mirror of https://github.com/FWGS/hlsdk-xash3d
1142 lines
29 KiB
C++
Executable File
1142 lines
29 KiB
C++
Executable File
/***
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*
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* Copyright (c) 1999, 2000 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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#ifndef OEM_BUILD
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//=========================================================
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// Cthulhu
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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 "nodes.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "customentity.h"
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#include "weapons.h"
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#include "effects.h"
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#include "soundent.h"
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#include "decals.h"
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#include "explode.h"
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#include "func_break.h"
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#include "scripted.h"
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#include "spiral.h"
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//=========================================================
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// Cthulhu Monster
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//=========================================================
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const float CTH_ATTACKDIST = 100.0;
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// Cthulhu animation events
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#define CTH_AE_SLASH_LEFT 1
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//#define CTH_AE_BEAM_ATTACK_RIGHT 2 // No longer used
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#define CTH_AE_LEFT_FOOT 3
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#define CTH_AE_RIGHT_FOOT 4
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//#define CTH_AE_STOMP 5 // Cthulhu does not stomp
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#define CTH_AE_BREATHE 6
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// Cthulhu is immune to any damage but this
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//#define CTH_DAMAGE (DMG_ENERGYBEAM|DMG_CRUSH|DMG_MORTAR|DMG_BLAST)
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#define CTH_EYE_SPRITE_NAME "sprites/gargeye1.spr"
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#define CTH_BEAM_SPRITE_NAME "sprites/xbeam3.spr"
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#define CTH_BEAM_SPRITE2 "sprites/xbeam3.spr"
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//#define CTH_STOMP_SPRITE_NAME "sprites/gargeye1.spr"
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//#define CTH_STOMP_BUZZ_SOUND "weapons/mine_charge.wav"
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#define CTH_FLAME_LENGTH 440
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#define CTH_GIB_MODEL "models/metalplategibs.mdl"
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#define ATTN_CTH (ATTN_NORM)
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int gCthulhuGibModel = 0;
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void CthSpawnExplosion( Vector center, float randomRange, float time, int magnitude );
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void CthStreakSplash( const Vector &origin, const Vector &direction, int color, int count, int speed, int velocityRange )
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{
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, origin );
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WRITE_BYTE( TE_STREAK_SPLASH );
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WRITE_COORD( origin.x ); // origin
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WRITE_COORD( origin.y );
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WRITE_COORD( origin.z );
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WRITE_COORD( direction.x ); // direction
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WRITE_COORD( direction.y );
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WRITE_COORD( direction.z );
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WRITE_BYTE( color ); // Streak color 6
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WRITE_SHORT( count ); // count
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WRITE_SHORT( speed );
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WRITE_SHORT( velocityRange ); // Random velocity modifier
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MESSAGE_END();
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}
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class CCthulhu : public CBaseMonster
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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 KeyValue( KeyValueData *pkvd );
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void SetYawSpeed( void );
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int Classify ( void );
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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BOOL CheckMeleeAttack1( float flDot, float flDist ); // Swipe
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BOOL CheckMeleeAttack2( float flDot, float flDist ); // Flames
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BOOL CheckRangeAttack1( float flDot, float flDist ); // Stomp attack
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void SetObjectCollisionBox( void )
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{
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//pev->absmin = pev->origin + Vector( -80, -80, 0 );
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//pev->absmax = pev->origin + Vector( 80, 80, 214 );
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pev->absmin = pev->origin + Vector( -160, -160, 0 );
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pev->absmax = pev->origin + Vector( 160, 160, 418 );
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}
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Schedule_t *GetScheduleOfType( int Type );
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void StartTask( Task_t *pTask );
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void RunTask( Task_t *pTask );
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void PrescheduleThink( void );
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void Killed( entvars_t *pevAttacker, int iGib );
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void DeathEffect( void );
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void EyeOff( void );
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void EyeOn( int level );
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void EyeUpdate( void );
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//void Leap( void );
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void FlameCreate( void );
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void FlameUpdate( void );
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void FlameControls( float angleX, float angleY );
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void FlameDestroy( void );
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inline BOOL FlameIsOn( void ) { return m_pFlame[0] != NULL; }
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void FlameDamage( Vector vecStart, Vector vecEnd, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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CUSTOM_SCHEDULES;
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private:
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static const char *pAttackHitSounds[];
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static const char *pBeamAttackSounds[];
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static const char *pAttackMissSounds[];
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static const char *pFootSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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static const char *pPainSounds[];
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static const char *pAttackSounds[];
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static const char *pBreatheSounds[];
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CBaseEntity* CthulhuCheckTraceHullAttack(float flDist, int iDamage, int iDmgType);
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CSprite *m_pEyeGlow; // Glow around the eyes
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CBeam *m_pFlame[4]; // Flame beams
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int m_eyeBrightness; // Brightness target
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float m_seeTime; // Time to attack (when I see the enemy, I set this)
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float m_flameTime; // Time of next flame attack
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float m_painSoundTime; // Time of next pain sound
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float m_streakTime; // streak timer (don't send too many)
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float m_flameX; // Flame thrower aim
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float m_flameY;
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BOOL m_bExplodeOnDeath;
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};
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LINK_ENTITY_TO_CLASS( monster_cthulhu, CCthulhu );
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TYPEDESCRIPTION CCthulhu::m_SaveData[] =
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{
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DEFINE_FIELD( CCthulhu, m_pEyeGlow, FIELD_CLASSPTR ),
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DEFINE_FIELD( CCthulhu, m_eyeBrightness, FIELD_INTEGER ),
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DEFINE_FIELD( CCthulhu, m_seeTime, FIELD_TIME ),
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DEFINE_FIELD( CCthulhu, m_flameTime, FIELD_TIME ),
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DEFINE_FIELD( CCthulhu, m_streakTime, FIELD_TIME ),
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DEFINE_FIELD( CCthulhu, m_painSoundTime, FIELD_TIME ),
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DEFINE_ARRAY( CCthulhu, m_pFlame, FIELD_CLASSPTR, 4 ),
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DEFINE_FIELD( CCthulhu, m_flameX, FIELD_FLOAT ),
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DEFINE_FIELD( CCthulhu, m_flameY, FIELD_FLOAT ),
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DEFINE_FIELD( CCthulhu, m_bExplodeOnDeath, FIELD_BOOLEAN ),
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};
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IMPLEMENT_SAVERESTORE( CCthulhu, CBaseMonster );
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const char *CCthulhu::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 *CCthulhu::pBeamAttackSounds[] =
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{
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"garg/gar_flameoff1.wav",
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"garg/gar_flameon1.wav",
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"garg/gar_flamerun1.wav",
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};
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const char *CCthulhu::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 *CCthulhu::pFootSounds[] =
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{
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"garg/gar_step1.wav",
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"garg/gar_step2.wav",
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};
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const char *CCthulhu::pIdleSounds[] =
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{
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"garg/gar_idle1.wav",
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"garg/gar_idle2.wav",
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"garg/gar_idle3.wav",
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"garg/gar_idle4.wav",
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"garg/gar_idle5.wav",
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};
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const char *CCthulhu::pAttackSounds[] =
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{
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"garg/gar_attack1.wav",
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"garg/gar_attack2.wav",
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"garg/gar_attack3.wav",
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};
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const char *CCthulhu::pAlertSounds[] =
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{
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"garg/gar_alert1.wav",
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"garg/gar_alert2.wav",
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"garg/gar_alert3.wav",
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};
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const char *CCthulhu::pPainSounds[] =
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{
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"garg/gar_pain1.wav",
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"garg/gar_pain2.wav",
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"garg/gar_pain3.wav",
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};
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const char *CCthulhu::pBreatheSounds[] =
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{
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"garg/gar_breathe1.wav",
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"garg/gar_breathe2.wav",
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"garg/gar_breathe3.wav",
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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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enum
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{
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TASK_SOUND_ATTACK = LAST_COMMON_TASK + 1,
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TASK_FLAME_SWEEP,
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};
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Task_t tlCthulhuFlame[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_FACE_ENEMY, (float)0 },
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{ TASK_SOUND_ATTACK, (float)0 },
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// { TASK_PLAY_SEQUENCE, (float)ACT_SIGNAL1 },
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{ TASK_SET_ACTIVITY, (float)ACT_MELEE_ATTACK2 },
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{ TASK_FLAME_SWEEP, (float)4.5 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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};
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Schedule_t slCthulhuFlame[] =
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{
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{
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tlCthulhuFlame,
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ARRAYSIZE ( tlCthulhuFlame ),
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0,
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0,
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"CthulhuFlame"
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},
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};
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// primary melee attack
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Task_t tlCthulhuSwipe[] =
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{
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{ TASK_STOP_MOVING, 0 },
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{ TASK_FACE_ENEMY, (float)0 },
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{ TASK_MELEE_ATTACK1, (float)0 },
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};
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Schedule_t slCthulhuSwipe[] =
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{
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{
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tlCthulhuSwipe,
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ARRAYSIZE ( tlCthulhuSwipe ),
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bits_COND_CAN_MELEE_ATTACK2,
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0,
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"CthulhuSwipe"
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},
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};
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DEFINE_CUSTOM_SCHEDULES( CCthulhu )
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{
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slCthulhuFlame,
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slCthulhuSwipe,
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};
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IMPLEMENT_CUSTOM_SCHEDULES( CCthulhu, CBaseMonster );
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void CCthulhu::EyeOn( int level )
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{
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m_eyeBrightness = level;
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}
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void CCthulhu::EyeOff( void )
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{
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m_eyeBrightness = 0;
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}
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void CCthulhu::EyeUpdate( void )
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{
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if ( m_pEyeGlow )
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{
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m_pEyeGlow->pev->renderamt = UTIL_Approach( m_eyeBrightness, m_pEyeGlow->pev->renderamt, 26 );
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if ( m_pEyeGlow->pev->renderamt == 0 )
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m_pEyeGlow->pev->effects |= EF_NODRAW;
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else
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m_pEyeGlow->pev->effects &= ~EF_NODRAW;
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UTIL_SetOrigin( m_pEyeGlow, pev->origin );
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}
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}
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void CCthulhu :: FlameCreate( void )
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{
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int i;
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Vector posGun, angleGun;
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TraceResult trace;
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UTIL_MakeVectors( pev->angles );
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// we only have one "flame", coming from the mouth
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for ( i = 0; i < 4; i += 2 )
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{
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if ( i < 2 )
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m_pFlame[i] = CBeam::BeamCreate( CTH_BEAM_SPRITE_NAME, 240 );
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else
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m_pFlame[i] = CBeam::BeamCreate( CTH_BEAM_SPRITE2, 140 );
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if ( m_pFlame[i] )
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{
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int attach = i%2;
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// attachment is 0 based in GetAttachment
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GetAttachment( attach+1, posGun, angleGun );
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Vector vecEnd = (gpGlobals->v_forward * CTH_FLAME_LENGTH) + posGun;
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UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &trace );
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m_pFlame[i]->PointEntInit( trace.vecEndPos, entindex() );
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if ( i < 2 )
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m_pFlame[i]->SetColor( 255, 130, 90 );
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else
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m_pFlame[i]->SetColor( 0, 120, 255 );
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m_pFlame[i]->SetBrightness( 190 );
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m_pFlame[i]->SetFlags( BEAM_FSHADEIN );
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m_pFlame[i]->SetScrollRate( 20 );
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// attachment is 1 based in SetEndAttachment
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m_pFlame[i]->SetEndAttachment( attach + 2 );
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, posGun, 384, 0.3 );
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}
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}
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EMIT_SOUND_DYN ( edict(), CHAN_BODY, pBeamAttackSounds[ 1 ], 1.0, ATTN_NORM, 0, PITCH_NORM );
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EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pBeamAttackSounds[ 2 ], 1.0, ATTN_NORM, 0, PITCH_NORM );
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}
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void CCthulhu :: FlameControls( float angleX, float angleY )
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{
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if ( angleY < -180 )
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angleY += 360;
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else if ( angleY > 180 )
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angleY -= 360;
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if ( angleY < -45 )
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angleY = -45;
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else if ( angleY > 45 )
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angleY = 45;
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m_flameX = UTIL_ApproachAngle( angleX, m_flameX, 4 );
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m_flameY = UTIL_ApproachAngle( angleY, m_flameY, 8 );
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SetBoneController( 0, m_flameY );
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SetBoneController( 1, m_flameX );
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}
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void CCthulhu :: FlameUpdate( void )
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{
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int i;
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static float offset[2] = { 60, -60 };
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TraceResult trace;
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Vector vecStart, angleGun;
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BOOL streaks = FALSE;
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//for ( i = 0; i < 2; i++ )
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for ( i = 0; i < 1; i++ )
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{
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if ( m_pFlame[i] )
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{
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Vector vecAim = pev->angles;
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vecAim.x += m_flameX;
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vecAim.y += m_flameY;
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UTIL_MakeVectors( vecAim );
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GetAttachment( i+1, vecStart, angleGun );
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Vector vecEnd = vecStart + (gpGlobals->v_forward * CTH_FLAME_LENGTH); // - offset[i] * gpGlobals->v_right;
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UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters, edict(), &trace );
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m_pFlame[i]->SetStartPos( trace.vecEndPos );
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m_pFlame[i+2]->SetStartPos( (vecStart * 0.6) + (trace.vecEndPos * 0.4) );
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if ( trace.flFraction != 1.0 && gpGlobals->time > m_streakTime )
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{
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CthStreakSplash( trace.vecEndPos, trace.vecPlaneNormal, 6, 20, 50, 400 );
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streaks = TRUE;
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UTIL_DecalTrace( &trace, DECAL_SMALLSCORCH1 + RANDOM_LONG(0,2) );
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}
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// RadiusDamage( trace.vecEndPos, pev, pev, gSkillData.gargantuaDmgFire, CLASS_ALIEN_MONSTER, DMG_BURN );
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FlameDamage( vecStart, trace.vecEndPos, pev, pev, gSkillData.gargantuaDmgFire, CLASS_ALIEN_MONSTER, DMG_POISON );
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_ELIGHT );
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WRITE_SHORT( entindex( ) + 0x1000 * (i + 2) ); // entity, attachment
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WRITE_COORD( vecStart.x ); // origin
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WRITE_COORD( vecStart.y );
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WRITE_COORD( vecStart.z );
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WRITE_COORD( RANDOM_FLOAT( 32, 48 ) ); // radius
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WRITE_BYTE( 255 ); // R
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WRITE_BYTE( 255 ); // G
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WRITE_BYTE( 255 ); // B
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WRITE_BYTE( 2 ); // life * 10
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WRITE_COORD( 0 ); // decay
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MESSAGE_END();
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}
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}
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if ( streaks )
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m_streakTime = gpGlobals->time;
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}
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void CCthulhu :: FlameDamage( Vector vecStart, Vector vecEnd, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType )
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{
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CBaseEntity *pEntity = NULL;
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TraceResult tr;
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float flAdjustedDamage;
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Vector vecSpot;
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Vector vecMid = (vecStart + vecEnd) * 0.5;
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float searchRadius = (vecStart - vecMid).Length();
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Vector vecAim = (vecEnd - vecStart).Normalize( );
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// iterate on all entities in the vicinity.
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while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecMid, searchRadius )) != NULL)
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{
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if ( pEntity->pev->takedamage != DAMAGE_NO )
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{
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// UNDONE: this should check a damage mask, not an ignore
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if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore )
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{// houndeyes don't hurt other houndeyes with their attack
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continue;
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}
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vecSpot = pEntity->BodyTarget( vecMid );
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float dist = DotProduct( vecAim, vecSpot - vecMid );
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if (dist > searchRadius)
|
|
dist = searchRadius;
|
|
else if (dist < -searchRadius)
|
|
dist = searchRadius;
|
|
|
|
Vector vecSrc = vecMid + dist * vecAim;
|
|
|
|
UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, ENT(pev), &tr );
|
|
|
|
if ( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() )
|
|
{// the explosion can 'see' this entity, so hurt them!
|
|
// decrease damage for an ent that's farther from the flame.
|
|
dist = ( vecSrc - tr.vecEndPos ).Length();
|
|
|
|
//if (dist > 64)
|
|
if (dist > 128)
|
|
{
|
|
flAdjustedDamage = flDamage - (dist - 128) * 0.4;
|
|
if (flAdjustedDamage <= 0)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
flAdjustedDamage = flDamage;
|
|
}
|
|
|
|
// ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) );
|
|
if (tr.flFraction != 1.0)
|
|
{
|
|
ClearMultiDamage( );
|
|
pEntity->TraceAttack( pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize( ), &tr, bitsDamageType );
|
|
ApplyMultiDamage( pevInflictor, pevAttacker );
|
|
}
|
|
else
|
|
{
|
|
pEntity->TakeDamage ( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CCthulhu :: FlameDestroy( void )
|
|
{
|
|
int i;
|
|
|
|
EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pBeamAttackSounds[ 0 ], 1.0, ATTN_NORM, 0, PITCH_NORM );
|
|
//for ( i = 0; i < 4; i++ )
|
|
for ( i = 0; i < 4; i += 2 )
|
|
{
|
|
if ( m_pFlame[i] )
|
|
{
|
|
UTIL_Remove( m_pFlame[i] );
|
|
m_pFlame[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CCthulhu :: PrescheduleThink( void )
|
|
{
|
|
if ( !HasConditions( bits_COND_SEE_ENEMY ) )
|
|
{
|
|
m_seeTime = gpGlobals->time + 5;
|
|
EyeOff();
|
|
}
|
|
else
|
|
EyeOn( 200 );
|
|
|
|
EyeUpdate();
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Classify - indicates this monster's place in the
|
|
// relationship table.
|
|
//=========================================================
|
|
int CCthulhu :: Classify ( void )
|
|
{
|
|
return m_iClass?m_iClass:CLASS_ALIEN_MONSTER;
|
|
}
|
|
|
|
//=========================================================
|
|
// SetYawSpeed - allows each sequence to have a different
|
|
// turn rate associated with it.
|
|
//=========================================================
|
|
void CCthulhu :: SetYawSpeed ( void )
|
|
{
|
|
int ys;
|
|
|
|
switch ( m_Activity )
|
|
{
|
|
case ACT_IDLE:
|
|
ys = 60;
|
|
break;
|
|
case ACT_TURN_LEFT:
|
|
case ACT_TURN_RIGHT:
|
|
ys = 180;
|
|
break;
|
|
case ACT_WALK:
|
|
case ACT_RUN:
|
|
ys = 60;
|
|
break;
|
|
|
|
default:
|
|
ys = 60;
|
|
break;
|
|
}
|
|
|
|
pev->yaw_speed = ys;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Spawn
|
|
//=========================================================
|
|
void CCthulhu :: Spawn()
|
|
{
|
|
Precache( );
|
|
|
|
if (pev->model)
|
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
|
else
|
|
SET_MODEL(ENT(pev), "models/cthulhu.mdl");
|
|
//UTIL_SetSize( pev, Vector( -64, -64, 0 ), Vector( 64, 64, 512 ) );
|
|
UTIL_SetSize( pev, Vector( -64, -64, 0 ), Vector( 64, 64, 512 ) );
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
pev->movetype = MOVETYPE_STEP;
|
|
m_bloodColor = BLOOD_COLOR_GREEN;
|
|
if (pev->health == 0)
|
|
pev->health = gSkillData.gargantuaHealth;
|
|
//pev->view_ofs = Vector ( 0, 0, 96 );// taken from mdl file
|
|
//m_flFieldOfView = -0.2;// width of forward view cone ( as a dotproduct result )
|
|
m_flFieldOfView = 0.3;// width of forward view cone ( as a dotproduct result )
|
|
// a more narrow field of view...
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
m_bExplodeOnDeath = FALSE;
|
|
|
|
MonsterInit();
|
|
|
|
// override this, Cthulhu has long look range...
|
|
m_flDistLook = 4096.0;
|
|
|
|
m_pEyeGlow = CSprite::SpriteCreate( CTH_EYE_SPRITE_NAME, pev->origin, FALSE );
|
|
m_pEyeGlow->SetTransparency( kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation );
|
|
m_pEyeGlow->SetAttachment( edict(), 1 );
|
|
EyeOff();
|
|
m_seeTime = gpGlobals->time + 5;
|
|
m_flameTime = gpGlobals->time + 2;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Precache - precaches all resources this monster needs
|
|
//=========================================================
|
|
void CCthulhu :: Precache()
|
|
{
|
|
int i;
|
|
|
|
if (pev->model)
|
|
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
|
else
|
|
PRECACHE_MODEL("models/cthulhu.mdl");
|
|
|
|
PRECACHE_MODEL( CTH_EYE_SPRITE_NAME );
|
|
PRECACHE_MODEL( CTH_BEAM_SPRITE_NAME );
|
|
PRECACHE_MODEL( CTH_BEAM_SPRITE2 );
|
|
gCthulhuGibModel = PRECACHE_MODEL( CTH_GIB_MODEL );
|
|
|
|
for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
|
|
PRECACHE_SOUND((char *)pAttackHitSounds[i]);
|
|
|
|
for ( i = 0; i < ARRAYSIZE( pBeamAttackSounds ); i++ )
|
|
PRECACHE_SOUND((char *)pBeamAttackSounds[i]);
|
|
|
|
for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
|
|
PRECACHE_SOUND((char *)pAttackMissSounds[i]);
|
|
|
|
for ( i = 0; i < ARRAYSIZE( pFootSounds ); i++ )
|
|
PRECACHE_SOUND((char *)pFootSounds[i]);
|
|
|
|
for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
|
|
PRECACHE_SOUND((char *)pIdleSounds[i]);
|
|
|
|
for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
|
|
PRECACHE_SOUND((char *)pAlertSounds[i]);
|
|
|
|
for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
|
|
PRECACHE_SOUND((char *)pPainSounds[i]);
|
|
|
|
for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
|
|
PRECACHE_SOUND((char *)pAttackSounds[i]);
|
|
|
|
for ( i = 0; i < ARRAYSIZE( pBreatheSounds ); i++ )
|
|
PRECACHE_SOUND((char *)pBreatheSounds[i]);
|
|
}
|
|
|
|
void CCthulhu :: KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "blowup"))
|
|
{
|
|
int flag = atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
if ( flag ) m_bExplodeOnDeath = TRUE;
|
|
}
|
|
else
|
|
CBaseMonster::KeyValue( pkvd );
|
|
}
|
|
|
|
void CCthulhu::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
|
|
{
|
|
ALERT( at_aiconsole, "CCthulhu::TraceAttack\n");
|
|
|
|
if ( !IsAlive() )
|
|
{
|
|
CBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
|
return;
|
|
}
|
|
|
|
// UNDONE: Hit group specific damage?
|
|
if ( bitsDamageType && m_painSoundTime < gpGlobals->time )
|
|
{
|
|
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_CTH, 0, PITCH_NORM );
|
|
m_painSoundTime = gpGlobals->time + RANDOM_FLOAT( 2.5, 4 );
|
|
}
|
|
|
|
CBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
|
|
|
}
|
|
|
|
|
|
|
|
int CCthulhu::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
|
{
|
|
ALERT( at_aiconsole, "CCthulhu::TakeDamage\n");
|
|
|
|
if ( IsAlive() )
|
|
{
|
|
if ( bitsDamageType & DMG_BLAST )
|
|
SetConditions( bits_COND_LIGHT_DAMAGE );
|
|
}
|
|
|
|
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
|
}
|
|
|
|
|
|
void CCthulhu::DeathEffect( void )
|
|
{
|
|
UTIL_MakeVectors(pev->angles);
|
|
Vector deathPos = pev->origin + gpGlobals->v_forward * 100;
|
|
|
|
// Create a spiral of streaks
|
|
CSpiral::Create( deathPos, (pev->absmax.z - pev->absmin.z) * 0.6, 125, 1.5 );
|
|
|
|
Vector position = pev->origin;
|
|
position.z += 32;
|
|
if (m_bExplodeOnDeath)
|
|
{
|
|
int i;
|
|
for ( i = 0; i < 7; i+=2 )
|
|
{
|
|
CthSpawnExplosion( position, 70, (i * 0.3), 60 + (i*20) );
|
|
position.z += 15;
|
|
}
|
|
}
|
|
|
|
CBaseEntity *pSmoker = CBaseEntity::Create( "env_smoker", pev->origin, g_vecZero, NULL );
|
|
pSmoker->pev->health = 1; // 1 smoke balls
|
|
pSmoker->pev->scale = 46; // 4.6X normal size
|
|
pSmoker->pev->dmg = 0; // 0 radial distribution
|
|
pSmoker->SetNextThink( 2.5 ); // Start in 2.5 seconds
|
|
}
|
|
|
|
|
|
void CCthulhu::Killed( entvars_t *pevAttacker, int iGib )
|
|
{
|
|
EyeOff();
|
|
UTIL_Remove( m_pEyeGlow );
|
|
m_pEyeGlow = NULL;
|
|
CBaseMonster::Killed( pevAttacker, GIB_NEVER );
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckMeleeAttack1
|
|
// Cthulhu swipe attack
|
|
//
|
|
//=========================================================
|
|
BOOL CCthulhu::CheckMeleeAttack1( float flDot, float flDist )
|
|
{
|
|
// ALERT(at_aiconsole, "CheckMelee(%f, %f)\n", flDot, flDist);
|
|
|
|
if (flDot >= 0.7)
|
|
{
|
|
if (flDist <= CTH_ATTACKDIST)
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
// Flame thrower madness!
|
|
BOOL CCthulhu::CheckMeleeAttack2( float flDot, float flDist )
|
|
{
|
|
// ALERT(at_aiconsole, "CheckMelee(%f, %f)\n", flDot, flDist);
|
|
|
|
if ( gpGlobals->time > m_flameTime )
|
|
{
|
|
if (flDot >= 0.8 && flDist > CTH_ATTACKDIST)
|
|
{
|
|
if ( flDist <= CTH_FLAME_LENGTH )
|
|
return TRUE;
|
|
}
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// CheckRangeAttack1
|
|
// flDot is the cos of the angle of the cone within which
|
|
// the attack can occur.
|
|
//=========================================================
|
|
BOOL CCthulhu::CheckRangeAttack1( float flDot, float flDist )
|
|
{
|
|
//if ( gpGlobals->time > m_seeTime )
|
|
//{
|
|
// if (flDot >= 0.7 && flDist > CTH_ATTACKDIST)
|
|
// {
|
|
// return TRUE;
|
|
// }
|
|
//}
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
// that occur when tagged animation frames are played.
|
|
//=========================================================
|
|
void CCthulhu::HandleAnimEvent(MonsterEvent_t *pEvent)
|
|
{
|
|
switch( pEvent->event )
|
|
{
|
|
case CTH_AE_SLASH_LEFT:
|
|
{
|
|
// HACKHACK!!!
|
|
CBaseEntity *pHurt = CthulhuCheckTraceHullAttack( CTH_ATTACKDIST + 10.0, gSkillData.gargantuaDmgSlash, DMG_SLASH );
|
|
if (pHurt)
|
|
{
|
|
if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
|
|
{
|
|
pHurt->pev->punchangle.x = -30; // pitch
|
|
pHurt->pev->punchangle.y = -30; // yaw
|
|
pHurt->pev->punchangle.z = 30; // roll
|
|
//UTIL_MakeVectors(pev->angles); // called by CheckTraceHullAttack
|
|
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
|
|
}
|
|
EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 50 + RANDOM_LONG(0,15) );
|
|
}
|
|
else // Play a random attack miss sound
|
|
EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 50 + RANDOM_LONG(0,15) );
|
|
|
|
Vector forward;
|
|
UTIL_MakeVectorsPrivate( pev->angles, forward, NULL, NULL );
|
|
}
|
|
break;
|
|
|
|
case CTH_AE_RIGHT_FOOT:
|
|
case CTH_AE_LEFT_FOOT:
|
|
UTIL_ScreenShake( pev->origin, 4.0, 3.0, 1.0, 750 );
|
|
EMIT_SOUND_DYN ( edict(), CHAN_BODY, pFootSounds[ RANDOM_LONG(0,ARRAYSIZE(pFootSounds)-1) ], 1.0, ATTN_CTH, 0, PITCH_NORM + RANDOM_LONG(-10,10) );
|
|
break;
|
|
|
|
case CTH_AE_BREATHE:
|
|
if ( !(pev->spawnflags & SF_MONSTER_GAG) || m_MonsterState != MONSTERSTATE_IDLE)
|
|
EMIT_SOUND_DYN ( edict(), CHAN_VOICE, pBreatheSounds[ RANDOM_LONG(0,ARRAYSIZE(pBreatheSounds)-1) ], 1.0, ATTN_CTH, 0, PITCH_NORM + RANDOM_LONG(-10,10) );
|
|
break;
|
|
|
|
default:
|
|
CBaseMonster::HandleAnimEvent(pEvent);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// CheckTraceHullAttack - expects a length to trace, amount
|
|
// of damage to do, and damage type. Returns a pointer to
|
|
// the damaged entity in case the monster wishes to do
|
|
// other stuff to the victim (punchangle, etc)
|
|
// Used for many contact-range melee attacks. Bites, claws, etc.
|
|
|
|
// Overridden for Cthulhu because his swing starts lower as
|
|
// a percentage of his height (otherwise he swings over the
|
|
// players head)
|
|
//=========================================================
|
|
CBaseEntity* CCthulhu::CthulhuCheckTraceHullAttack(float flDist, int iDamage, int iDmgType)
|
|
{
|
|
TraceResult tr;
|
|
|
|
UTIL_MakeVectors( pev->angles );
|
|
Vector vecStart = pev->origin;
|
|
vecStart.z += 64;
|
|
//vecStart.z += 128;
|
|
Vector vecEnd = vecStart + (gpGlobals->v_forward * flDist) - (gpGlobals->v_up * flDist * 0.3);
|
|
|
|
UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );
|
|
|
|
if ( tr.pHit )
|
|
{
|
|
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
|
|
|
|
if ( iDamage > 0 )
|
|
{
|
|
pEntity->TakeDamage( pev, pev, iDamage, iDmgType );
|
|
}
|
|
|
|
return pEntity;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
Schedule_t *CCthulhu::GetScheduleOfType( int Type )
|
|
{
|
|
// HACKHACK - turn off the flames if they are on and cthulhu goes scripted / dead
|
|
if ( FlameIsOn() )
|
|
FlameDestroy();
|
|
|
|
switch( Type )
|
|
{
|
|
case SCHED_MELEE_ATTACK2:
|
|
return slCthulhuFlame;
|
|
case SCHED_MELEE_ATTACK1:
|
|
return slCthulhuSwipe;
|
|
break;
|
|
}
|
|
|
|
return CBaseMonster::GetScheduleOfType( Type );
|
|
}
|
|
|
|
|
|
void CCthulhu::StartTask( Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_FLAME_SWEEP:
|
|
FlameCreate();
|
|
m_flWaitFinished = gpGlobals->time + pTask->flData;
|
|
m_flameTime = gpGlobals->time + 6;
|
|
m_flameX = 0;
|
|
m_flameY = 0;
|
|
break;
|
|
|
|
case TASK_SOUND_ATTACK:
|
|
if ( RANDOM_LONG(0,100) < 30 )
|
|
EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_CTH, 0, PITCH_NORM );
|
|
TaskComplete();
|
|
break;
|
|
|
|
// allow a scripted_action to make cthulhu shoot flames.
|
|
case TASK_PLAY_SCRIPT:
|
|
if ( m_pCine->IsAction() && m_pCine->m_fAction == 3)
|
|
{
|
|
FlameCreate();
|
|
m_flWaitFinished = gpGlobals->time + 4.5;
|
|
m_flameTime = gpGlobals->time + 6;
|
|
m_flameX = 0;
|
|
m_flameY = 0;
|
|
}
|
|
CBaseMonster::RunTask( pTask );
|
|
break;
|
|
|
|
case TASK_DIE:
|
|
m_flWaitFinished = gpGlobals->time + 1.6;
|
|
DeathEffect();
|
|
// FALL THROUGH
|
|
default:
|
|
CBaseMonster::StartTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// RunTask
|
|
//=========================================================
|
|
void CCthulhu::RunTask( Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_DIE:
|
|
if ( m_bExplodeOnDeath && gpGlobals->time > m_flWaitFinished )
|
|
{
|
|
pev->renderfx = kRenderFxExplode;
|
|
pev->rendercolor.x = 255;
|
|
pev->rendercolor.y = 0;
|
|
pev->rendercolor.z = 0;
|
|
StopAnimation();
|
|
SetNextThink( 0.15 );
|
|
SetThink( SUB_Remove );
|
|
int i;
|
|
int parts = MODEL_FRAMES( gCthulhuGibModel );
|
|
for ( i = 0; i < 10; i++ )
|
|
{
|
|
CGib *pGib = GetClassPtr( (CGib *)NULL );
|
|
|
|
pGib->Spawn( CTH_GIB_MODEL );
|
|
|
|
int bodyPart = 0;
|
|
if ( parts > 1 )
|
|
bodyPart = RANDOM_LONG( 0, pev->body-1 );
|
|
|
|
pGib->pev->body = bodyPart;
|
|
pGib->m_bloodColor = BLOOD_COLOR_YELLOW;
|
|
pGib->m_material = matNone;
|
|
pGib->pev->origin = pev->origin;
|
|
pGib->pev->velocity = UTIL_RandomBloodVector() * RANDOM_FLOAT( 300, 500 );
|
|
pGib->SetNextThink( 1.25 );
|
|
pGib->SetThink( SUB_FadeOut );
|
|
}
|
|
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
|
|
WRITE_BYTE( TE_BREAKMODEL);
|
|
|
|
// position
|
|
WRITE_COORD( pev->origin.x );
|
|
WRITE_COORD( pev->origin.y );
|
|
WRITE_COORD( pev->origin.z );
|
|
|
|
// size
|
|
WRITE_COORD( 200 );
|
|
WRITE_COORD( 200 );
|
|
WRITE_COORD( 128 );
|
|
|
|
// velocity
|
|
WRITE_COORD( 0 );
|
|
WRITE_COORD( 0 );
|
|
WRITE_COORD( 0 );
|
|
|
|
// randomization
|
|
WRITE_BYTE( 200 );
|
|
|
|
// Model
|
|
WRITE_SHORT( gCthulhuGibModel ); //model id#
|
|
|
|
// # of shards
|
|
WRITE_BYTE( 50 );
|
|
|
|
// duration
|
|
WRITE_BYTE( 20 );// 3.0 seconds
|
|
|
|
// flags
|
|
|
|
WRITE_BYTE( BREAK_FLESH );
|
|
MESSAGE_END();
|
|
|
|
return;
|
|
}
|
|
else
|
|
CBaseMonster::RunTask(pTask);
|
|
break;
|
|
|
|
case TASK_PLAY_SCRIPT:
|
|
if (!m_pCine->IsAction() || m_pCine->m_fAction != 3)
|
|
{
|
|
CBaseMonster::RunTask( pTask );
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (m_fSequenceFinished)
|
|
{
|
|
FlameDestroy();
|
|
FlameControls( 0, 0 );
|
|
SetBoneController( 0, 0 );
|
|
SetBoneController( 1, 0 );
|
|
m_pCine->SequenceDone( this );
|
|
break;
|
|
}
|
|
//if not finished, carry on into task_flame_sweep!
|
|
}
|
|
case TASK_FLAME_SWEEP:
|
|
if ( gpGlobals->time > m_flWaitFinished )
|
|
{
|
|
FlameDestroy();
|
|
TaskComplete();
|
|
FlameControls( 0, 0 );
|
|
SetBoneController( 0, 0 );
|
|
SetBoneController( 1, 0 );
|
|
}
|
|
else
|
|
{
|
|
BOOL cancel = FALSE;
|
|
|
|
Vector angles = g_vecZero;
|
|
|
|
FlameUpdate();
|
|
CBaseEntity *pEnemy;
|
|
if (m_pCine) // LRC- are we obeying a scripted_action?
|
|
pEnemy = m_hTargetEnt;
|
|
else
|
|
pEnemy = m_hEnemy;
|
|
if ( pEnemy )
|
|
{
|
|
Vector org = pev->origin;
|
|
//org.z += 64;
|
|
org.z += 128;
|
|
Vector dir = pEnemy->BodyTarget(org) - org;
|
|
angles = UTIL_VecToAngles( dir );
|
|
angles.x = -angles.x;
|
|
angles.y -= pev->angles.y;
|
|
//if ( dir.Length() > 400 )
|
|
if ( dir.Length() > 600 )
|
|
cancel = TRUE;
|
|
}
|
|
if ( fabs(angles.y) > 60 )
|
|
cancel = TRUE;
|
|
|
|
if ( cancel )
|
|
{
|
|
m_flWaitFinished -= 0.5;
|
|
m_flameTime -= 0.5;
|
|
}
|
|
// FlameControls( angles.x + 2 * sin(gpGlobals->time*8), angles.y + 28 * sin(gpGlobals->time*8.5) );
|
|
FlameControls( angles.x, angles.y );
|
|
}
|
|
break;
|
|
|
|
default:
|
|
CBaseMonster::RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// HACKHACK Cut and pasted from explode.cpp
|
|
void CthSpawnExplosion( Vector center, float randomRange, float time, int magnitude )
|
|
{
|
|
KeyValueData kvd;
|
|
char buf[128];
|
|
|
|
center.x += RANDOM_FLOAT( -randomRange, randomRange );
|
|
center.y += RANDOM_FLOAT( -randomRange, randomRange );
|
|
|
|
CBaseEntity *pExplosion = CBaseEntity::Create( "env_explosion", center, g_vecZero, NULL );
|
|
sprintf( buf, "%3d", magnitude );
|
|
kvd.szKeyName = "iMagnitude";
|
|
kvd.szValue = buf;
|
|
pExplosion->KeyValue( &kvd );
|
|
pExplosion->pev->spawnflags |= SF_ENVEXPLOSION_NODAMAGE;
|
|
|
|
pExplosion->Spawn();
|
|
pExplosion->SetThink( CBaseEntity::SUB_CallUseToggle );
|
|
pExplosion->SetNextThink( time );
|
|
}
|
|
|
|
|
|
|
|
#endif |