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1321 lines
31 KiB
1321 lines
31 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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===== turret.cpp ======================================================== |
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*/ |
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// |
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// TODO: |
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// Take advantage of new monster fields like m_hEnemy and get rid of that OFFSET() stuff |
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// Revisit enemy validation stuff, maybe it's not necessary with the newest monster code |
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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 "weapons.h" |
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#include "effects.h" |
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extern Vector VecBModelOrigin( entvars_t* pevBModel ); |
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#define TURRET_SHOTS 2 |
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#define TURRET_RANGE (100 * 12) |
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#define TURRET_SPREAD Vector( 0, 0, 0 ) |
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#define TURRET_TURNRATE 30 //angles per 0.1 second |
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#define TURRET_MAXWAIT 15 // seconds turret will stay active w/o a target |
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#define TURRET_MAXSPIN 5 // seconds turret barrel will spin w/o a target |
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#define TURRET_MACHINE_VOLUME 0.5 |
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typedef enum |
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{ |
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TURRET_ANIM_NONE = 0, |
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TURRET_ANIM_FIRE, |
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TURRET_ANIM_SPIN, |
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TURRET_ANIM_DEPLOY, |
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TURRET_ANIM_RETIRE, |
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TURRET_ANIM_DIE |
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} TURRET_ANIM; |
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class CBaseTurret : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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virtual void Precache( void ); |
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void UpdateOnRemove(); |
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void KeyValue( KeyValueData *pkvd ); |
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void EXPORT TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); |
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virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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virtual int Classify( void ); |
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int BloodColor( void ) { return DONT_BLEED; } |
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void GibMonster( void ) {} // UNDONE: Throw turret gibs? |
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// Think functions |
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void EXPORT ActiveThink(void); |
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void EXPORT SearchThink(void); |
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void EXPORT AutoSearchThink(void); |
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void EXPORT TurretDeath(void); |
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virtual void EXPORT SpinDownCall(void) { m_iSpin = 0; } |
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virtual void EXPORT SpinUpCall(void) { m_iSpin = 1; } |
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// void SpinDown( void ); |
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// float EXPORT SpinDownCall( void ) { return SpinDown(); } |
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// virtual float SpinDown( void ) { return 0;} |
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// virtual float Retire( void ) { return 0;} |
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void EXPORT Deploy( void ); |
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void EXPORT Retire( void ); |
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void EXPORT Initialize( void ); |
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virtual void Ping( void ); |
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virtual void EyeOn( void ); |
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virtual void EyeOff( 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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// other functions |
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void SetTurretAnim( TURRET_ANIM anim ); |
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int MoveTurret( void ); |
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virtual void Shoot( Vector &vecSrc, Vector &vecDirToEnemy ) { }; |
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float m_flMaxSpin; // Max time to spin the barrel w/o a target |
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int m_iSpin; |
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CSprite *m_pEyeGlow; |
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int m_eyeBrightness; |
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int m_iDeployHeight; |
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int m_iRetractHeight; |
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int m_iMinPitch; |
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int m_iBaseTurnRate; // angles per second |
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float m_fTurnRate; // actual turn rate |
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int m_iOrientation; // 0 = floor, 1 = Ceiling |
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int m_iOn; |
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virtual STATE getState() { if (m_iOn) { return STATE_ON; } else { return STATE_OFF; } } |
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int m_fBeserk; // Sometimes this bitch will just freak out |
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int m_iAutoStart; // true if the turret auto deploys when a target |
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// enters its range |
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Vector m_vecLastSight; |
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float m_flLastSight; // Last time we saw a target |
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float m_flMaxWait; // Max time to seach w/o a target |
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int m_iSearchSpeed; // Not Used! |
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// movement |
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float m_flStartYaw; |
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Vector m_vecCurAngles; |
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Vector m_vecGoalAngles; |
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float m_flPingTime; // Time until the next ping, used when searching |
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float m_flSpinUpTime; // Amount of time until the barrel should spin down when searching |
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}; |
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TYPEDESCRIPTION CBaseTurret::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CBaseTurret, m_flMaxSpin, FIELD_FLOAT ), |
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DEFINE_FIELD( CBaseTurret, m_iSpin, FIELD_INTEGER ), |
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DEFINE_FIELD( CBaseTurret, m_pEyeGlow, FIELD_CLASSPTR ), |
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DEFINE_FIELD( CBaseTurret, m_eyeBrightness, FIELD_INTEGER ), |
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DEFINE_FIELD( CBaseTurret, m_iDeployHeight, FIELD_INTEGER ), |
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DEFINE_FIELD( CBaseTurret, m_iRetractHeight, FIELD_INTEGER ), |
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DEFINE_FIELD( CBaseTurret, m_iMinPitch, FIELD_INTEGER ), |
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DEFINE_FIELD( CBaseTurret, m_iBaseTurnRate, FIELD_INTEGER ), |
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DEFINE_FIELD( CBaseTurret, m_fTurnRate, FIELD_FLOAT ), |
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DEFINE_FIELD( CBaseTurret, m_iOrientation, FIELD_INTEGER ), |
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DEFINE_FIELD( CBaseTurret, m_iOn, FIELD_INTEGER ), |
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DEFINE_FIELD( CBaseTurret, m_fBeserk, FIELD_INTEGER ), |
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DEFINE_FIELD( CBaseTurret, m_iAutoStart, FIELD_INTEGER ), |
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DEFINE_FIELD( CBaseTurret, m_vecLastSight, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( CBaseTurret, m_flLastSight, FIELD_TIME ), |
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DEFINE_FIELD( CBaseTurret, m_flMaxWait, FIELD_FLOAT ), |
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DEFINE_FIELD( CBaseTurret, m_iSearchSpeed, FIELD_INTEGER ), |
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DEFINE_FIELD( CBaseTurret, m_flStartYaw, FIELD_FLOAT ), |
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DEFINE_FIELD( CBaseTurret, m_vecCurAngles, FIELD_VECTOR ), |
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DEFINE_FIELD( CBaseTurret, m_vecGoalAngles, FIELD_VECTOR ), |
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DEFINE_FIELD( CBaseTurret, m_flPingTime, FIELD_TIME ), |
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DEFINE_FIELD( CBaseTurret, m_flSpinUpTime, FIELD_TIME ), |
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}; |
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IMPLEMENT_SAVERESTORE( CBaseTurret, CBaseMonster ) |
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class CTurret : public CBaseTurret |
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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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// Think functions |
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void SpinUpCall( void ); |
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void SpinDownCall( 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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// other functions |
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void Shoot( Vector &vecSrc, Vector &vecDirToEnemy ); |
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private: |
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int m_iStartSpin; |
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}; |
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TYPEDESCRIPTION CTurret::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CTurret, m_iStartSpin, FIELD_INTEGER ), |
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}; |
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IMPLEMENT_SAVERESTORE( CTurret, CBaseTurret ) |
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class CMiniTurret : public CBaseTurret |
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{ |
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public: |
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void Spawn(); |
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void Precache( void ); |
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// other functions |
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void Shoot( Vector &vecSrc, Vector &vecDirToEnemy ); |
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}; |
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LINK_ENTITY_TO_CLASS( monster_turret, CTurret ) |
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LINK_ENTITY_TO_CLASS( monster_miniturret, CMiniTurret ) |
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void CBaseTurret::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "maxsleep" ) ) |
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{ |
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m_flMaxWait = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "orientation" ) ) |
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{ |
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m_iOrientation = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "searchspeed" ) ) |
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{ |
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m_iSearchSpeed = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "turnrate" ) ) |
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{ |
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m_iBaseTurnRate = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "style" ) || |
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FStrEq( pkvd->szKeyName, "height" ) || |
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FStrEq( pkvd->szKeyName, "value1" ) || |
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FStrEq( pkvd->szKeyName, "value2" ) || |
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FStrEq( pkvd->szKeyName, "value3" ) ) |
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pkvd->fHandled = TRUE; |
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else |
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CBaseMonster::KeyValue( pkvd ); |
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} |
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void CBaseTurret::Spawn() |
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{ |
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Precache(); |
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SetNextThink( 1 ); |
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pev->movetype = MOVETYPE_FLY; |
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pev->sequence = 0; |
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pev->frame = 0; |
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pev->solid = SOLID_SLIDEBOX; |
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pev->takedamage = DAMAGE_AIM; |
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SetBits( pev->flags, FL_MONSTER ); |
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SetUse( &CBaseTurret::TurretUse ); |
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if( ( pev->spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE ) |
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&& !( pev->spawnflags & SF_MONSTER_TURRET_STARTINACTIVE ) ) |
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{ |
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m_iAutoStart = TRUE; |
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} |
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ResetSequenceInfo(); |
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SetBoneController( 0, 0 ); |
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SetBoneController( 1, 0 ); |
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m_flFieldOfView = VIEW_FIELD_FULL; |
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// m_flSightRange = TURRET_RANGE; |
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} |
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void CBaseTurret::Precache() |
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{ |
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PRECACHE_SOUND( "turret/tu_fire1.wav" ); |
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PRECACHE_SOUND( "turret/tu_ping.wav" ); |
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PRECACHE_SOUND( "turret/tu_active2.wav" ); |
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PRECACHE_SOUND( "turret/tu_die.wav" ); |
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PRECACHE_SOUND( "turret/tu_die2.wav" ); |
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PRECACHE_SOUND( "turret/tu_die3.wav" ); |
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// PRECACHE_SOUND( "turret/tu_retract.wav" ); // just use deploy sound to save memory |
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PRECACHE_SOUND( "turret/tu_deploy.wav" ); |
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PRECACHE_SOUND( "turret/tu_spinup.wav" ); |
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PRECACHE_SOUND( "turret/tu_spindown.wav" ); |
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PRECACHE_SOUND( "turret/tu_search.wav" ); |
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PRECACHE_SOUND( "turret/tu_alert.wav" ); |
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} |
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void CBaseTurret::UpdateOnRemove() |
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{ |
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CBaseEntity::UpdateOnRemove(); |
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if( m_pEyeGlow ) |
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{ |
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UTIL_Remove( m_pEyeGlow ); |
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m_pEyeGlow = 0; |
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} |
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} |
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#define TURRET_GLOW_SPRITE "sprites/flare3.spr" |
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void CTurret::Spawn() |
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{ |
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Precache(); |
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if (pev->model) |
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SET_MODEL(ENT(pev), STRING(pev->model)); //LRC |
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else |
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SET_MODEL( ENT( pev ), "models/turret.mdl" ); |
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if (!pev->health) |
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pev->health = gSkillData.turretHealth; |
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m_HackedGunPos = Vector( 0, 0, 12.75 ); |
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m_flMaxSpin = TURRET_MAXSPIN; |
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pev->view_ofs.z = 12.75; |
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CBaseTurret::Spawn(); |
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m_iRetractHeight = 16; |
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m_iDeployHeight = 32; |
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m_iMinPitch = -15; |
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UTIL_SetSize( pev, Vector( -32, -32, -m_iRetractHeight ), Vector( 32, 32, m_iRetractHeight ) ); |
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SetThink(&CTurret::Initialize); |
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m_pEyeGlow = CSprite::SpriteCreate( TURRET_GLOW_SPRITE, pev->origin, FALSE ); |
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m_pEyeGlow->SetTransparency( kRenderGlow, 255, 0, 0, 0, kRenderFxNoDissipation ); |
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m_pEyeGlow->SetAttachment( edict(), 2 ); |
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m_eyeBrightness = 0; |
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SetNextThink( 0.3f ); |
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} |
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void CTurret::Precache() |
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{ |
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CBaseTurret::Precache(); |
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if (pev->model) |
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PRECACHE_MODEL(STRING(pev->model)); //LRC |
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else |
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PRECACHE_MODEL( "models/turret.mdl" ); |
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PRECACHE_MODEL( TURRET_GLOW_SPRITE ); |
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} |
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void CMiniTurret::Spawn() |
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{ |
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Precache(); |
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if( pev->model ) |
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SET_MODEL( ENT( pev ), STRING( pev->model ) ); //LRC |
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else |
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SET_MODEL( ENT( pev ), "models/miniturret.mdl" ); |
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if( !pev->health ) |
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pev->health = gSkillData.miniturretHealth; |
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m_HackedGunPos = Vector( 0.0f, 0.0f, 12.75f ); |
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m_flMaxSpin = 0; |
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pev->view_ofs.z = 12.75f; |
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CBaseTurret::Spawn(); |
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m_iRetractHeight = 16; |
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m_iDeployHeight = 32; |
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m_iMinPitch = -15; |
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UTIL_SetSize( pev, Vector( -16, -16, -m_iRetractHeight ), Vector( 16, 16, m_iRetractHeight ) ); |
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SetThink( &CMiniTurret::Initialize ); |
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SetNextThink( 0.3f ); |
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} |
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void CMiniTurret::Precache() |
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{ |
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CBaseTurret::Precache(); |
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if (pev->model) |
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PRECACHE_MODEL(STRING(pev->model)); //LRC |
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else |
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PRECACHE_MODEL( "models/miniturret.mdl" ); |
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PRECACHE_SOUND( "weapons/hks1.wav" ); |
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PRECACHE_SOUND( "weapons/hks2.wav" ); |
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PRECACHE_SOUND( "weapons/hks3.wav" ); |
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} |
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void CBaseTurret::Initialize( void ) |
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{ |
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m_iOn = 0; |
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m_fBeserk = 0; |
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m_iSpin = 0; |
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SetBoneController( 0, 0 ); |
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SetBoneController( 1, 0 ); |
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if( m_iBaseTurnRate == 0 ) |
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m_iBaseTurnRate = TURRET_TURNRATE; |
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if( m_flMaxWait == 0 ) |
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m_flMaxWait = TURRET_MAXWAIT; |
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m_flStartYaw = pev->angles.y; |
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if( m_iOrientation == 1 ) |
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{ |
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pev->idealpitch = 180; |
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pev->angles.x = 180; |
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pev->view_ofs.z = -pev->view_ofs.z; |
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pev->effects |= EF_INVLIGHT; |
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pev->angles.y = pev->angles.y + 180; |
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if( pev->angles.y > 360 ) |
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pev->angles.y = pev->angles.y - 360; |
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} |
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m_vecGoalAngles.x = 0; |
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if( m_iAutoStart ) |
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{ |
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m_flLastSight = gpGlobals->time + m_flMaxWait; |
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SetThink( &CBaseTurret::AutoSearchThink ); |
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SetNextThink( 0.1f ); |
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} |
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else |
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SetThink(&CBaseTurret::SUB_DoNothing); |
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} |
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void CBaseTurret::TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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if( !ShouldToggle( useType, m_iOn ) ) |
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return; |
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if( m_iOn ) |
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{ |
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m_hEnemy = NULL; |
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SetNextThink( 0.1f ); |
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m_iAutoStart = FALSE;// switching off a turret disables autostart |
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//!!!! this should spin down first!!BUGBUG |
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SetThink( &CBaseTurret::Retire ); |
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} |
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else |
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{ |
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SetNextThink( 0.1f ); // turn on delay |
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// if the turret is flagged as an autoactivate turret, re-enable it's ability open self. |
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if( pev->spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE ) |
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{ |
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m_iAutoStart = TRUE; |
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} |
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SetThink( &CBaseTurret::Deploy ); |
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} |
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} |
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void CBaseTurret::Ping( void ) |
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{ |
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// make the pinging noise every second while searching |
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if( m_flPingTime == 0 ) |
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m_flPingTime = gpGlobals->time + 1; |
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else if( m_flPingTime <= gpGlobals->time ) |
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{ |
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m_flPingTime = gpGlobals->time + 1; |
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "turret/tu_ping.wav", 1, ATTN_NORM ); |
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EyeOn(); |
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} |
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else if( m_eyeBrightness > 0 ) |
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{ |
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EyeOff(); |
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} |
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} |
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void CBaseTurret::EyeOn() |
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{ |
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if( m_pEyeGlow ) |
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{ |
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if( m_eyeBrightness != 255 ) |
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{ |
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m_eyeBrightness = 255; |
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} |
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m_pEyeGlow->SetBrightness( m_eyeBrightness ); |
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} |
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} |
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void CBaseTurret::EyeOff() |
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{ |
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if( m_pEyeGlow ) |
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{ |
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if( m_eyeBrightness > 0 ) |
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{ |
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m_eyeBrightness = Q_max( 0, m_eyeBrightness - 30 ); |
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m_pEyeGlow->SetBrightness( m_eyeBrightness ); |
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} |
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} |
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} |
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void CBaseTurret::ActiveThink( void ) |
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{ |
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int fAttack = 0; |
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Vector vecDirToEnemy; |
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SetNextThink( 0.1f ); |
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StudioFrameAdvance(); |
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if( ( !m_iOn ) || ( m_hEnemy == 0 ) ) |
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{ |
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m_hEnemy = NULL; |
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m_flLastSight = gpGlobals->time + m_flMaxWait; |
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SetThink( &CBaseTurret::SearchThink ); |
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return; |
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} |
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// if it's dead, look for something new |
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if( !m_hEnemy->IsAlive() ) |
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{ |
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if( !m_flLastSight ) |
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{ |
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m_flLastSight = gpGlobals->time + 0.5f; // continue-shooting timeout |
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} |
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else |
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{ |
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if( gpGlobals->time > m_flLastSight ) |
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{ |
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m_hEnemy = NULL; |
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m_flLastSight = gpGlobals->time + m_flMaxWait; |
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SetThink( &CBaseTurret::SearchThink ); |
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return; |
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} |
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} |
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} |
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Vector vecMid = pev->origin + pev->view_ofs; |
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Vector vecMidEnemy = m_hEnemy->BodyTarget( vecMid ); |
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// Look for our current enemy |
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int fEnemyVisible = FBoxVisible( pev, m_hEnemy->pev, vecMidEnemy ); |
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vecDirToEnemy = vecMidEnemy - vecMid; // calculate dir and dist to enemy |
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float flDistToEnemy = vecDirToEnemy.Length(); |
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Vector vec = UTIL_VecToAngles( vecMidEnemy - vecMid ); |
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// Current enmey is not visible. |
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if( !fEnemyVisible || ( flDistToEnemy > TURRET_RANGE ) ) |
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{ |
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if( !m_flLastSight ) |
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m_flLastSight = gpGlobals->time + 0.5f; |
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else |
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{ |
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// Should we look for a new target? |
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if( gpGlobals->time > m_flLastSight ) |
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{ |
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m_hEnemy = NULL; |
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m_flLastSight = gpGlobals->time + m_flMaxWait; |
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SetThink( &CBaseTurret::SearchThink ); |
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return; |
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} |
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} |
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fEnemyVisible = 0; |
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} |
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else |
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{ |
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m_vecLastSight = vecMidEnemy; |
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} |
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UTIL_MakeAimVectors( m_vecCurAngles ); |
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/* |
|
ALERT( at_console, "%.0f %.0f : %.2f %.2f %.2f\n", |
|
m_vecCurAngles.x, m_vecCurAngles.y, |
|
gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_forward.z ); |
|
*/ |
|
|
|
Vector vecLOS = vecDirToEnemy; //vecMid - m_vecLastSight; |
|
vecLOS = vecLOS.Normalize(); |
|
|
|
// Is the Gun looking at the target |
|
if( DotProduct( vecLOS, gpGlobals->v_forward ) <= 0.866f ) // 30 degree slop |
|
fAttack = FALSE; |
|
else |
|
fAttack = TRUE; |
|
|
|
// fire the gun |
|
if( m_iSpin && ( ( fAttack ) || ( m_fBeserk ) ) ) |
|
{ |
|
Vector vecSrc, vecAng; |
|
GetAttachment( 0, vecSrc, vecAng ); |
|
SetTurretAnim( TURRET_ANIM_FIRE ); |
|
Shoot( vecSrc, gpGlobals->v_forward ); |
|
} |
|
else |
|
{ |
|
SetTurretAnim( TURRET_ANIM_SPIN ); |
|
} |
|
|
|
//move the gun |
|
if( m_fBeserk ) |
|
{ |
|
if( RANDOM_LONG( 0, 9 ) == 0 ) |
|
{ |
|
m_vecGoalAngles.y = RANDOM_FLOAT( 0, 360 ); |
|
m_vecGoalAngles.x = RANDOM_FLOAT( 0, 90 ) - 90 * m_iOrientation; |
|
TakeDamage( pev, pev, 1, DMG_GENERIC ); // don't beserk forever |
|
return; |
|
} |
|
} |
|
else if( fEnemyVisible ) |
|
{ |
|
if( vec.y > 360 ) |
|
vec.y -= 360; |
|
|
|
if( vec.y < 0 ) |
|
vec.y += 360; |
|
|
|
//ALERT( at_console, "[%.2f]", vec.x ); |
|
|
|
if( vec.x < -180 ) |
|
vec.x += 360; |
|
|
|
if( vec.x > 180 ) |
|
vec.x -= 360; |
|
|
|
// now all numbers should be in [1...360] |
|
// pin to turret limitations to [-90...15] |
|
|
|
if( m_iOrientation == 0 ) |
|
{ |
|
if( vec.x > 90 ) |
|
vec.x = 90; |
|
else if( vec.x < m_iMinPitch ) |
|
vec.x = m_iMinPitch; |
|
} |
|
else |
|
{ |
|
if( vec.x < -90 ) |
|
vec.x = -90; |
|
else if( vec.x > -m_iMinPitch ) |
|
vec.x = -m_iMinPitch; |
|
} |
|
|
|
// ALERT( at_console, "->[%.2f]\n", vec.x ); |
|
|
|
m_vecGoalAngles.y = vec.y; |
|
m_vecGoalAngles.x = vec.x; |
|
} |
|
|
|
SpinUpCall(); |
|
MoveTurret(); |
|
} |
|
|
|
void CTurret::Shoot( Vector &vecSrc, Vector &vecDirToEnemy ) |
|
{ |
|
FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1 ); |
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.6 ); |
|
pev->effects = pev->effects | EF_MUZZLEFLASH; |
|
} |
|
|
|
void CMiniTurret::Shoot( Vector &vecSrc, Vector &vecDirToEnemy ) |
|
{ |
|
FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_9MM, 1 ); |
|
|
|
switch( RANDOM_LONG( 0, 2 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM ); |
|
break; |
|
case 2: |
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks3.wav", 1, ATTN_NORM ); |
|
break; |
|
} |
|
pev->effects = pev->effects | EF_MUZZLEFLASH; |
|
} |
|
|
|
void CBaseTurret::Deploy( void ) |
|
{ |
|
SetNextThink( 0.1f ); |
|
StudioFrameAdvance(); |
|
|
|
if( pev->sequence != TURRET_ANIM_DEPLOY ) |
|
{ |
|
m_iOn = 1; |
|
SetTurretAnim( TURRET_ANIM_DEPLOY ); |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); |
|
SUB_UseTargets( this, USE_ON, 0 ); |
|
} |
|
|
|
if( m_fSequenceFinished ) |
|
{ |
|
pev->maxs.z = m_iDeployHeight; |
|
pev->mins.z = -m_iDeployHeight; |
|
UTIL_SetSize( pev, pev->mins, pev->maxs ); |
|
|
|
m_vecCurAngles.x = 0; |
|
|
|
if( m_iOrientation == 1 ) |
|
{ |
|
m_vecCurAngles.y = UTIL_AngleMod( pev->angles.y + 180 ); |
|
} |
|
else |
|
{ |
|
m_vecCurAngles.y = UTIL_AngleMod( pev->angles.y ); |
|
} |
|
|
|
SetTurretAnim( TURRET_ANIM_SPIN ); |
|
pev->framerate = 0; |
|
SetThink( &CBaseTurret::SearchThink ); |
|
} |
|
|
|
m_flLastSight = gpGlobals->time + m_flMaxWait; |
|
} |
|
|
|
void CBaseTurret::Retire( void ) |
|
{ |
|
// make the turret level |
|
m_vecGoalAngles.x = 0; |
|
m_vecGoalAngles.y = m_flStartYaw; |
|
|
|
SetNextThink( 0.1f ); |
|
|
|
StudioFrameAdvance(); |
|
|
|
EyeOff(); |
|
|
|
if( !MoveTurret() ) |
|
{ |
|
if( m_iSpin ) |
|
{ |
|
SpinDownCall(); |
|
} |
|
else if( pev->sequence != TURRET_ANIM_RETIRE ) |
|
{ |
|
SetTurretAnim( TURRET_ANIM_RETIRE ); |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM, 0, 120 ); |
|
SUB_UseTargets( this, USE_OFF, 0 ); |
|
} |
|
else if( m_fSequenceFinished ) |
|
{ |
|
m_iOn = 0; |
|
m_flLastSight = 0; |
|
SetTurretAnim( TURRET_ANIM_NONE ); |
|
pev->maxs.z = m_iRetractHeight; |
|
pev->mins.z = -m_iRetractHeight; |
|
UTIL_SetSize( pev, pev->mins, pev->maxs ); |
|
if( m_iAutoStart ) |
|
{ |
|
SetThink( &CBaseTurret::AutoSearchThink ); |
|
SetNextThink( 0.1f ); |
|
} |
|
else |
|
SetThink(&CBaseTurret::SUB_DoNothing); |
|
} |
|
} |
|
else |
|
{ |
|
SetTurretAnim( TURRET_ANIM_SPIN ); |
|
} |
|
} |
|
|
|
void CTurret::SpinUpCall( void ) |
|
{ |
|
StudioFrameAdvance(); |
|
SetNextThink( 0.1f ); |
|
|
|
// Are we already spun up? If not start the two stage process. |
|
if( !m_iSpin ) |
|
{ |
|
SetTurretAnim( TURRET_ANIM_SPIN ); |
|
|
|
// for the first pass, spin up the the barrel |
|
if( !m_iStartSpin ) |
|
{ |
|
SetNextThink( 1.0f ); // spinup delay |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_spinup.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); |
|
m_iStartSpin = 1; |
|
pev->framerate = 0.1f; |
|
} |
|
// after the barrel is spun up, turn on the hum |
|
else if( pev->framerate >= 1.0f ) |
|
{ |
|
SetNextThink( 0.1f ); // retarget delay |
|
EMIT_SOUND( ENT( pev ), CHAN_STATIC, "turret/tu_active2.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); |
|
SetThink(&CTurret::ActiveThink); |
|
m_iStartSpin = 0; |
|
m_iSpin = 1; |
|
} |
|
else |
|
{ |
|
pev->framerate += 0.075f; |
|
} |
|
} |
|
|
|
if( m_iSpin ) |
|
{ |
|
SetThink(&CTurret::ActiveThink); |
|
} |
|
} |
|
|
|
void CTurret::SpinDownCall( void ) |
|
{ |
|
if( m_iSpin ) |
|
{ |
|
SetTurretAnim( TURRET_ANIM_SPIN ); |
|
if( pev->framerate == 1.0f ) |
|
{ |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100 ); |
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "turret/tu_spindown.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); |
|
} |
|
pev->framerate -= 0.02f; |
|
if( pev->framerate <= 0 ) |
|
{ |
|
pev->framerate = 0; |
|
m_iSpin = 0; |
|
} |
|
} |
|
} |
|
|
|
void CBaseTurret::SetTurretAnim( TURRET_ANIM anim ) |
|
{ |
|
if( pev->sequence != anim ) |
|
{ |
|
switch( anim ) |
|
{ |
|
case TURRET_ANIM_FIRE: |
|
case TURRET_ANIM_SPIN: |
|
if( pev->sequence != TURRET_ANIM_FIRE && pev->sequence != TURRET_ANIM_SPIN ) |
|
{ |
|
pev->frame = 0; |
|
} |
|
break; |
|
default: |
|
pev->frame = 0; |
|
break; |
|
} |
|
|
|
pev->sequence = anim; |
|
ResetSequenceInfo(); |
|
|
|
switch( anim ) |
|
{ |
|
case TURRET_ANIM_RETIRE: |
|
pev->frame = 255; |
|
pev->framerate = -1.0; |
|
break; |
|
case TURRET_ANIM_DIE: |
|
pev->framerate = 1.0; |
|
break; |
|
default: |
|
break; |
|
} |
|
//ALERT( at_console, "Turret anim #%d\n", anim ); |
|
} |
|
} |
|
|
|
// |
|
// This search function will sit with the turret deployed and look for a new target. |
|
// After a set amount of time, the barrel will spin down. After m_flMaxWait, the turret will |
|
// retact. |
|
// |
|
void CBaseTurret::SearchThink( void ) |
|
{ |
|
// ensure rethink |
|
SetTurretAnim( TURRET_ANIM_SPIN ); |
|
StudioFrameAdvance(); |
|
SetNextThink( 0.1f ); |
|
|
|
if( m_flSpinUpTime == 0 && m_flMaxSpin ) |
|
m_flSpinUpTime = gpGlobals->time + m_flMaxSpin; |
|
|
|
Ping(); |
|
|
|
// If we have a target and we're still healthy |
|
if( m_hEnemy != 0 ) |
|
{ |
|
if( !m_hEnemy->IsAlive() ) |
|
m_hEnemy = NULL;// Dead enemy forces a search for new one |
|
} |
|
|
|
// Acquire Target |
|
if( m_hEnemy == 0 ) |
|
{ |
|
Look( TURRET_RANGE ); |
|
m_hEnemy = BestVisibleEnemy(); |
|
} |
|
|
|
// If we've found a target, spin up the barrel and start to attack |
|
if( m_hEnemy != 0 ) |
|
{ |
|
m_flLastSight = 0; |
|
m_flSpinUpTime = 0; |
|
SetThink( &CBaseTurret::ActiveThink ); |
|
} |
|
else |
|
{ |
|
// Are we out of time, do we need to retract? |
|
if( gpGlobals->time > m_flLastSight ) |
|
{ |
|
//Before we retrace, make sure that we are spun down. |
|
m_flLastSight = 0; |
|
m_flSpinUpTime = 0; |
|
SetThink( &CBaseTurret::Retire ); |
|
} |
|
// should we stop the spin? |
|
else if( ( m_flSpinUpTime ) && ( gpGlobals->time > m_flSpinUpTime ) ) |
|
{ |
|
SpinDownCall(); |
|
} |
|
|
|
// generic hunt for new victims |
|
m_vecGoalAngles.y = ( m_vecGoalAngles.y + 0.1f * m_fTurnRate ); |
|
if( m_vecGoalAngles.y >= 360 ) |
|
m_vecGoalAngles.y -= 360; |
|
MoveTurret(); |
|
} |
|
} |
|
|
|
// |
|
// This think function will deploy the turret when something comes into range. This is for |
|
// automatically activated turrets. |
|
// |
|
void CBaseTurret::AutoSearchThink( void ) |
|
{ |
|
// ensure rethink |
|
StudioFrameAdvance(); |
|
SetNextThink( 0.3f ); |
|
|
|
// If we have a target and we're still healthy |
|
if( m_hEnemy != 0 ) |
|
{ |
|
if( !m_hEnemy->IsAlive() ) |
|
m_hEnemy = NULL;// Dead enemy forces a search for new one |
|
} |
|
|
|
// Acquire Target |
|
if( m_hEnemy == 0 ) |
|
{ |
|
Look( TURRET_RANGE ); |
|
m_hEnemy = BestVisibleEnemy(); |
|
} |
|
|
|
if( m_hEnemy != 0 ) |
|
{ |
|
SetThink( &CBaseTurret::Deploy ); |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_alert.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); |
|
} |
|
} |
|
|
|
void CBaseTurret::TurretDeath( void ) |
|
{ |
|
//BOOL iActive = FALSE; |
|
|
|
StudioFrameAdvance(); |
|
SetNextThink( 0.1 ); |
|
|
|
if( pev->deadflag != DEAD_DEAD ) |
|
{ |
|
pev->deadflag = DEAD_DEAD; |
|
|
|
float flRndSound = RANDOM_FLOAT( 0, 1 ); |
|
|
|
if( flRndSound <= 0.33f ) |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM ); |
|
else if( flRndSound <= 0.66f ) |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM ); |
|
else |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM ); |
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100 ); |
|
|
|
if( m_iOrientation == 0 ) |
|
m_vecGoalAngles.x = -15; |
|
else |
|
m_vecGoalAngles.x = -90; |
|
|
|
SetTurretAnim( TURRET_ANIM_DIE ); |
|
|
|
EyeOn(); |
|
} |
|
|
|
EyeOff(); |
|
|
|
if( pev->dmgtime + RANDOM_FLOAT( 0, 2 ) > gpGlobals->time ) |
|
{ |
|
// lots of smoke |
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_SMOKE ); |
|
WRITE_COORD( RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ) ); |
|
WRITE_COORD( RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ) ); |
|
WRITE_COORD( pev->origin.z - m_iOrientation * 64 ); |
|
WRITE_SHORT( g_sModelIndexSmoke ); |
|
WRITE_BYTE( 25 ); // scale * 10 |
|
WRITE_BYTE( 10 - m_iOrientation * 5 ); // framerate |
|
MESSAGE_END(); |
|
} |
|
|
|
if( pev->dmgtime + RANDOM_FLOAT( 0, 5 ) > gpGlobals->time ) |
|
{ |
|
Vector vecSrc = Vector( RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ), RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ), 0 ); |
|
if( m_iOrientation == 0 ) |
|
vecSrc = vecSrc + Vector( 0, 0, RANDOM_FLOAT( pev->origin.z, pev->absmax.z ) ); |
|
else |
|
vecSrc = vecSrc + Vector( 0, 0, RANDOM_FLOAT( pev->absmin.z, pev->origin.z ) ); |
|
|
|
UTIL_Sparks( vecSrc ); |
|
} |
|
|
|
if( m_fSequenceFinished && !MoveTurret() && pev->dmgtime + 5 < gpGlobals->time ) |
|
{ |
|
pev->framerate = 0; |
|
SetThink( NULL ); |
|
} |
|
} |
|
|
|
void CBaseTurret::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) |
|
{ |
|
if( ptr->iHitgroup == 10 ) |
|
{ |
|
// hit armor |
|
if( pev->dmgtime != gpGlobals->time || (RANDOM_LONG( 0, 10 ) < 1 ) ) |
|
{ |
|
UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 1, 2 ) ); |
|
pev->dmgtime = gpGlobals->time; |
|
} |
|
|
|
flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated |
|
} |
|
|
|
if( !pev->takedamage ) |
|
return; |
|
|
|
AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); |
|
} |
|
|
|
// take damage. bitsDamageType indicates type of damage sustained, ie: DMG_BULLET |
|
int CBaseTurret::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
|
{ |
|
if( !pev->takedamage ) |
|
return 0; |
|
|
|
if( !m_iOn ) |
|
flDamage *= 0.1f; |
|
|
|
pev->health -= flDamage; |
|
if( pev->health <= 0 ) |
|
{ |
|
pev->health = 0; |
|
pev->takedamage = DAMAGE_NO; |
|
pev->dmgtime = gpGlobals->time; |
|
|
|
ClearBits( pev->flags, FL_MONSTER ); // why are they set in the first place??? |
|
|
|
SetUse( NULL ); |
|
SetThink( &CBaseTurret::TurretDeath ); |
|
SUB_UseTargets( this, USE_ON, 0 ); // wake up others |
|
SetNextThink( 0.1 ); |
|
|
|
return 0; |
|
} |
|
|
|
if( pev->health <= 10 ) |
|
{ |
|
if( m_iOn && ( 1 || RANDOM_LONG( 0, 0x7FFF ) > 800 ) ) |
|
{ |
|
m_fBeserk = 1; |
|
SetThink( &CBaseTurret::SearchThink ); |
|
} |
|
} |
|
|
|
return 1; |
|
} |
|
|
|
int CBaseTurret::MoveTurret( void ) |
|
{ |
|
int state = 0; |
|
// any x movement? |
|
|
|
if( m_vecCurAngles.x != m_vecGoalAngles.x ) |
|
{ |
|
float flDir = m_vecGoalAngles.x > m_vecCurAngles.x ? 1 : -1 ; |
|
|
|
m_vecCurAngles.x += 0.1f * m_fTurnRate * flDir; |
|
|
|
// if we started below the goal, and now we're past, peg to goal |
|
if( flDir == 1 ) |
|
{ |
|
if( m_vecCurAngles.x > m_vecGoalAngles.x ) |
|
m_vecCurAngles.x = m_vecGoalAngles.x; |
|
} |
|
else |
|
{ |
|
if( m_vecCurAngles.x < m_vecGoalAngles.x ) |
|
m_vecCurAngles.x = m_vecGoalAngles.x; |
|
} |
|
|
|
if( m_iOrientation == 0 ) |
|
SetBoneController( 1, -m_vecCurAngles.x ); |
|
else |
|
SetBoneController( 1, m_vecCurAngles.x ); |
|
state = 1; |
|
} |
|
|
|
if( m_vecCurAngles.y != m_vecGoalAngles.y ) |
|
{ |
|
float flDir = m_vecGoalAngles.y > m_vecCurAngles.y ? 1 : -1 ; |
|
float flDist = fabs( m_vecGoalAngles.y - m_vecCurAngles.y ); |
|
|
|
if( flDist > 180 ) |
|
{ |
|
flDist = 360 - flDist; |
|
flDir = -flDir; |
|
} |
|
if( flDist > 30 ) |
|
{ |
|
if( m_fTurnRate < m_iBaseTurnRate * 10 ) |
|
{ |
|
m_fTurnRate += m_iBaseTurnRate; |
|
} |
|
} |
|
else if( m_fTurnRate > 45 ) |
|
{ |
|
m_fTurnRate -= m_iBaseTurnRate; |
|
} |
|
else |
|
{ |
|
m_fTurnRate += m_iBaseTurnRate; |
|
} |
|
|
|
m_vecCurAngles.y += 0.1f * m_fTurnRate * flDir; |
|
|
|
if( m_vecCurAngles.y < 0 ) |
|
m_vecCurAngles.y += 360; |
|
else if( m_vecCurAngles.y >= 360 ) |
|
m_vecCurAngles.y -= 360; |
|
|
|
if( flDist < ( 0.05f * m_iBaseTurnRate ) ) |
|
m_vecCurAngles.y = m_vecGoalAngles.y; |
|
|
|
//ALERT( at_console, "%.2f -> %.2f\n", m_vecCurAngles.y, y ); |
|
if( m_iOrientation == 0 ) |
|
SetBoneController( 0, m_vecCurAngles.y - pev->angles.y ); |
|
else |
|
SetBoneController( 0, pev->angles.y - 180 - m_vecCurAngles.y ); |
|
state = 1; |
|
} |
|
|
|
if( !state ) |
|
m_fTurnRate = m_iBaseTurnRate; |
|
|
|
//ALERT( at_console, "(%.2f, %.2f)->(%.2f, %.2f)\n", m_vecCurAngles.x, |
|
// m_vecCurAngles.y, m_vecGoalAngles.x, m_vecGoalAngles.y ); |
|
return state; |
|
} |
|
|
|
// |
|
// ID as a machine |
|
// |
|
int CBaseTurret::Classify( void ) |
|
{ |
|
if (m_iClass) return m_iClass; |
|
if( m_iOn || m_iAutoStart ) |
|
return CLASS_MACHINE; |
|
return CLASS_NONE; |
|
} |
|
|
|
//========================================================= |
|
// Sentry gun - smallest turret, placed near grunt entrenchments |
|
//========================================================= |
|
class CSentry : public CBaseTurret |
|
{ |
|
public: |
|
void Spawn(); |
|
void Precache( void ); |
|
// other functions |
|
void Shoot( Vector &vecSrc, Vector &vecDirToEnemy ); |
|
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
|
void EXPORT SentryTouch( CBaseEntity *pOther ); |
|
void EXPORT SentryDeath( void ); |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_sentry, CSentry ) |
|
|
|
void CSentry::Precache() |
|
{ |
|
CBaseTurret::Precache(); |
|
if (pev->model) |
|
PRECACHE_MODEL(STRING(pev->model)); //LRC |
|
else |
|
PRECACHE_MODEL( "models/sentry.mdl" ); |
|
} |
|
|
|
void CSentry::Spawn() |
|
{ |
|
Precache(); |
|
if (pev->model) |
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC |
|
else |
|
SET_MODEL( ENT( pev ), "models/sentry.mdl" ); |
|
if (!pev->health) //LRC |
|
pev->health = gSkillData.sentryHealth; |
|
m_HackedGunPos = Vector( 0, 0, 48 ); |
|
pev->view_ofs.z = 48; |
|
m_flMaxWait = 1E6; |
|
m_flMaxSpin = 1E6; |
|
|
|
CBaseTurret::Spawn(); |
|
m_iRetractHeight = 64; |
|
m_iDeployHeight = 64; |
|
m_iMinPitch = -60; |
|
UTIL_SetSize( pev, Vector( -16, -16, -m_iRetractHeight ), Vector( 16, 16, m_iRetractHeight ) ); |
|
|
|
SetTouch( &CSentry::SentryTouch ); |
|
SetThink( &CSentry::Initialize ); |
|
SetNextThink( 0.3f ); |
|
} |
|
|
|
void CSentry::Shoot( Vector &vecSrc, Vector &vecDirToEnemy ) |
|
{ |
|
FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_MP5, 1 ); |
|
|
|
switch( RANDOM_LONG( 0, 2 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM ); |
|
break; |
|
case 2: |
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks3.wav", 1, ATTN_NORM ); |
|
break; |
|
} |
|
pev->effects = pev->effects | EF_MUZZLEFLASH; |
|
} |
|
|
|
int CSentry::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
|
{ |
|
if( !pev->takedamage ) |
|
return 0; |
|
|
|
if( !m_iOn ) |
|
{ |
|
SetThink(&CSentry:: Deploy ); |
|
SetUse( NULL ); |
|
SetNextThink( 0.1f ); |
|
} |
|
|
|
pev->health -= flDamage; |
|
if( pev->health <= 0 ) |
|
{ |
|
pev->health = 0; |
|
pev->takedamage = DAMAGE_NO; |
|
pev->dmgtime = gpGlobals->time; |
|
|
|
ClearBits( pev->flags, FL_MONSTER ); // why are they set in the first place??? |
|
|
|
SetUse( NULL ); |
|
SetThink( &CSentry::SentryDeath ); |
|
SUB_UseTargets( this, USE_ON, 0 ); // wake up others |
|
SetNextThink( 0.1f ); |
|
|
|
return 0; |
|
} |
|
|
|
return 1; |
|
} |
|
|
|
void CSentry::SentryTouch( CBaseEntity *pOther ) |
|
{ |
|
if( pOther && ( pOther->IsPlayer() || ( pOther->pev->flags & FL_MONSTER ) ) ) |
|
{ |
|
TakeDamage( pOther->pev, pOther->pev, 0, 0 ); |
|
} |
|
} |
|
|
|
void CSentry::SentryDeath( void ) |
|
{ |
|
//BOOL iActive = FALSE; |
|
|
|
StudioFrameAdvance(); |
|
SetNextThink( 0.1f ); |
|
|
|
if( pev->deadflag != DEAD_DEAD ) |
|
{ |
|
pev->deadflag = DEAD_DEAD; |
|
|
|
float flRndSound = RANDOM_FLOAT( 0, 1 ); |
|
|
|
if( flRndSound <= 0.33f ) |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM ); |
|
else if( flRndSound <= 0.66f ) |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM ); |
|
else |
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM ); |
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100 ); |
|
|
|
SetBoneController( 0, 0 ); |
|
SetBoneController( 1, 0 ); |
|
|
|
SetTurretAnim( TURRET_ANIM_DIE ); |
|
|
|
pev->solid = SOLID_NOT; |
|
pev->angles.y = UTIL_AngleMod( pev->angles.y + RANDOM_LONG( 0, 2 ) * 120 ); |
|
|
|
EyeOn(); |
|
} |
|
|
|
EyeOff(); |
|
|
|
Vector vecSrc, vecAng; |
|
GetAttachment( 1, vecSrc, vecAng ); |
|
|
|
if( pev->dmgtime + RANDOM_FLOAT( 0, 2 ) > gpGlobals->time ) |
|
{ |
|
// lots of smoke |
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_SMOKE ); |
|
WRITE_COORD( vecSrc.x + RANDOM_FLOAT( -16, 16 ) ); |
|
WRITE_COORD( vecSrc.y + RANDOM_FLOAT( -16, 16 ) ); |
|
WRITE_COORD( vecSrc.z - 32 ); |
|
WRITE_SHORT( g_sModelIndexSmoke ); |
|
WRITE_BYTE( 15 ); // scale * 10 |
|
WRITE_BYTE( 8 ); // framerate |
|
MESSAGE_END(); |
|
} |
|
|
|
if( pev->dmgtime + RANDOM_FLOAT( 0, 8 ) > gpGlobals->time ) |
|
{ |
|
UTIL_Sparks( vecSrc ); |
|
} |
|
|
|
if( m_fSequenceFinished && pev->dmgtime + 5 < gpGlobals->time ) |
|
{ |
|
pev->framerate = 0; |
|
SetThink( NULL ); |
|
} |
|
}
|
|
|