mirror of
https://github.com/ENSL/NS.git
synced 2024-11-30 00:10:57 +00:00
1050 lines
27 KiB
C++
1050 lines
27 KiB
C++
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/***
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*
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* Copyright (c) 1999, 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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#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 "weapons.h"
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#include "nodes.h"
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#include "effects.h"
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extern DLL_GLOBAL int g_iSkillLevel;
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#define SF_WAITFORTRIGGER (0x04 | 0x40) // UNDONE: Fix!
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#define SF_NOWRECKAGE 0x08
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class CApache : public CBaseMonster
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{
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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 Spawn( void );
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void Precache( void );
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int Classify( void ) { return CLASS_HUMAN_MILITARY; };
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int BloodColor( void ) { return DONT_BLEED; }
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void Killed( entvars_t *pevAttacker, int iGib );
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void GibMonster( void );
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void SetObjectCollisionBox( void )
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{
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pev->absmin = pev->origin + Vector( -300, -300, -172);
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pev->absmax = pev->origin + Vector(300, 300, 8);
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}
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void EXPORT HuntThink( void );
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void EXPORT FlyTouch( CBaseEntity *pOther );
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void EXPORT CrashTouch( CBaseEntity *pOther );
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void EXPORT DyingThink( void );
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void EXPORT StartupUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT NullThink( void );
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void ShowDamage( void );
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void Flight( void );
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void FireRocket( void );
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BOOL FireGun( 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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int m_iRockets;
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float m_flForce;
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float m_flNextRocket;
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Vector m_vecTarget;
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Vector m_posTarget;
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Vector m_vecDesired;
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Vector m_posDesired;
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Vector m_vecGoal;
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Vector m_angGun;
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float m_flLastSeen;
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float m_flPrevSeen;
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int m_iSoundState; // don't save this
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int m_iSpriteTexture;
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int m_iExplode;
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int m_iBodyGibs;
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float m_flGoalSpeed;
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int m_iDoSmokePuff;
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CBeam *m_pBeam;
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};
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LINK_ENTITY_TO_CLASS( monster_apache, CApache );
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TYPEDESCRIPTION CApache::m_SaveData[] =
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{
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DEFINE_FIELD( CApache, m_iRockets, FIELD_INTEGER ),
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DEFINE_FIELD( CApache, m_flForce, FIELD_FLOAT ),
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DEFINE_FIELD( CApache, m_flNextRocket, FIELD_TIME ),
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DEFINE_FIELD( CApache, m_vecTarget, FIELD_VECTOR ),
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DEFINE_FIELD( CApache, m_posTarget, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( CApache, m_vecDesired, FIELD_VECTOR ),
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DEFINE_FIELD( CApache, m_posDesired, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( CApache, m_vecGoal, FIELD_VECTOR ),
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DEFINE_FIELD( CApache, m_angGun, FIELD_VECTOR ),
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DEFINE_FIELD( CApache, m_flLastSeen, FIELD_TIME ),
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DEFINE_FIELD( CApache, m_flPrevSeen, FIELD_TIME ),
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// DEFINE_FIELD( CApache, m_iSoundState, FIELD_INTEGER ), // Don't save, precached
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// DEFINE_FIELD( CApache, m_iSpriteTexture, FIELD_INTEGER ),
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// DEFINE_FIELD( CApache, m_iExplode, FIELD_INTEGER ),
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// DEFINE_FIELD( CApache, m_iBodyGibs, FIELD_INTEGER ),
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DEFINE_FIELD( CApache, m_pBeam, FIELD_CLASSPTR ),
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DEFINE_FIELD( CApache, m_flGoalSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( CApache, m_iDoSmokePuff, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CApache, CBaseMonster );
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void CApache :: Spawn( void )
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{
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Precache( );
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// motor
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pev->movetype = MOVETYPE_FLY;
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pev->solid = SOLID_BBOX;
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SET_MODEL(ENT(pev), "models/apache.mdl");
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UTIL_SetSize( pev, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) );
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UTIL_SetOrigin( pev, pev->origin );
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pev->flags |= FL_MONSTER;
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pev->takedamage = DAMAGE_AIM;
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pev->health = gSkillData.apacheHealth;
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m_flFieldOfView = -0.707; // 270 degrees
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pev->sequence = 0;
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ResetSequenceInfo( );
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pev->frame = RANDOM_LONG(0, 0xFF);
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InitBoneControllers();
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if (pev->spawnflags & SF_WAITFORTRIGGER)
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{
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SetUse( StartupUse );
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}
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else
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{
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SetThink( HuntThink );
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SetTouch( FlyTouch );
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pev->nextthink = gpGlobals->time + 1.0;
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}
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m_iRockets = 10;
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}
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void CApache::Precache( void )
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{
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PRECACHE_MODEL("models/apache.mdl");
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PRECACHE_SOUND("apache/ap_rotor1.wav");
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PRECACHE_SOUND("apache/ap_rotor2.wav");
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PRECACHE_SOUND("apache/ap_rotor3.wav");
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PRECACHE_SOUND("apache/ap_whine1.wav");
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PRECACHE_SOUND("weapons/mortarhit.wav");
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m_iSpriteTexture = PRECACHE_MODEL( "sprites/white.spr" );
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PRECACHE_SOUND("turret/tu_fire1.wav");
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PRECACHE_MODEL("sprites/lgtning.spr");
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m_iExplode = PRECACHE_MODEL( "sprites/fexplo.spr" );
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m_iBodyGibs = PRECACHE_MODEL( "models/metalplategibs_green.mdl" );
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UTIL_PrecacheOther( "hvr_rocket" );
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}
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void CApache::NullThink( void )
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{
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StudioFrameAdvance( );
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pev->nextthink = gpGlobals->time + 0.5;
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}
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void CApache::StartupUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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SetThink( HuntThink );
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SetTouch( FlyTouch );
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pev->nextthink = gpGlobals->time + 0.1;
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SetUse( NULL );
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}
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void CApache :: Killed( entvars_t *pevAttacker, int iGib )
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{
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pev->movetype = MOVETYPE_TOSS;
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pev->gravity = 0.3;
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STOP_SOUND( ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav" );
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UTIL_SetSize( pev, Vector( -32, -32, -64), Vector( 32, 32, 0) );
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SetThink( DyingThink );
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SetTouch( CrashTouch );
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pev->nextthink = gpGlobals->time + 0.1;
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pev->health = 0;
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pev->takedamage = DAMAGE_NO;
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if (pev->spawnflags & SF_NOWRECKAGE)
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{
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m_flNextRocket = gpGlobals->time + 4.0;
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}
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else
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{
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m_flNextRocket = gpGlobals->time + 15.0;
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}
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}
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void CApache :: DyingThink( void )
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{
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StudioFrameAdvance( );
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pev->nextthink = gpGlobals->time + 0.1;
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pev->avelocity = pev->avelocity * 1.02;
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// still falling?
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if (m_flNextRocket > gpGlobals->time )
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{
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// random explosions
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_EXPLOSION); // This just makes a dynamic light now
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WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -150, 150 ));
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WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -150, 150 ));
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WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -150, -50 ));
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WRITE_SHORT( g_sModelIndexFireball );
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WRITE_BYTE( RANDOM_LONG(0,29) + 30 ); // scale * 10
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WRITE_BYTE( 12 ); // framerate
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WRITE_BYTE( TE_EXPLFLAG_NONE );
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MESSAGE_END();
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// lots of smoke
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_SMOKE );
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WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -150, 150 ));
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WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -150, 150 ));
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WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -150, -50 ));
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WRITE_SHORT( g_sModelIndexSmoke );
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WRITE_BYTE( 100 ); // scale * 10
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WRITE_BYTE( 10 ); // framerate
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MESSAGE_END();
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Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
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WRITE_BYTE( TE_BREAKMODEL);
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// position
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WRITE_COORD( vecSpot.x );
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WRITE_COORD( vecSpot.y );
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WRITE_COORD( vecSpot.z );
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// size
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WRITE_COORD( 400 );
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WRITE_COORD( 400 );
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WRITE_COORD( 132 );
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// velocity
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WRITE_COORD( pev->velocity.x );
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WRITE_COORD( pev->velocity.y );
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WRITE_COORD( pev->velocity.z );
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// randomization
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WRITE_BYTE( 50 );
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// Model
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WRITE_SHORT( m_iBodyGibs ); //model id#
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// # of shards
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WRITE_BYTE( 4 ); // let client decide
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// duration
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WRITE_BYTE( 30 );// 3.0 seconds
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// flags
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WRITE_BYTE( BREAK_METAL );
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MESSAGE_END();
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// don't stop it we touch a entity
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pev->flags &= ~FL_ONGROUND;
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pev->nextthink = gpGlobals->time + 0.2;
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return;
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}
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else
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{
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Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
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/*
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_EXPLOSION); // This just makes a dynamic light now
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WRITE_COORD( vecSpot.x );
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WRITE_COORD( vecSpot.y );
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WRITE_COORD( vecSpot.z + 300 );
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WRITE_SHORT( g_sModelIndexFireball );
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WRITE_BYTE( 250 ); // scale * 10
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WRITE_BYTE( 8 ); // framerate
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MESSAGE_END();
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*/
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// fireball
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
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WRITE_BYTE( TE_SPRITE );
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WRITE_COORD( vecSpot.x );
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WRITE_COORD( vecSpot.y );
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WRITE_COORD( vecSpot.z + 256 );
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WRITE_SHORT( m_iExplode );
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WRITE_BYTE( 120 ); // scale * 10
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WRITE_BYTE( 255 ); // brightness
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MESSAGE_END();
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// big smoke
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
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WRITE_BYTE( TE_SMOKE );
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WRITE_COORD( vecSpot.x );
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WRITE_COORD( vecSpot.y );
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WRITE_COORD( vecSpot.z + 512 );
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WRITE_SHORT( g_sModelIndexSmoke );
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WRITE_BYTE( 250 ); // scale * 10
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WRITE_BYTE( 5 ); // framerate
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MESSAGE_END();
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// blast circle
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_BEAMCYLINDER );
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WRITE_COORD( pev->origin.x);
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WRITE_COORD( pev->origin.y);
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WRITE_COORD( pev->origin.z);
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WRITE_COORD( pev->origin.x);
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WRITE_COORD( pev->origin.y);
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WRITE_COORD( pev->origin.z + 2000 ); // reach damage radius over .2 seconds
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WRITE_SHORT( m_iSpriteTexture );
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WRITE_BYTE( 0 ); // startframe
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( 4 ); // life
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WRITE_BYTE( 32 ); // width
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WRITE_BYTE( 0 ); // noise
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WRITE_BYTE( 255 ); // r, g, b
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WRITE_BYTE( 255 ); // r, g, b
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WRITE_BYTE( 192 ); // r, g, b
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WRITE_BYTE( 128 ); // brightness
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WRITE_BYTE( 0 ); // speed
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MESSAGE_END();
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EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3);
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RadiusDamage( pev->origin, pev, pev, 300, CLASS_NONE, DMG_BLAST );
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if (/*!(pev->spawnflags & SF_NOWRECKAGE) && */(pev->flags & FL_ONGROUND))
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{
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CBaseEntity *pWreckage = Create( "cycler_wreckage", pev->origin, pev->angles );
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// SET_MODEL( ENT(pWreckage->pev), STRING(pev->model) );
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UTIL_SetSize( pWreckage->pev, Vector( -200, -200, -128 ), Vector( 200, 200, -32 ) );
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pWreckage->pev->frame = pev->frame;
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pWreckage->pev->sequence = pev->sequence;
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pWreckage->pev->framerate = 0;
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pWreckage->pev->dmgtime = gpGlobals->time + 5;
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}
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// gibs
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vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
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WRITE_BYTE( TE_BREAKMODEL);
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// position
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WRITE_COORD( vecSpot.x );
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WRITE_COORD( vecSpot.y );
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WRITE_COORD( vecSpot.z + 64);
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// size
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WRITE_COORD( 400 );
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WRITE_COORD( 400 );
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WRITE_COORD( 128 );
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// velocity
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WRITE_COORD( 0 );
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WRITE_COORD( 0 );
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WRITE_COORD( 200 );
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// randomization
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WRITE_BYTE( 30 );
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// Model
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WRITE_SHORT( m_iBodyGibs ); //model id#
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// # of shards
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WRITE_BYTE( 200 );
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// duration
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WRITE_BYTE( 200 );// 10.0 seconds
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// flags
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||
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WRITE_BYTE( BREAK_METAL );
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MESSAGE_END();
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SetThink( SUB_Remove );
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pev->nextthink = gpGlobals->time + 0.1;
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}
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}
|
||
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||
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|
||
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void CApache::FlyTouch( CBaseEntity *pOther )
|
||
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{
|
||
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// bounce if we hit something solid
|
||
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if ( pOther->pev->solid == SOLID_BSP)
|
||
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{
|
||
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TraceResult tr = UTIL_GetGlobalTrace( );
|
||
|
|
||
|
// UNDONE, do a real bounce
|
||
|
pev->velocity = pev->velocity + tr.vecPlaneNormal * (pev->velocity.Length() + 200);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CApache::CrashTouch( CBaseEntity *pOther )
|
||
|
{
|
||
|
// only crash if we hit something solid
|
||
|
if ( pOther->pev->solid == SOLID_BSP)
|
||
|
{
|
||
|
SetTouch( NULL );
|
||
|
m_flNextRocket = gpGlobals->time;
|
||
|
pev->nextthink = gpGlobals->time;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CApache :: GibMonster( void )
|
||
|
{
|
||
|
// EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200);
|
||
|
}
|
||
|
|
||
|
|
||
|
void CApache :: HuntThink( void )
|
||
|
{
|
||
|
StudioFrameAdvance( );
|
||
|
pev->nextthink = gpGlobals->time + 0.1;
|
||
|
|
||
|
ShowDamage( );
|
||
|
|
||
|
if ( m_pGoalEnt == NULL && !FStringNull(pev->target) )// this monster has a target
|
||
|
{
|
||
|
m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( pev->target ) );
|
||
|
if (m_pGoalEnt)
|
||
|
{
|
||
|
m_posDesired = m_pGoalEnt->pev->origin;
|
||
|
UTIL_MakeAimVectors( m_pGoalEnt->pev->angles );
|
||
|
m_vecGoal = gpGlobals->v_forward;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if (m_hEnemy == NULL)
|
||
|
{
|
||
|
Look( 4092 );
|
||
|
m_hEnemy = BestVisibleEnemy( );
|
||
|
}
|
||
|
|
||
|
// generic speed up
|
||
|
if (m_flGoalSpeed < 800)
|
||
|
m_flGoalSpeed += 5;
|
||
|
|
||
|
if (m_hEnemy != NULL)
|
||
|
{
|
||
|
// ALERT( at_console, "%s\n", STRING( m_hEnemy->pev->classname ) );
|
||
|
if (FVisible( m_hEnemy ))
|
||
|
{
|
||
|
if (m_flLastSeen < gpGlobals->time - 5)
|
||
|
m_flPrevSeen = gpGlobals->time;
|
||
|
m_flLastSeen = gpGlobals->time;
|
||
|
m_posTarget = m_hEnemy->Center( );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_hEnemy = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_vecTarget = (m_posTarget - pev->origin).Normalize();
|
||
|
|
||
|
float flLength = (pev->origin - m_posDesired).Length();
|
||
|
|
||
|
if (m_pGoalEnt)
|
||
|
{
|
||
|
// ALERT( at_console, "%.0f\n", flLength );
|
||
|
|
||
|
if (flLength < 128)
|
||
|
{
|
||
|
m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( m_pGoalEnt->pev->target ) );
|
||
|
if (m_pGoalEnt)
|
||
|
{
|
||
|
m_posDesired = m_pGoalEnt->pev->origin;
|
||
|
UTIL_MakeAimVectors( m_pGoalEnt->pev->angles );
|
||
|
m_vecGoal = gpGlobals->v_forward;
|
||
|
flLength = (pev->origin - m_posDesired).Length();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_posDesired = pev->origin;
|
||
|
}
|
||
|
|
||
|
if (flLength > 250) // 500
|
||
|
{
|
||
|
// float flLength2 = (m_posTarget - pev->origin).Length() * (1.5 - DotProduct((m_posTarget - pev->origin).Normalize(), pev->velocity.Normalize() ));
|
||
|
// if (flLength2 < flLength)
|
||
|
if (m_flLastSeen + 90 > gpGlobals->time && DotProduct( (m_posTarget - pev->origin).Normalize(), (m_posDesired - pev->origin).Normalize( )) > 0.25)
|
||
|
{
|
||
|
m_vecDesired = (m_posTarget - pev->origin).Normalize( );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_vecDesired = (m_posDesired - pev->origin).Normalize( );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_vecDesired = m_vecGoal;
|
||
|
}
|
||
|
|
||
|
Flight( );
|
||
|
|
||
|
// ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->time, m_flLastSeen, m_flPrevSeen );
|
||
|
if ((m_flLastSeen + 1 > gpGlobals->time) && (m_flPrevSeen + 2 < gpGlobals->time))
|
||
|
{
|
||
|
if (FireGun( ))
|
||
|
{
|
||
|
// slow down if we're fireing
|
||
|
if (m_flGoalSpeed > 400)
|
||
|
m_flGoalSpeed = 400;
|
||
|
}
|
||
|
|
||
|
// don't fire rockets and gun on easy mode
|
||
|
if (g_iSkillLevel == SKILL_EASY)
|
||
|
m_flNextRocket = gpGlobals->time + 10.0;
|
||
|
}
|
||
|
|
||
|
UTIL_MakeAimVectors( pev->angles );
|
||
|
Vector vecEst = (gpGlobals->v_forward * 800 + pev->velocity).Normalize( );
|
||
|
// ALERT( at_console, "%d %d %d %4.2f\n", pev->angles.x < 0, DotProduct( pev->velocity, gpGlobals->v_forward ) > -100, m_flNextRocket < gpGlobals->time, DotProduct( m_vecTarget, vecEst ) );
|
||
|
|
||
|
if ((m_iRockets % 2) == 1)
|
||
|
{
|
||
|
FireRocket( );
|
||
|
m_flNextRocket = gpGlobals->time + 0.5;
|
||
|
if (m_iRockets <= 0)
|
||
|
{
|
||
|
m_flNextRocket = gpGlobals->time + 10;
|
||
|
m_iRockets = 10;
|
||
|
}
|
||
|
}
|
||
|
else if (pev->angles.x < 0 && DotProduct( pev->velocity, gpGlobals->v_forward ) > -100 && m_flNextRocket < gpGlobals->time)
|
||
|
{
|
||
|
if (m_flLastSeen + 60 > gpGlobals->time)
|
||
|
{
|
||
|
if (m_hEnemy != NULL)
|
||
|
{
|
||
|
// make sure it's a good shot
|
||
|
if (DotProduct( m_vecTarget, vecEst) > .965)
|
||
|
{
|
||
|
TraceResult tr;
|
||
|
|
||
|
UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, ignore_monsters, edict(), &tr );
|
||
|
if ((tr.vecEndPos - m_posTarget).Length() < 512)
|
||
|
FireRocket( );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
TraceResult tr;
|
||
|
|
||
|
UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, dont_ignore_monsters, edict(), &tr );
|
||
|
// just fire when close
|
||
|
if ((tr.vecEndPos - m_posTarget).Length() < 512)
|
||
|
FireRocket( );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CApache :: Flight( void )
|
||
|
{
|
||
|
// tilt model 5 degrees
|
||
|
Vector vecAdj = Vector( 5.0, 0, 0 );
|
||
|
|
||
|
// estimate where I'll be facing in one seconds
|
||
|
UTIL_MakeAimVectors( pev->angles + pev->avelocity * 2 + vecAdj);
|
||
|
// Vector vecEst1 = pev->origin + pev->velocity + gpGlobals->v_up * m_flForce - Vector( 0, 0, 384 );
|
||
|
// float flSide = DotProduct( m_posDesired - vecEst1, gpGlobals->v_right );
|
||
|
|
||
|
float flSide = DotProduct( m_vecDesired, gpGlobals->v_right );
|
||
|
|
||
|
if (flSide < 0)
|
||
|
{
|
||
|
if (pev->avelocity.y < 60)
|
||
|
{
|
||
|
pev->avelocity.y += 8; // 9 * (3.0/2.0);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (pev->avelocity.y > -60)
|
||
|
{
|
||
|
pev->avelocity.y -= 8; // 9 * (3.0/2.0);
|
||
|
}
|
||
|
}
|
||
|
pev->avelocity.y *= 0.98;
|
||
|
|
||
|
// estimate where I'll be in two seconds
|
||
|
UTIL_MakeAimVectors( pev->angles + pev->avelocity * 1 + vecAdj);
|
||
|
Vector vecEst = pev->origin + pev->velocity * 2.0 + gpGlobals->v_up * m_flForce * 20 - Vector( 0, 0, 384 * 2 );
|
||
|
|
||
|
// add immediate force
|
||
|
UTIL_MakeAimVectors( pev->angles + vecAdj);
|
||
|
pev->velocity.x += gpGlobals->v_up.x * m_flForce;
|
||
|
pev->velocity.y += gpGlobals->v_up.y * m_flForce;
|
||
|
pev->velocity.z += gpGlobals->v_up.z * m_flForce;
|
||
|
// add gravity
|
||
|
pev->velocity.z -= 38.4; // 32ft/sec
|
||
|
|
||
|
|
||
|
float flSpeed = pev->velocity.Length();
|
||
|
float flDir = DotProduct( Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, 0 ), Vector( pev->velocity.x, pev->velocity.y, 0 ) );
|
||
|
if (flDir < 0)
|
||
|
flSpeed = -flSpeed;
|
||
|
|
||
|
float flDist = DotProduct( m_posDesired - vecEst, gpGlobals->v_forward );
|
||
|
|
||
|
// float flSlip = DotProduct( pev->velocity, gpGlobals->v_right );
|
||
|
float flSlip = -DotProduct( m_posDesired - vecEst, gpGlobals->v_right );
|
||
|
|
||
|
// fly sideways
|
||
|
if (flSlip > 0)
|
||
|
{
|
||
|
if (pev->angles.z > -30 && pev->avelocity.z > -15)
|
||
|
pev->avelocity.z -= 4;
|
||
|
else
|
||
|
pev->avelocity.z += 2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
if (pev->angles.z < 30 && pev->avelocity.z < 15)
|
||
|
pev->avelocity.z += 4;
|
||
|
else
|
||
|
pev->avelocity.z -= 2;
|
||
|
}
|
||
|
|
||
|
// sideways drag
|
||
|
pev->velocity.x = pev->velocity.x * (1.0 - fabs( gpGlobals->v_right.x ) * 0.05);
|
||
|
pev->velocity.y = pev->velocity.y * (1.0 - fabs( gpGlobals->v_right.y ) * 0.05);
|
||
|
pev->velocity.z = pev->velocity.z * (1.0 - fabs( gpGlobals->v_right.z ) * 0.05);
|
||
|
|
||
|
// general drag
|
||
|
pev->velocity = pev->velocity * 0.995;
|
||
|
|
||
|
// apply power to stay correct height
|
||
|
if (m_flForce < 80 && vecEst.z < m_posDesired.z)
|
||
|
{
|
||
|
m_flForce += 12;
|
||
|
}
|
||
|
else if (m_flForce > 30)
|
||
|
{
|
||
|
if (vecEst.z > m_posDesired.z)
|
||
|
m_flForce -= 8;
|
||
|
}
|
||
|
|
||
|
// pitch forward or back to get to target
|
||
|
if (flDist > 0 && flSpeed < m_flGoalSpeed /* && flSpeed < flDist */ && pev->angles.x + pev->avelocity.x > -40)
|
||
|
{
|
||
|
// ALERT( at_console, "F " );
|
||
|
// lean forward
|
||
|
pev->avelocity.x -= 12.0;
|
||
|
}
|
||
|
else if (flDist < 0 && flSpeed > -50 && pev->angles.x + pev->avelocity.x < 20)
|
||
|
{
|
||
|
// ALERT( at_console, "B " );
|
||
|
// lean backward
|
||
|
pev->avelocity.x += 12.0;
|
||
|
}
|
||
|
else if (pev->angles.x + pev->avelocity.x > 0)
|
||
|
{
|
||
|
// ALERT( at_console, "f " );
|
||
|
pev->avelocity.x -= 4.0;
|
||
|
}
|
||
|
else if (pev->angles.x + pev->avelocity.x < 0)
|
||
|
{
|
||
|
// ALERT( at_console, "b " );
|
||
|
pev->avelocity.x += 4.0;
|
||
|
}
|
||
|
|
||
|
// ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", pev->origin.x, pev->velocity.x, flDist, flSpeed, pev->angles.x, pev->avelocity.x, m_flForce );
|
||
|
// ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", pev->origin.z, pev->velocity.z, vecEst.z, m_posDesired.z, m_flForce );
|
||
|
|
||
|
// make rotor, engine sounds
|
||
|
if (m_iSoundState == 0)
|
||
|
{
|
||
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, 0, 110 );
|
||
|
// EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", 0.5, 0.2, 0, 110 );
|
||
|
|
||
|
m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CBaseEntity *pPlayer = NULL;
|
||
|
|
||
|
pPlayer = UTIL_FindEntityByClassname( NULL, "player" );
|
||
|
// UNDONE: this needs to send different sounds to every player for multiplayer.
|
||
|
if (pPlayer)
|
||
|
{
|
||
|
|
||
|
float pitch = DotProduct( pev->velocity - pPlayer->pev->velocity, (pPlayer->pev->origin - pev->origin).Normalize() );
|
||
|
|
||
|
pitch = (int)(100 + pitch / 50.0);
|
||
|
|
||
|
if (pitch > 250)
|
||
|
pitch = 250;
|
||
|
if (pitch < 50)
|
||
|
pitch = 50;
|
||
|
if (pitch == 100)
|
||
|
pitch = 101;
|
||
|
|
||
|
float flVol = (m_flForce / 100.0) + .1;
|
||
|
if (flVol > 1.0)
|
||
|
flVol = 1.0;
|
||
|
|
||
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
|
||
|
}
|
||
|
// EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", flVol, 0.2, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
|
||
|
|
||
|
// ALERT( at_console, "%.0f %.2f\n", pitch, flVol );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CApache :: FireRocket( void )
|
||
|
{
|
||
|
static float side = 1.0;
|
||
|
static int count;
|
||
|
|
||
|
if (m_iRockets <= 0)
|
||
|
return;
|
||
|
|
||
|
UTIL_MakeAimVectors( pev->angles );
|
||
|
Vector vecSrc = pev->origin + 1.5 * (gpGlobals->v_forward * 21 + gpGlobals->v_right * 70 * side + gpGlobals->v_up * -79);
|
||
|
|
||
|
switch( m_iRockets % 5)
|
||
|
{
|
||
|
case 0: vecSrc = vecSrc + gpGlobals->v_right * 10; break;
|
||
|
case 1: vecSrc = vecSrc - gpGlobals->v_right * 10; break;
|
||
|
case 2: vecSrc = vecSrc + gpGlobals->v_up * 10; break;
|
||
|
case 3: vecSrc = vecSrc - gpGlobals->v_up * 10; break;
|
||
|
case 4: break;
|
||
|
}
|
||
|
|
||
|
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
|
||
|
WRITE_BYTE( TE_SMOKE );
|
||
|
WRITE_COORD( vecSrc.x );
|
||
|
WRITE_COORD( vecSrc.y );
|
||
|
WRITE_COORD( vecSrc.z );
|
||
|
WRITE_SHORT( g_sModelIndexSmoke );
|
||
|
WRITE_BYTE( 20 ); // scale * 10
|
||
|
WRITE_BYTE( 12 ); // framerate
|
||
|
MESSAGE_END();
|
||
|
|
||
|
CBaseEntity *pRocket = CBaseEntity::Create( "hvr_rocket", vecSrc, pev->angles, edict() );
|
||
|
if (pRocket)
|
||
|
pRocket->pev->velocity = pev->velocity + gpGlobals->v_forward * 100;
|
||
|
|
||
|
m_iRockets--;
|
||
|
|
||
|
side = - side;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
BOOL CApache :: FireGun( )
|
||
|
{
|
||
|
UTIL_MakeAimVectors( pev->angles );
|
||
|
|
||
|
Vector posGun, angGun;
|
||
|
GetAttachment( 1, posGun, angGun );
|
||
|
|
||
|
Vector vecTarget = (m_posTarget - posGun).Normalize( );
|
||
|
|
||
|
Vector vecOut;
|
||
|
|
||
|
vecOut.x = DotProduct( gpGlobals->v_forward, vecTarget );
|
||
|
vecOut.y = -DotProduct( gpGlobals->v_right, vecTarget );
|
||
|
vecOut.z = DotProduct( gpGlobals->v_up, vecTarget );
|
||
|
|
||
|
Vector angles = UTIL_VecToAngles (vecOut);
|
||
|
|
||
|
angles.x = -angles.x;
|
||
|
if (angles.y > 180)
|
||
|
angles.y = angles.y - 360;
|
||
|
if (angles.y < -180)
|
||
|
angles.y = angles.y + 360;
|
||
|
if (angles.x > 180)
|
||
|
angles.x = angles.x - 360;
|
||
|
if (angles.x < -180)
|
||
|
angles.x = angles.x + 360;
|
||
|
|
||
|
if (angles.x > m_angGun.x)
|
||
|
m_angGun.x = min( angles.x, m_angGun.x + 12 );
|
||
|
if (angles.x < m_angGun.x)
|
||
|
m_angGun.x = max( angles.x, m_angGun.x - 12 );
|
||
|
if (angles.y > m_angGun.y)
|
||
|
m_angGun.y = min( angles.y, m_angGun.y + 12 );
|
||
|
if (angles.y < m_angGun.y)
|
||
|
m_angGun.y = max( angles.y, m_angGun.y - 12 );
|
||
|
|
||
|
m_angGun.y = SetBoneController( 0, m_angGun.y );
|
||
|
m_angGun.x = SetBoneController( 1, m_angGun.x );
|
||
|
|
||
|
Vector posBarrel, angBarrel;
|
||
|
GetAttachment( 0, posBarrel, angBarrel );
|
||
|
Vector vecGun = (posBarrel - posGun).Normalize( );
|
||
|
|
||
|
if (DotProduct( vecGun, vecTarget ) > 0.98)
|
||
|
{
|
||
|
#if 1
|
||
|
FireBullets( 1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_12MM, 1 );
|
||
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.3);
|
||
|
#else
|
||
|
static float flNext;
|
||
|
TraceResult tr;
|
||
|
UTIL_TraceLine( posGun, posGun + vecGun * 8192, dont_ignore_monsters, ENT( pev ), &tr );
|
||
|
|
||
|
if (!m_pBeam)
|
||
|
{
|
||
|
m_pBeam = CBeam::BeamCreate( "sprites/lgtning.spr", 80 );
|
||
|
m_pBeam->PointEntInit( pev->origin, entindex( ) );
|
||
|
m_pBeam->SetEndAttachment( 1 );
|
||
|
m_pBeam->SetColor( 255, 180, 96 );
|
||
|
m_pBeam->SetBrightness( 192 );
|
||
|
}
|
||
|
|
||
|
if (flNext < gpGlobals->time)
|
||
|
{
|
||
|
flNext = gpGlobals->time + 0.5;
|
||
|
m_pBeam->SetStartPos( tr.vecEndPos );
|
||
|
}
|
||
|
#endif
|
||
|
return TRUE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (m_pBeam)
|
||
|
{
|
||
|
UTIL_Remove( m_pBeam );
|
||
|
m_pBeam = NULL;
|
||
|
}
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CApache :: ShowDamage( void )
|
||
|
{
|
||
|
if (m_iDoSmokePuff > 0 || RANDOM_LONG(0,99) > pev->health)
|
||
|
{
|
||
|
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
|
||
|
WRITE_BYTE( TE_SMOKE );
|
||
|
WRITE_COORD( pev->origin.x );
|
||
|
WRITE_COORD( pev->origin.y );
|
||
|
WRITE_COORD( pev->origin.z - 32 );
|
||
|
WRITE_SHORT( g_sModelIndexSmoke );
|
||
|
WRITE_BYTE( RANDOM_LONG(0,9) + 20 ); // scale * 10
|
||
|
WRITE_BYTE( 12 ); // framerate
|
||
|
MESSAGE_END();
|
||
|
}
|
||
|
if (m_iDoSmokePuff > 0)
|
||
|
m_iDoSmokePuff--;
|
||
|
}
|
||
|
|
||
|
|
||
|
int CApache :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
|
||
|
{
|
||
|
if (pevInflictor->owner == edict())
|
||
|
return 0;
|
||
|
|
||
|
if (bitsDamageType & DMG_BLAST)
|
||
|
{
|
||
|
flDamage *= 2;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
if ( (bitsDamageType & DMG_BULLET) && flDamage > 50)
|
||
|
{
|
||
|
// clip bullet damage at 50
|
||
|
flDamage = 50;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
// ALERT( at_console, "%.0f\n", flDamage );
|
||
|
return CBaseEntity::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CApache::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
||
|
{
|
||
|
// ALERT( at_console, "%d %.0f\n", ptr->iHitgroup, flDamage );
|
||
|
|
||
|
// ignore blades
|
||
|
if (ptr->iHitgroup == 6 && (bitsDamageType & (DMG_ENERGYBEAM|DMG_BULLET|DMG_CLUB)))
|
||
|
return;
|
||
|
|
||
|
// hit hard, hits cockpit, hits engines
|
||
|
if (flDamage > 50 || ptr->iHitgroup == 1 || ptr->iHitgroup == 2)
|
||
|
{
|
||
|
// ALERT( at_console, "%.0f\n", flDamage );
|
||
|
AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
|
||
|
m_iDoSmokePuff = 3 + (flDamage / 5.0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// do half damage in the body
|
||
|
// AddMultiDamage( pevAttacker, this, flDamage / 2.0, bitsDamageType );
|
||
|
UTIL_Ricochet( ptr->vecEndPos, 2.0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
class CApacheHVR : public CGrenade
|
||
|
{
|
||
|
void Spawn( void );
|
||
|
void Precache( void );
|
||
|
void EXPORT IgniteThink( void );
|
||
|
void EXPORT AccelerateThink( void );
|
||
|
|
||
|
int Save( CSave &save );
|
||
|
int Restore( CRestore &restore );
|
||
|
static TYPEDESCRIPTION m_SaveData[];
|
||
|
|
||
|
int m_iTrail;
|
||
|
Vector m_vecForward;
|
||
|
};
|
||
|
LINK_ENTITY_TO_CLASS( hvr_rocket, CApacheHVR );
|
||
|
|
||
|
TYPEDESCRIPTION CApacheHVR::m_SaveData[] =
|
||
|
{
|
||
|
// DEFINE_FIELD( CApacheHVR, m_iTrail, FIELD_INTEGER ), // Dont' save, precache
|
||
|
DEFINE_FIELD( CApacheHVR, m_vecForward, FIELD_VECTOR ),
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_SAVERESTORE( CApacheHVR, CGrenade );
|
||
|
|
||
|
void CApacheHVR :: Spawn( void )
|
||
|
{
|
||
|
Precache( );
|
||
|
// motor
|
||
|
pev->movetype = MOVETYPE_FLY;
|
||
|
pev->solid = SOLID_BBOX;
|
||
|
|
||
|
SET_MODEL(ENT(pev), "models/HVR.mdl");
|
||
|
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
|
||
|
UTIL_SetOrigin( pev, pev->origin );
|
||
|
|
||
|
SetThink( IgniteThink );
|
||
|
SetTouch( ExplodeTouch );
|
||
|
|
||
|
UTIL_MakeAimVectors( pev->angles );
|
||
|
m_vecForward = gpGlobals->v_forward;
|
||
|
pev->gravity = 0.5;
|
||
|
|
||
|
pev->nextthink = gpGlobals->time + 0.1;
|
||
|
|
||
|
pev->dmg = 150;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CApacheHVR :: Precache( void )
|
||
|
{
|
||
|
PRECACHE_MODEL("models/HVR.mdl");
|
||
|
m_iTrail = PRECACHE_MODEL("sprites/smoke.spr");
|
||
|
PRECACHE_SOUND ("weapons/rocket1.wav");
|
||
|
}
|
||
|
|
||
|
|
||
|
void CApacheHVR :: IgniteThink( void )
|
||
|
{
|
||
|
// pev->movetype = MOVETYPE_TOSS;
|
||
|
|
||
|
// pev->movetype = MOVETYPE_FLY;
|
||
|
pev->effects |= EF_LIGHT;
|
||
|
|
||
|
// make rocket sound
|
||
|
EMIT_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5 );
|
||
|
|
||
|
// rocket trail
|
||
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
||
|
|
||
|
WRITE_BYTE( TE_BEAMFOLLOW );
|
||
|
WRITE_SHORT(entindex()); // entity
|
||
|
WRITE_SHORT(m_iTrail ); // model
|
||
|
WRITE_BYTE( 15 ); // life
|
||
|
WRITE_BYTE( 5 ); // width
|
||
|
WRITE_BYTE( 224 ); // r, g, b
|
||
|
WRITE_BYTE( 224 ); // r, g, b
|
||
|
WRITE_BYTE( 255 ); // r, g, b
|
||
|
WRITE_BYTE( 255 ); // brightness
|
||
|
|
||
|
MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS)
|
||
|
|
||
|
// set to accelerate
|
||
|
SetThink( AccelerateThink );
|
||
|
pev->nextthink = gpGlobals->time + 0.1;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CApacheHVR :: AccelerateThink( void )
|
||
|
{
|
||
|
// check world boundaries
|
||
|
if (pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096)
|
||
|
{
|
||
|
UTIL_Remove( this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// accelerate
|
||
|
float flSpeed = pev->velocity.Length();
|
||
|
if (flSpeed < 1800)
|
||
|
{
|
||
|
pev->velocity = pev->velocity + m_vecForward * 200;
|
||
|
}
|
||
|
|
||
|
// re-aim
|
||
|
pev->angles = UTIL_VecToAngles( pev->velocity );
|
||
|
|
||
|
pev->nextthink = gpGlobals->time + 0.1;
|
||
|
}
|
||
|
|
||
|
|
||
|
#endif
|