Add weapon_eagle, weapon_displacer, monster_otis and monster_gonome implementations.

This commit is contained in:
Night Owl 2017-11-11 02:40:36 +05:00
parent 6c6733a2c3
commit 01a416c5a7
19 changed files with 2774 additions and 104 deletions

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@ -43,6 +43,8 @@ set (CLDLL_SOURCES
../dlls/squeakgrenade.cpp
../dlls/tripmine.cpp
../dlls/glock.cpp
../dlls/CAd/displacer.cpp
../dlls/CAd/eagle.cpp
ev_hldm.cpp
hl/hl_baseentity.cpp
hl/hl_events.cpp

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@ -68,6 +68,8 @@ void EV_EgonStop( struct event_args_s *args );
void EV_HornetGunFire( struct event_args_s *args );
void EV_TripmineFire( struct event_args_s *args );
void EV_SnarkFire( struct event_args_s *args );
void EV_Displacer( struct event_args_s *args );
void EV_FireEagle( struct event_args_s *args );
void EV_TrainPitchAdjust( struct event_args_s *args );
}
@ -1690,6 +1692,98 @@ void EV_SnarkFire( event_args_t *args )
// SQUEAK END
//======================
//======================
// DISPLACER START
//======================
enum displacer_e
{
DISPLACER_IDLE1 = 0,
DISPLACER_IDLE2,
DISPLACER_SPINUP,
DISPLACER_SPIN,
DISPLACER_FIRE,
DISPLACER_DRAW,
DISPLACER_HOLSTER
};
void EV_Displacer( event_args_t *args )
{
int idx;
vec3_t origin;
idx = args->entindex;
VectorCopy( args->origin, origin );
if( EV_IsLocal( idx ) )
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( DISPLACER_FIRE, 0 );
V_PunchAxis( 0, -2.0 );
}
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/displacer_fire.wav", 1, ATTN_NORM, 0, PITCH_NORM );
}
//======================
// DISPLACER END
//======================
//======================
// DESERT EAGLE START
//======================
enum eagle_e
{
EAGLE_IDLE1 = 0,
EAGLE_IDLE2,
EAGLE_IDLE3,
EAGLE_IDLE4,
EAGLE_IDLE5,
EAGLE_SHOOT,
EAGLE_SHOOT_EMPTY,
EAGLE_RELOAD,
EAGLE_RELOAD_NOT_EMPTY,
EAGLE_DRAW,
EAGLE_HOLSTER
};
void EV_FireEagle( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
vec3_t up, right, forward;
float flSpread = 0.01;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
AngleVectors( angles, forward, right, up );
if( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( EAGLE_SHOOT, 1 );
V_PunchAxis( 0, -4.0 );
}
// Play fire sound.
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/desert_eagle_fire.wav", gEngfuncs.pfnRandomFloat(0.8, 0.9), ATTN_NORM, 0, PITCH_NORM );
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_357, 0, 0, args->fparam1, args->fparam2 );
}
//======================
// DESERT EAGLE END
//======================
void EV_TrainPitchAdjust( event_args_t *args )
{
int idx;

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@ -38,6 +38,8 @@ void EV_EgonStop( struct event_args_s *args );
void EV_HornetGunFire( struct event_args_s *args );
void EV_TripmineFire( struct event_args_s *args );
void EV_SnarkFire( struct event_args_s *args );
void EV_Displacer( struct event_args_s *args );
void EV_FireEagle( struct event_args_s *args );
void EV_TrainPitchAdjust( struct event_args_s *args );
}
@ -76,4 +78,6 @@ void Game_HookEvents( void )
gEngfuncs.pfnHookEvent( "events/firehornet.sc", EV_HornetGunFire );
gEngfuncs.pfnHookEvent( "events/tripfire.sc", EV_TripmineFire );
gEngfuncs.pfnHookEvent( "events/snarkfire.sc", EV_SnarkFire );
gEngfuncs.pfnHookEvent( "events/displacer.sc", EV_Displacer );
gEngfuncs.pfnHookEvent( "events/eagle.sc", EV_FireEagle );
}

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@ -67,6 +67,8 @@ CHandGrenade g_HandGren;
CSatchel g_Satchel;
CTripmine g_Tripmine;
CSqueak g_Snark;
CDisplacer g_Displacer;
CEagle g_Eagle;
/*
======================
@ -616,6 +618,8 @@ void HUD_InitClientWeapons( void )
HUD_PrepEntity( &g_Satchel, &player );
HUD_PrepEntity( &g_Tripmine, &player );
HUD_PrepEntity( &g_Snark, &player );
HUD_PrepEntity( &g_Displacer, &player );
HUD_PrepEntity( &g_Eagle, &player );
}
/*
@ -721,6 +725,12 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
case WEAPON_SNARK:
pWeapon = &g_Snark;
break;
case WEAPON_DISPLACER:
pWeapon = &g_Displacer;
break;
case WEAPON_EAGLE:
pWeapon = &g_Eagle;
break;
}
// Store pointer to our destination entity_state_t so we can get our origin, etc. from it

708
dlls/CAd/displacer.cpp Normal file
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@ -0,0 +1,708 @@
/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
#include "shake.h"
#ifndef CLIENT_DLL
extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
LINK_ENTITY_TO_CLASS(info_displacer_xen_target, CPointEntity);
LINK_ENTITY_TO_CLASS(info_displacer_earth_target, CPointEntity);
int iPortalSprite = 0;
int iRingSprite = 0;
//=========================================================
// Displacement field
//=========================================================
class CDisplacerBall : public CBaseEntity
{
public:
void Spawn( void );
static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, Vector vecAngles);
static void SelfCreate(entvars_t *pevOwner, Vector vecStart);
void Touch(CBaseEntity *pOther);
void EXPORT ExplodeThink( void );
void EXPORT KillThink( void );
void Circle( void );
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
CBeam* m_pBeam[8];
void EXPORT FlyThink( void );
void ClearBeams( void );
void ArmBeam( int iSide );
int m_iBeams;
CBaseEntity *pRemoveEnt;
};
LINK_ENTITY_TO_CLASS(displacer_ball, CDisplacerBall)
TYPEDESCRIPTION CDisplacerBall::m_SaveData[] =
{
DEFINE_FIELD(CDisplacerBall, m_iBeams, FIELD_INTEGER),
DEFINE_ARRAY(CDisplacerBall, m_pBeam, FIELD_CLASSPTR, 8),
};
IMPLEMENT_SAVERESTORE(CDisplacerBall, CBaseEntity);
void CDisplacerBall::Spawn(void)
{
pev->movetype = MOVETYPE_FLY;
pev->classname = MAKE_STRING("portal");
pev->solid = SOLID_BBOX;
pev->rendermode = kRenderTransAdd;
pev->renderamt = 255;
SET_MODEL(ENT(pev), "sprites/exit1.spr");
pev->frame = 0;
pev->scale = 0.75;
SetTouch( &CDisplacerBall::Touch );
SetThink( &CDisplacerBall::FlyThink );
pev->nextthink = gpGlobals->time + 0.2;
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
m_iBeams = 0;
}
void CDisplacerBall::FlyThink()
{
ArmBeam( -1 );
ArmBeam( 1 );
pev->nextthink = gpGlobals->time + 0.05;
}
void CDisplacerBall::ArmBeam( int iSide )
{
//This method is identical to the Alien Slave's ArmBeam, except it treats m_pBeam as a circular buffer.
if( m_iBeams > 7 )
m_iBeams = 0;
TraceResult tr;
float flDist = 1.0;
UTIL_MakeAimVectors( pev->angles );
Vector vecSrc = gpGlobals->v_forward * 32.0 + iSide * gpGlobals->v_right * 16.0 + gpGlobals->v_up * 36.0 + pev->origin;
Vector vecAim = gpGlobals->v_up * RANDOM_FLOAT( -1.0, 1.0 );
Vector vecEnd = (iSide * gpGlobals->v_right * RANDOM_FLOAT( 0.0, 1.0 ) + vecAim) * 512.0 + vecSrc;
UTIL_TraceLine( &vecSrc.x, &vecEnd.x, dont_ignore_monsters, ENT( pev ), &tr );
if( flDist > tr.flFraction )
flDist = tr.flFraction;
// Couldn't find anything close enough
if( flDist == 1.0 )
return;
// The beam might already exist if we've created all beams before.
if( !m_pBeam[ m_iBeams ] )
m_pBeam[ m_iBeams ] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
if( !m_pBeam[ m_iBeams ] )
return;
CBaseEntity* pHit = Instance( tr.pHit );
entvars_t *pevOwner;
if ( pev->owner )
pevOwner = VARS( pev->owner );
else
pevOwner = NULL;
if( pHit && pHit->pev->takedamage != DAMAGE_NO )
{
//Beam hit something, deal radius damage to it
m_pBeam[ m_iBeams ]->EntsInit( pHit->entindex(), entindex() );
m_pBeam[ m_iBeams ]->SetColor( 255, 255, 255 );
m_pBeam[ m_iBeams ]->SetBrightness( 255 );
m_pBeam[ m_iBeams ]->SetNoise( 10 );
RadiusDamage( tr.vecEndPos, pev, pevOwner, 25, 15, CLASS_NONE, DMG_ENERGYBEAM );
}
else
{
m_pBeam[ m_iBeams ]->PointEntInit( tr.vecEndPos, entindex() );
m_pBeam[ m_iBeams ]->SetColor( 96, 128, 16 );
m_pBeam[ m_iBeams ]->SetBrightness( 255 );
m_pBeam[ m_iBeams ]->SetNoise( 80 );
}
m_iBeams++;
}
void CDisplacerBall::Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, Vector vecAngles )
{
CDisplacerBall *pSpit = GetClassPtr((CDisplacerBall *)NULL);
pSpit->Spawn();
UTIL_SetOrigin(pSpit->pev, vecStart);
pSpit->pev->velocity = vecVelocity;
pSpit->pev->angles = vecAngles;
pSpit->pev->owner = ENT(pevOwner);
}
void CDisplacerBall::SelfCreate(entvars_t *pevOwner,Vector vecStart)
{
CDisplacerBall *pSelf = GetClassPtr((CDisplacerBall *)NULL);
pSelf->Spawn();
pSelf->ClearBeams();
UTIL_SetOrigin(pSelf->pev, vecStart);
pSelf->pev->owner = ENT(pevOwner);
pSelf->Circle();
pSelf->SetTouch( NULL );
pSelf->SetThink(&CDisplacerBall::KillThink);
pSelf->pev->nextthink = gpGlobals->time + ( g_pGameRules->IsMultiplayer() ? 0.2f : 0.5f );
}
void CDisplacerBall::Touch(CBaseEntity *pOther)
{
// Do not collide with the owner.
if (ENT(pOther->pev) == pev->owner || (ENT(pOther->pev) == VARS(pev->owner)->owner))
return;
TraceResult tr;
Vector vecSpot;
Vector vecSrc;
pev->enemy = pOther->edict();
CBaseEntity *pTarget = NULL;
if (!pOther->pev->takedamage)
{
//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/displacer_impact.wav", 1, ATTN_NORM, 0, 100);
//UTIL_MuzzleLight( pev->origin, 160.0f, 255, 180, 96, 1.0f, 100.0f );
}
if( ( g_pGameRules->IsMultiplayer() && !g_pGameRules->IsCoOp() ) && pOther->IsPlayer() )
{
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
pTarget = GetClassPtr( (CBaseEntity *)VARS( EntSelectSpawnPoint( pPlayer ) ) );
if( pTarget )
{
UTIL_ScreenFade( pPlayer, Vector( 0, 200, 0 ), 0.5, 0.5, 255, FFADE_IN );
Vector tmp = pTarget->pev->origin;
UTIL_CleanSpawnPoint( tmp, 100 );
EMIT_SOUND( pPlayer->edict(), CHAN_BODY, "weapons/displacer_self.wav", 1, ATTN_NORM );
// make origin adjustments (origin in center, not at feet)
tmp.z -= pPlayer->pev->mins.z + 36;
tmp.z++;
pPlayer->pev->flags &= ~FL_ONGROUND;
UTIL_SetOrigin( pPlayer->pev, tmp );
pPlayer->pev->angles = pTarget->pev->angles;
pPlayer->pev->v_angle = pTarget->pev->angles;
pPlayer->pev->fixangle = TRUE;
pPlayer->pev->velocity = pOther->pev->basevelocity = g_vecZero;
}
}
pev->movetype = MOVETYPE_NONE;
Circle();
SetThink(&CDisplacerBall::KillThink);
pev->nextthink = gpGlobals->time + ( g_pGameRules->IsMultiplayer() ? 0.2f : 0.5f );
}
void CDisplacerBall::Circle( void )
{
// portal circle
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BEAMCYLINDER);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 800); // reach damage radius over .2 seconds
WRITE_SHORT(iRingSprite);
WRITE_BYTE(0); // startframe
WRITE_BYTE(0); // framerate
WRITE_BYTE(3); // life
WRITE_BYTE(16); // 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(0); // speed
MESSAGE_END();
UTIL_MuzzleLight( pev->origin, 160.0f, 255, 180, 96, 1.0f, 100.0f );
}
void CDisplacerBall::KillThink( void )
{
if( pRemoveEnt )
UTIL_Remove( pRemoveEnt );
SetThink( &CDisplacerBall::ExplodeThink );
pev->nextthink = gpGlobals->time + 0.2f;
}
void CDisplacerBall::ExplodeThink( void )
{
ClearBeams();
pev->effects |= EF_NODRAW;
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/displacer_teleport.wav", VOL_NORM, ATTN_NORM);
entvars_t *pevOwner;
if ( pev->owner )
pevOwner = VARS( pev->owner );
else
pevOwner = NULL;
pev->owner = NULL;
UTIL_Remove( this );
::RadiusDamage( pev->origin, pev, pevOwner, 300, 300, CLASS_NONE, DMG_ENERGYBEAM );
}
void CDisplacerBall::ClearBeams( void )
{
for( int i = 0;i < 8; i++ )
{
if( m_pBeam[i] )
{
UTIL_Remove( m_pBeam[i] );
m_pBeam[i] = NULL;
}
}
}
#endif // !defined ( CLIENT_DLL )
enum displacer_e {
DISPLACER_IDLE1 = 0,
DISPLACER_IDLE2,
DISPLACER_SPINUP,
DISPLACER_SPIN,
DISPLACER_FIRE,
DISPLACER_DRAW,
DISPLACER_HOLSTER,
};
#define DISPLACER_SECONDARY_USAGE 60
#define DISPLACER_PRIMARY_USAGE 20
LINK_ENTITY_TO_CLASS(weapon_displacer, CDisplacer);
//=========================================================
// Purpose:
//=========================================================
int CDisplacer::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "uranium";
p->iMaxAmmo1 = URANIUM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iFlags = 0;
p->iSlot = 3;
p->iPosition = 4;
p->iId = m_iId = WEAPON_DISPLACER;
p->iWeight = DISPLACER_WEIGHT;
return 1;
}
//=========================================================
// Purpose:
//=========================================================
int CDisplacer::AddToPlayer(CBasePlayer *pPlayer)
{
if (CBasePlayerWeapon::AddToPlayer(pPlayer))
{
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
WRITE_BYTE(m_iId);
MESSAGE_END();
return TRUE;
}
return FALSE;
}
//=========================================================
// Purpose:
//=========================================================
BOOL CDisplacer::PlayEmptySound(void)
{
if (m_iPlayEmptySound)
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "buttons/button11.wav", 1, ATTN_NORM);
m_iPlayEmptySound = 0;
return 0;
}
return 0;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Spawn()
{
Precache();
m_iId = WEAPON_DISPLACER;
SET_MODEL(ENT(pev), "models/w_displacer.mdl");
m_iDefaultAmmo = DISPLACER_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Precache(void)
{
PRECACHE_MODEL("models/v_displacer.mdl");
PRECACHE_MODEL("models/w_displacer.mdl");
PRECACHE_MODEL("models/p_displacer.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/displacer_fire.wav");
PRECACHE_SOUND("weapons/displacer_self.wav");
PRECACHE_SOUND("weapons/displacer_spin.wav");
PRECACHE_SOUND("weapons/displacer_spin2.wav");
PRECACHE_SOUND("weapons/displacer_teleport.wav");
PRECACHE_SOUND("buttons/button11.wav");
PRECACHE_SOUND("buttons/button10.wav");
PRECACHE_MODEL("sprites/lgtning.spr");
#ifndef CLIENT_DLL
iPortalSprite = PRECACHE_MODEL("sprites/exit1.spr");
iRingSprite = PRECACHE_MODEL("sprites/displacer_ring.spr");
#endif
UTIL_PrecacheOther("displacer_ball");
m_usDisplacer = PRECACHE_EVENT(1, "events/displacer.sc");
}
//=========================================================
// Purpose:
//=========================================================
BOOL CDisplacer::Deploy()
{
return DefaultDeploy("models/v_displacer.mdl", "models/p_displacer.mdl", DISPLACER_DRAW, "displacer", UseDecrement());
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Holster(int skiplocal /* = 0 */)
{
m_fInReload = FALSE;// cancel any reload in progress.
ClearBeams();
ClearSpin();
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
SendWeaponAnim(DISPLACER_HOLSTER);
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::SecondaryAttack(void)
{
if (m_fFireOnEmpty || !CanFireDisplacer(DISPLACER_SECONDARY_USAGE))
{
PlayEmptySound();
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
return;
}
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
m_iFireMode = FIREMODE_BACKWARD;
SetThink (&CDisplacer::SpinUp);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 4.0;
pev->nextthink = gpGlobals->time;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::PrimaryAttack()
{
if ( m_fFireOnEmpty || !CanFireDisplacer(DISPLACER_PRIMARY_USAGE))
{
PlayEmptySound();
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
return;
}
m_iFireMode = FIREMODE_FORWARD;
SetThink (&CDisplacer::SpinUp);
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.6;
pev->nextthink = gpGlobals->time;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_2DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
int iAnim;
float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1);
if (flRand <= 0.5)
{
iAnim = DISPLACER_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
}
else
{
iAnim = DISPLACER_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
}
SendWeaponAnim(iAnim, UseDecrement());
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::ClearSpin( void )
{
switch (m_iFireMode)
{
case FIREMODE_FORWARD:
STOP_SOUND(ENT(pev), CHAN_WEAPON, "weapons/displacer_spin.wav");
break;
case FIREMODE_BACKWARD:
STOP_SOUND(ENT(pev), CHAN_WEAPON, "weapons/displacer_spin2.wav");
break;
}
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::SpinUp( void )
{
SendWeaponAnim( DISPLACER_SPINUP, UseDecrement());
LightningEffect();
if( m_iFireMode == FIREMODE_FORWARD )
{
EMIT_SOUND( edict(), CHAN_WEAPON, "weapons/displacer_spin.wav", 1, ATTN_NORM );
SetThink (&CDisplacer::Displace);
}
else
{
EMIT_SOUND( edict(), CHAN_WEAPON, "weapons/displacer_spin2.wav", 1, ATTN_NORM );
SetThink (&CDisplacer::Teleport);
}
pev->nextthink = gpGlobals->time + 0.9;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.3;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Displace( void )
{
ClearBeams();
ClearSpin();
SendWeaponAnim( DISPLACER_FIRE, UseDecrement());
EMIT_SOUND( edict(), CHAN_WEAPON, "weapons/displacer_fire.wav", 1, ATTN_NORM );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->pev->punchangle.x -= 2;
#ifndef CLIENT_DLL
Vector vecSrc;
UseAmmo(DISPLACER_PRIMARY_USAGE);
UTIL_MakeVectors(m_pPlayer->pev->v_angle);
vecSrc = m_pPlayer->GetGunPosition();
vecSrc = vecSrc + gpGlobals->v_forward * 22;
vecSrc = vecSrc + gpGlobals->v_right * 8;
vecSrc = vecSrc + gpGlobals->v_up * -12;
CDisplacerBall::Shoot( m_pPlayer->pev, vecSrc, gpGlobals->v_forward * 500, m_pPlayer->pev->v_angle );
SetThink( NULL );
#endif
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Teleport( void )
{
const char *pszName;
ClearBeams();
ClearSpin();
#ifndef CLIENT_DLL
CBaseEntity *pTarget = NULL;
Vector tmp( 0, 0, 0 );
if( g_pGameRules->IsMultiplayer() && !g_pGameRules->IsCoOp() )
{
pTarget = GetClassPtr( (CBaseEntity *)VARS( EntSelectSpawnPoint( m_pPlayer ) ) );
}
else
{
if( !m_pPlayer->m_fInXen )
pszName = "info_displacer_xen_target";
else
pszName = "info_displacer_earth_target";
pTarget = UTIL_FindEntityByClassname( 0, pszName );
}
if( pTarget )
tmp = pTarget->pev->origin;
if( pTarget && /*HACK*/( tmp != Vector( 0, 0, 0 )/*HACK*/ ) )
{
UTIL_ScreenFade( m_pPlayer, Vector( 0, 200, 0 ), 0.5, 0.5, 255, FFADE_IN );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase();
UseAmmo(DISPLACER_SECONDARY_USAGE);
UTIL_CleanSpawnPoint( tmp, 50 );
EMIT_SOUND( edict(), CHAN_BODY, "weapons/displacer_self.wav", 1, ATTN_NORM );
CDisplacerBall::SelfCreate(m_pPlayer->pev, m_pPlayer->pev->origin);
// make origin adjustments (origin in center, not at feet)
tmp.z -= m_pPlayer->pev->mins.z + 36;
tmp.z++;
m_pPlayer->pev->flags &= ~FL_ONGROUND;
UTIL_SetOrigin(m_pPlayer->pev, tmp);
m_pPlayer->pev->angles = pTarget->pev->angles;
m_pPlayer->pev->v_angle = pTarget->pev->angles;
m_pPlayer->pev->fixangle = TRUE;
m_pPlayer->pev->velocity = m_pPlayer->pev->basevelocity = g_vecZero;
if( !g_pGameRules->IsMultiplayer())
{
m_pPlayer->m_fInXen = !m_pPlayer->m_fInXen;
/*if (m_pPlayer->m_fInXen)
m_pPlayer->pev->gravity = 0.5;
else
m_pPlayer->pev->gravity = 1.0;*/
}
}
else
{
EMIT_SOUND( edict(), CHAN_BODY, "buttons/button10.wav", 1, ATTN_NORM );
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 3.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.9;
}
SetThink( NULL );
#endif
}
void CDisplacer::LightningEffect( void )
{
#ifndef CLIENT_DLL
int m_iBeams = 0;
for( int i = 2; i < 5; ++i )
{
if( !m_pBeam[m_iBeams] )
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 16 );
m_pBeam[m_iBeams]->EntsInit( m_pPlayer->entindex(), m_pPlayer->entindex() );
m_pBeam[m_iBeams]->SetStartAttachment( i );
m_pBeam[m_iBeams]->SetEndAttachment( i == 4 ? i - 2 : i + 1 );
m_pBeam[m_iBeams]->SetColor( 96, 128, 16 );
m_pBeam[m_iBeams]->SetBrightness( 240 );
m_pBeam[m_iBeams]->SetNoise( 60 );
m_pBeam[m_iBeams]->SetScrollRate( 30 );
m_pBeam[m_iBeams]->pev->scale = 10;
m_iBeams++;
}
#endif
}
void CDisplacer::ClearBeams( void )
{
#ifndef CLIENT_DLL
for( int i = 0; i < 3; i++ )
{
if( m_pBeam[i] )
{
UTIL_Remove( m_pBeam[i] );
m_pBeam[i] = NULL;
}
}
#endif
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::UseAmmo(int count)
{
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count;
}
//=========================================================
// Purpose:
//=========================================================
BOOL CDisplacer::CanFireDisplacer( int count ) const
{
return m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count;
}

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//========= Copyright © 2004-2008, Raven City Team, All rights reserved. ============//
// //
// Purpose: //
// //
// $NoKeywords: $ //
//===================================================================================//
//Modifided by Lost_Gamer_
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
enum deagle_e {
DEAGLE_IDLE1 = 0,
DEAGLE_IDLE2,
DEAGLE_IDLE3,
DEAGLE_IDLE4,
DEAGLE_IDLE5,
DEAGLE_SHOOT,
DEAGLE_SHOOT_EMPTY,
DEAGLE_RELOAD,
DEAGLE_RELOAD_NOT_EMPTY,
DEAGLE_DRAW,
DEAGLE_HOLSTER
};
LINK_ENTITY_TO_CLASS( weapon_eagle, CEagle )
#ifndef CLIENT_DLL
LINK_ENTITY_TO_CLASS( eagle_laser, CLaserSpot )
#endif
void CEagle::Spawn( void )
{
pev->classname = MAKE_STRING("weapon_eagle"); // hack to allow for old names
Precache( );
m_iId = WEAPON_EAGLE;
SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl");
m_iDefaultAmmo = EAGLE_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CEagle::Precache( void )
{
UTIL_PrecacheOther( "eagle_laser" );
PRECACHE_MODEL("models/v_desert_eagle.mdl");
PRECACHE_MODEL("models/w_desert_eagle.mdl");
PRECACHE_MODEL("models/p_desert_eagle.mdl");
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
PRECACHE_SOUND ("weapons/desert_eagle_reload.wav");
PRECACHE_SOUND ("weapons/desert_eagle_fire.wav");
PRECACHE_SOUND ("weapons/desert_eagle_sight.wav");
PRECACHE_SOUND ("weapons/desert_eagle_sight2.wav");
m_usEagle = PRECACHE_EVENT( 1, "events/eagle.sc" );
}
int CEagle::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "357";
p->iMaxAmmo1 = _357_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = EAGLE_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 2;
p->iFlags = 0;
p->iId = m_iId = WEAPON_EAGLE;
p->iWeight = EAGLE_WEIGHT;
return 1;
}
BOOL CEagle::Deploy( )
{
return DefaultDeploy( "models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", DEAGLE_DRAW, "onehanded", 0 );
}
void CEagle::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim( DEAGLE_HOLSTER );
if (m_pEagleLaser)
{
m_pEagleLaser->Killed( NULL, GIB_NEVER );
m_pEagleLaser = NULL;
}
}
void CEagle::SecondaryAttack()
{
m_fEagleLaserActive = ! m_fEagleLaserActive;
if (!m_fEagleLaserActive && m_pEagleLaser)
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
m_pEagleLaser->Killed( NULL, GIB_NORMAL );
m_pEagleLaser = NULL;
}
else
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
}
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
void CEagle::PrimaryAttack()
{
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;
}
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
UpdateSpot( );
PlayEmptySound( );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.15;
return;
}
UpdateSpot( );
float flSpread = 0.01;
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
int flags;
BOOL m_fLaserOn;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming;
vecAiming = gpGlobals->v_forward;
Vector vecDir;
if (m_pEagleLaser)
{
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.5;
#ifndef CLIENT_DLL
m_pEagleLaser->Suspend( 0.6 );
#endif
m_fLaserOn = TRUE;
}
else
{
flSpread = 0.1;
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.22;
m_fLaserOn = FALSE;
}
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, flSpread, flSpread, ( m_iClip == 0 ) ? 1 : 0, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CEagle::Reload( void )
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == EAGLE_MAX_CLIP)
return;
if ( m_pEagleLaser && m_fEagleLaserActive )
{
#ifndef CLIENT_DLL
m_pEagleLaser->Suspend( 1.6 );
#endif
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5;
}
int iResult;
if (m_iClip == 0)
iResult = DefaultReload( EAGLE_MAX_CLIP, DEAGLE_RELOAD, 1.5 );
else
iResult = DefaultReload( EAGLE_MAX_CLIP, DEAGLE_RELOAD_NOT_EMPTY, 1.5 );
if (iResult)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
}
void CEagle::UpdateSpot( void )
{
#ifndef CLIENT_DLL
if (m_fEagleLaserActive)
{
if (!m_pEagleLaser)
{
m_pEagleLaser = CLaserSpot::CreateSpot();
m_pEagleLaser->pev->classname = MAKE_STRING("eagle_laser");
m_pEagleLaser->pev->scale = 0.5;
}
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
Vector vecSrc = m_pPlayer->GetGunPosition( );;
Vector vecAiming = gpGlobals->v_forward;
TraceResult tr;
UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr );
UTIL_SetOrigin( m_pEagleLaser->pev, tr.vecEndPos );
if ( UTIL_PointContents(tr.vecEndPos) == CONTENT_SKY )
{
UTIL_Remove( m_pEagleLaser );
m_pEagleLaser = FALSE;
}
}
#endif
}
void CEagle::WeaponIdle( void )
{
UpdateSpot( );
if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
// only idle if the slid isn't back
if (m_iClip != 0)
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
if (m_pEagleLaser)
{
if (flRand > 0.5 )
{
iAnim = DEAGLE_IDLE5;//Done
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
}
else
{
iAnim = DEAGLE_IDLE4;//Done
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
}
}
else
{
if (flRand <= 0.3 )
{
iAnim = DEAGLE_IDLE1;//Done
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
}
else if (flRand <= 0.6 )
{
iAnim = DEAGLE_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
}
else
{
iAnim = DEAGLE_IDLE3;//Done
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.63f;
}
}
SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0 );
}
}
}

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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//=========================================================
// Gonome.cpp
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "player.h"
#include "bullsquid.h"
#include "decals.h"
#include "animation.h"
#include "studio.h"
#define GONOME_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve
#define GONOME_TOLERANCE_MELEE1_RANGE 85
#define GONOME_TOLERANCE_MELEE2_RANGE 65
#define GONOME_TOLERANCE_MELEE1_DOT 0.7
#define GONOME_TOLERANCE_MELEE2_DOT 0.7
#define GONOME_MELEE_ATTACK_RADIUS 70
enum
{
TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE = LAST_COMMON_TASK + 1
};
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define GONOME_AE_SLASH_RIGHT ( 1 )
#define GONOME_AE_SLASH_LEFT ( 2 )
#define GONOME_AE_THROW ( 4 )
#define GONOME_AE_BITE1 ( 19 )
#define GONOME_AE_BITE2 ( 20 )
#define GONOME_AE_BITE3 ( 21 )
#define GONOME_AE_BITE4 ( 22 )
//=========================================================
// Gonome's guts projectile
//=========================================================
class CGonomeGuts : public CSquidSpit
{
public:
void Spawn(void);
static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
void Touch(CBaseEntity *pOther);
};
void CGonomeGuts::Spawn()
{
pev->movetype = MOVETYPE_FLY;
pev->classname = MAKE_STRING( "gonomeguts" );
pev->solid = SOLID_BBOX;
pev->rendermode = kRenderTransAlpha;
pev->renderamt = 255;
SET_MODEL( ENT( pev ), "sprites/blood_chnk.spr" );
pev->frame = 0;
pev->scale = 0.5;
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1;
}
void CGonomeGuts::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
CGonomeGuts *pSpit = GetClassPtr( (CGonomeGuts *)NULL );
pSpit->Spawn();
UTIL_SetOrigin( pSpit->pev, vecStart );
pSpit->pev->velocity = vecVelocity;
pSpit->pev->owner = ENT( pevOwner );
pSpit->SetThink( &CSquidSpit::Animate );
pSpit->pev->nextthink = gpGlobals->time + 0.1;
}
void CGonomeGuts::Touch( CBaseEntity *pOther )
{
TraceResult tr;
int iPitch;
// splat sound
iPitch = RANDOM_FLOAT( 90, 110 );
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch );
switch( RANDOM_LONG( 0, 1 ) )
{
case 0:
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch );
break;
case 1:
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch );
break;
}
if( !pOther->pev->takedamage )
{
// make a splat on the wall
UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr );
UTIL_DecalTrace( &tr, DECAL_BLOOD1 + RANDOM_LONG( 0, 5 ) );
}
else
{
pOther->TakeDamage( pev, pev, gSkillData.bullsquidDmgSpit, DMG_GENERIC );
}
SetThink( &CBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time;
}
//=========================================================
// CGonome
//=========================================================
class CGonome : public CBaseMonster
{
public:
void Spawn(void);
void Precache(void);
int Classify(void);
void SetYawSpeed();
void HandleAnimEvent(MonsterEvent_t *pEvent);
void IdleSound(void);
void PainSound(void);
void DeathSound(void);
void AlertSound(void);
void StartTask(Task_t *pTask);
BOOL CheckMeleeAttack1(float flDot, float flDist);
BOOL CheckMeleeAttack2(float flDot, float flDist);
BOOL CheckRangeAttack1(float flDot, float flDist);
void RunAI(void);
Schedule_t *GetSchedule();
Schedule_t *GetScheduleOfType( int Type );
int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
void SetActivity( Activity NewActivity );
int Save(CSave &save);
int Restore(CRestore &restore);
CUSTOM_SCHEDULES
static TYPEDESCRIPTION m_SaveData[];
static const char* pPainSounds[];
static const char* pIdleSounds[];
static const char* pDeathSounds[];
protected:
int GonomeLookupActivity( void *pmodel, int activity );
float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while.
float m_flNextSpitTime;// last time the gonome used the spit attack.
bool gonnaAttack1;
};
LINK_ENTITY_TO_CLASS(monster_gonome, CGonome)
const char* CGonome::pPainSounds[] = {
"gonome/gonome_pain1.wav",
"gonome/gonome_pain2.wav",
"gonome/gonome_pain3.wav",
"gonome/gonome_pain4.wav"
};
const char* CGonome::pIdleSounds[] = {
"gonome/gonome_idle1.wav",
"gonome/gonome_idle2.wav",
"gonome/gonome_idle3.wav"
};
const char* CGonome::pDeathSounds[] = {
"gonome/gonome_death2.wav",
"gonome/gonome_death3.wav",
"gonome/gonome_death4.wav"
};
TYPEDESCRIPTION CGonome::m_SaveData[] =
{
DEFINE_FIELD( CGonome, m_flLastHurtTime, FIELD_TIME ),
DEFINE_FIELD( CGonome, m_flNextSpitTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CGonome, CBaseMonster )
/*
* Hack to ignore activity weights when choosing melee attack animation
*/
int CGonome::GonomeLookupActivity( void *pmodel, int activity )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if( !pstudiohdr )
return 0;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex );
int sameActivityNum = 0;
for( int i = 0; i < pstudiohdr->numseq && sameActivityNum < 2; i++ )
{
if( pseqdesc[i].activity == activity )
{
sameActivityNum++;
if (sameActivityNum == 1 && gonnaAttack1) {
return i;
} else if (sameActivityNum == 2) {
return i;
}
}
}
return ACTIVITY_NOT_AVAILABLE;
}
void CGonome::SetActivity( Activity NewActivity )
{
if (NewActivity != ACT_MELEE_ATTACK1) {
CBaseMonster::SetActivity(NewActivity);
} else {
ASSERT( NewActivity != 0 );
void *pmodel = GET_MODEL_PTR( ENT( pev ) );
int iSequence = GonomeLookupActivity( pmodel, NewActivity );
// Set to the desired anim, or default anim if the desired is not present
if( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if( pev->sequence != iSequence || !m_fSequenceLoops )
{
// don't reset frame between walk and run
if( !( m_Activity == ACT_WALK || m_Activity == ACT_RUN ) || !( NewActivity == ACT_WALK || NewActivity == ACT_RUN ) )
pev->frame = 0;
}
pev->sequence = iSequence; // Set to the reset anim (if it's there)
ResetSequenceInfo();
SetYawSpeed();
}
else
{
// Not available try to get default anim
ALERT( at_aiconsole, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity );
pev->sequence = 0; // Set to the reset anim (if it's there)
}
m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
// In case someone calls this with something other than the ideal activity
m_IdealActivity = m_Activity;
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CGonome::Classify(void)
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// TakeDamage - overridden for gonome so we can keep track
// of how much time has passed since it was last injured
//=========================================================
int CGonome::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
{
float flDist;
Vector vecApex;
// if the gonome is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy,
// it will swerve. (whew).
if (m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev)
{
flDist = (pev->origin - m_hEnemy->pev->origin).Length2D();
if (flDist > GONOME_SPRINT_DIST)
{
flDist = (pev->origin - m_Route[m_iRouteIndex].vecLocation).Length2D();// reusing flDist.
if (FTriangulate(pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex))
{
InsertWaypoint(vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY);
}
}
}
return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
}
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CGonome::CheckRangeAttack1(float flDot, float flDist)
{
if (IsMoving() && flDist >= 512)
{
// squid will far too far behind if he stops running to spit at this distance from the enemy.
return FALSE;
}
if (flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime)
{
if (m_hEnemy != NULL)
{
if (fabs(pev->origin.z - m_hEnemy->pev->origin.z) > 256)
{
// don't try to spit at someone up really high or down really low.
return FALSE;
}
}
if (IsMoving())
{
// don't spit again for a long time, resume chasing enemy.
m_flNextSpitTime = gpGlobals->time + 5;
}
else
{
// not moving, so spit again pretty soon.
m_flNextSpitTime = gpGlobals->time + 3;
}
return TRUE;
}
return FALSE;
}
//=========================================================
// CheckMeleeAttack1 - gonome is a big guy, so has a longer
// melee range than most monsters.
//=========================================================
BOOL CGonome::CheckMeleeAttack1(float flDot, float flDist)
{
if (flDist <= GONOME_TOLERANCE_MELEE2_RANGE && flDot >= GONOME_TOLERANCE_MELEE2_DOT && RANDOM_LONG(0,1) == 0) {
gonnaAttack1 = false;
return TRUE;
}
else if (flDist <= GONOME_TOLERANCE_MELEE1_RANGE && flDot >= GONOME_TOLERANCE_MELEE1_DOT)
{
gonnaAttack1 = true;
return TRUE;
}
return FALSE;
}
//=========================================================
// CheckMeleeAttack2 - both gonome's melee attacks are ACT_MELEE_ATTACK1
//=========================================================
BOOL CGonome::CheckMeleeAttack2(float flDot, float flDist)
{
return FALSE;
}
//=========================================================
// IdleSound
//=========================================================
#define GONOME_ATTN_IDLE (float)1.5
void CGonome::IdleSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, GONOME_ATTN_IDLE);
}
//=========================================================
// PainSound
//=========================================================
void CGonome::PainSound(void)
{
const int iPitch = RANDOM_LONG(85, 120);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM, 0, iPitch);
}
//=========================================================
// AlertSound
//=========================================================
void CGonome::AlertSound(void)
{
int iPitch = RANDOM_LONG(140, 160);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM, 0, iPitch);
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CGonome::SetYawSpeed( void )
{
int ys;
ys = 0;
switch ( m_Activity )
{
case ACT_WALK:
ys = 90;
break;
case ACT_RUN:
ys = 90;
break;
case ACT_IDLE:
ys = 90;
break;
case ACT_RANGE_ATTACK1:
ys = 90;
break;
default:
ys = 90;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CGonome::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case 1011:
// This may play sound twice
//EMIT_SOUND(ENT(pev), CHAN_VOICE, pEvent->options, 1, ATTN_NORM);
break;
case GONOME_AE_THROW:
{
Vector vecSpitOffset;
Vector vecSpitDir;
UTIL_MakeVectors(pev->angles);
Vector vecArmPos, vecArmAng;
GetAttachment(0, vecArmPos, vecArmAng);
vecSpitOffset = vecArmPos;
vecSpitDir = ((m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs) - vecSpitOffset).Normalize();
vecSpitDir.x += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.y += RANDOM_FLOAT(-0.05, 0.05);
vecSpitDir.z += RANDOM_FLOAT(-0.05, 0);
CGonomeGuts::Shoot(pev, vecSpitOffset, vecSpitDir * 1200); // Default: 900
}
break;
case GONOME_AE_SLASH_LEFT:
{
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.bullsquidDmgWhip, DMG_SLASH);
if (pHurt)
{
pHurt->pev->punchangle.z = 20;
pHurt->pev->punchangle.x = 20;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
}
}
break;
case GONOME_AE_SLASH_RIGHT:
{
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_MELEE_ATTACK_RADIUS, gSkillData.bullsquidDmgWhip, DMG_SLASH);
if (pHurt)
{
pHurt->pev->punchangle.z = -20;
pHurt->pev->punchangle.x = 20;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -200;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
}
}
break;
case GONOME_AE_BITE1:
case GONOME_AE_BITE2:
case GONOME_AE_BITE3:
case GONOME_AE_BITE4:
{
int iPitch;
CBaseEntity *pHurt = CheckTraceHullAttack(GONOME_TOLERANCE_MELEE2_RANGE, gSkillData.bullsquidDmgBite, DMG_SLASH);
if (pHurt)
{
// croonchy bite sound
iPitch = RANDOM_FLOAT(90, 110);
switch (RANDOM_LONG(0, 1))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch);
break;
}
pHurt->pev->punchangle.z = RANDOM_LONG(-10, 10);
pHurt->pev->punchangle.x = RANDOM_LONG(-35, -45);
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 50;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 50;
}
}
break;
default:
CBaseMonster::HandleAnimEvent(pEvent);
}
}
//=========================================================
// Spawn
//=========================================================
void CGonome::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/gonome.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->effects = 0;
pev->health = gSkillData.bullsquidHealth;
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flNextSpitTime = gpGlobals->time;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CGonome::Precache()
{
PRECACHE_MODEL("models/gonome.mdl");
PRECACHE_MODEL("sprites/blood_chnk.spr");// spit projectile.
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
PRECACHE_SOUND("gonome/gonome_eat.wav");
PRECACHE_SOUND("gonome/gonome_jumpattack.wav");
PRECACHE_SOUND("gonome/gonome_melee1.wav");
PRECACHE_SOUND("gonome/gonome_melee2.wav");
PRECACHE_SOUND_ARRAY(pIdleSounds);
PRECACHE_SOUND_ARRAY(pPainSounds);
PRECACHE_SOUND_ARRAY(pDeathSounds);
PRECACHE_SOUND("gonome/gonome_run.wav");
PRECACHE_SOUND("bullchicken/bc_acid1.wav");
PRECACHE_SOUND("bullchicken/bc_bite2.wav");
PRECACHE_SOUND("bullchicken/bc_bite3.wav");
PRECACHE_SOUND("bullchicken/bc_spithit1.wav");
PRECACHE_SOUND("bullchicken/bc_spithit2.wav");
}
//=========================================================
// DeathSound
//=========================================================
void CGonome::DeathSound(void)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_NORM);
}
//========================================================
// RunAI - overridden for gonome because there are things
// that need to be checked every think.
//========================================================
void CGonome::RunAI(void)
{
// first, do base class stuff
CBaseMonster::RunAI();
if (m_hEnemy != NULL && m_Activity == ACT_RUN)
{
// chasing enemy. Sprint for last bit
if ((pev->origin - m_hEnemy->pev->origin).Length2D() < GONOME_SPRINT_DIST)
{
pev->framerate = 1.25;
}
}
}
//=========================================================
// GetSchedule
//=========================================================
Schedule_t *CGonome::GetSchedule( void )
{
switch( m_MonsterState )
{
case MONSTERSTATE_COMBAT:
{
// dead enemy
if( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster::GetSchedule();
}
if( HasConditions( bits_COND_NEW_ENEMY ) )
{
return GetScheduleOfType( SCHED_WAKE_ANGRY );
}
if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
}
if( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) )
{
return GetScheduleOfType( SCHED_MELEE_ATTACK2 );
}
return GetScheduleOfType( SCHED_CHASE_ENEMY );
break;
}
default:
break;
}
return CBaseMonster::GetSchedule();
}
// primary range attack
Task_t tlGonomeRangeAttack1[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
};
Schedule_t slGonomeRangeAttack1[] =
{
{
tlGonomeRangeAttack1,
ARRAYSIZE( tlGonomeRangeAttack1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED,
0,
"Gonome Range Attack1"
},
};
// Chase enemy schedule
Task_t tlGonomeChaseEnemy1[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty squid oscillation.
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slGonomeChaseEnemy[] =
{
{
tlGonomeChaseEnemy1,
ARRAYSIZE( tlGonomeChaseEnemy1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_SMELL_FOOD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_TASK_FAILED,
0,
"Gonome Chase Enemy"
},
};
// victory dance (eating body)
Task_t tlGonomeVictoryDance[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_WAIT, (float)0.1 },
{ TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }
};
Schedule_t slGonomeVictoryDance[] =
{
{
tlGonomeVictoryDance,
ARRAYSIZE( tlGonomeVictoryDance ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE,
0,
"GonomeVictoryDance"
},
};
DEFINE_CUSTOM_SCHEDULES( CGonome )
{
slGonomeRangeAttack1,
slGonomeChaseEnemy,
slGonomeVictoryDance,
};
IMPLEMENT_CUSTOM_SCHEDULES( CGonome, CBaseMonster )
Schedule_t* CGonome::GetScheduleOfType(int Type)
{
switch ( Type )
{
case SCHED_RANGE_ATTACK1:
return &slGonomeRangeAttack1[0];
break;
case SCHED_CHASE_ENEMY:
return &slGonomeChaseEnemy[0];
break;
case SCHED_VICTORY_DANCE:
return &slGonomeVictoryDance[0];
break;
default:
break;
}
return CBaseMonster::GetScheduleOfType(Type);
}
//=========================================================
// Start task - selects the correct activity and performs
// any necessary calculations to start the next task on the
// schedule.
//=========================================================
void CGonome::StartTask(Task_t *pTask)
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch (pTask->iTask)
{
case TASK_MELEE_ATTACK1:
{
if (gonnaAttack1)
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee1.wav", 1, ATTN_NORM);
else
EMIT_SOUND(ENT(pev), CHAN_VOICE, "gonome/gonome_melee2.wav", 1, ATTN_NORM);
CBaseMonster::StartTask(pTask);
}
break;
case TASK_GONOME_GET_PATH_TO_ENEMY_CORPSE:
{
UTIL_MakeVectors( pev->angles );
if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 40, bits_MF_TO_LOCATION, NULL ) )
{
TaskComplete();
}
else
{
ALERT( at_aiconsole, "GonomeGetPathToEnemyCorpse failed!!\n" );
TaskFail();
}
}
break;
default:
CBaseMonster::StartTask(pTask);
break;
}
}
//=========================================================
// DEAD GONOME PROP
//=========================================================
class CDeadGonome : public CBaseMonster
{
public:
void Spawn(void);
int Classify(void) { return CLASS_ALIEN_MONSTER; }
void KeyValue( KeyValueData *pkvd );
int m_iPose;
static const char *m_szPoses[3];
};
const char *CDeadGonome::m_szPoses[] = { "dead_on_stomach1", "dead_on_back", "dead_on_side" };
void CDeadGonome::KeyValue( KeyValueData *pkvd )
{
if( FStrEq( pkvd->szKeyName, "pose" ) )
{
m_iPose = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue( pkvd );
}
LINK_ENTITY_TO_CLASS(monster_gonome_dead, CDeadGonome)
//=========================================================
// ********** DeadGonome SPAWN **********
//=========================================================
void CDeadGonome::Spawn(void)
{
PRECACHE_MODEL("models/gonome.mdl");
SET_MODEL(ENT(pev), "models/gonome.mdl");
pev->effects = 0;
pev->yaw_speed = 8;
pev->sequence = 0;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
if( pev->sequence == -1 )
{
ALERT( at_console, "Dead gonome with bad pose\n" );
}
// Corpses have less health
pev->health = 8;
MonsterInitDead();
}

479
dlls/CAd/otis.cpp Normal file
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@ -0,0 +1,479 @@
/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// monster template
//=========================================================
// UNDONE: Holster weapon?
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "talkmonster.h"
#include "schedule.h"
#include "defaultai.h"
#include "scripted.h"
#include "weapons.h"
#include "soundent.h"
#include "barney.h"
#define NUM_OTIS_HEADS 2 // heads available for otis model
#define GUN_GROUP 1
#define HEAD_GROUP 2
#define HEAD_HAIR 0
#define HEAD_BALD 1
#define GUN_NONE 0
#define GUN_EAGLE 1
#define GUN_DONUT 2
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is Otis dying for scripted sequences?
#define OTIS_AE_DRAW ( 2 )
#define OTIS_AE_SHOOT ( 3 )
#define OTIS_AE_HOLSTER ( 4 )
#define OTIS_BODY_GUNHOLSTERED 0
#define OTIS_BODY_GUNDRAWN 1
#define OTIS_BODY_DONUT 2
class COtis : public CBarney
{
public:
#if 1
void KeyValue(KeyValueData *pkvd);
#endif
void Spawn(void);
void Precache(void);
void BarneyFirePistol(void);
void AlertSound(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
void DeclineFollowing(void);
// Override these to set behavior
Schedule_t *GetSchedule(void);
void TalkInit(void);
void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void Killed(entvars_t *pevAttacker, int iGib);
int head;
int bodystate;
};
LINK_ENTITY_TO_CLASS(monster_otis, COtis);
//=========================================================
// ALertSound - otis says "Freeze!"
//=========================================================
void COtis::AlertSound(void)
{
if (m_hEnemy != NULL)
{
if (FOkToSpeak())
{
PlaySentence("OT_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE);
}
}
}
//=========================================================
// BarneyFirePistol - shoots one round from the pistol at
// the enemy otis is facing.
//=========================================================
void COtis::BarneyFirePistol(void)
{
Vector vecShootOrigin;
UTIL_MakeVectors(pev->angles);
vecShootOrigin = pev->origin + Vector(0, 0, 55);
Vector vecShootDir = ShootAtEnemy(vecShootOrigin);
Vector angDir = UTIL_VecToAngles(vecShootDir);
SetBlending(0, angDir.x);
pev->effects = EF_MUZZLEFLASH;
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM);
int pitchShift = RANDOM_LONG(0, 20);
// Only shift about half the time
if (pitchShift > 10)
pitchShift = 0;
else
pitchShift -= 5;
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", 1, ATTN_NORM, 0, 100 + pitchShift);
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3);
// UNDONE: Reload?
m_cAmmoLoaded--;// take away a bullet!
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void COtis::HandleAnimEvent(MonsterEvent_t *pEvent)
{
switch (pEvent->event)
{
case OTIS_AE_DRAW:
// otis' bodygroup switches here so he can pull gun from holster
// pev->body = OTIS_BODY_GUNDRAWN;
SetBodygroup( GUN_GROUP, GUN_EAGLE );
m_fGunDrawn = TRUE;
break;
case OTIS_AE_HOLSTER:
// change bodygroup to replace gun in holster
// pev->body = OTIS_BODY_GUNHOLSTERED;
SetBodygroup( GUN_GROUP, GUN_NONE );
m_fGunDrawn = FALSE;
break;
default:
CBarney::HandleAnimEvent(pEvent);
}
}
//=========================================================
// Spawn
//=========================================================
void COtis::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/otis.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = gSkillData.barneyHealth;
pev->view_ofs = Vector(0, 0, 50);// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
pev->body = 0; // gun in holster
m_fGunDrawn = FALSE;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
// Make sure hands are white.
pev->skin = 0;
// Select a random head.
if (head == -1)
{
SetBodygroup(HEAD_GROUP, RANDOM_LONG(0, NUM_OTIS_HEADS - 1));
}
else
{
SetBodygroup(HEAD_GROUP, head);
}
if (bodystate == -1)
{
SetBodygroup(GUN_GROUP, RANDOM_LONG(OTIS_BODY_GUNHOLSTERED, OTIS_BODY_GUNDRAWN)); // don't random donut
}
else
{
SetBodygroup(GUN_GROUP, bodystate);
}
MonsterInit();
SetUse(&COtis::FollowerUse);
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void COtis::Precache()
{
PRECACHE_MODEL("models/otis.mdl");
PRECACHE_SOUND("barney/desert_eagle_fire.wav");
PRECACHE_SOUND("barney/ba_pain1.wav");
PRECACHE_SOUND("barney/ba_pain2.wav");
PRECACHE_SOUND("barney/ba_pain3.wav");
PRECACHE_SOUND("barney/ba_die1.wav");
PRECACHE_SOUND("barney/ba_die2.wav");
PRECACHE_SOUND("barney/ba_die3.wav");
// every new otis must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
CTalkMonster::Precache();
}
// Init talk data
void COtis::TalkInit()
{
CTalkMonster::TalkInit();
// scientists speach group names (group names are in sentences.txt)
m_szGrp[TLK_ANSWER] = "OT_ANSWER";
m_szGrp[TLK_QUESTION] = "OT_QUESTION";
m_szGrp[TLK_IDLE] = "OT_IDLE";
m_szGrp[TLK_STARE] = "OT_STARE";
m_szGrp[TLK_USE] = "OT_OK";
m_szGrp[TLK_UNUSE] = "OT_WAIT";
m_szGrp[TLK_STOP] = "OT_STOP";
m_szGrp[TLK_NOSHOOT] = "OT_SCARED";
m_szGrp[TLK_HELLO] = "OT_HELLO";
m_szGrp[TLK_PLHURT1] = "!OT_CUREA";
m_szGrp[TLK_PLHURT2] = "!OT_CUREB";
m_szGrp[TLK_PLHURT3] = "!OT_CUREC";
m_szGrp[TLK_PHELLO] = NULL;
m_szGrp[TLK_PIDLE] = NULL;
m_szGrp[TLK_PQUESTION] = NULL;
m_szGrp[TLK_SMELL] = "OT_SMELL";
m_szGrp[TLK_WOUND] = "OT_WOUND";
m_szGrp[TLK_MORTAL] = "OT_MORTAL";
// get voice for head - just one otis voice for now
m_voicePitch = 100;
}
static BOOL IsFacing(entvars_t *pevTest, const Vector &reference)
{
Vector vecDir = (reference - pevTest->origin);
vecDir.z = 0;
vecDir = vecDir.Normalize();
Vector forward, angle;
angle = pevTest->v_angle;
angle.x = 0;
UTIL_MakeVectorsPrivate(angle, forward, NULL, NULL);
// He's facing me, he meant it
if (DotProduct(forward, vecDir) > 0.96) // +/- 15 degrees or so
{
return TRUE;
}
return FALSE;
}
int COtis::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
{
// make sure friends talk about it if player hurts talkmonsters...
int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
if (!IsAlive() || pev->deadflag == DEAD_DYING)
return ret;
if (m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT))
{
m_flPlayerDamage += flDamage;
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if (m_hEnemy == NULL)
{
// If the player was facing directly at me, or I'm already suspicious, get mad
if ((m_afMemory & bits_MEMORY_SUSPICIOUS) || IsFacing(pevAttacker, pev->origin))
{
// Alright, now I'm pissed!
PlaySentence("OT_MAD", 4, VOL_NORM, ATTN_NORM);
Remember(bits_MEMORY_PROVOKED);
StopFollowing(TRUE);
}
else
{
// Hey, be careful with that
PlaySentence("OT_SHOT", 4, VOL_NORM, ATTN_NORM);
Remember(bits_MEMORY_SUSPICIOUS);
}
}
else if (!(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO)
{
PlaySentence("OT_SHOT", 4, VOL_NORM, ATTN_NORM);
}
}
return ret;
}
void COtis::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
switch (ptr->iHitgroup)
{
case HITGROUP_CHEST:
case HITGROUP_STOMACH:
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST))
{
flDamage = flDamage / 2;
}
break;
case 10: // Otis wears no helmet, so do not prevent taking headshot damage.
// always a head shot
ptr->iHitgroup = HITGROUP_HEAD;
break;
default:
break;
}
CTalkMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType);
}
void COtis::Killed(entvars_t *pevAttacker, int iGib)
{
if (GetBodygroup(GUN_GROUP) != OTIS_BODY_GUNHOLSTERED)
{// drop the gun!
Vector vecGunPos;
Vector vecGunAngles;
SetBodygroup(GUN_GROUP, OTIS_BODY_GUNHOLSTERED);
GetAttachment(0, vecGunPos, vecGunAngles);
CBaseEntity *pGun = DropItem("weapon_eagle", vecGunPos, vecGunAngles);
}
SetUse(NULL);
CTalkMonster::Killed(pevAttacker, iGib);
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// 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 *COtis::GetSchedule(void)
{
if (HasConditions(bits_COND_HEAR_SOUND))
{
CSound *pSound;
pSound = PBestSound();
ASSERT(pSound != NULL);
if (pSound && (pSound->m_iType & bits_SOUND_DANGER))
return GetScheduleOfType(SCHED_TAKE_COVER_FROM_BEST_SOUND);
}
if (HasConditions(bits_COND_ENEMY_DEAD) && FOkToSpeak())
{
PlaySentence("OT_KILL", 4, VOL_NORM, ATTN_NORM);
}
return CBarney::GetSchedule();
}
void COtis::DeclineFollowing(void)
{
PlaySentence("OT_POK", 2, VOL_NORM, ATTN_NORM);
}
void COtis::KeyValue(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "head"))
{
head = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBarney::KeyValue(pkvd);
}
//=========================================================
// DEAD OTIS PROP
//
// Designer selects a pose in worldcraft, 0 through num_poses-1
// this value is added to what is selected as the 'first dead pose'
// among the monster's normal animations. All dead poses must
// appear sequentially in the model file. Be sure and set
// the m_iFirstPose properly!
//
//=========================================================
class CDeadOtis : public CBaseMonster
{
public:
void Spawn(void);
int Classify(void) { return CLASS_PLAYER_ALLY; }
void KeyValue(KeyValueData *pkvd);
int m_iPose;// which sequence to display -- temporary, don't need to save
static char *m_szPoses[5];
};
char *CDeadOtis::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach", "stuffed_in_vent", "dead_sitting" };
void CDeadOtis::KeyValue(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "pose"))
{
m_iPose = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue(pkvd);
}
LINK_ENTITY_TO_CLASS(monster_otis_dead, CDeadOtis);
//=========================================================
// ********** DeadOtis SPAWN **********
//=========================================================
void CDeadOtis::Spawn()
{
PRECACHE_MODEL("models/otis.mdl");
SET_MODEL(ENT(pev), "models/otis.mdl");
pev->effects = 0;
pev->yaw_speed = 8;
pev->sequence = 0;
m_bloodColor = BLOOD_COLOR_RED;
pev->sequence = LookupSequence(m_szPoses[m_iPose]);
if (pev->sequence == -1)
{
ALERT(at_console, "Dead otis with bad pose\n");
}
// Corpses have less health
pev->health = 8;//gSkillData.otisHealth;
MonsterInitDead();
}

View File

@ -127,6 +127,10 @@ set (SVDLL_SOURCES
world.cpp
xen.cpp
zombie.cpp
CAd/displacer.cpp
CAd/eagle.cpp
CAd/gonome
CAd/otis.cpp
../pm_shared/pm_debug.c
../pm_shared/pm_math.c
../pm_shared/pm_shared.c

View File

@ -27,6 +27,7 @@
#include "scripted.h"
#include "weapons.h"
#include "soundent.h"
#include "barney.h"
//=========================================================
// Monster's Anim Events Go Here
@ -40,54 +41,6 @@
#define BARNEY_BODY_GUNDRAWN 1
#define BARNEY_BODY_GUNGONE 2
class CBarney : public CTalkMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
void BarneyFirePistol( void );
void AlertSound( void );
int Classify( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void RunTask( Task_t *pTask );
void StartTask( Task_t *pTask );
virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
BOOL CheckRangeAttack1( float flDot, float flDist );
void DeclineFollowing( void );
// Override these to set behavior
Schedule_t *GetScheduleOfType( int Type );
Schedule_t *GetSchedule( void );
MONSTERSTATE GetIdealState( void );
void DeathSound( void );
void PainSound( void );
void TalkInit( void );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void Killed( entvars_t *pevAttacker, int iGib );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
BOOL m_fGunDrawn;
float m_painTime;
float m_checkAttackTime;
BOOL m_lastAttackCheck;
// UNDONE: What is this for? It isn't used?
float m_flPlayerDamage;// how much pain has the player inflicted on me?
CUSTOM_SCHEDULES
};
LINK_ENTITY_TO_CLASS( monster_barney, CBarney )
TYPEDESCRIPTION CBarney::m_SaveData[] =

71
dlls/barney.h Normal file
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@ -0,0 +1,71 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// monster template
//=========================================================
#ifndef BARNEY_H
#define BARNEY_H
//=========================================================
// CBarney
//=========================================================
class CBarney : public CTalkMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
void BarneyFirePistol( void );
void AlertSound( void );
int Classify( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void RunTask( Task_t *pTask );
void StartTask( Task_t *pTask );
virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
BOOL CheckRangeAttack1( float flDot, float flDist );
void DeclineFollowing( void );
// Override these to set behavior
Schedule_t *GetScheduleOfType( int Type );
Schedule_t *GetSchedule( void );
MONSTERSTATE GetIdealState( void );
void DeathSound( void );
void PainSound( void );
void TalkInit( void );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void Killed( entvars_t *pevAttacker, int iGib );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
BOOL m_fGunDrawn;
float m_painTime;
float m_checkAttackTime;
BOOL m_lastAttackCheck;
// UNDONE: What is this for? It isn't used?
float m_flPlayerDamage;// how much pain has the player inflicted on me?
CUSTOM_SCHEDULES
};
#endif

View File

@ -26,6 +26,7 @@
#include "decals.h"
#include "soundent.h"
#include "game.h"
#include "bullsquid.h"
#define SQUID_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve
@ -55,21 +56,6 @@ enum
//=========================================================
// Bullsquid's spit projectile
//=========================================================
class CSquidSpit : public CBaseEntity
{
public:
void Spawn( void );
static void Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity );
void Touch( CBaseEntity *pOther );
void EXPORT Animate( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_maxFrame;
};
LINK_ENTITY_TO_CLASS( squidspit, CSquidSpit )
@ -184,46 +170,6 @@ void CSquidSpit::Touch( CBaseEntity *pOther )
#define BSQUID_AE_HOP ( 5 )
#define BSQUID_AE_THROW ( 6 )
class CBullsquid : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
int Classify( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void IdleSound( void );
void PainSound( void );
void DeathSound( void );
void AlertSound( void );
void AttackSound( void );
void StartTask( Task_t *pTask );
void RunTask( Task_t *pTask );
BOOL CheckMeleeAttack1( float flDot, float flDist );
BOOL CheckMeleeAttack2( float flDot, float flDist );
BOOL CheckRangeAttack1( float flDot, float flDist );
void RunAI( void );
BOOL FValidateHintType( short sHint );
Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType( int Type );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
int IRelationship( CBaseEntity *pTarget );
int IgnoreConditions( void );
MONSTERSTATE GetIdealState( void );
int Save( CSave &save );
int Restore( CRestore &restore );
CUSTOM_SCHEDULES
static TYPEDESCRIPTION m_SaveData[];
BOOL m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time.
float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while.
float m_flNextSpitTime;// last time the bullsquid used the spit attack.
};
LINK_ENTITY_TO_CLASS( monster_bullchicken, CBullsquid )
TYPEDESCRIPTION CBullsquid::m_SaveData[] =

82
dlls/bullsquid.h Normal file
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@ -0,0 +1,82 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// bullsquid - big, spotty tentacle-mouthed meanie.
//=========================================================
#ifndef BULLSQUID_H
#define BULLSQUID_H
//=========================================================
// Bullsquid's spit projectile
//=========================================================
class CSquidSpit : public CBaseEntity
{
public:
void Spawn( void );
static void Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity );
void Touch( CBaseEntity *pOther );
void EXPORT Animate( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_maxFrame;
};
//=========================================================
// CBullsquid
//=========================================================
class CBullsquid : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
int Classify( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void IdleSound( void );
void PainSound( void );
void DeathSound( void );
void AlertSound( void );
void AttackSound( void );
void StartTask( Task_t *pTask );
void RunTask( Task_t *pTask );
BOOL CheckMeleeAttack1( float flDot, float flDist );
BOOL CheckMeleeAttack2( float flDot, float flDist );
BOOL CheckRangeAttack1( float flDot, float flDist );
void RunAI( void );
BOOL FValidateHintType( short sHint );
Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType( int Type );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
int IRelationship( CBaseEntity *pTarget );
int IgnoreConditions( void );
MONSTERSTATE GetIdealState( void );
int Save( CSave &save );
int Restore( CRestore &restore );
CUSTOM_SCHEDULES
static TYPEDESCRIPTION m_SaveData[];
BOOL m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time.
float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while.
float m_flNextSpitTime;// last time the bullsquid used the spit attack.
};
#endif

View File

@ -119,6 +119,7 @@ TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] =
DEFINE_FIELD( CBasePlayer, m_iHideHUD, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_iFOV, FIELD_INTEGER ),
DEFINE_FIELD( CBasePlayer, m_fInXen, FIELD_BOOLEAN ),
//DEFINE_FIELD( CBasePlayer, m_fDeadTime, FIELD_FLOAT ), // only used in multiplayer games
//DEFINE_FIELD( CBasePlayer, m_fGameHUDInitialized, FIELD_INTEGER ), // only used in multiplayer games
//DEFINE_FIELD( CBasePlayer, m_flStopExtraSoundTime, FIELD_TIME ),
@ -2804,6 +2805,8 @@ void CBasePlayer::Spawn( void )
m_afPhysicsFlags = 0;
m_fLongJump = FALSE;// no longjump module.
m_fInXen = FALSE;
g_engfuncs.pfnSetPhysicsKeyValue( edict(), "slj", "0" );
g_engfuncs.pfnSetPhysicsKeyValue( edict(), "hl", "1" );
@ -3466,6 +3469,8 @@ void CBasePlayer::CheatImpulseCommands( int iImpulse )
GiveNamedItem( "weapon_satchel" );
GiveNamedItem( "weapon_snark" );
GiveNamedItem( "weapon_hornetgun" );
GiveNamedItem( "weapon_eagle" );
GiveNamedItem( "weapon_displacer" );
#endif
gEvilImpulse101 = FALSE;
break;

View File

@ -323,7 +323,7 @@ public:
char m_SbarString1[SBAR_STRING_SIZE];
float m_flNextChatTime;
BOOL m_fInXen;
bool m_bSentBhopcap; // If false, the player just joined and needs a bhopcap message.
};

View File

@ -31,6 +31,22 @@
#include "weapons.h"
#include "gamerules.h"
void UTIL_MuzzleLight( Vector vecSrc, float flRadius, byte r, byte g, byte b, float flTime, float flDecay )
{
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
WRITE_BYTE( TE_DLIGHT );
WRITE_COORD( vecSrc.x ); // X
WRITE_COORD( vecSrc.y ); // Y
WRITE_COORD( vecSrc.z ); // Z
WRITE_BYTE( flRadius * 0.1f ); // radius * 0.1
WRITE_BYTE( r ); // r
WRITE_BYTE( g ); // g
WRITE_BYTE( b ); // b
WRITE_BYTE( flTime * 10.0f ); // time * 10
WRITE_BYTE( flDecay * 0.1f ); // decay * 0.1
MESSAGE_END( );
}
float UTIL_WeaponTimeBase( void )
{
#if defined( CLIENT_WEAPONS )
@ -2477,3 +2493,19 @@ int CRestore::BufferCheckZString( const char *string )
}
return 0;
}
void UTIL_CleanSpawnPoint( Vector origin, float dist )
{
CBaseEntity *ent = NULL;
while( ( ent = UTIL_FindEntityInSphere( ent, origin, dist ) ) != NULL )
{
if( ent->IsPlayer() )
{
TraceResult tr;
UTIL_TraceHull( ent->pev->origin + Vector( 0, 0, 36), ent->pev->origin + Vector( RANDOM_FLOAT( -150, 150 ), RANDOM_FLOAT( -150, 150 ), 0 ), dont_ignore_monsters, human_hull, ent->edict(), &tr);
//UTIL_TraceModel( ent->pev->origin + Vector( 0, 0, 36), ent->pev->origin + Vector( RANDOM_FLOAT( -150, 150 ), RANDOM_FLOAT( -150, 150 ), 0 ), 0, ent->edict(), &tr);
if( !tr.fAllSolid )
UTIL_SetOrigin(ent->pev, tr.vecEndPos);
}
}
}

View File

@ -575,3 +575,5 @@ int UTIL_SharedRandomLong( unsigned int seed, int low, int high );
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high );
float UTIL_WeaponTimeBase( void );
void UTIL_CleanSpawnPoint( Vector origin, float dist );
void UTIL_MuzzleLight( Vector vecSrc, float flRadius, byte r, byte g, byte b, float flTime, float flDecay );

View File

@ -339,6 +339,12 @@ void W_Precache( void )
// egon
UTIL_PrecacheOtherWeapon( "weapon_egon" );
// desert eagle
UTIL_PrecacheOtherWeapon( "weapon_eagle" );
// displacer
UTIL_PrecacheOtherWeapon( "weapon_displacer" );
#endif
// tripmine
UTIL_PrecacheOtherWeapon( "weapon_tripmine" );
@ -1628,3 +1634,18 @@ TYPEDESCRIPTION CSatchel::m_SaveData[] =
};
IMPLEMENT_SAVERESTORE( CSatchel, CBasePlayerWeapon )
TYPEDESCRIPTION CDisplacer::m_SaveData[] =
{
DEFINE_FIELD( CDisplacer, m_iFireMode, FIELD_INTEGER ),
DEFINE_ARRAY( CDisplacer, m_pBeam, FIELD_CLASSPTR, 3 ),
};
IMPLEMENT_SAVERESTORE( CDisplacer, CBasePlayerWeapon )
TYPEDESCRIPTION CEagle::m_SaveData[] =
{
DEFINE_FIELD( CEagle, m_fEagleLaserActive, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CEagle, CBasePlayerWeapon )

View File

@ -77,6 +77,8 @@ public:
#define WEAPON_TRIPMINE 13
#define WEAPON_SATCHEL 14
#define WEAPON_SNARK 15
#define WEAPON_DISPLACER 16
#define WEAPON_EAGLE 17
#define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT))
@ -101,6 +103,8 @@ public:
#define SNARK_WEIGHT 5
#define SATCHEL_WEIGHT -10
#define TRIPMINE_WEIGHT -10
#define DISPLACER_WEIGHT 10
#define EAGLE_WEIGHT 15
// weapon clip/carry ammo capacities
#define URANIUM_MAX_CARRY 100
@ -134,6 +138,7 @@ public:
#define SATCHEL_MAX_CLIP WEAPON_NOCLIP
#define TRIPMINE_MAX_CLIP WEAPON_NOCLIP
#define SNARK_MAX_CLIP WEAPON_NOCLIP
#define EAGLE_MAX_CLIP 7
// the default amount of ammo that comes with each gun when it spawns
#define GLOCK_DEFAULT_GIVE 17
@ -151,6 +156,8 @@ public:
#define TRIPMINE_DEFAULT_GIVE 1
#define SNARK_DEFAULT_GIVE 5
#define HIVEHAND_DEFAULT_GIVE 8
#define EAGLE_DEFAULT_GIVE 7
#define DISPLACER_DEFAULT_GIVE 40
// The amount of ammo given to a player by an ammo item.
#define AMMO_URANIUMBOX_GIVE 20
@ -1002,4 +1009,92 @@ public:
private:
unsigned short m_usSnarkFire;
};
class CDisplacer : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
int Save(CSave &save);
int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
#endif
void Spawn(void);
void Precache(void);
int iItemSlot(void) { return 4; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer(CBasePlayer *pPlayer);
void PrimaryAttack(void);
void SecondaryAttack(void);
BOOL Deploy(void);
void Holster(int skiplocal = 0);
void WeaponIdle(void);
BOOL PlayEmptySound(void);
virtual BOOL UseDecrement(void)
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
void UseAmmo(int count);
BOOL CanFireDisplacer( int count ) const;
enum DISPLACER_FIREMODE { FIREMODE_FORWARD = 1, FIREMODE_BACKWARD };
void ClearSpin( void );
void EXPORT SpinUp( void );
void EXPORT Teleport( void );
void EXPORT Displace( void );
void LightningEffect( void );
void ClearBeams( void );
private:
CBeam *m_pBeam[3];
int m_iFireMode;
unsigned short m_usDisplacer;
};
class CEagle : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
#endif
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 2; }
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
void UpdateSpot( void );
CLaserSpot *m_pEagleLaser;
int m_fEagleLaserActive;
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
int m_iShell;
unsigned short m_usEagle;
};
#endif // WEAPONS_H