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4f13237895
Change CRLF to LF in repo.
572 lines
14 KiB
C++
572 lines
14 KiB
C++
#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 "player.h"
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#include "soundent.h"
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#include "gamerules.h"
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#include "AvHAlienWeapons.h"
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#include "AvHPlayer.h"
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#ifdef AVH_CLIENT
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#include "cl_dll/eventscripts.h"
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#include "cl_dll/in_defs.h"
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#include "cl_dll/wrect.h"
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#include "cl_dll/cl_dll.h"
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#endif
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#include "../common/hldm.h"
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#include "../common/event_api.h"
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#include "../common/event_args.h"
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#include "../common/vector_util.h"
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#include "AvHAlienWeaponConstants.h"
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#include "AvHPlayerUpgrade.h"
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#include "AvHConstants.h"
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#include "AvHHulls.h"
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// Allow assignment within conditional
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#pragma warning (disable: 4706)
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#ifdef AVH_SERVER
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enum w_squeak_e {
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WSQUEAK_IDLE1 = 0,
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WSQUEAK_FIDGET,
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WSQUEAK_JUMP,
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WSQUEAK_RUN,
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};
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enum squeak_e {
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SQUEAK_IDLE1 = 0,
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SQUEAK_FIDGETFIT,
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SQUEAK_FIDGETNIP,
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SQUEAK_DOWN,
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SQUEAK_UP,
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SQUEAK_THROW
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};
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class BabblerProjectile : public CGrenade
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{
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void Spawn( void );
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void Precache( void );
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//int Classify( void );
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virtual int IRelationship(CBaseEntity* inTarget);
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void EXPORT SuperBounceTouch( CBaseEntity *pOther );
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void EXPORT HuntThink( void );
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int BloodColor( void ) { return BLOOD_COLOR_YELLOW; }
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void Killed( entvars_t *pevAttacker, int iGib );
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void GibMonster( void );
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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static float m_flNextBounceSoundTime;
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// CBaseEntity *m_pTarget;
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float m_flDie;
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Vector m_vecTarget;
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float m_flNextHunt;
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float m_flNextHit;
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Vector m_posPrev;
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EHANDLE m_hOwner;
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int m_iMyClass;
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};
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float BabblerProjectile::m_flNextBounceSoundTime = 0;
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LINK_ENTITY_TO_CLASS(kwBabblerProjectile, BabblerProjectile);
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//TYPEDESCRIPTION BabblerProjectile::m_SaveData[] =
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//{
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// DEFINE_FIELD( BabblerProjectile, m_flDie, FIELD_TIME ),
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// DEFINE_FIELD( BabblerProjectile, m_vecTarget, FIELD_VECTOR ),
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// DEFINE_FIELD( BabblerProjectile, m_flNextHunt, FIELD_TIME ),
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// DEFINE_FIELD( BabblerProjectile, m_flNextHit, FIELD_TIME ),
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// DEFINE_FIELD( BabblerProjectile, m_posPrev, FIELD_POSITION_VECTOR ),
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// DEFINE_FIELD( BabblerProjectile, m_hOwner, FIELD_EHANDLE ),
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//};
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//
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//IMPLEMENT_SAVERESTORE( BabblerProjectile, CGrenade );
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#define SQUEEK_DETONATE_DELAY 15.0
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//int BabblerProjectile :: Classify ( void )
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//{
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// if (m_iMyClass != 0)
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// return m_iMyClass; // protect against recursion
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//
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// if (m_hEnemy != NULL)
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// {
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// m_iMyClass = CLASS_INSECT; // no one cares about it
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// switch( m_hEnemy->Classify( ) )
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// {
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// case CLASS_PLAYER:
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// case CLASS_HUMAN_PASSIVE:
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// case CLASS_HUMAN_MILITARY:
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// m_iMyClass = 0;
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// return CLASS_ALIEN_MILITARY; // barney's get mad, grunts get mad at it
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// }
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// m_iMyClass = 0;
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// }
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//
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// return CLASS_ALIEN_BIOWEAPON;
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//}
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int BabblerProjectile::IRelationship(CBaseEntity* inTarget)
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{
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int theRelationship = R_NO;
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// Don't attack cloaked players
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inTarget);
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if(thePlayer && thePlayer->GetIsCloaked())
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{
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theRelationship = R_NO;
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}
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else
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{
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// Attack all monsters that aren't on our team
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CBaseMonster* theMonsterPointer = dynamic_cast<CBaseMonster*>(inTarget);
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if(theMonsterPointer && (theMonsterPointer->pev->team != this->pev->team))
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{
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theRelationship = R_DL;
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}
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else
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{
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// Look at own team vs. incoming team
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AvHTeamNumber inTeam = (AvHTeamNumber)inTarget->pev->team;
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if(inTeam != TEAM_IND)
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{
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if(inTeam == this->pev->team)
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{
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theRelationship = R_AL;
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}
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else
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{
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// Don't keep switching targets constantly
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theRelationship = R_DL;
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}
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}
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}
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}
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return theRelationship;
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}
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void BabblerProjectile::Spawn( void )
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{
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Precache( );
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// motor
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pev->movetype = MOVETYPE_BOUNCE;
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pev->solid = SOLID_BBOX;
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pev->classname = MAKE_STRING(kwsBabblerProjectile);
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SET_MODEL(ENT(pev), kBabblerModel);
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//UTIL_SetSize(pev, Vector( -4, -4, 0), Vector(4, 4, 8));
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UTIL_SetSize(pev, Vector(HULL1_MINX, HULL1_MINY, HULL1_MINZ), Vector(HULL1_MAXX, HULL1_MAXY, HULL1_MAXZ));
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UTIL_SetOrigin( pev, pev->origin );
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SetTouch( &BabblerProjectile::SuperBounceTouch );
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SetThink( &BabblerProjectile::HuntThink );
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pev->nextthink = gpGlobals->time + 0.1;
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m_flNextHunt = gpGlobals->time + 1E6;
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pev->flags |= FL_MONSTER;
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pev->takedamage = DAMAGE_AIM;
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pev->health = gSkillData.snarkHealth;
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pev->gravity = 0.5;
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pev->friction = 0.5;
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m_flDie = gpGlobals->time + SQUEEK_DETONATE_DELAY;
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m_flFieldOfView = 0; // 180 degrees
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if ( pev->owner )
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m_hOwner = Instance( pev->owner );
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m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned.
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//pev->sequence = WSQUEAK_RUN;
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pev->sequence = 4;
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ResetSequenceInfo( );
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}
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void BabblerProjectile::Precache( void )
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{
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PRECACHE_UNMODIFIED_MODEL(kBabblerModel);
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PRECACHE_UNMODIFIED_SOUND(kBabblerBlastSound);
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PRECACHE_UNMODIFIED_SOUND(kBabblerDieSound);
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PRECACHE_UNMODIFIED_SOUND(kBabblerHunt1Sound);
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PRECACHE_UNMODIFIED_SOUND(kBabblerHunt2Sound);
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PRECACHE_UNMODIFIED_SOUND(kBabblerHunt3Sound);
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PRECACHE_UNMODIFIED_SOUND(kBabblerBiteSound);
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PRECACHE_UNMODIFIED_SOUND("common/bodysplat.wav");
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}
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void BabblerProjectile :: Killed( entvars_t *pevAttacker, int iGib )
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{
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pev->model = iStringNull;// make invisible
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SetThink( &BabblerProjectile::SUB_Remove );
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SetTouch( NULL );
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pev->nextthink = gpGlobals->time + 0.1;
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// since squeak grenades never leave a body behind, clear out their takedamage now.
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// Squeaks do a bit of radius damage when they pop, and that radius damage will
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// continue to call this function unless we acknowledge the Squeak's death now. (sjb)
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pev->takedamage = DAMAGE_NO;
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// play squeek blast
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EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, kBabblerBlastSound, 1, 0.5, 0, PITCH_NORM);
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CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0 );
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UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 );
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if (m_hOwner != NULL)
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RadiusDamage ( pev, m_hOwner->pev, kBabblerExplodeDamage, CLASS_NONE, NS_DMG_BLAST);
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else
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RadiusDamage ( pev, pev, kBabblerExplodeDamage, CLASS_NONE, NS_DMG_BLAST );
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// reset owner so death message happens
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if (m_hOwner != NULL)
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pev->owner = m_hOwner->edict();
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CBaseMonster :: Killed( pevAttacker, GIB_ALWAYS );
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}
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void BabblerProjectile :: GibMonster( void )
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200);
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}
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int BabblerProjectile::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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{
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if(!pevAttacker)
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{
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pevAttacker = pevInflictor;
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}
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if(!pevInflictor)
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{
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pevInflictor = pevAttacker;
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}
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// Note: NS_DMG_ORGANIC should affect us fully
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return CGrenade::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
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}
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void BabblerProjectile::HuntThink( void )
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{
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// ALERT( at_console, "think\n" );
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if (!IsInWorld())
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{
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SetTouch( NULL );
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UTIL_Remove( this );
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return;
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}
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StudioFrameAdvance( );
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pev->nextthink = gpGlobals->time + 0.1;
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// explode when ready
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if (gpGlobals->time >= m_flDie)
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{
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g_vecAttackDir = pev->velocity.Normalize( );
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pev->health = -1;
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Killed( pev, 0 );
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return;
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}
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// float
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if (pev->waterlevel != 0)
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{
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if (pev->movetype == MOVETYPE_BOUNCE)
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{
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pev->movetype = MOVETYPE_FLY;
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}
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pev->velocity = pev->velocity * 0.9;
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pev->velocity.z += 8.0;
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}
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else if (pev->movetype = MOVETYPE_FLY)
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{
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pev->movetype = MOVETYPE_BOUNCE;
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}
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// return if not time to hunt
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if (m_flNextHunt > gpGlobals->time)
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return;
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m_flNextHunt = gpGlobals->time + 2.0;
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CBaseEntity *pOther = NULL;
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Vector vecDir;
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TraceResult tr;
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Vector vecFlat = pev->velocity;
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vecFlat.z = 0;
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vecFlat = vecFlat.Normalize( );
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UTIL_MakeVectors( pev->angles );
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if (m_hEnemy == NULL || !m_hEnemy->IsAlive())
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{
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// find target, bounce a bit towards it.
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Look( 512 );
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m_hEnemy = BestVisibleEnemy( );
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}
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// squeek if it's about time blow up
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if ((m_flDie - gpGlobals->time <= 0.5) && (m_flDie - gpGlobals->time >= 0.3))
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, kBabblerDieSound, 1, ATTN_NORM, 0, 100 + RANDOM_LONG(0,0x3F));
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CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 );
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}
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// higher pitch as squeeker gets closer to detonation time
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float flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY);
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if (flpitch < 80)
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flpitch = 80;
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if (m_hEnemy != NULL)
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{
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if (FVisible( m_hEnemy ))
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{
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vecDir = m_hEnemy->EyePosition() - pev->origin;
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m_vecTarget = vecDir.Normalize( );
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}
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float flVel = pev->velocity.Length();
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float flAdj = 50.0 / (flVel + 10.0);
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if (flAdj > 1.2)
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flAdj = 1.2;
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// ALERT( at_console, "think : enemy\n");
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// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );
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pev->velocity = pev->velocity * flAdj + m_vecTarget * 300;
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}
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if (pev->flags & FL_ONGROUND)
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{
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pev->avelocity = Vector( 0, 0, 0 );
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}
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else
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{
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if (pev->avelocity == Vector( 0, 0, 0))
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{
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pev->avelocity.x = RANDOM_FLOAT( -100, 100 );
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pev->avelocity.z = RANDOM_FLOAT( -100, 100 );
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}
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}
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if ((pev->origin - m_posPrev).Length() < 1.0)
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{
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pev->velocity.x = RANDOM_FLOAT( -100, 100 );
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pev->velocity.y = RANDOM_FLOAT( -100, 100 );
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}
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m_posPrev = pev->origin;
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pev->angles = UTIL_VecToAngles( pev->velocity );
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pev->angles.z = 0;
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pev->angles.x = 0;
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}
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void BabblerProjectile::SuperBounceTouch( CBaseEntity *pOther )
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{
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float flpitch;
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TraceResult tr = UTIL_GetGlobalTrace( );
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// don't hit the guy that launched this grenade
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if ( pev->owner && pOther->edict() == pev->owner )
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return;
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// at least until we've bounced once
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pev->owner = NULL;
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pev->angles.x = 0;
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pev->angles.z = 0;
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// avoid bouncing too much
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if (m_flNextHit > gpGlobals->time)
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return;
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// higher pitch as squeeker gets closer to detonation time
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flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY);
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if ( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time )
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{
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// attack!
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// make sure it's me who has touched them
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if (tr.pHit == pOther->edict())
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{
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// and it's not another squeakgrenade
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if (tr.pHit->v.modelindex != pev->modelindex)
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{
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// ALERT( at_console, "hit enemy\n");
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ClearMultiDamage( );
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pOther->TraceAttack(pev, kBabblerBiteDamage, gpGlobals->v_forward, &tr, NS_DMG_BLAST);
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if (m_hOwner != NULL)
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ApplyMultiDamage( pev, m_hOwner->pev );
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else
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ApplyMultiDamage( pev, pev );
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// m_flDie += 2.0; // add more life
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// make bite sound
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, kBabblerBiteSound, 1.0, ATTN_NORM);//, (int)flpitch);
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//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, kBabblerBiteSound, 1.0, ATTN_NORM, 0, (int)flpitch);
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m_flNextAttack = gpGlobals->time + 0.5;
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}
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}
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else
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{
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// ALERT( at_console, "been hit\n");
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}
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}
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m_flNextHit = gpGlobals->time + 0.1;
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m_flNextHunt = gpGlobals->time;
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// Limit how often snarks can make their bounce sounds to prevent overflows.
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if ( gpGlobals->time < m_flNextBounceSoundTime )
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{
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// too soon!
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return;
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}
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if (!(pev->flags & FL_ONGROUND))
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{
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// play bounce sound
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float flRndSound = RANDOM_FLOAT ( 0 , 1 );
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if ( flRndSound <= 0.33 )
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, kBabblerHunt1Sound, 1, ATTN_NORM, 0, (int)flpitch);
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else if (flRndSound <= 0.66)
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, kBabblerHunt2Sound, 1, ATTN_NORM, 0, (int)flpitch);
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else
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, kBabblerHunt3Sound, 1, ATTN_NORM, 0, (int)flpitch);
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CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 );
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}
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else
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{
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// skittering sound
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CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 100, 0.1 );
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}
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m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second.
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}
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#endif
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LINK_ENTITY_TO_CLASS(kwBabblerGun, AvHBabblerGun);
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void AvHBabblerGun::Init()
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{
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this->mRange = kBabblerGunRange;
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this->mROF = kBabblerGunROF;
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}
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int AvHBabblerGun::GetBarrelLength() const
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{
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return kBabblerGunBarrelLength;
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}
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int AvHBabblerGun::GetDeployAnimation() const
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{
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return 7;
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}
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int AvHBabblerGun::GetIdleAnimation() const
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{
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// Must be odd
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int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 1);
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return theAnimation;
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}
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int AvHBabblerGun::GetShootAnimation() const
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{
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return 4;
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}
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char* AvHBabblerGun::GetViewModel() const
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{
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return kLevel2ViewModel;
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}
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void AvHBabblerGun::Precache()
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kBabblerGunSound);
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UTIL_PrecacheOther(kwsBabblerProjectile);
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this->mEvent = PRECACHE_EVENT(1, kBabblerGunEventName);
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}
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void AvHBabblerGun::Spawn()
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{
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AvHAlienWeapon::Spawn();
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this->Precache();
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this->m_iId = AVH_WEAPON_BABBLER;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsBabblerGun);
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SET_MODEL(ENT(this->pev), kNullModel);
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FallInit();// get ready to fall down.
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}
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void AvHBabblerGun::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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// TODO: Make sure we don't have too many already? Play a sound if we have too many?
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UTIL_MakeVectors( this->m_pPlayer->pev->v_angle );
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TraceResult tr;
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Vector trace_origin;
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// HACK HACK: Ugly hacks to handle change in origin based on new physics code for players
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// Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 )
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trace_origin = this->m_pPlayer->pev->origin + this->m_pPlayer->pev->view_ofs;
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// if(this->m_pPlayer->pev->flags & FL_DUCKING)
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// {
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// trace_origin = trace_origin - (VEC_HULL_MIN - VEC_DUCK_HULL_MIN);
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// }
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// find place to toss monster
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UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * 64, dont_ignore_monsters, NULL, &tr );
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if ( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25 )
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{
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CBaseEntity* theProjectile = CBaseEntity::Create(kwsBabblerProjectile, tr.vecEndPos, this->m_pPlayer->pev->v_angle, this->m_pPlayer->edict() );
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theProjectile->pev->velocity = gpGlobals->v_forward * 200 + this->m_pPlayer->pev->velocity;
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theProjectile->pev->team = this->m_pPlayer->pev->team;
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theProjectile->pev->owner = this->m_pPlayer->edict();
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}
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#endif
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}
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