mirror of
https://github.com/nillerusr/source-engine.git
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705 lines
18 KiB
C++
705 lines
18 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Combine gun turret that emerges from a trapdoor in the ground.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "npc_turret_ground.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_hull.h"
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#include "ai_senses.h"
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#include "ai_memory.h"
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#include "soundent.h"
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#include "game.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "npcevent.h"
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#include "IEffects.h"
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#include "ammodef.h"
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#include "beam_shared.h"
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#include "explode.h"
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#include "te_effect_dispatch.h"
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#define GROUNDTURRET_BEAM_SPRITE "materials/effects/bluelaser2.vmt"
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#define GROUNDTURRET_VIEWCONE 60.0f // (degrees)
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#define GROUNDTURRET_RETIRE_TIME 7.0f
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ConVar ai_newgroundturret ( "ai_newgroundturret", "0" );
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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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LINK_ENTITY_TO_CLASS( npc_turret_ground, CNPC_GroundTurret );
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CNPC_GroundTurret )
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DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ),
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DEFINE_FIELD( m_pSmoke, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_vecSpread, FIELD_VECTOR ),
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DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flTimeNextShoot, FIELD_TIME ),
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DEFINE_FIELD( m_flTimeLastSawEnemy, FIELD_TIME ),
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DEFINE_FIELD( m_iDeathSparks, FIELD_INTEGER ),
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DEFINE_FIELD( m_bHasExploded, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flSensingDist, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTimeNextPing, FIELD_TIME ),
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DEFINE_FIELD( m_bSeeEnemy, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_vecClosedPos, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecLightOffset, FIELD_POSITION_VECTOR ),
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DEFINE_THINKFUNC( DeathEffects ),
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DEFINE_OUTPUT( m_OnAreaClear, "OnAreaClear" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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// DEFINE_FIELD( m_ShotSounds, FIELD_SHORT ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_GroundTurret::Precache( void )
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{
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PrecacheModel( GROUNDTURRET_BEAM_SPRITE );
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PrecacheModel( "models/combine_turrets/ground_turret.mdl" );
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PrecacheScriptSound( "NPC_CeilingTurret.Deploy" );
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m_ShotSounds = PrecacheScriptSound( "NPC_FloorTurret.ShotSounds" );
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PrecacheScriptSound( "NPC_FloorTurret.Die" );
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PrecacheScriptSound( "NPC_FloorTurret.Ping" );
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PrecacheScriptSound( "DoSpark" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_GroundTurret::Spawn( void )
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{
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Precache();
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UTIL_SetModel( this, "models/combine_turrets/ground_turret.mdl" );
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SetNavType( NAV_FLY );
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SetSolid( SOLID_VPHYSICS );
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SetBloodColor( DONT_BLEED );
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m_iHealth = 125;
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m_flFieldOfView = cos( ((GROUNDTURRET_VIEWCONE / 2.0f) * M_PI / 180.0f) );
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m_NPCState = NPC_STATE_NONE;
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m_vecSpread.x = 0.5;
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m_vecSpread.y = 0.5;
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m_vecSpread.z = 0.5;
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CapabilitiesClear();
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AddEFlags( EFL_NO_DISSOLVE );
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NPCInit();
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CapabilitiesAdd( bits_CAP_SIMPLE_RADIUS_DAMAGE );
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m_iAmmoType = GetAmmoDef()->Index( "PISTOL" );
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m_pSmoke = NULL;
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m_bHasExploded = false;
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m_bEnabled = false;
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if( ai_newgroundturret.GetBool() )
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{
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m_flSensingDist = 384;
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SetDistLook( m_flSensingDist );
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}
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else
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{
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m_flSensingDist = 2048;
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}
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if( !GetParent() )
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{
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DevMsg("ERROR! npc_ground_turret with no parent!\n");
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UTIL_Remove(this);
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return;
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}
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m_flTimeNextShoot = gpGlobals->curtime;
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m_flTimeNextPing = gpGlobals->curtime;
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m_vecClosedPos = GetAbsOrigin();
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StudioFrameAdvance();
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Vector vecPos;
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GetAttachment( "eyes", vecPos );
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SetViewOffset( vecPos - GetAbsOrigin() );
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GetAttachment( "light", vecPos );
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m_vecLightOffset = vecPos - GetAbsOrigin();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CNPC_GroundTurret::CreateVPhysics( void )
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{
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//Spawn our physics hull
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if ( !VPhysicsInitStatic() )
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{
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DevMsg( "npc_turret_ground unable to spawn physics object!\n" );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CNPC_GroundTurret::PrescheduleThink()
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{
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if( UTIL_FindClientInPVS(edict()) )
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{
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SetNextThink( gpGlobals->curtime + 0.03f );
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}
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else
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{
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output :
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//-----------------------------------------------------------------------------
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Class_T CNPC_GroundTurret::Classify( void )
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{
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if( !IsOpen() )
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{
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// NPC's should disregard me if I'm closed.
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return CLASS_NONE;
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}
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else
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{
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return CLASS_COMBINE;
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CNPC_GroundTurret::PostNPCInit()
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{
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BaseClass::PostNPCInit();
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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int CNPC_GroundTurret::OnTakeDamage_Alive( const CTakeDamageInfo &info )
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{
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if( !info.GetInflictor() )
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{
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return 0;
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}
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// Only take damage from self (kill input from my bullseye) or missiles.
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if( info.GetInflictor() != this && info.GetInflictor()->Classify() != CLASS_MISSILE )
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{
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return 0;
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}
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CTakeDamageInfo infoCopy = info;
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if( info.GetInflictor() == this )
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{
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// Taking damage from myself, make sure it's fatal.
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infoCopy.SetDamage( GetHealth() );
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infoCopy.SetDamageType( DMG_REMOVENORAGDOLL | DMG_GENERIC );
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}
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return BaseClass::OnTakeDamage_Alive( infoCopy );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CNPC_GroundTurret::Event_Killed( const CTakeDamageInfo &info )
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{
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BaseClass::Event_Killed( info );
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if ( m_pSmoke != NULL )
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return;
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m_pSmoke = SmokeTrail::CreateSmokeTrail();
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if ( m_pSmoke )
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{
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m_pSmoke->m_SpawnRate = 18;
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m_pSmoke->m_ParticleLifetime = 3.0;
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m_pSmoke->m_StartSize = 8;
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m_pSmoke->m_EndSize = 32;
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m_pSmoke->m_SpawnRadius = 16;
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m_pSmoke->m_MinSpeed = 8;
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m_pSmoke->m_MaxSpeed = 32;
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m_pSmoke->m_Opacity = 0.6;
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m_pSmoke->m_StartColor.Init( 0.25f, 0.25f, 0.25f );
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m_pSmoke->m_EndColor.Init( 0, 0, 0 );
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m_pSmoke->SetLifetime( 30.0f );
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m_pSmoke->FollowEntity( this );
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}
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m_iDeathSparks = random->RandomInt( 6, 12 );
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SetThink( &CNPC_GroundTurret::DeathEffects );
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SetNextThink( gpGlobals->curtime + 1.5f );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CNPC_GroundTurret::DeathEffects()
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{
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if( !m_bHasExploded )
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{
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//ExplosionCreate( GetAbsOrigin(), QAngle( 0, 0, 1 ), this, 150, 150, false );
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CTakeDamageInfo info;
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DeathSound( info );
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m_bHasExploded = true;
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SetNextThink( gpGlobals->curtime + 0.5 );
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}
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else
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{
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// Sparks
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EmitSound( "DoSpark" );
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m_iDeathSparks--;
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if( m_iDeathSparks == 0 )
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{
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SetThink(NULL);
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return;
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}
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SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.5, 2.5 ) );
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CNPC_GroundTurret::DeathSound( const CTakeDamageInfo &info )
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{
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EmitSound("NPC_FloorTurret.Die");
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CNPC_GroundTurret::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
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{
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#if 1
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//BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType );
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UTIL_Tracer( vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, "AR2Tracer" );
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#else
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CBeam *pBeam;
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int width = 2;
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pBeam = CBeam::BeamCreate( GROUNDTURRET_BEAM_SPRITE, width );
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if ( !pBeam )
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return;
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pBeam->SetStartPos( vecTracerSrc );
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pBeam->SetEndPos( tr.endpos );
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pBeam->SetWidth( width );
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pBeam->SetEndWidth( width / 4.0f );
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pBeam->SetBrightness( 100 );
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pBeam->SetColor( 0, 145+random->RandomInt( -16, 16 ), 255 );
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pBeam->RelinkBeam();
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pBeam->LiveForTime( random->RandomFloat( 0.2f, 0.5f ) );
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#endif
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CNPC_GroundTurret::GatherConditions()
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{
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if( !IsEnabled() )
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{
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return;
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}
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if( !IsOpen() && !UTIL_FindClientInPVS( edict() ) )
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{
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return;
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}
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// Throw away old enemies so the turret can retire
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AIEnemiesIter_t iter;
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for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) )
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{
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if( pEMemory->timeLastSeen < gpGlobals->curtime - GROUNDTURRET_RETIRE_TIME )
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{
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pEMemory->hEnemy = NULL;
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}
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}
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BaseClass::GatherConditions();
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if( GetEnemy() && HasCondition(COND_SEE_ENEMY) )
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{
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m_flTimeLastSawEnemy = gpGlobals->curtime;
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}
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else
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{
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if( gpGlobals->curtime - m_flTimeLastSawEnemy >= GROUNDTURRET_RETIRE_TIME )
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{
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m_OnAreaClear.FireOutput(this, this);
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m_flTimeLastSawEnemy = FLT_MAX;
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return;
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}
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}
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if( HasCondition( COND_SEE_ENEMY ) )
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{
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m_bSeeEnemy = true;
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}
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else
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{
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m_bSeeEnemy = false;
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}
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if( GetEnemy() && m_bSeeEnemy && IsEnabled() )
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{
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if( m_flTimeNextShoot < gpGlobals->curtime )
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{
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Shoot();
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}
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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Vector CNPC_GroundTurret::EyePosition()
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{
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if( ai_newgroundturret.GetBool() )
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{
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return GetAbsOrigin() + Vector( 0, 0, 6 );
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}
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return GetAbsOrigin() + GetViewOffset();
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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bool CNPC_GroundTurret::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
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{
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if ( BaseClass::FVisible( pEntity, traceMask, ppBlocker ) )
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return true;
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if ( ( pEntity->GetAbsOrigin().AsVector2D() - GetAbsOrigin().AsVector2D() ).LengthSqr() < Square(10*12) &&
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FInViewCone( pEntity->GetAbsOrigin() ) &&
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BaseClass::FVisible( pEntity->GetAbsOrigin() + Vector( 0, 0, 1 ), traceMask, ppBlocker ) )
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return true;
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return false;
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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bool CNPC_GroundTurret::QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC)
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{
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float flDist;
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flDist = (pEntity->GetAbsOrigin() - EyePosition()).Length2DSqr();
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if( flDist <= m_flSensingDist * m_flSensingDist )
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{
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return BaseClass::QuerySeeEntity(pEntity, bOnlyHateOrFearIfNPC);
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}
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return false;
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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bool CNPC_GroundTurret::IsEnabled()
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{
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if( ai_newgroundturret.GetBool() )
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{
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return true;
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}
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return m_bEnabled;
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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bool CNPC_GroundTurret::IsOpen()
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{
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// The method is hacky but in the end, this does actually give
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// us a pretty good idea if the turret is open or closed.
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return( fabs(GetAbsOrigin().z - m_vecClosedPos.z ) > 1.0f );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CNPC_GroundTurret::StartTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch( pTask->iTask )
|
||
|
{
|
||
|
case TASK_GROUNDTURRET_SCAN:
|
||
|
Scan();
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
BaseClass::StartTask( pTask );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CNPC_GroundTurret::RunTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch( pTask->iTask )
|
||
|
{
|
||
|
case TASK_GROUNDTURRET_SCAN:
|
||
|
Scan();
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
BaseClass::RunTask( pTask );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
int CNPC_GroundTurret::SelectSchedule( void )
|
||
|
{
|
||
|
return SCHED_GROUND_TURRET_IDLE;
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
int CNPC_GroundTurret::TranslateSchedule( int scheduleType )
|
||
|
{
|
||
|
switch( scheduleType )
|
||
|
{
|
||
|
case SCHED_IDLE_STAND:
|
||
|
return SCHED_GROUND_TURRET_IDLE;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return BaseClass::TranslateSchedule( scheduleType );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Override base class activiites
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Activity CNPC_GroundTurret::NPC_TranslateActivity( Activity activity )
|
||
|
{
|
||
|
return ACT_IDLE;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_GroundTurret::Shoot()
|
||
|
{
|
||
|
FireBulletsInfo_t info;
|
||
|
|
||
|
Vector vecSrc = EyePosition();
|
||
|
Vector vecDir;
|
||
|
|
||
|
GetVectors( &vecDir, NULL, NULL );
|
||
|
|
||
|
for( int i = 0 ; i < 1 ; i++ )
|
||
|
{
|
||
|
info.m_vecSrc = vecSrc;
|
||
|
|
||
|
if( i > 0 || !GetEnemy()->IsPlayer() )
|
||
|
{
|
||
|
// Subsequent shots or shots at non-players random
|
||
|
GetVectors( &info.m_vecDirShooting, NULL, NULL );
|
||
|
info.m_vecSpread = m_vecSpread;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// First shot is at the enemy.
|
||
|
info.m_vecDirShooting = GetActualShootTrajectory( vecSrc );
|
||
|
info.m_vecSpread = VECTOR_CONE_PRECALCULATED;
|
||
|
}
|
||
|
|
||
|
info.m_iTracerFreq = 1;
|
||
|
info.m_iShots = 1;
|
||
|
info.m_pAttacker = this;
|
||
|
info.m_flDistance = MAX_COORD_RANGE;
|
||
|
info.m_iAmmoType = m_iAmmoType;
|
||
|
|
||
|
FireBullets( info );
|
||
|
}
|
||
|
|
||
|
// Do the AR2 muzzle flash
|
||
|
CEffectData data;
|
||
|
data.m_nEntIndex = entindex();
|
||
|
data.m_nAttachmentIndex = LookupAttachment( "eyes" );
|
||
|
data.m_flScale = 1.0f;
|
||
|
data.m_fFlags = MUZZLEFLASH_COMBINE;
|
||
|
DispatchEffect( "MuzzleFlash", data );
|
||
|
|
||
|
EmitSound( "NPC_FloorTurret.ShotSounds", m_ShotSounds );
|
||
|
|
||
|
if( IsX360() )
|
||
|
{
|
||
|
m_flTimeNextShoot = gpGlobals->curtime + 0.2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flTimeNextShoot = gpGlobals->curtime + 0.09;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_GroundTurret::ProjectBeam( const Vector &vecStart, const Vector &vecDir, int width, int brightness, float duration )
|
||
|
{
|
||
|
CBeam *pBeam;
|
||
|
pBeam = CBeam::BeamCreate( GROUNDTURRET_BEAM_SPRITE, width );
|
||
|
if ( !pBeam )
|
||
|
return;
|
||
|
|
||
|
trace_t tr;
|
||
|
AI_TraceLine( vecStart, vecStart + vecDir * m_flSensingDist, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
pBeam->SetStartPos( tr.endpos );
|
||
|
pBeam->SetEndPos( tr.startpos );
|
||
|
pBeam->SetWidth( width );
|
||
|
pBeam->SetEndWidth( 0.1 );
|
||
|
pBeam->SetFadeLength( 16 );
|
||
|
|
||
|
pBeam->SetBrightness( brightness );
|
||
|
pBeam->SetColor( 0, 145+random->RandomInt( -16, 16 ), 255 );
|
||
|
pBeam->RelinkBeam();
|
||
|
pBeam->LiveForTime( duration );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_GroundTurret::Scan()
|
||
|
{
|
||
|
if( m_bSeeEnemy )
|
||
|
{
|
||
|
// Using a bool for this check because the condition gets wiped out by changing schedules.
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( IsOpeningOrClosing() )
|
||
|
{
|
||
|
// Moving.
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !IsOpen() )
|
||
|
{
|
||
|
// Closed
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !UTIL_FindClientInPVS(edict()) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( gpGlobals->curtime >= m_flTimeNextPing )
|
||
|
{
|
||
|
EmitSound( "NPC_FloorTurret.Ping" );
|
||
|
m_flTimeNextPing = gpGlobals->curtime + 1.0f;
|
||
|
}
|
||
|
|
||
|
QAngle scanAngle;
|
||
|
Vector forward;
|
||
|
Vector vecEye = GetAbsOrigin() + m_vecLightOffset;
|
||
|
|
||
|
// Draw the outer extents
|
||
|
scanAngle = GetAbsAngles();
|
||
|
scanAngle.y += (GROUNDTURRET_VIEWCONE / 2.0f);
|
||
|
AngleVectors( scanAngle, &forward, NULL, NULL );
|
||
|
ProjectBeam( vecEye, forward, 1, 30, 0.1 );
|
||
|
|
||
|
scanAngle = GetAbsAngles();
|
||
|
scanAngle.y -= (GROUNDTURRET_VIEWCONE / 2.0f);
|
||
|
AngleVectors( scanAngle, &forward, NULL, NULL );
|
||
|
ProjectBeam( vecEye, forward, 1, 30, 0.1 );
|
||
|
|
||
|
// Draw a sweeping beam
|
||
|
scanAngle = GetAbsAngles();
|
||
|
scanAngle.y += (GROUNDTURRET_VIEWCONE / 2.0f) * sin( gpGlobals->curtime * 3.0f );
|
||
|
|
||
|
AngleVectors( scanAngle, &forward, NULL, NULL );
|
||
|
ProjectBeam( vecEye, forward, 1, 30, 0.3 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_GroundTurret::InputEnable( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_bEnabled = true;
|
||
|
|
||
|
// Because the turret might not ever ACQUIRE an enemy, we need to arrange to
|
||
|
// retire after a few seconds.
|
||
|
m_flTimeLastSawEnemy = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_GroundTurret::InputDisable( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_bEnabled = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// Schedules
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
AI_BEGIN_CUSTOM_NPC( npc_groundturret, CNPC_GroundTurret )
|
||
|
|
||
|
DECLARE_TASK( TASK_GROUNDTURRET_SCAN );
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_GROUND_TURRET_IDLE,
|
||
|
|
||
|
" Tasks "
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
" TASK_GROUNDTURRET_SCAN 0"
|
||
|
""
|
||
|
" Interrupts "
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_SEE_ENEMY"
|
||
|
" COND_LOST_ENEMY"
|
||
|
)
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_GROUND_TURRET_ATTACK,
|
||
|
|
||
|
" Tasks "
|
||
|
" TASK_WAIT_INDEFINITE 0"
|
||
|
""
|
||
|
" Interrupts "
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_LOST_ENEMY"
|
||
|
" COND_SEE_ENEMY"
|
||
|
)
|
||
|
|
||
|
AI_END_CUSTOM_NPC()
|
||
|
|