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744 lines
19 KiB
744 lines
19 KiB
![]()
2 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Alien slave monster
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "beam_shared.h"
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#include "game.h"
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#include "ai_default.h"
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#include "ai_schedule.h"
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#include "ai_hull.h"
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#include "ai_route.h"
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#include "ai_squad.h"
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#include "npcevent.h"
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#include "gib.h"
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//#include "AI_Interactions.h"
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#include "ndebugoverlay.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "hl1_npc_vortigaunt.h"
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#include "soundent.h"
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#include "player.h"
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#include "IEffects.h"
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#include "basecombatweapon.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ISLAVE_AE_CLAW ( 1 )
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#define ISLAVE_AE_CLAWRAKE ( 2 )
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#define ISLAVE_AE_ZAP_POWERUP ( 3 )
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#define ISLAVE_AE_ZAP_SHOOT ( 4 )
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#define ISLAVE_AE_ZAP_DONE ( 5 )
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ConVar sk_islave_health( "sk_islave_health","50");
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ConVar sk_islave_dmg_claw( "sk_islave_dmg_claw","8");
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ConVar sk_islave_dmg_clawrake( "sk_islave_dmg_clawrake","25");
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ConVar sk_islave_dmg_zap( "sk_islave_dmg_zap","15");
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LINK_ENTITY_TO_CLASS( monster_alien_slave, CNPC_Vortigaunt );
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BEGIN_DATADESC( CNPC_Vortigaunt )
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DEFINE_FIELD( m_iBravery, FIELD_INTEGER ),
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DEFINE_ARRAY( m_pBeam, FIELD_CLASSPTR, VORTIGAUNT_MAX_BEAMS ),
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DEFINE_FIELD( m_iBeams, FIELD_INTEGER ),
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DEFINE_FIELD( m_flNextAttack, FIELD_TIME ),
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DEFINE_FIELD( m_iVoicePitch, FIELD_INTEGER ),
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DEFINE_FIELD( m_hDead, FIELD_EHANDLE ),
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END_DATADESC()
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enum
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{
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SCHED_VORTIGAUNT_ATTACK = LAST_SHARED_SCHEDULE,
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};
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#define VORTIGAUNT_IGNORE_PLAYER 64
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//=========================================================
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// Spawn
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//=========================================================
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void CNPC_Vortigaunt::Spawn()
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{
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Precache( );
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SetModel( "models/islave.mdl" );
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SetRenderColor( 255, 255, 255, 255 );
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SetHullType(HULL_HUMAN);
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SetHullSizeNormal();
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_STEP );
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m_bloodColor = BLOOD_COLOR_GREEN;
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ClearEffects();
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m_iHealth = sk_islave_health.GetFloat();
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//pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE;
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m_NPCState = NPC_STATE_NONE;
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m_iVoicePitch = random->RandomInt( 85, 110 );
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CapabilitiesClear();
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CapabilitiesAdd( bits_CAP_MOVE_GROUND );
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CapabilitiesAdd( bits_CAP_SQUAD );
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CapabilitiesAdd( bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP );
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CapabilitiesAdd ( bits_CAP_INNATE_RANGE_ATTACK1 );
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CapabilitiesAdd ( bits_CAP_INNATE_MELEE_ATTACK1 );
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m_iBravery = 0;
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NPCInit();
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BaseClass::Spawn();
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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 CNPC_Vortigaunt::Precache()
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{
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BaseClass::Precache();
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PrecacheModel("models/islave.mdl");
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PrecacheModel("sprites/lgtning.vmt");
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PrecacheScriptSound( "Vortigaunt.Pain" );
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PrecacheScriptSound( "Vortigaunt.Die" );
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PrecacheScriptSound( "Vortigaunt.AttackHit" );
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PrecacheScriptSound( "Vortigaunt.AttackMiss" );
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PrecacheScriptSound( "Vortigaunt.ZapPowerup" );
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PrecacheScriptSound( "Vortigaunt.ZapShoot" );
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}
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Disposition_t CNPC_Vortigaunt::IRelationType ( CBaseEntity *pTarget )
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{
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if ( (pTarget->IsPlayer()) )
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{
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if ( (GetSpawnFlags() & VORTIGAUNT_IGNORE_PLAYER ) && !HasMemory( bits_MEMORY_PROVOKED ) )
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return D_NU;
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}
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return BaseClass::IRelationType( pTarget );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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Class_T CNPC_Vortigaunt::Classify ( void )
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{
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return CLASS_ALIEN_MILITARY;
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}
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void CNPC_Vortigaunt::CallForHelp( char *szClassname, float flDist, CBaseEntity * pEnemy, Vector &vecLocation )
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{
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// ALERT( at_aiconsole, "help " );
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// skip ones not on my netname
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if ( !m_pSquad )
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return;
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AISquadIter_t iter;
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for (CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) )
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{
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float d = ( GetAbsOrigin() - pSquadMember->GetAbsOrigin() ).Length();
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if ( d < flDist )
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{
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pSquadMember->Remember( bits_MEMORY_PROVOKED );
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pSquadMember->UpdateEnemyMemory( pEnemy, vecLocation );
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}
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}
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}
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//=========================================================
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// ALertSound - scream
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//=========================================================
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void CNPC_Vortigaunt::AlertSound( void )
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{
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if ( GetEnemy() != NULL )
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{
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SENTENCEG_PlayRndSz( edict(), "SLV_ALERT", 0.85, SNDLVL_NORM, 0, m_iVoicePitch );
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Vector vecTmp = GetEnemy()->GetAbsOrigin();
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CallForHelp( "monster_alien_slave", 512, GetEnemy(), vecTmp );
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}
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}
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//=========================================================
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// IdleSound
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//=========================================================
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void CNPC_Vortigaunt::IdleSound( void )
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{
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if ( random->RandomInt( 0, 2 ) == 0)
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SENTENCEG_PlayRndSz( edict(), "SLV_IDLE", 0.85, SNDLVL_NORM, 0, m_iVoicePitch);
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CNPC_Vortigaunt::PainSound( const CTakeDamageInfo &info )
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{
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if ( random->RandomInt( 0, 2 ) == 0)
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{
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CPASAttenuationFilter filter( this );
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CSoundParameters params;
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if ( GetParametersForSound( "Vortigaunt.Pain", params, NULL ) )
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{
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EmitSound_t ep( params );
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params.pitch = m_iVoicePitch;
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EmitSound( filter, entindex(), ep );
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}
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}
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}
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//=========================================================
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// DieSound
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//=========================================================
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void CNPC_Vortigaunt::DeathSound( const CTakeDamageInfo &info )
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{
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CPASAttenuationFilter filter( this );
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CSoundParameters params;
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if ( GetParametersForSound( "Vortigaunt.Die", params, NULL ) )
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{
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EmitSound_t ep( params );
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params.pitch = m_iVoicePitch;
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EmitSound( filter, entindex(), ep );
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}
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}
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int CNPC_Vortigaunt::GetSoundInterests ( void )
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{
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return SOUND_WORLD |
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SOUND_COMBAT |
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SOUND_DANGER |
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SOUND_PLAYER;
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}
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void CNPC_Vortigaunt::Event_Killed( const CTakeDamageInfo &info )
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{
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ClearBeams( );
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BaseClass::Event_Killed( info );
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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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float CNPC_Vortigaunt::MaxYawSpeed ( void )
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{
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float flYS;
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switch ( GetActivity() )
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{
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case ACT_WALK:
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flYS = 50;
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break;
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case ACT_RUN:
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flYS = 70;
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break;
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case ACT_IDLE:
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flYS = 50;
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break;
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default:
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flYS = 90;
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break;
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}
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return flYS;
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//
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// Returns number of events handled, 0 if none.
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//=========================================================
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void CNPC_Vortigaunt::HandleAnimEvent( animevent_t *pEvent )
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{
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// ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame );
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switch( pEvent->event )
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{
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case ISLAVE_AE_CLAW:
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{
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// SOUND HERE!
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CBaseEntity *pHurt = CheckTraceHullAttack( 40, Vector(-10,-10,-10), Vector(10,10,10), sk_islave_dmg_claw.GetFloat(), DMG_SLASH );
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CPASAttenuationFilter filter( this );
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if ( pHurt )
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{
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if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
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pHurt->ViewPunch( QAngle( 5, 0, -18 ) );
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// Play a random attack hit sound
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CSoundParameters params;
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if ( GetParametersForSound( "Vortigaunt.AttackHit", params, NULL ) )
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{
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EmitSound_t ep( params );
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params.pitch = m_iVoicePitch;
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EmitSound( filter, entindex(), ep );
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}
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}
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else
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{
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// Play a random attack miss sound
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CSoundParameters params;
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if ( GetParametersForSound( "Vortigaunt.AttackMiss", params, NULL ) )
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{
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EmitSound_t ep( params );
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params.pitch = m_iVoicePitch;
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EmitSound( filter, entindex(), ep );
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}
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}
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}
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break;
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case ISLAVE_AE_CLAWRAKE:
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{
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CBaseEntity *pHurt = CheckTraceHullAttack( 40, Vector(-10,-10,-10), Vector(10,10,10), sk_islave_dmg_clawrake.GetFloat(), DMG_SLASH );
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CPASAttenuationFilter filter2( this );
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if ( pHurt )
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{
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if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
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pHurt->ViewPunch( QAngle( 5, 0, 18 ) );
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CSoundParameters params;
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if ( GetParametersForSound( "Vortigaunt.AttackHit", params, NULL ) )
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{
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EmitSound_t ep( params );
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params.pitch = m_iVoicePitch;
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EmitSound( filter2, entindex(), ep );
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}
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}
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else
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{
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CSoundParameters params;
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if ( GetParametersForSound( "Vortigaunt.AttackMiss", params, NULL ) )
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{
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EmitSound_t ep( params );
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params.pitch = m_iVoicePitch;
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EmitSound( filter2, entindex(), ep );
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}
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}
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}
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break;
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case ISLAVE_AE_ZAP_POWERUP:
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{
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// speed up attack when on hard
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if ( g_iSkillLevel == SKILL_HARD )
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m_flPlaybackRate = 1.5;
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Vector v_forward;
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GetVectors( &v_forward, NULL, NULL );
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CBroadcastRecipientFilter filter;
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te->DynamicLight( filter, 0.0, &GetAbsOrigin(), 125, 200, 100, 2, 120, 0.2 / m_flPlaybackRate, 0 );
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if ( m_hDead != NULL )
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{
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WackBeam( -1, m_hDead );
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WackBeam( 1, m_hDead );
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}
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else
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{
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ArmBeam( -1 );
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ArmBeam( 1 );
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BeamGlow( );
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}
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CPASAttenuationFilter filter3( this );
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CSoundParameters params;
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if ( GetParametersForSound( "Vortigaunt.ZapPowerup", params, NULL ) )
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{
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EmitSound_t ep( params );
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ep.m_nPitch = 100 + m_iBeams * 10;
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EmitSound( filter3, entindex(), ep );
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}
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// Huh? Model doesn't have multiple texturegroups, commented this out. -LH
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// m_nSkin = m_iBeams / 2;
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}
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break;
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case ISLAVE_AE_ZAP_SHOOT:
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{
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ClearBeams( );
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if ( m_hDead != NULL )
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{
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Vector vecDest = m_hDead->GetAbsOrigin() + Vector( 0, 0, 38 );
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trace_t trace;
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UTIL_TraceHull( vecDest, vecDest, GetHullMins(), GetHullMaxs(),MASK_SOLID, m_hDead, COLLISION_GROUP_NONE, &trace );
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if ( !trace.startsolid )
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{
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CBaseEntity *pNew = Create( "monster_alien_slave", m_hDead->GetAbsOrigin(), m_hDead->GetAbsAngles() );
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pNew->AddSpawnFlags( 1 );
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WackBeam( -1, pNew );
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WackBeam( 1, pNew );
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UTIL_Remove( m_hDead );
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break;
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}
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}
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ClearMultiDamage();
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ZapBeam( -1 );
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ZapBeam( 1 );
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CPASAttenuationFilter filter4( this );
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EmitSound( filter4, entindex(), "Vortigaunt.ZapShoot" );
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ApplyMultiDamage();
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m_flNextAttack = gpGlobals->curtime + random->RandomFloat( 0.5, 4.0 );
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}
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break;
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case ISLAVE_AE_ZAP_DONE:
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{
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ClearBeams();
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}
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break;
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default:
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BaseClass::HandleAnimEvent( pEvent );
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break;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose : For innate range attack
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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int CNPC_Vortigaunt::RangeAttack1Conditions( float flDot, float flDist )
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{
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if ( GetEnemy() == NULL )
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return( COND_LOST_ENEMY );
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if ( gpGlobals->curtime < m_flNextAttack )
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return COND_NONE;
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if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
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return COND_NONE;
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return COND_CAN_RANGE_ATTACK1;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CNPC_Vortigaunt::StartTask( const Task_t *pTask )
|
||
|
{
|
||
|
ClearBeams();
|
||
|
BaseClass::StartTask( pTask );
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// TakeDamage - get provoked when injured
|
||
|
//=========================================================
|
||
|
|
||
|
int CNPC_Vortigaunt::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
|
||
|
{
|
||
|
// don't slash one of your own
|
||
|
if ( ( inputInfo.GetDamageType() & DMG_SLASH ) && inputInfo.GetAttacker() && IRelationType( inputInfo.GetAttacker() ) == D_NU )
|
||
|
return 0;
|
||
|
|
||
|
Remember( bits_MEMORY_PROVOKED );
|
||
|
|
||
|
return BaseClass::OnTakeDamage_Alive( inputInfo );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CNPC_Vortigaunt::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
||
|
{
|
||
|
if ( info.GetDamageType() & DMG_SHOCK )
|
||
|
return;
|
||
|
|
||
|
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
int CNPC_Vortigaunt::SelectSchedule( void )
|
||
|
{
|
||
|
ClearBeams();
|
||
|
|
||
|
switch ( m_NPCState )
|
||
|
{
|
||
|
case NPC_STATE_COMBAT:
|
||
|
// dead enemy
|
||
|
if ( HasCondition( COND_ENEMY_DEAD ) )
|
||
|
{
|
||
|
// call base class, all code to handle dead enemies is centralized there.
|
||
|
return BaseClass::SelectSchedule();
|
||
|
}
|
||
|
|
||
|
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
|
||
|
return SCHED_RANGE_ATTACK1;
|
||
|
|
||
|
if ( m_iHealth < 20 || m_iBravery < 0)
|
||
|
{
|
||
|
if ( !HasCondition( COND_CAN_MELEE_ATTACK1 ) )
|
||
|
{
|
||
|
SetDefaultFailSchedule( SCHED_CHASE_ENEMY );
|
||
|
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
|
||
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
||
|
if ( HasCondition ( COND_SEE_ENEMY ) && HasCondition ( COND_ENEMY_FACING_ME ) )
|
||
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
return BaseClass::SelectSchedule( );
|
||
|
}
|
||
|
|
||
|
int CNPC_Vortigaunt::TranslateSchedule( int scheduleType )
|
||
|
{
|
||
|
//Oops can't get to my enemy.
|
||
|
if ( scheduleType == SCHED_CHASE_ENEMY_FAILED )
|
||
|
{
|
||
|
return SCHED_ESTABLISH_LINE_OF_FIRE;
|
||
|
}
|
||
|
|
||
|
switch ( scheduleType )
|
||
|
{
|
||
|
case SCHED_FAIL:
|
||
|
|
||
|
if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
|
||
|
{
|
||
|
return ( SCHED_MELEE_ATTACK1 );
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
|
||
|
case SCHED_RANGE_ATTACK1:
|
||
|
{
|
||
|
//Adrian - HACK HACK! This should've been done up there ^^^^
|
||
|
if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
|
||
|
{
|
||
|
return ( SCHED_MELEE_ATTACK1 );
|
||
|
}
|
||
|
|
||
|
return SCHED_VORTIGAUNT_ATTACK;
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return BaseClass::TranslateSchedule( scheduleType );
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// ArmBeam - small beam from arm to nearby geometry
|
||
|
//=========================================================
|
||
|
void CNPC_Vortigaunt::ArmBeam( int side )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
float flDist = 1.0;
|
||
|
|
||
|
if ( m_iBeams >= VORTIGAUNT_MAX_BEAMS )
|
||
|
return;
|
||
|
|
||
|
Vector forward, right, up;
|
||
|
Vector vecAim;
|
||
|
AngleVectors( GetAbsAngles(), &forward, &right, &up );
|
||
|
Vector vecSrc = GetAbsOrigin() + up * 36 + right * side * 16 + forward * 32;
|
||
|
|
||
|
for (int i = 0; i < 3; i++)
|
||
|
{
|
||
|
vecAim = right * side * random->RandomFloat( 0, 1 ) + up * random->RandomFloat( -1, 1 );
|
||
|
trace_t tr1;
|
||
|
UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 512, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr1);
|
||
|
if (flDist > tr1.fraction)
|
||
|
{
|
||
|
tr = tr1;
|
||
|
flDist = tr.fraction;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Couldn't find anything close enough
|
||
|
if ( flDist == 1.0 )
|
||
|
return;
|
||
|
|
||
|
if( tr.m_pEnt && tr.m_pEnt->m_takedamage && !tr.m_pEnt->IsNPC() )
|
||
|
{
|
||
|
CTakeDamageInfo info( this, this, 10, DMG_SHOCK );
|
||
|
CalculateMeleeDamageForce( &info, vecAim, tr.endpos );
|
||
|
|
||
|
tr.m_pEnt->TakeDamage( info );
|
||
|
}
|
||
|
|
||
|
UTIL_DecalTrace( &tr, "FadingScorch" );
|
||
|
|
||
|
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.vmt", 3.0f );
|
||
|
|
||
|
if ( m_pBeam[m_iBeams] == NULL )
|
||
|
return;
|
||
|
|
||
|
m_pBeam[m_iBeams]->PointEntInit( tr.endpos, this );
|
||
|
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
|
||
|
|
||
|
m_pBeam[m_iBeams]->SetColor( 96, 128, 16 );
|
||
|
|
||
|
m_pBeam[m_iBeams]->SetBrightness( 64 );
|
||
|
m_pBeam[m_iBeams]->SetNoise( 12.8 );
|
||
|
m_pBeam[m_iBeams]->AddSpawnFlags( SF_BEAM_TEMPORARY );
|
||
|
|
||
|
m_iBeams++;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// BeamGlow - brighten all beams
|
||
|
//=========================================================
|
||
|
void CNPC_Vortigaunt::BeamGlow( )
|
||
|
{
|
||
|
int b = m_iBeams * 32;
|
||
|
|
||
|
if ( b > 255 )
|
||
|
b = 255;
|
||
|
|
||
|
for ( int i = 0; i < m_iBeams; i++ )
|
||
|
{
|
||
|
if ( m_pBeam[i] != NULL )
|
||
|
{
|
||
|
if ( m_pBeam[i]->GetBrightness() != 255 )
|
||
|
m_pBeam[i]->SetBrightness( b );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// WackBeam - regenerate dead colleagues
|
||
|
//=========================================================
|
||
|
void CNPC_Vortigaunt::WackBeam( int side, CBaseEntity *pEntity )
|
||
|
{
|
||
|
Vector vecDest;
|
||
|
|
||
|
if ( m_iBeams >= VORTIGAUNT_MAX_BEAMS )
|
||
|
return;
|
||
|
|
||
|
if ( pEntity == NULL )
|
||
|
return;
|
||
|
|
||
|
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.vmt", 3.0f );
|
||
|
if ( m_pBeam[m_iBeams] == NULL )
|
||
|
return;
|
||
|
|
||
|
m_pBeam[m_iBeams]->PointEntInit( pEntity->WorldSpaceCenter(), this );
|
||
|
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
|
||
|
m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
|
||
|
m_pBeam[m_iBeams]->SetBrightness( 255 );
|
||
|
m_pBeam[m_iBeams]->SetNoise( 12.8 );
|
||
|
m_pBeam[m_iBeams]->AddSpawnFlags( SF_BEAM_TEMPORARY );
|
||
|
m_iBeams++;
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// ZapBeam - heavy damage directly forward
|
||
|
//=========================================================
|
||
|
void CNPC_Vortigaunt::ZapBeam( int side )
|
||
|
{
|
||
|
Vector vecSrc, vecAim;
|
||
|
trace_t tr;
|
||
|
CBaseEntity *pEntity;
|
||
|
|
||
|
if ( m_iBeams >= VORTIGAUNT_MAX_BEAMS )
|
||
|
return;
|
||
|
|
||
|
Vector forward, right, up;
|
||
|
AngleVectors( GetAbsAngles(), &forward, &right, &up );
|
||
|
|
||
|
vecSrc = GetAbsOrigin() + up * 36;
|
||
|
vecAim = GetShootEnemyDir( vecSrc );
|
||
|
float deflection = 0.01;
|
||
|
vecAim = vecAim + side * right * random->RandomFloat( 0, deflection ) + up * random->RandomFloat( -deflection, deflection );
|
||
|
UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 1024, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
|
||
|
|
||
|
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.vmt", 5.0f );
|
||
|
if ( m_pBeam[m_iBeams] == NULL )
|
||
|
return;
|
||
|
|
||
|
m_pBeam[m_iBeams]->PointEntInit( tr.endpos, this );
|
||
|
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
|
||
|
m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
|
||
|
m_pBeam[m_iBeams]->SetBrightness( 255 );
|
||
|
m_pBeam[m_iBeams]->SetNoise( 3.2f );
|
||
|
m_pBeam[m_iBeams]->AddSpawnFlags( SF_BEAM_TEMPORARY );
|
||
|
m_iBeams++;
|
||
|
|
||
|
pEntity = tr.m_pEnt;
|
||
|
|
||
|
if ( pEntity != NULL && m_takedamage )
|
||
|
{
|
||
|
CTakeDamageInfo info( this, this, sk_islave_dmg_zap.GetFloat(), DMG_SHOCK );
|
||
|
CalculateMeleeDamageForce( &info, vecAim, tr.endpos );
|
||
|
pEntity->DispatchTraceAttack( info, vecAim, &tr );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=========================================================
|
||
|
// ClearBeams - remove all beams
|
||
|
//=========================================================
|
||
|
void CNPC_Vortigaunt::ClearBeams( )
|
||
|
{
|
||
|
for (int i = 0; i < VORTIGAUNT_MAX_BEAMS; i++)
|
||
|
{
|
||
|
if (m_pBeam[i])
|
||
|
{
|
||
|
UTIL_Remove( m_pBeam[i] );
|
||
|
m_pBeam[i] = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_iBeams = 0;
|
||
|
m_nSkin = 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
//
|
||
|
// Schedules
|
||
|
//
|
||
|
//------------------------------------------------------------------------------
|
||
|
|
||
|
AI_BEGIN_CUSTOM_NPC( monster_alien_slave, CNPC_Vortigaunt )
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_VORTIGAUNT_ATTACK
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_VORTIGAUNT_ATTACK,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_FACE_IDEAL 0"
|
||
|
" TASK_RANGE_ATTACK1 0"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
" COND_HEAR_DANGER"
|
||
|
)
|
||
|
|
||
|
AI_END_CUSTOM_NPC()
|