Esempio n. 1
0
// 
// This think function will deploy the turret when something comes into range. This is for
// automatically activated turrets.
//
void CBaseTurret::AutoSearchThink(void)
{
	// ensure rethink
	StudioFrameAdvance( );
	pev->nextthink = gpGlobals->time + 0.3;

	// If we have a target and we're still healthy

	if (m_hEnemy != NULL)
	{
		if (!m_hEnemy->IsAlive() )
			m_hEnemy = NULL;// Dead enemy forces a search for new one
	}

	// Acquire Target

	if (m_hEnemy == NULL)
	{
		Look( TURRET_RANGE );
		m_hEnemy = BestVisibleEnemy();
	}

	if (m_hEnemy != NULL)
	{
		SetThink(&CBaseTurret::Deploy);
		EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_alert.wav", TURRET_MACHINE_VOLUME, ATTN_NORM);
	}
}
Esempio n. 2
0
//
// This search function will sit with the turret deployed and look for a new target. 
// After a set amount of time, the barrel will spin down. After m_flMaxWait, the turret will
// retact.
//
void CBaseTurret::SearchThink(void)
{
	// ensure rethink
	SetTurretAnim(TURRET_ANIM_SPIN);
	StudioFrameAdvance( );
	pev->nextthink = gpGlobals->time + 0.1;

	if (m_flSpinUpTime == 0 && m_flMaxSpin)
		m_flSpinUpTime = gpGlobals->time + m_flMaxSpin;

	Ping( );

	// If we have a target and we're still healthy
	if (m_hEnemy != NULL)
	{
		if (!m_hEnemy->IsAlive() )
			m_hEnemy = NULL;// Dead enemy forces a search for new one
	}


	// Acquire Target
	if (m_hEnemy == NULL)
	{
		Look(TURRET_RANGE);
		m_hEnemy = BestVisibleEnemy();
	}

	// If we've found a target, spin up the barrel and start to attack
	if (m_hEnemy != NULL)
	{
		m_flLastSight = 0;
		m_flSpinUpTime = 0;
		SetThink(&CBaseTurret::ActiveThink);
	}
	else
	{
		// Are we out of time, do we need to retract?
 		if (gpGlobals->time > m_flLastSight)
		{
			//Before we retrace, make sure that we are spun down.
			m_flLastSight = 0;
			m_flSpinUpTime = 0;
			SetThink(&CBaseTurret::Retire);
		}
		// should we stop the spin?
		else if ((m_flSpinUpTime) && (gpGlobals->time > m_flSpinUpTime))
		{
			SpinDownCall();
		}
		
		// generic hunt for new victims
		m_vecGoalAngles.y = (m_vecGoalAngles.y + 0.1 * m_fTurnRate);
		if (m_vecGoalAngles.y >= 360)
			m_vecGoalAngles.y -= 360;
		MoveTurret();
	}
}
Esempio n. 3
0
void CLeech::SwitchLeechState( void )
{
	m_stateTime = gpGlobals->time + RANDOM_FLOAT( 3, 6 );
	if ( m_MonsterState == MONSTERSTATE_COMBAT )
	{
		m_hEnemy = NULL;
		SetState( MONSTERSTATE_IDLE );
		// We may be up against the player, so redo the side checks
		m_sideTime = 0;
	}
	else
	{
		Look( m_flDistLook );
		CBaseEntity *pEnemy = BestVisibleEnemy();
		if ( pEnemy && pEnemy->pev->waterlevel != 0 )
		{
			m_hEnemy = pEnemy;
			SetState( MONSTERSTATE_COMBAT );
			m_stateTime = gpGlobals->time + RANDOM_FLOAT( 18, 25 );
			AlertSound();
		}
	}
}
Esempio n. 4
0
//=========================================================
// Hornet is flying, gently tracking target
//=========================================================
void CHornet :: TrackTarget ( void )
{
	Vector	vecFlightDir;
	Vector	vecDirToEnemy;
	float	flDelta;

	StudioFrameAdvance( );

	if (gpGlobals->time > m_flStopAttack)
	{
		SetTouch( NULL );
		SetThink( SUB_Remove );
		pev->nextthink = gpGlobals->time + 0.1;
		return;
	}

	// UNDONE: The player pointer should come back after returning from another level
	if ( m_hEnemy == NULL )
	{// enemy is dead.
		Look( 512 );
		m_hEnemy = BestVisibleEnemy( );
	}
	
	if ( m_hEnemy != NULL && FVisible( m_hEnemy ))
	{
		m_vecEnemyLKP = m_hEnemy->BodyTarget( GetAbsOrigin() );
	}
	else
	{
		m_vecEnemyLKP = m_vecEnemyLKP + GetAbsVelocity() * m_flFlySpeed * 0.1;
	}

	vecDirToEnemy = ( m_vecEnemyLKP - GetAbsOrigin() ).Normalize();

	if (GetAbsVelocity().Length() < 0.1)
		vecFlightDir = vecDirToEnemy;
	else 
		vecFlightDir = GetAbsVelocity().Normalize();

	// measure how far the turn is, the wider the turn, the slow we'll go this time.
	flDelta = DotProduct ( vecFlightDir, vecDirToEnemy );
	
	if ( flDelta < 0.5 )
	{// hafta turn wide again. play sound
		switch (RANDOM_LONG(0,2))
		{
		case 0:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		case 1:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		case 2:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		}
	}

	if ( flDelta <= 0 && m_iHornetType == HORNET_TYPE_RED )
	{// no flying backwards, but we don't want to invert this, cause we'd go fast when we have to turn REAL far.
		flDelta = 0.25;
	}

	SetAbsVelocity(( vecFlightDir + vecDirToEnemy).Normalize() );

	if( pev->owner && ( pev->owner->v.flags & FL_MONSTER ))
	{
		// random pattern only applies to hornets fired by monsters, not players. 

		Vector vecVelocity = GetAbsVelocity();

		vecVelocity.x += RANDOM_FLOAT ( -0.10, 0.10 );// scramble the flight dir a bit.
		vecVelocity.y += RANDOM_FLOAT ( -0.10, 0.10 );
		vecVelocity.z += RANDOM_FLOAT ( -0.10, 0.10 );
		SetAbsVelocity( vecVelocity );
	}
	
	switch ( m_iHornetType )
	{
	case HORNET_TYPE_RED:
		SetAbsVelocity( GetAbsVelocity() * ( m_flFlySpeed * flDelta ));// scale the dir by the ( speed * width of turn )
		pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.3 );
		break;
	case HORNET_TYPE_ORANGE:
		SetAbsVelocity( GetAbsVelocity() * m_flFlySpeed ); // do not have to slow down to turn.
		pev->nextthink = gpGlobals->time + 0.1;// fixed think time
		break;
	}

	SetAbsAngles( UTIL_VecToAngles( GetAbsVelocity()));

	pev->solid = SOLID_BBOX;

	// if hornet is close to the enemy, jet in a straight line for a half second.
	// (only in the single player game)
	if ( m_hEnemy != NULL && !g_pGameRules->IsMultiplayer() )
	{
		if ( flDelta >= 0.4 && ( GetAbsOrigin() - m_vecEnemyLKP ).Length() <= 300 )
		{
			Vector vecOrigin = GetAbsOrigin();
			MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
				WRITE_BYTE( TE_SPRITE );
				WRITE_COORD( vecOrigin.x );	// pos
				WRITE_COORD( vecOrigin.y );
				WRITE_COORD( vecOrigin.z );
				WRITE_SHORT( iHornetPuff );		// model
				// WRITE_BYTE( 0 );			// life * 10
				WRITE_BYTE( 2 );			// size * 10
				WRITE_BYTE( 128 );			// brightness
			MESSAGE_END();

			switch( RANDOM_LONG( 0, 2 ))
			{
			case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); break;
			case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); break;
			case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); break;
			}
			SetAbsVelocity( GetAbsVelocity() * 2 );
			pev->nextthink = gpGlobals->time + 1.0;
			// don't attack again
			m_flStopAttack = gpGlobals->time;
		}
	}
}
void CNihilanth :: NextActivity( )
{
	UTIL_MakeAimVectors( pev->angles );

	if (m_irritation >= 2)
	{
		if (m_pBall == NULL)
		{
			m_pBall = CSprite::SpriteCreate( "sprites/tele1.spr", pev->origin, TRUE );
			if (m_pBall)
			{
				m_pBall->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
				m_pBall->SetAttachment( edict(), 1 );
				m_pBall->SetScale( 4.0 );
				m_pBall->pev->framerate = 10.0;
				m_pBall->TurnOn( );
			}
		}

		if (m_pBall)
		{
			MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
				WRITE_BYTE( TE_ELIGHT );
				WRITE_SHORT( entindex( ) + 0x1000 );		// entity, attachment
				WRITE_COORD( pev->origin.x );		// origin
				WRITE_COORD( pev->origin.y );
				WRITE_COORD( pev->origin.z );
				WRITE_COORD( 256 );	// radius
				WRITE_BYTE( 255 );	// R
				WRITE_BYTE( 192 );	// G
				WRITE_BYTE( 64 );	// B
				WRITE_BYTE( 200 );	// life * 10
				WRITE_COORD( 0 ); // decay
			MESSAGE_END();
		}
	}

	if ((pev->health < gSkillData.nihilanthHealth / 2 || m_iActiveSpheres < N_SPHERES / 2) && m_hRecharger == NULL && m_iLevel <= 9)
	{
		char szName[64];

		CBaseEntity *pEnt = NULL;
		CBaseEntity *pRecharger = NULL;
		float flDist = 8192;

		sprintf(szName, "%s%d", m_szRechargerTarget, m_iLevel );

		while ((pEnt = UTIL_FindEntityByTargetname( pEnt, szName )) != NULL)
		{
			float flLocal = (pEnt->pev->origin - pev->origin).Length();
			if (flLocal < flDist)
			{
				flDist = flLocal;
				pRecharger = pEnt;
			}	
		}
		
		if (pRecharger)
		{
			m_hRecharger = pRecharger;
			m_posDesired = Vector( pev->origin.x, pev->origin.y, pRecharger->pev->origin.z );
			m_vecDesired = (pRecharger->pev->origin - m_posDesired).Normalize( );
			m_vecDesired.z = 0;
			m_vecDesired = m_vecDesired.Normalize();
		}
		else
		{
			m_hRecharger = NULL;
			ALERT( at_aiconsole, "nihilanth can't find %s\n", szName );
			m_iLevel++;
			if (m_iLevel > 9)
				m_irritation = 2;
		}
	}

	float flDist = (m_posDesired - pev->origin).Length();
	float flDot = DotProduct( m_vecDesired, gpGlobals->v_forward );

	if (m_hRecharger != NULL)
	{
		// at we at power up yet?
		if (flDist < 128.0)
		{
			int iseq = LookupSequence( "recharge" );

			if (iseq != pev->sequence)
			{
				char szText[64];

				sprintf( szText, "%s%d", m_szDrawUse, m_iLevel );
				FireTargets( szText, this, this, USE_ON, 1.0 );

				ALERT( at_console, "fireing %s\n", szText );
			}
			pev->sequence = LookupSequence( "recharge" );
		}
		else
		{
			FloatSequence( );
		}
		return;
	}

	if (m_hEnemy != NULL && !m_hEnemy->IsAlive())
	{
		m_hEnemy = NULL;
	}

	if (m_flLastSeen + 15 < gpGlobals->time)
	{
		m_hEnemy = NULL;
	}

	if (m_hEnemy == NULL)
	{
		Look( 4096 );
		m_hEnemy = BestVisibleEnemy( );
	}

	if (m_hEnemy != NULL && m_irritation != 0)
	{
		if (m_flLastSeen + 5 > gpGlobals->time && flDist < 256 && flDot > 0)
		{
			if (m_irritation >= 2 && pev->health < gSkillData.nihilanthHealth / 2.0)
			{
				pev->sequence = LookupSequence( "attack1_open" );
			}
			else 
			{
				if (RANDOM_LONG(0, 1 ) == 0)
				{
					pev->sequence = LookupSequence( "attack1" ); // zap
				}
				else
				{
					char szText[64];

					sprintf( szText, "%s%d", m_szTeleportTouch, m_iTeleport );
					CBaseEntity *pTouch = UTIL_FindEntityByTargetname( NULL, szText );

					sprintf( szText, "%s%d", m_szTeleportUse, m_iTeleport );
					CBaseEntity *pTrigger = UTIL_FindEntityByTargetname( NULL, szText );

					if (pTrigger != NULL || pTouch != NULL)
					{
						pev->sequence = LookupSequence( "attack2" ); // teleport
					}
					else
					{
						m_iTeleport++;
						pev->sequence = LookupSequence( "attack1" ); // zap
					}
				}
			}
			return;
		}
	}

	FloatSequence( );		
}
Esempio n. 6
0
void CSqueakGrenade::HuntThink( void )
{
	// ALERT( at_console, "think\n" );

	if (!IsInWorld())
	{
		SetTouch( NULL );
		UTIL_Remove( this );
		return;
	}
	
	StudioFrameAdvance( );
	pev->nextthink = gpGlobals->time + 0.1;

	// explode when ready
	if (gpGlobals->time >= m_flDie)
	{
		g_vecAttackDir = pev->velocity.Normalize( );
		pev->health = -1;
		Killed( pev, 0 );
		return;
	}

	// float
	if (pev->waterlevel != 0)
	{
		if (pev->movetype == MOVETYPE_BOUNCE)
		{
			pev->movetype = MOVETYPE_FLY;
		}
		pev->velocity = pev->velocity * 0.9;
		pev->velocity.z += 8.0;
	}
	else if (pev->movetype = MOVETYPE_FLY)
	{
		pev->movetype = MOVETYPE_BOUNCE;
	}

	// return if not time to hunt
	if (m_flNextHunt > gpGlobals->time)
		return;

	m_flNextHunt = gpGlobals->time + 2.0;
	
	CBaseEntity *pOther = NULL;
	Vector vecDir;
	TraceResult tr;

	Vector vecFlat = pev->velocity;
	vecFlat.z = 0;
	vecFlat = vecFlat.Normalize( );

	UTIL_MakeVectors( pev->angles );

	if (m_hEnemy == NULL || !m_hEnemy->IsAlive())
	{
		// find target, bounce a bit towards it.
		Look( 512 );
		m_hEnemy = BestVisibleEnemy( );
	}

	// squeek if it's about time blow up
	if ((m_flDie - gpGlobals->time <= 0.5) && (m_flDie - gpGlobals->time >= 0.3))
	{
		EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG(0,0x3F));
		CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 );
	}

	// higher pitch as squeeker gets closer to detonation time
	float flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY);
	if (flpitch < 80)
		flpitch = 80;

	if (m_hEnemy != NULL)
	{
		if (FVisible( m_hEnemy ))
		{
			vecDir = m_hEnemy->EyePosition() - pev->origin;
			m_vecTarget = vecDir.Normalize( );
		}

		float flVel = pev->velocity.Length();
		float flAdj = 50.0 / (flVel + 10.0);

		if (flAdj > 1.2)
			flAdj = 1.2;
		
		// ALERT( at_console, "think : enemy\n");

		// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );

		pev->velocity = pev->velocity * flAdj + m_vecTarget * 300;
	}

	if (pev->flags & FL_ONGROUND)
	{
		pev->avelocity = Vector( 0, 0, 0 );
	}
	else
	{
		if (pev->avelocity == Vector( 0, 0, 0))
		{
			pev->avelocity.x = RANDOM_FLOAT( -100, 100 );
			pev->avelocity.z = RANDOM_FLOAT( -100, 100 );
		}
	}

	if ((pev->origin - m_posPrev).Length() < 1.0)
	{
		pev->velocity.x = RANDOM_FLOAT( -100, 100 );
		pev->velocity.y = RANDOM_FLOAT( -100, 100 );
	}
	m_posPrev = pev->origin;

	pev->angles = UTIL_VecToAngles( pev->velocity );
	pev->angles.z = 0;
	pev->angles.x = 0;
}
Esempio n. 7
0
//=========================================================
// Hornet is flying, gently tracking target
//=========================================================
void CMHornet :: TrackTarget ( void )
{
	Vector	vecFlightDir;
	Vector	vecDirToEnemy;
	float	flDelta;

	StudioFrameAdvance( );

	if (gpGlobals->time > m_flStopAttack)
	{
		SetTouch( NULL );
		SetThink( SUB_Remove );
		pev->nextthink = gpGlobals->time + 0.1;
		return;
	}

	// UNDONE: The player pointer should come back after returning from another level
	if ( m_hEnemy == NULL )
	{// enemy is dead.
		Look( 512 );
		m_hEnemy = BestVisibleEnemy( );
	}
	
	if ( m_hEnemy != NULL && UTIL_FVisible( m_hEnemy, ENT(pev) ))
	{
		m_vecEnemyLKP = UTIL_BodyTarget( m_hEnemy, pev->origin );
	}
	else
	{
		m_vecEnemyLKP = m_vecEnemyLKP + pev->velocity * m_flFlySpeed * 0.1;
	}

	vecDirToEnemy = ( m_vecEnemyLKP - pev->origin ).Normalize();

	if (pev->velocity.Length() < 0.1)
		vecFlightDir = vecDirToEnemy;
	else 
		vecFlightDir = pev->velocity.Normalize();

	// measure how far the turn is, the wider the turn, the slow we'll go this time.
	flDelta = DotProduct ( vecFlightDir, vecDirToEnemy );
	
	if ( flDelta < 0.5 )
	{// hafta turn wide again. play sound
		switch (RANDOM_LONG(0,2))
		{
		case 0:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		case 1:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		case 2:	EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM);	break;
		}
	}

	if ( flDelta <= 0 && m_iHornetType == HORNET_TYPE_RED )
	{// no flying backwards, but we don't want to invert this, cause we'd go fast when we have to turn REAL far.
		flDelta = 0.25;
	}

	pev->velocity = ( vecFlightDir + vecDirToEnemy).Normalize();

	if ( pev->owner && (pev->owner->v.flags & FL_MONSTER) )
	{
		// random pattern only applies to hornets fired by monsters, not players. 

		pev->velocity.x += RANDOM_FLOAT ( -0.10, 0.10 );// scramble the flight dir a bit.
		pev->velocity.y += RANDOM_FLOAT ( -0.10, 0.10 );
		pev->velocity.z += RANDOM_FLOAT ( -0.10, 0.10 );
	}
	
	switch ( m_iHornetType )
	{
		case HORNET_TYPE_RED:
			pev->velocity = pev->velocity * ( m_flFlySpeed * flDelta );// scale the dir by the ( speed * width of turn )
			pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.3 );
			break;
		case HORNET_TYPE_ORANGE:
			pev->velocity = pev->velocity * m_flFlySpeed;// do not have to slow down to turn.
			pev->nextthink = gpGlobals->time + 0.1;// fixed think time
			break;
	}

	pev->angles = UTIL_VecToAngles (pev->velocity);

	pev->solid = SOLID_BBOX;
}
void CApache :: HuntThink( void )
{
	StudioFrameAdvance( );
	SetNextThink( 0.1 );

	ShowDamage( );

	if ( m_pGoalEnt == NULL && !FStringNull(pev->target) )// this monster has a target
	{
		m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( pev->target ) );
		if (m_pGoalEnt)
		{
			m_posDesired = m_pGoalEnt->pev->origin;
			UTIL_MakeAimVectors( m_pGoalEnt->pev->angles );
			m_vecGoal = gpGlobals->v_forward;
		}
	}

	// if (m_hEnemy == NULL)
	{
		Look( 4092 );
		m_hEnemy = BestVisibleEnemy( );
	}

	// generic speed up
	if (m_flGoalSpeed < 800)
		m_flGoalSpeed += 5;

	if (m_hEnemy != NULL)
	{
		// ALERT( at_console, "%s\n", STRING( m_hEnemy->pev->classname ) );
		if (FVisible( m_hEnemy ))
		{
			if (m_flLastSeen < gpGlobals->time - 5)
				m_flPrevSeen = gpGlobals->time;
			m_flLastSeen = gpGlobals->time;
			m_posTarget = m_hEnemy->Center( );
		}
		else
		{
			m_hEnemy = NULL;
		}
	}

	m_vecTarget = (m_posTarget - pev->origin).Normalize();

	float flLength = (pev->origin - m_posDesired).Length();

	if (m_pGoalEnt)
	{
		// ALERT( at_console, "%.0f\n", flLength );

		if (flLength < 128)
		{
			m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( m_pGoalEnt->pev->target ) );
			if (m_pGoalEnt)
			{
				m_posDesired = m_pGoalEnt->pev->origin;
				UTIL_MakeAimVectors( m_pGoalEnt->pev->angles );
				m_vecGoal = gpGlobals->v_forward;
				flLength = (pev->origin - m_posDesired).Length();
			}
		}
	}
	else
	{
		m_posDesired = pev->origin;
	}

	if (flLength > 250) // 500
	{
		// float flLength2 = (m_posTarget - pev->origin).Length() * (1.5 - DotProduct((m_posTarget - pev->origin).Normalize(), pev->velocity.Normalize() ));
		// if (flLength2 < flLength)
		if (m_flLastSeen + 90 > gpGlobals->time && DotProduct( (m_posTarget - pev->origin).Normalize(), (m_posDesired - pev->origin).Normalize( )) > 0.25)
		{
			m_vecDesired = (m_posTarget - pev->origin).Normalize( );
		}
		else
		{
			m_vecDesired = (m_posDesired - pev->origin).Normalize( );
		}
	}
	else
	{
		m_vecDesired = m_vecGoal;
	}

	Flight( );

	// ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->time, m_flLastSeen, m_flPrevSeen );
	if ((m_flLastSeen + 1 > gpGlobals->time) && (m_flPrevSeen + 2 < gpGlobals->time))
	{
		if (FireGun( ))
		{
			// slow down if we're fireing
			if (m_flGoalSpeed > 400)
				m_flGoalSpeed = 400;
		}

		// don't fire rockets and gun on easy mode
		if (g_iSkillLevel == SKILL_EASY)
			m_flNextRocket = gpGlobals->time + 10.0;
	}

	UTIL_MakeAimVectors( pev->angles );
	Vector vecEst = (gpGlobals->v_forward * 800 + pev->velocity).Normalize( );
	// ALERT( at_console, "%d %d %d %4.2f\n", pev->angles.x < 0, DotProduct( pev->velocity, gpGlobals->v_forward ) > -100, m_flNextRocket < gpGlobals->time, DotProduct( m_vecTarget, vecEst ) );

	if ((m_iRockets % 2) == 1)
	{
		FireRocket( );
		m_flNextRocket = gpGlobals->time + 0.5;
		if (m_iRockets <= 0)
		{
			m_flNextRocket = gpGlobals->time + 10;
			m_iRockets = 10;
		}
	}
	else if (pev->angles.x < 0 && DotProduct( pev->velocity, gpGlobals->v_forward ) > -100 && m_flNextRocket < gpGlobals->time)
	{
		if (m_flLastSeen + 60 > gpGlobals->time)
		{
			if (m_hEnemy != NULL)
			{
				// make sure it's a good shot
				if (DotProduct( m_vecTarget, vecEst) > .965)
				{
					TraceResult tr;
					
					UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, ignore_monsters, edict(), &tr );
					if ((tr.vecEndPos - m_posTarget).Length() < 512)
						FireRocket( );
				}
			}
			else
			{
				TraceResult tr;
				
				UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, dont_ignore_monsters, edict(), &tr );
				// just fire when close
				if ((tr.vecEndPos - m_posTarget).Length() < 512)
					FireRocket( );
			}
		}
	}
}