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1378 lines
34 KiB
1378 lines
34 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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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) |
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//========================================================= |
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// CONTROLLER |
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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 "effects.h" |
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#include "schedule.h" |
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#include "weapons.h" |
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#include "squadmonster.h" |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define CONTROLLER_AE_HEAD_OPEN 1 |
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#define CONTROLLER_AE_BALL_SHOOT 2 |
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#define CONTROLLER_AE_SMALL_SHOOT 3 |
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#define CONTROLLER_AE_POWERUP_FULL 4 |
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#define CONTROLLER_AE_POWERUP_HALF 5 |
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#define CONTROLLER_FLINCH_DELAY 2 // at most one flinch every n secs |
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class CController : public CSquadMonster |
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{ |
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public: |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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void 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 Classify( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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void RunAI( void ); |
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BOOL CheckRangeAttack1( float flDot, float flDist ); // balls |
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BOOL CheckRangeAttack2( float flDot, float flDist ); // head |
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BOOL CheckMeleeAttack1( float flDot, float flDist ); // block, throw |
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Schedule_t *GetSchedule( void ); |
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Schedule_t *GetScheduleOfType( int Type ); |
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void StartTask( Task_t *pTask ); |
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void RunTask( Task_t *pTask ); |
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CUSTOM_SCHEDULES |
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void Stop( void ); |
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void Move( float flInterval ); |
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int CheckLocalMove( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ); |
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void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ); |
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void SetActivity( Activity NewActivity ); |
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BOOL ShouldAdvanceRoute( float flWaypointDist ); |
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int LookupFloat(); |
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float m_flNextFlinch; |
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float m_flShootTime; |
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float m_flShootEnd; |
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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 AttackSound( void ); |
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void DeathSound( void ); |
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static const char *pAttackSounds[]; |
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static const char *pIdleSounds[]; |
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static const char *pAlertSounds[]; |
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static const char *pPainSounds[]; |
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static const char *pDeathSounds[]; |
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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void Killed( entvars_t *pevAttacker, int iGib ); |
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void GibMonster( void ); |
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CSprite *m_pBall[2]; // hand balls |
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int m_iBall[2]; // how bright it should be |
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float m_iBallTime[2]; // when it should be that color |
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int m_iBallCurrent[2]; // current brightness |
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Vector m_vecEstVelocity; |
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Vector m_velocity; |
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int m_fInCombat; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_alien_controller, CController ) |
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TYPEDESCRIPTION CController::m_SaveData[] = |
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{ |
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DEFINE_ARRAY( CController, m_pBall, FIELD_CLASSPTR, 2 ), |
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DEFINE_ARRAY( CController, m_iBall, FIELD_INTEGER, 2 ), |
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DEFINE_ARRAY( CController, m_iBallTime, FIELD_TIME, 2 ), |
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DEFINE_ARRAY( CController, m_iBallCurrent, FIELD_INTEGER, 2 ), |
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DEFINE_FIELD( CController, m_vecEstVelocity, FIELD_VECTOR ), |
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}; |
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IMPLEMENT_SAVERESTORE( CController, CSquadMonster ) |
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const char *CController::pAttackSounds[] = |
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{ |
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"controller/con_attack1.wav", |
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"controller/con_attack2.wav", |
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"controller/con_attack3.wav", |
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}; |
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const char *CController::pIdleSounds[] = |
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{ |
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"controller/con_idle1.wav", |
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"controller/con_idle2.wav", |
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"controller/con_idle3.wav", |
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"controller/con_idle4.wav", |
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"controller/con_idle5.wav", |
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}; |
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const char *CController::pAlertSounds[] = |
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{ |
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"controller/con_alert1.wav", |
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"controller/con_alert2.wav", |
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"controller/con_alert3.wav", |
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}; |
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const char *CController::pPainSounds[] = |
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{ |
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"controller/con_pain1.wav", |
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"controller/con_pain2.wav", |
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"controller/con_pain3.wav", |
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}; |
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const char *CController::pDeathSounds[] = |
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{ |
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"controller/con_die1.wav", |
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"controller/con_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 CController::Classify( void ) |
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{ |
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return CLASS_ALIEN_MILITARY; |
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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 CController::SetYawSpeed( void ) |
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{ |
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int ys; |
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ys = 120; |
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#if 0 |
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switch ( m_Activity ) |
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{ |
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} |
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#endif |
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pev->yaw_speed = ys; |
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} |
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int CController::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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// HACK HACK -- until we fix this. |
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if( IsAlive() ) |
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PainSound(); |
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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} |
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void CController::Killed( entvars_t *pevAttacker, int iGib ) |
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{ |
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// shut off balls |
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/* |
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m_iBall[0] = 0; |
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m_iBallTime[0] = gpGlobals->time + 4.0; |
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m_iBall[1] = 0; |
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m_iBallTime[1] = gpGlobals->time + 4.0; |
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*/ |
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// fade balls |
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if( m_pBall[0] ) |
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{ |
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m_pBall[0]->SUB_StartFadeOut(); |
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m_pBall[0] = NULL; |
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} |
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if( m_pBall[1] ) |
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{ |
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m_pBall[1]->SUB_StartFadeOut(); |
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m_pBall[1] = NULL; |
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} |
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CSquadMonster::Killed( pevAttacker, iGib ); |
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} |
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void CController::GibMonster( void ) |
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{ |
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// delete balls |
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if( m_pBall[0] ) |
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{ |
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UTIL_Remove( m_pBall[0] ); |
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m_pBall[0] = NULL; |
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} |
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if( m_pBall[1] ) |
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{ |
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UTIL_Remove( m_pBall[1] ); |
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m_pBall[1] = NULL; |
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} |
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CSquadMonster::GibMonster(); |
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} |
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void CController::PainSound( void ) |
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{ |
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if( RANDOM_LONG( 0, 5 ) < 2 ) |
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EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pPainSounds ); |
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} |
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void CController::AlertSound( void ) |
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{ |
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EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pAlertSounds ); |
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} |
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void CController::IdleSound( void ) |
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{ |
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EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pIdleSounds ); |
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} |
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void CController::AttackSound( void ) |
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{ |
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EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pAttackSounds ); |
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} |
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void CController::DeathSound( void ) |
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{ |
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EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pDeathSounds ); |
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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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void CController::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case CONTROLLER_AE_HEAD_OPEN: |
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{ |
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Vector vecStart, angleGun; |
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GetAttachment( 0, vecStart, angleGun ); |
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
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WRITE_BYTE( TE_ELIGHT ); |
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WRITE_SHORT( entindex() + 0x1000 ); // entity, attachment |
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WRITE_COORD( vecStart.x ); // origin |
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WRITE_COORD( vecStart.y ); |
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WRITE_COORD( vecStart.z ); |
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WRITE_COORD( 1 ); // radius |
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WRITE_BYTE( 255 ); // R |
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WRITE_BYTE( 192 ); // G |
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WRITE_BYTE( 64 ); // B |
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WRITE_BYTE( 20 ); // life * 10 |
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WRITE_COORD( -32 ); // decay |
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MESSAGE_END(); |
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m_iBall[0] = 192; |
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m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0; |
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m_iBall[1] = 255; |
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m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0; |
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} |
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break; |
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case CONTROLLER_AE_BALL_SHOOT: |
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{ |
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Vector vecStart, angleGun; |
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GetAttachment( 0, vecStart, angleGun ); |
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
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WRITE_BYTE( TE_ELIGHT ); |
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WRITE_SHORT( entindex() + 0x1000 ); // entity, attachment |
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WRITE_COORD( 0 ); // origin |
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WRITE_COORD( 0 ); |
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WRITE_COORD( 0 ); |
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WRITE_COORD( 32 ); // radius |
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WRITE_BYTE( 255 ); // R |
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WRITE_BYTE( 192 ); // G |
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WRITE_BYTE( 64 ); // B |
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WRITE_BYTE( 10 ); // life * 10 |
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WRITE_COORD( 32 ); // decay |
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MESSAGE_END(); |
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CBaseMonster *pBall = (CBaseMonster*)Create( "controller_head_ball", vecStart, pev->angles, edict() ); |
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pBall->pev->velocity = Vector( 0, 0, 32 ); |
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pBall->m_hEnemy = m_hEnemy; |
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m_iBall[0] = 0; |
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m_iBall[1] = 0; |
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} |
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break; |
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case CONTROLLER_AE_SMALL_SHOOT: |
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{ |
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AttackSound(); |
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m_flShootTime = gpGlobals->time; |
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m_flShootEnd = m_flShootTime + atoi( pEvent->options ) / 15.0; |
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} |
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break; |
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case CONTROLLER_AE_POWERUP_FULL: |
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{ |
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m_iBall[0] = 255; |
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m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0; |
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m_iBall[1] = 255; |
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m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0; |
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} |
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break; |
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case CONTROLLER_AE_POWERUP_HALF: |
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{ |
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m_iBall[0] = 192; |
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m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0; |
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m_iBall[1] = 192; |
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m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0; |
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} |
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break; |
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default: |
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CBaseMonster::HandleAnimEvent( pEvent ); |
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break; |
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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 CController::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/controller.mdl" ); |
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UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_FLY; |
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pev->flags |= FL_FLY; |
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m_bloodColor = BLOOD_COLOR_GREEN; |
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pev->health = gSkillData.controllerHealth; |
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pev->view_ofs = Vector( 0, 0, -2 );// position of the eyes relative to monster's origin. |
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m_flFieldOfView = VIEW_FIELD_FULL;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_MonsterState = MONSTERSTATE_NONE; |
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MonsterInit(); |
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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 CController::Precache() |
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{ |
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PRECACHE_MODEL( "models/controller.mdl" ); |
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PRECACHE_SOUND_ARRAY( pAttackSounds ); |
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PRECACHE_SOUND_ARRAY( pIdleSounds ); |
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PRECACHE_SOUND_ARRAY( pAlertSounds ); |
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PRECACHE_SOUND_ARRAY( pPainSounds ); |
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PRECACHE_SOUND_ARRAY( pDeathSounds ); |
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PRECACHE_MODEL( "sprites/xspark4.spr" ); |
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UTIL_PrecacheOther( "controller_energy_ball" ); |
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UTIL_PrecacheOther( "controller_head_ball" ); |
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} |
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void CController::UpdateOnRemove() |
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{ |
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CBaseEntity::UpdateOnRemove(); |
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if( m_pBall[0] ) |
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{ |
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UTIL_Remove( m_pBall[0] ); |
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m_pBall[0] = nullptr; |
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} |
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if( m_pBall[1] ) |
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{ |
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UTIL_Remove( m_pBall[1] ); |
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m_pBall[1] = nullptr; |
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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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// Chase enemy schedule |
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Task_t tlControllerChaseEnemy[] = |
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{ |
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{ TASK_GET_PATH_TO_ENEMY, (float)128 }, |
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
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}; |
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Schedule_t slControllerChaseEnemy[] = |
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{ |
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{ |
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tlControllerChaseEnemy, |
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ARRAYSIZE( tlControllerChaseEnemy ), |
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bits_COND_NEW_ENEMY | |
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bits_COND_TASK_FAILED, |
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0, |
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"ControllerChaseEnemy" |
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}, |
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}; |
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Task_t tlControllerStrafe[] = |
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{ |
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{ TASK_WAIT, (float)0.2 }, |
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{ TASK_GET_PATH_TO_ENEMY, (float)128 }, |
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
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{ TASK_WAIT, (float)1 }, |
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}; |
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Schedule_t slControllerStrafe[] = |
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{ |
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{ |
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tlControllerStrafe, |
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ARRAYSIZE( tlControllerStrafe ), |
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bits_COND_NEW_ENEMY, |
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0, |
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"ControllerStrafe" |
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}, |
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}; |
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Task_t tlControllerTakeCover[] = |
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{ |
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{ TASK_WAIT, (float)0.2 }, |
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{ TASK_FIND_COVER_FROM_ENEMY, (float)0 }, |
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 }, |
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{ TASK_WAIT, (float)1 }, |
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}; |
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Schedule_t slControllerTakeCover[] = |
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{ |
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{ |
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tlControllerTakeCover, |
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ARRAYSIZE( tlControllerTakeCover ), |
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bits_COND_NEW_ENEMY, |
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0, |
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"ControllerTakeCover" |
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}, |
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}; |
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Task_t tlControllerFail[] = |
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{ |
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{ TASK_STOP_MOVING, 0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
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{ TASK_WAIT, (float)2 }, |
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{ TASK_WAIT_PVS, (float)0 }, |
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}; |
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Schedule_t slControllerFail[] = |
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{ |
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{ |
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tlControllerFail, |
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ARRAYSIZE( tlControllerFail ), |
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0, |
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0, |
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"ControllerFail" |
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}, |
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}; |
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DEFINE_CUSTOM_SCHEDULES( CController ) |
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{ |
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slControllerChaseEnemy, |
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slControllerStrafe, |
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slControllerTakeCover, |
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slControllerFail, |
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}; |
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IMPLEMENT_CUSTOM_SCHEDULES( CController, CSquadMonster ) |
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|
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//========================================================= |
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// StartTask |
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//========================================================= |
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void CController::StartTask( Task_t *pTask ) |
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{ |
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switch( pTask->iTask ) |
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{ |
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case TASK_RANGE_ATTACK1: |
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CSquadMonster::StartTask( pTask ); |
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break; |
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case TASK_GET_PATH_TO_ENEMY_LKP: |
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{ |
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if( BuildNearestRoute( m_vecEnemyLKP, pev->view_ofs, pTask->flData, (m_vecEnemyLKP - pev->origin).Length() + 1024 ) ) |
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{ |
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TaskComplete(); |
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} |
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else |
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{ |
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// no way to get there =( |
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ALERT( at_aiconsole, "GetPathToEnemyLKP failed!!\n" ); |
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TaskFail(); |
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} |
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break; |
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} |
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case TASK_GET_PATH_TO_ENEMY: |
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{ |
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CBaseEntity *pEnemy = m_hEnemy; |
|
|
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if( pEnemy == NULL ) |
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{ |
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TaskFail(); |
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return; |
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} |
|
|
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if( BuildNearestRoute( pEnemy->pev->origin, pEnemy->pev->view_ofs, pTask->flData, ( pEnemy->pev->origin - pev->origin).Length() + 1024 ) ) |
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{ |
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TaskComplete(); |
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} |
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else |
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{ |
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// no way to get there =( |
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ALERT( at_aiconsole, "GetPathToEnemy failed!!\n" ); |
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TaskFail(); |
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} |
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break; |
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} |
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default: |
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CSquadMonster::StartTask( pTask ); |
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break; |
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} |
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} |
|
|
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Vector Intersect( Vector vecSrc, Vector vecDst, Vector vecMove, float flSpeed ) |
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{ |
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Vector vecTo = vecDst - vecSrc; |
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|
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float a = DotProduct( vecMove, vecMove ) - flSpeed * flSpeed; |
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float b = 0 * DotProduct( vecTo, vecMove ); // why does this work? |
|
float c = DotProduct( vecTo, vecTo ); |
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float t; |
|
|
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if( a == 0 ) |
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{ |
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t = c / ( flSpeed * flSpeed ); |
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} |
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else |
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{ |
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t = b * b - 4 * a * c; |
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t = sqrt( t ) / ( 2.0 * a ); |
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float t1 = -b +t; |
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float t2 = -b -t; |
|
|
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if( t1 < 0 || t2 < t1 ) |
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t = t2; |
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else |
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t = t1; |
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} |
|
|
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// ALERT( at_console, "Intersect %f\n", t ); |
|
|
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if( t < 0.1 ) |
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t = 0.1; |
|
if( t > 10.0 ) |
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t = 10.0; |
|
|
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Vector vecHit = vecTo + vecMove * t; |
|
return vecHit.Normalize() * flSpeed; |
|
} |
|
|
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int CController::LookupFloat() |
|
{ |
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if( m_velocity.Length() < 32.0 ) |
|
{ |
|
return LookupSequence( "up" ); |
|
} |
|
|
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UTIL_MakeAimVectors( pev->angles ); |
|
float x = DotProduct( gpGlobals->v_forward, m_velocity ); |
|
float y = DotProduct( gpGlobals->v_right, m_velocity ); |
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float z = DotProduct( gpGlobals->v_up, m_velocity ); |
|
|
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if( fabs( x ) > fabs( y ) && fabs( x ) > fabs( z ) ) |
|
{ |
|
if( x > 0 ) |
|
return LookupSequence( "forward" ); |
|
else |
|
return LookupSequence( "backward" ); |
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} |
|
else if( fabs( y ) > fabs( z ) ) |
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{ |
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if( y > 0 ) |
|
return LookupSequence( "right" ); |
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else |
|
return LookupSequence( "left" ); |
|
} |
|
else |
|
{ |
|
if( z > 0 ) |
|
return LookupSequence( "up" ); |
|
else |
|
return LookupSequence( "down" ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// RunTask |
|
//========================================================= |
|
void CController::RunTask( Task_t *pTask ) |
|
{ |
|
if( m_flShootEnd > gpGlobals->time ) |
|
{ |
|
Vector vecHand, vecAngle; |
|
|
|
GetAttachment( 2, vecHand, vecAngle ); |
|
|
|
while( m_flShootTime < m_flShootEnd && m_flShootTime < gpGlobals->time ) |
|
{ |
|
Vector vecSrc = vecHand + pev->velocity * ( m_flShootTime - gpGlobals->time ); |
|
Vector vecDir; |
|
|
|
if( m_hEnemy != 0 ) |
|
{ |
|
if( HasConditions( bits_COND_SEE_ENEMY ) ) |
|
{ |
|
m_vecEstVelocity = m_vecEstVelocity * 0.5 + m_hEnemy->pev->velocity * 0.5; |
|
} |
|
else |
|
{ |
|
m_vecEstVelocity = m_vecEstVelocity * 0.8; |
|
} |
|
vecDir = Intersect( vecSrc, m_hEnemy->BodyTarget( pev->origin ), m_vecEstVelocity, gSkillData.controllerSpeedBall ); |
|
float delta = 0.03490; // +-2 degree |
|
vecDir = vecDir + Vector( RANDOM_FLOAT( -delta, delta ), RANDOM_FLOAT( -delta, delta ), RANDOM_FLOAT( -delta, delta ) ) * gSkillData.controllerSpeedBall; |
|
|
|
vecSrc = vecSrc + vecDir * ( gpGlobals->time - m_flShootTime ); |
|
CBaseMonster *pBall = (CBaseMonster*)Create( "controller_energy_ball", vecSrc, pev->angles, edict() ); |
|
pBall->pev->velocity = vecDir; |
|
} |
|
m_flShootTime += 0.2; |
|
} |
|
|
|
if( m_flShootTime > m_flShootEnd ) |
|
{ |
|
m_iBall[0] = 64; |
|
m_iBallTime[0] = m_flShootEnd; |
|
m_iBall[1] = 64; |
|
m_iBallTime[1] = m_flShootEnd; |
|
m_fInCombat = FALSE; |
|
} |
|
} |
|
|
|
switch( pTask->iTask ) |
|
{ |
|
case TASK_WAIT_FOR_MOVEMENT: |
|
case TASK_WAIT: |
|
case TASK_WAIT_FACE_ENEMY: |
|
case TASK_WAIT_PVS: |
|
MakeIdealYaw( m_vecEnemyLKP ); |
|
ChangeYaw( pev->yaw_speed ); |
|
|
|
if( m_fSequenceFinished ) |
|
{ |
|
m_fInCombat = FALSE; |
|
} |
|
|
|
CSquadMonster::RunTask( pTask ); |
|
|
|
if( !m_fInCombat ) |
|
{ |
|
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) |
|
{ |
|
pev->sequence = LookupActivity( ACT_RANGE_ATTACK1 ); |
|
pev->frame = 0; |
|
ResetSequenceInfo(); |
|
m_fInCombat = TRUE; |
|
} |
|
else if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) ) |
|
{ |
|
pev->sequence = LookupActivity( ACT_RANGE_ATTACK2 ); |
|
pev->frame = 0; |
|
ResetSequenceInfo(); |
|
m_fInCombat = TRUE; |
|
} |
|
else |
|
{ |
|
int iFloat = LookupFloat(); |
|
if( m_fSequenceFinished || iFloat != pev->sequence ) |
|
{ |
|
pev->sequence = iFloat; |
|
pev->frame = 0; |
|
ResetSequenceInfo(); |
|
} |
|
} |
|
} |
|
break; |
|
default: |
|
CSquadMonster::RunTask( pTask ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// GetSchedule - Decides which type of schedule best suits |
|
// the monster's current state and conditions. Then calls |
|
// monster's member function to get a pointer to a schedule |
|
// of the proper type. |
|
//========================================================= |
|
Schedule_t *CController::GetSchedule( void ) |
|
{ |
|
switch( m_MonsterState ) |
|
{ |
|
case MONSTERSTATE_COMBAT: |
|
{ |
|
// Vector vecTmp = Intersect( Vector( 0, 0, 0 ), Vector( 100, 4, 7 ), Vector( 2, 10, -3 ), 20.0 ); |
|
|
|
// dead enemy |
|
if( HasConditions( bits_COND_LIGHT_DAMAGE ) ) |
|
{ |
|
// m_iFrustration++; |
|
} |
|
if( HasConditions( bits_COND_HEAVY_DAMAGE ) ) |
|
{ |
|
// m_iFrustration++; |
|
} |
|
} |
|
break; |
|
case MONSTERSTATE_IDLE: |
|
case MONSTERSTATE_ALERT: |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
return CSquadMonster::GetSchedule(); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
Schedule_t *CController::GetScheduleOfType( int Type ) |
|
{ |
|
// ALERT( at_console, "%d\n", m_iFrustration ); |
|
switch( Type ) |
|
{ |
|
case SCHED_CHASE_ENEMY: |
|
return slControllerChaseEnemy; |
|
case SCHED_RANGE_ATTACK1: |
|
return slControllerStrafe; |
|
case SCHED_RANGE_ATTACK2: |
|
case SCHED_MELEE_ATTACK1: |
|
case SCHED_MELEE_ATTACK2: |
|
case SCHED_TAKE_COVER_FROM_ENEMY: |
|
return slControllerTakeCover; |
|
case SCHED_FAIL: |
|
return slControllerFail; |
|
} |
|
|
|
return CBaseMonster::GetScheduleOfType( Type ); |
|
} |
|
|
|
//========================================================= |
|
// CheckRangeAttack1 - shoot a bigass energy ball out of their head |
|
// |
|
//========================================================= |
|
BOOL CController::CheckRangeAttack1( float flDot, float flDist ) |
|
{ |
|
if( flDot > 0.5 && flDist > 256 && flDist <= 2048 ) |
|
{ |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
|
|
BOOL CController::CheckRangeAttack2( float flDot, float flDist ) |
|
{ |
|
if( flDot > 0.5 && flDist > 64 && flDist <= 2048 ) |
|
{ |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
|
|
BOOL CController::CheckMeleeAttack1( float flDot, float flDist ) |
|
{ |
|
return FALSE; |
|
} |
|
|
|
void CController::SetActivity( Activity NewActivity ) |
|
{ |
|
CBaseMonster::SetActivity( NewActivity ); |
|
|
|
switch( m_Activity ) |
|
{ |
|
case ACT_WALK: |
|
m_flGroundSpeed = 100; |
|
break; |
|
default: |
|
m_flGroundSpeed = 100; |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// RunAI |
|
//========================================================= |
|
void CController::RunAI( void ) |
|
{ |
|
CBaseMonster::RunAI(); |
|
Vector vecStart, angleGun; |
|
|
|
if( HasMemory( bits_MEMORY_KILLED ) ) |
|
return; |
|
|
|
for( int i = 0; i < 2; i++ ) |
|
{ |
|
if( m_pBall[i] == NULL ) |
|
{ |
|
m_pBall[i] = CSprite::SpriteCreate( "sprites/xspark4.spr", pev->origin, TRUE ); |
|
m_pBall[i]->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation ); |
|
m_pBall[i]->SetAttachment( edict(), ( i + 3 ) ); |
|
m_pBall[i]->SetScale( 1.0 ); |
|
} |
|
|
|
float t = m_iBallTime[i] - gpGlobals->time; |
|
if( t > 0.1 ) |
|
t = 0.1 / t; |
|
else |
|
t = 1.0; |
|
|
|
m_iBallCurrent[i] += ( m_iBall[i] - m_iBallCurrent[i] ) * t; |
|
|
|
m_pBall[i]->SetBrightness( m_iBallCurrent[i] ); |
|
|
|
GetAttachment( i + 2, vecStart, angleGun ); |
|
UTIL_SetOrigin( m_pBall[i]->pev, vecStart ); |
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_ELIGHT ); |
|
WRITE_SHORT( entindex() + 0x1000 * ( i + 3 ) ); // entity, attachment |
|
WRITE_COORD( vecStart.x ); // origin |
|
WRITE_COORD( vecStart.y ); |
|
WRITE_COORD( vecStart.z ); |
|
WRITE_COORD( m_iBallCurrent[i] / 8 ); // radius |
|
WRITE_BYTE( 255 ); // R |
|
WRITE_BYTE( 192 ); // G |
|
WRITE_BYTE( 64 ); // B |
|
WRITE_BYTE( 5 ); // life * 10 |
|
WRITE_COORD( 0 ); // decay |
|
MESSAGE_END(); |
|
} |
|
} |
|
|
|
extern void DrawRoute( entvars_t *pev, WayPoint_t *m_Route, int m_iRouteIndex, int r, int g, int b ); |
|
|
|
void CController::Stop( void ) |
|
{ |
|
m_IdealActivity = GetStoppedActivity(); |
|
} |
|
|
|
#define DIST_TO_CHECK 200 |
|
|
|
void CController::Move( float flInterval ) |
|
{ |
|
float flWaypointDist; |
|
float flCheckDist; |
|
float flDist;// how far the lookahead check got before hitting an object. |
|
float flMoveDist; |
|
Vector vecDir; |
|
Vector vecApex; |
|
CBaseEntity *pTargetEnt; |
|
|
|
// Don't move if no valid route |
|
if( FRouteClear() ) |
|
{ |
|
ALERT( at_aiconsole, "Tried to move with no route!\n" ); |
|
TaskFail(); |
|
return; |
|
} |
|
|
|
if( m_flMoveWaitFinished > gpGlobals->time ) |
|
return; |
|
|
|
// Debug, test movement code |
|
#if 0 |
|
// if( CVAR_GET_FLOAT( "stopmove" ) != 0 ) |
|
{ |
|
if( m_movementGoal == MOVEGOAL_ENEMY ) |
|
RouteSimplify( m_hEnemy ); |
|
else |
|
RouteSimplify( m_hTargetEnt ); |
|
FRefreshRoute(); |
|
return; |
|
} |
|
#else |
|
// Debug, draw the route |
|
// DrawRoute( pev, m_Route, m_iRouteIndex, 0, 0, 255 ); |
|
#endif |
|
// if the monster is moving directly towards an entity (enemy for instance), we'll set this pointer |
|
// to that entity for the CheckLocalMove and Triangulate functions. |
|
pTargetEnt = NULL; |
|
|
|
if( m_flGroundSpeed == 0 ) |
|
{ |
|
m_flGroundSpeed = 100; |
|
// TaskFail(); |
|
// return; |
|
} |
|
|
|
flMoveDist = m_flGroundSpeed * flInterval; |
|
|
|
do |
|
{ |
|
// local move to waypoint. |
|
vecDir = ( m_Route[m_iRouteIndex].vecLocation - pev->origin ).Normalize(); |
|
flWaypointDist = ( m_Route[m_iRouteIndex].vecLocation - pev->origin ).Length(); |
|
|
|
// MakeIdealYaw( m_Route[m_iRouteIndex].vecLocation ); |
|
// ChangeYaw( pev->yaw_speed ); |
|
|
|
// if the waypoint is closer than CheckDist, CheckDist is the dist to waypoint |
|
if( flWaypointDist < DIST_TO_CHECK ) |
|
{ |
|
flCheckDist = flWaypointDist; |
|
} |
|
else |
|
{ |
|
flCheckDist = DIST_TO_CHECK; |
|
} |
|
|
|
if( ( m_Route[m_iRouteIndex].iType & ( ~bits_MF_NOT_TO_MASK ) ) == bits_MF_TO_ENEMY ) |
|
{ |
|
// only on a PURE move to enemy ( i.e., ONLY MF_TO_ENEMY set, not MF_TO_ENEMY and DETOUR ) |
|
pTargetEnt = m_hEnemy; |
|
} |
|
else if( ( m_Route[m_iRouteIndex].iType & ~bits_MF_NOT_TO_MASK ) == bits_MF_TO_TARGETENT ) |
|
{ |
|
pTargetEnt = m_hTargetEnt; |
|
} |
|
|
|
// !!!BUGBUG - CheckDist should be derived from ground speed. |
|
// If this fails, it should be because of some dynamic entity blocking this guy. |
|
// We've already checked this path, so we should wait and time out if the entity doesn't move |
|
flDist = 0; |
|
if( CheckLocalMove( pev->origin, pev->origin + vecDir * flCheckDist, pTargetEnt, &flDist ) != LOCALMOVE_VALID ) |
|
{ |
|
CBaseEntity *pBlocker; |
|
|
|
// Can't move, stop |
|
Stop(); |
|
// Blocking entity is in global trace_ent |
|
pBlocker = CBaseEntity::Instance( gpGlobals->trace_ent ); |
|
if( pBlocker ) |
|
{ |
|
DispatchBlocked( edict(), pBlocker->edict() ); |
|
} |
|
if( pBlocker && m_moveWaitTime > 0 && pBlocker->IsMoving() && !pBlocker->IsPlayer() && (gpGlobals->time-m_flMoveWaitFinished) > 3.0 ) |
|
{ |
|
// Can we still move toward our target? |
|
if( flDist < m_flGroundSpeed ) |
|
{ |
|
// Wait for a second |
|
m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime; |
|
//ALERT( at_aiconsole, "Move %s!!!\n", STRING( pBlocker->pev->classname ) ); |
|
return; |
|
} |
|
} |
|
else |
|
{ |
|
// try to triangulate around whatever is in the way. |
|
if( FTriangulate( pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist, pTargetEnt, &vecApex ) ) |
|
{ |
|
InsertWaypoint( vecApex, bits_MF_TO_DETOUR ); |
|
RouteSimplify( pTargetEnt ); |
|
} |
|
else |
|
{ |
|
ALERT ( at_aiconsole, "Couldn't Triangulate\n" ); |
|
Stop(); |
|
if( m_moveWaitTime > 0 ) |
|
{ |
|
FRefreshRoute(); |
|
m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime * 0.5; |
|
} |
|
else |
|
{ |
|
TaskFail(); |
|
ALERT( at_aiconsole, "Failed to move!\n" ); |
|
//ALERT( at_aiconsole, "%f, %f, %f\n", pev->origin.z, ( pev->origin + ( vecDir * flCheckDist ) ).z, m_Route[m_iRouteIndex].vecLocation.z ); |
|
} |
|
return; |
|
} |
|
} |
|
} |
|
|
|
// UNDONE: this is a hack to quit moving farther than it has looked ahead. |
|
if( flCheckDist < flMoveDist ) |
|
{ |
|
MoveExecute( pTargetEnt, vecDir, flCheckDist / m_flGroundSpeed ); |
|
|
|
// ALERT( at_console, "%.02f\n", flInterval ); |
|
AdvanceRoute( flWaypointDist ); |
|
flMoveDist -= flCheckDist; |
|
} |
|
else |
|
{ |
|
MoveExecute( pTargetEnt, vecDir, flMoveDist / m_flGroundSpeed ); |
|
|
|
if( ShouldAdvanceRoute( flWaypointDist - flMoveDist ) ) |
|
{ |
|
AdvanceRoute( flWaypointDist ); |
|
} |
|
flMoveDist = 0; |
|
} |
|
|
|
if( MovementIsComplete() ) |
|
{ |
|
Stop(); |
|
RouteClear(); |
|
} |
|
} while( flMoveDist > 0 && flCheckDist > 0 ); |
|
|
|
// cut corner? |
|
if( flWaypointDist < 128 ) |
|
{ |
|
if( m_movementGoal == MOVEGOAL_ENEMY ) |
|
RouteSimplify( m_hEnemy ); |
|
else |
|
RouteSimplify( m_hTargetEnt ); |
|
FRefreshRoute(); |
|
|
|
if( m_flGroundSpeed > 100 ) |
|
m_flGroundSpeed -= 40; |
|
} |
|
else |
|
{ |
|
if( m_flGroundSpeed < 400 ) |
|
m_flGroundSpeed += 10; |
|
} |
|
} |
|
|
|
BOOL CController::ShouldAdvanceRoute( float flWaypointDist ) |
|
{ |
|
if( flWaypointDist <= 32 ) |
|
{ |
|
return TRUE; |
|
} |
|
|
|
return FALSE; |
|
} |
|
|
|
int CController::CheckLocalMove( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) |
|
{ |
|
TraceResult tr; |
|
|
|
UTIL_TraceHull( vecStart + Vector( 0, 0, 32 ), vecEnd + Vector( 0, 0, 32 ), dont_ignore_monsters, large_hull, edict(), &tr ); |
|
|
|
// ALERT( at_console, "%.0f %.0f %.0f : ", vecStart.x, vecStart.y, vecStart.z ); |
|
// ALERT( at_console, "%.0f %.0f %.0f\n", vecEnd.x, vecEnd.y, vecEnd.z ); |
|
|
|
if( pflDist ) |
|
{ |
|
*pflDist = ( ( tr.vecEndPos - Vector( 0, 0, 32 ) ) - vecStart ).Length();// get the distance. |
|
} |
|
|
|
// ALERT( at_console, "check %d %d %f\n", tr.fStartSolid, tr.fAllSolid, tr.flFraction ); |
|
if( tr.fStartSolid || tr.flFraction < 1.0 ) |
|
{ |
|
if( pTarget && pTarget->edict() == gpGlobals->trace_ent ) |
|
return LOCALMOVE_VALID; |
|
return LOCALMOVE_INVALID; |
|
} |
|
|
|
return LOCALMOVE_VALID; |
|
} |
|
|
|
void CController::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) |
|
{ |
|
if( m_IdealActivity != m_movementActivity ) |
|
m_IdealActivity = m_movementActivity; |
|
|
|
// ALERT( at_console, "move %.4f %.4f %.4f : %f\n", vecDir.x, vecDir.y, vecDir.z, flInterval ); |
|
|
|
// float flTotal = m_flGroundSpeed * pev->framerate * flInterval; |
|
// UTIL_MoveToOrigin ( ENT( pev ), m_Route[m_iRouteIndex].vecLocation, flTotal, MOVE_STRAFE ); |
|
|
|
m_velocity = m_velocity * 0.8 + m_flGroundSpeed * vecDir * 0.2; |
|
|
|
UTIL_MoveToOrigin( ENT( pev ), pev->origin + m_velocity, m_velocity.Length() * flInterval, MOVE_STRAFE ); |
|
} |
|
|
|
//========================================================= |
|
// Controller bouncy ball attack |
|
//========================================================= |
|
class CControllerHeadBall : public CBaseMonster |
|
{ |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void EXPORT HuntThink( void ); |
|
void EXPORT DieThink( void ); |
|
void EXPORT BounceTouch( CBaseEntity *pOther ); |
|
void MovetoTarget( Vector vecTarget ); |
|
void Crawl( void ); |
|
int m_flNextAttack; |
|
Vector m_vecIdeal; |
|
EHANDLE m_hOwner; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( controller_head_ball, CControllerHeadBall ) |
|
|
|
void CControllerHeadBall::Spawn( void ) |
|
{ |
|
Precache(); |
|
// motor |
|
pev->movetype = MOVETYPE_FLY; |
|
pev->solid = SOLID_BBOX; |
|
|
|
SET_MODEL(ENT( pev ), "sprites/xspark4.spr" ); |
|
pev->rendermode = kRenderTransAdd; |
|
pev->rendercolor.x = 255; |
|
pev->rendercolor.y = 255; |
|
pev->rendercolor.z = 255; |
|
pev->renderamt = 255; |
|
pev->scale = 2.0; |
|
|
|
UTIL_SetSize(pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); |
|
UTIL_SetOrigin( pev, pev->origin ); |
|
|
|
SetThink( &CControllerHeadBall::HuntThink ); |
|
SetTouch( &CControllerHeadBall::BounceTouch ); |
|
|
|
m_vecIdeal = Vector( 0, 0, 0 ); |
|
|
|
pev->nextthink = gpGlobals->time + 0.1; |
|
|
|
m_hOwner = Instance( pev->owner ); |
|
pev->dmgtime = gpGlobals->time; |
|
} |
|
|
|
void CControllerHeadBall::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "sprites/xspark1.spr" ); |
|
PRECACHE_SOUND( "debris/zap4.wav" ); |
|
PRECACHE_SOUND( "weapons/electro4.wav" ); |
|
} |
|
|
|
void CControllerHeadBall::HuntThink( void ) |
|
{ |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
|
|
pev->renderamt -= 5; |
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_ELIGHT ); |
|
WRITE_SHORT( entindex() ); // entity, attachment |
|
WRITE_COORD( pev->origin.x ); // origin |
|
WRITE_COORD( pev->origin.y ); |
|
WRITE_COORD( pev->origin.z ); |
|
WRITE_COORD( pev->renderamt / 16 ); // radius |
|
WRITE_BYTE( 255 ); // R |
|
WRITE_BYTE( 255 ); // G |
|
WRITE_BYTE( 255 ); // B |
|
WRITE_BYTE( 2 ); // life * 10 |
|
WRITE_COORD( 0 ); // decay |
|
MESSAGE_END(); |
|
|
|
// check world boundaries |
|
if( gpGlobals->time - pev->dmgtime > 5 || pev->renderamt < 64 || m_hEnemy == 0 || m_hOwner == 0 || pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096 ) |
|
{ |
|
SetTouch( NULL ); |
|
UTIL_Remove( this ); |
|
return; |
|
} |
|
|
|
MovetoTarget( m_hEnemy->Center() ); |
|
|
|
if( ( m_hEnemy->Center() - pev->origin ).Length() < 64 ) |
|
{ |
|
TraceResult tr; |
|
|
|
UTIL_TraceLine( pev->origin, m_hEnemy->Center(), dont_ignore_monsters, ENT( pev ), &tr ); |
|
|
|
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); |
|
if( pEntity != NULL && pEntity->pev->takedamage ) |
|
{ |
|
ClearMultiDamage(); |
|
pEntity->TraceAttack( m_hOwner->pev, gSkillData.controllerDmgZap, pev->velocity, &tr, DMG_SHOCK ); |
|
ApplyMultiDamage( pev, m_hOwner->pev ); |
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} |
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_BEAMENTPOINT ); |
|
WRITE_SHORT( entindex() ); |
|
WRITE_COORD( tr.vecEndPos.x ); |
|
WRITE_COORD( tr.vecEndPos.y ); |
|
WRITE_COORD( tr.vecEndPos.z ); |
|
WRITE_SHORT( g_sModelIndexLaser ); |
|
WRITE_BYTE( 0 ); // frame start |
|
WRITE_BYTE( 10 ); // framerate |
|
WRITE_BYTE( 3 ); // life |
|
WRITE_BYTE( 20 ); // width |
|
WRITE_BYTE( 0 ); // noise |
|
WRITE_BYTE( 255 ); // r, g, b |
|
WRITE_BYTE( 255 ); // r, g, b |
|
WRITE_BYTE( 255 ); // r, g, b |
|
WRITE_BYTE( 255 ); // brightness |
|
WRITE_BYTE( 10 ); // speed |
|
MESSAGE_END(); |
|
|
|
UTIL_EmitAmbientSound( ENT( pev ), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) ); |
|
|
|
m_flNextAttack = gpGlobals->time + 3.0; |
|
|
|
SetThink( &CControllerHeadBall::DieThink ); |
|
pev->nextthink = gpGlobals->time + 0.3; |
|
} |
|
|
|
//Crawl(); |
|
} |
|
|
|
void CControllerHeadBall::DieThink( void ) |
|
{ |
|
UTIL_Remove( this ); |
|
} |
|
|
|
void CControllerHeadBall::MovetoTarget( Vector vecTarget ) |
|
{ |
|
// accelerate |
|
float flSpeed = m_vecIdeal.Length(); |
|
if( flSpeed == 0 ) |
|
{ |
|
m_vecIdeal = pev->velocity; |
|
flSpeed = m_vecIdeal.Length(); |
|
} |
|
|
|
if( flSpeed > 400 ) |
|
{ |
|
m_vecIdeal = m_vecIdeal.Normalize() * 400; |
|
} |
|
m_vecIdeal = m_vecIdeal + ( vecTarget - pev->origin ).Normalize() * 100; |
|
pev->velocity = m_vecIdeal; |
|
} |
|
|
|
void CControllerHeadBall::Crawl( void ) |
|
{ |
|
Vector vecAim = Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ) ).Normalize(); |
|
Vector vecPnt = pev->origin + pev->velocity * 0.3 + vecAim * 64; |
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
|
WRITE_BYTE( TE_BEAMENTPOINT ); |
|
WRITE_SHORT( entindex() ); |
|
WRITE_COORD( vecPnt.x); |
|
WRITE_COORD( vecPnt.y); |
|
WRITE_COORD( vecPnt.z); |
|
WRITE_SHORT( g_sModelIndexLaser ); |
|
WRITE_BYTE( 0 ); // frame start |
|
WRITE_BYTE( 10 ); // framerate |
|
WRITE_BYTE( 3 ); // life |
|
WRITE_BYTE( 20 ); // width |
|
WRITE_BYTE( 0 ); // noise |
|
WRITE_BYTE( 255 ); // r, g, b |
|
WRITE_BYTE( 255 ); // r, g, b |
|
WRITE_BYTE( 255 ); // r, g, b |
|
WRITE_BYTE( 255 ); // brightness |
|
WRITE_BYTE( 10 ); // speed |
|
MESSAGE_END(); |
|
} |
|
|
|
void CControllerHeadBall::BounceTouch( CBaseEntity *pOther ) |
|
{ |
|
Vector vecDir = m_vecIdeal.Normalize(); |
|
|
|
TraceResult tr = UTIL_GetGlobalTrace(); |
|
|
|
float n = -DotProduct( tr.vecPlaneNormal, vecDir ); |
|
|
|
vecDir = 2.0 * tr.vecPlaneNormal * n + vecDir; |
|
|
|
m_vecIdeal = vecDir * m_vecIdeal.Length(); |
|
} |
|
|
|
class CControllerZapBall : public CBaseMonster |
|
{ |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void EXPORT AnimateThink( void ); |
|
void EXPORT ExplodeTouch( CBaseEntity *pOther ); |
|
|
|
EHANDLE m_hOwner; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( controller_energy_ball, CControllerZapBall ) |
|
|
|
void CControllerZapBall::Spawn( void ) |
|
{ |
|
Precache(); |
|
// motor |
|
pev->movetype = MOVETYPE_FLY; |
|
pev->solid = SOLID_BBOX; |
|
|
|
SET_MODEL( ENT( pev ), "sprites/xspark4.spr" ); |
|
pev->rendermode = kRenderTransAdd; |
|
pev->rendercolor.x = 255; |
|
pev->rendercolor.y = 255; |
|
pev->rendercolor.z = 255; |
|
pev->renderamt = 255; |
|
pev->scale = 0.5; |
|
|
|
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); |
|
UTIL_SetOrigin( pev, pev->origin ); |
|
|
|
SetThink( &CControllerZapBall::AnimateThink ); |
|
SetTouch( &CControllerZapBall::ExplodeTouch ); |
|
|
|
m_hOwner = Instance( pev->owner ); |
|
pev->dmgtime = gpGlobals->time; // keep track of when ball spawned |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
|
|
void CControllerZapBall::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "sprites/xspark4.spr" ); |
|
// PRECACHE_SOUND( "debris/zap4.wav" ); |
|
// PRECACHE_SOUND( "weapons/electro4.wav" ); |
|
} |
|
|
|
void CControllerZapBall::AnimateThink( void ) |
|
{ |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
|
|
pev->frame = ( (int)pev->frame + 1 ) % 11; |
|
|
|
if( gpGlobals->time - pev->dmgtime > 5 || pev->velocity.Length() < 10 ) |
|
{ |
|
SetTouch( NULL ); |
|
UTIL_Remove( this ); |
|
} |
|
} |
|
|
|
void CControllerZapBall::ExplodeTouch( CBaseEntity *pOther ) |
|
{ |
|
if( pOther->pev->takedamage ) |
|
{ |
|
TraceResult tr = UTIL_GetGlobalTrace(); |
|
|
|
entvars_t *pevOwner; |
|
|
|
if( m_hOwner != 0 ) |
|
{ |
|
pevOwner = m_hOwner->pev; |
|
} |
|
else |
|
{ |
|
pevOwner = pev; |
|
} |
|
|
|
ClearMultiDamage(); |
|
pOther->TraceAttack(pevOwner, gSkillData.controllerDmgBall, pev->velocity.Normalize(), &tr, DMG_ENERGYBEAM ); |
|
ApplyMultiDamage( pevOwner, pevOwner ); |
|
|
|
UTIL_EmitAmbientSound( ENT( pev ), tr.vecEndPos, "weapons/electro4.wav", 0.3, ATTN_NORM, 0, RANDOM_LONG( 90, 99 ) ); |
|
} |
|
|
|
UTIL_Remove( this ); |
|
} |
|
#endif //!OEM && !HLDEMO
|
|
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