Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "ai_motor.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "animation.h"
#include "basecombatweapon.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "Sprite.h"
#include "hl1_ai_basenpc.h"
#include "ai_senses.h"
#include "Sprite.h"
#include "beam_shared.h"
#include "logicrelay.h"
#include "ai_navigator.h"
#define N_SCALE 15
#define N_SPHERES 20
ConVar sk_nihilanth_health( "sk_nihilanth_health", "800" );
ConVar sk_nihilanth_zap( "sk_nihilanth_zap", "30" );
class CNPC_Nihilanth : public CHL1BaseNPC
{
DECLARE_CLASS( CNPC_Nihilanth, CHL1BaseNPC );
public:
void Spawn( void );
void Precache( void );
Class_T Classify( void ) { return CLASS_ALIEN_MILITARY; };
/* void Killed( entvars_t *pevAttacker, int iGib );
void GibMonster( void );
void TargetSphere( USE_TYPE useType, float value );
CBaseEntity *RandomTargetname( const char *szName );
void MakeFriend( Vector vecPos );
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
*/
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
bool ShouldGib( const CTakeDamageInfo &info ) { return false; }
void PainSound( const CTakeDamageInfo &info );
void DeathSound( const CTakeDamageInfo &info );
void StartupThink( void );
void NullThink( void );
void HuntThink( void );
void DyingThink( void );
void Flight( void );
void NextActivity( void );
void FloatSequence( void );
void HandleAnimEvent( animevent_t *pEvent );
bool EmitSphere( void );
void ShootBalls( void );
bool AbsorbSphere( void );
void MakeFriend( Vector vecStart );
void InputTurnBabyOn( inputdata_t &inputdata );
void InputTurnBabyOff( inputdata_t &inputdata );
float m_flForce;
float m_flNextPainSound;
Vector m_velocity;
Vector m_avelocity;
Vector m_vecTarget;
Vector m_posTarget;
Vector m_vecDesired;
Vector m_posDesired;
float m_flMinZ;
float m_flMaxZ;
Vector m_vecGoal;
float m_flLastSeen;
float m_flPrevSeen;
int m_irritation;
int m_iLevel;
int m_iTeleport;
EHANDLE m_hRecharger;
EHANDLE m_hSphere[N_SPHERES];
int m_iActiveSpheres;
float m_flAdj;
CSprite *m_pBall;
char m_szRechargerTarget[64];
char m_szDrawUse[64];
char m_szTeleportUse[64];
char m_szTeleportTouch[64];
char m_szDeadUse[64];
char m_szDeadTouch[64];
float m_flShootEnd;
float m_flShootTime;
EHANDLE m_hFriend[3];
bool m_bDead;
DECLARE_DATADESC();
};
LINK_ENTITY_TO_CLASS( monster_nihilanth, CNPC_Nihilanth );
BEGIN_DATADESC( CNPC_Nihilanth )
DEFINE_FIELD( m_flForce, FIELD_FLOAT ),
DEFINE_FIELD( m_flNextPainSound, FIELD_TIME ),
DEFINE_FIELD( m_velocity, FIELD_VECTOR ),
DEFINE_FIELD( m_avelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_vecTarget, FIELD_VECTOR ),
DEFINE_FIELD( m_posTarget, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecDesired, FIELD_VECTOR ),
DEFINE_FIELD( m_posDesired, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_flMinZ, FIELD_FLOAT ),
DEFINE_FIELD( m_flMaxZ, FIELD_FLOAT ),
DEFINE_FIELD( m_vecGoal, FIELD_VECTOR ),
DEFINE_FIELD( m_flLastSeen, FIELD_TIME ),
DEFINE_FIELD( m_flPrevSeen, FIELD_TIME ),
DEFINE_FIELD( m_irritation, FIELD_INTEGER ),
DEFINE_FIELD( m_iLevel, FIELD_INTEGER ),
DEFINE_FIELD( m_iTeleport, FIELD_INTEGER ),
DEFINE_FIELD( m_hRecharger, FIELD_EHANDLE ),
DEFINE_ARRAY( m_hSphere, FIELD_EHANDLE, N_SPHERES ),
DEFINE_FIELD( m_iActiveSpheres, FIELD_INTEGER ),
DEFINE_FIELD( m_flAdj, FIELD_FLOAT ),
DEFINE_FIELD( m_pBall, FIELD_CLASSPTR ),
DEFINE_ARRAY( m_szRechargerTarget, FIELD_CHARACTER, 64 ),
DEFINE_ARRAY( m_szDrawUse, FIELD_CHARACTER, 64 ),
DEFINE_ARRAY( m_szTeleportUse, FIELD_CHARACTER, 64 ),
DEFINE_ARRAY( m_szTeleportTouch, FIELD_CHARACTER, 64 ),
DEFINE_ARRAY( m_szDeadUse, FIELD_CHARACTER, 64 ),
DEFINE_ARRAY( m_szDeadTouch, FIELD_CHARACTER, 64 ),
DEFINE_FIELD( m_flShootEnd, FIELD_TIME ),
DEFINE_FIELD( m_flShootTime, FIELD_TIME ),
DEFINE_ARRAY( m_hFriend, FIELD_EHANDLE, 3 ),
DEFINE_FIELD( m_bDead, FIELD_BOOLEAN ),
DEFINE_THINKFUNC( NullThink ),
DEFINE_THINKFUNC( StartupThink ),
DEFINE_THINKFUNC( HuntThink ),
DEFINE_THINKFUNC( DyingThink ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnBabyOn", InputTurnBabyOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnBabyOff", InputTurnBabyOff ),
END_DATADESC()
class CNihilanthHVR : public CAI_BaseNPC
{
DECLARE_CLASS( CNihilanthHVR, CAI_BaseNPC );
public:
void Spawn( void );
void Precache( void );
void CircleInit( CBaseEntity *pTarget );
void AbsorbInit( void );
void GreenBallInit( void );
void RemoveTouch( CBaseEntity *pOther );
/*void Zap( void );
void Teleport( void );*/
void HoverThink( void );
bool CircleTarget( Vector vecTarget );
void BounceTouch( CBaseEntity *pOther );
void ZapThink( void );
void ZapInit( CBaseEntity *pEnemy );
void ZapTouch( CBaseEntity *pOther );
void TeleportThink( void );
void TeleportTouch( CBaseEntity *pOther );
void MovetoTarget( Vector vecTarget );
void DissipateThink( void );
CSprite *SpriteInit( const char *pSpriteName, CNihilanthHVR *pOwner );
void TeleportInit( CNPC_Nihilanth *pOwner, CBaseEntity *pEnemy, CBaseEntity *pTarget, CBaseEntity *pTouch );
float m_flIdealVel;
Vector m_vecIdeal;
CNPC_Nihilanth *m_pNihilanth;
EHANDLE m_hTouch;
float m_flBallScale;
void SetSprite( CBaseEntity *pSprite )
{
m_hSprite = pSprite;
}
CBaseEntity *GetSprite( void )
{
return m_hSprite.Get();
}
void SetBeam( CBaseEntity *pBeam )
{
m_hBeam = pBeam;
}
CBaseEntity *GetBeam( void )
{
return m_hBeam.Get();
}
private:
EHANDLE m_hSprite;
EHANDLE m_hBeam;
DECLARE_DATADESC();
};
LINK_ENTITY_TO_CLASS( nihilanth_energy_ball, CNihilanthHVR );
BEGIN_DATADESC( CNihilanthHVR )
DEFINE_FIELD( m_flIdealVel, FIELD_FLOAT ),
DEFINE_FIELD( m_flBallScale, FIELD_FLOAT ),
DEFINE_FIELD( m_vecIdeal, FIELD_VECTOR ),
DEFINE_FIELD( m_pNihilanth, FIELD_CLASSPTR ),
DEFINE_FIELD( m_hTouch, FIELD_EHANDLE ),
DEFINE_FIELD( m_hSprite, FIELD_EHANDLE ),
DEFINE_FIELD( m_hBeam, FIELD_EHANDLE ),
DEFINE_THINKFUNC( HoverThink ),
DEFINE_ENTITYFUNC( BounceTouch ),
DEFINE_THINKFUNC( ZapThink ),
DEFINE_ENTITYFUNC( ZapTouch ),
DEFINE_THINKFUNC( DissipateThink ),
DEFINE_THINKFUNC( TeleportThink ),
DEFINE_ENTITYFUNC( TeleportTouch ),
DEFINE_ENTITYFUNC( RemoveTouch ),
END_DATADESC()
//=========================================================
// Nihilanth, final Boss monster
//=========================================================
void CNPC_Nihilanth::Spawn( void )
{
Precache( );
// motor
SetMoveType( MOVETYPE_FLY );
SetSolid( SOLID_BBOX );
SetModel( "models/nihilanth.mdl" );
//UTIL_SetSize( this, Vector( -300, -300, 0), Vector(300, 300, 512));
//UTIL_SetSize(this, Vector( -32, -32, 0), Vector(32, 32, 64 ));
UTIL_SetSize(this, Vector( -16 * N_SCALE, -16 * N_SCALE, -48 * N_SCALE ), Vector( 16 * N_SCALE, 16 * N_SCALE, 28 * N_SCALE ) );
Vector vecSurroundingMins( -16 * N_SCALE, -16 * N_SCALE, -48 * N_SCALE );
Vector vecSurroundingMaxs( 16 * N_SCALE, 16 * N_SCALE, 28 * N_SCALE );
CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );
UTIL_SetOrigin( this, GetAbsOrigin() - Vector( 0, 0, 64 ) );
AddFlag( FL_NPC );
m_takedamage = DAMAGE_AIM;
m_iHealth = sk_nihilanth_health.GetFloat();
SetViewOffset ( Vector( 0, 0, 300 ) );
m_flFieldOfView = -1; // 360 degrees
SetSequence( 0 );
ResetSequenceInfo( );
InitBoneControllers();
SetThink( &CNPC_Nihilanth::StartupThink );
SetNextThink( gpGlobals->curtime + 0.1 );
m_vecDesired = Vector( 1, 0, 0 );
m_posDesired = Vector( GetAbsOrigin().x, GetAbsOrigin().y, 512 );
m_iLevel = 1;
m_iTeleport = 1;
if (m_szRechargerTarget[0] == '\0') Q_strncpy( m_szRechargerTarget, "n_recharger", sizeof( m_szRechargerTarget ) );
if (m_szDrawUse[0] == '\0') Q_strncpy( m_szDrawUse, "n_draw", sizeof( m_szDrawUse ) );
if (m_szTeleportUse[0] == '\0') Q_strncpy( m_szTeleportUse, "n_leaving", sizeof( m_szTeleportUse ) );
if (m_szTeleportTouch[0] == '\0') Q_strncpy( m_szTeleportTouch, "n_teleport", sizeof( m_szTeleportTouch ) );
if (m_szDeadUse[0] == '\0') Q_strncpy( m_szDeadUse, "n_dead", sizeof( m_szDeadUse ) );
if (m_szDeadTouch[0] == '\0') Q_strncpy( m_szDeadTouch, "n_ending", sizeof( m_szDeadTouch ) );
SetBloodColor( BLOOD_COLOR_YELLOW );
}
void CNPC_Nihilanth::Precache( void )
{
PrecacheModel("models/nihilanth.mdl");
PrecacheModel("sprites/lgtning.vmt");
UTIL_PrecacheOther( "nihilanth_energy_ball" );
UTIL_PrecacheOther( "monster_alien_controller" );
UTIL_PrecacheOther( "monster_alien_slave" );
PrecacheScriptSound( "Nihilanth.PainLaugh" );
PrecacheScriptSound( "Nihilanth.Pain" );
PrecacheScriptSound( "Nihilanth.Die" );
PrecacheScriptSound( "Nihilanth.FriendBeam" );
PrecacheScriptSound( "Nihilanth.Attack" );
PrecacheScriptSound( "Nihilanth.BallAttack" );
PrecacheScriptSound( "Nihilanth.Recharge" );
}
void CNPC_Nihilanth::PainSound( const CTakeDamageInfo &info )
{
if (m_flNextPainSound > gpGlobals->curtime)
return;
m_flNextPainSound = gpGlobals->curtime + random->RandomFloat( 2, 5 );
if ( m_iHealth > sk_nihilanth_health.GetFloat() / 2 )
{
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Nihilanth.PainLaugh" );
}
else if (m_irritation >= 2)
{
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Nihilanth.Pain" );
}
}
void CNPC_Nihilanth::DeathSound( const CTakeDamageInfo &info )
{
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Nihilanth.Die" );
}
int CNPC_Nihilanth::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
if ( info.GetInflictor() == this )
return 0;
if ( m_bDead )
return 0;
if ( info.GetDamage() >= m_iHealth )
{
m_iHealth = 1;
if ( m_irritation != 3 )
return 0;
}
PainSound( info );
m_iHealth -= info.GetDamage();
if( m_iHealth < 0 )
{
m_iHealth = 1;
m_bDead = true;
m_takedamage = DAMAGE_NO;
}
return 0;
}
void CNPC_Nihilanth::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
if (m_irritation == 3)
m_irritation = 2;
if (m_irritation == 2 && ptr->hitgroup == 0 && info.GetDamage() > 2)
m_irritation = 3;
if (m_irritation != 3)
{
Vector vecBlood = (ptr->endpos - GetAbsOrigin() );
VectorNormalize( vecBlood );
UTIL_BloodStream( ptr->endpos, vecBlood, BloodColor(), info.GetDamage() + (100 - 100 * (m_iHealth / sk_nihilanth_health.GetFloat() )));
}
// SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage * 5.0);// a little surface blood.
AddMultiDamage( info, this );
}
bool CNPC_Nihilanth::EmitSphere( void )
{
m_iActiveSpheres = 0;
int empty = 0;
for (int i = 0; i < N_SPHERES; i++)
{
if (m_hSphere[i] != NULL)
{
m_iActiveSpheres++;
}
else
{
empty = i;
}
}
if (m_iActiveSpheres >= N_SPHERES)
return false;
Vector vecSrc = m_hRecharger->GetAbsOrigin();
CNihilanthHVR *pEntity = (CNihilanthHVR *)CREATE_ENTITY( CNihilanthHVR, "nihilanth_energy_ball" );
pEntity->SetAbsOrigin( vecSrc );
pEntity->SetAbsAngles( GetAbsAngles() );
pEntity->SetOwnerEntity( this );
pEntity->Spawn();
pEntity->SetAbsVelocity( GetAbsOrigin() - vecSrc );
pEntity->CircleInit( this );
m_hSphere[empty] = pEntity;
return true;
}
void CNPC_Nihilanth::NullThink( void )
{
StudioFrameAdvance( );
SetNextThink( gpGlobals->curtime + 0.5 );
}
void CNPC_Nihilanth::StartupThink( void )
{
m_irritation = 0;
m_flAdj = 512;
CBaseEntity *pEntity;
pEntity = gEntList.FindEntityByName( NULL, "n_min" );
if (pEntity)
m_flMinZ = pEntity->GetAbsOrigin().z;
else
m_flMinZ = -4096;
pEntity = gEntList.FindEntityByName( NULL, "n_max" );
if (pEntity)
m_flMaxZ = pEntity->GetAbsOrigin().z;
else
m_flMaxZ = 4096;
m_hRecharger = this;
//TODO
for (int i = 0; i < N_SPHERES; i++)
{
EmitSphere();
}
m_hRecharger = NULL;
SetUse( NULL );
SetThink( &CNPC_Nihilanth::HuntThink);
SetNextThink( gpGlobals->curtime + 0.1 );
}
void CNPC_Nihilanth::InputTurnBabyOn( inputdata_t &inputdata )
{
if ( m_irritation == 0 )
{
m_irritation = 1;
}
}
void CNPC_Nihilanth::InputTurnBabyOff( inputdata_t &inputdata )
{
CBaseEntity *pTouch = gEntList.FindEntityByName( NULL, m_szDeadTouch );
if ( pTouch && GetEnemy() != NULL )
pTouch->Touch( GetEnemy() );
}
bool CNPC_Nihilanth::AbsorbSphere( void )
{
for (int i = 0; i < N_SPHERES; i++)
{
if (m_hSphere[i] != NULL)
{
CNihilanthHVR *pSphere = (CNihilanthHVR *)m_hSphere[i].Get();
pSphere->AbsorbInit();
m_hSphere[i] = NULL;
m_iActiveSpheres--;
return TRUE;
}
}
return FALSE;
}
void CNPC_Nihilanth::HuntThink( void )
{
SetNextThink( gpGlobals->curtime + 0.1 );
DispatchAnimEvents( this );
StudioFrameAdvance( );
ShootBalls();
// if dead, force cancelation of current animation
if ( m_bDead )
{
SetThink( &CNPC_Nihilanth::DyingThink );
SetCycle( 1.0f );
StudioFrameAdvance();
return;
}
// ALERT( at_console, "health %.0f\n", pev->health );
// if damaged, try to abosorb some spheres
if ( m_iHealth < sk_nihilanth_health.GetFloat() && AbsorbSphere() )
{
m_iHealth += sk_nihilanth_health.GetFloat() / N_SPHERES;
}
// get new sequence
if ( IsSequenceFinished() )
{
SetCycle( 0 );
NextActivity( );
ResetSequenceInfo( );
m_flPlaybackRate = 2.0 - 1.0 * ( m_iHealth / sk_nihilanth_health.GetFloat() );
}
// look for current enemy
if ( GetEnemy() != NULL && m_hRecharger == NULL)
{
if (FVisible( GetEnemy() ))
{
if (m_flLastSeen < gpGlobals->curtime - 5)
m_flPrevSeen = gpGlobals->curtime;
m_flLastSeen = gpGlobals->curtime;
m_posTarget = GetEnemy()->GetAbsOrigin();
m_vecTarget = m_posTarget - GetAbsOrigin();
VectorNormalize( m_vecTarget );
m_vecDesired = m_vecTarget;
m_posDesired = Vector( GetAbsOrigin().x, GetAbsOrigin().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 CNPC_Nihilanth::Flight( void )
{
Vector vForward, vRight, vUp;
QAngle vAngle = QAngle( GetAbsAngles().x + m_avelocity.x, GetAbsAngles().y + m_avelocity.y, GetAbsAngles().z + m_avelocity.z );
AngleVectors( vAngle, &vForward, &vRight, &vUp );
float flSide = DotProduct( m_vecDesired, vRight );
if (flSide < 0)
{
if (m_avelocity.y < 180)
{
m_avelocity.y += 6; // 9 * (3.0/2.0);
}
}
else
{
if (m_avelocity.y > -180)
{
m_avelocity.y -= 6; // 9 * (3.0/2.0);
}
}
m_avelocity.y *= 0.98;
// estimate where I'll be in two seconds
Vector vecEst = GetAbsOrigin() + m_velocity * 2.0 + vUp * m_flForce * 20;
// add immediate force
AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
m_velocity.x += vUp.x * m_flForce;
m_velocity.y += vUp.y * m_flForce;
m_velocity.z += vUp.z * m_flForce;
float flSpeed = m_velocity.Length();
float flDir = DotProduct( Vector( vForward.x, vForward.y, 0 ), Vector( m_velocity.x, m_velocity.y, 0 ) );
if (flDir < 0)
flSpeed = -flSpeed;
// sideways drag
m_velocity.x = m_velocity.x * (1.0 - fabs( vRight.x ) * 0.05);
m_velocity.y = m_velocity.y * (1.0 - fabs( vRight.y ) * 0.05);
m_velocity.z = m_velocity.z * (1.0 - fabs( vRight.z ) * 0.05);
// general drag
m_velocity = m_velocity * 0.995;
// apply power to stay correct height
if (m_flForce < 100 && vecEst.z < m_posDesired.z)
{
m_flForce += 10;
}
else if (m_flForce > -100 && vecEst.z > m_posDesired.z)
{
if (vecEst.z > m_posDesired.z)
m_flForce -= 10;
}
SetAbsVelocity( m_velocity );
vAngle = QAngle( GetAbsAngles().x + m_avelocity.x * 0.1, GetAbsAngles().y + m_avelocity.y * 0.1, GetAbsAngles().z + m_avelocity.z * 0.1 );
SetAbsAngles( vAngle );
// ALERT( at_console, "%5.0f %5.0f : %4.0f : %3.0f : %2.0f\n", m_posDesired.z, pev->origin.z, m_velocity.z, m_avelocity.y, m_flForce );
}
void CNPC_Nihilanth::NextActivity( )
{
Vector vForward, vRight, vUp;
SetIdealActivity( ACT_DO_NOT_DISTURB );
AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
if (m_irritation >= 2)
{
if (m_pBall == NULL)
{
m_pBall = CSprite::SpriteCreate( "sprites/tele1.vmt", GetAbsOrigin(), true );
if (m_pBall)
{
m_pBall->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
m_pBall->SetAttachment( this, 1 );
m_pBall->SetScale( 4.0 );
m_pBall->m_flSpriteFramerate = 10.0f;
m_pBall->TurnOn( );
}
}
if (m_pBall)
{
CBroadcastRecipientFilter filterlight;
Vector vOrigin;
QAngle vAngle;
GetAttachment( 2, vOrigin, vAngle );
te->DynamicLight( filterlight, 0.0, &vOrigin, 255, 192, 64, 0, 256, 20, 0 );
}
}
if (( m_iHealth < sk_nihilanth_health.GetFloat() / 2 || m_iActiveSpheres < N_SPHERES / 2) && m_hRecharger == NULL && m_iLevel <= 9)
{
char szName[64];
CBaseEntity *pEnt = NULL;
CBaseEntity *pRecharger = NULL;
float flDist = 8192;
Q_snprintf(szName, sizeof( szName ), "%s%d", m_szRechargerTarget, m_iLevel );
while ((pEnt = gEntList.FindEntityByName( pEnt, szName )) != NULL )
{
float flLocal = (pEnt->GetAbsOrigin() - GetAbsOrigin() ).Length();
if ( flLocal < flDist )
{
flDist = flLocal;
pRecharger = pEnt;
}
}
if (pRecharger)
{
m_hRecharger = pRecharger;
m_posDesired = Vector( GetAbsOrigin().x, GetAbsOrigin().y, pRecharger->GetAbsOrigin().z );
m_vecDesired = pRecharger->GetAbsOrigin() - m_posDesired;
VectorNormalize( m_vecDesired );
m_vecDesired.z = 0;
VectorNormalize( m_vecDesired );
}
else
{
m_hRecharger = NULL;
Msg( "nihilanth can't find %s\n", szName );
m_iLevel++;
if ( m_iLevel > 9 )
m_irritation = 2;
}
}
float flDist = ( m_posDesired - GetAbsOrigin() ).Length();
float flDot = DotProduct( m_vecDesired, vForward );
if (m_hRecharger != NULL)
{
// at we at power up yet?
if (flDist < 128.0)
{
int iseq = LookupSequence( "recharge" );
if (iseq != GetSequence())
{
char szText[64];
Q_snprintf( szText, sizeof( szText ), "%s%d", m_szDrawUse, m_iLevel );
FireTargets( szText, this, this, USE_ON, 1.0 );
Msg( "fireing %s\n", szText );
}
SetSequence ( LookupSequence( "recharge" ) );
}
else
{
FloatSequence( );
}
return;
}
if (GetEnemy() != NULL && !GetEnemy()->IsAlive())
{
SetEnemy( NULL );
}
if (m_flLastSeen + 15 < gpGlobals->curtime)
{
SetEnemy( NULL );
}
if ( GetEnemy() == NULL)
{
GetSenses()->Look( 4096 );
SetEnemy( BestEnemy() );
}
if ( GetEnemy() != NULL && m_irritation != 0)
{
if (m_flLastSeen + 5 > gpGlobals->curtime && flDist < 256 && flDot > 0)
{
if (m_irritation >= 2 && m_iHealth < sk_nihilanth_health.GetFloat() / 2.0)
{
SetSequence( LookupSequence( "attack1_open" ) );
}
else
{
if ( random->RandomInt(0, 1 ) == 0)
{
SetSequence( LookupSequence( "attack1" ) ); // zap
}
else
{
char szText[64];
Q_snprintf( szText, sizeof( szText ), "%s%d", m_szTeleportTouch, m_iTeleport );
CBaseEntity *pTouch = gEntList.FindEntityByName( NULL, szText );
Q_snprintf( szText, sizeof( szText ), "%s%d", m_szTeleportUse, m_iTeleport );
CBaseEntity *pTrigger = gEntList.FindEntityByName( NULL, szText );
if (pTrigger != NULL || pTouch != NULL)
{
SetSequence( LookupSequence( "attack2" ) ); // teleport
}
else
{
m_iTeleport++;
SetSequence( LookupSequence( "attack1" ) ); // zap
}
}
}
return;
}
}
FloatSequence( );
}
void CNPC_Nihilanth::MakeFriend( Vector vecStart )
{
int i;
for (i = 0; i < 3; i++)
{
if (m_hFriend[i] != NULL && !m_hFriend[i]->IsAlive())
{
if ( m_nRenderMode == kRenderNormal) // don't do it if they are already fading
m_hFriend[i]->MyNPCPointer()->CorpseFade();
m_hFriend[i] = NULL;
}
if (m_hFriend[i] == NULL)
{
if ( random->RandomInt( 0, 1 ) == 0)
{
int iNode = GetNavigator()->GetNetwork()->NearestNodeToPoint( vecStart );
CAI_Node *pNode = GetNavigator()->GetNetwork()->GetNode( iNode );
if ( pNode && pNode->GetType() == NODE_AIR )
{
trace_t tr;
Vector vNodeOrigin = pNode->GetOrigin();
UTIL_TraceHull( vNodeOrigin + Vector( 0, 0, 32 ), vNodeOrigin + Vector( 0, 0, 32 ), Vector(-40,-40, 0), Vector(40, 40, 100), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.startsolid == 0 )
m_hFriend[i] = Create("monster_alien_controller", vNodeOrigin, GetAbsAngles() );
}
}
else
{
int iNode = GetNavigator()->GetNetwork()->NearestNodeToPoint( vecStart );
CAI_Node *pNode = GetNavigator()->GetNetwork()->GetNode( iNode );
if ( pNode && ( pNode->GetType() == NODE_GROUND || pNode->GetType() == NODE_WATER ) )
{
trace_t tr;
Vector vNodeOrigin = pNode->GetOrigin();
UTIL_TraceHull( vNodeOrigin + Vector( 0, 0, 36 ), vNodeOrigin + Vector( 0, 0, 36 ), Vector( -15, -15, 0), Vector( 20, 15, 72 ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if (tr.startsolid == 0)
m_hFriend[i] = Create("monster_alien_slave", vNodeOrigin, GetAbsAngles() );
}
}
if (m_hFriend[i] != NULL)
{
CPASAttenuationFilter filter( this );
EmitSound( filter, m_hFriend[i]->entindex(), "Nihilanth.FriendBeam" );
}
return;
}
}
}
void CNPC_Nihilanth::ShootBalls( void )
{
if (m_flShootEnd > gpGlobals->curtime)
{
Vector vecHand;
QAngle vecAngle;
while (m_flShootTime < m_flShootEnd && m_flShootTime < gpGlobals->curtime)
{
if ( GetEnemy() != NULL)
{
Vector vecSrc, vecDir;
CNihilanthHVR *pEntity = NULL;
GetAttachment( 3, vecHand, vecAngle );
vecSrc = vecHand + GetAbsVelocity() * (m_flShootTime - gpGlobals->curtime);
vecDir = m_posTarget - GetAbsOrigin();
VectorNormalize( vecDir );
vecSrc = vecSrc + vecDir * (gpGlobals->curtime - m_flShootTime);
pEntity = (CNihilanthHVR *)CREATE_ENTITY( CNihilanthHVR, "nihilanth_energy_ball" );
pEntity->SetAbsOrigin( vecSrc );
pEntity->SetAbsAngles( vecAngle );
pEntity->SetOwnerEntity( this );
pEntity->Spawn();
pEntity->SetAbsVelocity( vecDir * 200.0 );
pEntity->ZapInit( GetEnemy() );
GetAttachment( 4, vecHand, vecAngle );
vecSrc = vecHand + GetAbsVelocity() * (m_flShootTime - gpGlobals->curtime);
vecDir = m_posTarget - GetAbsOrigin();
VectorNormalize( vecDir );
vecSrc = vecSrc + vecDir * (gpGlobals->curtime - m_flShootTime);
pEntity = (CNihilanthHVR *)CREATE_ENTITY( CNihilanthHVR, "nihilanth_energy_ball" );
pEntity->SetAbsOrigin( vecSrc );
pEntity->SetAbsAngles( vecAngle );
pEntity->SetOwnerEntity( this );
pEntity->Spawn();
pEntity->SetAbsVelocity( vecDir * 200.0 );
pEntity->ZapInit( GetEnemy() );
}
m_flShootTime += 0.2;
}
}
}
void CNPC_Nihilanth::FloatSequence( void )
{
if (m_irritation >= 2)
{
SetSequence( LookupSequence( "float_open" ) );
}
else if (m_avelocity.y > 30)
{
SetSequence( LookupSequence( "walk_r" ) );
}
else if (m_avelocity.y < -30)
{
SetSequence( LookupSequence( "walk_l" ) );
}
else if (m_velocity.z > 30)
{
SetSequence( LookupSequence( "walk_u" ) );
}
else if (m_velocity.z < -30)
{
SetSequence( LookupSequence( "walk_d" ) );
}
else
{
SetSequence( LookupSequence( "float" ) );
}
}
void CNPC_Nihilanth::DyingThink( void )
{
SetNextThink( gpGlobals->curtime + 0.1 );
DispatchAnimEvents( this );
StudioFrameAdvance( );
if ( m_lifeState == LIFE_ALIVE )
{
CTakeDamageInfo info;
DeathSound( info );
m_lifeState = LIFE_DYING;
m_posDesired.z = m_flMaxZ;
}
if ( GetAbsOrigin().z < m_flMaxZ && m_lifeState == LIFE_DEAD )
{
SetAbsOrigin( Vector( GetAbsOrigin().x, GetAbsOrigin().y, m_flMaxZ ) );
SetAbsVelocity( Vector( 0, 0, 0 ) );
}
if ( m_lifeState == LIFE_DYING )
{
Flight( );
if (fabs( GetAbsOrigin().z - m_flMaxZ ) < 16)
{
CBaseEntity *pTrigger = NULL;
SetAbsVelocity( Vector( 0, 0, 0 ) );
SetGravity( 0 );
while( ( pTrigger = gEntList.FindEntityByName( pTrigger, m_szDeadUse ) ) != NULL )
{
CLogicRelay *pRelay = (CLogicRelay*)pTrigger;
pRelay->m_OnTrigger.FireOutput( this, this );
}
m_lifeState = LIFE_DEAD;
}
}
if ( IsSequenceFinished() )
{
QAngle qAngularVel = GetLocalAngularVelocity();
qAngularVel.y += random->RandomFloat( -100, 100 );
if ( qAngularVel.y < -100)
qAngularVel.y = -100;
if ( qAngularVel.y > 100)
qAngularVel.y = 100;
SetLocalAngularVelocity( qAngularVel );
SetSequence( LookupSequence( "die1" ) );
}
if ( m_pBall )
{
if (m_pBall->GetBrightness() > 0)
{
m_pBall->SetBrightness( MAX( 0, m_pBall->GetBrightness() - 7 ), 0 );
}
else
{
UTIL_Remove( m_pBall );
m_pBall = NULL;
}
}
Vector vecDir, vecSrc;
QAngle vecAngles;
Vector vForward, vRight, vUp;
AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
int iAttachment = random->RandomInt( 1, 4 );
do {
vecDir = Vector( random->RandomFloat( -1, 1 ), random->RandomFloat( -1, 1 ), random->RandomFloat( -1, 1 ) );
} while (DotProduct( vecDir, vecDir) > 1.0);
switch( random->RandomInt( 1, 4 ))
{
case 1: // head
vecDir.z = fabs( vecDir.z ) * 0.5;
vecDir = vecDir + 2 * vUp;
break;
case 2: // eyes
if (DotProduct( vecDir, vForward ) < 0)
vecDir = vecDir * -1;
vecDir = vecDir + 2 * vForward;
break;
case 3: // left hand
if (DotProduct( vecDir, vRight ) > 0)
vecDir = vecDir * -1;
vecDir = vecDir - 2 * vRight;
break;
case 4: // right hand
if (DotProduct( vecDir, vRight ) < 0)
vecDir = vecDir * -1;
vecDir = vecDir + 2 * vRight;
break;
}
GetAttachment( iAttachment, vecSrc, vecAngles );
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + vecDir * 4096, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
CBeam *pBeam = CBeam::BeamCreate( "sprites/laserbeam.vmt", 16 );
if ( pBeam == NULL )
return;
pBeam->PointEntInit( tr.endpos, this );
pBeam->SetEndAttachment( iAttachment );
pBeam->SetColor( 64, 128, 255 );
pBeam->SetFadeLength( 50 );
pBeam->SetBrightness( 255 );
pBeam->SetNoise( 12 );
pBeam->SetScrollRate( 1.0 );
pBeam->LiveForTime( 0.5 );
GetAttachment( 2, vecSrc, vecAngles );
CNihilanthHVR *pEntity = (CNihilanthHVR *)CREATE_ENTITY( CNihilanthHVR, "nihilanth_energy_ball" );
pEntity->SetAbsOrigin( vecSrc );
pEntity->SetAbsAngles( GetAbsAngles() );
pEntity->SetOwnerEntity( this );
pEntity->SetAbsVelocity( Vector ( random->RandomFloat( -0.7, 0.7 ), random->RandomFloat( -0.7, 0.7 ), 1.0 ) * 600.0 );
pEntity->Spawn();
pEntity->GreenBallInit();
return;
}
void CNPC_Nihilanth::HandleAnimEvent( animevent_t *pEvent )
{
switch( pEvent->event )
{
case 1: // shoot
break;
case 2: // zen
if ( GetEnemy() != NULL)
{
Vector vOrigin;
QAngle vAngle;
CPASAttenuationFilter filter( this );
if ( random->RandomInt(0,4) == 0)
EmitSound( filter, entindex(), "Nihilanth.Attack" );
EmitSound( filter, entindex(), "Nihilanth.BallAttack" );
GetAttachment( 2, vOrigin, vAngle);
CBroadcastRecipientFilter filterlight;
te->DynamicLight( filterlight, 0.0, &vOrigin, 128, 128, 255, 0, 256, 1.0f, 128 );
GetAttachment( 3, vOrigin, vAngle);
te->DynamicLight( filterlight, 0.0, &vOrigin, 128, 128, 255, 0, 256, 1.0f, 128 );
m_flShootTime = gpGlobals->curtime;
m_flShootEnd = gpGlobals->curtime + 1.0;
}
break;
case 3: // prayer
if (GetEnemy() != NULL)
{
char szText[32];
Q_snprintf( szText, sizeof( szText ), "%s%d", m_szTeleportTouch, m_iTeleport );
CBaseEntity *pTouch = gEntList.FindEntityByName( NULL, szText );
Q_snprintf( szText, sizeof( szText ), "%s%d", m_szTeleportUse, m_iTeleport );
CBaseEntity *pTrigger = gEntList.FindEntityByName( NULL, szText );
if (pTrigger != NULL || pTouch != NULL)
{
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Nihilanth.Attack" );
Vector vecSrc;
QAngle vecAngles;
GetAttachment( 2, vecSrc, vecAngles );
CNihilanthHVR *pEntity = (CNihilanthHVR *)CREATE_ENTITY( CNihilanthHVR, "nihilanth_energy_ball" );
pEntity->SetAbsOrigin( vecSrc );
pEntity->SetAbsAngles( vecAngles );
pEntity->SetOwnerEntity( this );
pEntity->Spawn();
pEntity->TeleportInit( this, GetEnemy(), pTrigger, pTouch );
pEntity->SetAbsVelocity( GetAbsOrigin() - vecSrc );
pEntity->SetAbsVelocity( Vector( GetAbsVelocity().x, GetAbsVelocity().y, GetAbsVelocity().z * 0.2 ) );
}
else
{
Vector vOrigin;
QAngle vAngle;
m_iTeleport++; // unexpected failure
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Nihilanth.BallAttack" );
Msg( "nihilanth can't target %s\n", szText );
GetAttachment( 2, vOrigin, vAngle);
CBroadcastRecipientFilter filterlight;
te->DynamicLight( filterlight, 0.0, &vOrigin, 128, 128, 255, 0, 256, 1.0f, 128 );
GetAttachment( 3, vOrigin, vAngle);
te->DynamicLight( filterlight, 0.0, &vOrigin, 128, 128, 255, 0, 256, 1.0f, 128 );
m_flShootTime = gpGlobals->curtime;
m_flShootEnd = gpGlobals->curtime + 1.0;
}
}
break;
case 4: // get a sphere
{
if (m_hRecharger != NULL)
{
if (!EmitSphere( ))
{
m_hRecharger = NULL;
}
}
}
break;
case 5: // start up sphere machine
{
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Nihilanth.Recharge" );
}
break;
case 6:
if ( GetEnemy() != NULL)
{
Vector vecSrc;
QAngle vecAngles;
GetAttachment( 3, vecSrc, vecAngles );
CNihilanthHVR *pEntity = (CNihilanthHVR *)CREATE_ENTITY( CNihilanthHVR, "nihilanth_energy_ball" );
pEntity->SetAbsOrigin( vecSrc );
pEntity->SetAbsAngles( vecAngles );
pEntity->SetOwnerEntity( this );
pEntity->Spawn();
pEntity->SetAbsVelocity( GetAbsOrigin() - vecSrc );
pEntity->ZapInit( GetEnemy() );
}
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;
}
}
//=========================================================
// Controller bouncy ball attack
//=========================================================
void CNihilanthHVR::Spawn( void )
{
Precache( );
}
void CNihilanthHVR::Precache( void )
{
PrecacheModel("sprites/flare6.vmt");
PrecacheModel("sprites/nhth1.vmt");
PrecacheModel("sprites/exit1.vmt");
PrecacheModel("sprites/tele1.vmt");
PrecacheModel("sprites/animglow01.vmt");
PrecacheModel("sprites/xspark4.vmt");
PrecacheModel("sprites/muzzleflash3.vmt");
PrecacheModel("sprites/laserbeam.vmt");
PrecacheScriptSound( "NihilanthHVR.Zap" );
PrecacheScriptSound( "NihilanthHVR.TeleAttack" );
}
void CNihilanthHVR::CircleInit( CBaseEntity *pTarget )
{
SetMoveType( MOVETYPE_FLY );
SetSolid( SOLID_NONE );
UTIL_SetSize( this, Vector( 0, 0, 0), Vector(0, 0, 0));
UTIL_SetOrigin( this, GetAbsOrigin() );
SetThink( &CNihilanthHVR::HoverThink );
SetTouch( &CNihilanthHVR::BounceTouch );
SetNextThink( gpGlobals->curtime + 0.1 );
CSprite *pSprite = SpriteInit( "sprites/muzzleflash3.vmt", this );
if ( pSprite )
{
m_flBallScale = 2.0f;
pSprite->SetScale( 2.0 );
pSprite->SetTransparency( kRenderTransAdd, 255, 224, 192, 255, kRenderFxNone );
}
SetTarget( pTarget );
}
CSprite *CNihilanthHVR::SpriteInit( const char *pSpriteName, CNihilanthHVR *pOwner )
{
pOwner->SetSprite( CSprite::SpriteCreate( pSpriteName, pOwner->GetAbsOrigin(), true ) );
CSprite *pSprite = (CSprite*)pOwner->GetSprite();
if ( pSprite )
{
pSprite->SetAttachment( pOwner, 0 );
pSprite->SetOwnerEntity( pOwner );
pSprite->AnimateForTime( 5, 9999 );
}
return pSprite;
}
void CNihilanthHVR::HoverThink( void )
{
SetNextThink( gpGlobals->curtime + 0.1 );
if ( GetTarget() != NULL )
{
CircleTarget( GetTarget()->GetAbsOrigin() + Vector( 0, 0, 16 * N_SCALE ) );
}
else
{
UTIL_Remove( GetSprite() );
UTIL_Remove( this );
}
}
void CNihilanthHVR::BounceTouch( CBaseEntity *pOther )
{
Vector vecDir = m_vecIdeal;
VectorNormalize( vecDir );
const trace_t &tr = GetTouchTrace();
float n = -DotProduct(tr.plane.normal, vecDir);
vecDir = 2.0 * tr.plane.normal * n + vecDir;
m_vecIdeal = vecDir * m_vecIdeal.Length();
}
bool CNihilanthHVR::CircleTarget( Vector vecTarget )
{
bool fClose = false;
vecTarget = vecTarget + Vector( 0, 0, 64 );
Vector vecDest = vecTarget;
Vector vecEst = GetAbsOrigin() + GetAbsVelocity() * 0.5;
Vector vecSrc = GetAbsOrigin();
vecDest.z = 0;
vecEst.z = 0;
vecSrc.z = 0;
float d1 = (vecDest - vecSrc).Length() - 24 * N_SCALE;
float d2 = (vecDest - vecEst).Length() - 24 * N_SCALE;
if ( m_vecIdeal == vec3_origin )
{
m_vecIdeal = GetAbsVelocity();
}
if (d1 < 0 && d2 <= d1)
{
// ALERT( at_console, "too close\n");
Vector vTemp = (vecDest - vecSrc);
VectorNormalize( vTemp );
m_vecIdeal = m_vecIdeal - vTemp * 50;
}
else if (d1 > 0 && d2 >= d1)
{
Vector vTemp = (vecDest - vecSrc);
VectorNormalize( vTemp );
m_vecIdeal = m_vecIdeal + vTemp * 50;
}
SetLocalAngularVelocity( QAngle( GetLocalAngularVelocity().x, GetLocalAngularVelocity().y, d1 * 20 ) );
if (d1 < 32)
{
fClose = true;
}
m_vecIdeal = m_vecIdeal + Vector( random->RandomFloat( -2, 2 ), random->RandomFloat( -2, 2 ), random->RandomFloat( -2, 2 ));
float flIdealZ = m_vecIdeal.z;
m_vecIdeal = Vector( m_vecIdeal.x, m_vecIdeal.y, 0 );
VectorNormalize( m_vecIdeal );
m_vecIdeal = (m_vecIdeal * 200) + Vector( 0, 0, flIdealZ );
// move up/down
d1 = vecTarget.z - GetAbsOrigin().z;
if (d1 > 0 && m_vecIdeal.z < 200)
m_vecIdeal.z += 200;
else if (d1 < 0 && m_vecIdeal.z > -200)
m_vecIdeal.z -= 200;
SetAbsVelocity( m_vecIdeal );
// ALERT( at_console, "%.0f %.0f %.0f\n", m_vecIdeal.x, m_vecIdeal.y, m_vecIdeal.z );
return fClose;
}
void CNihilanthHVR::ZapInit( CBaseEntity *pEnemy )
{
SetMoveType( MOVETYPE_FLY );
SetSolid( SOLID_BBOX );
CSprite *pSprite = SpriteInit( "sprites/nhth1.vmt", this );
if ( pSprite )
{
m_flBallScale = 2.0f;
pSprite->SetScale( 2.0 );
pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
}
Vector vVelocity = pEnemy->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize( vVelocity );
SetAbsVelocity ( vVelocity * 300 );
SetEnemy( pEnemy );
SetThink( &CNihilanthHVR::ZapThink );
SetTouch( &CNihilanthHVR::ZapTouch );
SetNextThink( gpGlobals->curtime + 0.1 );
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "NihilanthHVR.Zap" );
}
void CNihilanthHVR::ZapThink( void )
{
SetNextThink( gpGlobals->curtime + 0.05 );
// check world boundaries
if ( GetEnemy() == NULL || GetAbsOrigin().x < -4096 || GetAbsOrigin().x > 4096 || GetAbsOrigin().y < -4096 || GetAbsOrigin().y > 4096 || GetAbsOrigin().z < -4096 || GetAbsOrigin().z > 4096)
{
SetTouch( NULL );
UTIL_Remove( GetSprite() );
UTIL_Remove( this );
return;
}
if ( GetAbsVelocity().Length() < 2000)
{
SetAbsVelocity( GetAbsVelocity() * 1.2 );
}
if (( GetEnemy()->WorldSpaceCenter() - GetAbsOrigin()).Length() < 256)
{
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetEnemy()->WorldSpaceCenter(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
CBaseEntity *pEntity = tr.m_pEnt;
if (pEntity != NULL && pEntity->m_takedamage )
{
ClearMultiDamage( );
CTakeDamageInfo info( this, this, sk_nihilanth_zap.GetFloat(), DMG_SHOCK );
CalculateMeleeDamageForce( &info, (tr.endpos - tr.startpos), tr.endpos );
pEntity->DispatchTraceAttack( info, GetAbsVelocity(), &tr );
ApplyMultiDamage();
}
CBeam *pBeam = CBeam::BeamCreate( "sprites/laserbeam.vmt", 2.0f );
if ( pBeam == NULL )
return;
pBeam->PointEntInit( tr.endpos, this );
pBeam->SetColor( 64, 196, 255 );
pBeam->SetBrightness( 255 );
pBeam->SetNoise( 7.2 );
pBeam->SetScrollRate( 10 );
pBeam->LiveForTime( 0.1 );
UTIL_EmitAmbientSound( GetSoundSourceIndex(), tr.endpos, "Controller.ElectroSound", 0.5, SNDLVL_NORM, 0, random->RandomInt( 140, 160 ) );
SetTouch( NULL );
GetSprite()->SetThink( &CBaseEntity::SUB_Remove );
SetThink( &CBaseEntity::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.2 );
GetSprite()->SetNextThink( gpGlobals->curtime + 0.2 );
return;
}
CBroadcastRecipientFilter filterlight;
te->DynamicLight( filterlight, 0.0, &GetAbsOrigin(), 128, 128, 255, 0, 128, 10, 128 );
}
void CNihilanthHVR::ZapTouch( CBaseEntity *pOther )
{
UTIL_EmitAmbientSound( GetSoundSourceIndex(), GetAbsOrigin(), "Controller.ElectroSound", 1.0, SNDLVL_NORM, 0, random->RandomInt( 90, 95 ) );
RadiusDamage( CTakeDamageInfo( this, this, 50, DMG_SHOCK ), GetAbsOrigin(), 125, CLASS_NONE, NULL );
SetAbsVelocity( GetAbsVelocity() * 0 );
SetTouch( NULL );
UTIL_Remove( GetSprite() );
UTIL_Remove( this );
SetNextThink( gpGlobals->curtime + 0.2 );
}
void CNihilanthHVR::AbsorbInit( void )
{
CBroadcastRecipientFilter filter;
SetThink( &CNihilanthHVR::DissipateThink );
SetRenderColorA( 255 );
SetBeam( CBeam::BeamCreate( "sprites/laserbeam.vmt", 8.0f ) );
CBeam *pBeam = (CBeam*)GetBeam();
if ( pBeam == NULL )
return;
pBeam->EntsInit( this, GetTarget() );
pBeam->SetEndAttachment( 1 );
pBeam->SetColor( 255, 128, 64 );
pBeam->SetBrightness( 255 );
pBeam->SetNoise( 18 );
}
void CNihilanthHVR::DissipateThink( void )
{
CSprite *pSprite = (CSprite*)GetSprite();
SetNextThink ( gpGlobals->curtime + 0.1 );
if ( m_flBallScale > 5.0)
{
UTIL_Remove( this );
UTIL_Remove( GetSprite() );
UTIL_Remove( GetBeam() );
}
pSprite->SetBrightness( pSprite->GetBrightness() - 7, 0 );
m_flBallScale += 0.1;
pSprite->SetScale( m_flBallScale );
if ( GetTarget() != NULL)
{
CircleTarget( GetTarget()->GetAbsOrigin() + Vector( 0, 0, 4096 ) );
}
else
{
UTIL_Remove( this );
UTIL_Remove( GetSprite() );
UTIL_Remove( GetBeam() );
}
/* 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 ); // radius
WRITE_BYTE( 255 ); // R
WRITE_BYTE( 192 ); // G
WRITE_BYTE( 64 ); // B
WRITE_BYTE( 2 ); // life * 10
WRITE_COORD( 0 ); // decay
MESSAGE_END();*/
}
void CNihilanthHVR::TeleportInit( CNPC_Nihilanth *pOwner, CBaseEntity *pEnemy, CBaseEntity *pTarget, CBaseEntity *pTouch )
{
SetMoveType( MOVETYPE_FLY );
SetSolid( SOLID_BBOX );
SetModel( "" );
CSprite *pSprite = SpriteInit( "sprites/exit1.vmt", this );
if ( pSprite )
{
m_flBallScale = 2.0f;
pSprite->SetScale( 2.0 );
pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
}
m_pNihilanth = pOwner;
SetEnemy( pEnemy );
SetTarget( pTarget );
m_hTouch = pTouch;
SetThink( &CNihilanthHVR::TeleportThink );
SetTouch( &CNihilanthHVR::TeleportTouch );
SetNextThink( gpGlobals->curtime + 0.1 );
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "NihilanthHVR.TeleAttack" );
}
void CNihilanthHVR::MovetoTarget( Vector vecTarget )
{
if ( m_vecIdeal == vec3_origin )
{
m_vecIdeal = GetAbsVelocity();
}
// accelerate
float flSpeed = m_vecIdeal.Length();
if (flSpeed > 300)
{
VectorNormalize( m_vecIdeal );
m_vecIdeal= m_vecIdeal * 300;
}
Vector vTemp = vecTarget - GetAbsOrigin();
VectorNormalize( vTemp );
m_vecIdeal = m_vecIdeal + vTemp * 300;
SetAbsVelocity( m_vecIdeal );
}
void CNihilanthHVR::TeleportThink( void )
{
SetNextThink( gpGlobals->curtime + 0.1 );
// check world boundaries
if ( GetEnemy() == NULL || !GetEnemy()->IsAlive() || GetAbsOrigin().x < -4096 || GetAbsOrigin().x > 4096 || GetAbsOrigin().y < -4096 || GetAbsOrigin().y > 4096 || GetAbsOrigin().z < -4096 || GetAbsOrigin().z > 4096)
{
StopSound( entindex(), "NihilanthHVR.TeleAttack" );
UTIL_Remove( this );
UTIL_Remove( GetSprite() );
return;
}
if (( GetEnemy()->WorldSpaceCenter() - GetAbsOrigin() ).Length() < 128)
{
StopSound( entindex(), "NihilanthHVR.TeleAttack" );
UTIL_Remove( this );
UTIL_Remove( GetSprite() );
if ( GetTarget() != NULL)
{
CLogicRelay *pRelay = (CLogicRelay*)GetTarget();
pRelay->m_OnTrigger.FireOutput( this, this );
}
if ( m_hTouch != NULL && GetEnemy() != NULL )
m_hTouch->Touch( GetEnemy() );
}
else
{
MovetoTarget( GetEnemy()->WorldSpaceCenter( ) );
}
CBroadcastRecipientFilter filterlight;
te->DynamicLight( filterlight, 0.0, &GetAbsOrigin(), 0, 255, 0, 0, 256, 1.0, 256 );
}
void CNihilanthHVR::TeleportTouch( CBaseEntity *pOther )
{
CBaseEntity *pEnemy = GetEnemy();
if (pOther == pEnemy)
{
if (GetTarget() != NULL)
{
if ( GetTarget() != NULL)
{
CLogicRelay *pRelay = (CLogicRelay*)GetTarget();
pRelay->m_OnTrigger.FireOutput( this, this );
}
}
if (m_hTouch != NULL && pEnemy != NULL )
m_hTouch->Touch( pEnemy );
}
else
{
m_pNihilanth->MakeFriend( GetAbsOrigin() );
}
SetTouch( NULL );
StopSound( entindex(), "NihilanthHVR.TeleAttack" );
UTIL_Remove( this );
UTIL_Remove( GetSprite() );
}
void CNihilanthHVR::GreenBallInit( )
{
SetMoveType( MOVETYPE_FLY );
SetSolid( SOLID_BBOX );
SetModel( "" );
CSprite *pSprite = SpriteInit( "sprites/exit1.spr", this );
if ( pSprite )
{
pSprite->SetScale( 1.0 );
pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
}
SetTouch( &CNihilanthHVR::RemoveTouch );
}
void CNihilanthHVR::RemoveTouch( CBaseEntity *pOther )
{
StopSound( entindex(), "NihilanthHVR.TeleAttack" );
UTIL_Remove( this );
UTIL_Remove( GetSprite() );
}