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743 lines
19 KiB
743 lines
19 KiB
//========= 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; |
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} |
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void CNPC_Vortigaunt::StartTask( const Task_t *pTask ) |
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{ |
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ClearBeams(); |
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BaseClass::StartTask( pTask ); |
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} |
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//========================================================= |
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// TakeDamage - get provoked when injured |
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//========================================================= |
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int CNPC_Vortigaunt::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo ) |
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{ |
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// don't slash one of your own |
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if ( ( inputInfo.GetDamageType() & DMG_SLASH ) && inputInfo.GetAttacker() && IRelationType( inputInfo.GetAttacker() ) == D_NU ) |
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return 0; |
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Remember( bits_MEMORY_PROVOKED ); |
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return BaseClass::OnTakeDamage_Alive( inputInfo ); |
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} |
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void CNPC_Vortigaunt::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) |
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{ |
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if ( info.GetDamageType() & DMG_SHOCK ) |
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return; |
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BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); |
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} |
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//========================================================= |
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//========================================================= |
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int CNPC_Vortigaunt::SelectSchedule( void ) |
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{ |
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ClearBeams(); |
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switch ( m_NPCState ) |
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{ |
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case NPC_STATE_COMBAT: |
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// dead enemy |
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if ( HasCondition( COND_ENEMY_DEAD ) ) |
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{ |
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// call base class, all code to handle dead enemies is centralized there. |
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return BaseClass::SelectSchedule(); |
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} |
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if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) |
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return SCHED_RANGE_ATTACK1; |
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if ( m_iHealth < 20 || m_iBravery < 0) |
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{ |
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if ( !HasCondition( COND_CAN_MELEE_ATTACK1 ) ) |
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{ |
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SetDefaultFailSchedule( SCHED_CHASE_ENEMY ); |
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if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) ) |
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return SCHED_TAKE_COVER_FROM_ENEMY; |
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if ( HasCondition ( COND_SEE_ENEMY ) && HasCondition ( COND_ENEMY_FACING_ME ) ) |
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return SCHED_TAKE_COVER_FROM_ENEMY; |
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} |
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} |
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break; |
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} |
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return BaseClass::SelectSchedule( ); |
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} |
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int CNPC_Vortigaunt::TranslateSchedule( int scheduleType ) |
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{ |
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//Oops can't get to my enemy. |
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if ( scheduleType == SCHED_CHASE_ENEMY_FAILED ) |
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{ |
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return SCHED_ESTABLISH_LINE_OF_FIRE; |
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} |
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switch ( scheduleType ) |
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{ |
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case SCHED_FAIL: |
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if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) |
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{ |
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return ( SCHED_MELEE_ATTACK1 ); |
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} |
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break; |
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case SCHED_RANGE_ATTACK1: |
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{ |
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//Adrian - HACK HACK! This should've been done up there ^^^^ |
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if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) |
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{ |
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return ( SCHED_MELEE_ATTACK1 ); |
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} |
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|
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return SCHED_VORTIGAUNT_ATTACK; |
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} |
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break; |
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} |
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|
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return BaseClass::TranslateSchedule( scheduleType ); |
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} |
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|
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//========================================================= |
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// ArmBeam - small beam from arm to nearby geometry |
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//========================================================= |
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void CNPC_Vortigaunt::ArmBeam( int side ) |
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{ |
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trace_t tr; |
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float flDist = 1.0; |
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|
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if ( m_iBeams >= VORTIGAUNT_MAX_BEAMS ) |
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return; |
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|
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Vector forward, right, up; |
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Vector vecAim; |
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AngleVectors( GetAbsAngles(), &forward, &right, &up ); |
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Vector vecSrc = GetAbsOrigin() + up * 36 + right * side * 16 + forward * 32; |
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|
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for (int i = 0; i < 3; i++) |
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{ |
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vecAim = right * side * random->RandomFloat( 0, 1 ) + up * random->RandomFloat( -1, 1 ); |
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trace_t tr1; |
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UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 512, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr1); |
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if (flDist > tr1.fraction) |
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{ |
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tr = tr1; |
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flDist = tr.fraction; |
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} |
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} |
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|
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// Couldn't find anything close enough |
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if ( flDist == 1.0 ) |
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return; |
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|
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if( tr.m_pEnt && tr.m_pEnt->m_takedamage && !tr.m_pEnt->IsNPC() ) |
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{ |
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CTakeDamageInfo info( this, this, 10, DMG_SHOCK ); |
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CalculateMeleeDamageForce( &info, vecAim, tr.endpos ); |
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|
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tr.m_pEnt->TakeDamage( info ); |
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} |
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|
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UTIL_DecalTrace( &tr, "FadingScorch" ); |
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|
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m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.vmt", 3.0f ); |
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|
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if ( m_pBeam[m_iBeams] == NULL ) |
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return; |
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|
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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()
|
|
|