mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-11 20:59:28 +01:00
867 lines
22 KiB
C++
867 lines
22 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// Alien slave monster
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "squadmonster.h"
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#include "schedule.h"
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#include "effects.h"
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#include "weapons.h"
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#include "soundent.h"
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extern DLL_GLOBAL int g_iSkillLevel;
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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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#define ISLAVE_MAX_BEAMS 8
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class CISlave : public CSquadMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int ISoundMask( void );
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int Classify ( void );
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int IRelationship( CBaseEntity *pTarget );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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BOOL CheckRangeAttack1 ( float flDot, float flDist );
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BOOL CheckRangeAttack2 ( float flDot, float flDist );
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void CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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void DeathSound( void );
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void PainSound( void );
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void AlertSound( void );
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void IdleSound( void );
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void Killed( entvars_t *pevAttacker, int iGib );
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void StartTask ( Task_t *pTask );
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Schedule_t *GetSchedule( void );
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Schedule_t *GetScheduleOfType ( int Type );
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CUSTOM_SCHEDULES;
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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void ClearBeams( );
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void ArmBeam( int side );
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void WackBeam( int side, CBaseEntity *pEntity );
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void ZapBeam( int side );
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void BeamGlow( void );
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int m_iBravery;
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CBeam *m_pBeam[ISLAVE_MAX_BEAMS];
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int m_iBeams;
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float m_flNextAttack;
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int m_voicePitch;
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EHANDLE m_hDead;
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static const char *pAttackHitSounds[];
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static const char *pAttackMissSounds[];
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static const char *pPainSounds[];
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static const char *pDeathSounds[];
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};
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LINK_ENTITY_TO_CLASS( monster_alien_slave, CISlave );
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LINK_ENTITY_TO_CLASS( monster_vortigaunt, CISlave );
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TYPEDESCRIPTION CISlave::m_SaveData[] =
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{
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DEFINE_FIELD( CISlave, m_iBravery, FIELD_INTEGER ),
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DEFINE_ARRAY( CISlave, m_pBeam, FIELD_CLASSPTR, ISLAVE_MAX_BEAMS ),
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DEFINE_FIELD( CISlave, m_iBeams, FIELD_INTEGER ),
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DEFINE_FIELD( CISlave, m_flNextAttack, FIELD_TIME ),
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DEFINE_FIELD( CISlave, m_voicePitch, FIELD_INTEGER ),
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DEFINE_FIELD( CISlave, m_hDead, FIELD_EHANDLE ),
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};
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IMPLEMENT_SAVERESTORE( CISlave, CSquadMonster );
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const char *CISlave::pAttackHitSounds[] =
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{
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav",
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};
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const char *CISlave::pAttackMissSounds[] =
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{
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"zombie/claw_miss1.wav",
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"zombie/claw_miss2.wav",
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};
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const char *CISlave::pPainSounds[] =
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{
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"aslave/slv_pain1.wav",
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"aslave/slv_pain2.wav",
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};
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const char *CISlave::pDeathSounds[] =
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{
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"aslave/slv_die1.wav",
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"aslave/slv_die2.wav",
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};
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CISlave :: Classify ( void )
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{
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return CLASS_ALIEN_MILITARY;
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}
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int CISlave::IRelationship( CBaseEntity *pTarget )
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{
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if ( (pTarget->IsPlayer()) )
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if ( (pev->spawnflags & SF_MONSTER_WAIT_UNTIL_PROVOKED ) && ! (m_afMemory & bits_MEMORY_PROVOKED ))
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return R_NO;
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return CBaseMonster::IRelationship( pTarget );
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}
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void CISlave :: CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, 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 ( FStringNull( pev->netname ))
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return;
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CBaseEntity *pEntity = NULL;
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while ((pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ))) != NULL)
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{
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float d = (pev->origin - pEntity->pev->origin).Length();
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if (d < flDist)
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{
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CBaseMonster *pMonster = pEntity->MyMonsterPointer( );
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if (pMonster)
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{
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pMonster->m_afMemory |= bits_MEMORY_PROVOKED;
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pMonster->PushEnemy( hEnemy, vecLocation );
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}
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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 CISlave :: AlertSound( void )
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{
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if ( m_hEnemy != NULL )
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{
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SENTENCEG_PlayRndSz(ENT(pev), "SLV_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch);
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CallForHelp( "monster_alien_slave", 512, m_hEnemy, m_vecEnemyLKP );
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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 CISlave :: IdleSound( void )
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{
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if (RANDOM_LONG( 0, 2 ) == 0)
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{
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SENTENCEG_PlayRndSz(ENT(pev), "SLV_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch);
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}
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#if 0
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int side = RANDOM_LONG( 0, 1 ) * 2 - 1;
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ClearBeams( );
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ArmBeam( side );
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UTIL_MakeAimVectors( pev->angles );
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Vector vecSrc = pev->origin + gpGlobals->v_right * 2 * side;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
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WRITE_BYTE(TE_DLIGHT);
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WRITE_COORD(vecSrc.x); // X
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WRITE_COORD(vecSrc.y); // Y
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WRITE_COORD(vecSrc.z); // Z
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WRITE_BYTE( 8 ); // radius * 0.1
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WRITE_BYTE( 255 ); // r
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WRITE_BYTE( 180 ); // g
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WRITE_BYTE( 96 ); // b
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WRITE_BYTE( 10 ); // time * 10
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WRITE_BYTE( 0 ); // decay * 0.1
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MESSAGE_END( );
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap1.wav", 1, ATTN_NORM, 0, 100 );
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#endif
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CISlave :: PainSound( void )
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{
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if (RANDOM_LONG( 0, 2 ) == 0)
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{
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
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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 CISlave :: DeathSound( void )
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{
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pDeathSounds[ RANDOM_LONG(0,ARRAYSIZE(pDeathSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
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}
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//=========================================================
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// ISoundMask - returns a bit mask indicating which types
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// of sounds this monster regards.
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//=========================================================
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int CISlave :: ISoundMask ( void)
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{
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return bits_SOUND_WORLD |
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bits_SOUND_COMBAT |
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bits_SOUND_DANGER |
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bits_SOUND_PLAYER;
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}
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void CISlave::Killed( entvars_t *pevAttacker, int iGib )
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{
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ClearBeams( );
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CSquadMonster::Killed( pevAttacker, iGib );
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CISlave :: SetYawSpeed ( void )
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{
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int ys;
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switch ( m_Activity )
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{
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case ACT_WALK:
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ys = 50;
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break;
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case ACT_RUN:
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ys = 70;
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break;
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case ACT_IDLE:
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ys = 50;
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break;
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default:
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ys = 90;
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break;
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}
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pev->yaw_speed = ys;
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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 CISlave :: HandleAnimEvent( MonsterEvent_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( 70, gSkillData.slaveDmgClaw, DMG_SLASH );
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if ( pHurt )
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{
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if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
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{
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pHurt->pev->punchangle.z = -18;
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pHurt->pev->punchangle.x = 5;
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}
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// Play a random attack hit sound
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
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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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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
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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( 70, gSkillData.slaveDmgClawrake, DMG_SLASH );
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if ( pHurt )
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{
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if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
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{
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pHurt->pev->punchangle.z = -18;
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pHurt->pev->punchangle.x = 5;
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}
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
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}
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else
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{
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
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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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pev->framerate = 1.5;
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UTIL_MakeAimVectors( pev->angles );
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if (m_iBeams == 0)
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{
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Vector vecSrc = pev->origin + gpGlobals->v_forward * 2;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
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WRITE_BYTE(TE_DLIGHT);
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WRITE_COORD(vecSrc.x); // X
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WRITE_COORD(vecSrc.y); // Y
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WRITE_COORD(vecSrc.z); // Z
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WRITE_BYTE( 12 ); // radius * 0.1
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WRITE_BYTE( 255 ); // r
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WRITE_BYTE( 180 ); // g
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WRITE_BYTE( 96 ); // b
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WRITE_BYTE( 20 / pev->framerate ); // time * 10
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WRITE_BYTE( 0 ); // decay * 0.1
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MESSAGE_END( );
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}
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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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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 );
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pev->skin = 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->pev->origin + Vector( 0, 0, 38 );
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TraceResult trace;
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UTIL_TraceHull( vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead->edict(), &trace );
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if ( !trace.fStartSolid )
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{
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CBaseEntity *pNew = Create( "monster_alien_slave", m_hDead->pev->origin, m_hDead->pev->angles );
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CBaseMonster *pNewMonster = pNew->MyMonsterPointer( );
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pNew->pev->spawnflags |= 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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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
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/*
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CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles );
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pEffect->Use( this, this, USE_ON, 1 );
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*/
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break;
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}
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}
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ClearMultiDamage();
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UTIL_MakeAimVectors( pev->angles );
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ZapBeam( -1 );
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ZapBeam( 1 );
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
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// STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" );
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ApplyMultiDamage(pev, pev);
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m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 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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CSquadMonster::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// CheckRangeAttack1 - normal beam attack
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//=========================================================
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BOOL CISlave :: CheckRangeAttack1 ( float flDot, float flDist )
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{
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if (m_flNextAttack > gpGlobals->time)
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{
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return FALSE;
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}
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return CSquadMonster::CheckRangeAttack1( flDot, flDist );
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}
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//=========================================================
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// CheckRangeAttack2 - check bravery and try to resurect dead comrades
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//=========================================================
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BOOL CISlave :: CheckRangeAttack2 ( float flDot, float flDist )
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{
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return FALSE;
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if (m_flNextAttack > gpGlobals->time)
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{
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return FALSE;
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}
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m_hDead = NULL;
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m_iBravery = 0;
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CBaseEntity *pEntity = NULL;
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while ((pEntity = UTIL_FindEntityByClassname( pEntity, "monster_alien_slave" )) != NULL)
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{
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TraceResult tr;
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UTIL_TraceLine( EyePosition( ), pEntity->EyePosition( ), ignore_monsters, ENT(pev), &tr );
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if (tr.flFraction == 1.0 || tr.pHit == pEntity->edict())
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{
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if (pEntity->pev->deadflag == DEAD_DEAD)
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{
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float d = (pev->origin - pEntity->pev->origin).Length();
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if (d < flDist)
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{
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m_hDead = pEntity;
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flDist = d;
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}
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m_iBravery--;
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}
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else
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{
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m_iBravery++;
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}
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}
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}
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if (m_hDead != NULL)
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return TRUE;
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else
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return FALSE;
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}
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//=========================================================
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// StartTask
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//=========================================================
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void CISlave :: StartTask ( Task_t *pTask )
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{
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ClearBeams( );
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CSquadMonster :: StartTask ( pTask );
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CISlave :: Spawn()
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/islave.mdl");
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_GREEN;
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pev->effects = 0;
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pev->health = gSkillData.slaveHealth;
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pev->view_ofs = Vector ( 0, 0, 64 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE;
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP;
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m_voicePitch = RANDOM_LONG( 85, 110 );
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MonsterInit();
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CISlave :: Precache()
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{
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int i;
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PRECACHE_MODEL("models/islave.mdl");
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PRECACHE_MODEL("sprites/lgtning.spr");
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PRECACHE_SOUND("debris/zap1.wav");
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PRECACHE_SOUND("debris/zap4.wav");
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PRECACHE_SOUND("weapons/electro4.wav");
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PRECACHE_SOUND("hassault/hw_shoot1.wav");
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PRECACHE_SOUND("zombie/zo_pain2.wav");
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PRECACHE_SOUND("headcrab/hc_headbite.wav");
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PRECACHE_SOUND("weapons/cbar_miss1.wav");
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for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
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PRECACHE_SOUND((char *)pAttackHitSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
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PRECACHE_SOUND((char *)pAttackMissSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
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PRECACHE_SOUND((char *)pPainSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ )
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PRECACHE_SOUND((char *)pDeathSounds[i]);
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UTIL_PrecacheOther( "test_effect" );
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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 CISlave :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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{
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// don't slash one of your own
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if ((bitsDamageType & DMG_SLASH) && pevAttacker && IRelationship( Instance(pevAttacker) ) < R_DL)
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return 0;
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m_afMemory |= bits_MEMORY_PROVOKED;
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return CSquadMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
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}
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void CISlave::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
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{
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if (bitsDamageType & DMG_SHOCK)
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return;
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CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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// primary range attack
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Task_t tlSlaveAttack1[] =
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{
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{ TASK_STOP_MOVING, 0 },
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{ TASK_FACE_IDEAL, (float)0 },
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{ TASK_RANGE_ATTACK1, (float)0 },
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};
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Schedule_t slSlaveAttack1[] =
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{
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{
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tlSlaveAttack1,
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ARRAYSIZE ( tlSlaveAttack1 ),
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bits_COND_CAN_MELEE_ATTACK1 |
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bits_COND_HEAR_SOUND |
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bits_COND_HEAVY_DAMAGE,
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bits_SOUND_DANGER,
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"Slave Range Attack1"
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},
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};
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DEFINE_CUSTOM_SCHEDULES( CISlave )
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{
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slSlaveAttack1,
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};
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IMPLEMENT_CUSTOM_SCHEDULES( CISlave, CSquadMonster );
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//=========================================================
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//=========================================================
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Schedule_t *CISlave :: GetSchedule( void )
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{
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ClearBeams( );
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|
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/*
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if (pev->spawnflags)
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{
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pev->spawnflags = 0;
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return GetScheduleOfType( SCHED_RELOAD );
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}
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*/
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if ( HasConditions( bits_COND_HEAR_SOUND ) )
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{
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CSound *pSound;
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pSound = PBestSound();
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ASSERT( pSound != NULL );
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if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
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if ( pSound->m_iType & bits_SOUND_COMBAT )
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m_afMemory |= bits_MEMORY_PROVOKED;
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}
|
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switch (m_MonsterState)
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{
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case MONSTERSTATE_COMBAT:
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// dead enemy
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if ( HasConditions( bits_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 CBaseMonster :: GetSchedule();
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}
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if (pev->health < 20 || m_iBravery < 0)
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{
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if (!HasConditions( bits_COND_CAN_MELEE_ATTACK1 ))
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{
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m_failSchedule = SCHED_CHASE_ENEMY;
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if (HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
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{
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
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}
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if ( HasConditions ( bits_COND_SEE_ENEMY ) && HasConditions ( bits_COND_ENEMY_FACING_ME ) )
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{
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// ALERT( at_console, "exposed\n");
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return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
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}
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}
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}
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break;
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}
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return CSquadMonster::GetSchedule( );
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}
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Schedule_t *CISlave :: GetScheduleOfType ( int Type )
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{
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switch ( Type )
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{
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case SCHED_FAIL:
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if (HasConditions( bits_COND_CAN_MELEE_ATTACK1 ))
|
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{
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return CSquadMonster :: GetScheduleOfType( SCHED_MELEE_ATTACK1 ); ;
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}
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break;
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case SCHED_RANGE_ATTACK1:
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return slSlaveAttack1;
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case SCHED_RANGE_ATTACK2:
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return slSlaveAttack1;
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}
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return CSquadMonster :: GetScheduleOfType( Type );
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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 CISlave :: ArmBeam( int side )
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{
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TraceResult tr;
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float flDist = 1.0;
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if (m_iBeams >= ISLAVE_MAX_BEAMS)
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return;
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UTIL_MakeAimVectors( pev->angles );
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Vector vecSrc = pev->origin + gpGlobals->v_up * 36 + gpGlobals->v_right * side * 16 + gpGlobals->v_forward * 32;
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for (int i = 0; i < 3; i++)
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{
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Vector vecAim = gpGlobals->v_right * side * RANDOM_FLOAT( 0, 1 ) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 );
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TraceResult tr1;
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UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT( pev ), &tr1);
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if (flDist > tr1.flFraction)
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|
{
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tr = tr1;
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flDist = tr.flFraction;
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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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DecalGunshot( &tr, BULLET_PLAYER_CROWBAR );
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|
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m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
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if (!m_pBeam[m_iBeams])
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|
return;
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m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex( ) );
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m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
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// m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
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m_pBeam[m_iBeams]->SetColor( 96, 128, 16 );
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m_pBeam[m_iBeams]->SetBrightness( 64 );
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m_pBeam[m_iBeams]->SetNoise( 80 );
|
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m_iBeams++;
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}
|
|
|
|
|
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//=========================================================
|
|
// BeamGlow - brighten all beams
|
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//=========================================================
|
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void CISlave :: BeamGlow( )
|
|
{
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int b = m_iBeams * 32;
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if (b > 255)
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b = 255;
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for (int i = 0; i < m_iBeams; i++)
|
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{
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if (m_pBeam[i]->GetBrightness() != 255)
|
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{
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m_pBeam[i]->SetBrightness( b );
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}
|
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}
|
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}
|
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|
|
|
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//=========================================================
|
|
// WackBeam - regenerate dead colleagues
|
|
//=========================================================
|
|
void CISlave :: WackBeam( int side, CBaseEntity *pEntity )
|
|
{
|
|
Vector vecDest;
|
|
float flDist = 1.0;
|
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|
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if (m_iBeams >= ISLAVE_MAX_BEAMS)
|
|
return;
|
|
|
|
if (pEntity == NULL)
|
|
return;
|
|
|
|
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
|
|
if (!m_pBeam[m_iBeams])
|
|
return;
|
|
|
|
m_pBeam[m_iBeams]->PointEntInit( pEntity->Center(), entindex( ) );
|
|
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
|
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m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
|
|
m_pBeam[m_iBeams]->SetBrightness( 255 );
|
|
m_pBeam[m_iBeams]->SetNoise( 80 );
|
|
m_iBeams++;
|
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}
|
|
|
|
//=========================================================
|
|
// ZapBeam - heavy damage directly forward
|
|
//=========================================================
|
|
void CISlave :: ZapBeam( int side )
|
|
{
|
|
Vector vecSrc, vecAim;
|
|
TraceResult tr;
|
|
CBaseEntity *pEntity;
|
|
|
|
if (m_iBeams >= ISLAVE_MAX_BEAMS)
|
|
return;
|
|
|
|
vecSrc = pev->origin + gpGlobals->v_up * 36;
|
|
vecAim = ShootAtEnemy( vecSrc );
|
|
float deflection = 0.01;
|
|
vecAim = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT( 0, deflection ) + gpGlobals->v_up * RANDOM_FLOAT( -deflection, deflection );
|
|
UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT( pev ), &tr);
|
|
|
|
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 );
|
|
if (!m_pBeam[m_iBeams])
|
|
return;
|
|
|
|
m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex( ) );
|
|
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( 20 );
|
|
m_iBeams++;
|
|
|
|
pEntity = CBaseEntity::Instance(tr.pHit);
|
|
if (pEntity != NULL && pEntity->pev->takedamage)
|
|
{
|
|
pEntity->TraceAttack( pev, gSkillData.slaveDmgZap, vecAim, &tr, DMG_SHOCK );
|
|
}
|
|
UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// ClearBeams - remove all beams
|
|
//=========================================================
|
|
void CISlave :: ClearBeams( )
|
|
{
|
|
for (int i = 0; i < ISLAVE_MAX_BEAMS; i++)
|
|
{
|
|
if (m_pBeam[i])
|
|
{
|
|
UTIL_Remove( m_pBeam[i] );
|
|
m_pBeam[i] = NULL;
|
|
}
|
|
}
|
|
m_iBeams = 0;
|
|
pev->skin = 0;
|
|
|
|
STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" );
|
|
}
|