Ejemplo n.º 1
0
// Find an entity that I'm interested in and precache the sounds he'll need in the sequence.
void CCineMonster::Activate(void)
{
	edict_t *     pentTarget;
	CBaseMonster *pTarget;

	// The entity name could be a target name or a classname
	// Check the targetname
	pentTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_iszEntity));
	pTarget    = NULL;

	while(!pTarget && !FNullEnt(pentTarget))
	{
		if(FBitSet(VARS(pentTarget)->flags, FL_MONSTER))
		{
			pTarget = GetMonsterPointer(pentTarget);
		}
		pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity));
	}

	// If no entity with that targetname, check the classname
	if(!pTarget)
	{
		pentTarget = FIND_ENTITY_BY_CLASSNAME(NULL, STRING(m_iszEntity));
		while(!pTarget && !FNullEnt(pentTarget))
		{
			pTarget    = GetMonsterPointer(pentTarget);
			pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity));
		}
	}
	// Found a compatible entity
	if(pTarget)
	{
		void *pmodel;
		pmodel = GET_MODEL_PTR(pTarget->edict());
		if(pmodel)
		{
			// Look through the event list for stuff to precache
			SequencePrecache(pmodel, STRING(m_iszIdle));
			SequencePrecache(pmodel, STRING(m_iszPlay));
		}
	}
}
Ejemplo n.º 2
0
CBaseMonster *COsprey :: MakeGrunt( Vector vecSrc )
{
	CBaseEntity *pEntity;
	CBaseMonster *pGrunt;

	TraceResult tr;
	UTIL_TraceLine( vecSrc, vecSrc + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr);
	if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP) 
		return NULL;

	for (int i = 0; i < m_iUnits; i++)
	{
		if (m_hGrunt[i] == NULL || !m_hGrunt[i]->IsAlive())
		{
			if (m_hGrunt[i] != NULL && m_hGrunt[i]->pev->rendermode == kRenderNormal)
			{
				m_hGrunt[i]->SUB_StartFadeOut( );
			}
			pEntity = Create( "monster_human_grunt", vecSrc, pev->angles );
			pGrunt = pEntity->MyMonsterPointer( );
			pGrunt->pev->movetype = MOVETYPE_FLY;
			pGrunt->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) );
			pGrunt->SetActivity( ACT_GLIDE );

			CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 );
			pBeam->PointEntInit( vecSrc + Vector(0,0,112), pGrunt->edict() );
			pBeam->SetFlags( FBEAM_SOLID );
			pBeam->SetColor( 255, 255, 255 );
			pBeam->SetThink(&CBeam:: SUB_Remove );
			pBeam->SetNextThink( -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5 );

			// ALERT( at_console, "%d at %.0f %.0f %.0f\n", i, m_vecOrigin[i].x, m_vecOrigin[i].y, m_vecOrigin[i].z );  
			pGrunt->m_vecLastPosition = m_vecOrigin[i];
			m_hGrunt[i] = pGrunt;
			return pGrunt;
		}
	}
	// ALERT( at_console, "none dead\n");
	return NULL;
}
Ejemplo n.º 3
0
// Find an entity that I'm interested in and precache the sounds he'll need in the sequence.
void CCineMonster::Activate( void )
{
	CBaseMonster* pTarget = nullptr;

	CBaseEntity* pNextTarget = nullptr;

	// The entity name could be a target name or a classname
	// Check the targetname
	while( !pTarget && ( pNextTarget = UTIL_FindEntityByTargetname( pNextTarget, STRING( m_iszEntity ) ) ) != nullptr )
	{
		if( pNextTarget->GetFlags().Any( FL_MONSTER ) )
		{
			pTarget = pNextTarget->MyMonsterPointer();
		}
	}

	// If no entity with that targetname, check the classname
	if( !pTarget )
	{
		pNextTarget = nullptr;
		while( !pTarget && ( pNextTarget = UTIL_FindEntityByClassname( pNextTarget, STRING( m_iszEntity ) ) ) != nullptr )
		{
			pTarget = pNextTarget->MyMonsterPointer();
		}
	}

	// Found a compatible entity
	if( pTarget )
	{
		void *pmodel;
		pmodel = GET_MODEL_PTR( pTarget->edict() );
		if( pmodel )
		{
			// Look through the event list for stuff to precache
			SequencePrecache( pmodel, STRING( m_iszIdle ) );
			SequencePrecache( pmodel, STRING( m_iszPlay ) );
		}
	}
}