예제 #1
0
//=========================================================
// ZapBeam - heavy damage directly forward
//=========================================================
void CISlave::ZapBeam(int side)
{
	Vector       vecSrc, vecAim;
	TraceResult  tr;
	CBaseEntity *pEntity;

	if(m_iBeams >= ISLAVE_MAX_BEAMS)
		return;

	vecSrc           = pev->origin + gpGlobals->v_up * 36;
	vecAim           = ShootAtEnemy(vecSrc);
	float deflection = 0.01;
	vecAim           = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT(0, deflection) + gpGlobals->v_up * RANDOM_FLOAT(-deflection, deflection);
	UTIL_TraceLine(vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT(pev), &tr);

	m_pBeam[m_iBeams] = CBeam::BeamCreate("sprites/lgtning.spr", 50);
	if(!m_pBeam[m_iBeams])
		return;

	m_pBeam[m_iBeams]->PointEntInit(tr.vecEndPos, entindex());
	m_pBeam[m_iBeams]->SetEndAttachment(side < 0 ? 2 : 1);
	m_pBeam[m_iBeams]->SetColor(180, 255, 96);
	m_pBeam[m_iBeams]->SetBrightness(255);
	m_pBeam[m_iBeams]->SetNoise(20);
	m_iBeams++;

	pEntity = CBaseEntity::Instance(tr.pHit);
	if(pEntity != NULL && pEntity->pev->takedamage)
	{
		pEntity->TraceAttack(pev, gSkillData.slaveDmgZap, vecAim, &tr, DMG_SHOCK);
	}
	UTIL_EmitAmbientSound(ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG(140, 160));
}
예제 #2
0
파일: barney.cpp 프로젝트: 6779660/halflife
//=========================================================
// BarneyFirePistol - shoots one round from the pistol at
// the enemy barney is facing.
//=========================================================
void CBarney :: BarneyFirePistol ( void )
{
	Vector vecShootOrigin;

	UTIL_MakeVectors(pev->angles);
	vecShootOrigin = pev->origin + Vector( 0, 0, 55 );
	Vector vecShootDir = ShootAtEnemy( vecShootOrigin );

	Vector angDir = UTIL_VecToAngles( vecShootDir );
	SetBlending( 0, angDir.x );
	pev->effects = EF_MUZZLEFLASH;

	FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM );
	
	int pitchShift = RANDOM_LONG( 0, 20 );
	
	// Only shift about half the time
	if ( pitchShift > 10 )
		pitchShift = 0;
	else
		pitchShift -= 5;
	EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "barney/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift );

	CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );

	// UNDONE: Reload?
	m_cAmmoLoaded--;// take away a bullet!
}
예제 #3
0
//=========================================================
// BarneyFirePistol - shoots one round from the pistol at
// the enemy barney is facing.
//=========================================================
void CFriend :: BarneyFirePistol ( void )
{
	Vector vecShootOrigin;

	UTIL_MakeVectors(pev->angles);
	vecShootOrigin = pev->origin + Vector( 0, 0, 55 );
	Vector vecShootDir = ShootAtEnemy( vecShootOrigin );

	Vector angDir = UTIL_VecToAngles( vecShootDir );
	SetBlending( 0, angDir.x );
	pev->effects = EF_MUZZLEFLASH;

	if (pev->frags)
	{
		FireBullets(8, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 1024, BULLET_PLAYER_BUCKSHOT);//357

		EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/shotgun/sbarrel1.wav", 1, ATTN_NORM );
	}
	else
	{
		FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM );

		int pitchShift = RANDOM_LONG( 0, 20 );
	
		// Only shift about half the time
		if ( pitchShift > 10 )
			pitchShift = 0;
		else
			pitchShift -= 5;

		EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/m16/m16_fire-1.wav", 1, ATTN_NORM );
	}

	CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );

	// UNDONE: Reload?
	m_cAmmoLoaded--;// take away a bullet!

	// Teh_Freak: World Lighting!
     MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
          WRITE_BYTE( TE_DLIGHT );
          WRITE_COORD( vecShootOrigin.x ); // origin
          WRITE_COORD( vecShootOrigin.y );
          WRITE_COORD( vecShootOrigin.z );
          WRITE_BYTE( 16 );     // radius
          WRITE_BYTE( 255 );     // R
          WRITE_BYTE( 255 );     // G
          WRITE_BYTE( 128 );     // B
          WRITE_BYTE( 0 );     // life * 10
          WRITE_BYTE( 0 ); // decay
     MESSAGE_END();
	// Teh_Freak: World Lighting!

	 
	CBaseEntity *pPlayer = UTIL_PlayerByIndex( 1 );
	if (pPlayer->m_fSlowMotionOn)
	CBullet::Shoot( pev, vecShootOrigin, vecShootDir * 500 );
}
예제 #4
0
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CIchthyosaur :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
	int bDidAttack = FALSE;
	switch( pEvent->event )
	{
	case ICHTHYOSAUR_AE_SHAKE_RIGHT:
	case ICHTHYOSAUR_AE_SHAKE_LEFT:
		{
			if (m_hEnemy != NULL && FVisible( m_hEnemy ))
			{
				CBaseEntity *pHurt = m_hEnemy;

				if (m_flEnemyTouched < gpGlobals->time - 0.2 && (m_hEnemy->BodyTarget( pev->origin ) - pev->origin).Length() > (32+16+32))
					break;

				Vector vecShootDir = ShootAtEnemy( pev->origin );
				UTIL_MakeAimVectors ( pev->angles );

				if (DotProduct( vecShootDir, gpGlobals->v_forward ) > 0.707)
				{
					m_bOnAttack = TRUE;
					pHurt->pev->punchangle.z = -18;
					pHurt->pev->punchangle.x = 5;
					pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 300;
					if (pHurt->IsPlayer())
					{
						pHurt->pev->angles.x += RANDOM_FLOAT( -35, 35 );
						pHurt->pev->angles.y += RANDOM_FLOAT( -90, 90 );
						pHurt->pev->angles.z = 0;
						pHurt->pev->fixangle = TRUE;
					}
					pHurt->TakeDamage( pev, pev, gSkillData.ichthyosaurDmgShake, DMG_SLASH );
				}
			}
			BiteSound();

			bDidAttack = TRUE;
		}
		break;
	default:
		CFlyingMonster::HandleAnimEvent( pEvent );
		break;
	}

	if (bDidAttack)
	{
		Vector vecSrc = pev->origin + gpGlobals->v_forward * 32;
		UTIL_Bubbles( vecSrc - Vector( 8, 8, 8 ), vecSrc + Vector( 8, 8, 8 ), 16 );
	}
}
예제 #5
0
//=========================================================
// Shoot
//=========================================================
void CHAssassin :: Shoot ( void )
{
	if (m_hEnemy == NULL)
	{
		return;
	}

	Vector vecShootOrigin = GetGunPosition();
	Vector vecShootDir = ShootAtEnemy( vecShootOrigin );

	if (m_flLastShot + 2 < gpGlobals->time)
	{
		m_flDiviation = 0.10;
	}
	else
	{
		m_flDiviation -= 0.01;
		if (m_flDiviation < 0.02)
			m_flDiviation = 0.02;
	}
	m_flLastShot = gpGlobals->time;

	UTIL_MakeVectors ( pev->angles );

	Vector	vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
	EjectBrass ( pev->origin + gpGlobals->v_up * 32 + gpGlobals->v_forward * 12, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL); 
	FireBullets(1, vecShootOrigin, vecShootDir, Vector( m_flDiviation, m_flDiviation, m_flDiviation ), 2048, BULLET_MONSTER_9MM ); // shoot +-8 degrees

	switch(RANDOM_LONG(0,1))
	{
	case 0:
		EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM);
		break;
	case 1:
		EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM);
		break;
	}

	pev->effects |= EF_MUZZLEFLASH;

	Vector angDir = UTIL_VecToAngles( vecShootDir );
	SetBlending( 0, angDir.x );

	m_cAmmoLoaded--;
}
예제 #6
0
void CMGargantua::StompAttack( void )
{
	TraceResult trace;

	UTIL_MakeVectors( pev->angles );
	Vector vecStart = pev->origin + Vector(0,0,60) + 35 * gpGlobals->v_forward;
	Vector vecAim = ShootAtEnemy( vecStart );
	Vector vecEnd = (vecAim * 1024) + vecStart;

	UTIL_TraceLine( vecStart, vecEnd, ignore_monsters, edict(), &trace );
	CStomp::StompCreate( vecStart, trace.vecEndPos, 0 );
	UTIL_ScreenShake( pev->origin, 12.0, 100.0, 2.0, 1000 );
	EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pStompSounds[ RANDOM_LONG(0,ARRAYSIZE(pStompSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG(-10,10) );

	UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,20), ignore_monsters, edict(), &trace );
	if ( trace.flFraction < 1.0 )
		UTIL_DecalTrace( &trace, DECAL_GARGSTOMP1 );
}
예제 #7
0
//=========================================================
// ZapBeam - heavy damage directly forward
//=========================================================
void CISlave :: ZapBeam( int side )
{
	Vector vecSrc, vecAim;
	TraceResult tr;
	CBaseEntity *pEntity;

	if (m_iBeams >= ISLAVE_MAX_BEAMS)
		return;

	vecSrc = pev->origin + gpGlobals->v_up * 36;
	vecAim = ShootAtEnemy( vecSrc );
	float deflection = 0.01;
	vecAim = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT( 0, deflection ) + gpGlobals->v_up * RANDOM_FLOAT( -deflection, deflection );
	UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT( pev ), &tr);

	m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 );
	if (!m_pBeam[m_iBeams])
		return;

	m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex( ) );
	m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
	m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
	m_pBeam[m_iBeams]->SetBrightness( 255 );
	m_pBeam[m_iBeams]->SetNoise( 20 );
	m_iBeams++;

	pEntity = CBaseEntity::Instance(tr.pHit);
	if (pEntity != NULL && pEntity->pev->takedamage)
	{
		pEntity->TraceAttack( pev, gSkillData.slaveDmgZap, vecAim, &tr, DMG_SHOCK );

		//im fat!
//		pev->renderfx = kRenderFxFatness;
		pev->renderamt += 10;

/*
		if (pev->health <=100 )
        pev->renderamt = 20;

		if (pev->health <=110 )
		pev->renderamt = 30;

		if (pev->health <=120 )
		pev->renderamt = 40;

		if (pev->health <=130 )
		pev->renderamt = 50;

		if (pev->health <=140 )
		pev->renderamt = 60;
*/

		TakeHealth(500, DMG_GENERIC);//150
	}

	//sys
/*	CSprite *pSprite = CSprite::SpriteCreate( "sprites/exp_end.spr", tr.vecEndPos, TRUE );
					
	pSprite->SetTransparency( kRenderTransAlpha, 222, 222, 222, 88, kRenderFxNone );
	pSprite->SetScale( 5.0 );
	pSprite->Expand( 5 , RANDOM_FLOAT( 140.0, 160.0 )  );
	pSprite->pev->frame = 0;
*/
	UTIL_DecalTrace( &tr, DECAL_SMALLSCORCH1 );

	UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
}