mirror of
https://github.com/nillerusr/source-engine.git
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171 lines
4.7 KiB
C++
171 lines
4.7 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_goal_police.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// ai_goal_police
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// Used by police to define a region they should keep a target outside of
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LINK_ENTITY_TO_CLASS( ai_goal_police, CAI_PoliceGoal );
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BEGIN_DATADESC( CAI_PoliceGoal )
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DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "PoliceRadius" ),
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DEFINE_KEYFIELD( m_iszTarget, FIELD_STRING, "PoliceTarget" ),
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DEFINE_FIELD( m_bOverrideKnockOut, FIELD_BOOLEAN ),
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// m_hTarget
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableKnockOut", InputEnableKnockOut ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableKnockOut", InputDisableKnockOut ),
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DEFINE_OUTPUT( m_OnKnockOut, "OnKnockOut" ),
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DEFINE_OUTPUT( m_OnFirstWarning, "OnFirstWarning" ),
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DEFINE_OUTPUT( m_OnSecondWarning, "OnSecondWarning" ),
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DEFINE_OUTPUT( m_OnLastWarning, "OnLastWarning" ),
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DEFINE_OUTPUT( m_OnSupressingTarget,"OnSupressingTarget" ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CAI_PoliceGoal::CAI_PoliceGoal( void )
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{
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m_hTarget = NULL;
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m_bOverrideKnockOut = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : float
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//-----------------------------------------------------------------------------
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float CAI_PoliceGoal::GetRadius( void )
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{
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return m_flRadius;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : CBaseEntity
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//-----------------------------------------------------------------------------
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CBaseEntity *CAI_PoliceGoal::GetTarget( void )
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{
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if ( m_hTarget == NULL )
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{
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CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_iszTarget );
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if ( pTarget == NULL )
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{
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DevMsg( "Unable to find ai_goal_police target: %s\n", STRING(m_iszTarget) );
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return NULL;
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}
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m_hTarget = pTarget;
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}
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return m_hTarget;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &targetPos -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_PoliceGoal::ShouldKnockOutTarget( const Vector &targetPos, bool bTargetVisible )
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{
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if ( m_bOverrideKnockOut )
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return true;
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// Must be flagged to do it
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if ( HasSpawnFlags( SF_POLICE_GOAL_KNOCKOUT_BEHIND ) == false )
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return false;
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// If the target's not visible, we don't care about him
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if ( !bTargetVisible )
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return false;
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Vector targetDir = targetPos - GetAbsOrigin();
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VectorNormalize( targetDir );
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Vector facingDir;
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AngleVectors( GetAbsAngles(), &facingDir );
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// See if it's behind us
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if ( DotProduct( facingDir, targetDir ) < 0 )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pTarget -
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//-----------------------------------------------------------------------------
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void CAI_PoliceGoal::KnockOutTarget( CBaseEntity *pTarget )
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{
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m_OnKnockOut.FireOutput( pTarget, this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_PoliceGoal::ShouldRemainAtPost( void )
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{
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return HasSpawnFlags( SF_POLICE_GOAL_DO_NOT_LEAVE_POST );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : level -
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//-----------------------------------------------------------------------------
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void CAI_PoliceGoal::FireWarningLevelOutput( int level )
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{
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switch( level )
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{
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case 1:
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m_OnFirstWarning.FireOutput( this, this );
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break;
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case 2:
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m_OnSecondWarning.FireOutput( this, this );
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break;
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case 3:
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m_OnLastWarning.FireOutput( this, this );
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break;
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default:
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m_OnSupressingTarget.FireOutput( this, this );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &data -
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//-----------------------------------------------------------------------------
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void CAI_PoliceGoal::InputEnableKnockOut( inputdata_t &data )
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{
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m_bOverrideKnockOut = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &data -
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//-----------------------------------------------------------------------------
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void CAI_PoliceGoal::InputDisableKnockOut( inputdata_t &data )
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{
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m_bOverrideKnockOut = false;
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}
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