void CNPC_BigMomma::LayHeadcrab( void )
{
	CBaseEntity *pChild = CBaseEntity::Create( BIG_CHILDCLASS, GetAbsOrigin(), GetAbsAngles(), this );

	pChild->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );

	pChild->SetOwnerEntity( this );

	// Is this the second crab in a pair?
	if ( HasMemory( bits_MEMORY_CHILDPAIR ) )
	{
		m_crabTime = gpGlobals->curtime + RandomFloat( 5, 10 );
		Forget( bits_MEMORY_CHILDPAIR );
	}
	else
	{
		m_crabTime = gpGlobals->curtime + RandomFloat( 0.5, 2.5 );
		Remember( bits_MEMORY_CHILDPAIR );
	}

	trace_t tr;
	UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,100), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
	UTIL_DecalTrace( &tr, "Splash" );

	CPASAttenuationFilter filter( this );
	EmitSound( filter, entindex(), "BigMomma.LayHeadcrab" );

	m_crabCount++;
}
Beispiel #2
0
void CWorldItem::Spawn( void )
{
	CBaseEntity *pEntity = NULL;

	switch (m_iType) 
	{
	case 44: // ITEM_BATTERY:
		pEntity = CBaseEntity::Create( "item_battery", GetLocalOrigin(), GetLocalAngles() );
		break;
	case 45: // ITEM_SUIT:
		pEntity = CBaseEntity::Create( "item_suit", GetLocalOrigin(), GetLocalAngles() );
		break;
	}

	if (!pEntity)
	{
		Warning("unable to create world_item %d\n", m_iType );
	}
	else
	{
		pEntity->m_target = m_target;
		pEntity->SetName( GetEntityName() );
		pEntity->ClearSpawnFlags();
		pEntity->AddSpawnFlags( m_spawnflags );
	}

	UTIL_RemoveImmediate( this );
}
Beispiel #3
0
CBaseEntity * CEntHost::GiveNamedItem( const char * szName, int iSubType, bool removeIfNotCarried )
{
    // If I already own this type don't create one
    if ( GetHost()->Weapon_OwnsThisType( szName, iSubType ) )
        return NULL;

    CBaseEntity *pEntity = CreateEntityByName( szName );

    if ( !pEntity ) {
        Msg( "NULL Ent in GiveNamedItem!\n" );
        return NULL;
    }

    pEntity->SetLocalOrigin( GetLocalOrigin() );
    pEntity->AddSpawnFlags( SF_NORESPAWN );

    CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>(pEntity);

    DispatchSpawn( pEntity );

    if ( pWeapon ) {
        pWeapon->SetSubType( iSubType );
        GetHost()->Weapon_Equip( pWeapon );
    }
    else {
        if ( pEntity && !(pEntity->IsMarkedForDeletion()) ) {
            pEntity->Touch( GetHost() );
        }
    }

    return pEntity;
}
//-----------------------------------------------------------------------------
// Purpose: Creates the NPC.
//-----------------------------------------------------------------------------
void CHL1NPCMaker::MakeNPC( void )
{
	if (!CanMakeNPC())
	{
		return;
	}

	CBaseEntity	*pent = (CBaseEntity*)CreateEntityByName( STRING(m_iszNPCClassname) );

	if ( !pent )
	{
		Warning("NULL Ent in NPCMakerHL1!\n" );
		return;
	}
	
	m_OnSpawnNPC.FireOutput( this, this );

	pent->SetLocalOrigin( GetAbsOrigin() );
	pent->SetLocalAngles( GetAbsAngles() );

	pent->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );

	if ( m_spawnflags & SF_NPCMakerHL1_FADE )
	{
		pent->AddSpawnFlags( SF_NPC_FADE_CORPSE );
	}


	DispatchSpawn( pent );
	pent->SetOwnerEntity( this );

	m_cLiveChildren++;// count this NPC

	if (!(m_spawnflags & SF_NPCMakerHL1_INF_CHILD))
	{
		m_iMaxNumNPCs--;

		if ( IsDepleted() )
		{
			// Disable this forever.  Don't kill it because it still gets death notices
			SetThink( NULL );
			SetUse( NULL );
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CItem_ItemCrate::OnBreak( const Vector &vecVelocity, const AngularImpulse &angImpulse, CBaseEntity *pBreaker )
{
	// FIXME: We could simply store the name of an entity to put into the crate 
	// as a string entered in by worldcraft. Should we?	I'd do it for sure
	// if it was easy to get a dropdown with all entity types in it.

	m_OnCacheInteraction.FireOutput(pBreaker,this);

	for ( int i = 0; i < m_nItemCount; ++i )
	{
		CBaseEntity *pSpawn = NULL;
		switch( m_CrateType )
		{
		case CRATE_SPECIFIC_ITEM:
			pSpawn = CreateEntityByName( STRING(m_strItemClass) );
			break;

		default:
			break;
		}

		if ( !pSpawn )
			return;

		// Give a little randomness...
		Vector vecOrigin;
		CollisionProp()->RandomPointInBounds( Vector(0.25, 0.25, 0.25), Vector( 0.75, 0.75, 0.75 ), &vecOrigin );
		pSpawn->SetAbsOrigin( vecOrigin );

		QAngle vecAngles;
		vecAngles.x = random->RandomFloat( -20.0f, 20.0f );
		vecAngles.y = random->RandomFloat( 0.0f, 360.0f );
		vecAngles.z = random->RandomFloat( -20.0f, 20.0f );
		pSpawn->SetAbsAngles( vecAngles );

		Vector vecActualVelocity;
		vecActualVelocity.Random( -10.0f, 10.0f );
//		vecActualVelocity += vecVelocity;
		pSpawn->SetAbsVelocity( vecActualVelocity );

		QAngle angVel;
		AngularImpulseToQAngle( angImpulse, angVel );
		pSpawn->SetLocalAngularVelocity( angVel );

		// If we're creating an item, it can't be picked up until it comes to rest
		// But only if it wasn't broken by a vehicle
		CItem *pItem = dynamic_cast<CItem*>(pSpawn);
		if ( pItem && !pBreaker->GetServerVehicle())
		{
			pItem->ActivateWhenAtRest();
		}

		pSpawn->Spawn();

		// Avoid missing items drops by a dynamic resupply because they don't think immediately
		if ( FClassnameIs( pSpawn, "item_dynamic_resupply" ) )
		{
			if ( m_strAlternateMaster != NULL_STRING )
			{
				DynamicResupply_InitFromAlternateMaster( pSpawn, m_strAlternateMaster );
			}
			if ( i == 0 )
			{
				pSpawn->AddSpawnFlags( SF_DYNAMICRESUPPLY_ALWAYS_SPAWN );
			}
			pSpawn->SetNextThink( gpGlobals->curtime );
		}
	}
}
IASW_Spawnable_NPC* CASW_Base_Spawner::SpawnAlien( const char *szAlienClassName, const Vector &vecHullMins, const Vector &vecHullMaxs )
{
	if ( !IsValidOnThisSkillLevel() )
	{
		UTIL_Remove(this);		// delete ourself if this spawner isn't valid on this difficulty level
		return NULL;
	}

	if ( !CanSpawn( vecHullMins, vecHullMaxs ) )	// this may turn off m_bCurrentlySpawningUber if there's no room
		return NULL;

	CBaseEntity	*pEntity = CreateEntityByName( szAlienClassName );
	if ( !pEntity )
	{
		Msg( "Failed to spawn %s\n", szAlienClassName );
		return NULL;
	}

	CAI_BaseNPC	*pNPC = pEntity->MyNPCPointer();
	if ( pNPC )
	{
		pNPC->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );		
	}

	// check if he can see far
	if ( m_bLongRangeNPC )
		pEntity->AddSpawnFlags( SF_NPC_LONG_RANGE );

	if ( HasSpawnFlags( ASW_SF_NEVER_SLEEP ) )
		pEntity->AddSpawnFlags( SF_NPC_ALWAYSTHINK );

	// Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC.
	QAngle angles = GetAbsAngles();
	angles.x = 0.0;
	angles.z = 0.0;	
	pEntity->SetAbsOrigin( GetAbsOrigin() );	
	pEntity->SetAbsAngles( angles );

	IASW_Spawnable_NPC* pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>(pEntity);
	Assert( pSpawnable );	
	if ( !pSpawnable )
	{
		Warning( "NULL Spawnable Ent in asw_spawner! AlienClass = %s\n", szAlienClassName );
		UTIL_Remove( pEntity );
		return NULL;
	}
	m_flLastSpawnTime = gpGlobals->curtime;
	if ( m_bStartBurrowed )
	{
		pSpawnable->StartBurrowed();
	}

	if ( m_bStartBurrowed )
	{
		pSpawnable->SetUnburrowIdleActivity( m_UnburrowIdleActivity );
		pSpawnable->SetUnburrowActivity( m_UnburrowActivity );
	}

	DispatchSpawn( pEntity );	

	pEntity->SetOwnerEntity( this );
	pEntity->Activate();

	if ( m_AlienName != NULL_STRING )
	{
		pEntity->SetName( m_AlienName );
	}
	
	pSpawnable->SetSpawner( this );

	RemoveObstructingProps( pEntity );	
	
	// give our aliens the orders
	pSpawnable->SetAlienOrders( m_AlienOrders, vec3_origin, GetOrderTarget() );

	m_OnSpawned.FireOutput(pEntity, this);

	return pSpawnable;
}
Beispiel #7
0
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CNPC_Vortigaunt::HandleAnimEvent( animevent_t *pEvent )
{
    // ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame );
    switch( pEvent->event )
    {
    case ISLAVE_AE_CLAW:
    {
        // SOUND HERE!
        CBaseEntity *pHurt = CheckTraceHullAttack( 40, Vector(-10,-10,-10), Vector(10,10,10), sk_islave_dmg_claw.GetFloat(), DMG_SLASH );
        CPASAttenuationFilter filter( this );
        if ( pHurt )
        {
            if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
                pHurt->ViewPunch( QAngle( 5, 0, -18 ) );

            // Play a random attack hit sound
            enginesound->EmitSound( filter, entindex(), CHAN_WEAPON, pAttackHitSounds[ random->RandomInt(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_iVoicePitch );
        }
        else
            // Play a random attack miss sound
            enginesound->EmitSound( filter, entindex(), CHAN_WEAPON, pAttackMissSounds[ random->RandomInt(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_iVoicePitch );
    }
    break;

    case ISLAVE_AE_CLAWRAKE:
    {
        CBaseEntity *pHurt = CheckTraceHullAttack( 40, Vector(-10,-10,-10), Vector(10,10,10), sk_islave_dmg_clawrake.GetFloat(), DMG_SLASH );
        CPASAttenuationFilter filter2( this );
        if ( pHurt )
        {
            if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
                pHurt->ViewPunch( QAngle( 5, 0, 18 ) );

            enginesound->EmitSound( filter2, entindex(), CHAN_WEAPON, pAttackHitSounds[ random->RandomInt(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_iVoicePitch );
        }
        else
            enginesound->EmitSound( filter2, entindex(), CHAN_WEAPON, pAttackMissSounds[ random->RandomInt(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_iVoicePitch );
    }
    break;

    case ISLAVE_AE_ZAP_POWERUP:
    {
        // speed up attack when on hard
        if ( g_iSkillLevel == SKILL_HARD )
            m_flPlaybackRate = 1.5;

        Vector v_forward;
        GetVectors( &v_forward, NULL, NULL );

        CBroadcastRecipientFilter filter;
        te->DynamicLight( filter, 0.0, &GetAbsOrigin(), 125, 200, 100, 2, 120, 0.2 / m_flPlaybackRate, 0 );

        if ( m_hDead != NULL )
        {
            WackBeam( -1, m_hDead );
            WackBeam( 1, m_hDead );
        }
        else
        {
            ArmBeam( -1 );
            ArmBeam( 1 );
            BeamGlow( );
        }

        CPASAttenuationFilter filter3( this );
        enginesound->EmitSound( filter3, entindex(), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 );

// Huh?  Model doesn't have multiple texturegroups, commented this out.  -LH
//			m_nSkin = m_iBeams / 2;
    }
    break;

    case ISLAVE_AE_ZAP_SHOOT:
    {
        ClearBeams( );

        if ( m_hDead != NULL )
        {
            Vector vecDest = m_hDead->GetAbsOrigin() + Vector( 0, 0, 38 );
            trace_t trace;
            UTIL_TraceHull( vecDest, vecDest, GetHullMins(), GetHullMaxs(),MASK_SOLID, m_hDead, COLLISION_GROUP_NONE, &trace );

            if ( !trace.startsolid )
            {
                CBaseEntity *pNew = Create( "monster_alien_slave", m_hDead->GetAbsOrigin(), m_hDead->GetAbsAngles() );

                pNew->AddSpawnFlags( 1 );
                WackBeam( -1, pNew );
                WackBeam( 1, pNew );
                UTIL_Remove( m_hDead );
                break;
            }
        }

        ClearMultiDamage();

        ZapBeam( -1 );
        ZapBeam( 1 );

        CPASAttenuationFilter filter4( this );
        enginesound->EmitSound( filter4, entindex(), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, random->RandomInt( 130, 160 ) );
        ApplyMultiDamage();

        m_flNextAttack = gpGlobals->curtime + random->RandomFloat( 0.5, 4.0 );
    }
    break;

    case ISLAVE_AE_ZAP_DONE:
    {
        ClearBeams();
    }
    break;

    default:
        BaseClass::HandleAnimEvent( pEvent );
        break;
    }
}