summaryrefslogtreecommitdiff
path: root/game/server/hl1/hl1_npc_vortigaunt.cpp
blob: a6d6283f17dd60d0dd5942c1cd9b7b060c98246f (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:		Alien slave monster
//
// $NoKeywords: $
//=============================================================================//

#include "cbase.h"
#include "beam_shared.h"
#include "game.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_route.h"
#include "ai_squad.h"
#include "npcevent.h"
#include "gib.h"
//#include "AI_Interactions.h"
#include "ndebugoverlay.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "hl1_npc_vortigaunt.h"
#include "soundent.h"
#include "player.h"
#include "IEffects.h"
#include "basecombatweapon.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"

//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define		ISLAVE_AE_CLAW		( 1 )
#define		ISLAVE_AE_CLAWRAKE	( 2 )
#define		ISLAVE_AE_ZAP_POWERUP	( 3 )
#define		ISLAVE_AE_ZAP_SHOOT		( 4 )
#define		ISLAVE_AE_ZAP_DONE		( 5 )


ConVar	sk_islave_health( "sk_islave_health","50");
ConVar	sk_islave_dmg_claw( "sk_islave_dmg_claw","8");
ConVar	sk_islave_dmg_clawrake( "sk_islave_dmg_clawrake","25");
ConVar	sk_islave_dmg_zap( "sk_islave_dmg_zap","15");

LINK_ENTITY_TO_CLASS( monster_alien_slave, CNPC_Vortigaunt );

BEGIN_DATADESC( CNPC_Vortigaunt )
	DEFINE_FIELD( m_iBravery, FIELD_INTEGER ),
	DEFINE_ARRAY( m_pBeam, FIELD_CLASSPTR, VORTIGAUNT_MAX_BEAMS ),
	DEFINE_FIELD( m_iBeams, FIELD_INTEGER ),
	DEFINE_FIELD( m_flNextAttack, FIELD_TIME ),
	DEFINE_FIELD( m_iVoicePitch, FIELD_INTEGER ),
	DEFINE_FIELD( m_hDead, FIELD_EHANDLE ),
END_DATADESC()

enum
{
	SCHED_VORTIGAUNT_ATTACK = LAST_SHARED_SCHEDULE,
};

#define VORTIGAUNT_IGNORE_PLAYER 64

//=========================================================
// Spawn
//=========================================================
void CNPC_Vortigaunt::Spawn()
{
	Precache( );

	SetModel( "models/islave.mdl" );
	
	SetRenderColor( 255, 255, 255, 255 );

	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();
	
	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	m_bloodColor		= BLOOD_COLOR_GREEN;
	ClearEffects();
    m_iHealth			= sk_islave_health.GetFloat();
	//pev->view_ofs		= VEC_VIEW;// position of the eyes relative to monster's origin.
	m_flFieldOfView		= VIEW_FIELD_WIDE;
	m_NPCState			= NPC_STATE_NONE;

	m_iVoicePitch		= random->RandomInt( 85, 110 );

	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_MOVE_GROUND );
	CapabilitiesAdd( bits_CAP_SQUAD );

	CapabilitiesAdd( bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP );
	
	CapabilitiesAdd	( bits_CAP_INNATE_RANGE_ATTACK1 );
	CapabilitiesAdd	( bits_CAP_INNATE_MELEE_ATTACK1 );

	m_iBravery = 0;

	NPCInit();

	BaseClass::Spawn();
}

//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_Vortigaunt::Precache()
{
	BaseClass::Precache();

	PrecacheModel("models/islave.mdl");
	PrecacheModel("sprites/lgtning.vmt");

	PrecacheScriptSound( "Vortigaunt.Pain" );
	PrecacheScriptSound( "Vortigaunt.Die" );
	PrecacheScriptSound( "Vortigaunt.AttackHit" );
	PrecacheScriptSound( "Vortigaunt.AttackMiss" );
	PrecacheScriptSound( "Vortigaunt.ZapPowerup" );
	PrecacheScriptSound( "Vortigaunt.ZapShoot" );
}

Disposition_t CNPC_Vortigaunt::IRelationType ( CBaseEntity *pTarget )
{
	if ( (pTarget->IsPlayer()) )
	{
		if ( (GetSpawnFlags() & VORTIGAUNT_IGNORE_PLAYER ) && !HasMemory( bits_MEMORY_PROVOKED ) )
			 return D_NU;
	}

	return BaseClass::IRelationType( pTarget );
}

//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
Class_T	CNPC_Vortigaunt::Classify ( void )
{
	return	CLASS_ALIEN_MILITARY;
}

void CNPC_Vortigaunt::CallForHelp( char *szClassname, float flDist, CBaseEntity * pEnemy, Vector &vecLocation )
{
	// ALERT( at_aiconsole, "help " );

	// skip ones not on my netname
	if ( !m_pSquad )
		 return;

	AISquadIter_t iter;
	for (CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) )
	{
		float d = ( GetAbsOrigin() - pSquadMember->GetAbsOrigin() ).Length();

		if ( d < flDist )
		{
			pSquadMember->Remember( bits_MEMORY_PROVOKED );
			pSquadMember->UpdateEnemyMemory( pEnemy, vecLocation );
		}
	}
}


//=========================================================
// ALertSound - scream
//=========================================================
void CNPC_Vortigaunt::AlertSound( void )
{
	if ( GetEnemy() != NULL )
	{
		SENTENCEG_PlayRndSz( edict(), "SLV_ALERT", 0.85, SNDLVL_NORM, 0, m_iVoicePitch );

		Vector vecTmp = GetEnemy()->GetAbsOrigin();
		CallForHelp( "monster_alien_slave", 512, GetEnemy(), vecTmp );
	}
}

//=========================================================
// IdleSound
//=========================================================
void CNPC_Vortigaunt::IdleSound( void )
{
	if ( random->RandomInt( 0, 2 ) == 0)
	  	 SENTENCEG_PlayRndSz( edict(), "SLV_IDLE", 0.85, SNDLVL_NORM, 0, m_iVoicePitch);
}

//=========================================================
// PainSound
//=========================================================
void CNPC_Vortigaunt::PainSound( const CTakeDamageInfo &info )
{
	if ( random->RandomInt( 0, 2 ) == 0)
	{
		CPASAttenuationFilter filter( this );

		CSoundParameters params;
		if ( GetParametersForSound( "Vortigaunt.Pain", params, NULL ) )
		{
			EmitSound_t ep( params );
			params.pitch = m_iVoicePitch;

			EmitSound( filter, entindex(), ep );
		}
	}
}

//=========================================================
// DieSound
//=========================================================

void CNPC_Vortigaunt::DeathSound( const CTakeDamageInfo &info )
{
	CPASAttenuationFilter filter( this );
	CSoundParameters params;
	if ( GetParametersForSound( "Vortigaunt.Die", params, NULL ) )
	{
		EmitSound_t ep( params );
		params.pitch = m_iVoicePitch;

		EmitSound( filter, entindex(), ep );
	}
}

int CNPC_Vortigaunt::GetSoundInterests ( void )
{
	return	SOUND_WORLD	|
			SOUND_COMBAT	|
			SOUND_DANGER	|
			SOUND_PLAYER;
}

void CNPC_Vortigaunt::Event_Killed( const CTakeDamageInfo &info )
{
	ClearBeams( );
	BaseClass::Event_Killed( info );
}

//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
float CNPC_Vortigaunt::MaxYawSpeed ( void )
{
	float flYS;

	switch ( GetActivity() )
	{
	case ACT_WALK:		
		flYS = 50;	
		break;
	case ACT_RUN:		
		flYS = 70;
		break;
	case ACT_IDLE:		
		flYS = 50;
		break;
	default:
		flYS = 90;
		break;
	}

	return flYS;
}

//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CNPC_Vortigaunt::HandleAnimEvent( animevent_t *pEvent )
{
	// ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame );
	switch( pEvent->event )
	{
		case ISLAVE_AE_CLAW:
		{
			// SOUND HERE!
			CBaseEntity *pHurt = CheckTraceHullAttack( 40, Vector(-10,-10,-10), Vector(10,10,10), sk_islave_dmg_claw.GetFloat(), DMG_SLASH );
			CPASAttenuationFilter filter( this );
			if ( pHurt )
			{
				if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
					 pHurt->ViewPunch( QAngle( 5, 0, -18 ) );
			
				// Play a random attack hit sound
				CSoundParameters params;
				if ( GetParametersForSound( "Vortigaunt.AttackHit", params, NULL ) )
				{
					EmitSound_t ep( params );
					params.pitch = m_iVoicePitch;

					EmitSound( filter, entindex(), ep );
				}
			}
			else
			{
				// Play a random attack miss sound
				CSoundParameters params;
				if ( GetParametersForSound( "Vortigaunt.AttackMiss", params, NULL ) )
				{
					EmitSound_t ep( params );
					params.pitch = m_iVoicePitch;

					EmitSound( filter, entindex(), ep );
				}
			}
		}
		break;

		case ISLAVE_AE_CLAWRAKE:
		{
			CBaseEntity *pHurt = CheckTraceHullAttack( 40, Vector(-10,-10,-10), Vector(10,10,10), sk_islave_dmg_clawrake.GetFloat(), DMG_SLASH );
			CPASAttenuationFilter filter2( this );
			if ( pHurt )
			{
				if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
					 pHurt->ViewPunch( QAngle( 5, 0, 18 ) );

				CSoundParameters params;
				if ( GetParametersForSound( "Vortigaunt.AttackHit", params, NULL ) )
				{
					EmitSound_t ep( params );
					params.pitch = m_iVoicePitch;

					EmitSound( filter2, entindex(), ep );
				}
			}
			else
			{
				CSoundParameters params;
				if ( GetParametersForSound( "Vortigaunt.AttackMiss", params, NULL ) )
				{
					EmitSound_t ep( params );
					params.pitch = m_iVoicePitch;

					EmitSound( filter2, entindex(), ep );
				}
			}
		}
		break;

		case ISLAVE_AE_ZAP_POWERUP:
		{
			// speed up attack when on hard
			if ( g_iSkillLevel == SKILL_HARD )
				 m_flPlaybackRate = 1.5;

			Vector v_forward;
			GetVectors( &v_forward, NULL, NULL );

			CBroadcastRecipientFilter filter;
			te->DynamicLight( filter, 0.0, &GetAbsOrigin(), 125, 200, 100, 2, 120, 0.2 / m_flPlaybackRate, 0 );

			if ( m_hDead != NULL )
			{
				WackBeam( -1, m_hDead );
				WackBeam( 1, m_hDead );
			}
			else
			{
				ArmBeam( -1 );
				ArmBeam( 1 );
				BeamGlow( );
			}

			CPASAttenuationFilter filter3( this );
			CSoundParameters params;
			if ( GetParametersForSound( "Vortigaunt.ZapPowerup", params, NULL ) )
			{
				EmitSound_t ep( params );
				ep.m_nPitch = 100 + m_iBeams * 10;
				EmitSound( filter3, entindex(), ep );
			}

// Huh?  Model doesn't have multiple texturegroups, commented this out.  -LH
//			m_nSkin = m_iBeams / 2;
		}
		break;

		case ISLAVE_AE_ZAP_SHOOT:
		{
			ClearBeams( );

			if ( m_hDead != NULL )
			{
				Vector vecDest = m_hDead->GetAbsOrigin() + Vector( 0, 0, 38 );
				trace_t trace;
				UTIL_TraceHull( vecDest, vecDest, GetHullMins(), GetHullMaxs(),MASK_SOLID, m_hDead, COLLISION_GROUP_NONE, &trace );

				if ( !trace.startsolid )
				{
					CBaseEntity *pNew = Create( "monster_alien_slave", m_hDead->GetAbsOrigin(), m_hDead->GetAbsAngles() );
					
					pNew->AddSpawnFlags( 1 );
					WackBeam( -1, pNew );
					WackBeam( 1, pNew );
					UTIL_Remove( m_hDead );
					break;
				}
			}
			
			ClearMultiDamage();

			ZapBeam( -1 );
			ZapBeam( 1 );

			CPASAttenuationFilter filter4( this );
			EmitSound( filter4, entindex(), "Vortigaunt.ZapShoot" );
			ApplyMultiDamage();

			m_flNextAttack = gpGlobals->curtime + random->RandomFloat( 0.5, 4.0 );
		}
		break;

		case ISLAVE_AE_ZAP_DONE:
		{
			ClearBeams();
		}
		break;

		default:
			BaseClass::HandleAnimEvent( pEvent );
			break;
	}
}

//------------------------------------------------------------------------------
// Purpose : For innate range attack
// Input   :
// Output  :
//------------------------------------------------------------------------------
int CNPC_Vortigaunt::RangeAttack1Conditions( float flDot, float flDist )
{
	if ( GetEnemy() == NULL )
		 return( COND_LOST_ENEMY );
	
	if ( gpGlobals->curtime < m_flNextAttack )
		 return COND_NONE;

	if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
		 return COND_NONE;
	
	return COND_CAN_RANGE_ATTACK1;
}


void CNPC_Vortigaunt::StartTask( const Task_t *pTask )
{
	ClearBeams();
	BaseClass::StartTask( pTask );
}

//=========================================================
// TakeDamage - get provoked when injured
//=========================================================

int CNPC_Vortigaunt::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
{
	// don't slash one of your own
	if ( ( inputInfo.GetDamageType() & DMG_SLASH ) && inputInfo.GetAttacker() && IRelationType( inputInfo.GetAttacker() ) == D_NU )
		   return 0;

	Remember( bits_MEMORY_PROVOKED );

	return BaseClass::OnTakeDamage_Alive( inputInfo );
}


void CNPC_Vortigaunt::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
	if ( info.GetDamageType() & DMG_SHOCK )
		 return;

	BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
}

//=========================================================
//=========================================================
int CNPC_Vortigaunt::SelectSchedule( void )
{
	ClearBeams();

	switch ( m_NPCState )
	{
	case NPC_STATE_COMBAT:
// dead enemy
		if ( HasCondition( COND_ENEMY_DEAD ) )
		{
			// call base class, all code to handle dead enemies is centralized there.
			return BaseClass::SelectSchedule();
		}

		if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
			 return SCHED_RANGE_ATTACK1;

		if ( m_iHealth < 20 || m_iBravery < 0)
		{
			if ( !HasCondition( COND_CAN_MELEE_ATTACK1 ) )
			{
				SetDefaultFailSchedule( SCHED_CHASE_ENEMY );
				if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) ) 
					 return SCHED_TAKE_COVER_FROM_ENEMY;
				if ( HasCondition ( COND_SEE_ENEMY ) && HasCondition ( COND_ENEMY_FACING_ME ) )
					 return SCHED_TAKE_COVER_FROM_ENEMY;
			}
		}
		break;
	}
	return BaseClass::SelectSchedule( );
}

int CNPC_Vortigaunt::TranslateSchedule( int scheduleType )
{
	//Oops can't get to my enemy.
	if ( scheduleType == SCHED_CHASE_ENEMY_FAILED )
	{
		return SCHED_ESTABLISH_LINE_OF_FIRE;
	}

	switch	( scheduleType )
	{
	case SCHED_FAIL:

		if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
		{
	  		 return ( SCHED_MELEE_ATTACK1 );
		}

		break;

	case SCHED_RANGE_ATTACK1:
		{
			//Adrian - HACK HACK! This should've been done up there ^^^^
			if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
			{
	  			return ( SCHED_MELEE_ATTACK1 );
			}
		
			return SCHED_VORTIGAUNT_ATTACK;
		}

		break;
	}

	return BaseClass::TranslateSchedule( scheduleType );
}

//=========================================================
// ArmBeam - small beam from arm to nearby geometry
//=========================================================
void CNPC_Vortigaunt::ArmBeam( int side )
{
	trace_t tr;
	float flDist = 1.0;
	
	if ( m_iBeams >= VORTIGAUNT_MAX_BEAMS )
		 return;

	Vector forward, right, up;
	Vector vecAim;
	AngleVectors( GetAbsAngles(), &forward, &right, &up );
	Vector vecSrc = GetAbsOrigin() + up * 36 + right * side * 16 + forward * 32;

	for (int i = 0; i < 3; i++)
	{
		vecAim = right * side * random->RandomFloat( 0, 1 ) + up * random->RandomFloat( -1, 1 );
		trace_t tr1;
		UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 512, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr1);
		if (flDist > tr1.fraction)
		{
			tr = tr1;
			flDist = tr.fraction;
		}
	}

	// Couldn't find anything close enough
	if ( flDist == 1.0 )
		 return;

	if( tr.m_pEnt && tr.m_pEnt->m_takedamage && !tr.m_pEnt->IsNPC() )
	{
		CTakeDamageInfo info( this, this, 10, DMG_SHOCK );
		CalculateMeleeDamageForce( &info, vecAim, tr.endpos );

		tr.m_pEnt->TakeDamage( info );
	}

	UTIL_DecalTrace( &tr, "FadingScorch" );

	m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.vmt", 3.0f );

	if ( m_pBeam[m_iBeams] == NULL )
		 return;

	m_pBeam[m_iBeams]->PointEntInit( tr.endpos, this );
	m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );

	m_pBeam[m_iBeams]->SetColor( 96, 128, 16 );

	m_pBeam[m_iBeams]->SetBrightness( 64 );
	m_pBeam[m_iBeams]->SetNoise( 12.8 );
	m_pBeam[m_iBeams]->AddSpawnFlags( SF_BEAM_TEMPORARY );	

	m_iBeams++;
}

//=========================================================
// BeamGlow - brighten all beams
//=========================================================
void CNPC_Vortigaunt::BeamGlow( )
{
	int b = m_iBeams * 32;
	
	if ( b > 255 )
		 b = 255;

	for ( int i = 0; i < m_iBeams; i++ )
	{
		if ( m_pBeam[i] != NULL )
		{
			if ( m_pBeam[i]->GetBrightness() != 255 ) 
				m_pBeam[i]->SetBrightness( b );
		}
	}
}

//=========================================================
// WackBeam - regenerate dead colleagues
//=========================================================
void CNPC_Vortigaunt::WackBeam( int side, CBaseEntity *pEntity )
{
	Vector vecDest;
	
	if ( m_iBeams >= VORTIGAUNT_MAX_BEAMS )
		 return;

	if ( pEntity == NULL )
		 return;

	m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.vmt", 3.0f );
	if ( m_pBeam[m_iBeams] == NULL )
		 return;

	m_pBeam[m_iBeams]->PointEntInit( pEntity->WorldSpaceCenter(), this );
	m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
	m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
	m_pBeam[m_iBeams]->SetBrightness( 255 );
	m_pBeam[m_iBeams]->SetNoise( 12.8 );
	m_pBeam[m_iBeams]->AddSpawnFlags( SF_BEAM_TEMPORARY );
	m_iBeams++;
}

//=========================================================
// ZapBeam - heavy damage directly forward
//=========================================================
void CNPC_Vortigaunt::ZapBeam( int side )
{
	Vector vecSrc, vecAim;
	trace_t tr;
	CBaseEntity *pEntity;

	if ( m_iBeams >= VORTIGAUNT_MAX_BEAMS )
		 return;

	Vector forward, right, up;
	AngleVectors( GetAbsAngles(), &forward, &right, &up );

	vecSrc = GetAbsOrigin() + up * 36;
	vecAim = GetShootEnemyDir( vecSrc );
	float deflection = 0.01;
	vecAim = vecAim + side * right * random->RandomFloat( 0, deflection ) + up * random->RandomFloat( -deflection, deflection );
	UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 1024, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
	
	m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.vmt", 5.0f );
	if ( m_pBeam[m_iBeams] == NULL )
		 return;

	m_pBeam[m_iBeams]->PointEntInit( tr.endpos, this );
	m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
	m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
	m_pBeam[m_iBeams]->SetBrightness( 255 );
	m_pBeam[m_iBeams]->SetNoise( 3.2f );
	m_pBeam[m_iBeams]->AddSpawnFlags( SF_BEAM_TEMPORARY );
	m_iBeams++;

	pEntity = tr.m_pEnt;

	if ( pEntity != NULL && m_takedamage )
	{
		CTakeDamageInfo info( this, this, sk_islave_dmg_zap.GetFloat(), DMG_SHOCK );
		CalculateMeleeDamageForce( &info, vecAim, tr.endpos );
		pEntity->DispatchTraceAttack( info, vecAim, &tr );
	}
}

//=========================================================
// ClearBeams - remove all beams
//=========================================================
void CNPC_Vortigaunt::ClearBeams( )
{
	for (int i = 0; i < VORTIGAUNT_MAX_BEAMS; i++)
	{
		if (m_pBeam[i])
		{
			UTIL_Remove( m_pBeam[i] );
			m_pBeam[i] = NULL;
		}
	}

	m_iBeams = 0;
	m_nSkin = 0;
}


//------------------------------------------------------------------------------
//
// Schedules
//
//------------------------------------------------------------------------------

AI_BEGIN_CUSTOM_NPC( monster_alien_slave, CNPC_Vortigaunt )

	//=========================================================
	// > SCHED_VORTIGAUNT_ATTACK
	//=========================================================
	DEFINE_SCHEDULE
	(
		SCHED_VORTIGAUNT_ATTACK,

		"	Tasks"
		"		TASK_STOP_MOVING			0"
		"		TASK_FACE_IDEAL				0"
		"		TASK_RANGE_ATTACK1			0"
		"	"
		"	Interrupts"
		"		COND_CAN_MELEE_ATTACK1"
		"		COND_HEAVY_DAMAGE"
		"		COND_HEAR_DANGER"
	)

AI_END_CUSTOM_NPC()