Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "effects.h"
#include "apache.h"
#define SF_WAITFORTRIGGER (0x04 | 0x40) // UNDONE: Fix!
#define SF_NOWRECKAGE 0x08
class CEinarBoss : public CApache
{
public:
void Spawn();
void Precache();
BOOL FireGun();
};
LINK_ENTITY_TO_CLASS( monster_th_boss, CEinarBoss )
void CEinarBoss::Spawn()
{
if( !pev->model )
pev->model = MAKE_STRING( "models/boss.mdl" );
if( !pev->health )
pev->health = gSkillData.apacheHealth * 2;
CApache::Spawn();
}
void CEinarBoss::Precache()
{
if( !pev->model )
pev->model = MAKE_STRING( "models/boss.mdl" );
CApache::Precache();
}
BOOL CEinarBoss::FireGun()
{
UTIL_MakeAimVectors( pev->angles );
Vector posGun, angGun;
GetAttachment( 1, posGun, angGun );
Vector vecTarget = ( m_posTarget - posGun ).Normalize();
Vector vecOut;
vecOut.x = DotProduct( -gpGlobals->v_right, vecTarget );
vecOut.y = -DotProduct( gpGlobals->v_forward, vecTarget );
vecOut.z = DotProduct( gpGlobals->v_up, vecTarget );
Vector angles = UTIL_VecToAngles( vecOut );
angles.x = -angles.x;
if( angles.y > 180 )
angles.y = angles.y - 360;
if( angles.y < -180 )
angles.y = angles.y + 360;
if( angles.x > 180 )
angles.x = angles.x - 360;
if( angles.x < -180 )
angles.x = angles.x + 360;
if( angles.x > m_angGun.x )
m_angGun.x = Q_min( angles.x, m_angGun.x + 12 );
if( angles.x < m_angGun.x )
m_angGun.x = Q_max( angles.x, m_angGun.x - 12 );
if( angles.y > m_angGun.y )
m_angGun.y = Q_min( angles.y, m_angGun.y + 12 );
if( angles.y < m_angGun.y )
m_angGun.y = Q_max( angles.y, m_angGun.y - 12 );
m_angGun.y = SetBoneController( 0, m_angGun.y );
m_angGun.x = SetBoneController( 1, m_angGun.x );
Vector posBarrel, angBarrel;
GetAttachment( 0, posBarrel, angBarrel );
Vector vecGun = (posBarrel - posGun).Normalize();
if( DotProduct( vecGun, vecTarget ) > 0.98 && !( ( ++m_iShots ) % 3 ) )
{
FireBullets( 1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_9MM, 1 );
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.3 );
return TRUE;
}
if( m_iShots % 3 )
++m_iShots;
else
pev->sequence = 0;
return FALSE;
}