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836 lines
22 KiB
836 lines
22 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, 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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// Alien slave monster |
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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 "squadmonster.h" |
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#include "schedule.h" |
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#include "effects.h" |
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#include "weapons.h" |
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#include "soundent.h" |
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extern DLL_GLOBAL int g_iSkillLevel; |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define ISLAVE_AE_CLAW ( 1 ) |
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#define ISLAVE_AE_CLAWRAKE ( 2 ) |
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#define ISLAVE_AE_ZAP_POWERUP ( 3 ) |
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#define ISLAVE_AE_ZAP_SHOOT ( 4 ) |
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#define ISLAVE_AE_ZAP_DONE ( 5 ) |
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#define ISLAVE_MAX_BEAMS 8 |
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class CISlave : public CSquadMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void UpdateOnRemove(); |
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void SetYawSpeed( void ); |
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int ISoundMask( void ); |
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int Classify( void ); |
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int IRelationship( CBaseEntity *pTarget ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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BOOL CheckRangeAttack1( float flDot, float flDist ); |
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BOOL CheckRangeAttack2( float flDot, float flDist ); |
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void CallForHelp( const char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation ); |
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); |
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); |
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void DeathSound( void ); |
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void PainSound( void ); |
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void AlertSound( void ); |
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void IdleSound( void ); |
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void Killed( entvars_t *pevAttacker, int iGib ); |
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void StartTask( Task_t *pTask ); |
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Schedule_t *GetSchedule( void ); |
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Schedule_t *GetScheduleOfType( int Type ); |
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CUSTOM_SCHEDULES |
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int Save( CSave &save ); |
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int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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void ClearBeams(); |
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void ArmBeam( int side ); |
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void WackBeam( int side, CBaseEntity *pEntity ); |
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void ZapBeam( int side ); |
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void BeamGlow( void ); |
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int m_iBravery; |
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CBeam *m_pBeam[ISLAVE_MAX_BEAMS]; |
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int m_iBeams; |
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float m_flNextAttack; |
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int m_voicePitch; |
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EHANDLE m_hDead; |
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static const char *pAttackHitSounds[]; |
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static const char *pAttackMissSounds[]; |
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static const char *pPainSounds[]; |
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static const char *pDeathSounds[]; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_alien_slave, CISlave ) |
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LINK_ENTITY_TO_CLASS( monster_vortigaunt, CISlave ) |
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TYPEDESCRIPTION CISlave::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CISlave, m_iBravery, FIELD_INTEGER ), |
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DEFINE_ARRAY( CISlave, m_pBeam, FIELD_CLASSPTR, ISLAVE_MAX_BEAMS ), |
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DEFINE_FIELD( CISlave, m_iBeams, FIELD_INTEGER ), |
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DEFINE_FIELD( CISlave, m_flNextAttack, FIELD_TIME ), |
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DEFINE_FIELD( CISlave, m_voicePitch, FIELD_INTEGER ), |
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DEFINE_FIELD( CISlave, m_hDead, FIELD_EHANDLE ), |
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}; |
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IMPLEMENT_SAVERESTORE( CISlave, CSquadMonster ) |
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const char *CISlave::pAttackHitSounds[] = |
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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 *CISlave::pAttackMissSounds[] = |
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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 *CISlave::pPainSounds[] = |
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{ |
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"aslave/slv_pain1.wav", |
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"aslave/slv_pain2.wav", |
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}; |
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const char *CISlave::pDeathSounds[] = |
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{ |
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"aslave/slv_die1.wav", |
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"aslave/slv_die2.wav", |
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}; |
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//========================================================= |
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// Classify - indicates this monster's place in the |
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// relationship table. |
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//========================================================= |
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int CISlave::Classify( void ) |
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{ |
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return CLASS_ALIEN_MILITARY; |
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} |
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int CISlave::IRelationship( CBaseEntity *pTarget ) |
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{ |
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if( ( pTarget->IsPlayer() ) ) |
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if( ( pev->spawnflags & SF_MONSTER_WAIT_UNTIL_PROVOKED ) && ! ( m_afMemory & bits_MEMORY_PROVOKED ) ) |
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return R_NO; |
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return CBaseMonster::IRelationship( pTarget ); |
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} |
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void CISlave::CallForHelp( const char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation ) |
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{ |
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// ALERT( at_aiconsole, "help " ); |
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// skip ones not on my netname |
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if( FStringNull( pev->netname ) ) |
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return; |
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CBaseEntity *pEntity = NULL; |
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while( ( pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ) ) ) != NULL) |
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{ |
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float d = ( pev->origin - pEntity->pev->origin ).Length(); |
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if( d < flDist ) |
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{ |
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CBaseMonster *pMonster = pEntity->MyMonsterPointer(); |
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if( pMonster ) |
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{ |
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pMonster->m_afMemory |= bits_MEMORY_PROVOKED; |
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pMonster->PushEnemy( hEnemy, vecLocation ); |
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} |
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} |
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} |
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} |
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//========================================================= |
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// ALertSound - scream |
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//========================================================= |
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void CISlave::AlertSound( void ) |
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{ |
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if( m_hEnemy != 0 ) |
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{ |
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SENTENCEG_PlayRndSz( ENT( pev ), "SLV_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch ); |
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CallForHelp( "monster_alien_slave", 512, m_hEnemy, m_vecEnemyLKP ); |
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} |
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} |
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//========================================================= |
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// IdleSound |
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//========================================================= |
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void CISlave::IdleSound( void ) |
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{ |
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if( RANDOM_LONG( 0, 2 ) == 0 ) |
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{ |
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SENTENCEG_PlayRndSz( ENT( pev ), "SLV_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch ); |
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} |
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#if 0 |
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int side = RANDOM_LONG( 0, 1 ) * 2 - 1; |
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ClearBeams(); |
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ArmBeam( side ); |
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UTIL_MakeAimVectors( pev->angles ); |
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Vector vecSrc = pev->origin + gpGlobals->v_right * 2 * side; |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); |
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WRITE_BYTE( TE_DLIGHT ); |
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WRITE_COORD( vecSrc.x ); // X |
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WRITE_COORD( vecSrc.y ); // Y |
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WRITE_COORD( vecSrc.z ); // Z |
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WRITE_BYTE( 8 ); // radius * 0.1 |
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WRITE_BYTE( 255 ); // r |
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WRITE_BYTE( 180 ); // g |
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WRITE_BYTE( 96 ); // b |
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WRITE_BYTE( 10 ); // time * 10 |
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WRITE_BYTE( 0 ); // decay * 0.1 |
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MESSAGE_END(); |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "debris/zap1.wav", 1, ATTN_NORM, 0, 100 ); |
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#endif |
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} |
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//========================================================= |
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// PainSound |
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//========================================================= |
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void CISlave::PainSound( void ) |
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{ |
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if( RANDOM_LONG( 0, 2 ) == 0 ) |
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{ |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM, 0, m_voicePitch ); |
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} |
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} |
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//========================================================= |
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// DieSound |
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//========================================================= |
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void CISlave::DeathSound( void ) |
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{ |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pDeathSounds ), 1.0, ATTN_NORM, 0, m_voicePitch ); |
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} |
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//========================================================= |
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// ISoundMask - returns a bit mask indicating which types |
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// of sounds this monster regards. |
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//========================================================= |
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int CISlave::ISoundMask( void ) |
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{ |
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return bits_SOUND_WORLD | |
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bits_SOUND_COMBAT | |
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bits_SOUND_DANGER | |
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bits_SOUND_PLAYER; |
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} |
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void CISlave::Killed( entvars_t *pevAttacker, int iGib ) |
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{ |
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ClearBeams(); |
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CSquadMonster::Killed( pevAttacker, iGib ); |
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} |
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//========================================================= |
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// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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void CISlave::SetYawSpeed( void ) |
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{ |
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int ys; |
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switch( m_Activity ) |
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{ |
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case ACT_WALK: |
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ys = 50; |
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break; |
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case ACT_RUN: |
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ys = 70; |
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break; |
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case ACT_IDLE: |
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ys = 50; |
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break; |
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default: |
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ys = 90; |
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break; |
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} |
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pev->yaw_speed = ys; |
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} |
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//========================================================= |
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// HandleAnimEvent - catches the monster-specific messages |
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// that occur when tagged animation frames are played. |
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// |
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// Returns number of events handled, 0 if none. |
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//========================================================= |
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void CISlave::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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// ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame ); |
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switch( pEvent->event ) |
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{ |
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case ISLAVE_AE_CLAW: |
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{ |
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// SOUND HERE! |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClaw, DMG_SLASH ); |
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if( pHurt ) |
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{ |
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) |
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{ |
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pHurt->pev->punchangle.z = -18; |
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pHurt->pev->punchangle.x = 5; |
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} |
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// Play a random attack hit sound |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, m_voicePitch ); |
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} |
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else |
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{ |
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// Play a random attack miss sound |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, m_voicePitch ); |
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} |
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} |
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break; |
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case ISLAVE_AE_CLAWRAKE: |
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{ |
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClawrake, DMG_SLASH ); |
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if( pHurt ) |
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{ |
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) |
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{ |
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pHurt->pev->punchangle.z = -18; |
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pHurt->pev->punchangle.x = 5; |
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} |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, m_voicePitch ); |
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} |
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else |
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{ |
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, m_voicePitch ); |
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} |
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} |
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break; |
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case ISLAVE_AE_ZAP_POWERUP: |
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{ |
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// speed up attack when on hard |
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if( g_iSkillLevel == SKILL_HARD ) |
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pev->framerate = 1.5; |
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UTIL_MakeAimVectors( pev->angles ); |
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if( m_iBeams == 0 ) |
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{ |
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Vector vecSrc = pev->origin + gpGlobals->v_forward * 2; |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); |
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WRITE_BYTE( TE_DLIGHT ); |
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WRITE_COORD( vecSrc.x ); // X |
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WRITE_COORD( vecSrc.y ); // Y |
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WRITE_COORD( vecSrc.z ); // Z |
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WRITE_BYTE( 12 ); // radius * 0.1 |
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WRITE_BYTE( 255 ); // r |
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WRITE_BYTE( 180 ); // g |
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WRITE_BYTE( 96 ); // b |
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WRITE_BYTE( 20 / pev->framerate ); // time * 10 |
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WRITE_BYTE( 0 ); // decay * 0.1 |
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MESSAGE_END(); |
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} |
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if( m_hDead != 0 ) |
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{ |
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WackBeam( -1, m_hDead ); |
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WackBeam( 1, m_hDead ); |
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} |
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else |
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{ |
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ArmBeam( -1 ); |
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ArmBeam( 1 ); |
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BeamGlow(); |
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} |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 ); |
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pev->skin = m_iBeams / 2; |
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} |
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break; |
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case ISLAVE_AE_ZAP_SHOOT: |
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{ |
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ClearBeams(); |
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if( m_hDead != 0 ) |
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{ |
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Vector vecDest = m_hDead->pev->origin + Vector( 0, 0, 38 ); |
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TraceResult trace; |
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UTIL_TraceHull( vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead->edict(), &trace ); |
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if( !trace.fStartSolid ) |
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{ |
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CBaseEntity *pNew = Create( "monster_alien_slave", m_hDead->pev->origin, m_hDead->pev->angles ); |
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//CBaseMonster *pNewMonster = pNew->MyMonsterPointer(); |
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pNew->pev->spawnflags |= 1; |
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WackBeam( -1, pNew ); |
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WackBeam( 1, pNew ); |
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UTIL_Remove( m_hDead ); |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); |
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/* |
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CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles ); |
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pEffect->Use( this, this, USE_ON, 1 ); |
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*/ |
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break; |
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} |
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} |
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ClearMultiDamage(); |
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UTIL_MakeAimVectors( pev->angles ); |
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ZapBeam( -1 ); |
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ZapBeam( 1 ); |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); |
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// STOP_SOUND( ENT( pev ), CHAN_WEAPON, "debris/zap4.wav" ); |
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ApplyMultiDamage( pev, pev ); |
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m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 ); |
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} |
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break; |
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case ISLAVE_AE_ZAP_DONE: |
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{ |
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ClearBeams(); |
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} |
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break; |
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default: |
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CSquadMonster::HandleAnimEvent( pEvent ); |
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break; |
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} |
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} |
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//========================================================= |
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// CheckRangeAttack1 - normal beam attack |
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//========================================================= |
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BOOL CISlave::CheckRangeAttack1( float flDot, float flDist ) |
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{ |
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if( m_flNextAttack > gpGlobals->time ) |
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{ |
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return FALSE; |
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} |
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return CSquadMonster::CheckRangeAttack1( flDot, flDist ); |
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} |
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//========================================================= |
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// CheckRangeAttack2 - check bravery and try to resurect dead comrades |
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//========================================================= |
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BOOL CISlave::CheckRangeAttack2( float flDot, float flDist ) |
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{ |
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return FALSE; |
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if( m_flNextAttack > gpGlobals->time ) |
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{ |
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return FALSE; |
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} |
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m_hDead = NULL; |
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m_iBravery = 0; |
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CBaseEntity *pEntity = NULL; |
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while( ( pEntity = UTIL_FindEntityByClassname( pEntity, "monster_alien_slave" ) ) != NULL ) |
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{ |
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TraceResult tr; |
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UTIL_TraceLine( EyePosition(), pEntity->EyePosition(), ignore_monsters, ENT( pev ), &tr ); |
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if( tr.flFraction == 1.0f || tr.pHit == pEntity->edict() ) |
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{ |
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if( pEntity->pev->deadflag == DEAD_DEAD ) |
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{ |
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float d = ( pev->origin - pEntity->pev->origin ).Length(); |
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if( d < flDist ) |
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{ |
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m_hDead = pEntity; |
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flDist = d; |
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} |
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m_iBravery--; |
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} |
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else |
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{ |
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m_iBravery++; |
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} |
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} |
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} |
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if( m_hDead != 0 ) |
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return TRUE; |
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else |
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return FALSE; |
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} |
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|
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//========================================================= |
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// StartTask |
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//========================================================= |
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void CISlave::StartTask( Task_t *pTask ) |
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{ |
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ClearBeams(); |
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|
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CSquadMonster::StartTask( pTask ); |
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} |
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|
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CISlave::Spawn() |
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{ |
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Precache(); |
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|
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SET_MODEL( ENT( pev ), "models/islave.mdl" ); |
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); |
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|
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_GREEN; |
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pev->effects = 0; |
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pev->health = CBaseMonster::GetHealth( gSkillData.slaveHealth, 2 ); |
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pev->view_ofs = Vector( 0, 0, 64 );// position of the eyes relative to monster's origin. |
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello |
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m_MonsterState = MONSTERSTATE_NONE; |
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP; |
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|
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m_voicePitch = RANDOM_LONG( 85, 110 ); |
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|
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MonsterInit(); |
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} |
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|
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//========================================================= |
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// Precache - precaches all resources this monster needs |
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//========================================================= |
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void CISlave::Precache() |
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{ |
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PRECACHE_MODEL( "models/islave.mdl" ); |
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PRECACHE_MODEL( "sprites/lgtning.spr" ); |
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PRECACHE_SOUND( "debris/zap1.wav" ); |
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PRECACHE_SOUND( "debris/zap4.wav" ); |
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PRECACHE_SOUND( "weapons/electro4.wav" ); |
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PRECACHE_SOUND( "hassault/hw_shoot1.wav" ); |
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PRECACHE_SOUND( "zombie/zo_pain2.wav" ); |
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PRECACHE_SOUND( "headcrab/hc_headbite.wav" ); |
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PRECACHE_SOUND( "weapons/cbar_miss1.wav" ); |
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|
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PRECACHE_SOUND_ARRAY( pAttackHitSounds ); |
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PRECACHE_SOUND_ARRAY( pAttackMissSounds ); |
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PRECACHE_SOUND_ARRAY( pPainSounds ); |
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PRECACHE_SOUND_ARRAY( pDeathSounds ); |
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|
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UTIL_PrecacheOther( "test_effect" ); |
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} |
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|
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void CISlave::UpdateOnRemove() |
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{ |
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CBaseEntity::UpdateOnRemove(); |
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|
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ClearBeams(); |
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} |
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|
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//========================================================= |
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// TakeDamage - get provoked when injured |
|
//========================================================= |
|
|
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int CISlave::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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// don't slash one of your own |
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if( ( bitsDamageType & DMG_SLASH ) && pevAttacker && IRelationship( Instance( pevAttacker ) ) < R_DL ) |
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return 0; |
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|
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m_afMemory |= bits_MEMORY_PROVOKED; |
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return CSquadMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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} |
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|
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void CISlave::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) |
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{ |
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if( bitsDamageType & DMG_SHOCK ) |
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return; |
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|
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CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); |
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} |
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|
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//========================================================= |
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// AI Schedules Specific to this monster |
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//========================================================= |
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|
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// primary range attack |
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Task_t tlSlaveAttack1[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_FACE_IDEAL, (float)0 }, |
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{ TASK_RANGE_ATTACK1, (float)0 }, |
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}; |
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|
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Schedule_t slSlaveAttack1[] = |
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{ |
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{ |
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tlSlaveAttack1, |
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ARRAYSIZE ( tlSlaveAttack1 ), |
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bits_COND_CAN_MELEE_ATTACK1 | |
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bits_COND_HEAR_SOUND | |
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bits_COND_HEAVY_DAMAGE, |
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|
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bits_SOUND_DANGER, |
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"Slave Range Attack1" |
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}, |
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}; |
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|
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DEFINE_CUSTOM_SCHEDULES( CISlave ) |
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{ |
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slSlaveAttack1, |
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}; |
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|
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IMPLEMENT_CUSTOM_SCHEDULES( CISlave, CSquadMonster ) |
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|
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//========================================================= |
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//========================================================= |
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Schedule_t *CISlave::GetSchedule( void ) |
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{ |
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ClearBeams(); |
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/* |
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if( pev->spawnflags ) |
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{ |
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pev->spawnflags = 0; |
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return GetScheduleOfType( SCHED_RELOAD ); |
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} |
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*/ |
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if( HasConditions( bits_COND_HEAR_SOUND ) ) |
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{ |
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CSound *pSound; |
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pSound = PBestSound(); |
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|
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ASSERT( pSound != NULL ); |
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|
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if( pSound ) |
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{ |
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if( pSound->m_iType & bits_SOUND_DANGER ) |
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); |
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if( pSound->m_iType & bits_SOUND_COMBAT ) |
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m_afMemory |= bits_MEMORY_PROVOKED; |
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} |
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} |
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|
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switch( m_MonsterState ) |
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{ |
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case MONSTERSTATE_COMBAT: |
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// dead enemy |
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if( HasConditions( bits_COND_ENEMY_DEAD ) ) |
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{ |
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// call base class, all code to handle dead enemies is centralized there. |
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return CBaseMonster::GetSchedule(); |
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} |
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|
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if( pev->health < 20 || m_iBravery < 0 ) |
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{ |
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if( !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) |
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{ |
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m_failSchedule = SCHED_CHASE_ENEMY; |
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if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) |
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{ |
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
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} |
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if( HasConditions( bits_COND_SEE_ENEMY ) && HasConditions( bits_COND_ENEMY_FACING_ME ) ) |
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{ |
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// ALERT( at_console, "exposed\n"); |
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); |
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} |
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} |
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} |
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break; |
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default: |
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break; |
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} |
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return CSquadMonster::GetSchedule(); |
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} |
|
|
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Schedule_t *CISlave::GetScheduleOfType( int Type ) |
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{ |
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switch( Type ) |
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{ |
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case SCHED_FAIL: |
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if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) |
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{ |
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return CSquadMonster::GetScheduleOfType( SCHED_MELEE_ATTACK1 ); |
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} |
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break; |
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case SCHED_RANGE_ATTACK1: |
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return slSlaveAttack1; |
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case SCHED_RANGE_ATTACK2: |
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return slSlaveAttack1; |
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} |
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return CSquadMonster::GetScheduleOfType( Type ); |
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} |
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|
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//========================================================= |
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// ArmBeam - small beam from arm to nearby geometry |
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//========================================================= |
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void CISlave::ArmBeam( int side ) |
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{ |
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TraceResult tr; |
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float flDist = 1.0; |
|
|
|
if( m_iBeams >= ISLAVE_MAX_BEAMS ) |
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return; |
|
|
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UTIL_MakeAimVectors( pev->angles ); |
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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 ); |
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TraceResult tr1; |
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UTIL_TraceLine( vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT( pev ), &tr1 ); |
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if( flDist > tr1.flFraction ) |
|
{ |
|
tr = tr1; |
|
flDist = tr.flFraction; |
|
} |
|
} |
|
|
|
// Couldn't find anything close enough |
|
if( flDist == 1.0f ) |
|
return; |
|
|
|
DecalGunshot( &tr, BULLET_PLAYER_CROWBAR ); |
|
|
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m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 ); |
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if( !m_pBeam[m_iBeams] ) |
|
return; |
|
|
|
m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex() ); |
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m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 ); |
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// m_pBeam[m_iBeams]->SetColor( 180, 255, 96 ); |
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m_pBeam[m_iBeams]->SetColor( 96, 128, 16 ); |
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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 ) |
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{ |
|
//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 ); |
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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" ); |
|
}
|
|
|