void CNihilanth :: HuntThink( void ) { pev->nextthink = gpGlobals->time + 0.1; DispatchAnimEvents( ); StudioFrameAdvance( ); ShootBalls( ); // if dead, force cancelation of current animation if (pev->health <= 0) { SetThink( DyingThink ); m_fSequenceFinished = TRUE; return; } // ALERT( at_console, "health %.0f\n", pev->health ); // if damaged, try to abosorb some spheres if (pev->health < gSkillData.nihilanthHealth && AbsorbSphere( )) { pev->health += gSkillData.nihilanthHealth / N_SPHERES; } // get new sequence if (m_fSequenceFinished) { // if (!m_fSequenceLoops) pev->frame = 0; NextActivity( ); ResetSequenceInfo( ); pev->framerate = 2.0 - 1.0 * (pev->health / gSkillData.nihilanthHealth); } // look for current enemy if (m_hEnemy != NULL && m_hRecharger == NULL) { if (FVisible( m_hEnemy )) { if (m_flLastSeen < gpGlobals->time - 5) m_flPrevSeen = gpGlobals->time; m_flLastSeen = gpGlobals->time; m_posTarget = m_hEnemy->pev->origin; m_vecTarget = (m_posTarget - pev->origin).Normalize(); m_vecDesired = m_vecTarget; m_posDesired = Vector( pev->origin.x, pev->origin.y, m_posTarget.z + m_flAdj ); } else { m_flAdj = min( m_flAdj + 10, 1000 ); } } // don't go too high if (m_posDesired.z > m_flMaxZ) m_posDesired.z = m_flMaxZ; // don't go too low if (m_posDesired.z < m_flMinZ) m_posDesired.z = m_flMinZ; Flight( ); }
void AvHBaseBuildable::PlayAnimationAtIndex(int inIndex, bool inForce, float inFrameRate) { // Only play animations on buildings that we have artwork for bool thePlayAnim = false; if(inIndex >= 0) { switch(this->mMessageID) { case BUILD_RESOURCES: case BUILD_ARMSLAB: case BUILD_COMMANDSTATION: case BUILD_INFANTRYPORTAL: case BUILD_TURRET_FACTORY: case TURRET_FACTORY_UPGRADE: case BUILD_ARMORY: case ARMORY_UPGRADE: case BUILD_OBSERVATORY: case BUILD_TURRET: case BUILD_SIEGE: case BUILD_PROTOTYPE_LAB: case ALIEN_BUILD_HIVE: case ALIEN_BUILD_RESOURCES: case ALIEN_BUILD_OFFENSE_CHAMBER: case ALIEN_BUILD_DEFENSE_CHAMBER: case ALIEN_BUILD_SENSORY_CHAMBER: case ALIEN_BUILD_MOVEMENT_CHAMBER: thePlayAnim = true; } } // Make sure we're not interrupting another animation if(thePlayAnim) { // Allow forcing of new animation, but it's better to complete current animation then interrupt it and play it again float theCurrentTime = gpGlobals->time; if((theCurrentTime >= this->mTimeAnimationDone) || (inForce && (inIndex != this->mLastAnimationPlayed))) { this->pev->sequence = inIndex; this->pev->frame = 0; ResetSequenceInfo(); this->pev->framerate = inFrameRate; // Set to last frame to play backwards if(this->pev->framerate < 0) { this->pev->frame = 255; } this->mLastAnimationPlayed = inIndex; float theTimeForAnim = this->GetTimeForAnimation(inIndex); this->mTimeAnimationDone = theCurrentTime + theTimeForAnim; // Recalculate size //Vector theMinSize, theMaxSize; //this->ExtractBbox(this->pev->sequence, (float*)&theMinSize, (float*)&theMaxSize); //UTIL_SetSize(this->pev, theMinSize, theMaxSize); } } }
void CSqueakGrenade :: Spawn( void ) { Precache( ); // motor pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_BBOX; inceptionDepth = 0; isStill = false; float health = gSkillData.snarkHealth; SET_MODEL(ENT(pev), "models/w_squeak.mdl"); UTIL_SetSize(pev, Vector( -4, -4, 0), Vector(4, 4, 8)); if ( auto depth = gameplayMods::snarkInception.isActive<int>() ) { inceptionDepth = *depth; } isPenguin = gameplayMods::snarkPenguins.isActive(); if ( isPenguin ) { SET_MODEL(ENT(pev), "models/w_pingu.mdl"); UTIL_SetSize(pev, Vector( -6, -6, 0), Vector(6, 6, 20)); health = gSkillData.headcrabHealth; if ( !gameplayMods::snarkNuclear.isActive() ) { pev->skin = 1; SetBodygroup( 1, 1 ); } } UTIL_SetOrigin( pev, pev->origin ); SetTouch( &CSqueakGrenade::SuperBounceTouch ); SetThink( &CSqueakGrenade::HuntThink ); pev->nextthink = gpGlobals->time + 0.1; m_flNextHunt = gpGlobals->time + 1E6; pev->flags |= FL_MONSTER; pev->takedamage = DAMAGE_AIM; pev->health = health; pev->gravity = 0.5; pev->friction = 0.5; pev->dmg = gSkillData.snarkDmgPop; m_flDie = gpGlobals->time + SQUEEK_DETONATE_DELAY; m_flFieldOfView = 0; // 180 degrees if ( pev->owner ) m_hOwner = Instance( pev->owner ); m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned. pev->sequence = WSQUEAK_RUN; ResetSequenceInfo( ); canBeInvisible = TRUE; isInvisible = FALSE; formerRenderAmount = pev->renderamt; formerRenderMode = pev->rendermode; ToggleInvisibility(); }
//========================================================= //========================================================= void CHornet::Spawn(void) { Precache(); pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; pev->takedamage = DAMAGE_YES; pev->flags |= FL_MONSTER; pev->health = 1;// weak! if (g_pGameRules->IsMultiplayer()) { // hornets don't live as long in multiplayer m_flStopAttack = gpGlobals->time + 3.5; } else { m_flStopAttack = gpGlobals->time + 5.0; } m_flFieldOfView = 0.9; // +- 25 degrees if (RANDOM_LONG(1, 5) <= 2) { m_iHornetType = HORNET_TYPE_RED; m_flFlySpeed = HORNET_RED_SPEED; } else { m_iHornetType = HORNET_TYPE_ORANGE; m_flFlySpeed = HORNET_ORANGE_SPEED; } SET_MODEL(ENT(pev), "models/hornet.mdl"); UTIL_SetSize(pev, Vector(-4, -4, -4), Vector(4, 4, 4)); SetTouch(&CHornet::DieTouch); SetThink(&CHornet::StartTrack); edict_t *pSoundEnt = pev->owner; if (!pSoundEnt) pSoundEnt = edict(); switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND(pSoundEnt, CHAN_WEAPON, "agrunt/ag_fire1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(pSoundEnt, CHAN_WEAPON, "agrunt/ag_fire2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND(pSoundEnt, CHAN_WEAPON, "agrunt/ag_fire3.wav", 1, ATTN_NORM); break; } if (!FNullEnt(pev->owner) && (pev->owner->v.flags & FL_CLIENT)) { pev->dmg = gSkillData.plrDmgHornet; } else { // no real owner, or owner isn't a client. pev->dmg = gSkillData.monDmgHornet; } SetNextThink(0.1); ResetSequenceInfo(); }
//========================================================= // SetActivity //========================================================= void CFriend :: SetActivity ( Activity NewActivity ) { int iSequence = ACTIVITY_NOT_AVAILABLE; void *pmodel = GET_MODEL_PTR( ENT(pev) ); switch ( NewActivity) { case ACT_RANGE_ATTACK1: // if (RANDOM_LONG(0,1)) // { // iSequence = LookupSequence( "throwgrenade" ); // } // else // { if (pev->frags) { iSequence = LookupSequence( "standing_shotgun" ); } else { iSequence = LookupSequence( "standing_mp5" ); } // } break; case ACT_RANGE_ATTACK2: // grunt is going to a secondary long range attack. This may be a thrown // grenade or fired grenade, we must determine which and pick proper sequence // get toss anim iSequence = LookupSequence( "throwgrenade" ); break; case ACT_RUN: if ( pev->health <= LIMP_HEALTH ) { // limp! iSequence = LookupActivity ( ACT_RUN_HURT ); } else { iSequence = LookupActivity ( NewActivity ); } break; case ACT_WALK: if ( pev->health <= LIMP_HEALTH ) { // limp! iSequence = LookupActivity ( ACT_WALK_HURT ); } else { iSequence = LookupActivity ( NewActivity ); } break; case ACT_IDLE: if ( m_MonsterState == MONSTERSTATE_COMBAT ) { NewActivity = ACT_IDLE_ANGRY; } iSequence = LookupActivity ( NewActivity ); break; default: iSequence = LookupActivity ( NewActivity ); break; } m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present // Set to the desired anim, or default anim if the desired is not present if ( iSequence > ACTIVITY_NOT_AVAILABLE ) { if ( pev->sequence != iSequence || !m_fSequenceLoops ) { pev->frame = 0; } pev->sequence = iSequence; // Set to the reset anim (if it's there) ResetSequenceInfo( ); SetYawSpeed(); } else { // Not available try to get default anim ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity ); pev->sequence = 0; // Set to the reset anim (if it's there) } }
void CFuncMachinegun::PostFrame( CBasePlayer *pActivator ) { Vector plAngles = pActivator->pev->angles; while (plAngles.y < 0) plAngles.y += 360; float yawAngle = plAngles.y - pev->angles.y; float pitchAngle = pActivator->pev->angles.x * -3; SetBoneController( 0, yawAngle ); SetBoneController( 1, pitchAngle ); StudioFrameAdvance(); // return to idle after fire anim if (m_fSequenceFinished) { pev->sequence = TURRET_IDLE; pev->frame = 0; ResetSequenceInfo(); m_fSequenceLoops = TRUE; } if ( gpGlobals->time < m_flNextAttack ) return; if ( pActivator->pev->button & IN_ATTACK && (m_iAmmo > 0 || m_iAmmo == -1)) { // fire Vector vecForward, vecSrc, vecAngles; vecAngles = pActivator->pev->angles; vecAngles.x = vecAngles.x * -3; // invert anf scale pitch UTIL_MakeVectorsPrivate( vecAngles, vecForward, NULL, NULL ); GetAttachment(0, vecSrc, vecAngles); pev->sequence = TURRET_SHOOT_SOLID; // sounds, muzzleflashes, and shells will go by anim event pev->frame = 0; ResetSequenceInfo(); m_fSequenceLoops = FALSE; switch( m_projectileType ) { default: case TANK_BULLET_9MM: FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_6DEGREES, 16384, BULLET_9MM, pActivator->pev); break; case TANK_BULLET_12MM: FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_6DEGREES, 16384, BULLET_12MM, pActivator->pev); break; case TANK_BULLET_14MM: FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_7DEGREES, 16384, BULLET_14MM, pActivator->pev); break; case TANK_BULLET_BUCKSHOT: for ( i = 0; i < 8; i++ ) FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_10DEGREES, 16384, BULLET_BUCKSHOT, pActivator->pev); break; case TANK_BULLET_12G: for ( i = 0; i < 4; i++ ) FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_15DEGREES, 16384, BULLET_12G, pActivator->pev); break; case TANK_BULLET_57MM: FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_2DEGREES, 16384, BULLET_57mm, pActivator->pev); break; case TANK_BULLET_762NATO: FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_3DEGREES, 16384, BULLET_762Nato, pActivator->pev); break; case TANK_BULLET_338MAGNUM: FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_0DEGREES, 16384, BULLET_338Magnum, pActivator->pev); break; case TANK_BULLET_762X54: FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_4DEGREES, 16384, BULLET_762x54, pActivator->pev); break; case TANK_BULLET_86MM: FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_8DEGREES, 16384, BULLET_86mm, pActivator->pev); break; case TANK_BULLET_32MM: FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_5DEGREES, 16384, BULLET_32mm, pActivator->pev); break; case TANK_BULLET_127MM: FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_1DEGREES, 16384, BULLET_127MM, pActivator->pev); break; case TANK_BULLET_BFG: for ( i = 0; i < 8; i++ ) FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_40DEGREES, 16384, BULLET_BFG, pActivator->pev); break; case TANK_BULLET_NAIL: FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_0DEGREES, 16384, BULLET_NAILGUN, pActivator->pev); break; case TANK_BULLET_BOLT: CBolt::ShootBolt(pActivator->pev, vecSrc + vecForward*16, vecForward * 5000, 0 ); break; case TANK_ENERGY_HOMINGSHOCK: CShock::ShootShock(pActivator->pev, vecSrc + vecForward*16, vecForward * 400, FALSE ); break; case TANK_ENERGY_SHOCK: CShock::ShootShock(pActivator->pev, vecSrc + vecForward*16, vecForward * 700, TRUE ); break; case TANK_ENERGY_PLASMA: CPlasma::ShootPlasma(pActivator->pev, vecSrc + vecForward*16, vecForward * 20000 ); break; case TANK_ENERGY_PLASMALARGE: CPlasma2::ShootPlasma2(pActivator->pev, vecSrc + vecForward*16, vecForward * 20000 ); break; case TANK_ENERGY_FLAME: CFlame::ShootFlame(pActivator->pev, vecSrc + vecForward*16, vecForward * 900 ); break; case TANK_ENERGY_ECHARGE: CEnergycharge::ShootEnergycharge(pActivator->pev, vecSrc + vecForward*16, vecForward * 8000); break; case TANK_ENERGY_FROSTBALL: CFrostball::ShootFrostball(pActivator->pev, vecSrc + vecForward*16, vecForward * 5000); break; case TANK_ENERGY_GLUON: CGluon::ShootGluon(pActivator->pev, vecSrc + vecForward*16, vecForward * 2500 ); break; case TANK_ENERGY_GLUONLARGE: CGluon2::ShootGluon2(pActivator->pev, vecSrc + vecForward*16, vecForward * 6800, 10); break; case TANK_ENERGY_DISPBALL_HALF: CDispball::ShootDispball(pActivator->pev, vecSrc + vecForward*16, vecForward * 3000, 1); break; case TANK_ENERGY_DISPBALL_FULL: CDispball::ShootDispball(pActivator->pev, vecSrc + vecForward*16, vecForward * 1500, 2); break; case TANK_ENERGY_PBOLT: CPBolt::ShootPBolt(pActivator->pev, vecSrc + vecForward*16, vecForward * 15000 ); break; case TANK_ROCKET_XBOLT: CBolt::ShootBolt(pActivator->pev, vecSrc + vecForward*16, vecForward * 7500, 2); break; case TANK_ROCKET_CLUSTER: CClMomma::ShootClusterMomma(pActivator->pev, vecSrc + vecForward*16, vecForward * 1250, 3 ); break; case TANK_ROCKET_M203GREN: CM203grenade::ShootM203grenade(pActivator->pev, vecSrc + vecForward*16, vecForward * 1800); break; case TANK_ROCKET_AK74GREN: CAK74grenade::ShootAK74grenade(pActivator->pev, vecSrc + vecForward*16, vecForward * 4000); break; case TANK_ROCKET_HANDGREN: CGrenade::ShootGrenade(pActivator->pev, vecSrc + vecForward*16, vecForward * 1500, 3.5); break; case TANK_ROCKET_NGGREN: CNGgrenade::ShootNGgrenade(pActivator->pev, vecSrc + vecForward*16, vecForward * 2000, 3 ); break; case TANK_ROCKET_U2: CU2Momma::ShootU2Momma(pActivator->pev, vecSrc + vecForward*16, vecForward * 900, 1 ); break; case TANK_ROCKET_TESLAGREN: CTeslagren::ShootTeslagren(pActivator->pev, vecSrc + vecForward*16, vecForward * 3000); break; case TANK_ROCKET_MMISSILE: CMmissile::ShootMmissile(pActivator->pev, vecSrc + vecForward*16, vecForward * 5250 ); break; case TANK_ROCKET_DEMOLITION: CWhlProjectile::ShootWhlProjectile(pActivator->pev, vecSrc + vecForward*16, vecForward * 2250, FALSE ); break; case TANK_ROCKET_RPG: CRpgRocket::ShootRpgRocket(pActivator->pev, vecSrc + vecForward*16, vecForward * 2500, FALSE, NULL); break; case TANK_ROCKET_DUMBFIRE: CDumbfire::ShootDumbfire(pActivator->pev, vecSrc + vecForward*16, vecForward * 250); break; case TANK_ROCKET_HELLFIRE: Chellfire::ShootHellfire(pActivator->pev, vecSrc + vecForward*16, vecForward * 300, TRUE); break; case TANK_MORTAR: CTankProj::ShootTankProj(pActivator->pev, vecSrc + vecForward*16, vecForward * 100000); break; case TANK_ROCKET_NUKE: CNuke::ShootNuke(pActivator->pev, vecSrc + vecForward*16, vecForward * 1500, FALSE); break; case TANK_ROCKET_NUKE_CONTROLLED: CNuke::ShootNuke(pActivator->pev, vecSrc + vecForward*16, vecForward * 800, TRUE); break; case TANK_ROCKET_FLAKBOMB: CFlakBomb::ShootFlakBomb(pActivator->pev, vecSrc + vecForward*16, vecForward * 1800); break; case TANK_ROCKET_30MMGREN: C30mmgren::Shoot30mmgren(pActivator->pev, vecSrc + vecForward*16, vecForward * 4500); break; case TANK_ROCKET_BIOMASS: CBiomass::ShootBiomass(pActivator->pev, vecSrc + vecForward*16, vecForward * 3000, 200); break; case TANK_BEAM_BLASTER: FireBeam(vecSrc, vecForward, BEAM_BLASTER, 0, pActivator->pev); break; case TANK_BEAM_GAUSS: FireBeam(vecSrc, vecForward, BEAM_GAUSS, 0, pActivator->pev); break; case TANK_BEAM_GAUSSCHARGED: FireBeam(vecSrc, vecForward, BEAM_GAUSSCHARGED, 420, pActivator->pev); break; case TANK_BEAM_PHOTONGUN: FireBeam(vecSrc, vecForward, BEAM_PHOTONGUN, 0, pActivator->pev); break; case TANK_BEAM_PHOTONGUN_EXP: FireBeam(vecSrc, vecForward, BEAM_PHOTONGUN_EXP, 0, pActivator->pev); break; case TANK_BEAM_TAUCANNON: FireBeam(vecSrc, vecForward, BEAM_TAUCANNON, 0, pActivator->pev); break; case TANK_BEAM_PULSERIFLE: FireBeam(vecSrc, vecForward, BEAM_PULSERIFLE, 0, pActivator->pev); break; case TANK_BEAM_M72: FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_0DEGREES, 16384, BULLET_2MM, pActivator->pev); break; case TANK_BEAM_M72QUAD: FireMagnumBullets(vecSrc, vecForward, VECTOR_CONE_0DEGREES, 16384, BULLET_2MM_QUAD, pActivator->pev); break; case TANK_BEAM_IONTURRET: FireBeam(vecSrc, vecForward, BEAM_IONTURRET, 0, pActivator->pev); break; case TANK_BEAM_TESLAGUN: FireBeam(vecSrc, vecForward, BEAM_TESLAGUN, 0, pActivator->pev); break; } if (m_iAmmo > 0) m_iAmmo--; // update ammo counter MESSAGE_BEGIN( MSG_ONE, gmsgSpecTank, NULL, pActivator->pev ); WRITE_BYTE( 2 ); // ammo update WRITE_LONG(m_iAmmo); WRITE_BYTE( m_spread ); // crosshair update MESSAGE_END(); m_flNextAttack = gpGlobals->time + (1/m_fireRate); } else if ( pActivator->pev->button & IN_ATTACK2 && m_AllowZoom) { if (m_fInZoom == 0) { pActivator->m_iFOV = 25; m_fInZoom = 1; } else if (m_fInZoom == 1) { pActivator->m_iFOV = 90; m_fInZoom = 0; } m_flNextAttack = gpGlobals->time + 0.3; } }
void CTentacle :: DieThink( void ) { pev->nextthink = gpGlobals-> time + 0.1; DispatchAnimEvents( ); StudioFrameAdvance( ); ChangeYaw( 24 ); if (m_fSequenceFinished) { if (pev->sequence == m_iGoalAnim) { switch( m_iGoalAnim ) { case TENTACLE_ANIM_Engine_Idle: case TENTACLE_ANIM_Engine_Sway: case TENTACLE_ANIM_Engine_Swat: case TENTACLE_ANIM_Engine_Bob: m_iGoalAnim = TENTACLE_ANIM_Engine_Sway + RANDOM_LONG( 0, 2 ); break; case TENTACLE_ANIM_Engine_Death1: case TENTACLE_ANIM_Engine_Death2: case TENTACLE_ANIM_Engine_Death3: UTIL_Remove( this ); return; } } // ALERT( at_console, "%d : %d => ", pev->sequence, m_iGoalAnim ); pev->sequence = FindTransition( pev->sequence, m_iGoalAnim, &m_iDir ); // ALERT( at_console, "%d\n", pev->sequence ); if (m_iDir > 0) { pev->frame = 0; } else { pev->frame = 255; } ResetSequenceInfo( ); float dy; switch( pev->sequence ) { case TENTACLE_ANIM_Floor_Rear: case TENTACLE_ANIM_Floor_Rear_Idle: case TENTACLE_ANIM_Lev1_Rear: case TENTACLE_ANIM_Lev1_Rear_Idle: case TENTACLE_ANIM_Lev2_Rear: case TENTACLE_ANIM_Lev2_Rear_Idle: case TENTACLE_ANIM_Lev3_Rear: case TENTACLE_ANIM_Lev3_Rear_Idle: case TENTACLE_ANIM_Engine_Idle: case TENTACLE_ANIM_Engine_Sway: case TENTACLE_ANIM_Engine_Swat: case TENTACLE_ANIM_Engine_Bob: case TENTACLE_ANIM_Engine_Death1: case TENTACLE_ANIM_Engine_Death2: case TENTACLE_ANIM_Engine_Death3: pev->framerate = RANDOM_FLOAT( m_iDir - 0.2, m_iDir + 0.2 ); dy = 180; break; default: pev->framerate = 1.5; dy = 0; break; } pev->ideal_yaw = m_flInitialYaw + dy; } }
// // TentacleThink // void CTentacle :: Cycle( void ) { // ALERT( at_console, "%s %.2f %d %d\n", STRING( pev->targetname ), pev->origin.z, m_MonsterState, m_IdealMonsterState ); pev->nextthink = gpGlobals-> time + 0.1; // ALERT( at_console, "%s %d %d %d %f %f\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim, m_iDir, pev->framerate, pev->health ); if (m_MonsterState == MONSTERSTATE_SCRIPT || m_IdealMonsterState == MONSTERSTATE_SCRIPT) { pev->angles.y = m_flInitialYaw; pev->ideal_yaw = m_flInitialYaw; ClearConditions( IgnoreConditions() ); MonsterThink( ); m_iGoalAnim = TENTACLE_ANIM_Pit_Idle; return; } DispatchAnimEvents( ); StudioFrameAdvance( ); ChangeYaw( pev->yaw_speed ); CSound *pSound; Listen( ); // Listen will set this if there's something in my sound list if ( HasConditions( bits_COND_HEAR_SOUND ) ) pSound = PBestSound(); else pSound = NULL; if ( pSound ) { Vector vecDir; if (gpGlobals->time - m_flPrevSoundTime < 0.5) { float dt = gpGlobals->time - m_flPrevSoundTime; vecDir = pSound->m_vecOrigin + (pSound->m_vecOrigin - m_vecPrevSound) / dt - pev->origin; } else { vecDir = pSound->m_vecOrigin - pev->origin; } m_flPrevSoundTime = gpGlobals->time; m_vecPrevSound = pSound->m_vecOrigin; m_flSoundYaw = UTIL_VecToYaw ( vecDir ) - m_flInitialYaw; m_iSoundLevel = Level( vecDir.z ); if (m_flSoundYaw < -180) m_flSoundYaw += 360; if (m_flSoundYaw > 180) m_flSoundYaw -= 360; // ALERT( at_console, "sound %d %.0f\n", m_iSoundLevel, m_flSoundYaw ); if (m_flSoundTime < gpGlobals->time) { // play "I hear new something" sound char *sound; switch( RANDOM_LONG(0,1) ) { case 0: sound = "tentacle/te_alert1.wav"; break; case 1: sound = "tentacle/te_alert2.wav"; break; } // UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100); } m_flSoundTime = gpGlobals->time + RANDOM_FLOAT( 5.0, 10.0 ); } // clip ideal_yaw float dy = m_flSoundYaw; switch( pev->sequence ) { case TENTACLE_ANIM_Floor_Rear: case TENTACLE_ANIM_Floor_Rear_Idle: case TENTACLE_ANIM_Lev1_Rear: case TENTACLE_ANIM_Lev1_Rear_Idle: case TENTACLE_ANIM_Lev2_Rear: case TENTACLE_ANIM_Lev2_Rear_Idle: case TENTACLE_ANIM_Lev3_Rear: case TENTACLE_ANIM_Lev3_Rear_Idle: if (dy < 0 && dy > -m_flMaxYaw) dy = -m_flMaxYaw; if (dy > 0 && dy < m_flMaxYaw) dy = m_flMaxYaw; break; default: if (dy < -m_flMaxYaw) dy = -m_flMaxYaw; if (dy > m_flMaxYaw) dy = m_flMaxYaw; } pev->ideal_yaw = m_flInitialYaw + dy; if (m_fSequenceFinished) { // ALERT( at_console, "%s done %d %d\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim ); if (pev->health <= 1) { m_iGoalAnim = TENTACLE_ANIM_Pit_Idle; if (pev->sequence == TENTACLE_ANIM_Pit_Idle) { pev->health = 75; } } else if ( m_flSoundTime > gpGlobals->time ) { if (m_flSoundYaw >= -(m_flMaxYaw + 30) && m_flSoundYaw <= (m_flMaxYaw + 30)) { // strike m_iGoalAnim = LookupActivity( ACT_T_STRIKE + m_iSoundLevel ); } else if (m_flSoundYaw >= -m_flMaxYaw * 2 && m_flSoundYaw <= m_flMaxYaw * 2) { // tap m_iGoalAnim = LookupActivity( ACT_T_TAP + m_iSoundLevel ); } else { // go into rear idle m_iGoalAnim = LookupActivity( ACT_T_REARIDLE + m_iSoundLevel ); } } else if (pev->sequence == TENTACLE_ANIM_Pit_Idle) { // stay in pit until hear noise m_iGoalAnim = TENTACLE_ANIM_Pit_Idle; } else if (pev->sequence == m_iGoalAnim) { if (MyLevel() >= 0 && gpGlobals->time < m_flSoundTime) { if (RANDOM_LONG(0,9) < m_flSoundTime - gpGlobals->time) { // continue stike m_iGoalAnim = LookupActivity( ACT_T_STRIKE + m_iSoundLevel ); } else { // tap m_iGoalAnim = LookupActivity( ACT_T_TAP + m_iSoundLevel ); } } else if (MyLevel( ) < 0) { m_iGoalAnim = LookupActivity( ACT_T_IDLE + 0 ); } else { if (m_flNextSong < gpGlobals->time) { // play "I hear new something" sound char *sound; switch( RANDOM_LONG(0,1) ) { case 0: sound = "tentacle/te_sing1.wav"; break; case 1: sound = "tentacle/te_sing2.wav"; break; } EMIT_SOUND(ENT(pev), CHAN_VOICE, sound, 1.0, ATTN_NORM); m_flNextSong = gpGlobals->time + RANDOM_FLOAT( 10, 20 ); } if (RANDOM_LONG(0,15) == 0) { // idle on new level m_iGoalAnim = LookupActivity( ACT_T_IDLE + RANDOM_LONG(0,3) ); } else if (RANDOM_LONG(0,3) == 0) { // tap m_iGoalAnim = LookupActivity( ACT_T_TAP + MyLevel( ) ); } else { // idle m_iGoalAnim = LookupActivity( ACT_T_IDLE + MyLevel( ) ); } } if (m_flSoundYaw < 0) m_flSoundYaw += RANDOM_FLOAT( 2, 8 ); else m_flSoundYaw -= RANDOM_FLOAT( 2, 8 ); } pev->sequence = FindTransition( pev->sequence, m_iGoalAnim, &m_iDir ); if (m_iDir > 0) { pev->frame = 0; } else { m_iDir = -1; // just to safe pev->frame = 255; } ResetSequenceInfo( ); m_flFramerateAdj = RANDOM_FLOAT( -0.2, 0.2 ); pev->framerate = m_iDir * 1.0 + m_flFramerateAdj; switch( pev->sequence) { case TENTACLE_ANIM_Floor_Tap: case TENTACLE_ANIM_Lev1_Tap: case TENTACLE_ANIM_Lev2_Tap: case TENTACLE_ANIM_Lev3_Tap: { Vector vecSrc; UTIL_MakeVectors( pev->angles ); TraceResult tr1, tr2; vecSrc = pev->origin + Vector( 0, 0, MyHeight() - 4); UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 512, ignore_monsters, ENT( pev ), &tr1 ); vecSrc = pev->origin + Vector( 0, 0, MyHeight() + 8); UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 512, ignore_monsters, ENT( pev ), &tr2 ); // ALERT( at_console, "%f %f\n", tr1.flFraction * 512, tr2.flFraction * 512 ); m_flTapRadius = SetBlending( 0, RANDOM_FLOAT( tr1.flFraction * 512, tr2.flFraction * 512 ) ); } break; default: m_flTapRadius = 336; // 400 - 64 break; } pev->view_ofs.z = MyHeight( ); // ALERT( at_console, "seq %d\n", pev->sequence ); } if (m_flPrevSoundTime + 2.0 > gpGlobals->time) { // 1.5 normal speed if hears sounds pev->framerate = m_iDir * 1.5 + m_flFramerateAdj; } else if (m_flPrevSoundTime + 5.0 > gpGlobals->time) { // slowdown to normal pev->framerate = m_iDir + m_iDir * (5 - (gpGlobals->time - m_flPrevSoundTime)) / 2 + m_flFramerateAdj; } }