mirror of
https://github.com/FWGS/hlsdk-xash3d
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0a0952e186
* Use random sound array. * Use random sound array. * Use random sound array. * Use random sound array. * Use random sound array.
837 lines
22 KiB
C++
837 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 UpdateOnRemove();
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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( const 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( const 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 != 0 )
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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, RANDOM_SOUND_ARRAY( pPainSounds ), 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, RANDOM_SOUND_ARRAY( pDeathSounds ), 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, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 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, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 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, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 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, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 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 != 0 )
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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 != 0 )
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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 == 1.0f || 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 != 0 )
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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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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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PRECACHE_SOUND_ARRAY( pAttackHitSounds );
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PRECACHE_SOUND_ARRAY( pAttackMissSounds );
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PRECACHE_SOUND_ARRAY( pPainSounds );
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PRECACHE_SOUND_ARRAY( pDeathSounds );
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UTIL_PrecacheOther( "test_effect" );
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}
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void CISlave::UpdateOnRemove()
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{
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CBaseEntity::UpdateOnRemove();
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ClearBeams();
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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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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 )
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{
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if( 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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}
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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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default:
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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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// 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 == 1.0f )
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return;
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DecalGunshot( &tr, BULLET_PLAYER_CROWBAR );
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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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//=========================================================
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// BeamGlow - brighten all beams
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//=========================================================
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void CISlave::BeamGlow()
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{
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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
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//=========================================================
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void CISlave::WackBeam( int side, CBaseEntity *pEntity )
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{
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//Vector vecDest;
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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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if( pEntity == NULL )
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return;
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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( pEntity->Center(), 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]->SetBrightness( 255 );
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m_pBeam[m_iBeams]->SetNoise( 80 );
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m_iBeams++;
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}
|
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|
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//=========================================================
|
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// ZapBeam - heavy damage directly forward
|
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//=========================================================
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void CISlave::ZapBeam( int side )
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{
|
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Vector vecSrc, vecAim;
|
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TraceResult tr;
|
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CBaseEntity *pEntity;
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|
|
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if( m_iBeams >= ISLAVE_MAX_BEAMS )
|
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return;
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vecSrc = pev->origin + gpGlobals->v_up * 36;
|
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vecAim = ShootAtEnemy( vecSrc );
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float deflection = 0.01;
|
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vecAim = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT( 0, deflection ) + gpGlobals->v_up * RANDOM_FLOAT( -deflection, deflection );
|
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UTIL_TraceLine( vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT( pev ), &tr );
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|
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m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 );
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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]->SetBrightness( 255 );
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m_pBeam[m_iBeams]->SetNoise( 20 );
|
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m_iBeams++;
|
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|
|
pEntity = CBaseEntity::Instance( tr.pHit );
|
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if( pEntity != NULL && pEntity->pev->takedamage )
|
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{
|
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pEntity->TraceAttack( pev, gSkillData.slaveDmgZap, vecAim, &tr, DMG_SHOCK );
|
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}
|
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UTIL_EmitAmbientSound( ENT( pev ), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
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}
|
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|
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//=========================================================
|
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// ClearBeams - remove all beams
|
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//=========================================================
|
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void CISlave::ClearBeams()
|
|
{
|
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for( int i = 0; i < ISLAVE_MAX_BEAMS; i++ )
|
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{
|
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if( m_pBeam[i] )
|
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{
|
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UTIL_Remove( m_pBeam[i] );
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m_pBeam[i] = NULL;
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}
|
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}
|
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m_iBeams = 0;
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pev->skin = 0;
|
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|
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STOP_SOUND( ENT( pev ), CHAN_WEAPON, "debris/zap4.wav" );
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}
|