//========================================================= // MeleeAttack1() // Ataque cuerpo a cuerpo #1 // En este caso: //========================================================= void CNPC_Scient::MeleeAttack1() { /* Ataque cuerpo a cuerpo ¡Ejemplo! En este código el NPC aventará y empujara al usuario con un golpe. Esto es solo un ejemplo, modifique o elimine. */ // Atacar CBaseEntity *pHurt = CheckTraceHullAttack(70, Vector(-16,-16,-16), Vector(16,16,16), sk_grunt_dmg_high.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB); // ¿Le hice daño? if (pHurt) { Vector forward, up; AngleVectors(GetAbsAngles(), &forward, NULL, &up); // Aturdirlo if (pHurt->GetFlags() & (FL_NPC | FL_CLIENT)) pHurt->ViewPunch(QAngle(70, 0, -70)); // Aventarlo por los aires. pHurt->ApplyAbsVelocityImpulse(400 * (up + 1*forward)); } AttackSound(); }
void CNPC_Infected::MeleeAttack( float distance, float damage, QAngle &viewPunch, Vector &shove ) { Vector vecForceDir; // Always hurt bullseyes for now if ( ( GetEnemy() != NULL ) && ( GetEnemy()->Classify() == CLASS_BULLSEYE ) ) { vecForceDir = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin()); CTakeDamageInfo info( this, this, damage, DMG_SLASH ); CalculateMeleeDamageForce( &info, vecForceDir, GetEnemy()->GetAbsOrigin() ); GetEnemy()->TakeDamage( info ); return; } CBaseEntity *pHurt = CheckTraceHullAttack( distance, -Vector(16,16,32), Vector(16,16,32), damage, DMG_SLASH, 5.0f ); if ( pHurt ) { vecForceDir = ( pHurt->WorldSpaceCenter() - WorldSpaceCenter() ); //FIXME: Until the interaction is setup, kill combine soldiers in one hit -- jdw if ( FClassnameIs( pHurt, "npc_combine_s" ) ) { CTakeDamageInfo dmgInfo( this, this, pHurt->m_iHealth+25, DMG_SLASH ); CalculateMeleeDamageForce( &dmgInfo, vecForceDir, pHurt->GetAbsOrigin() ); pHurt->TakeDamage( dmgInfo ); return; } CBasePlayer *pPlayer = ToBasePlayer( pHurt ); if ( pPlayer != NULL ) { //Kick the player angles if ( !(pPlayer->GetFlags() & FL_GODMODE ) && pPlayer->GetMoveType() != MOVETYPE_NOCLIP ) { pPlayer->ViewPunch( viewPunch ); Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize(dir); QAngle angles; VectorAngles( dir, angles ); Vector forward, right; AngleVectors( angles, &forward, &right, NULL ); //Push the target back pHurt->ApplyAbsVelocityImpulse( - right * shove[1] - forward * shove[0] ); } } // Play a random attack hit sound EmitSound( "Zombie.Punch" ); } else { EmitSound( "Zombie.AttackMiss" ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Bug_Warrior::MeleeAttack( float distance, float damage, QAngle& viewPunch, Vector& shove ) { if ( GetEnemy() == NULL ) return; // Trace directly at my target Vector vStart = GetAbsOrigin(); vStart.z += WorldAlignSize().z * 0.5; Vector vecForward = (GetEnemy()->EyePosition() - vStart); VectorNormalize( vecForward ); Vector vEnd = vStart + (vecForward * distance ); // Use half the size of my target for the box Vector vecHalfTraceBox = (GetEnemy()->WorldAlignMaxs() - GetEnemy()->WorldAlignMins()) * 0.25; //NDebugOverlay::Box( vStart, -Vector(10,10,10), Vector(10,10,10), 0,255,0,20,1.0); //NDebugOverlay::Box( GetEnemy()->EyePosition(), -Vector(10,10,10), Vector(10,10,10), 255,255,255,20,1.0); CBaseEntity *pHurt = CheckTraceHullAttack( vStart, vEnd, -vecHalfTraceBox, vecHalfTraceBox, damage, DMG_SLASH ); if ( pHurt ) { CBasePlayer *pPlayer = ToBasePlayer( pHurt ); if ( pPlayer ) { //Kick the player angles pPlayer->ViewPunch( viewPunch ); Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize(dir); QAngle angles; VectorAngles( dir, angles ); Vector forward, right; AngleVectors( angles, &forward, &right, NULL ); // Push the target back Vector vecImpulse; VectorMultiply( right, -shove[1], vecImpulse ); VectorMA( vecImpulse, -shove[0], forward, vecImpulse ); pHurt->ApplyAbsVelocityImpulse( vecImpulse ); } // Play a random attack hit sound EmitSound( "NPC_Bug_Warrior.AttackHit" ); } }
//----------------------------------------------------------------------------- // Purpose: Catch stalker specific messages // Input : // Output : //----------------------------------------------------------------------------- void CNPC_Stalker::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->Event() ) { case NPC_EVENT_LEFTFOOT: { EmitSound( "NPC_Stalker.FootstepLeft", pEvent->eventtime ); } break; case NPC_EVENT_RIGHTFOOT: { EmitSound( "NPC_Stalker.FootstepRight", pEvent->eventtime ); } break; case STALKER_AE_MELEE_HIT: { CBaseEntity *pHurt; pHurt = CheckTraceHullAttack( 32, Vector(-16,-16,-16), Vector(16,16,16), sk_stalker_melee_dmg.GetFloat(), DMG_SLASH ); if ( pHurt ) { if ( pHurt->GetFlags() & (FL_NPC|FL_CLIENT) ) { pHurt->ViewPunch( QAngle( 5, 0, random->RandomInt(-10,10)) ); } // Spawn some extra blood if we hit a BCC CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pHurt ); if (pBCC) { SpawnBlood(pBCC->EyePosition(), g_vecAttackDir, pBCC->BloodColor(), sk_stalker_melee_dmg.GetFloat()); } // Play a attack hit sound EmitSound( "NPC_Stalker.Hit" ); } break; } default: BaseClass::HandleAnimEvent( pEvent ); break; } }
//softcopy: ignite/explode marine by boomer melee attack, 1=melee, 2=touch, 3=All void CASW_Boomer::MeleeAttack(float distance, float damage) { CBaseEntity *pHurt = CheckTraceHullAttack( distance, -Vector(16,16,32), Vector(16,16,32), damage, DMG_SLASH, asw_boomer_melee_force.GetFloat() ); if ( pHurt ) { CASW_Marine *pMarine = CASW_Marine::AsMarine( pHurt ); if ( pMarine ) { CTakeDamageInfo info( this, this, damage, DMG_SLASH ); damageTypes = "melee attack"; if (asw_boomer_ignite.GetInt() == 1 || asw_boomer_ignite.GetInt() == 3) MarineIgnite(pMarine, info, alienLabel, damageTypes); if ((asw_boomer_explode.GetInt()==1 || asw_boomer_explode.GetInt()==3) && asw_boomer_touch_damage.GetInt() > 0) MarineExplode(pMarine, alienLabel, damageTypes); } } }
CBaseEntity *CASW_Simple_Alien::CheckTraceHullAttack( float flDist, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float forceScale, bool bDamageAnyNPC ) { // If only a length is given assume we want to trace in our facing direction Vector forward; AngleVectors( GetAbsAngles(), &forward ); Vector vStart = GetAbsOrigin(); // The ideal place to start the trace is in the center of the attacker's bounding box. // however, we need to make sure there's enough clearance. Some of the smaller monsters aren't // as big as the hull we try to trace with. (SJB) float flVerticalOffset = WorldAlignSize().z * 0.5; if( flVerticalOffset < maxs.z ) { // There isn't enough room to trace this hull, it's going to drag the ground. // so make the vertical offset just enough to clear the ground. flVerticalOffset = maxs.z + 1.0; } vStart.z += flVerticalOffset; Vector vEnd = vStart + (forward * flDist ); return CheckTraceHullAttack( vStart, vEnd, mins, maxs, iDamage, iDmgType, forceScale, bDamageAnyNPC ); }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. // // Returns number of events handled, 0 if none. //========================================================= void CISlave::HandleAnimEvent(MonsterEvent_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(70, gSkillData.slaveDmgClaw, DMG_SLASH); if(pHurt) { if(pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) { pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; } // Play a random attack hit sound EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackHitSounds) - 1)], 1.0, ATTN_NORM, 0, m_voicePitch); } else { // Play a random attack miss sound EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackMissSounds) - 1)], 1.0, ATTN_NORM, 0, m_voicePitch); } } break; case ISLAVE_AE_CLAWRAKE: { CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.slaveDmgClawrake, DMG_SLASH); if(pHurt) { if(pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) { pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; } EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackHitSounds) - 1)], 1.0, ATTN_NORM, 0, m_voicePitch); } else { EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG(0, ARRAYSIZE(pAttackMissSounds) - 1)], 1.0, ATTN_NORM, 0, m_voicePitch); } } break; case ISLAVE_AE_ZAP_POWERUP: { // speed up attack when on hard if(g_iSkillLevel == SKILL_HARD) pev->framerate = 1.5; UTIL_MakeAimVectors(pev->angles); if(m_iBeams == 0) { Vector vecSrc = pev->origin + gpGlobals->v_forward * 2; MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecSrc); WRITE_BYTE(TE_DLIGHT); WRITE_COORD(vecSrc.x); // X WRITE_COORD(vecSrc.y); // Y WRITE_COORD(vecSrc.z); // Z WRITE_BYTE(12); // radius * 0.1 WRITE_BYTE(255); // r WRITE_BYTE(180); // g WRITE_BYTE(96); // b WRITE_BYTE(20 / pev->framerate); // time * 10 WRITE_BYTE(0); // decay * 0.1 MESSAGE_END(); } if(m_hDead != NULL) { WackBeam(-1, m_hDead); WackBeam(1, m_hDead); } else { ArmBeam(-1); ArmBeam(1); BeamGlow(); } EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10); pev->skin = m_iBeams / 2; } break; case ISLAVE_AE_ZAP_SHOOT: { ClearBeams(); if(m_hDead != NULL) { Vector vecDest = m_hDead->pev->origin + Vector(0, 0, 38); TraceResult trace; UTIL_TraceHull(vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead->edict(), &trace); if(!trace.fStartSolid) { CBaseEntity * pNew = Create("monster_alien_slave", m_hDead->pev->origin, m_hDead->pev->angles); CBaseMonster *pNewMonster = pNew->MyMonsterPointer(); pNew->pev->spawnflags |= 1; WackBeam(-1, pNew); WackBeam(1, pNew); UTIL_Remove(m_hDead); EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG(130, 160)); /* CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles ); pEffect->Use( this, this, USE_ON, 1 ); */ break; } } ClearMultiDamage(); UTIL_MakeAimVectors(pev->angles); ZapBeam(-1); ZapBeam(1); EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG(130, 160)); // STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" ); ApplyMultiDamage(pev, pev); m_flNextAttack = gpGlobals->time + RANDOM_FLOAT(0.5, 4.0); } break; case ISLAVE_AE_ZAP_DONE: { ClearBeams(); } break; default: CSquadMonster::HandleAnimEvent(pEvent); break; } }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CGonome :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case ZOMBIE_AE_ATTACK_RIGHT: { // do stuff for this event. // ALERT( at_console, "Slash right!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack( MELEE_DIST, gSkillData.gonomeDmgOneSlash, DMG_SLASH ); if ( pHurt ) { if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) { // pHurt->pev->punchangle.z = -18; // pHurt->pev->punchangle.x = 5; pHurt->pev->punchangle.z = -22; pHurt->pev->punchangle.x = 9; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; } // Play a random attack hit sound EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } else // Play a random attack miss sound EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); EMIT_SOUND( ENT(pev), CHAN_BODY, "gonome/gonome_melee1.wav", 1, ATTN_NORM ); if (RANDOM_LONG(0,1)) AttackSound(); } break; case ZOMBIE_AE_ATTACK_LEFT: { // do stuff for this event. // ALERT( at_console, "Slash left!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack( MELEE_DIST, gSkillData.gonomeDmgOneSlash, DMG_SLASH ); if ( pHurt ) { if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) { // pHurt->pev->punchangle.z = 18; // pHurt->pev->punchangle.x = 5; pHurt->pev->punchangle.z = 22; pHurt->pev->punchangle.x = 9; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; } EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } else EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); EMIT_SOUND( ENT(pev), CHAN_BODY, "gonome/gonome_melee1.wav", 1, ATTN_NORM ); if (RANDOM_LONG(0,1)) AttackSound(); } break; //EMIT_SOUND( ENT(pev), CHAN_BODY, "gonome/gonome_melee1.wav", 1, ATTN_NORM ); case ZOMBIE_AE_ATTACK_BOTH: { // do stuff for this event. CBaseEntity *pHurt = CheckTraceHullAttack( MELEE_DIST, gSkillData.gonomeDmgBothSlash, DMG_SLASH ); if ( pHurt ) { if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) { // pHurt->pev->punchangle.x = 5; pHurt->pev->punchangle.x = 10; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; } EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } else EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); if (RANDOM_LONG(0,1)) AttackSound(); } break; default: CBaseMonster::HandleAnimEvent( pEvent ); break; } }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. // // Returns number of events handled, 0 if none. //========================================================= void CAGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case AGRUNT_AE_HORNET1: case AGRUNT_AE_HORNET2: case AGRUNT_AE_HORNET3: case AGRUNT_AE_HORNET4: case AGRUNT_AE_HORNET5: { // m_vecEnemyLKP should be center of enemy body Vector vecArmPos, vecArmDir; Vector vecDirToEnemy; Vector angDir; if (HasConditions( bits_COND_SEE_ENEMY)) { vecDirToEnemy = ( ( m_vecEnemyLKP ) - pev->origin ); angDir = UTIL_VecToAngles( vecDirToEnemy ); vecDirToEnemy = vecDirToEnemy.Normalize(); } else { angDir = pev->angles; UTIL_MakeAimVectors( angDir ); vecDirToEnemy = gpGlobals->v_forward; } pev->effects = EF_MUZZLEFLASH; // make angles +-180 if (angDir.x > 180) { angDir.x = angDir.x - 360; } SetBlending( 0, angDir.x ); GetAttachment( 0, vecArmPos, vecArmDir ); vecArmPos = vecArmPos + vecDirToEnemy * 32; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecArmPos ); WRITE_BYTE( TE_SPRITE ); WRITE_COORD( vecArmPos.x ); // pos WRITE_COORD( vecArmPos.y ); WRITE_COORD( vecArmPos.z ); WRITE_SHORT( iAgruntMuzzleFlash ); // model WRITE_BYTE( 6 ); // size * 10 WRITE_BYTE( 128 ); // brightness MESSAGE_END(); CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, UTIL_VecToAngles( vecDirToEnemy ), edict() ); UTIL_MakeVectors ( pHornet->pev->angles ); pHornet->pev->velocity = gpGlobals->v_forward * 300; switch ( RANDOM_LONG ( 0 , 2 ) ) { case 0: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire1.wav", 1.0, ATTN_NORM, 0, 100 ); break; case 1: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire2.wav", 1.0, ATTN_NORM, 0, 100 ); break; case 2: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire3.wav", 1.0, ATTN_NORM, 0, 100 ); break; } CBaseMonster *pHornetMonster = pHornet->MyMonsterPointer(); if ( pHornetMonster ) { pHornetMonster->m_hEnemy = m_hEnemy; } } break; case AGRUNT_AE_LEFT_FOOT: switch (RANDOM_LONG(0,1)) { // left foot case 0: EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder2.wav", 1, ATTN_NORM, 0, 70 ); break; case 1: EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder4.wav", 1, ATTN_NORM, 0, 70 ); break; } break; case AGRUNT_AE_RIGHT_FOOT: // right foot switch (RANDOM_LONG(0,1)) { case 0: EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder1.wav", 1, ATTN_NORM, 0, 70 ); break; case 1: EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder3.wav", 1, ATTN_NORM, 0 ,70); break; } break; case AGRUNT_AE_LEFT_PUNCH: { CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB ); if ( pHurt ) { pHurt->pev->punchangle.y = -25; pHurt->pev->punchangle.x = 8; // OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above. if ( pHurt->IsPlayer() ) { // this is a player. Knock him around. pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 250; } EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); Vector vecArmPos, vecArmAng; GetAttachment( 0, vecArmPos, vecArmAng ); SpawnBlood(vecArmPos, pHurt->BloodColor(), 25);// a little surface blood. } else { // Play a random attack miss sound EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } } break; case AGRUNT_AE_RIGHT_PUNCH: { CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB ); if ( pHurt ) { pHurt->pev->punchangle.y = 25; pHurt->pev->punchangle.x = 8; // OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above. if ( pHurt->IsPlayer() ) { // this is a player. Knock him around. pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -250; } EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); Vector vecArmPos, vecArmAng; GetAttachment( 0, vecArmPos, vecArmAng ); SpawnBlood(vecArmPos, pHurt->BloodColor(), 25);// a little surface blood. } else { // Play a random attack miss sound EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } } break; default: CSquadMonster::HandleAnimEvent( pEvent ); break; } }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CZombie :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case ZOMBIE_AE_ATTACK_RANGE: { Vector vecToss; UTIL_MakeAimVectors ( pev->angles ); vecToss = VecCheckThrow( pev, GetGunPosition(), m_vecEnemyLKP, 750, 1 ); AttackMissSound(); CGuts::ShootGuts(pev, GetGunPosition(), vecToss); } break; case ZOMBIE_AE_ATTACK_RIGHT: { // do stuff for this event. CBaseEntity *pHurt = CheckTraceHullAttack( 70, zombie_dmg_melee.value, DMG_SLASH ); if ( pHurt ) { if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) { pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; } AttackHitSound(); } else AttackMissSound(); if (RANDOM_LONG(0,1)) AttackSound(); } break; case ZOMBIE_AE_ATTACK_LEFT: { // do stuff for this event. CBaseEntity *pHurt = CheckTraceHullAttack( 70, zombie_dmg_melee.value, DMG_SLASH ); if ( pHurt ) { if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) { pHurt->pev->punchangle.z = 18; pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; } AttackHitSound(); } else AttackMissSound(); if (RANDOM_LONG(0,1)) AttackSound(); } break; case ZOMBIE_AE_ATTACK_BOTH: { // do stuff for this event. CBaseEntity *pHurt = CheckTraceHullAttack( 70, zombie_dmg_melee.value*2, DMG_SLASH ); if ( pHurt ) { if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) { pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; } AttackHitSound(); } else AttackMissSound(); if (RANDOM_LONG(0,1)) AttackSound(); } break; default: CBaseMonster::HandleAnimEvent( pEvent ); break; } }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case BSQUID_AE_SPIT: { Vector vSpitPos; GetAttachment("mouth", vSpitPos); vSpitPos.z += 40.0f; Vector vTarget; // If our enemy is looking at us and far enough away, lead him if (HasCondition(COND_ENEMY_FACING_ME) && UTIL_DistApprox(GetAbsOrigin(), GetEnemy()->GetAbsOrigin()) > (40 * 12)) { UTIL_PredictedPosition(GetEnemy(), 0.5f, &vTarget); vTarget.z = GetEnemy()->GetAbsOrigin().z; } else { // Otherwise he can't see us and he won't be able to dodge vTarget = GetEnemy()->BodyTarget(vSpitPos, true); } vTarget[2] += random->RandomFloat(0.0f, 32.0f); // Try and spit at our target Vector vecToss; if (GetSpitVector(vSpitPos, vTarget, &vecToss) == false) { DevMsg("GetSpitVector( vSpitPos, vTarget, &vecToss ) == false\n"); // Now try where they were if (GetSpitVector(vSpitPos, m_vSavePosition, &vecToss) == false) { DevMsg("GetSpitVector( vSpitPos, m_vSavePosition, &vecToss ) == false\n"); // Failing that, just shoot with the old velocity we calculated initially! vecToss = m_vecSaveSpitVelocity; } } // Find what our vertical theta is to estimate the time we'll impact the ground Vector vecToTarget = (vTarget - vSpitPos); VectorNormalize(vecToTarget); float flVelocity = VectorNormalize(vecToss); float flCosTheta = DotProduct(vecToTarget, vecToss); float flTime = (vSpitPos - vTarget).Length2D() / (flVelocity * flCosTheta); // Emit a sound where this is going to hit so that targets get a chance to act correctly CSoundEnt::InsertSound(SOUND_DANGER, vTarget, (15 * 12), flTime, this); // Don't fire again until this volley would have hit the ground (with some lag behind it) SetNextAttack(gpGlobals->curtime + flTime + random->RandomFloat(0.5f, 2.0f)); for (int i = 0; i < 6; i++) { CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateEntityByName("grenade_spit"); pGrenade->SetAbsOrigin(vSpitPos); pGrenade->SetAbsAngles(vec3_angle); DispatchSpawn(pGrenade); pGrenade->SetThrower(this); pGrenade->SetOwnerEntity(this); if (i == 0) { pGrenade->SetSpitSize(SPIT_LARGE); pGrenade->SetAbsVelocity(vecToss * flVelocity); } else { pGrenade->SetAbsVelocity((vecToss + RandomVector(-0.035f, 0.035f)) * flVelocity); pGrenade->SetSpitSize(random->RandomInt(SPIT_SMALL, SPIT_MEDIUM)); } // Tumble through the air pGrenade->SetLocalAngularVelocity(QAngle(random->RandomFloat(-250, -500), random->RandomFloat(-250, -500), random->RandomFloat(-250, -500))); } for (int i = 0; i < 8; i++) { DispatchParticleEffect("blood_impact_yellow_01", vSpitPos + RandomVector(-12.0f, 12.0f), RandomAngle(0, 360)); } EmitSound("NPC_Antlion.PoisonShoot"); } break; case BSQUID_AE_BITE: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH ); if ( pHurt ) { Vector forward, up; AngleVectors( GetAbsAngles(), &forward, NULL, &up ); pHurt->ApplyAbsVelocityImpulse( 100 * (up-forward) ); pHurt->SetGroundEntity( NULL ); } } break; case BSQUID_AE_WHIP_SND: { EmitSound( "NPC_Bullsquid.TailWhip" ); break; } /* case BSQUID_AE_TAILWHIP: { CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB ); if ( pHurt ) { Vector right, up; AngleVectors( GetAbsAngles(), NULL, &right, &up ); if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) ) pHurt->ViewPunch( QAngle( 20, 0, -20 ) ); pHurt->ApplyAbsVelocityImpulse( 100 * (up+2*right) ); } } break; */ case BSQUID_AE_BLINK: { // close eye. m_nSkin = 1; } break; case BSQUID_AE_HOP: { float flGravity = GetCurrentGravity(); // throw the squid up into the air on this frame. if ( GetFlags() & FL_ONGROUND ) { SetGroundEntity( NULL ); } // jump 40 inches into the air Vector vecVel = GetAbsVelocity(); vecVel.z += sqrt( flGravity * 2.0 * 40 ); SetAbsVelocity( vecVel ); } break; case BSQUID_AE_THROW: { // squid throws its prey IF the prey is a client. CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), 0, 0 ); if ( pHurt ) { pHurt->ViewPunch( QAngle(20,0,-20) ); // screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. UTIL_ScreenShake( pHurt->GetAbsOrigin(), 25.0, 1.5, 0.7, 2, SHAKE_START ); // If the player, throw him around if ( pHurt->IsPlayer()) { Vector forward, up; AngleVectors( GetLocalAngles(), &forward, NULL, &up ); pHurt->ApplyAbsVelocityImpulse( forward * 300 + up * 300 ); } // If not the player see if has bullsquid throw interatcion else { CBaseCombatCharacter *pVictim = ToBaseCombatCharacter( pHurt ); if (pVictim) { if ( pVictim->DispatchInteraction( g_interactionBullsquidThrow, NULL, this ) ) { Vector forward, up; AngleVectors( GetLocalAngles(), &forward, NULL, &up ); pVictim->ApplyAbsVelocityImpulse( forward * 300 + up * 250 ); } } } } } break; default: BaseClass::HandleAnimEvent( pEvent ); } }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case BSQUID_AE_SPIT: { if ( GetEnemy() ) { Vector vecSpitOffset; Vector vecSpitDir; Vector vRight, vUp, vForward; AngleVectors ( GetAbsAngles(), &vForward, &vRight, &vUp ); // !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here. // we should be able to read the position of bones at runtime for this info. vecSpitOffset = ( vRight * 8 + vForward * 60 + vUp * 50 ); vecSpitOffset = ( GetAbsOrigin() + vecSpitOffset ); vecSpitDir = ( ( GetEnemy()->BodyTarget( GetAbsOrigin() ) ) - vecSpitOffset ); VectorNormalize( vecSpitDir ); vecSpitDir.x += random->RandomFloat( -0.05, 0.05 ); vecSpitDir.y += random->RandomFloat( -0.05, 0.05 ); vecSpitDir.z += random->RandomFloat( -0.05, 0 ); AttackSound(); CSquidSpit::Shoot( this, vecSpitOffset, vecSpitDir * 900 ); } } break; case BSQUID_AE_BITE: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH ); if ( pHurt ) { Vector forward, up; AngleVectors( GetAbsAngles(), &forward, NULL, &up ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() - (forward * 100) ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) ); pHurt->SetGroundEntity( NULL ); } } break; case BSQUID_AE_TAILWHIP: { CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB ); if ( pHurt ) { Vector right, up; AngleVectors( GetAbsAngles(), NULL, &right, &up ); if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) ) pHurt->ViewPunch( QAngle( 20, 0, -20 ) ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (right * 200) ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) ); } } break; case BSQUID_AE_BLINK: { // close eye. m_nSkin = 1; } break; case BSQUID_AE_HOP: { float flGravity = sv_gravity.GetFloat(); // throw the squid up into the air on this frame. if ( GetFlags() & FL_ONGROUND ) { SetGroundEntity( NULL ); } // jump into air for 0.8 (24/30) seconds Vector vecVel = GetAbsVelocity(); vecVel.z += ( 0.625 * flGravity ) * 0.5; SetAbsVelocity( vecVel ); } break; case BSQUID_AE_THROW: { // squid throws its prey IF the prey is a client. CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), 0, 0 ); if ( pHurt ) { // croonchy bite sound CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Bullsquid.Bite" ); // screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. UTIL_ScreenShake( pHurt->GetAbsOrigin(), 25.0, 1.5, 0.7, 2, SHAKE_START ); if ( pHurt->IsPlayer() ) { Vector forward, up; AngleVectors( GetAbsAngles(), &forward, NULL, &up ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + forward * 300 + up * 300 ); } } } break; default: BaseClass::HandleAnimEvent( pEvent ); } }
void CASW_Simple_Alien::MeleeAttack( float distance, float damage, QAngle &viewPunch, Vector &shove ) { Vector vecForceDir; // Always hurt bullseyes for now if ( ( GetEnemy() != NULL ) && ( GetEnemy()->Classify() == CLASS_BULLSEYE ) ) { vecForceDir = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin()); CTakeDamageInfo info( this, this, damage, DMG_SLASH ); CalculateMeleeDamageForce( &info, vecForceDir, GetEnemy()->GetAbsOrigin() ); GetEnemy()->TakeDamage( info ); return; } CBaseEntity *pHurt = CheckTraceHullAttack( distance, -Vector(16,16,32), Vector(16,16,32), damage, DMG_SLASH, 5.0f ); if ( pHurt ) { vecForceDir = ( pHurt->WorldSpaceCenter() - WorldSpaceCenter() ); CBasePlayer *pPlayer = ToBasePlayer( pHurt ); if ( pPlayer != NULL ) { //Kick the player angles pPlayer->ViewPunch( viewPunch ); Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin(); VectorNormalize(dir); QAngle angles; VectorAngles( dir, angles ); Vector forward, right; AngleVectors( angles, &forward, &right, NULL ); //Push the target back pHurt->ApplyAbsVelocityImpulse( - right * shove[1] - forward * shove[0] ); } // Play a random attack hit sound AttackSound(); // bleed em if ( UTIL_ShouldShowBlood(pHurt->BloodColor()) ) { // Hit an NPC. Bleed them! Vector vecBloodPos; Vector forward, right, up; AngleVectors( GetAbsAngles(), &forward, &right, &up ); //if( GetAttachment( "leftclaw", vecBloodPos ) ) { //Vector diff = vecBloodPos - GetAbsOrigin(); //if (diff.z < 0) //vecBloodPos.z = GetAbsOrigin().z - (diff.z * 2); vecBloodPos = GetAbsOrigin() + forward * 60 - right * 14 + up * 50; SpawnBlood( vecBloodPos, g_vecAttackDir, pHurt->BloodColor(), MIN( damage, 30 ) ); } //if( GetAttachment( "rightclaw", vecBloodPos ) ) { vecBloodPos = GetAbsOrigin() + forward * 60 + right * 14 + up * 50; SpawnBlood( vecBloodPos, g_vecAttackDir, pHurt->BloodColor(), MIN( damage, 30 ) ); } } } }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CZombie :: HandleAnimEvent( AnimEvent_t& event ) { switch( event.event ) { case ZOMBIE_AE_ATTACK_RIGHT: { // do stuff for this event. // ALERT( at_console, "Slash right!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.GetZombieDmgOneSlash(), DMG_SLASH ); if ( pHurt ) { if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) { pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; } // Play a random attack hit sound EMIT_SOUND_DYN ( this, CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } else // Play a random attack miss sound EMIT_SOUND_DYN ( this, CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); if (RANDOM_LONG(0,1)) AttackSound(); } break; case ZOMBIE_AE_ATTACK_LEFT: { // do stuff for this event. // ALERT( at_console, "Slash left!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.GetZombieDmgOneSlash(), DMG_SLASH ); if ( pHurt ) { if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) { pHurt->pev->punchangle.z = 18; pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; } EMIT_SOUND_DYN ( this, CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } else EMIT_SOUND_DYN ( this, CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); if (RANDOM_LONG(0,1)) AttackSound(); } break; case ZOMBIE_AE_ATTACK_BOTH: { // do stuff for this event. CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.GetZombieDmgBothSlash(), DMG_SLASH ); if ( pHurt ) { if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) { pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; } EMIT_SOUND_DYN ( this, CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } else EMIT_SOUND_DYN ( this, CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); if (RANDOM_LONG(0,1)) AttackSound(); } break; default: CBaseMonster::HandleAnimEvent( event ); break; } }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case BSQUID_AE_SPIT: { if ( GetEnemy() ) { Vector vSpitPos; QAngle vSpitAngle; GetAttachment( "Mouth", vSpitPos, vSpitAngle); Vector vTarget = GetEnemy()->GetAbsOrigin(); Vector vToss; CBaseEntity* pBlocker; float flGravity = sv_gravity.GetFloat() * SPIT_GRAVITY; ThrowLimit(vSpitPos, vTarget, flGravity, 3, Vector(0,0,0), Vector(0,0,0), GetEnemy(), &vToss, &pBlocker); CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateNoSpawn( "grenade_spit", vSpitPos, vec3_angle, this ); //pGrenade->KeyValue( "velocity", vToss ); pGrenade->Spawn( ); pGrenade->SetOwner( this ); pGrenade->SetOwnerEntity( this ); pGrenade->SetSpitSize( 2 ); pGrenade->SetAbsVelocity( vToss ); // Tumble through the air pGrenade->SetLocalAngularVelocity( QAngle( random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ) ) ); AttackSound(); CPVSFilter filter( vSpitPos ); te->SpriteSpray( filter, 0.0, &vSpitPos, &vToss, m_nSquidSpitSprite, 5, 10, 15 ); } } break; case BSQUID_AE_BITE: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH ); if ( pHurt ) { Vector forward, up; AngleVectors( GetAbsAngles(), &forward, NULL, &up ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() - (forward * 100) ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) ); pHurt->RemoveFlag( FL_ONGROUND ); } } break; case BSQUID_AE_WHIP_SND: { EmitSound( "NPC_Bullsquid.TailWhip" ); break; } /* case BSQUID_AE_TAILWHIP: { CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB ); if ( pHurt ) { Vector right, up; AngleVectors( GetAbsAngles(), NULL, &right, &up ); if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) ) pHurt->ViewPunch( QAngle( 20, 0, -20 ) ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (right * 200) ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (up * 100) ); } } break; */ case BSQUID_AE_BLINK: { // close eye. m_nSkin = 1; } break; case BSQUID_AE_HOP: { float flGravity = sv_gravity.GetFloat(); // throw the squid up into the air on this frame. if ( GetFlags() & FL_ONGROUND ) { RemoveFlag( FL_ONGROUND ); } // jump into air for 0.8 (24/30) seconds Vector vecVel = GetAbsVelocity(); vecVel.z += ( 0.625 * flGravity ) * 0.5; SetAbsVelocity( vecVel ); } break; case BSQUID_AE_THROW: { // squid throws its prey IF the prey is a client. CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), 0, 0 ); if ( pHurt ) { pHurt->ViewPunch( QAngle(20,0,-20) ); // screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. UTIL_ScreenShake( pHurt->GetAbsOrigin(), 25.0, 1.5, 0.7, 2, SHAKE_START ); // If the player, throw him around if ( pHurt->IsPlayer()) { Vector forward, up; AngleVectors( GetLocalAngles(), &forward, NULL, &up ); pHurt->ApplyAbsVelocityImpulse( forward * 300 + up * 300 ); } // If not the player see if has bullsquid throw interatcion else { CBaseCombatCharacter *pVictim = ToBaseCombatCharacter( pHurt ); if (pVictim) { if ( pVictim->HandleInteraction( g_interactionBullsquidThrow, NULL, this ) ) { Vector forward, up; AngleVectors( GetLocalAngles(), &forward, NULL, &up ); pVictim->ApplyAbsVelocityImpulse( forward * 300 + up * 250 ); } } } } } break; default: BaseClass::HandleAnimEvent( pEvent ); } }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. // // Returns number of events handled, 0 if none. //========================================================= void CNPC_AlienGrunt::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case AGRUNT_AE_HORNET1: case AGRUNT_AE_HORNET2: case AGRUNT_AE_HORNET3: case AGRUNT_AE_HORNET4: case AGRUNT_AE_HORNET5: { // m_vecEnemyLKP should be center of enemy body Vector vecArmPos; QAngle angArmDir; Vector vecDirToEnemy; QAngle angDir; if (HasCondition( COND_SEE_ENEMY) && GetEnemy()) { Vector vecEnemyLKP = GetEnemy()->GetAbsOrigin(); vecDirToEnemy = ( ( vecEnemyLKP ) - GetAbsOrigin() ); VectorAngles( vecDirToEnemy, angDir ); VectorNormalize( vecDirToEnemy ); } else { angDir = GetAbsAngles(); angDir.x = -angDir.x; Vector vForward; AngleVectors( angDir, &vForward ); vecDirToEnemy = vForward; } DoMuzzleFlash(); // make angles +-180 if (angDir.x > 180) { angDir.x = angDir.x - 360; } // SetBlending( 0, angDir.x ); GetAttachment( "0", vecArmPos, angArmDir ); vecArmPos = vecArmPos + vecDirToEnemy * 32; CPVSFilter filter( GetAbsOrigin() ); te->Sprite( filter, 0.0, &vecArmPos, iAgruntMuzzleFlash, random->RandomFloat( 0.4, 0.8 ), 128 ); CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, QAngle( 0, 0, 0 ), this ); Vector vForward; AngleVectors( angDir, &vForward ); pHornet->SetAbsVelocity( vForward * 300 ); pHornet->SetOwnerEntity( this ); EmitSound( "Weapon_Hornetgun.Single" ); CHL1BaseNPC *pHornetMonster = (CHL1BaseNPC *)pHornet->MyNPCPointer(); if ( pHornetMonster ) { pHornetMonster->SetEnemy( GetEnemy() ); } } break; case AGRUNT_AE_LEFT_FOOT: // left foot { CPASAttenuationFilter filter2( this ); EmitSound( filter2, entindex(), "AlienGrunt.LeftFoot" ); } break; case AGRUNT_AE_RIGHT_FOOT: // right foot { CPASAttenuationFilter filter3( this ); EmitSound( filter3, entindex(), "AlienGrunt.RightFoot" ); } break; case AGRUNT_AE_LEFT_PUNCH: { Vector vecMins = GetHullMins(); Vector vecMaxs = GetHullMaxs(); vecMins.z = vecMins.x; vecMaxs.z = vecMaxs.x; CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, vecMins, vecMaxs, sk_agrunt_dmg_punch.GetFloat(), DMG_CLUB ); CPASAttenuationFilter filter4( this ); if ( pHurt ) { if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) ) pHurt->ViewPunch( QAngle( -25, 8, 0) ); Vector vRight; AngleVectors( GetAbsAngles(), NULL, &vRight, NULL ); // OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above. if ( pHurt->IsPlayer() ) { // this is a player. Knock him around. pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + vRight * 250 ); } EmitSound(filter4, entindex(), "AlienGrunt.AttackHit" ); Vector vecArmPos; QAngle angArmAng; GetAttachment( 0, vecArmPos, angArmAng ); SpawnBlood(vecArmPos, g_vecAttackDir, pHurt->BloodColor(), 25);// a little surface blood. } else { // Play a random attack miss sound EmitSound(filter4, entindex(), "AlienGrunt.AttackMiss" ); } } break; case AGRUNT_AE_RIGHT_PUNCH: { Vector vecMins = GetHullMins(); Vector vecMaxs = GetHullMaxs(); vecMins.z = vecMins.x; vecMaxs.z = vecMaxs.x; CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, vecMins, vecMaxs, sk_agrunt_dmg_punch.GetFloat(), DMG_CLUB ); CPASAttenuationFilter filter5( this ); if ( pHurt ) { if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) ) pHurt->ViewPunch( QAngle( 25, 8, 0) ); // OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above. if ( pHurt->IsPlayer() ) { // this is a player. Knock him around. Vector vRight; AngleVectors( GetAbsAngles(), NULL, &vRight, NULL ); pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + vRight * -250 ); } EmitSound( filter5, entindex(), "AlienGrunt.AttackHit" ); Vector vecArmPos; QAngle angArmAng; GetAttachment( 0, vecArmPos, angArmAng ); SpawnBlood(vecArmPos, g_vecAttackDir, pHurt->BloodColor(), 25);// a little surface blood. } else { // Play a random attack miss sound EmitSound( filter5, entindex(), "AlienGrunt.AttackMiss" ); } } break; default: BaseClass::HandleAnimEvent( pEvent ); break; } }
//========================================================= // 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; } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::Bite( void ) { //Don't allow another bite too soon if ( m_flNextBiteTime > gpGlobals->curtime ) return; CBaseEntity *pHurt; //FIXME: E3 HACK - Always damage bullseyes if we're scripted to hit them if ( ( GetEnemy() != NULL ) && ( GetEnemy()->Classify() == CLASS_BULLSEYE ) ) { pHurt = GetEnemy(); } else { pHurt = CheckTraceHullAttack( 108, Vector(-32,-32,-32), Vector(32,32,32), 0, DMG_CLUB ); } //Hit something if ( pHurt != NULL ) { CTakeDamageInfo info( this, this, sk_ichthyosaur_melee_dmg.GetInt(), DMG_CLUB ); if ( pHurt->IsPlayer() ) { CBasePlayer *pPlayer = ToBasePlayer( pHurt ); if ( pPlayer ) { if ( ( ( m_flHoldTime < gpGlobals->curtime ) && ( pPlayer->m_iHealth < (pPlayer->m_iMaxHealth*0.5f)) ) || ( pPlayer->GetWaterLevel() < 1 ) ) { //EnsnareVictim( pHurt ); } else { info.SetDamage( sk_ichthyosaur_melee_dmg.GetInt() * 3 ); } CalculateMeleeDamageForce( &info, GetAbsVelocity(), pHurt->GetAbsOrigin() ); pHurt->TakeDamage( info ); color32 red = {64, 0, 0, 255}; UTIL_ScreenFade( pPlayer, red, 0.5, 0, FFADE_IN ); //Disorient the player QAngle angles = pPlayer->GetLocalAngles(); angles.x += random->RandomInt( 60, 25 ); angles.y += random->RandomInt( 60, 25 ); angles.z = 0.0f; pPlayer->SetLocalAngles( angles ); pPlayer->SnapEyeAngles( angles ); } } else { CalculateMeleeDamageForce( &info, GetAbsVelocity(), pHurt->GetAbsOrigin() ); pHurt->TakeDamage( info ); } m_flNextBiteTime = gpGlobals->curtime + random->RandomFloat( 2.0f, 4.0f ); //Bubbles! UTIL_Bubbles( pHurt->GetAbsOrigin()+Vector(-32.0f,-32.0f,-32.0f), pHurt->GetAbsOrigin()+Vector(32.0f,32.0f,0.0f), random->RandomInt( 16, 32 ) ); // Play a random attack hit sound EmitSound( "NPC_Ichthyosaur.Bite" ); if ( GetActivity() == ACT_MELEE_ATTACK1 ) { SetActivity( (Activity) ACT_ICH_BITE_HIT ); } return; } //Play the miss animation and sound if ( GetActivity() == ACT_MELEE_ATTACK1 ) { SetActivity( (Activity) ACT_ICH_BITE_MISS ); } //Miss sound EmitSound( "NPC_Ichthyosaur.BiteMiss" ); }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CBullsquid :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case BSQUID_AE_SPIT: { Vector vecSpitOffset; Vector vecSpitDir; UTIL_MakeVectors ( pev->angles ); // !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here. // we should be able to read the position of bones at runtime for this info. vecSpitOffset = ( gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23 ); vecSpitOffset = ( pev->origin + vecSpitOffset ); vecSpitDir = ( ( m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs ) - vecSpitOffset ).Normalize(); vecSpitDir.x += RANDOM_FLOAT( -0.05, 0.05 ); vecSpitDir.y += RANDOM_FLOAT( -0.05, 0.05 ); vecSpitDir.z += RANDOM_FLOAT( -0.05, 0 ); // do stuff for this event. AttackSound(); // spew the spittle temporary ents. MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpitOffset ); WRITE_BYTE( TE_SPRITE_SPRAY ); WRITE_COORD( vecSpitOffset.x); // pos WRITE_COORD( vecSpitOffset.y); WRITE_COORD( vecSpitOffset.z); WRITE_COORD( vecSpitDir.x); // dir WRITE_COORD( vecSpitDir.y); WRITE_COORD( vecSpitDir.z); WRITE_SHORT( iSquidSpitSprite ); // model WRITE_BYTE ( 15 ); // count WRITE_BYTE ( 210 ); // speed WRITE_BYTE ( 25 ); // noise ( client will divide by 100 ) MESSAGE_END(); CSquidSpit::Shoot( pev, vecSpitOffset, vecSpitDir * 900 ); } break; case BSQUID_AE_BITE: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.bullsquidDmgBite, DMG_SLASH ); if ( pHurt ) { //pHurt->pev->punchangle.z = -15; //pHurt->pev->punchangle.x = -45; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 100; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; } } break; case BSQUID_AE_TAILWHIP: { CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.bullsquidDmgWhip, DMG_CLUB | DMG_ALWAYSGIB ); if ( pHurt ) { pHurt->pev->punchangle.z = -20; pHurt->pev->punchangle.x = 20; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; } } break; case BSQUID_AE_BLINK: { // close eye. pev->skin = 1; } break; case BSQUID_AE_HOP: { float flGravity = g_psv_gravity->value; // throw the squid up into the air on this frame. if ( FBitSet ( pev->flags, FL_ONGROUND ) ) { pev->flags -= FL_ONGROUND; } // jump into air for 0.8 (24/30) seconds // pev->velocity.z += (0.875 * flGravity) * 0.5; pev->velocity.z += (0.625 * flGravity) * 0.5; } break; case BSQUID_AE_THROW: { int iPitch; // squid throws its prey IF the prey is a client. CBaseEntity *pHurt = CheckTraceHullAttack( 70, 0, 0 ); if ( pHurt ) { // croonchy bite sound iPitch = RANDOM_FLOAT( 90, 110 ); switch ( RANDOM_LONG( 0, 1 ) ) { case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch ); break; case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch ); break; } //pHurt->pev->punchangle.x = RANDOM_LONG(0,34) - 5; //pHurt->pev->punchangle.z = RANDOM_LONG(0,49) - 25; //pHurt->pev->punchangle.y = RANDOM_LONG(0,89) - 45; // screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. UTIL_ScreenShake( pHurt->pev->origin, 25.0, 1.5, 0.7, 2 ); if ( pHurt->IsPlayer() ) { UTIL_MakeVectors( pev->angles ); pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 300 + gpGlobals->v_up * 300; } } } break; default: CBaseMonster::HandleAnimEvent( pEvent ); } }