mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-09-04 11:44:45 +03:00
1332 lines
34 KiB
C++
1332 lines
34 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Gargantua - Big monster from Xen
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//
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "beam_shared.h"
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#include "Sprite.h"
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#include "AI_Default.h"
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#include "AI_Task.h"
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#include "AI_Schedule.h"
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#include "AI_Node.h"
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#include "AI_Hull.h"
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#include "AI_Hint.h"
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#include "AI_Route.h"
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#include "AI_Memory.h"
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#include "overcharged/npc_gargantua.h"
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#include "soundent.h"
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#include "game.h"
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#include "NPCEvent.h"
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#include "EntityList.h"
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#include "activitylist.h"
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#include "animation.h"
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#include "basecombatweapon.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "ammodef.h"
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#include "shake.h"
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#include "decals.h"
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#include "particle_smokegrenade.h"
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#include "gib.h"
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#include "func_break.h"
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#include "shareddefs.h"
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#include "particle_parse.h" // BJ: Fire / Stomp particles
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#include "particle_system.h"
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extern short g_sModelIndexFireball;
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int gGargGibModel;
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int gGargGibModel2;
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int gGargGibModel3;
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//=========================================================
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// Gargantua Monster
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//=========================================================
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#define GARG_ATTACKDIST 120.0f
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// Garg animation events
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#define GARG_AE_SLASH_LEFT 1
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//#define GARG_AE_BEAM_ATTACK_RIGHT 2 // No longer used
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#define GARG_AE_LEFT_FOOT 3
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#define GARG_AE_RIGHT_FOOT 4
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#define GARG_AE_STOMP 5
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#define GARG_AE_BREATHE 6
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// Gargantua is immune to any damage but this
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#define GARG_DAMAGE ( DMG_ENERGYBEAM | DMG_CRUSH | /*DMG_MISSILEDEFENSE |*/ DMG_BLAST ) // BriJee OVR: Remove unused flag
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#define GARG_EYE_SPRITE_NAME "sprites/redglow3.vmt" //"sprites/gargeye1.vmt"
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//#define GARG_BEAM_SPRITE_NAME "sprites/laserbeam.vmt" //"sprites/xbeam3.vmt" // BriJee OVR: No need old beam sprites, use particles now :)
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//#define GARG_BEAM_SPRITE2 "sprites/laserbeam.vmt" //"sprites/xbeam3.vmt"
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//#define GARG_STOMP_SPRITE_NAME "sprites/redglow2.vmt" //"sprites/gargeye1.vmt"
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#define GARG_FLAME_LENGTH 330
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#define GARG_GIB_MODEL "models/gibs/helicopter_brokenpiece_02.mdl" //"models/metalplategibs.mdl"
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#define GARG_GIB_MODEL2 "models/gibs/helicopter_brokenpiece_03.mdl" // BriJee OVR: More gibs added
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#define GARG_GIB_MODEL3 "models/gibs/Strider_gib1.mdl"
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#define STOMP_SPRITE_COUNT 10
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#define ATTACH_EYE 1
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ConVar sk_gargantua_health("sk_gargantua_health", "800");
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ConVar sk_gargantua_dmg_slash("sk_gargantua_dmg_slash", "10");
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ConVar sk_gargantua_dmg_fire("sk_gargantua_dmg_fire", "3");
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ConVar sk_gargantua_dmg_stomp("sk_gargantua_dmg_stomp", "50");
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enum
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{
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TASK_SOUND_ATTACK = LAST_SHARED_TASK,
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TASK_FLAME_SWEEP,
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};
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enum
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{
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SCHED_GARG_FLAME = LAST_SHARED_SCHEDULE,
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SCHED_GARG_SWIPE,
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SCHED_GARG_CHASE_ENEMY,
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SCHED_GARG_CHASE_ENEMY_FAILED,
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SCHED_GARG_DIE,
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};
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LINK_ENTITY_TO_CLASS(npc_gargantua, CNPC_Gargantua);
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BEGIN_DATADESC(CNPC_Gargantua)
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DEFINE_FIELD(m_pEyeGlow, FIELD_CLASSPTR),
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DEFINE_FIELD(m_eyeBrightness, FIELD_INTEGER),
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DEFINE_FIELD(m_seeTime, FIELD_TIME),
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DEFINE_FIELD(m_flameTime, FIELD_TIME),
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DEFINE_FIELD(m_streakTime, FIELD_TIME),
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DEFINE_ARRAY(m_pFlame, FIELD_CLASSPTR, 4),
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DEFINE_FIELD(m_flameX, FIELD_FLOAT),
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DEFINE_FIELD(m_flameY, FIELD_FLOAT),
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DEFINE_FIELD(m_flDmgTime, FIELD_TIME),
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DEFINE_FIELD(m_painSoundTime, FIELD_TIME),
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END_DATADESC()
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static void MoveToGround(Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs)
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{
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trace_t tr;
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// Find point on floor where enemy would stand at chasePosition
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Vector floor = *position;
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floor.z -= 1024;
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UTIL_TraceHull(*position, floor, mins, maxs, MASK_NPCSOLID, ignore, COLLISION_GROUP_NONE, &tr);
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if (tr.fraction < 1)
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{
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position->z = tr.endpos.z;
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}
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}
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class CStomp : public CBaseEntity
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{
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DECLARE_CLASS(CStomp, CBaseEntity);
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public:
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DECLARE_DATADESC();
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virtual void Precache();
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void Spawn(void);
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void Think(void);
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static CStomp *StompCreate(Vector &origin, Vector &end, float speed, CBaseEntity* pOwner);
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private:
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Vector m_vecMoveDir;
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float m_flScale;
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float m_flSpeed;
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unsigned int m_uiFramerate;
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float m_flDmgTime;
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CBaseEntity* m_pOwner;
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//float m_flDelayDispatch;
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bool bSpawnParticleOnce; // BJ: Stomp particle
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// UNDONE: re-use this sprite list instead of creating new ones all the time
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// CSprite *m_pSprites[ STOMP_SPRITE_COUNT ];
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};
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BEGIN_DATADESC(CStomp)
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DEFINE_FIELD(m_vecMoveDir, FIELD_VECTOR),
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DEFINE_FIELD(m_flScale, FIELD_FLOAT),
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DEFINE_FIELD(m_flSpeed, FIELD_FLOAT),
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DEFINE_FIELD(m_uiFramerate, FIELD_INTEGER),
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DEFINE_FIELD(m_flDmgTime, FIELD_TIME),
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DEFINE_FIELD(m_pOwner, FIELD_CLASSPTR),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS(garg_stomp, CStomp);
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CStomp *CStomp::StompCreate(Vector &origin, Vector &end, float speed, CBaseEntity* pOwner)
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{
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CStomp *pStomp = (CStomp*)CreateEntityByName("garg_stomp");
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pStomp->SetAbsOrigin(origin);
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Vector dir = (end - origin);
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// pStomp->m_flScale = dir.Length();
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pStomp->m_flScale = 2048;
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pStomp->m_vecMoveDir = dir;
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VectorNormalize(pStomp->m_vecMoveDir);
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pStomp->m_flSpeed = speed;
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pStomp->m_pOwner = pOwner;
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pStomp->Spawn();
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return pStomp;
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}
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void CStomp::Precache()
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{
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BaseClass::Precache();
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PrecacheScriptSound("gargantua.Stomp");
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//PrecacheModel(GARG_STOMP_SPRITE_NAME);
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PrecacheParticleSystem("gargantua_stomp1");
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}
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void CStomp::Spawn(void)
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{
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Precache();
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SetNextThink(gpGlobals->curtime);
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SetClassname("garg_stomp");
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m_flDmgTime = gpGlobals->curtime;
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m_uiFramerate = 30;
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// pev->rendermode = kRenderTransTexture;
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// SetBrightness( 0 );
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CPASAttenuationFilter filter(this);
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EmitSound(filter, entindex(), "gargantua.Stomp");
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//m_flDelayDispatch = 0.0f;
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}
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#define STOMP_INTERVAL 0.025
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void CStomp::Think(void)
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{
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trace_t tr;
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SetNextThink(gpGlobals->curtime + 0.1);
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// Do damage for this frame
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Vector vecStart = GetAbsOrigin();
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vecStart.z += 30;
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Vector vecEnd = vecStart + (m_vecMoveDir * m_flSpeed * gpGlobals->frametime);
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UTIL_TraceHull(vecStart, vecEnd, Vector(-32, -32, -32), Vector(32, 32, 32), MASK_SOLID, m_pOwner, COLLISION_GROUP_NONE, &tr);
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// NDebugOverlay::Line( vecStart, vecEnd, 0, 255, 0, false, 10.0f );
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if (tr.m_pEnt)
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{
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CBaseEntity *pEntity = tr.m_pEnt;
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CTakeDamageInfo info(this, this, 50, DMG_SONIC /*| DMG_DISSOLVE*/);
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CalculateMeleeDamageForce(&info, m_vecMoveDir, tr.endpos);
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pEntity->TakeDamage(info);
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}
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// Accelerate the effect
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m_flSpeed += (gpGlobals->frametime) * m_uiFramerate;
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m_uiFramerate += (gpGlobals->frametime) * 2000;
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// Move and spawn trails
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if (gpGlobals->curtime - m_flDmgTime > 0.2f)
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{
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m_flDmgTime = gpGlobals->curtime - 0.2f;
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}
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while (gpGlobals->curtime - m_flDmgTime > STOMP_INTERVAL)
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{
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SetAbsOrigin(GetAbsOrigin() + m_vecMoveDir * m_flSpeed * STOMP_INTERVAL);
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for (int i = 0; i < 2; i++)
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{
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CSprite *pSprite = CSprite::SpriteCreate(/*GARG_STOMP_SPRITE_NAME*/ NULL, GetAbsOrigin(), TRUE); // BriJee OVR: NULL Sprite should make spark effects
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if (pSprite)
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{
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UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() - Vector(0, 0, 500), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
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pSprite->SetAbsOrigin(tr.endpos);
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// pSprite->pev->velocity = Vector(RandomFloat(-200,200),RandomFloat(-200,200),175);
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pSprite->SetNextThink(gpGlobals->curtime + 0.3);
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pSprite->SetThink(&CSprite::SUB_Remove);
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pSprite->SetTransparency(kRenderTransAdd, 255, 255, 255, 255, kRenderFxFadeFast);
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}
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/*if (gpGlobals->curtime > m_flDelayDispatch) // BJ: Old method pre frame spawn-remove
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{
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DispatchParticleEffect("gargantua_stomp1", PATTACH_ABSORIGIN_FOLLOW, pSprite);
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m_flDelayDispatch = gpGlobals->curtime + 0.05f;
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}*/
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if (!bSpawnParticleOnce)
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{
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bSpawnParticleOnce = true;
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// BJ: Valve method attach effect with info_particle_system once
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CParticleSystem *pParticleStomp = (CParticleSystem *)CreateEntityByName("info_particle_system");
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if (pParticleStomp != NULL)
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{
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pParticleStomp->KeyValue("start_active", "1");
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pParticleStomp->KeyValue("effect_name", "gargantua_stomp1");
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pParticleStomp->SetParent(this);
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//pParticle->SetParentAttachment("SetParentAttachment", "attach_glow2", true);
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pParticleStomp->SetLocalOrigin(Vector(0, 0, -39)); // BJ: PREFECT VALUES !!!
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//pParticleStomp->SetLocalOrigin(vec3_origin);
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DispatchSpawn(pParticleStomp);
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if (gpGlobals->curtime > 1.5f)
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pParticleStomp->Activate();
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DevMsg("Garg stomp particle created \n");
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}// end
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}
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g_pEffects->EnergySplash(tr.endpos, tr.plane.normal);
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}
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m_flDmgTime += STOMP_INTERVAL;
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// Scale has the "life" of this effect
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m_flScale -= STOMP_INTERVAL * m_flSpeed;
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if (m_flScale <= 0)
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{
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// Life has run out
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UTIL_Remove(this);
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CPASAttenuationFilter filter(this);
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StopSound(entindex(), CHAN_STATIC, "gargantua.Stomp");
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}
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}
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}
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//=========================================================================
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// Gargantua
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//=========================================================================
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//=========================================================
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// Spawn
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//=========================================================
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void CNPC_Gargantua::Spawn()
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{
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Precache();
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DispatchParticleOnce = false;
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//IgniteNpcOnce = false;
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SetModel("models/garg.mdl");
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SetNavType(NAV_GROUND);
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SetSolid(SOLID_BBOX);
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AddSolidFlags(FSOLID_NOT_STANDABLE);
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SetMoveType(MOVETYPE_STEP);
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Vector vecSurroundingMins(-80, -80, 0);
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Vector vecSurroundingMaxs(80, 80, 214);
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CollisionProp()->SetSurroundingBoundsType(USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs);
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_iHealth = sk_gargantua_health.GetFloat();
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SetViewOffset(Vector(0, 0, 96));// taken from mdl file
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m_flFieldOfView = -0.2;// width of forward view cone ( as a dotproduct result )
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m_NPCState = NPC_STATE_NONE;
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CapabilitiesAdd(bits_CAP_MOVE_GROUND);
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CapabilitiesAdd(bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2);
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SetHullType(HULL_LARGE);
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SetHullSizeNormal();
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m_pEyeGlow = CSprite::SpriteCreate(GARG_EYE_SPRITE_NAME, GetAbsOrigin(), FALSE);
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m_pEyeGlow->SetTransparency(kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation);
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m_pEyeGlow->SetAttachment(this, 1);
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EyeOff();
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m_seeTime = gpGlobals->curtime + 5;
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m_flameTime = gpGlobals->curtime + 2;
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NPCInit();
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BaseClass::Spawn();
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// Give garg a healthy free knowledge.
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GetEnemies()->SetFreeKnowledgeDuration(59.0f);
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CNPC_Gargantua::Precache()
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{
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PrecacheModel("models/garg.mdl");
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PrecacheModel(GARG_EYE_SPRITE_NAME);
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//PrecacheModel(GARG_BEAM_SPRITE_NAME);
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//PrecacheModel(GARG_BEAM_SPRITE2);
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//gStompSprite = PRECACHE_MODEL( GARG_STOMP_SPRITE_NAME );
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gGargGibModel = PrecacheModel(GARG_GIB_MODEL);
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gGargGibModel2 = PrecacheModel(GARG_GIB_MODEL2);
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gGargGibModel3 = PrecacheModel(GARG_GIB_MODEL3);
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PrecacheParticleSystem("flamethrower");
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PrecacheParticleSystem("Explosion_2");
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PrecacheScriptSound("gargantua.AttackHit");
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PrecacheScriptSound("gargantua.AttackMiss");
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PrecacheScriptSound("gargantua.Footstep");
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PrecacheScriptSound("gargantua.Breath");
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PrecacheScriptSound("gargantua.Attack");
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PrecacheScriptSound("gargantua.Pain");
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PrecacheScriptSound("gargantua.BeamAttackOn");
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PrecacheScriptSound("gargantua.BeamAttackRun");
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PrecacheScriptSound("gargantua.BeamAttackOff");
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PrecacheScriptSound("gargantua.StompSound");
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}
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Class_T CNPC_Gargantua::Classify(void)
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{
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return CLASS_ALIENGRUNT; //CLASS_ZOMBIE; //CLASS_ALIEN_MONSTER; // BriJee OVR: Garg don't hurt zombies so use this class
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}
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void CNPC_Gargantua::PrescheduleThink(void)
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{
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if (!HasCondition(COND_SEE_ENEMY))
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{
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m_seeTime = gpGlobals->curtime + 5;
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EyeOff();
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}
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else
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{
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EyeOn(200);
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}
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EyeUpdate();
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}
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float CNPC_Gargantua::MaxYawSpeed(void)
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{
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float ys = 60;
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switch (GetActivity())
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{
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case ACT_IDLE:
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ys = 60;
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break;
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case ACT_TURN_LEFT:
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case ACT_TURN_RIGHT:
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ys = 180;
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break;
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case ACT_WALK:
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case ACT_RUN:
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ys = 60;
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break;
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default:
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ys = 60;
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break;
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}
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return ys;
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}
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int CNPC_Gargantua::MeleeAttack1Conditions(float flDot, float flDist)
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{
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if (flDot >= 0.7)
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{
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if (flDist <= GARG_ATTACKDIST)
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{
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return COND_CAN_MELEE_ATTACK1;
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}
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}
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return COND_NONE;
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}
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// Flame thrower madness!
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int CNPC_Gargantua::MeleeAttack2Conditions(float flDot, float flDist)
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{
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if (gpGlobals->curtime > m_flameTime)
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{
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if (flDot >= 0.8)
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{
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if (flDist > GARG_ATTACKDIST)
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{
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if (flDist <= GARG_FLAME_LENGTH)
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return COND_CAN_MELEE_ATTACK2;
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}
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}
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}
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return COND_NONE;
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}
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//=========================================================
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// CheckRangeAttack1
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// flDot is the cos of the angle of the cone within which
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// the attack can occur.
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//=========================================================
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//
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// Stomp attack
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//
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//=========================================================
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int CNPC_Gargantua::RangeAttack1Conditions(float flDot, float flDist)
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{
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if (gpGlobals->curtime > m_seeTime)
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{
|
|
if (flDot >= 0.7)
|
|
{
|
|
if (flDist > GARG_ATTACKDIST)
|
|
{
|
|
return COND_CAN_RANGE_ATTACK1;
|
|
}
|
|
}
|
|
}
|
|
|
|
return COND_NONE;
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckTraceHullAttack - expects a length to trace, amount
|
|
// of damage to do, and damage type. Returns a pointer to
|
|
// the damaged entity in case the monster wishes to do
|
|
// other stuff to the victim (punchangle, etc)
|
|
// Used for many contact-range melee attacks. Bites, claws, etc.
|
|
|
|
// Overridden for Gargantua because his swing starts lower as
|
|
// a percentage of his height (otherwise he swings over the
|
|
// players head)
|
|
//=========================================================
|
|
CBaseEntity* CNPC_Gargantua::GargantuaCheckTraceHullAttack(float flDist, int iDamage, int iDmgType)
|
|
{
|
|
trace_t tr;
|
|
|
|
Vector vForward, vUp;
|
|
AngleVectors(GetAbsAngles(), &vForward, NULL, &vUp);
|
|
|
|
Vector vecStart = GetAbsOrigin();
|
|
vecStart.z += 64;
|
|
Vector vecEnd = vecStart + (vForward * flDist) - (vUp * flDist * 0.3);
|
|
|
|
//UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr );
|
|
|
|
UTIL_TraceEntity(this, GetAbsOrigin(), vecEnd, MASK_SOLID, &tr);
|
|
|
|
if (tr.m_pEnt)
|
|
{
|
|
CBaseEntity *pEntity = tr.m_pEnt;
|
|
|
|
if (iDamage > 0)
|
|
{
|
|
CTakeDamageInfo info(this, this, iDamage, iDmgType);
|
|
CalculateMeleeDamageForce(&info, vForward, tr.endpos);
|
|
pEntity->TakeDamage(info);
|
|
}
|
|
|
|
return pEntity;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void CNPC_Gargantua::HandleAnimEvent(animevent_t *pEvent)
|
|
{
|
|
CPASAttenuationFilter filter(this);
|
|
|
|
switch (pEvent->event)
|
|
{
|
|
case GARG_AE_SLASH_LEFT:
|
|
{
|
|
// HACKHACK!!!
|
|
CBaseEntity *pHurt = GargantuaCheckTraceHullAttack(GARG_ATTACKDIST + 10.0, sk_gargantua_dmg_slash.GetFloat(), DMG_SLASH);
|
|
|
|
if (pHurt)
|
|
{
|
|
if (pHurt->GetFlags() & (FL_NPC | FL_CLIENT))
|
|
{
|
|
pHurt->ViewPunch(QAngle(-30, -30, 30));
|
|
|
|
Vector vRight;
|
|
AngleVectors(GetAbsAngles(), NULL, &vRight, NULL);
|
|
pHurt->SetAbsVelocity(pHurt->GetAbsVelocity() - vRight * 100);
|
|
}
|
|
|
|
EmitSound(filter, entindex(), "gargantua.AttackHit");
|
|
}
|
|
else // Play a random attack miss sound
|
|
{
|
|
EmitSound(filter, entindex(), "gargantua.AttackMiss");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GARG_AE_RIGHT_FOOT:
|
|
case GARG_AE_LEFT_FOOT:
|
|
|
|
UTIL_ScreenShake(GetAbsOrigin(), 4.0, 3.0, 1.0, 1500, SHAKE_START);
|
|
EmitSound(filter, entindex(), "gargantua.Footstep");
|
|
break;
|
|
|
|
case GARG_AE_STOMP:
|
|
StompAttack();
|
|
m_seeTime = gpGlobals->curtime + 12;
|
|
break;
|
|
|
|
case GARG_AE_BREATHE:
|
|
EmitSound(filter, entindex(), "gargantua.Breath");
|
|
break;
|
|
|
|
default:
|
|
BaseClass::HandleAnimEvent(pEvent);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
int CNPC_Gargantua::TranslateSchedule(int scheduleType)
|
|
{
|
|
//TEMP TEMP
|
|
if (FlameIsOn())
|
|
FlameDestroy();
|
|
//DevMsg("scheduleType %i", scheduleType);
|
|
|
|
if (GetHealth() <= 0)
|
|
return SCHED_GARG_DIE;
|
|
|
|
switch (scheduleType)
|
|
{
|
|
case SCHED_MELEE_ATTACK2:
|
|
return SCHED_GARG_FLAME;
|
|
case SCHED_MELEE_ATTACK1:
|
|
return SCHED_GARG_SWIPE;
|
|
|
|
case SCHED_CHASE_ENEMY:
|
|
return SCHED_GARG_CHASE_ENEMY;
|
|
|
|
case SCHED_CHASE_ENEMY_FAILED:
|
|
return SCHED_GARG_CHASE_ENEMY_FAILED;
|
|
|
|
case SCHED_ALERT_STAND:
|
|
return SCHED_CHASE_ENEMY;
|
|
|
|
break;
|
|
}
|
|
|
|
return BaseClass::TranslateSchedule(scheduleType);
|
|
}
|
|
|
|
void CNPC_Gargantua::StartTask(const Task_t *pTask)
|
|
{
|
|
switch (pTask->iTask)
|
|
{
|
|
case TASK_FLAME_SWEEP:
|
|
|
|
//TEMP TEMP
|
|
FlameCreate();
|
|
m_flWaitFinished = gpGlobals->curtime + pTask->flTaskData;
|
|
m_flameTime = gpGlobals->curtime + 6;
|
|
m_flameX = 0;
|
|
m_flameY = 0;
|
|
break;
|
|
|
|
case TASK_SOUND_ATTACK:
|
|
|
|
if (random->RandomInt(0, 100) < 30)
|
|
{
|
|
CPASAttenuationFilter filter(this);
|
|
EmitSound(filter, entindex(), "gargantua.Attack");
|
|
}
|
|
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_DIE:
|
|
m_flWaitFinished = gpGlobals->curtime + 1.6;
|
|
DeathEffect();
|
|
// FALL THROUGH
|
|
default:
|
|
BaseClass::StartTask(pTask);
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool CNPC_Gargantua::ShouldGib(const CTakeDamageInfo &info)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//=========================================================
|
|
// RunTask
|
|
//=========================================================
|
|
void CNPC_Gargantua::RunTask(const Task_t *pTask)
|
|
{
|
|
switch (pTask->iTask)
|
|
{
|
|
case TASK_DIE:
|
|
|
|
if (gpGlobals->curtime > m_flWaitFinished)
|
|
{
|
|
//TEMP TEMP
|
|
m_nRenderFX = kRenderFxExplode;
|
|
SetRenderColor(255, 0, 0, 255);
|
|
StopAnimation();
|
|
SetNextThink(gpGlobals->curtime + 0.15);
|
|
SetThink(&CBaseEntity::SUB_Remove);
|
|
|
|
DispatchParticleEffect("Explosion_2", GetAbsOrigin(), QAngle(-90, 0, 0)); // BriJee OVR: Big explosion effect
|
|
|
|
int i;
|
|
|
|
int parts = modelinfo->GetModelFrameCount(modelinfo->GetModel(gGargGibModel));
|
|
int parts2 = modelinfo->GetModelFrameCount(modelinfo->GetModel(gGargGibModel2));
|
|
int parts3 = modelinfo->GetModelFrameCount(modelinfo->GetModel(gGargGibModel3));
|
|
|
|
for (i = 0; i < 10; i++)
|
|
{
|
|
CGib *pGib = CREATE_ENTITY(CGib, "gib");
|
|
|
|
if (random->RandomInt(1, 3) == 1)
|
|
{
|
|
|
|
pGib->Spawn(GARG_GIB_MODEL);
|
|
}
|
|
if (random->RandomInt(1, 3) == 1)
|
|
{
|
|
pGib->Spawn(GARG_GIB_MODEL2);
|
|
}
|
|
else
|
|
{
|
|
pGib->Spawn(GARG_GIB_MODEL3);
|
|
}
|
|
int bodyPart = 0;
|
|
|
|
if (parts > 1)
|
|
bodyPart = random->RandomInt(0, parts - 1);
|
|
|
|
if (parts2 > 1)
|
|
bodyPart = random->RandomInt(0, parts2 - 1);
|
|
|
|
if (parts3 > 1)
|
|
bodyPart = random->RandomInt(0, parts3 - 1);
|
|
|
|
pGib->SetBodygroup(0, bodyPart);
|
|
pGib->SetBloodColor(BLOOD_COLOR_YELLOW);
|
|
pGib->m_material = matNone;
|
|
pGib->SetAbsOrigin(GetAbsOrigin());
|
|
pGib->SetAbsVelocity(UTIL_RandomBloodVector() * random->RandomFloat(300, 500));
|
|
|
|
pGib->SetNextThink(gpGlobals->curtime + 1.25);
|
|
pGib->SetThink(&CBaseEntity::SUB_FadeOut);
|
|
}
|
|
|
|
Vector vecSize = Vector(200, 200, 128);
|
|
CPVSFilter filter(GetAbsOrigin());
|
|
te->BreakModel(filter, 0.0, GetAbsOrigin(), vec3_angle, vecSize, vec3_origin,
|
|
gGargGibModel, 200, 50, 3.0, BREAK_FLESH);
|
|
UTIL_Remove(this);
|
|
/*CTakeDamageInfo info;
|
|
info.AddDamageType(DMG_REMOVENORAGDOLL);
|
|
BaseClass::Event_Killed(info);*/
|
|
return;
|
|
}
|
|
else
|
|
BaseClass::RunTask(pTask);
|
|
break;
|
|
|
|
case TASK_FLAME_SWEEP:
|
|
if (gpGlobals->curtime > m_flWaitFinished)
|
|
{
|
|
//TEMP TEMP
|
|
FlameDestroy();
|
|
TaskComplete();
|
|
FlameControls(0, 0);
|
|
SetBoneController(0, 0);
|
|
SetBoneController(1, 0);
|
|
}
|
|
else
|
|
{
|
|
bool cancel = false;
|
|
|
|
QAngle angles = QAngle(0, 0, 0);
|
|
|
|
//TEMP TEMP
|
|
FlameUpdate();
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
|
|
if (pEnemy)
|
|
{
|
|
Vector org = GetAbsOrigin();
|
|
org.z += 64;
|
|
Vector dir = pEnemy->BodyTarget(org) - org;
|
|
|
|
VectorAngles(dir, angles);
|
|
angles.x = -angles.x;
|
|
angles.y -= GetAbsAngles().y;
|
|
|
|
if (dir.Length() > 400)
|
|
cancel = true;
|
|
}
|
|
if (fabs(angles.y) > 60)
|
|
cancel = true;
|
|
|
|
if (cancel)
|
|
{
|
|
m_flWaitFinished -= 0.5;
|
|
m_flameTime -= 0.5;
|
|
}
|
|
|
|
//TEMP TEMP
|
|
//FlameControls( angles.x + 2 * sin(gpGlobals->curtime*8), angles.y + 28 * sin(gpGlobals->curtime*8.5) );
|
|
FlameControls(angles.x, angles.y);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
BaseClass::RunTask(pTask);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CNPC_Gargantua::FlameCreate(void)
|
|
{
|
|
int i;
|
|
Vector posGun;
|
|
QAngle angleGun;
|
|
|
|
trace_t trace;
|
|
|
|
Vector vForward;
|
|
|
|
AngleVectors(GetAbsAngles(), &vForward);
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
/*if (i < 2)
|
|
m_pFlame[i] = CBeam::BeamCreate(GARG_BEAM_SPRITE_NAME, 24.0);
|
|
else
|
|
m_pFlame[i] = CBeam::BeamCreate(GARG_BEAM_SPRITE2, 14.0);*/ // BriJee OVR: No more sprites!
|
|
|
|
if (i < 2)
|
|
m_pFlame[i] = CBeam::BeamCreate(NULL, 24.0);
|
|
else
|
|
m_pFlame[i] = CBeam::BeamCreate(NULL, 14.0);
|
|
|
|
if (m_pFlame[i])
|
|
{
|
|
int attach = i % 2;
|
|
// attachment is 0 based in GetAttachment
|
|
GetAttachment(attach + 1, posGun, angleGun);
|
|
|
|
Vector vecEnd = (vForward * GARG_FLAME_LENGTH) + posGun;
|
|
//UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &trace );
|
|
|
|
UTIL_TraceLine(posGun, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace);
|
|
// NDebugOverlay::Line( posGun, vecEnd, 255, 255, 255, false, 10.0f );
|
|
|
|
m_pFlame[i]->PointEntInit(trace.endpos, this);
|
|
if (i < 2)
|
|
m_pFlame[i]->SetColor(255, 130, 90);
|
|
else
|
|
m_pFlame[i]->SetColor(0, 120, 255);
|
|
m_pFlame[i]->SetBrightness(190);
|
|
m_pFlame[i]->SetBeamFlags(FBEAM_SHADEIN);
|
|
m_pFlame[i]->SetScrollRate(20);
|
|
// attachment is 1 based in SetEndAttachment
|
|
m_pFlame[i]->SetEndAttachment(attach + 2);
|
|
CSoundEnt::InsertSound(SOUND_COMBAT, posGun, 384, 0.3);
|
|
}
|
|
}
|
|
|
|
CPASAttenuationFilter filter4(this);
|
|
EmitSound(filter4, entindex(), "gargantua.BeamAttackOn");
|
|
EmitSound(filter4, entindex(), "gargantua.BeamAttackRun");
|
|
}
|
|
|
|
|
|
void CNPC_Gargantua::FlameControls(float angleX, float angleY)
|
|
{
|
|
if (angleY < -180)
|
|
angleY += 360;
|
|
else if (angleY > 180)
|
|
angleY -= 360;
|
|
|
|
if (angleY < -45)
|
|
angleY = -45;
|
|
else if (angleY > 45)
|
|
angleY = 45;
|
|
|
|
m_flameX = UTIL_ApproachAngle(angleX, m_flameX, 4);
|
|
m_flameY = UTIL_ApproachAngle(angleY, m_flameY, 8);
|
|
SetBoneController(0, m_flameY);
|
|
SetBoneController(1, m_flameX);
|
|
}
|
|
|
|
|
|
void CNPC_Gargantua::FlameUpdate(void)
|
|
{
|
|
int i;
|
|
static float offset[2] = { 60, -60 };
|
|
trace_t trace;
|
|
Vector vecStart;
|
|
QAngle angleGun;
|
|
BOOL streaks = FALSE;
|
|
|
|
Vector vForward;
|
|
|
|
if (!DispatchParticleOnce) // BriJee OVR: Dispatch once.
|
|
{
|
|
DispatchParticleEffect("flamethrower", PATTACH_POINT_FOLLOW, this, "1", false); // BriJee OVR: Flame particles
|
|
DispatchParticleEffect("flamethrower", PATTACH_POINT_FOLLOW, this, "2", false);
|
|
DispatchParticleOnce = true;
|
|
}
|
|
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
if (m_pFlame[i])
|
|
{
|
|
QAngle vecAim = GetAbsAngles();
|
|
vecAim.x += -m_flameX;
|
|
vecAim.y += m_flameY;
|
|
|
|
AngleVectors(vecAim, &vForward);
|
|
|
|
GetAttachment(i + 2, vecStart, angleGun);
|
|
Vector vecEnd = vecStart + (vForward * GARG_FLAME_LENGTH); // - offset[i] * gpGlobals->v_right;
|
|
|
|
UTIL_TraceLine(vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace);
|
|
|
|
m_pFlame[i]->SetStartPos(trace.endpos);
|
|
m_pFlame[i + 2]->SetStartPos((vecStart * 0.6) + (trace.endpos * 0.4));
|
|
|
|
if (trace.fraction != 1.0 && gpGlobals->curtime > m_streakTime)
|
|
{
|
|
//g_pEffects->Sparks(trace.endpos, 1, 1, &trace.plane.normal); // BJ: Cleanup Sparks + Decals on flame / out of sync with particle
|
|
streaks = TRUE;
|
|
//UTIL_DecalTrace(&trace, "SmallScorch");
|
|
}
|
|
// RadiusDamage( trace.vecEndPos, pev, pev, gSkillData.gargantuaDmgFire, CLASS_ALIEN_MONSTER, DMG_BURN );
|
|
FlameDamage(vecStart, trace.endpos, this, this, sk_gargantua_dmg_fire.GetFloat(), CLASS_ZOMBIE, DMG_BURN);
|
|
|
|
CBroadcastRecipientFilter filter;
|
|
GetAttachment(i + 2, vecStart, angleGun);
|
|
te->DynamicLight(filter, 0.0, &vecStart, 255, 0, 0, 0, 48, 0.2, 150);
|
|
}
|
|
}
|
|
if (streaks)
|
|
m_streakTime = gpGlobals->curtime;
|
|
}
|
|
|
|
|
|
|
|
void CNPC_Gargantua::FlameDamage(Vector vecStart, Vector vecEnd, CBaseEntity *pevInflictor, CBaseEntity *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType)
|
|
{
|
|
CBaseEntity *pEntity = NULL;
|
|
trace_t tr;
|
|
float flAdjustedDamage;
|
|
Vector vecSpot;
|
|
|
|
Vector vecMid = (vecStart + vecEnd) * 0.5;
|
|
|
|
// float searchRadius = (vecStart - vecMid).Length();
|
|
float searchRadius = GARG_FLAME_LENGTH;
|
|
float maxDamageRadius = searchRadius / 2.0;
|
|
|
|
Vector vecAim = (vecEnd - vecStart);
|
|
|
|
VectorNormalize(vecAim);
|
|
|
|
// iterate on all entities in the vicinity.
|
|
while ((pEntity = gEntList.FindEntityInSphere(pEntity, GetAbsOrigin(), searchRadius)) != NULL)
|
|
{
|
|
|
|
if (pEntity->m_takedamage != DAMAGE_NO)
|
|
{
|
|
// UNDONE: this should check a damage mask, not an ignore
|
|
if (iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore)
|
|
{// houndeyes don't hurt other houndeyes with their attack
|
|
continue;
|
|
}
|
|
|
|
//DevMsg("Gard check for enemies 1 \n");
|
|
//if (DispatchParticleOnce) // BriJee OVR: Ignite enemy NPCs in radius.
|
|
//{
|
|
|
|
//CAI_BaseNPC *pNpcGet;
|
|
//pNpcGet = (CAI_BaseNPC*)GetEntityName(pEntity);
|
|
|
|
//DevMsg("Gard check for enemies 2 \n");
|
|
//CBaseCombatCharacter *pBCC;
|
|
//pBCC = pEntity->MyCombatCharacterPointer();
|
|
|
|
if (random->RandomInt(0, 3) == 3) // BJ: 1 to 3 randomize ignite a bit
|
|
{
|
|
|
|
|
|
if (FClassnameIs(pEntity, "npc_advisor_fighter") || FClassnameIs(pEntity, "npc_citizen") || FClassnameIs(pEntity, "npc_combine_s") || FClassnameIs(pEntity, "npc_crow") ||
|
|
FClassnameIs(pEntity, "npc_hunter") || FClassnameIs(pEntity, "npc_metropolice") || FClassnameIs(pEntity, "npc_stalker") || FClassnameIs(pEntity, "npc_pigeon") ||
|
|
FClassnameIs(pEntity, "npc_hgrunt") || FClassnameIs(pEntity, "npc_pitdrone") || FClassnameIs(pEntity, "npc_shocktrooper") || FClassnameIs(pEntity, "npc_seagull") ||
|
|
FClassnameIs(pEntity, "npc_voltigore") || FClassnameIs(pEntity, "npc_voltigore_baby") || FClassnameIs(pEntity, "npc_cremator") || FClassnameIs(pEntity, "npc_assassin") ||
|
|
FClassnameIs(pEntity, "npc_zombie") || FClassnameIs(pEntity, "npc_zombie_torso") || FClassnameIs(pEntity, "npc_zombine") || FClassnameIs(pEntity, "npc_fastzombie") ||
|
|
FClassnameIs(pEntity, "npc_fastzombie_torso") || FClassnameIs(pEntity, "npc_poisonzombie"))
|
|
{
|
|
|
|
CAI_BaseNPC *pNpc = static_cast<CAI_BaseNPC *>(pEntity);
|
|
pNpc->IgniteLifetime(20); // BJ: DONT USE Ignite, use IgniteLifetime. It ignore limitations for (combine_s, metropolice) only
|
|
|
|
//if (pBCC && !pBCC->IsOnFire())
|
|
//{
|
|
|
|
//pBCC->Ignite(20);
|
|
DevMsg("Garg ignite %s \n", pNpc->GetClassname());
|
|
|
|
//pEntity->GetEnemy->ignite(20);
|
|
//pEntity->Ignite(30);
|
|
//tr.m_pEnt->Ignite();
|
|
//pEntity->GetBaseEntity->Ignite(20);
|
|
//}
|
|
}
|
|
//}
|
|
}
|
|
|
|
vecSpot = pEntity->BodyTarget(vecMid);
|
|
|
|
float dist = DotProduct(vecAim, vecSpot - vecMid);
|
|
if (dist > searchRadius)
|
|
dist = searchRadius;
|
|
else if (dist < -searchRadius)
|
|
dist = searchRadius;
|
|
|
|
Vector vecSrc = vecMid + dist * vecAim;
|
|
|
|
UTIL_TraceLine(vecStart, vecSpot, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
|
|
// NDebugOverlay::Line( vecStart, vecSpot, 0, 255, 0, false, 10.0f );
|
|
|
|
if (tr.fraction == 1.0 || tr.m_pEnt == pEntity)
|
|
{// the explosion can 'see' this entity, so hurt them!
|
|
// decrease damage for an ent that's farther from the flame.
|
|
dist = (vecSrc - tr.endpos).Length();
|
|
|
|
if (dist > maxDamageRadius)
|
|
{
|
|
flAdjustedDamage = flDamage - (dist - maxDamageRadius) * 0.4;
|
|
if (flAdjustedDamage <= 0)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
flAdjustedDamage = flDamage;
|
|
}
|
|
|
|
// ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) );
|
|
if (tr.fraction != 1.0)
|
|
{
|
|
ClearMultiDamage();
|
|
|
|
Vector vDir = (tr.endpos - vecSrc);
|
|
VectorNormalize(vDir);
|
|
|
|
CTakeDamageInfo info(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType);
|
|
CalculateMeleeDamageForce(&info, vDir, tr.endpos);
|
|
pEntity->DispatchTraceAttack(info, vDir, &tr);
|
|
ApplyMultiDamage();
|
|
}
|
|
else
|
|
{
|
|
pEntity->TakeDamage(CTakeDamageInfo(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CNPC_Gargantua::FlameDestroy(void)
|
|
{
|
|
StopParticleEffects(this); // BriJee OVR: Clear all particle effects
|
|
DispatchParticleOnce = false;
|
|
|
|
int i;
|
|
|
|
CPASAttenuationFilter filter4(this);
|
|
EmitSound(filter4, entindex(), "gargantua.BeamAttackOff");
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
if (m_pFlame[i])
|
|
{
|
|
UTIL_Remove(m_pFlame[i]);
|
|
m_pFlame[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CNPC_Gargantua::EyeOn(int level)
|
|
{
|
|
m_eyeBrightness = level;
|
|
}
|
|
|
|
void CNPC_Gargantua::EyeOff(void)
|
|
{
|
|
m_eyeBrightness = 0;
|
|
}
|
|
|
|
void CNPC_Gargantua::EyeUpdate(void)
|
|
{
|
|
if (m_pEyeGlow)
|
|
{
|
|
m_pEyeGlow->SetBrightness(UTIL_Approach(m_eyeBrightness, m_pEyeGlow->GetBrightness(), 26), 0.5f);
|
|
if (m_pEyeGlow->GetBrightness() == 0)
|
|
{
|
|
m_pEyeGlow->AddEffects(EF_NODRAW);
|
|
}
|
|
else
|
|
{
|
|
m_pEyeGlow->RemoveEffects(EF_NODRAW);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CNPC_Gargantua::StompAttack(void)
|
|
{
|
|
trace_t trace;
|
|
|
|
Vector vecForward;
|
|
AngleVectors(GetAbsAngles(), &vecForward);
|
|
Vector vecStart = GetAbsOrigin() + Vector(0, 0, 60) + 35 * vecForward;
|
|
|
|
CBaseEntity* pPlayer = GetEnemy();
|
|
if (!pPlayer)
|
|
return;
|
|
|
|
Vector vecAim = pPlayer->GetAbsOrigin() - GetAbsOrigin();
|
|
VectorNormalize(vecAim);
|
|
Vector vecEnd = (vecAim * 1024) + vecStart;
|
|
|
|
UTIL_TraceLine(vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace);
|
|
// NDebugOverlay::Line( vecStart, vecEnd, 255, 0, 0, false, 10.0f );
|
|
|
|
CStomp::StompCreate(vecStart, trace.endpos, 0, this);
|
|
UTIL_ScreenShake(GetAbsOrigin(), 12.0, 100.0, 2.0, 1000, SHAKE_START);
|
|
CPASAttenuationFilter filter(this);
|
|
EmitSound(filter, entindex(), "gargantua.StompSound");
|
|
|
|
UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() - Vector(0, 0, 20), MASK_SOLID, this, COLLISION_GROUP_NONE, &trace);
|
|
if (trace.fraction < 1.0)
|
|
{
|
|
UTIL_DecalTrace(&trace, "SmallScorch");
|
|
}
|
|
}
|
|
|
|
void CNPC_Gargantua::DeathEffect(void)
|
|
{
|
|
int i;
|
|
|
|
Vector vForward;
|
|
AngleVectors(GetAbsAngles(), &vForward);
|
|
Vector deathPos = GetAbsOrigin() + vForward * 100;
|
|
|
|
Vector position = GetAbsOrigin();
|
|
position.z += 32;
|
|
|
|
CPASFilter filter(GetAbsOrigin());
|
|
for (i = 0; i < 7; i++)
|
|
{
|
|
te->Explosion(filter, i * 0.2, &GetAbsOrigin(), g_sModelIndexFireball, 10, 15, TE_EXPLFLAG_NONE, 100, 0);
|
|
position.z += 15;
|
|
}
|
|
|
|
UTIL_Smoke(GetAbsOrigin(), random->RandomInt(10, 15), 10);
|
|
UTIL_ScreenShake(GetAbsOrigin(), 25.0, 100.0, 5.0, 1000, SHAKE_START);
|
|
|
|
}
|
|
|
|
bool CNPC_Gargantua::BecomeRagdoll(const CTakeDamageInfo &info, const Vector &forceVector)
|
|
{
|
|
return true;//BaseClass::BecomeRagdoll(info, forceVector);//because we dont have the model's ragdoll
|
|
}
|
|
void CNPC_Gargantua::Event_Killed(const CTakeDamageInfo &info)
|
|
{
|
|
EyeOff();
|
|
UTIL_Remove(m_pEyeGlow);
|
|
m_pEyeGlow = NULL;
|
|
m_NPCState = NPC_STATE_DEAD;
|
|
|
|
TranslateSchedule(-1);
|
|
//Task_t pTask;
|
|
//pTask.flTaskData = TASK_DIE;
|
|
//RunTask((const Task_t *)&pTask);
|
|
//BaseClass::Event_Killed(info);
|
|
m_takedamage = DAMAGE_NO;
|
|
//UTIL_Remove(this);
|
|
}
|
|
|
|
void CNPC_Gargantua::TraceAttack(const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator)
|
|
{
|
|
CTakeDamageInfo subInfo = info;
|
|
|
|
if (!IsAlive())
|
|
{
|
|
BaseClass::TraceAttack(subInfo, vecDir, ptr, pAccumulator);
|
|
return;
|
|
}
|
|
|
|
// UNDONE: Hit group specific damage?
|
|
if (subInfo.GetDamageType() & (GARG_DAMAGE | DMG_BLAST))
|
|
{
|
|
if (m_painSoundTime < gpGlobals->curtime)
|
|
{
|
|
CPASAttenuationFilter filter(this);
|
|
EmitSound(filter, entindex(), "gargantua.Pain");
|
|
|
|
m_painSoundTime = gpGlobals->curtime + random->RandomFloat(2.5, 4);
|
|
}
|
|
}
|
|
|
|
int bitsDamageType = subInfo.GetDamageType();
|
|
|
|
bitsDamageType &= GARG_DAMAGE;
|
|
|
|
subInfo.SetDamageType(bitsDamageType);
|
|
|
|
if (subInfo.GetDamageType() == 0)
|
|
{
|
|
if (m_flDmgTime != gpGlobals->curtime || (random->RandomInt(0, 100) < 20))
|
|
{
|
|
g_pEffects->Ricochet(ptr->endpos, -vecDir);
|
|
m_flDmgTime = gpGlobals->curtime;
|
|
}
|
|
|
|
subInfo.SetDamage(0);
|
|
}
|
|
|
|
BaseClass::TraceAttack(subInfo, vecDir, ptr, pAccumulator);
|
|
}
|
|
|
|
int CNPC_Gargantua::OnTakeDamage_Alive(const CTakeDamageInfo &info)
|
|
{
|
|
if (GetState() == NPC_STATE_SCRIPT)
|
|
{
|
|
// Invulnerable while scripted. This fixes the problem where garg wouldn't
|
|
// explode in C2A1 because for some reason he wouldn't die while scripted, he'd
|
|
// only freeze in place. Now he's just immune until he gets to the script and stops.
|
|
return 0;
|
|
}
|
|
|
|
CTakeDamageInfo subInfo = info;
|
|
|
|
float flDamage = subInfo.GetDamage();
|
|
|
|
if (IsAlive())
|
|
{
|
|
if (!(subInfo.GetDamageType() & GARG_DAMAGE))
|
|
{
|
|
flDamage *= 0.01;
|
|
subInfo.SetDamage(flDamage);
|
|
}
|
|
if (subInfo.GetDamageType() & DMG_BLAST)
|
|
{
|
|
SetCondition(COND_LIGHT_DAMAGE);
|
|
}
|
|
}
|
|
|
|
return BaseClass::OnTakeDamage_Alive(subInfo);
|
|
}
|
|
|
|
AI_BEGIN_CUSTOM_NPC(monster_gargantua, CNPC_Gargantua)
|
|
|
|
DECLARE_TASK(TASK_SOUND_ATTACK)
|
|
DECLARE_TASK(TASK_FLAME_SWEEP)
|
|
|
|
//=========================================================
|
|
// > SCHED_GARG_FLAME
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_GARG_FLAME,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_SOUND_ATTACK 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_MELEE_ATTACK2"
|
|
" TASK_FLAME_SWEEP 4.5"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_GARG_SWIPE
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_GARG_SWIPE,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_MELEE_ATTACK1 0"
|
|
" "
|
|
" Interrupts"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_GARG_CHASE_ENEMY,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_GARG_CHASE_ENEMY_FAILED"
|
|
" TASK_GET_CHASE_PATH_TO_ENEMY 300"
|
|
" TASK_RUN_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_ENEMY_UNREACHABLE"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
" COND_TOO_CLOSE_TO_ATTACK"
|
|
" COND_LOST_ENEMY"
|
|
);
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_GARG_CHASE_ENEMY_FAILED,
|
|
|
|
" Tasks"
|
|
" TASK_SET_ROUTE_SEARCH_TIME 2" // Spend 2 seconds trying to build a path if stuck
|
|
" TASK_GET_PATH_TO_RANDOM_NODE 180"
|
|
" TASK_WALK_PATH 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_CAN_RANGE_ATTACK1"
|
|
" COND_CAN_MELEE_ATTACK1"
|
|
" COND_CAN_RANGE_ATTACK2"
|
|
" COND_CAN_MELEE_ATTACK2"
|
|
);
|
|
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_GARG_DIE,
|
|
|
|
" Tasks"
|
|
" TASK_DIE 1"
|
|
""
|
|
|
|
);
|
|
|
|
AI_END_CUSTOM_NPC() |