//----------------------------------------------------------------------------- // // $Logfile:: /Quake 2 Engine/Sin/code/game/eonandpeon.cpp $ // $Revision:: 8 $ // $Author:: Markd $ // $Date:: 11/09/98 12:31a $ // // Copyright (C) 1998 by Ritual Entertainment, Inc. // All rights reserved. // // This source is may not be distributed and/or modified without // expressly written permission by Ritual Entertainment, Inc. // // $Log:: /Quake 2 Engine/Sin/code/game/eonandpeon.cpp $ // // 8 11/09/98 12:31a Markd // slowed down eonbomb // // 7 11/09/98 12:24a Markd // make sure we have a currentEnemy when dieing // // 6 10/27/98 3:47p Markd // fixed potential eon and peon bug // // 5 10/27/98 5:24a Markd // made eon and peon not fade out // // 4 10/27/98 3:53a Markd // Put in eon throwing // // 3 10/25/98 4:43a Markd // incremental // // 2 10/23/98 3:41p Markd // incremental check in // // 1 10/23/98 5:06a Markd // // DESCRIPTION: // Eon and Peon // #include "g_local.h" #include "actor.h" #include "eonandpeon.h" #include "specialfx.h" #include "gibs.h" class EXPORT_FROM_DLL EonBomb : public Projectile { public: CLASS_PROTOTYPE( EonBomb ); virtual void Setup( Entity *owner, Vector pos, Vector vel ); virtual void EonBombTouch( Event *ev ); }; CLASS_DECLARATION( Projectile, EonBomb, NULL ); ResponseDef EonBomb::Responses[] = { { &EV_Touch, ( Response )EonBomb::EonBombTouch }, { NULL, NULL } }; void EonBomb::EonBombTouch ( Event *ev ) { if ( sv_gibs->value && !parentmode->value ) { CreateGibs( this, health, 0.3, 10 ); } PostEvent( EV_Remove, 0 ); } void EonBomb::Setup ( Entity *owner, Vector pos, Vector vel ) { // Flies like a grenade setMoveType( MOVETYPE_TOSS ); setSolidType( SOLID_BBOX ); edict->clipmask = MASK_PROJECTILE; setModel( "eon.def" ); RandomAnimate( "idle", NULL ); // Set the flying velocity velocity = vel; takedamage = DAMAGE_NO; setSize( "-1 -1 -1", "1 1 1" ); setOrigin( pos ); worldorigin.copyTo(edict->s.old_origin); // Remove the projectile in the future PostEvent( EV_Remove, 30 ); } CLASS_DECLARATION( Peon, EonAndPeon, "boss_eonandpeon" ); Event EV_EonAndPeon_SpawnGoo( "spawngoo" ); ResponseDef EonAndPeon::Responses[] = { { &EV_EonAndPeon_SpawnGoo, ( Response )EonAndPeon::SpawnGoo }, { &EV_Killed, ( Response )EonAndPeon::Killed }, { &EV_FadeOut, NULL }, { NULL, NULL } }; EonAndPeon::EonAndPeon() { eon = new Entity; eon->setModel( "boss_eon.def" ); levelVars.SetVariable( "eon", eon ); setModel( "boss_peon.def" ); flags |= FL_POSTTHINK; } void EonAndPeon::Chatter ( const char *snd, float chance, float volume, int channel ) { if ( chattime > level.time ) { return; } if ( eon ) eon->RandomSound( snd, volume, channel, ATTN_NONE ); RandomSound( snd, volume, channel, ATTN_NONE ); chattime = level.time + 7 + G_Random( 5 ); } void EonAndPeon::Postthink ( void ) { if ( eon ) { eon->setOrigin( worldorigin ); eon->setAngles( worldangles ); eon->edict->s.anim = edict->s.anim; eon->edict->s.frame = edict->s.frame; eon->edict->s.scale = edict->s.scale; } } void EonAndPeon::Killed ( Event *ev ) { EonBomb * eonbomb; Vector vel; Vector pos; Vector target; float speed; pos = worldorigin; pos.z = absmax.z; speed = 250; if ( currentEnemy ) { target = G_PredictPosition( pos, currentEnemy->centroid, currentEnemy->velocity, speed ); vel = G_CalculateImpulse ( pos, target, speed, 0.1f ); } else { vel.z = 200; } eonbomb = new EonBomb; eonbomb->gravity = 0.1f; eonbomb->Setup( this, pos, vel ); eonbomb->RandomSound( "snd_yell" ); // delete the real eon eon->PostEvent( EV_Remove, 0 ); eon = NULL; levelVars.SetVariable( "eon", 0 ); // // call normal actor function // Actor::Killed( ev ); }