Esempio n. 1
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, 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 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 );
}
Esempio n. 3
0
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 );
	}
}