Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "effects.h"
#include "apache.h"
#define SF_WAITFORTRIGGER (0x04 | 0x40) // UNDONE: Fix!
#define SF_NOWRECKAGE 0x08
class CBoss : public CApache
{
public:
void Spawn(void);
void Precache(void);
BOOL FireGun(void);
};
LINK_ENTITY_TO_CLASS(monster_th_boss, CBoss);
void CBoss::Spawn(void)
{
Precache( );
// motor
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/boss.mdl");
UTIL_SetSize( pev, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) );
UTIL_SetOrigin( pev, pev->origin );
pev->flags |= FL_MONSTER;
pev->takedamage = DAMAGE_AIM;
pev->health = gSkillData.bossHealth;
m_flFieldOfView = -0.707; // 270 degrees
pev->sequence = 0;
ResetSequenceInfo( );
pev->frame = RANDOM_LONG(0, 0xFF);
InitBoneControllers();
if (pev->spawnflags & SF_WAITFORTRIGGER)
{
SetUse(&CBoss::StartupUse);
}
else
{
SetThink(&CBoss::HuntThink);
SetTouch(&CBoss::FlyTouch);
pev->nextthink = gpGlobals->time + 1.0;
}
m_iRockets = 0;
}
void CBoss::Precache(void)
{
PRECACHE_MODEL("models/boss.mdl");
PRECACHE_SOUND("apache/ap_rotor1.wav");
PRECACHE_SOUND("apache/ap_rotor2.wav");
PRECACHE_SOUND("apache/ap_rotor3.wav");
PRECACHE_SOUND("apache/ap_whine1.wav");
PRECACHE_SOUND("weapons/mortarhit.wav");
m_iSpriteTexture = PRECACHE_MODEL( "sprites/white.spr" );
PRECACHE_SOUND("turret/tu_fire1.wav");
PRECACHE_MODEL("sprites/lgtning.spr");
m_iExplode = PRECACHE_MODEL( "sprites/fexplo.spr" );
m_iBodyGibs = PRECACHE_MODEL( "models/metalplategibs_green.mdl" );
}
BOOL CBoss::FireGun()
{
UTIL_MakeAimVectors( pev->angles );
Vector posGun, angGun;
GetAttachment( 1, posGun, angGun );
Vector vecTarget = (m_posTarget - posGun).Normalize( );
Vector vecOut;
vecOut.x = DotProduct( -gpGlobals->v_right, vecTarget );
vecOut.y = -DotProduct( gpGlobals->v_forward, vecTarget );
vecOut.z = DotProduct( gpGlobals->v_up, vecTarget );
Vector angles = UTIL_VecToAngles (vecOut);
angles.x = -angles.x;
if (angles.y > 180)
angles.y = angles.y - 360;
if (angles.y < -180)
angles.y = angles.y + 360;
if (angles.x > 180)
angles.x = angles.x - 360;
if (angles.x < -180)
angles.x = angles.x + 360;
if (angles.x > m_angGun.x)
m_angGun.x = Q_min( angles.x, m_angGun.x + 12 );
if (angles.x < m_angGun.x)
m_angGun.x = Q_max( angles.x, m_angGun.x - 12 );
if (angles.y > m_angGun.y)
m_angGun.y = Q_min( angles.y, m_angGun.y + 12 );
if (angles.y < m_angGun.y)
m_angGun.y = Q_max( angles.y, m_angGun.y - 12 );
m_angGun.y = SetBoneController( 0, m_angGun.y );
m_angGun.x = SetBoneController( 1, m_angGun.x );
Vector posBarrel, angBarrel;
GetAttachment( 0, posBarrel, angBarrel );
Vector vecGun = (posBarrel - posGun).Normalize( );
if (DotProduct( vecGun, vecTarget ) > 0.98)
{
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);
return TRUE;
}
return FALSE;
}