Exemplo n.º 1
0
void CTestEffect::TestThink( void )
{
	int i;
	float t = (gpGlobals->time - m_flStartTime);

	if (m_iBeam < 24)
	{
		CBeam *pbeam = CBeam::BeamCreate( "sprites/lgtning.spr", 100 );

		TraceResult		tr;

		Vector vecSrc = pev->origin;
		Vector vecDir = Vector( RANDOM_FLOAT( -1.0, 1.0 ), RANDOM_FLOAT( -1.0, 1.0 ),RANDOM_FLOAT( -1.0, 1.0 ) );
		vecDir = vecDir.Normalize();
		UTIL_TraceLine( vecSrc, vecSrc + vecDir * 128, ignore_monsters, ENT(pev), &tr);

		pbeam->PointsInit( vecSrc, tr.vecEndPos );
		// pbeam->SetColor( 80, 100, 255 );
		pbeam->SetColor( 255, 180, 100 );
		pbeam->SetWidth( 100 );
		pbeam->SetScrollRate( 12 );
		
		m_flBeamTime[m_iBeam] = gpGlobals->time;
		m_pBeam[m_iBeam] = pbeam;
		m_iBeam++;

#if 0
		Vector vecMid = (vecSrc + tr.vecEndPos) * 0.5;
		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE(TE_DLIGHT);
			WRITE_COORD(vecMid.x);	// X
			WRITE_COORD(vecMid.y);	// Y
			WRITE_COORD(vecMid.z);	// Z
			WRITE_BYTE( 20 );		// radius * 0.1
			WRITE_BYTE( 255 );		// r
			WRITE_BYTE( 180 );		// g
			WRITE_BYTE( 100 );		// b
			WRITE_BYTE( 20 );		// time * 10
			WRITE_BYTE( 0 );		// decay * 0.1
		MESSAGE_END( );
#endif
	}

	if (t < 3.0)
	{
		for (i = 0; i < m_iBeam; i++)
		{
			t = (gpGlobals->time - m_flBeamTime[i]) / ( 3 + m_flStartTime - m_flBeamTime[i]);
			m_pBeam[i]->SetBrightness( 255 * t );
			// m_pBeam[i]->SetScrollRate( 20 * t );
		}
		pev->nextthink = gpGlobals->time + 0.1;
	}
	else
	{
		for (i = 0; i < m_iBeam; i++)
		{
			UTIL_Remove( m_pBeam[i] );
		}
		m_flStartTime = gpGlobals->time;
		m_iBeam = 0;
		// pev->nextthink = gpGlobals->time;
		SetThink( NULL );
	}
}
Exemplo n.º 2
0
void CNihilanth :: DyingThink( void )
{
	pev->nextthink = gpGlobals->time + 0.1;
	DispatchAnimEvents( );
	StudioFrameAdvance( );

	if (pev->deadflag == DEAD_NO)
	{
		DeathSound( );
		pev->deadflag = DEAD_DYING;

		m_posDesired.z = m_flMaxZ;
	}

	if (pev->deadflag == DEAD_DYING)
	{
		Flight( );

		if (fabs( pev->origin.z - m_flMaxZ ) < 16)
		{
			pev->velocity = Vector( 0, 0, 0 );
			FireTargets( m_szDeadUse, this, this, USE_ON, 1.0 );
			pev->deadflag = DEAD_DEAD;
		}
	}

	if (m_fSequenceFinished)
	{
		pev->avelocity.y += RANDOM_FLOAT( -100, 100 );
		if (pev->avelocity.y < -100)
			pev->avelocity.y = -100;
		if (pev->avelocity.y > 100)
			pev->avelocity.y = 100;

		pev->sequence = LookupSequence( "die1" );
	}

	if (m_pBall)
	{
		if (m_pBall->pev->renderamt > 0)
		{
			m_pBall->pev->renderamt = max( 0, m_pBall->pev->renderamt - 2);
		}
		else
		{
			UTIL_Remove( m_pBall );
			m_pBall = NULL;
		}
	}

	Vector vecDir, vecSrc, vecAngles;

	UTIL_MakeAimVectors( pev->angles );
	int iAttachment = RANDOM_LONG( 1, 4 );

	do {
		vecDir = Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ));
	} while (DotProduct( vecDir, vecDir) > 1.0);

	switch( RANDOM_LONG( 1, 4 ))
	{
	case 1: // head
		vecDir.z = fabs( vecDir.z ) * 0.5;
		vecDir = vecDir + 2 * gpGlobals->v_up;
		break;
	case 2: // eyes
		if (DotProduct( vecDir, gpGlobals->v_forward ) < 0)
			vecDir = vecDir * -1;

		vecDir = vecDir + 2 * gpGlobals->v_forward;
		break;
	case 3: // left hand
		if (DotProduct( vecDir, gpGlobals->v_right ) > 0)
			vecDir = vecDir * -1;
		vecDir = vecDir - 2 * gpGlobals->v_right;
		break;
	case 4: // right hand
		if (DotProduct( vecDir, gpGlobals->v_right ) < 0)
			vecDir = vecDir * -1;
		vecDir = vecDir + 2 * gpGlobals->v_right;
		break;
	}

	GetAttachment( iAttachment - 1, vecSrc, vecAngles );

	TraceResult tr;

	UTIL_TraceLine( vecSrc, vecSrc + vecDir * 4096, ignore_monsters, ENT(pev), &tr );
	
	MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
		WRITE_BYTE( TE_BEAMENTPOINT );
		WRITE_SHORT( entindex() + 0x1000 * iAttachment );
		WRITE_COORD( tr.vecEndPos.x);
		WRITE_COORD( tr.vecEndPos.y);
		WRITE_COORD( tr.vecEndPos.z);
		WRITE_SHORT( g_sModelIndexLaser );
		WRITE_BYTE( 0 ); // frame start
		WRITE_BYTE( 10 ); // framerate
		WRITE_BYTE( 5 ); // life
		WRITE_BYTE( 100 );  // width
		WRITE_BYTE( 120 );   // noise
		WRITE_BYTE( 64 );   // r, g, b
		WRITE_BYTE( 128 );   // r, g, b
		WRITE_BYTE( 255);   // r, g, b
		WRITE_BYTE( 255 );	// brightness
		WRITE_BYTE( 10 );		// speed
	MESSAGE_END();

	GetAttachment( 0, vecSrc, vecAngles ); 
	CNihilanthHVR *pEntity = (CNihilanthHVR *)Create( "nihilanth_energy_ball", vecSrc, pev->angles, edict() );
	pEntity->pev->velocity = Vector ( RANDOM_FLOAT( -0.7, 0.7 ), RANDOM_FLOAT( -0.7, 0.7 ), 1.0 ) * 600.0;
	pEntity->GreenBallInit( );

	return;
}
Exemplo n.º 3
0
void CNihilanth :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
	switch( pEvent->event )
	{
	case 1:	// shoot 
		break;
	case 2:	// zen
		if (m_hEnemy != NULL)
		{
			if (RANDOM_LONG(0,4) == 0)
				EMIT_SOUND( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, 0.2 ); 

			EMIT_SOUND( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pBallSounds ), 1.0, 0.2 ); 

			MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
				WRITE_BYTE( TE_ELIGHT );
				WRITE_SHORT( entindex( ) + 0x3000 );		// entity, attachment
				WRITE_COORD( pev->origin.x );		// origin
				WRITE_COORD( pev->origin.y );
				WRITE_COORD( pev->origin.z );
				WRITE_COORD( 256 );	// radius
				WRITE_BYTE( 128 );	// R
				WRITE_BYTE( 128 );	// G
				WRITE_BYTE( 255 );	// B
				WRITE_BYTE( 10 );	// life * 10
				WRITE_COORD( 128 ); // decay
			MESSAGE_END();

			MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
				WRITE_BYTE( TE_ELIGHT );
				WRITE_SHORT( entindex( ) + 0x4000 );		// entity, attachment
				WRITE_COORD( pev->origin.x );		// origin
				WRITE_COORD( pev->origin.y );
				WRITE_COORD( pev->origin.z );
				WRITE_COORD( 256 );	// radius
				WRITE_BYTE( 128 );	// R
				WRITE_BYTE( 128 );	// G
				WRITE_BYTE( 255 );	// B
				WRITE_BYTE( 10 );	// life * 10
				WRITE_COORD( 128 ); // decay
			MESSAGE_END();
			
			m_flShootTime = gpGlobals->time;
			m_flShootEnd = gpGlobals->time + 1.0;
		}
		break;
	case 3:	// prayer
		if (m_hEnemy != NULL)
		{
			char szText[32];

			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)
			{
				EMIT_SOUND( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, 0.2 ); 

				Vector vecSrc, vecAngles;
				GetAttachment( 2, vecSrc, vecAngles ); 
				CNihilanthHVR *pEntity = (CNihilanthHVR *)Create( "nihilanth_energy_ball", vecSrc, pev->angles, edict() );
				pEntity->pev->velocity = pev->origin - vecSrc;
				pEntity->TeleportInit( this, m_hEnemy, pTrigger, pTouch );
			}
			else
			{
				m_iTeleport++; // unexpected failure

				EMIT_SOUND( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pBallSounds ), 1.0, 0.2 ); 

				ALERT( at_aiconsole, "nihilanth can't target %s\n", szText );

				MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
					WRITE_BYTE( TE_ELIGHT );
					WRITE_SHORT( entindex( ) + 0x3000 );		// entity, attachment
					WRITE_COORD( pev->origin.x );		// origin
					WRITE_COORD( pev->origin.y );
					WRITE_COORD( pev->origin.z );
					WRITE_COORD( 256 );	// radius
					WRITE_BYTE( 128 );	// R
					WRITE_BYTE( 128 );	// G
					WRITE_BYTE( 255 );	// B
					WRITE_BYTE( 10 );	// life * 10
					WRITE_COORD( 128 ); // decay
				MESSAGE_END();

				MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
					WRITE_BYTE( TE_ELIGHT );
					WRITE_SHORT( entindex( ) + 0x4000 );		// entity, attachment
					WRITE_COORD( pev->origin.x );		// origin
					WRITE_COORD( pev->origin.y );
					WRITE_COORD( pev->origin.z );
					WRITE_COORD( 256 );	// radius
					WRITE_BYTE( 128 );	// R
					WRITE_BYTE( 128 );	// G
					WRITE_BYTE( 255 );	// B
					WRITE_BYTE( 10 );	// life * 10
					WRITE_COORD( 128 ); // decay
				MESSAGE_END();

				m_flShootTime = gpGlobals->time;
				m_flShootEnd = gpGlobals->time + 1.0;
			}
		}
		break;
	case 4:	// get a sphere
		{
			if (m_hRecharger != NULL)
			{
				if (!EmitSphere( ))
				{
					m_hRecharger = NULL;
				}
			}
		}
		break;
	case 5:	// start up sphere machine
		{
			EMIT_SOUND( edict(), CHAN_VOICE , RANDOM_SOUND_ARRAY( pRechargeSounds ), 1.0, 0.2 ); 
		}
		break;
	case 6:
		if (m_hEnemy != NULL)
		{
			Vector vecSrc, vecAngles;
			GetAttachment( 2, vecSrc, vecAngles ); 
			CNihilanthHVR *pEntity = (CNihilanthHVR *)Create( "nihilanth_energy_ball", vecSrc, pev->angles, edict() );
			pEntity->pev->velocity = pev->origin - vecSrc;
			pEntity->ZapInit( m_hEnemy );
		}
		break;
	case 7:
		/*
		Vector vecSrc, vecAngles;
		GetAttachment( 0, vecSrc, vecAngles ); 
		CNihilanthHVR *pEntity = (CNihilanthHVR *)Create( "nihilanth_energy_ball", vecSrc, pev->angles, edict() );
		pEntity->pev->velocity = Vector ( RANDOM_FLOAT( -0.7, 0.7 ), RANDOM_FLOAT( -0.7, 0.7 ), 1.0 ) * 600.0;
		pEntity->GreenBallInit( );
		*/
		break;
	}
}
Exemplo n.º 4
0
void CVoiceGameMgr::UpdateMasks()
{
	m_UpdateInterval = 0;

	bool bAllTalk = !!g_engfuncs.pfnCVarGetFloat( "sv_alltalk" );

	for(int iClient=0; iClient < m_nMaxPlayers; iClient++)
	{
		CBaseEntity *pEnt = UTIL_PlayerByIndex(iClient+1);
		if(!pEnt || !pEnt->IsPlayer())
			continue;

		// Request the state of their "VModEnable" cvar.
		if(g_bWantModEnable[iClient])
		{
			MESSAGE_BEGIN(MSG_ONE, m_msgRequestState, NULL, pEnt->pev);
			MESSAGE_END();
		}

		CBasePlayer *pPlayer = (CBasePlayer*)pEnt;

		CPlayerBitVec gameRulesMask;
		if( g_PlayerModEnable[iClient] )
		{
			// Build a mask of who they can hear based on the game rules.
			for(int iOtherClient=0; iOtherClient < m_nMaxPlayers; iOtherClient++)
			{
				CBaseEntity *pEnt = UTIL_PlayerByIndex(iOtherClient+1);
				if(pEnt && pEnt->IsPlayer() && 
					(bAllTalk || m_pHelper->CanPlayerHearPlayer(pPlayer, (CBasePlayer*)pEnt)) )
				{
					gameRulesMask[iOtherClient] = true;
				}
			}
		}

		// If this is different from what the client has, send an update. 
		if(gameRulesMask != g_SentGameRulesMasks[iClient] || 
			g_BanMasks[iClient] != g_SentBanMasks[iClient])
		{
			g_SentGameRulesMasks[iClient] = gameRulesMask;
			g_SentBanMasks[iClient] = g_BanMasks[iClient];

			MESSAGE_BEGIN(MSG_ONE, m_msgPlayerVoiceMask, NULL, pPlayer->pev);
				int dw;
				for(dw=0; dw < VOICE_MAX_PLAYERS_DW; dw++)
				{
					WRITE_LONG(gameRulesMask.GetDWord(dw));
					WRITE_LONG(g_BanMasks[iClient].GetDWord(dw));
				}
			MESSAGE_END();
		}

		// Tell the engine.
		for(int iOtherClient=0; iOtherClient < m_nMaxPlayers; iOtherClient++)
		{
			bool bCanHear = gameRulesMask[iOtherClient] && !g_BanMasks[iClient][iOtherClient];
			g_engfuncs.pfnVoice_SetClientListening(iClient+1, iOtherClient+1, bCanHear);
		}
	}
}
Exemplo n.º 5
0
/*
================
FireBullets

Go to the trouble of combining multiple pellets into a single damage call.

This version is used by Monsters.
================
*/
void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker )
{
	static int tracerCount;
	int tracer;
	TraceResult tr;
	Vector vecRight = gpGlobals->v_right;
	Vector vecUp = gpGlobals->v_up;

	if ( pevAttacker == NULL )
		pevAttacker = pev;  // the default attacker is ourselves

	ClearMultiDamage();
	gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB;

	for (ULONG iShot = 1; iShot <= cShots; iShot++)
	{
		// get circular gaussian spread
		float x, y, z;
		do {
			x = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5);
			y = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5);
			z = x*x+y*y;
		} while (z > 1);

		Vector vecDir = vecDirShooting +
						x * vecSpread.x * vecRight +
						y * vecSpread.y * vecUp;
		Vector vecEnd;

		vecEnd = vecSrc + vecDir * flDistance;
		UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev)/*pentIgnore*/, &tr);

		tracer = 0;
		if (iTracerFreq != 0 && (tracerCount++ % iTracerFreq) == 0)
		{
			Vector vecTracerSrc;

			if ( IsPlayer() )
			{// adjust tracer position for player
				vecTracerSrc = vecSrc + Vector ( 0 , 0 , -4 ) + gpGlobals->v_right * 2 + gpGlobals->v_forward * 16;
			}
			else
			{
				vecTracerSrc = vecSrc;
			}
			
			if ( iTracerFreq != 1 )		// guns that always trace also always decal
				tracer = 1;
			switch( iBulletType )
			{
			case BULLET_MONSTER_MP5:
			case BULLET_MONSTER_9MM:
			case BULLET_MONSTER_12MM:
			default:
				MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecTracerSrc );
					WRITE_BYTE( TE_TRACER );
					WRITE_COORD( vecTracerSrc.x );
					WRITE_COORD( vecTracerSrc.y );
					WRITE_COORD( vecTracerSrc.z );
					WRITE_COORD( tr.vecEndPos.x );
					WRITE_COORD( tr.vecEndPos.y );
					WRITE_COORD( tr.vecEndPos.z );
				MESSAGE_END();
				break;
			}
		}
		// do damage, paint decals
		if (tr.flFraction != 1.0)
		{
			CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);

			if ( iDamage )
			{
				pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) );
				
				TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
				DecalGunshot( &tr, iBulletType );
			} 
			else switch(iBulletType)
			{
			default:
			case BULLET_MONSTER_9MM:
				pEntity->TraceAttack(pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET);
				
				TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
				DecalGunshot( &tr, iBulletType );

				break;

			case BULLET_MONSTER_MP5:
				pEntity->TraceAttack(pevAttacker, gSkillData.monDmgMP5, vecDir, &tr, DMG_BULLET);
				
				TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
				DecalGunshot( &tr, iBulletType );

				break;

			case BULLET_MONSTER_12MM:		
				pEntity->TraceAttack(pevAttacker, gSkillData.monDmg12MM, vecDir, &tr, DMG_BULLET); 
				if ( !tracer )
				{
					TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
					DecalGunshot( &tr, iBulletType );
				}
				break;
			
			case BULLET_NONE: // FIX 
				pEntity->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB);
				TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
				// only decal glass
				if ( !FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != 0)
				{
					UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0,2) );
				}

				break;
			}
		}
		// make bullet trails
		UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (flDistance * tr.flFraction) / 64.0 );
	}
	ApplyMultiDamage(pev, pevAttacker);
}
Exemplo n.º 6
0
void CGrenade::Explode3( TraceResult* pTrace, int bitsDamageType )
{
    pev->model		= iStringNull;	// invisible
    pev->solid		= SOLID_NOT;	// intangible
    pev->takedamage = DAMAGE_NO;

    if( pTrace->flFraction != 1.0 )
    {
        pev->origin = pTrace->vecEndPos + ( pTrace->vecPlaneNormal * ( pev->dmg - 24 ) * 0.6 );
    }

    bool isInWater = UTIL_PointContents( pev->origin ) == CONTENTS_WATER;

    MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
    WRITE_BYTE( TE_EXPLOSION );
    WRITE_COORD( pev->origin.x );
    WRITE_COORD( pev->origin.y );
    WRITE_COORD( pev->origin.z + 20.0 );
    WRITE_SHORT( g_sModelIndexFireball3 );
    WRITE_BYTE( 25 );
    WRITE_BYTE( 30 );
    WRITE_BYTE( 0 );
    MESSAGE_END();

    MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
    WRITE_BYTE( TE_EXPLOSION );
    WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -64, 64 ) );
    WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -64, 64 ) );
    WRITE_COORD( pev->origin.z + RANDOM_FLOAT( 30, 35 ) );
    WRITE_SHORT( g_sModelIndexFireball2 );
    WRITE_BYTE( 30 );
    WRITE_BYTE( 30 );
    WRITE_BYTE( 0 );
    MESSAGE_END();

    CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );

    EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/c4_explode1.wav", VOL_NORM, 0.25 );

    entvars_t *pevOwner;

    if ( pev->owner )
        pevOwner = VARS( pev->owner );
    else
        pevOwner = NULL;

    pev->owner = NULL; // Can't traceline attack owner if this is set.

// 	TODO: Implements this.
// 	TheBots->OnEvent( EVENT_GRENADE_EXPLODED, pevOwner, NULL );

// 	TODO: Fix me.
// 	CBaseMonster::RadiusDamage( pev, pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType );

    UTIL_DecalTrace( pTrace, RANDOM_FLOAT( 0 , 1 ) < 0.5 ? DECAL_SCORCH1 : DECAL_SCORCH2 );

    switch ( RANDOM_LONG( 0, 2 ) )
    {
    case 0:
        EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM );
        break;
    case 1:
        EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM );
        break;
    case 2:
        EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM );
        break;
    }

    pev->effects |= EF_NODRAW;
    SetThink( &CGrenade::Smoke3_C );

    pev->velocity	= g_vecZero;
    pev->nextthink	= gpGlobals->time + 0.55;

    if( !isInWater )
    {
        int sparkCount = RANDOM_LONG( 0, 3 );

        for( int i = 0; i < sparkCount; i++ )
        {
            Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL );
        }
    }
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CController :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
	switch( pEvent->event )
	{
		case CONTROLLER_AE_HEAD_OPEN:
		{
			Vector vecStart, angleGun;
			
			GetAttachment( 0, vecStart, angleGun );
			
			MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
				WRITE_BYTE( TE_ELIGHT );
				WRITE_SHORT( entindex( ) + 0x1000 );		// entity, attachment
				WRITE_COORD( vecStart.x );		// origin
				WRITE_COORD( vecStart.y );
				WRITE_COORD( vecStart.z );
				WRITE_COORD( 1 );	// radius
				WRITE_BYTE( 255 );	// R
				WRITE_BYTE( 192 );	// G
				WRITE_BYTE( 64 );	// B
				WRITE_BYTE( 20 );	// life * 10
				WRITE_COORD( -32 ); // decay
			MESSAGE_END();

			m_iBall[0] = 192;
			m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
			m_iBall[1] = 255;
			m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0;

		}
		break;

		case CONTROLLER_AE_BALL_SHOOT:
		{
			Vector vecStart, angleGun;
			
			GetAttachment( 0, vecStart, angleGun );

			MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
				WRITE_BYTE( TE_ELIGHT );
				WRITE_SHORT( entindex( ) + 0x1000 );		// entity, attachment
				WRITE_COORD( 0 );		// origin
				WRITE_COORD( 0 );
				WRITE_COORD( 0 );
				WRITE_COORD( 32 );	// radius
				WRITE_BYTE( 255 );	// R
				WRITE_BYTE( 192 );	// G
				WRITE_BYTE( 64 );	// B
				WRITE_BYTE( 10 );	// life * 10
				WRITE_COORD( 32 ); // decay
			MESSAGE_END();

			CBaseMonster *pBall = (CBaseMonster*)Create( "controller_head_ball", vecStart, pev->angles, edict() );

			pBall->pev->velocity = Vector( 0, 0, 32 );
			pBall->m_hEnemy = m_hEnemy;

			m_iBall[0] = 0;
			m_iBall[1] = 0;
		}
		break;

		case CONTROLLER_AE_SMALL_SHOOT:
		{
			AttackSound( );
			m_flShootTime = gpGlobals->time;
			m_flShootEnd = m_flShootTime + atoi( pEvent->options ) / 15.0;
		}
		break;
		case CONTROLLER_AE_POWERUP_FULL:
		{
			m_iBall[0] = 255;
			m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
			m_iBall[1] = 255;
			m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
		}
		break;
		case CONTROLLER_AE_POWERUP_HALF:
		{
			m_iBall[0] = 192;
			m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
			m_iBall[1] = 192;
			m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
		}
		break;
		default:
			CBaseMonster::HandleAnimEvent( pEvent );
			break;
	}
}
Exemplo n.º 8
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(&CBaseEntity::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( 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;

	// 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 && ( pev->origin - m_vecEnemyLKP ).Length() <= 300 )
		{
			MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
				WRITE_BYTE( TE_SPRITE );
				WRITE_COORD( pev->origin.x);	// pos
				WRITE_COORD( pev->origin.y);
				WRITE_COORD( pev->origin.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;
			}
			pev->velocity = pev->velocity * 2;
			pev->nextthink = gpGlobals->time + 1.0;
			// don't attack again
			m_flStopAttack = gpGlobals->time;
		}
	}
}
Exemplo n.º 9
0
//=========================================================
// 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;
	}
}
Exemplo n.º 10
0
void CHalfLifeTeamplay :: UpdateGameMode( CBasePlayer *pPlayer )
{
	MESSAGE_BEGIN( MSG_ONE, gmsgGameMode, NULL, pPlayer->edict() );
		WRITE_BYTE( 1 );  // game mode teamplay
	MESSAGE_END();
}
Exemplo n.º 11
0
//=========================================================
// InitHUD
//=========================================================
void CHalfLifeTeamplay::InitHUD( CBasePlayer *pPlayer )
{
	int i;

	SetDefaultPlayerTeam( pPlayer );
	CHalfLifeMultiplay::InitHUD( pPlayer );

	// Send down the team names
	MESSAGE_BEGIN( MSG_ONE, gmsgTeamNames, NULL, pPlayer->edict() );  
		WRITE_BYTE( num_teams );

		for ( i = 0; i < num_teams; i++ )
		{
			char theTeamName[256];
			strcpy(theTeamName, team_names[i]);

			// If the team name isn't empty, append # so team name is translated on client
			if(strcmp(theTeamName, ""))
			{
				sprintf(theTeamName, "#%s", team_names[i]);
			}
			
			WRITE_STRING(theTeamName);
		}
	MESSAGE_END();

	RecountTeams();

//	char *mdls = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" );
//	// update the current player of the team he is joining
//	char text[1024];
//	if ( !strcmp( mdls, pPlayer->m_szTeamName ) )
//	{
//		sprintf( text, "* you are on team \'%s\'\n", pPlayer->m_szTeamName );
//	}
//	else
//	{
//		sprintf( text, "* assigned to team %s\n", pPlayer->m_szTeamName );
//	}

	ChangePlayerTeam( pPlayer, pPlayer->TeamID(), FALSE, FALSE );
//	UTIL_SayText( text, pPlayer );
	int clientIndex = pPlayer->entindex();
	RecountTeams();

//	// update this player with all the other players team info
//	// loop through all active players and send their team info to the new client
//	for ( i = 1; i <= gpGlobals->maxClients; i++ )
//	{
//		CBasePlayer *plr = (CBasePlayer*)UTIL_PlayerByIndex( i );
//		if ( plr && IsValidTeam( plr->TeamID() ) )
//		{
//			MESSAGE_BEGIN( MSG_ONE, gmsgTeamInfo, NULL, pPlayer->edict() );
//				WRITE_BYTE( plr->entindex() );
//				WRITE_STRING( plr->TeamID() );
//			MESSAGE_END();
//		}
//	}

	pPlayer->NeedsTeamUpdate();
}
Exemplo n.º 12
0
// Powerup Touch
BOOL CItemPowerup::MyTouch( CBasePlayer *pPlayer )
{
	if (pPlayer->pev->health <= 0)
		return FALSE;

	EMIT_SOUND( ENT(pev), CHAN_ITEM, STRING(pev->noise), 1, ATTN_NORM );

	pPlayer->m_iQuakeItems |= m_iPowerupBit;
	
	int iPowerUp = 0;

	// Invincibility
	if (invincible_finished)
	{
		// Make them glow red

		if ( pPlayer->m_iQuakeItems & IT_QUAD )
		{
			pPlayer->pev->renderfx = kRenderFxGlowShell;
			pPlayer->pev->rendercolor = Vector( 255, 125, 255 );	// RGB
			pPlayer->pev->renderamt = 100;	// Shell size
			
			iPowerUp = 3;
		}
		else
		{
			pPlayer->pev->renderfx = kRenderFxGlowShell;
			pPlayer->pev->rendercolor = Vector( 255, 128, 0 );	// RGB
			pPlayer->pev->renderamt = 100;	// Shell size

			iPowerUp = 2;
		}

		if ( pPlayer->m_iQuakeItems & IT_INVISIBILITY )
		{
			pPlayer->pev->rendermode = kRenderTransColor;
			pPlayer->pev->renderamt = 1;
		}
		pPlayer->m_flInvincibleFinished = gpGlobals->time + invincible_finished;

	}
	
	// Quad Damage
	if (super_damage_finished)
	{
		// Make them glow blue

		if ( pPlayer->m_iQuakeItems & IT_INVULNERABILITY )
		{
			pPlayer->pev->renderfx = kRenderFxGlowShell;
			pPlayer->pev->rendercolor = Vector( 255, 125, 255 );	// RGB
			pPlayer->pev->renderamt = 100;	// Shell size

			iPowerUp = 3;
		}
		else
		{
			pPlayer->pev->renderfx = kRenderFxGlowShell;
			pPlayer->pev->rendercolor = Vector( 128, 128, 255 );	// RGB
			pPlayer->pev->renderamt = 100;	// Shell size

			iPowerUp = 1;
		}

		if ( pPlayer->m_iQuakeItems & IT_INVISIBILITY )
		{
			pPlayer->pev->rendermode = kRenderTransColor;
			pPlayer->pev->renderamt = 1;
		}


		pPlayer->m_flSuperDamageFinished = gpGlobals->time + super_damage_finished;

		// Remove armor and cells if DM==4
		if (gpGlobals->deathmatch == 4)
		{
			pPlayer->pev->armortype = 0;
			pPlayer->pev->armorvalue = 0; 
			pPlayer->m_iAmmoCells = 0;
		}
	}

	// Radiation suit
	if (radsuit_finished)
		pPlayer->m_flRadsuitFinished = gpGlobals->time + radsuit_finished;

	// Invisibility
	if (invisible_finished)
	{
		pPlayer->m_flInvisibleFinished = gpGlobals->time + invisible_finished;

		pPlayer->pev->renderfx = kRenderFxGlowShell;
		pPlayer->pev->rendercolor = Vector( 128, 128, 128 );	// RGB
		pPlayer->pev->renderamt = 5;	// Shell size
	
	}
	
	// tell director about it
	MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
		WRITE_BYTE ( 9 );	// command length in bytes
		WRITE_BYTE ( DRC_CMD_EVENT );	// powerup pickup
		WRITE_SHORT( ENTINDEX(pPlayer->edict()) );	// player is primary target
		WRITE_SHORT( ENTINDEX(this->edict()) );	// powerup as second target
		WRITE_LONG( 9 );   // highst prio in game
	MESSAGE_END();

	pPlayer->W_SetCurrentAmmo();

	PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_RELIABLE, 
	pPlayer->edict(), g_usPowerUp, 0, (float *)&g_vecZero, (float *)&g_vecZero, 
	(float)iPowerUp, 0.0, pPlayer->entindex(), pPlayer->pev->team, 0, 0 );

	return TRUE;
}
Exemplo n.º 13
0
/* <2464e8> ../cstrike/dlls/wpn_shared/wpn_c4.cpp:152 */
void CC4::__MAKE_VHOOK(PrimaryAttack)(void)
{
	BOOL PlaceBomb;
	int inBombZone, onGround;

	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
	{
		return;
	}

	inBombZone = (m_pPlayer->m_signals.GetState() & SIGNAL_BOMB) == SIGNAL_BOMB;
	onGround = (m_pPlayer->pev->flags & FL_ONGROUND) == FL_ONGROUND;
	PlaceBomb = (onGround && inBombZone);

	if (!m_bStartedArming)
	{
		if (!inBombZone)
		{
			ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Plant_At_Bomb_Spot");
			m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
			return;
		}

		if (!onGround)
		{
			ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground");
			m_flNextPrimaryAttack = GetNextAttackDelay(1);
			return;
		}

		m_bStartedArming = true;
		m_bBombPlacedAnimation = false;
		m_fArmedTime = gpGlobals->time + C4_ARMING_ON_TIME;

		SendWeaponAnim(C4_ARM, UseDecrement() != FALSE);

		SET_CLIENT_MAXSPEED(m_pPlayer->edict(), 1.0);

		m_pPlayer->SetAnimation(PLAYER_ATTACK1);
		m_pPlayer->SetProgressBarTime(C4_ARMING_ON_TIME);
	}
	else
	{
		if (PlaceBomb)
		{
			CBaseEntity *pEntity = NULL;
			CBasePlayer *pTempPlayer = NULL;

			if (m_fArmedTime <= gpGlobals->time)
			{
				if (m_bStartedArming)
				{
					m_bStartedArming = false;
					m_fArmedTime = 0;

					Broadcast("BOMBPL");
					m_pPlayer->m_bHasC4 = false;

					if (pev->speed != 0 && g_pGameRules != NULL)
					{
						g_pGameRules->m_iC4Timer = (int)pev->speed;
					}

					CGrenade *pBomb = CGrenade::ShootSatchelCharge(m_pPlayer->pev, m_pPlayer->pev->origin, Vector(0, 0, 0));

					MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR);
						WRITE_BYTE(9);
						WRITE_BYTE(DRC_CMD_EVENT);
						WRITE_SHORT(m_pPlayer->entindex());
						WRITE_SHORT(0);
						WRITE_LONG(DRC_FLAG_FACEPLAYER | 11);
					MESSAGE_END();

					MESSAGE_BEGIN(MSG_ALL, gmsgBombDrop);
						WRITE_COORD(pBomb->pev->origin.x);
						WRITE_COORD(pBomb->pev->origin.y);
						WRITE_COORD(pBomb->pev->origin.z);
						WRITE_BYTE(1);
					MESSAGE_END();

					UTIL_ClientPrintAll(HUD_PRINTCENTER, "#Bomb_Planted");

					TheBots->OnEvent(EVENT_BOMB_PLANTED, m_pPlayer, pBomb);

					if (g_pGameRules->IsCareer() && !m_pPlayer->IsBot())
					{
						TheCareerTasks->HandleEvent(EVENT_BOMB_PLANTED, m_pPlayer);
					}

					UTIL_LogPrintf
					(
						"\"%s<%i><%s><TERRORIST>\" triggered \"Planted_The_Bomb\"\n",
						STRING(m_pPlayer->pev->netname),
						GETPLAYERUSERID(m_pPlayer->edict()),
						GETPLAYERAUTHID(m_pPlayer->edict())
					);

					g_pGameRules->m_bBombDropped = FALSE;
					EMIT_SOUND(edict(), CHAN_WEAPON, "weapons/c4_plant.wav", VOL_NORM, ATTN_NORM);

					m_pPlayer->pev->body = 0;
					m_pPlayer->ResetMaxSpeed();
					m_pPlayer->SetBombIcon(FALSE);

					m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;

					if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
					{
						RetireWeapon();
						return;
					}
				}
			}
			else
			{
				if (m_fArmedTime - 0.75 <= gpGlobals->time && !m_bBombPlacedAnimation)
				{
					m_bBombPlacedAnimation = true;

					SendWeaponAnim(C4_DROP, UseDecrement() != FALSE);
					m_pPlayer->SetAnimation(PLAYER_HOLDBOMB);
				}
			}
		}
		else
		{
			if (inBombZone)
				ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground");
			else
				ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#C4_Arming_Cancelled");

			m_bStartedArming = false;
			m_flNextPrimaryAttack = GetNextAttackDelay(1.5);

			m_pPlayer->ResetMaxSpeed();
			m_pPlayer->SetProgressBarTime(0);
			m_pPlayer->SetAnimation(PLAYER_HOLDBOMB);

			SendWeaponAnim(m_bBombPlacedAnimation ? C4_DRAW : C4_IDLE1, UseDecrement() != FALSE);
			return;
		}
	}

	m_flNextPrimaryAttack = GetNextAttackDelay(0.3);
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT(10, 15);
}
Exemplo n.º 14
0
void CLightning::StrikeThink( void )
{
	if ( m_life != 0 )
	{
		if ( pev->spawnflags & SF_BEAM_RANDOM )
			pev->nextthink = gpGlobals->time + m_life + RANDOM_FLOAT( 0, m_restrike );
		else
			pev->nextthink = gpGlobals->time + m_life + m_restrike;
	}
	m_active = 1;

	if (FStringNull(m_iszEndEntity))
	{
		if (FStringNull(m_iszStartEntity))
		{
			RandomArea( );
		}
		else
		{
			CBaseEntity *pStart = RandomTargetname( STRING(m_iszStartEntity) );
			if (pStart != NULL)
				RandomPoint( pStart->pev->origin );
			else
				ALERT( at_console, "env_beam: unknown entity \"%s\"\n", STRING(m_iszStartEntity) );
		}
		return;
	}

	CBaseEntity *pStart = RandomTargetname( STRING(m_iszStartEntity) );
	CBaseEntity *pEnd = RandomTargetname( STRING(m_iszEndEntity) );

	if ( pStart != NULL && pEnd != NULL )
	{
		if ( IsPointEntity( pStart ) || IsPointEntity( pEnd ) )
		{
			if ( pev->spawnflags & SF_BEAM_RING)
			{
				// don't work
				return;
			}
		}
		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			if ( IsPointEntity( pStart ) || IsPointEntity( pEnd ) )
			{
				if ( !IsPointEntity( pEnd ) )	// One point entity must be in pEnd
				{
					CBaseEntity *pTemp;
					pTemp = pStart;
					pStart = pEnd;
					pEnd = pTemp;
				}
				if ( !IsPointEntity( pStart ) )	// One sided
				{
					WRITE_BYTE( TE_BEAMENTPOINT );
					WRITE_SHORT( pStart->entindex() );
					WRITE_COORD( pEnd->pev->origin.x);
					WRITE_COORD( pEnd->pev->origin.y);
					WRITE_COORD( pEnd->pev->origin.z);
				}
				else
				{
					WRITE_BYTE( TE_BEAMPOINTS);
					WRITE_COORD( pStart->pev->origin.x);
					WRITE_COORD( pStart->pev->origin.y);
					WRITE_COORD( pStart->pev->origin.z);
					WRITE_COORD( pEnd->pev->origin.x);
					WRITE_COORD( pEnd->pev->origin.y);
					WRITE_COORD( pEnd->pev->origin.z);
				}


			}
			else
			{
				if ( pev->spawnflags & SF_BEAM_RING)
					WRITE_BYTE( TE_BEAMRING );
				else
					WRITE_BYTE( TE_BEAMENTS );
				WRITE_SHORT( pStart->entindex() );
				WRITE_SHORT( pEnd->entindex() );
			}

			WRITE_SHORT( m_spriteTexture );
			WRITE_BYTE( m_frameStart ); // framestart
			WRITE_BYTE( (int)pev->framerate); // framerate
			WRITE_BYTE( (int)(m_life*10.0) ); // life
			WRITE_BYTE( m_boltWidth );  // width
			WRITE_BYTE( m_noiseAmplitude );   // noise
			WRITE_BYTE( (int)pev->rendercolor.x );   // r, g, b
			WRITE_BYTE( (int)pev->rendercolor.y );   // r, g, b
			WRITE_BYTE( (int)pev->rendercolor.z );   // r, g, b
			WRITE_BYTE( pev->renderamt );	// brightness
			WRITE_BYTE( m_speed );		// speed
		MESSAGE_END();
		DoSparks( pStart->pev->origin, pEnd->pev->origin );
		if ( pev->dmg > 0 )
		{
			TraceResult tr;
			UTIL_TraceLine( pStart->pev->origin, pEnd->pev->origin, dont_ignore_monsters, NULL, &tr );
			BeamDamageInstant( &tr, pev->dmg );
		}
	}
}
Exemplo n.º 15
0
void CGrenade::Explode2( TraceResult* pTrace, int bitsDamageType )
{
    pev->model		= iStringNull;	// invisible
    pev->solid		= SOLID_NOT;	// intangible
    pev->takedamage = DAMAGE_NO;

    UTIL_ScreenShake( pTrace->vecEndPos, 25.0, 150.0, 1.0, 3000.0 );

    g_pGameRules->m_bTargetBombed = true;

    if( g_pGameRules->IsCareer() )
    {
        // TODO: implements this.
        // TheCareerTasks->LatchRoundEndMessage();
    }

    m_fJustBlew = TRUE;
    g_pGameRules->CheckWinConditions();

    if( pTrace->flFraction != 1.0 )
    {
        pev->origin = pTrace->vecEndPos + ( pTrace->vecPlaneNormal * ( pev->dmg - 24 ) * 0.6 );
    }

    bool isInWater = UTIL_PointContents( pev->origin ) == CONTENTS_WATER;

    MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
    WRITE_BYTE( TE_SPRITE );
    WRITE_COORD( pev->origin.x );
    WRITE_COORD( pev->origin.y );
    WRITE_COORD( pev->origin.z - 10.0 );
    WRITE_SHORT( g_sModelIndexFireball3 );
    WRITE_BYTE( ( pev->dmg - 275 ) * 0.6 );
    WRITE_BYTE( 150 );
    MESSAGE_END();

    MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
    WRITE_BYTE( TE_SPRITE );
    WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -512, 512 ) );
    WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -512, 512 ) );
    WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -10, 10 ) );
    WRITE_SHORT( g_sModelIndexFireball2 );
    WRITE_BYTE( ( pev->dmg - 275 ) * 0.6 );
    WRITE_BYTE( 150 );
    MESSAGE_END();

    MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
    WRITE_BYTE( TE_SPRITE );
    WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -512, 512 ) );
    WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -512, 512 ) );
    WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -10, 10 ) );
    WRITE_SHORT( g_sModelIndexFireball3 );
    WRITE_BYTE( ( pev->dmg - 275 ) * 0.6 );
    WRITE_BYTE( 150 );
    MESSAGE_END();

    MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
    WRITE_BYTE( TE_SPRITE );
    WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -512, 512 ) );
    WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -512, 512 ) );
    WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -10, 10 ) );
    WRITE_SHORT( g_sModelIndexFireball );
    WRITE_BYTE( ( pev->dmg - 275 ) * 0.6 );
    WRITE_BYTE( 150 );
    MESSAGE_END();

    EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/c4_explode1.wav", VOL_NORM, 0.25 );

    CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );

    entvars_t *pevOwner;

    if ( pev->owner )
        pevOwner = VARS( pev->owner );
    else
        pevOwner = NULL;

    pev->owner = NULL; // Can't traceline attack owner if this is set.

    // TODO: Fix me.
    //RadiusDamage( pev, pevOwner, pev->dmg, g_pGameRules->m_flBombRadius, CLASS_NONE, bitsDamageType );

    if( g_pGameRules->IsCareer() )
    {
        // TODO: implements this.
        // TheCareerTasks->UnlatchRoundEndMessage();
    }

    MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
    WRITE_BYTE( 9 );
    WRITE_BYTE( DRC_CMD_EVENT );
    WRITE_SHORT( ENTINDEX( this->edict() ) );
    WRITE_SHORT( NULL );
    WRITE_ENTITY( DRC_FLAG_FINAL | 15 );
    MESSAGE_END();

    UTIL_DecalTrace( pTrace, RANDOM_FLOAT( 0 , 1 ) < 0.5 ? DECAL_SCORCH1 : DECAL_SCORCH2 );

    switch ( RANDOM_LONG( 0, 2 ) )
    {
    case 0:
        EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM );
        break;
    case 1:
        EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM );
        break;
    case 2:
        EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM );
        break;
    }

    pev->effects |= EF_NODRAW;
    SetThink( &CGrenade::Smoke2 );

    pev->velocity	= g_vecZero;
    pev->nextthink	= gpGlobals->time + 0.85;

    if( !isInWater )
    {
        int sparkCount = RANDOM_LONG( 0, 3 );

        for( int i = 0; i < sparkCount; i++ )
        {
            Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL );
        }
    }
}
Exemplo n.º 16
0
void DecalTrace (entvars_t *pev, TraceResult *trace, int logotypeIndex)
{
   // this function draw spraypaint depending on the tracing results.

   static Array <String> logotypes;

   if (logotypes.IsEmpty ())
   {
      logotypes = String ("{biohaz;{graf004;{graf005;{lambda06;{target;{hand1").Split (";");
   }

   int entityIndex = -1, message = TE_DECAL;
   int decalIndex = (*g_engfuncs.pfnDecalIndex) (logotypes[logotypeIndex]);

   if (decalIndex < 0)
      decalIndex = (*g_engfuncs.pfnDecalIndex) ("{lambda06");

   if (trace->flFraction == 1.0f)
      return;

   if (!FNullEnt (trace->pHit))
   {
      if (trace->pHit->v.solid == SOLID_BSP || trace->pHit->v.movetype == MOVETYPE_PUSHSTEP)
         entityIndex = ENTINDEX (trace->pHit);
      else
         return;
   }
   else
      entityIndex = 0;

   if (entityIndex != 0)
   {
      if (decalIndex > 255)
      {
         message = TE_DECALHIGH;
         decalIndex -= 256;
      }
   }
   else
   {
      message = TE_WORLDDECAL;

      if (decalIndex > 255)
      {
         message = TE_WORLDDECALHIGH;
         decalIndex -= 256;
      }
   }

   if (logotypes[logotypeIndex].Has ("{"))
   {
      MESSAGE_BEGIN (MSG_BROADCAST, SVC_TEMPENTITY);
         WRITE_BYTE (TE_PLAYERDECAL);
         WRITE_BYTE (ENTINDEX (ENT (pev)));
         WRITE_COORD (trace->vecEndPos.x);
         WRITE_COORD (trace->vecEndPos.y);
         WRITE_COORD (trace->vecEndPos.z);
         WRITE_SHORT (static_cast <short> (ENTINDEX (trace->pHit)));
         WRITE_BYTE (decalIndex);
      MESSAGE_END ();
   }
   else
   {
      MESSAGE_BEGIN (MSG_BROADCAST, SVC_TEMPENTITY);
         WRITE_BYTE (message);
         WRITE_COORD (trace->vecEndPos.x);
         WRITE_COORD (trace->vecEndPos.y);
         WRITE_COORD (trace->vecEndPos.z);
         WRITE_BYTE (decalIndex);

      if (entityIndex)
         WRITE_SHORT (entityIndex);

      MESSAGE_END();
   }
}
Exemplo n.º 17
0
void CGrenade::C4Think( void )
{
    if( !IsInWorld() )
    {
        UTIL_Remove( this );
        return;
    }

    pev->nextthink = gpGlobals->time + 0.12;

    if( m_flNextFreq <= gpGlobals->time )
    {
        m_flNextFreq = gpGlobals->time + m_flNextFreqInterval;
        m_flNextFreqInterval *= 0.9;

        switch( m_iC4Beep )
        {
        case 0 :
        {
            m_flAttenu = 1.5;
            m_sBeepName = "weapons/c4_beep1.wav";

            if( UTIL_IsGame( "czero" ) )
            {
                MESSAGE_BEGIN( MSG_ALL, gmsgScenarioIcon );
                WRITE_BYTE( 1 );
                WRITE_STRING( "bombticking" );
                WRITE_BYTE( 255 );
                WRITE_SHORT( 140 );
                WRITE_SHORT( 0 );
                MESSAGE_END();
            }

            break;
        }
        case 1 :
        {
            m_flAttenu = 1.0;
            m_sBeepName = "weapons/c4_beep2.wav";

            if( UTIL_IsGame( "czero" ) )
            {
                MESSAGE_BEGIN( MSG_ALL, gmsgScenarioIcon );
                WRITE_BYTE( 1 );
                WRITE_STRING( "bombticking" );
                WRITE_BYTE( 255 );
                WRITE_SHORT( 70 );
                WRITE_SHORT( 0 );
                MESSAGE_END();
            }

            break;
        }
        case 2 :
        {
            m_flAttenu = 0.8;
            m_sBeepName = "weapons/c4_beep3.wav";

            if( UTIL_IsGame( "czero" ) )
            {
                MESSAGE_BEGIN( MSG_ALL, gmsgScenarioIcon );
                WRITE_BYTE( 1 );
                WRITE_STRING( "bombticking" );
                WRITE_BYTE( 255 );
                WRITE_SHORT( 40 );
                WRITE_SHORT( 0 );
                MESSAGE_END();
            }

            break;
        }
        case 3 :
        {
            m_flAttenu = 0.5;
            m_sBeepName = "weapons/c4_beep4.wav";

            if( UTIL_IsGame( "czero" ) )
            {
                MESSAGE_BEGIN( MSG_ALL, gmsgScenarioIcon );
                WRITE_BYTE( 1 );
                WRITE_STRING( "bombticking" );
                WRITE_BYTE( 255 );
                WRITE_SHORT( 30 );
                WRITE_SHORT( 0 );
                MESSAGE_END();
            }

            break;
        }
        case 4 :
        {
            m_flAttenu = 0.2;
            m_sBeepName = "weapons/c4_beep5.wav";

            if( UTIL_IsGame( "czero" ) )
            {
                MESSAGE_BEGIN( MSG_ALL, gmsgScenarioIcon );
                WRITE_BYTE( 1 );
                WRITE_STRING( "bombticking" );
                WRITE_BYTE( 255 );
                WRITE_SHORT( 20 );
                WRITE_SHORT( 0 );
                MESSAGE_END();
            }

            break;
        }
        }

        ++m_iC4Beep;
    }

    if( m_flNextBeep <= gpGlobals->time )
    {
        m_flNextBeep = gpGlobals->time + 1.4;
        EMIT_SOUND( ENT( pev ), CHAN_VOICE, m_sBeepName, VOL_NORM, m_flAttenu );

        // TODO: Adds support for bots.
        // TheBots->OnEvent( EVENT_BOMB_BEEP, this, NULL );
    }

    if( m_flNextBlink <= gpGlobals->time )
    {
        m_flNextBlink = gpGlobals->time	+ 2.0;

        MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
        WRITE_BYTE( TE_GLOWSPRITE );
        WRITE_COORD( pev->origin.x );
        WRITE_COORD( pev->origin.y );
        WRITE_COORD( pev->origin.z + 5.0 );
        WRITE_SHORT( g_sModelIndexC4Glow );
        WRITE_BYTE( 1 );
        WRITE_BYTE( 3 );
        WRITE_BYTE( 255 );
        MESSAGE_END();
    }

    if( m_flC4Blow <= gpGlobals->time )
    {
        // TODO: Adds support for bots.
        // TheBots->OnEvent( EVENT_BOMB_EXPLODED, NULL, NULL );

        MESSAGE_BEGIN( MSG_ALL, gmsgScenarioIcon );
        WRITE_BYTE( 0 );
        MESSAGE_END();

        if( m_pentCurBombTarget )
        {
            CBaseEntity *pEntity = CBaseEntity::Instance( m_pentCurBombTarget->pev );

            if( pEntity )
            {
                CBaseEntity* pPlayer = CBaseEntity::Instance( pev->owner );

                if( pPlayer )
                {
                    pEntity->Use( pPlayer, this, USE_TOGGLE, 0 );
                }
            }
        }

        CBasePlayer* pPlayer = (CBasePlayer *)CBaseEntity::Instance( pev->owner );

        if( pPlayer )
        {
            pPlayer->pev->frags += 3;
        }

        MESSAGE_BEGIN( MSG_ALL, gmsgBombPickup );
        MESSAGE_END();

        g_pGameRules->m_fBombDropped = FALSE;

        if( pev->waterlevel )
            UTIL_Remove( this );
        else
            SetThink( &CGrenade::Detonate2 );
    }

    if( m_fStartDefuse )
    {
        CBasePlayer* pDefuser = (CBasePlayer *)((CBaseEntity *)m_hDefuser);

        if( pDefuser && m_flDefuseCountDown > gpGlobals->time )
        {
            BOOL isOnGround = !!( pDefuser->pev->flags & FL_ONGROUND );

            if( m_flNextDefuseTime < gpGlobals->time || !isOnGround )
            {
                if( !isOnGround )
                {
                    ClientPrint( m_hDefuser->pev, HUD_PRINTCENTER, "#C4_Defuse_Must_Be_On_Ground" );
                }

                pDefuser->ResetMaxSpeed();
                pDefuser->SetProgressBarTime( 0 );
                pDefuser->m_fBombDefusing = FALSE;

                m_fStartDefuse = FALSE;
                m_flDefuseCountDown = 0.0;

                // TODO: Adds support for bots.
                // TheBots->OnEvent( EVENT_DEFUSE_ABORTED, NULL, NULL );
            }
        }
        else
        {
            // TODO: Adds support for bots.
            // TheBots->OnEvent( EVENT_BOMB_DEFUSED, pDefuser, NULL );

            Broadcast( "BOMBDEF" );

            MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
            WRITE_BYTE( 9 );
            WRITE_BYTE( DRC_CMD_EVENT );
            WRITE_SHORT( ENTINDEX( this->edict() ) );
            WRITE_SHORT( NULL );
            WRITE_ENTITY( DRC_FLAG_FINAL | DRC_FLAG_FACEPLAYER | DRC_FLAG_DRAMATIC | 15 );
            MESSAGE_END();

            UTIL_LogPrintf(	"\"%s<%i><%s><CT>\" triggered \"Defused_The_Bomb\"\n",
                            STRING( pDefuser->pev->netname ),
                            GETPLAYERAUTHID( pDefuser->edict() ),
                            GETPLAYERUSERID( pDefuser->edict() ) );

            UTIL_EmitAmbientSound( ENT( pev ), pev->origin, "weapons/c4_beep5.wav", 0, ATTN_NONE, SND_STOP, 0 );
            EMIT_SOUND( ENT( pDefuser->pev ), CHAN_WEAPON, "weapons/c4_disarmed.wav", 0.8, ATTN_NORM );

            UTIL_Remove( this );
            m_fJustBlew = TRUE;

            pDefuser->ResetMaxSpeed();
            pDefuser->m_fBombDefusing = FALSE;

            MESSAGE_BEGIN( MSG_ALL, gmsgScenarioIcon );
            WRITE_BYTE( 0 );
            MESSAGE_END();

            if( g_pGameRules->IsCareer() )
            {
                // TODO: Adds support for bots.
                //TheCareerTasks->HandleEvents( EVEN_BOMB_DEFUSED, pDefuser, NULL );
            }

            g_pGameRules->m_bBombDefused = TRUE;
            g_pGameRules->CheckWinConditions();

            pDefuser->pev->frags += 3;

            MESSAGE_BEGIN( MSG_ALL, gmsgBombPickup );
            MESSAGE_END();

            g_pGameRules->m_fBombDropped = FALSE;
            m_fStartDefuse = FALSE;
        }
    }
}
void COsprey :: DyingThink( void )
{
	StudioFrameAdvance( );
	SetNextThink( 0.1 );

	pev->avelocity = pev->avelocity * 1.02;

	// still falling?
	if (m_startTime > gpGlobals->time )
	{
		UTIL_MakeAimVectors( pev->angles );
		ShowDamage( );

		Vector vecSpot = pev->origin + pev->velocity * 0.2;

		// random explosions
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_EXPLOSION);		// This just makes a dynamic light now
			WRITE_COORD( vecSpot.x + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( vecSpot.y + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( vecSpot.z + RANDOM_FLOAT( -150, -50 ));
			WRITE_SHORT( g_sModelIndexFireball );
			WRITE_BYTE( RANDOM_LONG(0,29) + 30  ); // scale * 10
			WRITE_BYTE( 12  ); // framerate
			WRITE_BYTE( TE_EXPLFLAG_NONE );
		MESSAGE_END();

		// lots of smoke
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_SMOKE );
			WRITE_COORD( vecSpot.x + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( vecSpot.y + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( vecSpot.z + RANDOM_FLOAT( -150, -50 ));
			WRITE_SHORT( g_sModelIndexSmoke );
			WRITE_BYTE( 100 ); // scale * 10
			WRITE_BYTE( 10  ); // framerate
		MESSAGE_END();


		vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_BREAKMODEL);

			// position
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z );

			// size
			WRITE_COORD( 800 );
			WRITE_COORD( 800 );
			WRITE_COORD( 132 );

			// velocity
			WRITE_COORD( pev->velocity.x ); 
			WRITE_COORD( pev->velocity.y );
			WRITE_COORD( pev->velocity.z );

			// randomization
			WRITE_BYTE( 50 ); 

			// Model
			WRITE_SHORT( m_iTailGibs );	//model id#

			// # of shards
			WRITE_BYTE( 8 );	// let client decide

			// duration
			WRITE_BYTE( 200 );// 10.0 seconds

			// flags

			WRITE_BYTE( BREAK_METAL );
		MESSAGE_END();



		// don't stop it we touch a entity
		pev->flags &= ~FL_ONGROUND;
		SetNextThink( 0.2 );
		return;
	}
	else
	{
		Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;

		/*
		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE( TE_EXPLOSION);		// This just makes a dynamic light now
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 512 );
			WRITE_SHORT( m_iExplode );
			WRITE_BYTE( 250 ); // scale * 10
			WRITE_BYTE( 10  ); // framerate
		MESSAGE_END();
		*/

		// gibs
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_SPRITE );
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 512 );
			WRITE_SHORT( m_iExplode );
			WRITE_BYTE( 250 ); // scale * 10
			WRITE_BYTE( 255 ); // brightness
		MESSAGE_END();

		/*
		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE( TE_SMOKE );
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 300 );
			WRITE_SHORT( g_sModelIndexSmoke );
			WRITE_BYTE( 250 ); // scale * 10
			WRITE_BYTE( 6  ); // framerate
		MESSAGE_END();
		*/

		// blast circle
		MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
			WRITE_BYTE( TE_BEAMCYLINDER );
			WRITE_COORD( pev->origin.x);
			WRITE_COORD( pev->origin.y);
			WRITE_COORD( pev->origin.z);
			WRITE_COORD( pev->origin.x);
			WRITE_COORD( pev->origin.y);
			WRITE_COORD( pev->origin.z + 2000 ); // reach damage radius over .2 seconds
			WRITE_SHORT( m_iSpriteTexture );
			WRITE_BYTE( 0 ); // startframe
			WRITE_BYTE( 0 ); // framerate
			WRITE_BYTE( 4 ); // life
			WRITE_BYTE( 32 );  // width
			WRITE_BYTE( 0 );   // noise
			WRITE_BYTE( 255 );   // r, g, b
			WRITE_BYTE( 255 );   // r, g, b
			WRITE_BYTE( 192 );   // r, g, b
			WRITE_BYTE( 128 ); // brightness
			WRITE_BYTE( 0 );		// speed
		MESSAGE_END();

		EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3);

		RadiusDamage( pev->origin, pev, pev, 300, CLASS_NONE, DMG_BLAST );

		// gibs
		vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
		MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_BREAKMODEL);

			// position
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 64);

			// size
			WRITE_COORD( 800 );
			WRITE_COORD( 800 );
			WRITE_COORD( 128 );

			// velocity
			WRITE_COORD( m_velocity.x ); 
			WRITE_COORD( m_velocity.y );
			WRITE_COORD( fabs( m_velocity.z ) * 0.25 );

			// randomization
			WRITE_BYTE( 40 ); 

			// Model
			WRITE_SHORT( m_iBodyGibs );	//model id#

			// # of shards
			WRITE_BYTE( 128 );

			// duration
			WRITE_BYTE( 200 );// 10.0 seconds

			// flags

			WRITE_BYTE( BREAK_METAL );
		MESSAGE_END();

		UTIL_Remove( this );
	}
}
Exemplo n.º 19
0
void CControllerHeadBall :: HuntThink( void  )
{
	pev->nextthink = gpGlobals->time + 0.1;

	pev->renderamt -= 5;

	MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
		WRITE_BYTE( TE_ELIGHT );
		WRITE_SHORT( entindex( ) );		// entity, attachment
		WRITE_COORD( pev->origin.x );		// origin
		WRITE_COORD( pev->origin.y );
		WRITE_COORD( pev->origin.z );
		WRITE_COORD( pev->renderamt / 16 );	// radius
		WRITE_BYTE( 255 );	// R
		WRITE_BYTE( 255 );	// G
		WRITE_BYTE( 255 );	// B
		WRITE_BYTE( 2 );	// life * 10
		WRITE_COORD( 0 ); // decay
	MESSAGE_END();

	// check world boundaries
	if (gpGlobals->time - pev->dmgtime > 5 || pev->renderamt < 64 || m_hEnemy == NULL || m_hOwner == NULL || pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096)
	{
		SetTouch( NULL );
		UTIL_Remove( this );
		return;
	}

	MovetoTarget( m_hEnemy->Center( ) );

	if ((m_hEnemy->Center() - pev->origin).Length() < 64)
	{
		TraceResult tr;

		UTIL_TraceLine( pev->origin, m_hEnemy->Center(), dont_ignore_monsters, ENT(pev), &tr );

		CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
		if (pEntity != NULL && pEntity->pev->takedamage)
		{
			ClearMultiDamage( );
			pEntity->TraceAttack( m_hOwner->pev, gSkillData.controllerDmgZap, pev->velocity, &tr, DMG_SHOCK );
			ApplyMultiDamage( pev, m_hOwner->pev );
		}

		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE( TE_BEAMENTPOINT );
			WRITE_SHORT( entindex() );
			WRITE_COORD( tr.vecEndPos.x );
			WRITE_COORD( tr.vecEndPos.y );
			WRITE_COORD( tr.vecEndPos.z );
			WRITE_SHORT( g_sModelIndexLaser );
			WRITE_BYTE( 0 ); // frame start
			WRITE_BYTE( 10 ); // framerate
			WRITE_BYTE( 3 ); // life
			WRITE_BYTE( 20 );  // width
			WRITE_BYTE( 0 );   // noise
			WRITE_BYTE( 255 );   // r, g, b
			WRITE_BYTE( 255 );   // r, g, b
			WRITE_BYTE( 255 );   // r, g, b
			WRITE_BYTE( 255 );	// brightness
			WRITE_BYTE( 10 );		// speed
		MESSAGE_END();

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

		m_flNextAttack = gpGlobals->time + 3.0;

		SetThink( &CControllerHeadBall::DieThink );
		pev->nextthink = gpGlobals->time + 0.3;
	}

	// Crawl( );
}
Exemplo n.º 20
0
//=========================================================
// RunTask 
//=========================================================
void CLuciole :: RunTask ( Task_t *pTask )
{
	// petite loupiote

	MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, Center() );
		WRITE_BYTE(TE_DLIGHT);
		WRITE_COORD(Center().x);	// X
		WRITE_COORD(Center().y);	// Y
		WRITE_COORD(Center().z);	// Z
		WRITE_BYTE( 7 );		// radius * 0.1
		WRITE_BYTE( 150 );		// r
		WRITE_BYTE( 71 );		// g
		WRITE_BYTE( 245 );		// b
		WRITE_BYTE( 3 );		// time * 10
		WRITE_BYTE( 0 );		// decay * 0.1
	MESSAGE_END( );

	
	// position de tir

	if ( m_hEnemy != NULL &&  (Center()-m_hEnemy->Center()).Length() < ATTACK_DIST && gpGlobals->time - m_flLastAttack > ATTACK_DELAY )
	{
		m_flLastAttack = gpGlobals->time;

		EMIT_SOUND ( edict(), CHAN_ITEM, "debris/beamstart14.wav", 1.0, ATTN_NORM );


		for ( int i=0; i<3; i++ )
		{
			CBeam *pBeam = CBeam::BeamCreate( "sprites/laserbeam.spr", 2 );

			if ( RANDOM_LONG(0,1) )
				pBeam->SetColor( 206,118, 254 );
			else
				pBeam->SetColor( 223,224, 255 );

			pBeam->SetBrightness( 192 );

			pBeam->PointEntInit( m_hEnemy->Center(), entindex( ) );
			pBeam->SetEndAttachment( 0 );

			pBeam->RelinkBeam( );

			pBeam->SetNoise ( 30 );
			pBeam->LiveForTime ( 0.4 );

			m_hEnemy->TakeDamage ( pev, pev, gSkillData.LucioleDamage, DMG_SHOCK );
		}



		return;
	}



	MakeIdealYaw( m_vecEnemyLKP );
	ChangeYaw( pev->yaw_speed );


	// run task classique

	switch ( pTask->iTask )
	{
	case TASK_FLYBEE_WAIT_FOR_MOVEMENT:
		{
			if (MovementIsComplete())
			{
				TaskComplete();
				RouteClear();		// Stop moving
			}
			break;
		}

	case TASK_LUCIOLE_GET_PATH:
		{
			// considère l'objectif atteint à 10 units de distance
			BOOL bFinDeRoute = FALSE;

			if ( (pev->origin-m_vecRoute).Length() < 10 )
			{
				bFinDeRoute = TRUE;
			}


			// actualise la position ennemie

			if ( m_hEnemy == NULL )
			{
				TaskComplete ();
				break;
			}

			Vector vecEnemy = m_hEnemy->Center();

			// vérifie la visibilité du joueur

			TraceResult tr;
			UTIL_TraceLine ( pev->origin, vecEnemy, dont_ignore_monsters, dont_ignore_glass, edict(), &tr ); 

			if ( tr.flFraction == 1.0 || FClassnameIs(tr.pHit, "player") )
			{
				// champ libre jusqu'au joueur

				m_vecRoute = vecEnemy;

				m_iMouchard = MOUCHARD_OFF;
			}


			// joueur invisible

			else
			{
				// trajectoire non finie - on continue

				if ( bFinDeRoute == FALSE )
				{
					// active le mouchard

					if ( m_iMouchard == MOUCHARD_OFF )
					{
						m_iMouchard = MOUCHARD_LANCEMENT;
						m_vecMouchard1 = m_vecRoute;
					}
				}

				// pas de trajectoire définie 

				else
				{
					// tente d'utiliser le mouchard

					TraceResult trMouchard;
					UTIL_TraceLine ( pev->origin, m_vecMouchard2, dont_ignore_monsters, dont_ignore_glass, edict(), &trMouchard ); 

					if ( m_iMouchard == MOUCHARD_ON && ( trMouchard.flFraction == 1.0 || FClassnameIs(trMouchard.pHit, "player") ) )
					{
						// c parti

						m_vecRoute = m_vecMouchard2;

						// mouchard obsolète, on en relance un nouveau

						m_iMouchard = MOUCHARD_LANCEMENT;
					}

					else
					{
						TraceResult trTete;
						UTIL_TraceLine ( pev->origin, m_hEnemy->pev->view_ofs, dont_ignore_monsters, dont_ignore_glass, edict(), &trTete ); 

						TraceResult trPieds;
						UTIL_TraceLine ( pev->origin, m_hEnemy->pev->origin, dont_ignore_monsters, dont_ignore_glass, edict(), &trPieds ); 

						if ( trTete.flFraction == 1.0 || FClassnameIs(trTete.pHit, "player") )
						{
							// champ libre jusqu'au joueur
							m_vecRoute = m_hEnemy->pev->view_ofs;
						}
						else if ( trPieds.flFraction == 1.0 || FClassnameIs(trPieds.pHit, "player") )
						{
							// champ libre jusqu'au joueur

							m_vecRoute = m_hEnemy->pev->origin;
						}

						// ennemi totalement invisible

						else
						{

							// bloqué par de petits obstacles - on tente de monter ou descendre un peu

							TraceResult trEvite [2];

							UTIL_MakeVectors ( pev->angles );

							int ordre [4];

							switch ( RANDOM_LONG(0,3) )
							{
								case 0:	ordre[0] = 0; ordre[1] = 1; ordre[2] = 2; ordre[3] = 3; break;
								case 1:	ordre[0] = 0; ordre[1] = 3; ordre[2] = 2; ordre[3] = 1; break;
								case 2:	ordre[0] = 2; ordre[1] = 3; ordre[2] = 0; ordre[3] = 1; break;
								case 3:	ordre[0] = 3; ordre[1] = 1; ordre[2] = 0; ordre[3] = 2; break;
							}

							UTIL_TraceLine ( pev->origin, pev->origin + Vector (0,0,RANDOM_FLOAT(40,60)), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[0]] ); 
							UTIL_TraceLine ( pev->origin, pev->origin - Vector (0,0,RANDOM_FLOAT(40,60)), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[1]] );
							UTIL_TraceLine ( pev->origin, pev->origin + gpGlobals->v_right * RANDOM_FLOAT(40,60), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[2]] );
							UTIL_TraceLine ( pev->origin, pev->origin - gpGlobals->v_right * RANDOM_FLOAT(40,60), dont_ignore_monsters, dont_ignore_glass, edict(), &trEvite[ordre[3]] );
							

							for ( int i=0; i<4; i++ )
							{
								if ( trEvite[i].flFraction >= 0.5 )

								m_vecRoute = trEvite[i].vecEndPos - (trEvite[i].vecEndPos-pev->origin).Normalize() * 5;

								break;
							}
						}
					}
				}
			}



			// actualise le mouchard

			if ( m_iMouchard != MOUCHARD_OFF )
			{

				if ( m_iMouchard == MOUCHARD_LANCEMENT )
				{
					m_vecMouchard2 = m_vecMouchard1;
				}


				// vérifie si le joueur est visible depuis sa dernière position connue

				TraceResult trMouchard;
				UTIL_TraceLine ( m_vecMouchard1, vecEnemy, dont_ignore_monsters, dont_ignore_glass, edict(), &trMouchard ); 

				if ( trMouchard.flFraction == 1.0 || FClassnameIs(trMouchard.pHit, "player") )
				{
					m_vecMouchard2 = vecEnemy;
					m_iMouchard = MOUCHARD_ON;
				}
			}


			// trajectoire établie - application des vitesses

			float flDot = DotProduct ( pev->velocity.Normalize(), (m_vecRoute-pev->origin).Normalize() );

			float flRatio = 0.6 + (flDot+1)*0.6;

			float speed = pev->velocity.Length() * flRatio;

			speed = max ( 100, speed );
			speed = min ( speed, 250 );

			pev->velocity = (m_vecRoute - pev->origin).Normalize() * speed;

			break;
		}



	default: 
		CBaseMonster :: RunTask ( pTask );
		break;
	}
}
Exemplo n.º 21
0
void CDisplacer::AltFireThink( void )
{
#ifndef CLIENT_DLL
	m_iWorld = !m_iWorld;
	Vector	vecSrc;
	CBaseEntity *pTarget = NULL;
	SendWeaponAnim ( DISPLACER_SPINUP );
	SetThink ( NULL );

	if ( g_pGameRules->IsMultiplayer() )
	{
		// Randomize the destination in multiplayer
		for ( int i = RANDOM_LONG(1,5); i > 0; i-- )
		pTarget = UTIL_FindEntityByClassname(pTarget, "info_player_deathmatch" );
	}
	else
	{
		if (!m_iWorld)
		pTarget = UTIL_FindEntityByClassname(pTarget, "info_displacer_earth_target" );
		else if (m_iWorld)
		pTarget = UTIL_FindEntityByClassname(pTarget, "info_displacer_xen_target" );
	}
	if ( pTarget )
	{
		Vector vecSrc	 = m_pPlayer->pev->origin;
		CDisplacerBall *pBall = CDisplacerBall::SelfCreate();
		pBall->pev->owner = m_pPlayer->edict();
		pBall->pev->origin = vecSrc;

		UTIL_ScreenFade( m_pPlayer, Vector(0, 160, 0), 0.5, 0.5, 255, FFADE_IN );

		m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= DISPLACER_SECONDARY_USAGE;
		Vector tmp = pTarget->pev->origin;
		tmp.z -= m_pPlayer->pev->mins.z;
		tmp.z++;
		UTIL_SetOrigin( m_pPlayer->pev, tmp );

		m_pPlayer->pev->angles = pTarget->pev->angles;
		m_pPlayer->pev->velocity = m_pPlayer->pev->basevelocity = g_vecZero;
		vecSrc = pTarget->pev->origin;

		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
			WRITE_BYTE(TE_DLIGHT);
			WRITE_COORD( vecSrc.x );	// X
			WRITE_COORD( vecSrc.y );	// Y
			WRITE_COORD( vecSrc.z );	// Z
			WRITE_BYTE( 24 );		// radius * 0.1
			WRITE_BYTE( 255 );		// r
			WRITE_BYTE( 180 );		// g
			WRITE_BYTE( 96 );		// b
			WRITE_BYTE( 31.66 );		// time * 10
			WRITE_BYTE( 1 );		// decay * 0.1
		MESSAGE_END( );

		CSprite *pSpr = CSprite::SpriteCreate( "sprites/xflare1.spr", vecSrc, TRUE );
			pSpr->AnimateAndDie( 6 );
			pSpr->SetTransparency(kRenderGlow, 128, 250, 214, 255, kRenderFxNoDissipation);

		EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/displacer_self.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
	}
	else
	{
		//ALERT( at_console, "Cannot find target %s\n", pTarget );
		EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "buttons/button11.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
	}
#endif
	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
}
Exemplo n.º 22
0
// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
void CGrenade::Explode(TraceResult *pTrace, int bitsDamageType)
{
	float flRndSound; // sound randomizer

	pev->model = iStringNull; //invisible
	pev->solid = SOLID_NOT;   // intangible

	pev->takedamage = DAMAGE_NO;

	// Pull out of the wall a bit
	if(pTrace->flFraction != 1.0)
	{
		pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6);
	}

	int iContents = UTIL_PointContents(pev->origin);

	MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
	WRITE_BYTE(TE_EXPLOSION);   // This makes a dynamic light and the explosion sprites/sound
	WRITE_COORD(pev->origin.x); // Send to PAS because of the sound
	WRITE_COORD(pev->origin.y);
	WRITE_COORD(pev->origin.z);
	if(iContents != CONTENTS_WATER)
	{
		WRITE_SHORT(g_sModelIndexFireball);
	}
	else
	{
		WRITE_SHORT(g_sModelIndexWExplosion);
	}
	WRITE_BYTE((pev->dmg - 50) * .60); // scale * 10
	WRITE_BYTE(15);                    // framerate
	WRITE_BYTE(TE_EXPLFLAG_NONE);
	MESSAGE_END();

	CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0);
	entvars_t *pevOwner;
	if(pev->owner)
		pevOwner = VARS(pev->owner);
	else
		pevOwner = NULL;

	pev->owner = NULL; // can't traceline attack owner if this is set

	RadiusDamage(pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType);

	if(RANDOM_FLOAT(0, 1) < 0.5)
	{
		UTIL_DecalTrace(pTrace, DECAL_SCORCH1);
	}
	else
	{
		UTIL_DecalTrace(pTrace, DECAL_SCORCH2);
	}

	flRndSound = RANDOM_FLOAT(0, 1);

	switch(RANDOM_LONG(0, 2))
	{
	case 0:
		EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM);
		break;
	case 1:
		EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM);
		break;
	case 2:
		EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM);
		break;
	}

	pev->effects |= EF_NODRAW;
	SetThink(&CGrenade::Smoke);
	pev->velocity  = g_vecZero;
	pev->nextthink = gpGlobals->time + 0.3;

	if(iContents != CONTENTS_WATER)
	{
		int sparkCount = RANDOM_LONG(0, 3);
		for(int i = 0; i < sparkCount; i++)
			Create("spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL);
	}
}
Exemplo n.º 23
0
void CEnvExplosion::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{ 
	// If explosion was caused by player, mark this explosion as caused by player too
	if ( pCaller ) {
		if ( pCaller->ActualOwnerIsPlayer() ) {
			auxOwner = pCaller->auxOwner;
			killedOrCausedByPlayer = true;
		}
	}
	TraceResult tr;

	pev->model = iStringNull;//invisible
	pev->solid = SOLID_NOT;// intangible

	Vector		vecSpot;// trace starts here!

	vecSpot = pev->origin + Vector ( 0 , 0 , 8 );
	
	UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ),  ignore_monsters, ENT(pev), & tr);
	
	// Pull out of the wall a bit
	if ( tr.flFraction != 1.0 )
	{
		pev->origin = tr.vecEndPos + (tr.vecPlaneNormal * (m_iMagnitude - 24) * 0.6);
	}
	else
	{
		pev->origin = pev->origin;
	}

	// draw decal
	if (! ( pev->spawnflags & SF_ENVEXPLOSION_NODECAL))
	{
		if ( RANDOM_FLOAT( 0 , 1 ) < 0.5 )
		{
			UTIL_DecalTrace( &tr, DECAL_SCORCH1 );
		}
		else
		{
			UTIL_DecalTrace( &tr, DECAL_SCORCH2 );
		}
	}

	// draw fireball
	if ( !( pev->spawnflags & SF_ENVEXPLOSION_NOFIREBALL ) )
	{
		MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
			WRITE_BYTE( TE_EXPLOSION);
			WRITE_COORD( pev->origin.x );
			WRITE_COORD( pev->origin.y );
			WRITE_COORD( pev->origin.z );
			WRITE_SHORT( g_sModelIndexFireball );
			WRITE_BYTE( (BYTE)m_spriteScale ); // scale * 10
			WRITE_BYTE( 15  ); // framerate
			WRITE_BYTE( TE_EXPLFLAG_NONE );
		MESSAGE_END();
	}
	else
	{
		MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
			WRITE_BYTE( TE_EXPLOSION);
			WRITE_COORD( pev->origin.x );
			WRITE_COORD( pev->origin.y );
			WRITE_COORD( pev->origin.z );
			WRITE_SHORT( g_sModelIndexFireball );
			WRITE_BYTE( 0 ); // no sprite
			WRITE_BYTE( 15  ); // framerate
			WRITE_BYTE( TE_EXPLFLAG_NONE );
		MESSAGE_END();
	}

	// do damage
	if ( !( pev->spawnflags & SF_ENVEXPLOSION_NODAMAGE ) )
	{
		RadiusDamage ( pev, pev, m_iMagnitude, CLASS_NONE, DMG_BLAST );
	}

	SetThink( &CEnvExplosion::Smoke );
	pev->nextthink = gpGlobals->time + 0.3;

	// draw sparks
	if ( !( pev->spawnflags & SF_ENVEXPLOSION_NOSPARKS ) )
	{
		int sparkCount = RANDOM_LONG(0,3);

		for ( int i = 0; i < sparkCount; i++ )
		{
			Create( "spark_shower", pev->origin, tr.vecPlaneNormal, NULL );
		}
	}
}
Exemplo n.º 24
0
//-----------------------------------------------------------------------------
// Purpose: Start a battle. Spawn all the players, and begin the countdown.
//-----------------------------------------------------------------------------
void CDiscArena::StartBattle( void )
{
	m_iCurrRound = 0;
	m_iTeamOneScore = m_iTeamTwoScore = 0;

	// First, set all players in this arena to "didn't play"
	int i;
	for ( i = 1; i <= gpGlobals->maxClients; i++ )
	{
		CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );

		if (pPlayer && (pPlayer->m_pCurrentArena == this) && pPlayer->m_bHasDisconnected != TRUE )
			pPlayer->m_iLastGameResult = GAME_DIDNTPLAY;
	}

	// Get the players in the battle
	for ( i = 0; i < (m_iPlayersPerTeam * 2); i++ )
	{
		CBasePlayer *pCurr;

		// Check to see if this slot's already full
		if ( m_hCombatants[ i ] )
		{
			pCurr = (CBasePlayer*)(CBaseEntity*)m_hCombatants[ i ];
		}
		else
		{
			// Pop a new player from the queue
			pCurr = GetNextPlayer();
			if (!pCurr)
			{
				// Couldnt get enough players. Reset.
				Reset();
				return;
			}
		}

		// Set her team number
		if ( i < m_iPlayersPerTeam )
			pCurr->pev->team = 1;
		else
			pCurr->pev->team = 2;
		pCurr->pev->iuser4 = pCurr->pev->team;

		char sz[128];
		sprintf(sz, "Arena %d", pev->groupinfo );
		MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo );
			WRITE_BYTE( pCurr->entindex() );
			WRITE_STRING( sz );
		MESSAGE_END();

		// Add her to the list of combatants
		m_hCombatants[ i ] = pCurr;
		
		// Force her to update her clientinfo, so her colors match her team
		ClientUserInfoChanged( pCurr->edict(), g_engfuncs.pfnGetInfoKeyBuffer( pCurr->edict() ) );
	}

	// Start the first round
	StartRound();
}
Exemplo n.º 25
0
void CNihilanthHVR :: ZapThink( void  )
{
	pev->nextthink = gpGlobals->time + 0.05;

	// check world boundaries
	if (m_hEnemy == NULL ||  pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096)
	{
		SetTouch( NULL );
		UTIL_Remove( this );
		return;
	}

	if (pev->velocity.Length() < 2000)
	{
		pev->velocity = pev->velocity * 1.2;
	}


	// MovetoTarget( m_hEnemy->Center( ) );

	if ((m_hEnemy->Center() - pev->origin).Length() < 256)
	{
		TraceResult tr;

		UTIL_TraceLine( pev->origin, m_hEnemy->Center(), dont_ignore_monsters, edict(), &tr );

		CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
		if (pEntity != NULL && pEntity->pev->takedamage)
		{
			ClearMultiDamage( );
			pEntity->TraceAttack( pev, gSkillData.nihilanthZap, pev->velocity, &tr, DMG_SHOCK );
			ApplyMultiDamage( pev, pev );
		}

		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE( TE_BEAMENTPOINT );
			WRITE_SHORT( entindex() );
			WRITE_COORD( tr.vecEndPos.x );
			WRITE_COORD( tr.vecEndPos.y );
			WRITE_COORD( tr.vecEndPos.z );
			WRITE_SHORT( g_sModelIndexLaser );
			WRITE_BYTE( 0 ); // frame start
			WRITE_BYTE( 10 ); // framerate
			WRITE_BYTE( 3 ); // life
			WRITE_BYTE( 20 );  // width
			WRITE_BYTE( 20 );   // noise
			WRITE_BYTE( 64 );   // r, g, b
			WRITE_BYTE( 196 );   // r, g, b
			WRITE_BYTE( 255);   // r, g, b
			WRITE_BYTE( 255 );	// brightness
			WRITE_BYTE( 10 );		// speed
		MESSAGE_END();

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

		SetTouch( NULL );
		UTIL_Remove( this );
		pev->nextthink = gpGlobals->time + 0.2;
		return;
	}

	pev->frame = (int)(pev->frame + 1) % 11;

	MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
		WRITE_BYTE( TE_ELIGHT );
		WRITE_SHORT( entindex( ) );		// entity, attachment
		WRITE_COORD( pev->origin.x );		// origin
		WRITE_COORD( pev->origin.y );
		WRITE_COORD( pev->origin.z );
		WRITE_COORD( 128 );	// radius
		WRITE_BYTE( 128 );	// R
		WRITE_BYTE( 128 );	// G
		WRITE_BYTE( 255 );	// B
		WRITE_BYTE( 10 );	// life * 10
		WRITE_COORD( 128 ); // decay
	MESSAGE_END();

	// Crawl( );
}
Exemplo n.º 26
0
bool CDiscArena::CheckBattleOver( void )
{
	bool bTeamOneAlive = false;
	bool bTeamTwoAlive = false;

	// See if the battle is finished
	int i;
	for ( i = 0; i < (m_iPlayersPerTeam * 2); i++ )
	{
		if ( m_hCombatants[i] != NULL && ((CBasePlayer*)(CBaseEntity*)m_hCombatants[i])->IsAlive() )
		{
			if ( ((CBaseEntity*)m_hCombatants[i])->pev->team == 1 )
				bTeamOneAlive = true;
			else if ( ((CBaseEntity*)m_hCombatants[i])->pev->team == 2 )
				bTeamTwoAlive = true;
		}
	}

	if ( !bTeamOneAlive || !bTeamTwoAlive )
	{
		// Battle is finished.
		if (bTeamOneAlive)
		{
			m_iWinningTeam = 1;
			m_iTeamOneScore++;
		}
		else
		{
			m_iWinningTeam = 2;
			m_iTeamTwoScore++;
		}

		int iTeamInTheLead = 0;
		if ( m_iTeamOneScore > m_iTeamTwoScore )
			iTeamInTheLead = 1;
		else if ( m_iTeamOneScore < m_iTeamTwoScore )
			iTeamInTheLead = 2;

		// Send the message to the clients in the arena
		for ( int iPlayerNum = 1; iPlayerNum <= gpGlobals->maxClients; iPlayerNum++ )
		{
			CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex( iPlayerNum );

			if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && (pPlayer->m_bHasDisconnected != TRUE) )
			{
				MESSAGE_BEGIN( MSG_ONE, gmsgEndRnd, NULL, pPlayer->edict() );
					WRITE_BYTE( m_iCurrRound );
					WRITE_BYTE( 1 );
					WRITE_BYTE( m_iPlayersPerTeam );

					// Send down the winners of this round
					for (i = 0; i < (m_iPlayersPerTeam * 2); i++)
					{
						CBasePlayer *pPlayer = (CBasePlayer*)(CBaseEntity*)m_hCombatants[i];
						if ( !pPlayer || pPlayer->pev->team != m_iWinningTeam )
							continue;

						WRITE_SHORT( pPlayer->entindex() );
					}

					// Send down the team who's winning the battle now
					if ( iTeamInTheLead == 0 )
					{
						// It's a draw at the moment.
						// No need to send down player data.
						WRITE_BYTE( 0 );
					}
					else
					{
						WRITE_BYTE( m_iPlayersPerTeam );
						// Send down the winners of this round
						for (i = 0; i < (m_iPlayersPerTeam * 2); i++)
						{
							CBasePlayer *pPlayer = (CBasePlayer*)(CBaseEntity*)m_hCombatants[i];
							if ( !pPlayer || pPlayer->pev->team != iTeamInTheLead )
								continue;

							WRITE_SHORT( ((CBaseEntity*)m_hCombatants[i])->entindex() );
						}
					}

					// Send down the scores
					if ( iTeamInTheLead == 1 )
					{
						WRITE_BYTE( m_iTeamOneScore );
						WRITE_BYTE( m_iTeamTwoScore );
					}
					else
					{
						WRITE_BYTE( m_iTeamTwoScore );
						WRITE_BYTE( m_iTeamOneScore );
					}

					// Send down over or not
					if ( m_iTeamOneScore == m_iMaxRounds || m_iTeamTwoScore == m_iMaxRounds )
						WRITE_BYTE( 1 );
					else
						WRITE_BYTE( 0 );

				MESSAGE_END();
			}
		}

		BattleOver();
		return true;
	}

	return false;
}
Exemplo n.º 27
0
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( );		
}
Exemplo n.º 28
0
void CBreakable::Die( void )
{
	Vector vecSpot;// shard origin
	Vector vecVelocity;// shard velocity
	CBaseEntity *pEntity = NULL;
	char cFlag = 0;
	int pitch;
	float fvol;

	pitch = 95 + RANDOM_LONG(0,29);

	if (pitch > 97 && pitch < 103)
		pitch = 100;

	// The more negative pev->health, the louder
	// the sound should be.

	fvol = RANDOM_FLOAT(0.85, 1.0) + (abs(pev->health) / 100.0);

	if (fvol > 1.0)
		fvol = 1.0;


	switch (m_Material)
	{
	case matGlass:
		switch ( RANDOM_LONG(0,1) )
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		}
		cFlag = BREAK_GLASS;
		break;

	case matWood:
		switch ( RANDOM_LONG(0,1) )
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		}
		cFlag = BREAK_WOOD;
		break;

	case matComputer:
	case matMetal:
		switch ( RANDOM_LONG(0,1) )
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		}
		cFlag = BREAK_METAL;
		break;

	case matFlesh:
		switch ( RANDOM_LONG(0,1) )
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		}
		cFlag = BREAK_FLESH;
		break;

	case matRocks:
	case matCinderBlock:
		switch ( RANDOM_LONG(0,1) )
		{
		case 0:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		case 1:	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch);
			break;
		}
		cFlag = BREAK_CONCRETE;
		break;

	case matCeilingTile:
		EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch);
		break;
	}


	if (m_Explosion == expDirected)
		vecVelocity = g_vecAttackDir * 200;
	else
	{
		vecVelocity.x = 0;
		vecVelocity.y = 0;
		vecVelocity.z = 0;
	}

	vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
	MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
		WRITE_BYTE( TE_BREAKMODEL);

		// position
		WRITE_COORD( vecSpot.x );
		WRITE_COORD( vecSpot.y );
		WRITE_COORD( vecSpot.z );

		// size
		WRITE_COORD( pev->size.x);
		WRITE_COORD( pev->size.y);
		WRITE_COORD( pev->size.z);

		// velocity
		WRITE_COORD( vecVelocity.x );
		WRITE_COORD( vecVelocity.y );
		WRITE_COORD( vecVelocity.z );

		// randomization
		WRITE_BYTE( 10 );

		// Model
		WRITE_SHORT( m_idShard );	//model id#

		// # of shards
		WRITE_BYTE( 0 );	// let client decide

		// duration
		WRITE_BYTE( 25 );// 2.5 seconds

		// flags
		WRITE_BYTE( cFlag );
	MESSAGE_END();

	float size = pev->size.x;
	if ( size < pev->size.y )
		size = pev->size.y;
	if ( size < pev->size.z )
		size = pev->size.z;

	// !!! HACK  This should work!
	// Build a box above the entity that looks like an 8 pixel high sheet
	Vector mins = pev->absmin;
	Vector maxs = pev->absmax;
	mins.z = pev->absmax.z;
	maxs.z += 8;

	// BUGBUG -- can only find 256 entities on a breakable -- should be enough
	CBaseEntity *pList[256];
	int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND );
	if ( count )
	{
		for ( int i = 0; i < count; i++ )
		{
			ClearBits( pList[i]->pev->flags, FL_ONGROUND );
			pList[i]->pev->groundentity = NULL;
		}
	}

	// Don't fire something that could fire myself
	pev->targetname = 0;

	pev->solid = SOLID_NOT;
	// Fire targets on break
	SUB_UseTargets( NULL, USE_TOGGLE, 0 );

	SetThink( &CBreakable::SUB_Remove );
	pev->nextthink = pev->ltime + 0.1;
	if ( m_iszSpawnObject )
		CBaseEntity::Create( (char *)STRING(m_iszSpawnObject), VecBModelOrigin(pev), pev->angles, edict() );


	if ( Explodable() )
	{
		ExplosionCreate( Center(), pev->angles, edict(), ExplosionMagnitude(), TRUE );
	}
}
Exemplo n.º 29
0
//=========================================================
// RunTask
//=========================================================
void CGargantua::RunTask( Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_DIE:
		if ( gpGlobals->time > m_flWaitFinished )
		{
			pev->renderfx = kRenderFxExplode;
			pev->rendercolor.x = 255;
			pev->rendercolor.y = 0;
			pev->rendercolor.z = 0;
			StopAnimation();
			pev->nextthink = gpGlobals->time + 0.15;
			SetThink( &CGargantua::SUB_Remove );
			int i;
			int parts = MODEL_FRAMES( gGargGibModel );
			for ( i = 0; i < 10; i++ )
			{
				CGib *pGib = GetClassPtr( (CGib *)NULL );

				pGib->Spawn( GARG_GIB_MODEL );
				
				int bodyPart = 0;
				if ( parts > 1 )
					bodyPart = RANDOM_LONG( 0, pev->body-1 );

				pGib->pev->body = bodyPart;
				pGib->m_bloodColor = BLOOD_COLOR_YELLOW;
				pGib->m_material = matNone;
				pGib->pev->origin = pev->origin;
				pGib->pev->velocity = UTIL_RandomBloodVector() * RANDOM_FLOAT( 300, 500 );
				pGib->pev->nextthink = gpGlobals->time + 1.25;
				pGib->SetThink( &CGib::SUB_FadeOut );
			}
			MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
				WRITE_BYTE( TE_BREAKMODEL);

				// position
				WRITE_COORD( pev->origin.x );
				WRITE_COORD( pev->origin.y );
				WRITE_COORD( pev->origin.z );

				// size
				WRITE_COORD( 200 );
				WRITE_COORD( 200 );
				WRITE_COORD( 128 );

				// velocity
				WRITE_COORD( 0 ); 
				WRITE_COORD( 0 );
				WRITE_COORD( 0 );

				// randomization
				WRITE_BYTE( 200 ); 

				// Model
				WRITE_SHORT( gGargGibModel );	//model id#

				// # of shards
				WRITE_BYTE( 50 );

				// duration
				WRITE_BYTE( 20 );// 3.0 seconds

				// flags

				WRITE_BYTE( BREAK_FLESH );
			MESSAGE_END();

			return;
		}
		else
			CBaseMonster::RunTask(pTask);
		break;

	case TASK_FLAME_SWEEP:
		if ( gpGlobals->time > m_flWaitFinished )
		{
			FlameDestroy();
			TaskComplete();
			FlameControls( 0, 0 );
			SetBoneController( 0, 0 );
			SetBoneController( 1, 0 );
		}
		else
		{
			bool cancel = false;

			Vector angles = g_vecZero;

			FlameUpdate();
			CBaseEntity *pEnemy = m_hEnemy;
			if ( pEnemy )
			{
				Vector org = pev->origin;
				org.z += 64;
				Vector dir = pEnemy->BodyTarget(org) - org;
				angles = UTIL_VecToAngles( dir );
				angles.x = -angles.x;
				angles.y -= pev->angles.y;
				if ( dir.Length() > 400 )
					cancel = true;
			}
			if ( fabs(angles.y) > 60 )
				cancel = true;
			
			if ( cancel )
			{
				m_flWaitFinished -= 0.5;
				m_flameTime -= 0.5;
			}
			// FlameControls( angles.x + 2 * sin(gpGlobals->time*8), angles.y + 28 * sin(gpGlobals->time*8.5) );
			FlameControls( angles.x, angles.y );
		}
		break;

	default:
		CBaseMonster::RunTask( pTask );
		break;
	}
}
Exemplo n.º 30
0
/*
=========================================================
UpdateClientData

resends any changed player HUD info to the client.
Called every frame by PlayerPreThink
Also called at start of demo recording and playback by
ForceClientDllUpdate to ensure the demo gets messages
reflecting all of the HUD state info.
=========================================================
*/
void CBasePlayer::UpdateClientData()
{
	if( m_bNeedsNewConnectTime )
	{
		m_bNeedsNewConnectTime = false;

		m_flConnectTime = gpGlobals->time;
	}

	if( !m_bWeaponValidationReceived && m_flConnectTime + WEAPON_VALIDATION_GRACE_TIME < gpGlobals->time )
	{
		//If the client didn't send the message in time, drop the client. - Solokiller

		//Set it to true to avoid running this multiple times. - Solokiller
		m_bWeaponValidationReceived = true;

		UTIL_LogPrintf( "Player \"%s\" didn't send weapon validation in time, disconnecting\n", GetNetName() );

		if( !IS_DEDICATED_SERVER() )
		{
			//Listen server hosts usually don't have logging enabled, so echo to console unconditionally for them. - Solokiller
			UTIL_ServerPrintf( "Player \"%s\" didn't send weapon validation in time, disconnecting\n", GetNetName() );
		}

		if( IS_DEDICATED_SERVER() || entindex() != 1 )
		{
			SERVER_COMMAND( UTIL_VarArgs( "kick \"%s\" \"No weapon validation received\"\n", GetNetName() ) );
		}
		else
		{
			//The local player can't be kicked, so terminate the session instead - Solokiller
			CLIENT_COMMAND( edict(), "disconnect\n" );
		}
	}

	//The engine will not call ClientPutInServer after transitions, so we'll have to catch this event every map change. - Solokiller
	if( !m_bSentInitData )
	{
		m_bSentInitData = true;

		//Update Hud colors. - Solokiller
		CMap::GetInstance()->SendHudColors( this, true );
	}

	if( m_fInitHUD )
	{
		m_fInitHUD = false;
		gInitHUD = false;

		MESSAGE_BEGIN( MSG_ONE, gmsgResetHUD, NULL, this );
			WRITE_BYTE( 0 );
		MESSAGE_END();

		if( !m_fGameHUDInitialized )
		{
			MESSAGE_BEGIN( MSG_ONE, gmsgInitHUD, NULL, this );
			MESSAGE_END();

			g_pGameRules->InitHUD( this );
			m_fGameHUDInitialized = true;

			m_iObserverLastMode = OBS_ROAMING;

			if( g_pGameRules->IsMultiplayer() )
			{
				FireTargets( "game_playerjoin", this, this, USE_TOGGLE, 0 );
			}
		}

		FireTargets( "game_playerspawn", this, this, USE_TOGGLE, 0 );

		InitStatusBar();

		SendWeatherUpdate();
	}

	if( m_iHideHUD != m_iClientHideHUD )
	{
		MESSAGE_BEGIN( MSG_ONE, gmsgHideWeapon, NULL, this );
			WRITE_BYTE( m_iHideHUD );
		MESSAGE_END();

		m_iClientHideHUD = m_iHideHUD;
	}

	if( m_iFOV != m_iClientFOV )
	{
		MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, this );
			WRITE_BYTE( m_iFOV );
		MESSAGE_END();

		// cache FOV change at end of function, so weapon updates can see that FOV has changed
	}

	// HACKHACK -- send the message to display the game title
	if( gDisplayTitle )
	{
		MESSAGE_BEGIN( MSG_ONE, gmsgShowGameTitle, NULL, this );
			WRITE_BYTE( 0 );
		MESSAGE_END();
		gDisplayTitle = false;
	}

	if( pev->health != m_iClientHealth )
	{
		int iHealth = clamp( static_cast<int>( pev->health ), 0, 255 );  // make sure that no negative health values are sent
		if( pev->health > 0.0f && pev->health <= 1.0f )
			iHealth = 1;

		// send "health" update message
		MESSAGE_BEGIN( MSG_ONE, gmsgHealth, NULL, this );
			WRITE_BYTE( iHealth );
		MESSAGE_END();

		m_iClientHealth = pev->health;
	}


	if( pev->armorvalue != m_iClientBattery )
	{
		m_iClientBattery = pev->armorvalue;

		ASSERT( gmsgBattery > 0 );
		// send "health" update message
		MESSAGE_BEGIN( MSG_ONE, gmsgBattery, NULL, this );
			WRITE_SHORT( ( int ) pev->armorvalue );
		MESSAGE_END();
	}

	if( pev->dmg_take || pev->dmg_save || m_bitsHUDDamage != m_bitsDamageType )
	{
		// Comes from inside me if not set
		Vector damageOrigin = GetAbsOrigin();
		// send "damage" message
		// causes screen to flash, and pain compass to show direction of damage
		edict_t *other = pev->dmg_inflictor;
		if( other )
		{
			CBaseEntity *pEntity = CBaseEntity::Instance( other );
			if( pEntity )
				damageOrigin = pEntity->Center();
		}

		// only send down damage type that have hud art
		int visibleDamageBits = m_bitsDamageType & DMG_SHOWNHUD;

		MESSAGE_BEGIN( MSG_ONE, gmsgDamage, NULL, this );
			WRITE_BYTE( pev->dmg_save );
			WRITE_BYTE( pev->dmg_take );
			WRITE_LONG( visibleDamageBits );
			WRITE_COORD( damageOrigin.x );
			WRITE_COORD( damageOrigin.y );
			WRITE_COORD( damageOrigin.z );
		MESSAGE_END();

		//TODO: both of these can probably be removed. - Solokiller
		pev->dmg_take = 0;
		pev->dmg_save = 0;
		m_bitsHUDDamage = m_bitsDamageType;

		// Clear off non-time-based damage indicators
		m_bitsDamageType &= DMG_TIMEBASED;
	}

	// Update Flashlight
	if( ( m_flFlashLightTime ) && ( m_flFlashLightTime <= gpGlobals->time ) )
	{
		if( FlashlightIsOn() )
		{
			if( m_iFlashBattery )
			{
				m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->time;
				m_iFlashBattery--;

				if( !m_iFlashBattery )
					FlashlightTurnOff();
			}
		}
		else
		{
			if( m_iFlashBattery < 100 )
			{
				m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->time;
				m_iFlashBattery++;
			}
			else
				m_flFlashLightTime = 0;
		}

		MESSAGE_BEGIN( MSG_ONE, gmsgFlashBattery, NULL, this );
			WRITE_BYTE( m_iFlashBattery );
		MESSAGE_END();
	}

	if( m_iTrain & TRAIN_NEW )
	{
		ASSERT( gmsgTrain > 0 );
		// send "health" update message
		MESSAGE_BEGIN( MSG_ONE, gmsgTrain, NULL, this );
			WRITE_BYTE( m_iTrain & 0xF );
		MESSAGE_END();

		m_iTrain &= ~TRAIN_NEW;
	}

	SendAmmoUpdate();

	// Update all the items
	for( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
	{
		if( m_rgpPlayerItems[ i ] )  // each item updates it's successors
			m_rgpPlayerItems[ i ]->UpdateClientData( this );
	}

	// Cache and client weapon change
	m_pClientActiveItem = m_pActiveItem;
	m_iClientFOV = m_iFOV;

	// Update Status Bar
	if( m_flNextSBarUpdateTime < gpGlobals->time )
	{
		UpdateStatusBar();
		m_flNextSBarUpdateTime = gpGlobals->time + 0.2;
	}
}