, 0, RANDOM_LONG(85, 120)); |
|
break; |
|
|
|
case VOLTIGORE_AE_PUNCH_SINGLE: |
|
{ |
|
CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.babyVoltigoreDmgPunch, DMG_CLUB | DMG_ALWAYSGIB); |
|
if (pHurt) |
|
{ |
|
if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT)) |
|
{ |
|
pHurt->pev->punchangle.z = -10; |
|
pHurt->pev->punchangle.x = 10; |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -100; |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 50; |
|
} |
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); |
|
|
|
Vector vecArmPos, vecArmAng; |
|
GetAttachment( 0, vecArmPos, vecArmAng ); |
|
SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood. |
|
} |
|
else |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); |
|
} |
|
} |
|
break; |
|
|
|
case VOLTIGORE_AE_PUNCH_BOTH: |
|
{ |
|
CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.babyVoltigoreDmgPunch, DMG_CLUB | DMG_ALWAYSGIB); |
|
if (pHurt) |
|
{ |
|
if (FBitSet(pHurt->pev->flags, FL_MONSTER|FL_CLIENT)) |
|
{ |
|
pHurt->pev->punchangle.x = 15; |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100; |
|
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 50; |
|
} |
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeHitSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); |
|
|
|
Vector vecArmPos, vecArmAng; |
|
GetAttachment( 0, vecArmPos, vecArmAng ); |
|
SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood. |
|
} |
|
else |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pMeleeMissSounds), RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); |
|
} |
|
} |
|
break; |
|
default: |
|
CVoltigore::HandleAnimEvent(pEvent); |
|
break; |
|
} |
|
} |
|
|
|
BOOL CBabyVoltigore::CheckMeleeAttack1(float flDot, float flDist) |
|
{ |
|
return CBaseMonster::CheckMeleeAttack1(flDot, flDist); |
|
} |
|
|
|
//========================================================= |
|
// Start task - selects the correct activity and performs |
|
// any necessary calculations to start the next task on the |
|
// schedule. OVERRIDDEN for voltigore because it needs to |
|
// know explicitly when the last attempt to chase the enemy |
|
// failed, since that impacts its attack choices. |
|
//========================================================= |
|
void CBabyVoltigore::StartTask(Task_t *pTask) |
|
{ |
|
m_iTaskStatus = TASKSTATUS_RUNNING; |
|
|
|
switch (pTask->iTask) |
|
{ |
|
case TASK_MELEE_ATTACK1: |
|
{ |
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackMeleeSounds), RANDOM_FLOAT(0.5, 0.6), ATTN_NONE, 0, RANDOM_LONG(110, 120)); |
|
CBaseMonster::StartTask(pTask); |
|
} |
|
break; |
|
default: |
|
CBaseMonster::StartTask(pTask); |
|
break; |
|
} |
|
} |
|
|
|
void CBabyVoltigore::Killed(entvars_t* pevAttacker, int iGib) |
|
{ |
|
DestroyBeams(); |
|
CBaseMonster::Killed(pevAttacker, iGib); |
|
} |
|
|
|
void CBabyVoltigore::GibMonster() |
|
{ |
|
CBaseMonster::GibMonster(); |
|
} |
|
|
|
BOOL CBabyVoltigore::CheckRangeAttack1(float flDot, float flDist) |
|
{ |
|
return FALSE; |
|
} |
|
|
|
//========================================================= |
|
// GetSchedule |
|
//========================================================= |
|
Schedule_t *CBabyVoltigore::GetSchedule(void) |
|
{ |
|
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 (HasConditions(bits_COND_NEW_ENEMY)) |
|
{ |
|
return GetScheduleOfType(SCHED_WAKE_ANGRY); |
|
} |
|
|
|
if (HasConditions(bits_COND_CAN_MELEE_ATTACK1)) |
|
{ |
|
return GetScheduleOfType(SCHED_MELEE_ATTACK1); |
|
} |
|
|
|
return GetScheduleOfType(SCHED_CHASE_ENEMY); |
|
|
|
break; |
|
} |
|
} |
|
|
|
return CBaseMonster::GetSchedule(); |
|
} |
|
|
|
Schedule_t *CBabyVoltigore::GetScheduleOfType(int Type) |
|
{ |
|
switch (Type) { |
|
// For some cryptic reason baby voltigore tries to start the range attack even though its model does not have sequence with range attack activity. |
|
// This hack is for preventing baby voltigore to do this. |
|
case SCHED_RANGE_ATTACK1: |
|
return &slVoltigoreChaseEnemy[0]; |
|
break; |
|
default: |
|
return CVoltigore::GetScheduleOfType(Type); |
|
break; |
|
} |
|
}
|
|
|