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, GetAbsAngles() ); pGrunt = pEntity->MyMonsterPointer( ); pGrunt->pev->movetype = MOVETYPE_FLY; pGrunt->SetAbsVelocity( 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->entindex() ); pBeam->SetFlags( BEAM_FSOLID ); pBeam->SetColor( 255, 255, 255 ); pBeam->SetThink( SUB_Remove ); pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pGrunt->GetAbsVelocity().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; }
void CGenericMonster::MakeGas( void ) { Vector posGun, angleGun; TraceResult tr; UTIL_MakeVectors( pev->angles ); { KillGas(); m_pBeam = CBeam::BeamCreate( "sprites/laserbeam.spr", 7 ); if ( m_pBeam ) { GetAttachment( 4, posGun, angleGun ); GetAttachment( 3, posGun, angleGun ); Vector vecEnd = (gpGlobals->v_forward * 5) + posGun; UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &tr ); m_pBeam->EntsInit( edict(), edict() ); m_pBeam->SetColor( 24, 121, 239 ); m_pBeam->SetBrightness( 190 ); m_pBeam->SetScrollRate( 20 ); m_pBeam->SetStartAttachment( 4 ); m_pBeam->SetEndAttachment( 3 ); m_pBeam->DamageDecal( 28 ); m_pBeam->DoSparks( tr.vecEndPos, posGun ); m_pBeam->SetFlags( FBEAM_SHADEIN ); m_pBeam->RelinkBeam(); UTIL_Sparks( tr.vecEndPos ); UTIL_DecalTrace(&tr, 28 + RANDOM_LONG(0,4)); } } // m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 ); if ( int gas = 1 ) { pev->nextthink = gpGlobals->time; } }
void CEgon::CreateEffect( void ) { DestroyEffect(); m_pBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 40 ); m_pBeam->PointEntInit( pev->origin, m_pPlayer->edict() ); m_pBeam->SetFlags( FBEAM_SINENOISE ); m_pBeam->SetEndAttachment( 1 ); m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition m_pNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 55 ); m_pNoise->PointEntInit( pev->origin, m_pPlayer->edict() ); m_pNoise->SetScrollRate( 25 ); m_pNoise->SetBrightness( 100 ); m_pNoise->SetEndAttachment( 1 ); m_pNoise->pev->spawnflags |= SF_BEAM_TEMPORARY; m_pSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, pev->origin, FALSE ); m_pSprite->pev->scale = 1.0; m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation ); m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY; if ( m_fireMode == FIRE_WIDE ) { m_pBeam->SetScrollRate( 50 ); m_pBeam->SetNoise( 20 ); m_pNoise->SetColor( 50, 50, 255 ); m_pNoise->SetNoise( 8 ); } else { m_pBeam->SetScrollRate( 110 ); m_pBeam->SetNoise( 5 ); m_pNoise->SetColor( 80, 120, 255 ); m_pNoise->SetNoise( 2 ); } }
void CBaseHumanRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { TraceResult tr; UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr); /* if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP) return NULL; */ edict_t *pent; CBaseEntity *pEntity; pent = CREATE_NAMED_ENTITY( MAKE_STRING( EntityName() )); if ( FNullEnt( pent ) ) { ALERT ( at_console, "NULL Ent in HumanRepel Create!\n" ); return; } pEntity = Instance( pent ); pEntity->pev->owner = NULL; // pEntity->pev->origin = pev->origin; pEntity->pev->angles = pev->angles; pEntity->pev->spawnflags = pev->spawnflags; pEntity->pev->weapons = pev->weapons; pEntity->pev->scale = pev->scale; pEntity->pev->health = pev->health; pEntity->pev->skin = pev->skin; pEntity->pev->frags = pev->frags;//HL2 model compatibility (not used anymore) pEntity->pev->dmg = pev->dmg;//for monster breakpoint pEntity->pev->message = pev->message;//when a surrender terrorist fires a trigger pEntity->pev->target = pev->noise; //LRC - custom monster behaviour // CBaseEntity *pEntity = CBaseEntity::Instance( pEntity ); CBaseMonster *pMonst = NULL; if (pEntity && (pMonst = pEntity->MyMonsterPointer()) != NULL) { pMonst->m_iClass = this->m_iClass; pMonst->m_iPlayerReact = this->m_iPlayerReact; pMonst->m_iTriggerCondition = this->m_iTriggerCondition; //AJH pMonst->m_iszTriggerTarget = this->m_iszTriggerTarget; //AJH } // /* pEntity->pev->origin = pev->origin; pEntity->pev->angles = pev->angles; pEntity->pev->spawnflags = pev->spawnflags; pEntity->pev->body = pev->body; pEntity->pev->weapons = pev->weapons; pEntity->pev->netname = pev->netname; */ DispatchSpawn( pEntity->edict() ); pEntity->pev->movetype = MOVETYPE_FLY; pEntity->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) ); CBaseMonster *pHuman = pEntity->MyMonsterPointer( ); pHuman->SetActivity( ACT_GLIDE ); pHuman->m_vecLastPosition = tr.vecEndPos; CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 ); pBeam->PointEntInit( pev->origin/* + Vector(0,0,112)*/, pEntity->entindex() ); pBeam->SetFlags( BEAM_FSOLID ); pBeam->SetColor( 255, 255, 255 ); pBeam->SetThink( SUB_Remove ); pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pEntity->pev->velocity.z + 0.5; UTIL_Remove( this ); }
void CLocusBeam::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBaseEntity *pStartEnt; CBaseEntity *pEndEnt; Vector vecStartPos; Vector vecEndPos; CBeam *pBeam; switch(pev->impulse) { case 0: // ents pStartEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszStart), pActivator); pEndEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszEnd), pActivator); if (pStartEnt == NULL || pEndEnt == NULL) return; pBeam = CBeam::BeamCreate( STRING(m_iszSprite), m_iWidth ); pBeam->EntsInit( pStartEnt->entindex(), pEndEnt->entindex() ); break; case 1: // pointent vecStartPos = CalcLocus_Position( this, pActivator, STRING(m_iszStart) ); pEndEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszEnd), pActivator); if (pEndEnt == NULL) return; pBeam = CBeam::BeamCreate( STRING(m_iszSprite), m_iWidth ); pBeam->PointEntInit( vecStartPos, pEndEnt->entindex() ); break; case 2: // points vecStartPos = CalcLocus_Position( this, pActivator, STRING(m_iszStart) ); vecEndPos = CalcLocus_Position( this, pActivator, STRING(m_iszEnd) ); pBeam = CBeam::BeamCreate( STRING(m_iszSprite), m_iWidth ); pBeam->PointsInit( vecStartPos, vecEndPos ); break; case 3: // point & offset vecStartPos = CalcLocus_Position( this, pActivator, STRING(m_iszStart) ); vecEndPos = CalcLocus_Velocity( this, pActivator, STRING(m_iszEnd) ); pBeam = CBeam::BeamCreate( STRING(m_iszSprite), m_iWidth ); pBeam->PointsInit( vecStartPos, vecStartPos + vecEndPos ); break; } pBeam->SetColor( pev->rendercolor.x, pev->rendercolor.y, pev->rendercolor.z ); pBeam->SetBrightness( pev->renderamt ); pBeam->SetNoise( m_iDistortion ); pBeam->SetFrame( m_fFrame ); pBeam->SetScrollRate( m_iScrollRate ); pBeam->SetFlags( m_iFlags ); pBeam->pev->dmg = m_fDamage; pBeam->pev->frags = m_iDamageType; pBeam->pev->spawnflags |= pev->spawnflags & (SF_BEAM_RING | SF_BEAM_SPARKSTART | SF_BEAM_SPARKEND | SF_BEAM_DECALS); if (m_fDuration) { pBeam->SetThink(&CBeam:: SUB_Remove ); pBeam->SetNextThink( m_fDuration ); } pBeam->pev->targetname = m_iszTargetName; if (pev->target) { FireTargets( STRING(pev->target), pBeam, this, USE_TOGGLE, 0 ); } }
void CGrappleHook::Move( void ) { // Fograin92: If owner (player) is dead if( !myowner->IsAlive() ) { Killed(pev, 0); // Remove tongue instantly return; } // Fograin92: Player isn't holding attack buttons if( !(myowner->pev->button & (IN_ATTACK|IN_ATTACK2)) ) { bPullBack = true; // Fograin92: We should pull the tongue back } // Fograin92: Animate pull-back tongue animation ONLY if we didn't hit a monster if(bPullBack) { UTIL_MakeVectors( myowner->pev->v_angle + myowner->pev->punchangle ); Vector GunPosition = myowner->GetGunPosition(); GunPosition = GunPosition + gpGlobals->v_up * -4 + gpGlobals->v_right * 3 + gpGlobals->v_forward * 6; pev->velocity = (GunPosition - pev->origin) * 10; // Pull back the tongue tip float fDistance = (GunPosition - pev->origin).Length2D(); // Calculate distance between tongue tip and player //ALERT( at_console, "^2HLU -> ^3weapon_grapple ^2-> %f\n", fDistance ); if (fDistance < 40) { Killed(pev, 0); return; } } else { // Fograin92: We did hit a monster if(m_iHitMonster > 0) { // Fograin92: Let's "stick" grapple tongue XYZ to target's center XYZ pev->origin = myHitMonster->Center(); // Fograin92: We did hit tiny monster, let's pull it if(m_iHitMonster == 2) { myHitMonster->pev->movetype = MOVETYPE_FLY; // Remove gravity effect on our pulled monster myHitMonster->pev->velocity = (myowner->pev->origin - myHitMonster->pev->origin) * 4; // Pull our monster } // Fograin92: Check distance (player <-> monster) float fDistance = (myowner->pev->origin - myHitMonster->pev->origin).Length2D(); // Fograin92: The monster is very close to player, let's OWN IT! if (fDistance < 40) { ALERT( at_console, "^2HLU -> ^3weapon_grapple ^2-> OWNED -> ^3%s\n", STRING(myHitMonster->pev->classname) ); // Fograin92: Did we pull the gib? if( myHitMonster->Classify() == CLASS_GIBS ) myHitMonster->SUB_Remove(); else myHitMonster->TakeDamage(myHitMonster->pev, myowner->pev, 10000, DMG_GENERIC); Killed(pev, 0); // Fograin92: Target died, kill tongue } } } // Fograin92: If tongue (beam) exists if( m_pTongue ) { UTIL_MakeVectors( myowner->pev->v_angle + myowner->pev->punchangle ); Vector GunPosition = myowner->GetGunPosition(); GunPosition = GunPosition + gpGlobals->v_up * -4 + gpGlobals->v_right * 3 + gpGlobals->v_forward * 6; m_pTongue->PointEntInit( GunPosition, this->entindex() ); } else { // Fograin92: Create tongue (beam) m_pTongue = CBeam::BeamCreate( "sprites/_tongue.spr", 8 ); m_pTongue->SetFlags( 0x20 ); // Solid beam m_pTongue->SetColor( 100, 100, 100 ); m_pTongue->SetScrollRate( 20 ); } pev->nextthink = gpGlobals->time + 0.01; }