Half-Life: Added basic monster_houndeye ranged blast attack code. This still needs further reverse engineering as I think the dmg value varies.
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@ -22,6 +22,8 @@ Houndeye
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*/
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*/
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#define HE_BLAST_RADIUS 384
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enum
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enum
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{
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{
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HE_IDLE,
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HE_IDLE,
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@ -67,8 +69,64 @@ class monster_houndeye:CBaseMonster
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virtual void(int) Death;
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virtual void(int) Death;
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virtual void(void) IdleNoise;
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virtual void(void) IdleNoise;
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virtual void(void) Respawn;
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virtual void(void) Respawn;
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virtual int(void) AttackMelee;
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virtual void(void) AttackBlast;
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};
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};
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int
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monster_houndeye::AttackMelee(void)
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{
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AnimPlay(HE_ATTACK);
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Sound_Play(this, CHAN_WEAPON, "monster_houndeye.attack");
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m_flAttackThink = m_flAnimTime + 0.5f;
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think = AttackBlast;
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nextthink = m_flAnimTime;
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}
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void
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monster_houndeye::AttackBlast(void)
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{
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float new_dmg;
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float dist;
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float diff;
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vector pos;
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float dmg = 50; /* TODO: set proper damage */
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for (entity e = world; (e = findfloat(e, ::takedamage, DAMAGE_YES));) {
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pos[0] = e.absmin[0] + (0.5 * (e.absmax[0] - e.absmin[0]));
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pos[1] = e.absmin[1] + (0.5 * (e.absmax[1] - e.absmin[1]));
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pos[2] = e.absmin[2] + (0.5 * (e.absmax[2] - e.absmin[2]));
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if (e.classname == "monster_houndeye")
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continue;
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/* don't bother if it's not anywhere near us */
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dist = vlen(origin - pos);
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if (dist > HE_BLAST_RADIUS) {
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continue;
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}
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/* can we physically hit this thing? */
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other = world;
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traceline(e.origin, origin, MOVE_OTHERONLY, this);
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if (trace_fraction < 1.0f)
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dmg *= 0.5f;
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/* calculate new damage values */
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diff = vlen(origin - pos);
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diff = (HE_BLAST_RADIUS - diff) / HE_BLAST_RADIUS;
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new_dmg = rint(dmg * diff);
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if (diff > 0) {
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Damage_Apply(e, this, new_dmg, 0, DMG_EXPLODE);
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}
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}
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Sound_Play(this, CHAN_WEAPON, "monster_houndeye.blast");
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}
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void
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void
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monster_houndeye::Pain(int iHitBody)
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monster_houndeye::Pain(int iHitBody)
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{
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{
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@ -129,6 +187,7 @@ monster_houndeye::monster_houndeye(void)
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{
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{
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Sound_Precache("monster_houndeye.alert");
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Sound_Precache("monster_houndeye.alert");
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Sound_Precache("monster_houndeye.attack");
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Sound_Precache("monster_houndeye.attack");
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Sound_Precache("monster_houndeye.blast");
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Sound_Precache("monster_houndeye.die");
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Sound_Precache("monster_houndeye.die");
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Sound_Precache("monster_houndeye.idle");
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Sound_Precache("monster_houndeye.idle");
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Sound_Precache("monster_houndeye.pain");
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Sound_Precache("monster_houndeye.pain");
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@ -137,5 +196,6 @@ monster_houndeye::monster_houndeye(void)
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base_health = Skill_GetValue("houndeye_health");
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base_health = Skill_GetValue("houndeye_health");
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base_mins = [-16,-16,0];
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base_mins = [-16,-16,0];
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base_maxs = [16,16,36];
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base_maxs = [16,16,36];
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m_iAlliance = MAL_ALIEN;
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CBaseMonster::CBaseMonster();
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CBaseMonster::CBaseMonster();
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}
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}
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