mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
1848 lines
53 KiB
C++
1848 lines
53 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 "npcevent.h"
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#include "ai_basenpc_physicsflyer.h"
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#include "weapon_physcannon.h"
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#include "hl2_player.h"
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#include "npc_scanner.h"
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#include "IEffects.h"
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#include "explode.h"
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#include "ai_route.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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ConVar g_debug_basescanner( "g_debug_basescanner", "0", FCVAR_CHEAT );
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BEGIN_DATADESC( CNPC_BaseScanner )
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DEFINE_EMBEDDED( m_KilledInfo ),
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DEFINE_SOUNDPATCH( m_pEngineSound ),
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DEFINE_FIELD( m_flFlyNoiseBase, FIELD_FLOAT ),
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DEFINE_FIELD( m_flEngineStallTime, FIELD_TIME ),
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DEFINE_FIELD( m_fNextFlySoundTime, FIELD_TIME ),
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DEFINE_FIELD( m_nFlyMode, FIELD_INTEGER ),
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DEFINE_FIELD( m_vecDiveBombDirection, FIELD_VECTOR ),
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DEFINE_FIELD( m_flDiveBombRollForce, FIELD_FLOAT ),
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// Physics Influence
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DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
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DEFINE_FIELD( m_flGoalOverrideDistance, FIELD_FLOAT ),
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DEFINE_FIELD( m_flAttackNearDist, FIELD_FLOAT ),
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DEFINE_FIELD( m_flAttackFarDist, FIELD_FLOAT ),
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DEFINE_FIELD( m_flAttackRange, FIELD_FLOAT ),
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DEFINE_FIELD( m_nPoseTail, FIELD_INTEGER ),
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DEFINE_FIELD( m_nPoseDynamo, FIELD_INTEGER ),
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DEFINE_FIELD( m_nPoseFlare, FIELD_INTEGER ),
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DEFINE_FIELD( m_nPoseFaceVert, FIELD_INTEGER ),
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DEFINE_FIELD( m_nPoseFaceHoriz, FIELD_INTEGER ),
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// DEFINE_FIELD( m_bHasSpoken, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_pSmokeTrail, FIELD_CLASSPTR ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetDistanceOverride", InputSetDistanceOverride ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetFlightSpeed", InputSetFlightSpeed ),
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DEFINE_THINKFUNC( DiveBombSoundThink ),
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END_DATADESC()
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ConVar sk_scanner_dmg_dive( "sk_scanner_dmg_dive","0");
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//-----------------------------------------------------------------------------
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// Think contexts
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//-----------------------------------------------------------------------------
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static const char *s_pDiveBombSoundThinkContext = "DiveBombSoundThinkContext";
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CNPC_BaseScanner::CNPC_BaseScanner()
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{
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#ifdef _DEBUG
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m_vCurrentBanking.Init();
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#endif
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m_pEngineSound = NULL;
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m_bHasSpoken = false;
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m_flAttackNearDist = SCANNER_ATTACK_NEAR_DIST;
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m_flAttackFarDist = SCANNER_ATTACK_FAR_DIST;
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m_flAttackRange = SCANNER_ATTACK_RANGE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_BaseScanner::Spawn(void)
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{
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#ifdef _XBOX
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// Always fade the corpse
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AddSpawnFlags( SF_NPC_FADE_CORPSE );
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AddEffects( EF_NOSHADOW );
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#endif // _XBOX
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SetHullType( HULL_TINY_CENTERED );
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SetHullSizeNormal();
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_VPHYSICS );
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m_bloodColor = DONT_BLEED;
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SetViewOffset( Vector(0, 0, 10) ); // Position of the eyes relative to NPC's origin.
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m_flFieldOfView = 0.2;
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m_NPCState = NPC_STATE_NONE;
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SetNavType( NAV_FLY );
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AddFlag( FL_FLY );
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// This entity cannot be dissolved by the combine balls,
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// nor does it get killed by the mega physcannon.
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AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL );
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m_flGoalOverrideDistance = 0.0f;
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m_nFlyMode = SCANNER_FLY_PATROL;
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AngleVectors( GetLocalAngles(), &m_vCurrentBanking );
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m_fHeadYaw = 0;
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m_pSmokeTrail = NULL;
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SetCurrentVelocity( vec3_origin );
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// Noise modifier
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Vector bobAmount;
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bobAmount.x = random->RandomFloat( -2.0f, 2.0f );
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bobAmount.y = random->RandomFloat( -2.0f, 2.0f );
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bobAmount.z = random->RandomFloat( 2.0f, 4.0f );
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if ( random->RandomInt( 0, 1 ) )
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{
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bobAmount.z *= -1.0f;
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}
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SetNoiseMod( bobAmount );
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// set flight speed
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m_flSpeed = GetMaxSpeed();
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// --------------------------------------------
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CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_SKIP_NAV_GROUND_CHECK );
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NPCInit();
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m_flFlyNoiseBase = random->RandomFloat( 0, M_PI );
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m_flNextAttack = gpGlobals->curtime;
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CNPC_BaseScanner::UpdateEfficiency( bool bInPVS )
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{
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SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL );
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SetMoveEfficiency( AIME_NORMAL );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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float CNPC_BaseScanner::GetAutoAimRadius()
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{
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if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE )
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{
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return 24.0f;
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}
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return 12.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called just before we are deleted.
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//-----------------------------------------------------------------------------
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void CNPC_BaseScanner::UpdateOnRemove( void )
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{
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// Stop combat loops if I'm alive. If I'm dead, the die sound will already have stopped it.
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if ( IsAlive() && m_bHasSpoken )
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{
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SentenceStop();
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}
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Gets the appropriate next schedule based on current condition
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// bits.
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//-----------------------------------------------------------------------------
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int CNPC_BaseScanner::SelectSchedule(void)
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{
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// ----------------------------------------------------
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// If I'm dead, go into a dive bomb
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// ----------------------------------------------------
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if ( m_iHealth <= 0 )
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{
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m_flSpeed = SCANNER_MAX_DIVE_BOMB_SPEED;
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return SCHED_SCANNER_ATTACK_DIVEBOMB;
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}
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// -------------------------------
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// If I'm in a script sequence
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// -------------------------------
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if ( m_NPCState == NPC_STATE_SCRIPT )
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return(BaseClass::SelectSchedule());
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// -------------------------------
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// Flinch
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// -------------------------------
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if ( HasCondition(COND_LIGHT_DAMAGE) || HasCondition(COND_HEAVY_DAMAGE) )
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{
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if ( IsHeldByPhyscannon( ) )
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return SCHED_SMALL_FLINCH;
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if ( m_NPCState == NPC_STATE_IDLE )
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return SCHED_SMALL_FLINCH;
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if ( m_NPCState == NPC_STATE_ALERT )
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{
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if ( m_iHealth < ( 3 * m_iMaxHealth / 4 ))
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return SCHED_TAKE_COVER_FROM_ORIGIN;
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if ( SelectWeightedSequence( ACT_SMALL_FLINCH ) != -1 )
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return SCHED_SMALL_FLINCH;
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}
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else
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{
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if ( random->RandomInt( 0, 10 ) < 4 )
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return SCHED_SMALL_FLINCH;
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}
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}
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// I'm being held by the physcannon... struggle!
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if ( IsHeldByPhyscannon( ) )
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return SCHED_SCANNER_HELD_BY_PHYSCANNON;
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// ----------------------------------------------------------
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// If I have an enemy
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// ----------------------------------------------------------
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if ( GetEnemy() != NULL && GetEnemy()->IsAlive() )
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{
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// Patrol if the enemy has vanished
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if ( HasCondition( COND_LOST_ENEMY ) )
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return SCHED_SCANNER_PATROL;
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// Chase via route if we're directly blocked
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if ( HasCondition( COND_SCANNER_FLY_BLOCKED ) )
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return SCHED_SCANNER_CHASE_ENEMY;
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// Attack if it's time
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if ( gpGlobals->curtime >= m_flNextAttack )
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{
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if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
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return SCHED_SCANNER_ATTACK;
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}
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// Otherwise fly in low for attack
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return SCHED_SCANNER_ATTACK_HOVER;
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}
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// Default to patrolling around
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return SCHED_SCANNER_PATROL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_BaseScanner::OnScheduleChange( void )
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{
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m_flSpeed = GetMaxSpeed();
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BaseClass::OnScheduleChange();
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}
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//-----------------------------------------------------------------------------
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// Purpose: For innate melee attack
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//-----------------------------------------------------------------------------
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int CNPC_BaseScanner::MeleeAttack1Conditions( float flDot, float flDist )
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{
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if (GetEnemy() == NULL)
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{
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return COND_NONE;
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}
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// Check too far to attack with 2D distance
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float vEnemyDist2D = (GetEnemy()->GetLocalOrigin() - GetLocalOrigin()).Length2D();
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if (m_flNextAttack > gpGlobals->curtime)
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{
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return COND_NONE;
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}
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else if (vEnemyDist2D > m_flAttackRange)
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{
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return COND_TOO_FAR_TO_ATTACK;
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}
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else if (flDot < 0.7)
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{
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return COND_NOT_FACING_ATTACK;
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}
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return COND_CAN_MELEE_ATTACK1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : eOldState -
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// eNewState -
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//-----------------------------------------------------------------------------
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void CNPC_BaseScanner::OnStateChange( NPC_STATE eOldState, NPC_STATE eNewState )
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{
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if (( eNewState == NPC_STATE_ALERT ) || ( eNewState == NPC_STATE_COMBAT ))
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{
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SetPoseParameter(m_nPoseFlare, 1.0f);
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}
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else
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{
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SetPoseParameter(m_nPoseFlare, 0);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pTask -
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//-----------------------------------------------------------------------------
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void CNPC_BaseScanner::StartTask( const Task_t *pTask )
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{
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switch (pTask->iTask)
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{
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case TASK_SCANNER_SET_FLY_PATROL:
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{
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// Fly in patrol mode and clear any
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// remaining target entity
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m_nFlyMode = SCANNER_FLY_PATROL;
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TaskComplete();
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break;
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}
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case TASK_SCANNER_SET_FLY_CHASE:
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{
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m_nFlyMode = SCANNER_FLY_CHASE;
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TaskComplete();
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break;
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}
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case TASK_SCANNER_SET_FLY_ATTACK:
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{
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m_nFlyMode = SCANNER_FLY_ATTACK;
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TaskComplete();
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break;
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}
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case TASK_SCANNER_SET_FLY_DIVE:
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{
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// Pick a direction to divebomb.
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if ( GetEnemy() != NULL )
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{
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// Fly towards my enemy
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Vector vEnemyPos = GetEnemyLKP();
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m_vecDiveBombDirection = vEnemyPos - GetLocalOrigin();
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}
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else
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{
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// Pick a random forward and down direction.
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Vector forward;
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GetVectors( &forward, NULL, NULL );
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m_vecDiveBombDirection = forward + Vector( random->RandomFloat( -10, 10 ), random->RandomFloat( -10, 10 ), random->RandomFloat( -20, -10 ) );
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}
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VectorNormalize( m_vecDiveBombDirection );
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// Calculate a roll force.
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m_flDiveBombRollForce = random->RandomFloat( 20.0, 420.0 );
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if ( random->RandomInt( 0, 1 ) )
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{
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m_flDiveBombRollForce *= -1;
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}
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DiveBombSoundThink();
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m_nFlyMode = SCANNER_FLY_DIVE;
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TaskComplete();
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break;
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}
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default:
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BaseClass::StartTask(pTask);
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break;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose: Override to split in two when attacked
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//------------------------------------------------------------------------------
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int CNPC_BaseScanner::OnTakeDamage_Alive( const CTakeDamageInfo &info )
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{
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// Start smoking when we're nearly dead
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if ( m_iHealth < ( m_iMaxHealth - ( m_iMaxHealth / 4 ) ) )
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{
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StartSmokeTrail();
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}
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return (BaseClass::OnTakeDamage_Alive( info ));
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}
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//------------------------------------------------------------------------------
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// Purpose: Override to split in two when attacked
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//------------------------------------------------------------------------------
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int CNPC_BaseScanner::OnTakeDamage_Dying( const CTakeDamageInfo &info )
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{
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// do the damage
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m_iHealth -= info.GetDamage();
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if ( m_iHealth < -40 )
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{
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Gib();
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return 1;
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}
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return VPhysicsTakeDamage( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_BaseScanner::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
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{
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if ( info.GetDamageType() & DMG_BULLET)
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{
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g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal);
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}
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BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
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}
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//-----------------------------------------------------------------------------
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// Take damage from being thrown by a physcannon
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//-----------------------------------------------------------------------------
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#define SCANNER_SMASH_SPEED 250.0 // How fast a scanner must slam into something to take full damage
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void CNPC_BaseScanner::TakeDamageFromPhyscannon( CBasePlayer *pPlayer )
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{
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CTakeDamageInfo info;
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info.SetDamageType( DMG_GENERIC );
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info.SetInflictor( this );
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info.SetAttacker( pPlayer );
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info.SetDamagePosition( GetAbsOrigin() );
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info.SetDamageForce( Vector( 1.0, 1.0, 1.0 ) );
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// Convert velocity into damage.
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Vector vel;
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VPhysicsGetObject()->GetVelocity( &vel, NULL );
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float flSpeed = vel.Length();
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||
|
float flFactor = flSpeed / SCANNER_SMASH_SPEED;
|
||
|
|
||
|
// Clamp. Don't inflict negative damage or massive damage!
|
||
|
flFactor = clamp( flFactor, 0.0f, 2.0f );
|
||
|
float flDamage = m_iMaxHealth * flFactor;
|
||
|
|
||
|
#if 0
|
||
|
Msg("Doing %f damage for %f speed!\n", flDamage, flSpeed );
|
||
|
#endif
|
||
|
|
||
|
info.SetDamage( flDamage );
|
||
|
TakeDamage( info );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Take damage from physics impacts
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::TakeDamageFromPhysicsImpact( int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
CBaseEntity *pHitEntity = pEvent->pEntities[!index];
|
||
|
|
||
|
// NOTE: Augment the normal impact energy scale here.
|
||
|
float flDamageScale = PlayerHasMegaPhysCannon() ? 10.0f : 5.0f;
|
||
|
|
||
|
// Scale by the mapmaker's energyscale
|
||
|
flDamageScale *= m_impactEnergyScale;
|
||
|
|
||
|
int damageType = 0;
|
||
|
float damage = CalculateDefaultPhysicsDamage( index, pEvent, flDamageScale, true, damageType );
|
||
|
if ( damage == 0 )
|
||
|
return;
|
||
|
|
||
|
Vector damagePos;
|
||
|
pEvent->pInternalData->GetContactPoint( damagePos );
|
||
|
Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass();
|
||
|
if ( damageForce == vec3_origin )
|
||
|
{
|
||
|
// This can happen if this entity is motion disabled, and can't move.
|
||
|
// Use the velocity of the entity that hit us instead.
|
||
|
damageForce = pEvent->postVelocity[!index] * pEvent->pObjects[!index]->GetMass();
|
||
|
}
|
||
|
|
||
|
// FIXME: this doesn't pass in who is responsible if some other entity "caused" this collision
|
||
|
PhysCallbackDamage( this, CTakeDamageInfo( pHitEntity, pHitEntity, damageForce, damagePos, damage, damageType ), *pEvent, index );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Is the scanner being held?
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_BaseScanner::IsHeldByPhyscannon( )
|
||
|
{
|
||
|
return VPhysicsGetObject() && (VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD);
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Physics impact
|
||
|
//------------------------------------------------------------------------------
|
||
|
#define SCANNER_SMASH_TIME 0.75 // How long after being thrown from a physcannon that a manhack is eligible to die from impact
|
||
|
void CNPC_BaseScanner::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
BaseClass::VPhysicsCollision( index, pEvent );
|
||
|
|
||
|
// Take no impact damage while being carried.
|
||
|
if ( IsHeldByPhyscannon( ) )
|
||
|
return;
|
||
|
|
||
|
CBasePlayer *pPlayer = HasPhysicsAttacker( SCANNER_SMASH_TIME );
|
||
|
if( pPlayer )
|
||
|
{
|
||
|
TakeDamageFromPhyscannon( pPlayer );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// It also can take physics damage from things thrown by the player.
|
||
|
int otherIndex = !index;
|
||
|
CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex];
|
||
|
if ( pHitEntity )
|
||
|
{
|
||
|
if ( pHitEntity->HasPhysicsAttacker( 0.5f ) )
|
||
|
{
|
||
|
// It can take physics damage from things thrown by the player.
|
||
|
TakeDamageFromPhysicsImpact( index, pEvent );
|
||
|
}
|
||
|
else if ( FClassnameIs( pHitEntity, "prop_combine_ball" ) )
|
||
|
{
|
||
|
// It also can take physics damage from a combine ball.
|
||
|
TakeDamageFromPhysicsImpact( index, pEvent );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::Gib( void )
|
||
|
{
|
||
|
if ( IsMarkedForDeletion() )
|
||
|
return;
|
||
|
|
||
|
// Sparks
|
||
|
for ( int i = 0; i < 4; i++ )
|
||
|
{
|
||
|
Vector sparkPos = GetAbsOrigin();
|
||
|
sparkPos.x += random->RandomFloat(-12,12);
|
||
|
sparkPos.y += random->RandomFloat(-12,12);
|
||
|
sparkPos.z += random->RandomFloat(-12,12);
|
||
|
g_pEffects->Sparks(sparkPos);
|
||
|
}
|
||
|
|
||
|
// Light
|
||
|
CBroadcastRecipientFilter filter;
|
||
|
te->DynamicLight( filter, 0.0, &WorldSpaceCenter(), 255, 180, 100, 0, 100, 0.1, 0 );
|
||
|
|
||
|
// Cover the gib spawn
|
||
|
ExplosionCreate( WorldSpaceCenter(), GetAbsAngles(), this, 64, 64, false );
|
||
|
|
||
|
// Turn off any smoke trail
|
||
|
if ( m_pSmokeTrail )
|
||
|
{
|
||
|
m_pSmokeTrail->m_ParticleLifetime = 0;
|
||
|
UTIL_Remove(m_pSmokeTrail);
|
||
|
m_pSmokeTrail = NULL;
|
||
|
}
|
||
|
|
||
|
// FIXME: This is because we couldn't save/load the CTakeDamageInfo.
|
||
|
// because it's midnight before the teamwide playtest. Real solution
|
||
|
// is to add a datadesc to CTakeDamageInfo
|
||
|
if ( m_KilledInfo.GetInflictor() )
|
||
|
{
|
||
|
BaseClass::Event_Killed( m_KilledInfo );
|
||
|
}
|
||
|
|
||
|
UTIL_Remove(this);
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pPhysGunUser -
|
||
|
// bPunting -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
|
||
|
{
|
||
|
m_hPhysicsAttacker = pPhysGunUser;
|
||
|
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
|
||
|
|
||
|
if ( reason == PUNTED_BY_CANNON )
|
||
|
{
|
||
|
// There's about to be a massive change in velocity.
|
||
|
// Think immediately to handle changes in m_vCurrentVelocity;
|
||
|
SetNextThink( gpGlobals->curtime + 0.01f );
|
||
|
|
||
|
m_flEngineStallTime = gpGlobals->curtime + 2.0f;
|
||
|
ScannerEmitSound( "DiveBomb" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetCondition( COND_SCANNER_GRABBED_BY_PHYSCANNON );
|
||
|
ClearCondition( COND_SCANNER_RELEASED_FROM_PHYSCANNON );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pPhysGunUser -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
|
||
|
{
|
||
|
m_hPhysicsAttacker = pPhysGunUser;
|
||
|
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
|
||
|
|
||
|
ClearCondition( COND_SCANNER_GRABBED_BY_PHYSCANNON );
|
||
|
SetCondition( COND_SCANNER_RELEASED_FROM_PHYSCANNON );
|
||
|
|
||
|
if ( Reason == LAUNCHED_BY_CANNON )
|
||
|
{
|
||
|
m_flEngineStallTime = gpGlobals->curtime + 2.0f;
|
||
|
|
||
|
// There's about to be a massive change in velocity.
|
||
|
// Think immediately to handle changes in m_vCurrentVelocity;
|
||
|
SetNextThink( gpGlobals->curtime + 0.01f );
|
||
|
ScannerEmitSound( "DiveBomb" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Do we have a physics attacker?
|
||
|
//------------------------------------------------------------------------------
|
||
|
CBasePlayer *CNPC_BaseScanner::HasPhysicsAttacker( float dt )
|
||
|
{
|
||
|
// If the player is holding me now, or I've been recently thrown
|
||
|
// then return a pointer to that player
|
||
|
if ( IsHeldByPhyscannon( ) || (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) )
|
||
|
{
|
||
|
return m_hPhysicsAttacker;
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::StopLoopingSounds(void)
|
||
|
{
|
||
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
||
|
controller.SoundDestroy( m_pEngineSound );
|
||
|
m_pEngineSound = NULL;
|
||
|
|
||
|
BaseClass::StopLoopingSounds();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : pInflictor -
|
||
|
// pAttacker -
|
||
|
// flDamage -
|
||
|
// bitsDamageType -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::Event_Killed( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
// Copy off the takedamage info that killed me, since we're not going to call
|
||
|
// up into the base class's Event_Killed() until we gib. (gibbing is ultimate death)
|
||
|
m_KilledInfo = info;
|
||
|
|
||
|
// Interrupt whatever schedule I'm on
|
||
|
SetCondition(COND_SCHEDULE_DONE);
|
||
|
|
||
|
// If I have an enemy and I'm up high, do a dive bomb (unless dissolved)
|
||
|
if ( GetEnemy() != NULL && (info.GetDamageType() & DMG_DISSOLVE) == false )
|
||
|
{
|
||
|
Vector vecDelta = GetLocalOrigin() - GetEnemy()->GetLocalOrigin();
|
||
|
if ( ( vecDelta.z > 120 ) && ( vecDelta.Length() > 360 ) )
|
||
|
{
|
||
|
// If I'm divebombing, don't take any more damage. It will make Event_Killed() be called again.
|
||
|
// This is especially bad if someone machineguns the divebombing scanner.
|
||
|
AttackDivebomb();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Gib();
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::AttackDivebomb( void )
|
||
|
{
|
||
|
ScannerEmitSound( "DiveBomb" );
|
||
|
|
||
|
m_takedamage = DAMAGE_NO;
|
||
|
|
||
|
StartSmokeTrail();
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose: Checks to see if we hit anything while dive bombing.
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::AttackDivebombCollide(float flInterval)
|
||
|
{
|
||
|
//
|
||
|
// Trace forward to see if I hit anything
|
||
|
//
|
||
|
Vector checkPos = GetAbsOrigin() + (GetCurrentVelocity() * flInterval);
|
||
|
trace_t tr;
|
||
|
CBaseEntity* pHitEntity = NULL;
|
||
|
AI_TraceHull( GetAbsOrigin(), checkPos, GetHullMins(), GetHullMaxs(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
if (tr.m_pEnt)
|
||
|
{
|
||
|
pHitEntity = tr.m_pEnt;
|
||
|
|
||
|
// Did I hit an entity that isn't another scanner?
|
||
|
if (pHitEntity && pHitEntity->Classify()!=CLASS_SCANNER)
|
||
|
{
|
||
|
if ( !pHitEntity->ClassMatches("item_battery") )
|
||
|
{
|
||
|
if ( !pHitEntity->IsWorld() )
|
||
|
{
|
||
|
CTakeDamageInfo info( this, this, sk_scanner_dmg_dive.GetFloat(), DMG_CLUB );
|
||
|
CalculateMeleeDamageForce( &info, (tr.endpos - tr.startpos), tr.endpos );
|
||
|
pHitEntity->TakeDamage( info );
|
||
|
}
|
||
|
Gib();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (tr.fraction != 1.0)
|
||
|
{
|
||
|
// We've hit something so deflect our velocity based on the surface
|
||
|
// norm of what we've hit
|
||
|
if (flInterval > 0)
|
||
|
{
|
||
|
float moveLen = (1.0 - tr.fraction)*(GetAbsOrigin() - checkPos).Length();
|
||
|
Vector vBounceVel = moveLen*tr.plane.normal/flInterval;
|
||
|
|
||
|
// If I'm right over the ground don't push down
|
||
|
if (vBounceVel.z < 0)
|
||
|
{
|
||
|
float floorZ = GetFloorZ(GetAbsOrigin());
|
||
|
if (abs(GetAbsOrigin().z - floorZ) < 36)
|
||
|
{
|
||
|
vBounceVel.z = 0;
|
||
|
}
|
||
|
}
|
||
|
SetCurrentVelocity( GetCurrentVelocity() + vBounceVel );
|
||
|
}
|
||
|
CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pHitEntity );
|
||
|
|
||
|
if (pBCC)
|
||
|
{
|
||
|
// Spawn some extra blood where we hit
|
||
|
SpawnBlood(tr.endpos, g_vecAttackDir, pBCC->BloodColor(), sk_scanner_dmg_dive.GetFloat());
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (!(m_spawnflags & SF_NPC_GAG))
|
||
|
{
|
||
|
// <<TEMP>> need better sound here...
|
||
|
ScannerEmitSound( "Shoot" );
|
||
|
}
|
||
|
// For sparks we must trace a line in the direction of the surface norm
|
||
|
// that we hit.
|
||
|
checkPos = GetAbsOrigin() - (tr.plane.normal * 24);
|
||
|
|
||
|
AI_TraceLine( GetAbsOrigin(), checkPos,MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
|
||
|
if (tr.fraction != 1.0)
|
||
|
{
|
||
|
g_pEffects->Sparks( tr.endpos );
|
||
|
|
||
|
CBroadcastRecipientFilter filter;
|
||
|
te->DynamicLight( filter, 0.0,
|
||
|
&GetAbsOrigin(), 255, 180, 100, 0, 50, 0.1, 0 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::PlayFlySound(void)
|
||
|
{
|
||
|
if ( IsMarkedForDeletion() )
|
||
|
return;
|
||
|
|
||
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
||
|
|
||
|
//Setup the sound if we're not already
|
||
|
if ( m_pEngineSound == NULL )
|
||
|
{
|
||
|
// Create the sound
|
||
|
CPASAttenuationFilter filter( this );
|
||
|
|
||
|
m_pEngineSound = controller.SoundCreate( filter, entindex(), CHAN_STATIC, GetEngineSound(), ATTN_NORM );
|
||
|
|
||
|
Assert(m_pEngineSound);
|
||
|
|
||
|
// Start the engine sound
|
||
|
controller.Play( m_pEngineSound, 0.0f, 100.0f );
|
||
|
controller.SoundChangeVolume( m_pEngineSound, 1.0f, 2.0f );
|
||
|
}
|
||
|
|
||
|
float speed = GetCurrentVelocity().Length();
|
||
|
float flVolume = 0.25f + (0.75f*(speed/GetMaxSpeed()));
|
||
|
int iPitch = MIN( 255, 80 + (20*(speed/GetMaxSpeed())) );
|
||
|
|
||
|
//Update our pitch and volume based on our speed
|
||
|
controller.SoundChangePitch( m_pEngineSound, iPitch, 0.1f );
|
||
|
controller.SoundChangeVolume( m_pEngineSound, flVolume, 0.1f );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::ScannerEmitSound( const char *pszSoundName )
|
||
|
{
|
||
|
CFmtStr snd;
|
||
|
snd.sprintf("%s.%s", GetScannerSoundPrefix(), pszSoundName );
|
||
|
|
||
|
m_bHasSpoken = true;
|
||
|
|
||
|
EmitSound( snd.Access() );
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::SpeakSentence( int sentenceType )
|
||
|
{
|
||
|
if (sentenceType == SCANNER_SENTENCE_ATTENTION)
|
||
|
{
|
||
|
ScannerEmitSound( "Attention" );
|
||
|
}
|
||
|
else if (sentenceType == SCANNER_SENTENCE_HANDSUP)
|
||
|
{
|
||
|
ScannerEmitSound( "Scan" );
|
||
|
}
|
||
|
else if (sentenceType == SCANNER_SENTENCE_PROCEED)
|
||
|
{
|
||
|
ScannerEmitSound( "Proceed" );
|
||
|
}
|
||
|
else if (sentenceType == SCANNER_SENTENCE_CURIOUS)
|
||
|
{
|
||
|
ScannerEmitSound( "Curious" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::InputSetFlightSpeed(inputdata_t &inputdata)
|
||
|
{
|
||
|
//FIXME: Currently unsupported
|
||
|
|
||
|
/*
|
||
|
m_flFlightSpeed = inputdata.value.Int();
|
||
|
m_bFlightSpeedOverridden = (m_flFlightSpeed > 0);
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::StartSmokeTrail( void )
|
||
|
{
|
||
|
if ( m_pSmokeTrail != NULL )
|
||
|
return;
|
||
|
|
||
|
m_pSmokeTrail = SmokeTrail::CreateSmokeTrail();
|
||
|
|
||
|
if ( m_pSmokeTrail )
|
||
|
{
|
||
|
m_pSmokeTrail->m_SpawnRate = 10;
|
||
|
m_pSmokeTrail->m_ParticleLifetime = 1;
|
||
|
m_pSmokeTrail->m_StartSize = 8;
|
||
|
m_pSmokeTrail->m_EndSize = 50;
|
||
|
m_pSmokeTrail->m_SpawnRadius = 10;
|
||
|
m_pSmokeTrail->m_MinSpeed = 15;
|
||
|
m_pSmokeTrail->m_MaxSpeed = 25;
|
||
|
|
||
|
m_pSmokeTrail->m_StartColor.Init( 0.5f, 0.5f, 0.5f );
|
||
|
m_pSmokeTrail->m_EndColor.Init( 0, 0, 0 );
|
||
|
m_pSmokeTrail->SetLifetime( 500.0f );
|
||
|
m_pSmokeTrail->FollowEntity( this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::BlendPhyscannonLaunchSpeed()
|
||
|
{
|
||
|
// Blend out desired velocity when launched by the physcannon
|
||
|
if (!VPhysicsGetObject())
|
||
|
return;
|
||
|
|
||
|
if ( HasPhysicsAttacker( SCANNER_SMASH_TIME ) && !IsHeldByPhyscannon( ) )
|
||
|
{
|
||
|
Vector vecCurrentVelocity;
|
||
|
VPhysicsGetObject()->GetVelocity( &vecCurrentVelocity, NULL );
|
||
|
float flLerpFactor = (gpGlobals->curtime - m_flLastPhysicsInfluenceTime) / SCANNER_SMASH_TIME;
|
||
|
flLerpFactor = clamp( flLerpFactor, 0.0f, 1.0f );
|
||
|
flLerpFactor = SimpleSplineRemapVal( flLerpFactor, 0.0f, 1.0f, 0.0f, 1.0f );
|
||
|
flLerpFactor *= flLerpFactor;
|
||
|
VectorLerp( vecCurrentVelocity, m_vCurrentVelocity, flLerpFactor, m_vCurrentVelocity );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::MoveExecute_Alive(float flInterval)
|
||
|
{
|
||
|
// Amount of noise to add to flying
|
||
|
float noiseScale = 3.0f;
|
||
|
|
||
|
// -------------------------------------------
|
||
|
// Avoid obstacles, unless I'm dive bombing
|
||
|
// -------------------------------------------
|
||
|
if (m_nFlyMode != SCANNER_FLY_DIVE)
|
||
|
{
|
||
|
SetCurrentVelocity( GetCurrentVelocity() + VelocityToAvoidObstacles(flInterval) );
|
||
|
}
|
||
|
// If I am dive bombing add more noise to my flying
|
||
|
else
|
||
|
{
|
||
|
AttackDivebombCollide(flInterval);
|
||
|
noiseScale *= 4;
|
||
|
}
|
||
|
|
||
|
IPhysicsObject *pPhysics = VPhysicsGetObject();
|
||
|
|
||
|
if ( pPhysics && pPhysics->IsAsleep() )
|
||
|
{
|
||
|
pPhysics->Wake();
|
||
|
}
|
||
|
|
||
|
// Add time-coherent noise to the current velocity so that it never looks bolted in place.
|
||
|
AddNoiseToVelocity( noiseScale );
|
||
|
|
||
|
AdjustScannerVelocity();
|
||
|
|
||
|
float maxSpeed = GetEnemy() ? ( GetMaxSpeed() * 2.0f ) : GetMaxSpeed();
|
||
|
if ( m_nFlyMode == SCANNER_FLY_DIVE )
|
||
|
{
|
||
|
maxSpeed = -1;
|
||
|
}
|
||
|
|
||
|
// Limit fall speed
|
||
|
LimitSpeed( maxSpeed );
|
||
|
|
||
|
// Blend out desired velocity when launched by the physcannon
|
||
|
BlendPhyscannonLaunchSpeed();
|
||
|
|
||
|
// Update what we're looking at
|
||
|
UpdateHead( flInterval );
|
||
|
|
||
|
// Control the tail based on our vertical travel
|
||
|
float tailPerc = clamp( GetCurrentVelocity().z, -150, 250 );
|
||
|
tailPerc = SimpleSplineRemapVal( tailPerc, -150, 250, -25, 80 );
|
||
|
|
||
|
SetPoseParameter( m_nPoseTail, tailPerc );
|
||
|
|
||
|
// Spin the dynamo based upon our speed
|
||
|
float flCurrentDynamo = GetPoseParameter( m_nPoseDynamo );
|
||
|
float speed = GetCurrentVelocity().Length();
|
||
|
float flDynamoSpeed = (maxSpeed > 0 ? speed / maxSpeed : 1.0) * 60;
|
||
|
flCurrentDynamo -= flDynamoSpeed;
|
||
|
if ( flCurrentDynamo < -180.0 )
|
||
|
{
|
||
|
flCurrentDynamo += 360.0;
|
||
|
}
|
||
|
SetPoseParameter( m_nPoseDynamo, flCurrentDynamo );
|
||
|
|
||
|
PlayFlySound();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Handles movement towards the last move target.
|
||
|
// Input : flInterval -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_BaseScanner::OverridePathMove( CBaseEntity *pMoveTarget, float flInterval )
|
||
|
{
|
||
|
// Save our last patrolling direction
|
||
|
Vector lastPatrolDir = GetNavigator()->GetCurWaypointPos() - GetAbsOrigin();
|
||
|
|
||
|
// Continue on our path
|
||
|
if ( ProgressFlyPath( flInterval, pMoveTarget, (MASK_NPCSOLID|CONTENTS_WATER), false, 64 ) == AINPP_COMPLETE )
|
||
|
{
|
||
|
if ( IsCurSchedule( SCHED_SCANNER_PATROL ) )
|
||
|
{
|
||
|
m_vLastPatrolDir = lastPatrolDir;
|
||
|
VectorNormalize(m_vLastPatrolDir);
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : flInterval -
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_BaseScanner::OverrideMove( float flInterval )
|
||
|
{
|
||
|
// ----------------------------------------------
|
||
|
// If dive bombing
|
||
|
// ----------------------------------------------
|
||
|
if (m_nFlyMode == SCANNER_FLY_DIVE)
|
||
|
{
|
||
|
MoveToDivebomb( flInterval );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector vMoveTargetPos(0,0,0);
|
||
|
CBaseEntity *pMoveTarget = NULL;
|
||
|
|
||
|
// The original line of code was, due to the accidental use of '|' instead of
|
||
|
// '&', always true. Replacing with 'true' to suppress the warning without changing
|
||
|
// the (long-standing) behavior.
|
||
|
if ( true ) //!GetNavigator()->IsGoalActive() || ( GetNavigator()->GetCurWaypointFlags() | bits_WP_TO_PATHCORNER ) )
|
||
|
{
|
||
|
// Select move target
|
||
|
if ( GetTarget() != NULL )
|
||
|
{
|
||
|
pMoveTarget = GetTarget();
|
||
|
}
|
||
|
else if ( GetEnemy() != NULL )
|
||
|
{
|
||
|
pMoveTarget = GetEnemy();
|
||
|
}
|
||
|
|
||
|
// Select move target position
|
||
|
if ( GetEnemy() != NULL )
|
||
|
{
|
||
|
vMoveTargetPos = GetEnemy()->GetAbsOrigin();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vMoveTargetPos = GetNavigator()->GetCurWaypointPos();
|
||
|
}
|
||
|
|
||
|
ClearCondition( COND_SCANNER_FLY_CLEAR );
|
||
|
ClearCondition( COND_SCANNER_FLY_BLOCKED );
|
||
|
|
||
|
// See if we can fly there directly
|
||
|
if ( pMoveTarget )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
AI_TraceHull( GetAbsOrigin(), vMoveTargetPos, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
float fTargetDist = (1.0f-tr.fraction)*(GetAbsOrigin() - vMoveTargetPos).Length();
|
||
|
|
||
|
if ( ( tr.m_pEnt == pMoveTarget ) || ( fTargetDist < 50 ) )
|
||
|
{
|
||
|
if ( g_debug_basescanner.GetBool() )
|
||
|
{
|
||
|
NDebugOverlay::Line(GetLocalOrigin(), vMoveTargetPos, 0,255,0, true, 0);
|
||
|
NDebugOverlay::Cross3D(tr.endpos,Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1);
|
||
|
}
|
||
|
|
||
|
SetCondition( COND_SCANNER_FLY_CLEAR );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//HANDY DEBUG TOOL
|
||
|
if ( g_debug_basescanner.GetBool() )
|
||
|
{
|
||
|
NDebugOverlay::Line(GetLocalOrigin(), vMoveTargetPos, 255,0,0, true, 0);
|
||
|
NDebugOverlay::Cross3D(tr.endpos,Vector(-5,-5,-5),Vector(5,5,5),255,0,0,true,0.1);
|
||
|
}
|
||
|
|
||
|
SetCondition( COND_SCANNER_FLY_BLOCKED );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If I have a route, keep it updated and move toward target
|
||
|
if ( GetNavigator()->IsGoalActive() )
|
||
|
{
|
||
|
if ( OverridePathMove( pMoveTarget, flInterval ) )
|
||
|
{
|
||
|
BlendPhyscannonLaunchSpeed();
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
// ----------------------------------------------
|
||
|
// If attacking
|
||
|
// ----------------------------------------------
|
||
|
else if (m_nFlyMode == SCANNER_FLY_ATTACK)
|
||
|
{
|
||
|
MoveToAttack( flInterval );
|
||
|
}
|
||
|
// -----------------------------------------------------------------
|
||
|
// If I don't have a route, just decelerate
|
||
|
// -----------------------------------------------------------------
|
||
|
else if (!GetNavigator()->IsGoalActive())
|
||
|
{
|
||
|
float myDecay = 9.5;
|
||
|
Decelerate( flInterval, myDecay);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
MoveExecute_Alive( flInterval );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &goalPos -
|
||
|
// &startPos -
|
||
|
// idealRange -
|
||
|
// idealHeight -
|
||
|
// Output : Vector
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Vector CNPC_BaseScanner::IdealGoalForMovement( const Vector &goalPos, const Vector &startPos, float idealRange, float idealHeightDiff )
|
||
|
{
|
||
|
Vector vMoveDir;
|
||
|
|
||
|
if ( GetGoalDirection( &vMoveDir ) == false )
|
||
|
{
|
||
|
vMoveDir = ( goalPos - startPos );
|
||
|
vMoveDir.z = 0;
|
||
|
VectorNormalize( vMoveDir );
|
||
|
}
|
||
|
|
||
|
// Move up from the position by the desired amount
|
||
|
Vector vIdealPos = goalPos + Vector( 0, 0, idealHeightDiff ) + ( vMoveDir * -idealRange );
|
||
|
|
||
|
// Trace down and make sure we can fit here
|
||
|
trace_t tr;
|
||
|
AI_TraceHull( vIdealPos, vIdealPos - Vector( 0, 0, MinGroundDist() ), GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
// Move up otherwise
|
||
|
if ( tr.fraction < 1.0f )
|
||
|
{
|
||
|
vIdealPos.z += ( MinGroundDist() * ( 1.0f - tr.fraction ) );
|
||
|
}
|
||
|
|
||
|
//FIXME: We also need to make sure that we fit here at all, and if not, chose a new spot
|
||
|
|
||
|
// Debug tools
|
||
|
if ( g_debug_basescanner.GetBool() )
|
||
|
{
|
||
|
NDebugOverlay::Cross3D( goalPos, -Vector(8,8,8), Vector(8,8,8), 255, 255, 0, true, 0.1f );
|
||
|
NDebugOverlay::Cross3D( startPos, -Vector(8,8,8), Vector(8,8,8), 255, 0, 255, true, 0.1f );
|
||
|
NDebugOverlay::Cross3D( vIdealPos, -Vector(8,8,8), Vector(8,8,8), 255, 255, 255, true, 0.1f );
|
||
|
NDebugOverlay::Line( startPos, goalPos, 0, 255, 0, true, 0.1f );
|
||
|
|
||
|
NDebugOverlay::Cross3D( goalPos + ( vMoveDir * -idealRange ), -Vector(8,8,8), Vector(8,8,8), 255, 255, 255, true, 0.1f );
|
||
|
NDebugOverlay::Line( goalPos, goalPos + ( vMoveDir * -idealRange ), 255, 255, 0, true, 0.1f );
|
||
|
NDebugOverlay::Line( goalPos + ( vMoveDir * -idealRange ), vIdealPos, 255, 255, 0, true, 0.1f );
|
||
|
}
|
||
|
|
||
|
return vIdealPos;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : flInterval -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::MoveToAttack(float flInterval)
|
||
|
{
|
||
|
if (GetEnemy() == NULL)
|
||
|
return;
|
||
|
|
||
|
if ( flInterval <= 0 )
|
||
|
return;
|
||
|
|
||
|
Vector vTargetPos = GetEnemyLKP();
|
||
|
|
||
|
//float flDesiredDist = m_flAttackNearDist + ( ( m_flAttackFarDist - m_flAttackNearDist ) / 2 );
|
||
|
|
||
|
Vector idealPos = IdealGoalForMovement( vTargetPos, GetAbsOrigin(), GetGoalDistance(), m_flAttackNearDist );
|
||
|
|
||
|
MoveToTarget( flInterval, idealPos );
|
||
|
|
||
|
//FIXME: Re-implement?
|
||
|
|
||
|
/*
|
||
|
// ---------------------------------------------------------
|
||
|
// Add evasion if I have taken damage recently
|
||
|
// ---------------------------------------------------------
|
||
|
if ((m_flLastDamageTime + SCANNER_EVADE_TIME) > gpGlobals->curtime)
|
||
|
{
|
||
|
vFlyDirection = vFlyDirection + VelocityToEvade(GetEnemyCombatCharacterPointer());
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Accelerates toward a given position.
|
||
|
// Input : flInterval - Time interval over which to move.
|
||
|
// vecMoveTarget - Position to move toward.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::MoveToTarget( float flInterval, const Vector &vecMoveTarget )
|
||
|
{
|
||
|
// Don't move if stalling
|
||
|
if ( m_flEngineStallTime > gpGlobals->curtime )
|
||
|
return;
|
||
|
|
||
|
// Look at our inspection target if we have one
|
||
|
if ( GetEnemy() != NULL )
|
||
|
{
|
||
|
// Otherwise at our enemy
|
||
|
TurnHeadToTarget( flInterval, GetEnemy()->EyePosition() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Otherwise face our motion direction
|
||
|
TurnHeadToTarget( flInterval, vecMoveTarget );
|
||
|
}
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Move towards our target
|
||
|
// -------------------------------------
|
||
|
float myAccel;
|
||
|
float myZAccel = 400.0f;
|
||
|
float myDecay = 0.15f;
|
||
|
|
||
|
Vector vecCurrentDir;
|
||
|
|
||
|
// Get the relationship between my current velocity and the way I want to be going.
|
||
|
vecCurrentDir = GetCurrentVelocity();
|
||
|
VectorNormalize( vecCurrentDir );
|
||
|
|
||
|
Vector targetDir = vecMoveTarget - GetAbsOrigin();
|
||
|
float flDist = VectorNormalize(targetDir);
|
||
|
|
||
|
float flDot;
|
||
|
flDot = DotProduct( targetDir, vecCurrentDir );
|
||
|
|
||
|
if( flDot > 0.25 )
|
||
|
{
|
||
|
// If my target is in front of me, my flight model is a bit more accurate.
|
||
|
myAccel = 250;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Have a harder time correcting my course if I'm currently flying away from my target.
|
||
|
myAccel = 128;
|
||
|
}
|
||
|
|
||
|
if ( myAccel > flDist / flInterval )
|
||
|
{
|
||
|
myAccel = flDist / flInterval;
|
||
|
}
|
||
|
|
||
|
if ( myZAccel > flDist / flInterval )
|
||
|
{
|
||
|
myZAccel = flDist / flInterval;
|
||
|
}
|
||
|
|
||
|
MoveInDirection( flInterval, targetDir, myAccel, myZAccel, myDecay );
|
||
|
|
||
|
// calc relative banking targets
|
||
|
Vector forward, right, up;
|
||
|
GetVectors( &forward, &right, &up );
|
||
|
|
||
|
m_vCurrentBanking.x = targetDir.x;
|
||
|
m_vCurrentBanking.z = 120.0f * DotProduct( right, targetDir );
|
||
|
m_vCurrentBanking.y = 0;
|
||
|
|
||
|
float speedPerc = SimpleSplineRemapVal( GetCurrentVelocity().Length(), 0.0f, GetMaxSpeed(), 0.0f, 1.0f );
|
||
|
|
||
|
speedPerc = clamp( speedPerc, 0.0f, 1.0f );
|
||
|
|
||
|
m_vCurrentBanking *= speedPerc;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Danger sounds.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::DiveBombSoundThink()
|
||
|
{
|
||
|
Vector vecPosition, vecVelocity;
|
||
|
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
|
||
|
|
||
|
if ( pPhysicsObject == NULL )
|
||
|
return;
|
||
|
|
||
|
pPhysicsObject->GetPosition( &vecPosition, NULL );
|
||
|
pPhysicsObject->GetVelocity( &vecVelocity, NULL );
|
||
|
|
||
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
Vector vecDelta;
|
||
|
VectorSubtract( pPlayer->GetAbsOrigin(), vecPosition, vecDelta );
|
||
|
VectorNormalize( vecDelta );
|
||
|
if ( DotProduct( vecDelta, vecVelocity ) > 0.5f )
|
||
|
{
|
||
|
Vector vecEndPoint;
|
||
|
VectorMA( vecPosition, 2.0f * TICK_INTERVAL, vecVelocity, vecEndPoint );
|
||
|
float flDist = CalcDistanceToLineSegment( pPlayer->GetAbsOrigin(), vecPosition, vecEndPoint );
|
||
|
if ( flDist < 200.0f )
|
||
|
{
|
||
|
ScannerEmitSound( "DiveBombFlyby" );
|
||
|
SetContextThink( &CNPC_BaseScanner::DiveBombSoundThink, gpGlobals->curtime + 0.5f, s_pDiveBombSoundThinkContext );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SetContextThink( &CNPC_BaseScanner::DiveBombSoundThink, gpGlobals->curtime + 2.0f * TICK_INTERVAL, s_pDiveBombSoundThinkContext );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : flInterval -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::MoveToDivebomb(float flInterval)
|
||
|
{
|
||
|
float myAccel = 1600;
|
||
|
float myDecay = 0.05f; // decay current velocity to 10% in 1 second
|
||
|
|
||
|
// Fly towards my enemy
|
||
|
Vector vEnemyPos = GetEnemyLKP();
|
||
|
Vector vFlyDirection = vEnemyPos - GetLocalOrigin();
|
||
|
VectorNormalize( vFlyDirection );
|
||
|
|
||
|
// Set net velocity
|
||
|
MoveInDirection( flInterval, m_vecDiveBombDirection, myAccel, myAccel, myDecay);
|
||
|
|
||
|
// Spin out of control.
|
||
|
Vector forward;
|
||
|
VPhysicsGetObject()->LocalToWorldVector( &forward, Vector( 1.0, 0.0, 0.0 ) );
|
||
|
AngularImpulse torque = forward * m_flDiveBombRollForce;
|
||
|
VPhysicsGetObject()->ApplyTorqueCenter( torque );
|
||
|
|
||
|
// BUGBUG: why Y axis and not Z?
|
||
|
Vector up;
|
||
|
VPhysicsGetObject()->LocalToWorldVector( &up, Vector( 0.0, 1.0, 0.0 ) );
|
||
|
VPhysicsGetObject()->ApplyForceCenter( up * 2000 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_BaseScanner::IsEnemyPlayerInSuit()
|
||
|
{
|
||
|
if( GetEnemy() && GetEnemy()->IsPlayer() )
|
||
|
{
|
||
|
CHL2_Player *pPlayer = NULL;
|
||
|
pPlayer = (CHL2_Player *)GetEnemy();
|
||
|
|
||
|
if( pPlayer && pPlayer->IsSuitEquipped() )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : float
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CNPC_BaseScanner::GetGoalDistance( void )
|
||
|
{
|
||
|
if ( m_flGoalOverrideDistance != 0.0f )
|
||
|
return m_flGoalOverrideDistance;
|
||
|
|
||
|
switch ( m_nFlyMode )
|
||
|
{
|
||
|
case SCANNER_FLY_ATTACK:
|
||
|
{
|
||
|
float goalDist = ( m_flAttackNearDist + ( ( m_flAttackFarDist - m_flAttackNearDist ) / 2 ) );
|
||
|
if( IsEnemyPlayerInSuit() )
|
||
|
{
|
||
|
goalDist *= 0.5;
|
||
|
}
|
||
|
return goalDist;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return 128.0f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &vOut -
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_BaseScanner::GetGoalDirection( Vector *vOut )
|
||
|
{
|
||
|
CBaseEntity *pTarget = GetTarget();
|
||
|
|
||
|
if ( pTarget == NULL )
|
||
|
return false;
|
||
|
|
||
|
if ( FClassnameIs( pTarget, "info_hint_air" ) || FClassnameIs( pTarget, "info_target" ) )
|
||
|
{
|
||
|
AngleVectors( pTarget->GetAbsAngles(), vOut );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Vector CNPC_BaseScanner::VelocityToEvade(CBaseCombatCharacter *pEnemy)
|
||
|
{
|
||
|
if (pEnemy)
|
||
|
{
|
||
|
// -----------------------------------------
|
||
|
// Keep out of enemy's shooting position
|
||
|
// -----------------------------------------
|
||
|
Vector vEnemyFacing = pEnemy->BodyDirection2D( );
|
||
|
Vector vEnemyDir = pEnemy->EyePosition() - GetLocalOrigin();
|
||
|
VectorNormalize(vEnemyDir);
|
||
|
float fDotPr = DotProduct(vEnemyFacing,vEnemyDir);
|
||
|
|
||
|
if (fDotPr < -0.9)
|
||
|
{
|
||
|
Vector vDirUp(0,0,1);
|
||
|
Vector vDir;
|
||
|
CrossProduct( vEnemyFacing, vDirUp, vDir);
|
||
|
|
||
|
Vector crossProduct;
|
||
|
CrossProduct(vEnemyFacing, vEnemyDir, crossProduct);
|
||
|
if (crossProduct.y < 0)
|
||
|
{
|
||
|
vDir = vDir * -1;
|
||
|
}
|
||
|
return (vDir);
|
||
|
}
|
||
|
else if (fDotPr < -0.85)
|
||
|
{
|
||
|
Vector vDirUp(0,0,1);
|
||
|
Vector vDir;
|
||
|
CrossProduct( vEnemyFacing, vDirUp, vDir);
|
||
|
|
||
|
Vector crossProduct;
|
||
|
CrossProduct(vEnemyFacing, vEnemyDir, crossProduct);
|
||
|
if (random->RandomInt(0,1))
|
||
|
{
|
||
|
vDir = vDir * -1;
|
||
|
}
|
||
|
return (vDir);
|
||
|
}
|
||
|
}
|
||
|
return vec3_origin;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_BaseScanner::DrawDebugTextOverlays(void)
|
||
|
{
|
||
|
int nOffset = BaseClass::DrawDebugTextOverlays();
|
||
|
|
||
|
if ( m_debugOverlays & OVERLAY_TEXT_BIT )
|
||
|
{
|
||
|
Vector vel;
|
||
|
GetVelocity( &vel, NULL );
|
||
|
|
||
|
char tempstr[512];
|
||
|
Q_snprintf( tempstr, sizeof(tempstr), "speed (max): %.2f (%.2f)", vel.Length(), m_flSpeed );
|
||
|
EntityText( nOffset, tempstr, 0 );
|
||
|
nOffset++;
|
||
|
}
|
||
|
|
||
|
return nOffset;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : float
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CNPC_BaseScanner::GetHeadTurnRate( void )
|
||
|
{
|
||
|
if ( GetEnemy() )
|
||
|
return 800.0f;
|
||
|
|
||
|
return 350.0f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
inline CBaseEntity *CNPC_BaseScanner::EntityToWatch( void )
|
||
|
{
|
||
|
return ( GetTarget() != NULL ) ? GetTarget() : GetEnemy(); // Okay if NULL
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : flInterval -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::UpdateHead( float flInterval )
|
||
|
{
|
||
|
float yaw = GetPoseParameter( m_nPoseFaceHoriz );
|
||
|
float pitch = GetPoseParameter( m_nPoseFaceVert );
|
||
|
|
||
|
CBaseEntity *pTarget = EntityToWatch();
|
||
|
|
||
|
Vector vLookPos;
|
||
|
|
||
|
if ( !HasCondition( COND_IN_PVS ) || GetAttachment( "eyes", vLookPos ) == false )
|
||
|
{
|
||
|
vLookPos = EyePosition();
|
||
|
}
|
||
|
|
||
|
if ( pTarget != NULL )
|
||
|
{
|
||
|
Vector lookDir = pTarget->EyePosition() - vLookPos;
|
||
|
VectorNormalize( lookDir );
|
||
|
|
||
|
if ( DotProduct( lookDir, BodyDirection3D() ) < 0.0f )
|
||
|
{
|
||
|
SetPoseParameter( m_nPoseFaceHoriz, UTIL_Approach( 0, yaw, 10 ) );
|
||
|
SetPoseParameter( m_nPoseFaceVert, UTIL_Approach( 0, pitch, 10 ) );
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float facingYaw = VecToYaw( BodyDirection3D() );
|
||
|
float yawDiff = VecToYaw( lookDir );
|
||
|
yawDiff = UTIL_AngleDiff( yawDiff, facingYaw + yaw );
|
||
|
|
||
|
float facingPitch = UTIL_VecToPitch( BodyDirection3D() );
|
||
|
float pitchDiff = UTIL_VecToPitch( lookDir );
|
||
|
pitchDiff = UTIL_AngleDiff( pitchDiff, facingPitch + pitch );
|
||
|
|
||
|
SetPoseParameter( m_nPoseFaceHoriz, UTIL_Approach( yaw + yawDiff, yaw, 50 ) );
|
||
|
SetPoseParameter( m_nPoseFaceVert, UTIL_Approach( pitch + pitchDiff, pitch, 50 ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetPoseParameter( m_nPoseFaceHoriz, UTIL_Approach( 0, yaw, 10 ) );
|
||
|
SetPoseParameter( m_nPoseFaceVert, UTIL_Approach( 0, pitch, 10 ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &linear -
|
||
|
// &angular -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::ClampMotorForces( Vector &linear, AngularImpulse &angular )
|
||
|
{
|
||
|
// limit reaction forces
|
||
|
if ( m_nFlyMode != SCANNER_FLY_DIVE )
|
||
|
{
|
||
|
linear.x = clamp( linear.x, -500, 500 );
|
||
|
linear.y = clamp( linear.y, -500, 500 );
|
||
|
linear.z = clamp( linear.z, -500, 500 );
|
||
|
}
|
||
|
|
||
|
// If we're dive bombing, we need to drop faster than normal
|
||
|
if ( m_nFlyMode != SCANNER_FLY_DIVE )
|
||
|
{
|
||
|
// Add in weightlessness
|
||
|
linear.z += 800;
|
||
|
}
|
||
|
|
||
|
angular.z = clamp( angular.z, -GetHeadTurnRate(), GetHeadTurnRate() );
|
||
|
if ( m_nFlyMode == SCANNER_FLY_DIVE )
|
||
|
{
|
||
|
// Disable pitch and roll motors while crashing.
|
||
|
angular.x = 0;
|
||
|
angular.y = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::InputSetDistanceOverride( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_flGoalOverrideDistance = inputdata.value.Float();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Emit sounds specific to the NPC's state.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::AlertSound(void)
|
||
|
{
|
||
|
ScannerEmitSound( "Alert" );
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::DeathSound( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
ScannerEmitSound( "Die" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Overridden so that scanners play battle sounds while fighting.
|
||
|
// Output : Returns TRUE on success, FALSE on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_BaseScanner::ShouldPlayIdleSound( void )
|
||
|
{
|
||
|
if ( HasSpawnFlags( SF_NPC_GAG ) )
|
||
|
return false;
|
||
|
|
||
|
if ( random->RandomInt( 0, 25 ) != 0 )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Plays sounds while idle or in combat.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::IdleSound(void)
|
||
|
{
|
||
|
if ( m_NPCState == NPC_STATE_COMBAT )
|
||
|
{
|
||
|
// dvs: the combat sounds should be related to what is happening, rather than random
|
||
|
ScannerEmitSound( "Combat" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ScannerEmitSound( "Idle" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Plays a sound when hurt.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_BaseScanner::PainSound( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
ScannerEmitSound( "Pain" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CNPC_BaseScanner::GetMaxSpeed()
|
||
|
{
|
||
|
return SCANNER_MAX_SPEED;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// Schedules
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
AI_BEGIN_CUSTOM_NPC( npc_basescanner, CNPC_BaseScanner )
|
||
|
|
||
|
DECLARE_TASK( TASK_SCANNER_SET_FLY_PATROL )
|
||
|
DECLARE_TASK( TASK_SCANNER_SET_FLY_CHASE )
|
||
|
DECLARE_TASK( TASK_SCANNER_SET_FLY_ATTACK )
|
||
|
DECLARE_TASK( TASK_SCANNER_SET_FLY_DIVE )
|
||
|
|
||
|
DECLARE_CONDITION(COND_SCANNER_FLY_CLEAR)
|
||
|
DECLARE_CONDITION(COND_SCANNER_FLY_BLOCKED)
|
||
|
DECLARE_CONDITION(COND_SCANNER_RELEASED_FROM_PHYSCANNON)
|
||
|
DECLARE_CONDITION(COND_SCANNER_GRABBED_BY_PHYSCANNON)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_SCANNER_PATROL
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_SCANNER_PATROL,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SCANNER_SET_FLY_PATROL 0"
|
||
|
" TASK_SET_TOLERANCE_DISTANCE 32"
|
||
|
" TASK_SET_ROUTE_SEARCH_TIME 5" // Spend 5 seconds trying to build a path if stuck
|
||
|
" TASK_GET_PATH_TO_RANDOM_NODE 2000"
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_GIVE_WAY"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_SEE_ENEMY"
|
||
|
" COND_SEE_FEAR"
|
||
|
" COND_HEAR_COMBAT"
|
||
|
" COND_HEAR_DANGER"
|
||
|
" COND_HEAR_PLAYER"
|
||
|
" COND_LIGHT_DAMAGE"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
" COND_PROVOKED"
|
||
|
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_SCANNER_ATTACK
|
||
|
//
|
||
|
// This task does nothing. Translate it in your derived
|
||
|
// class to perform your attack.
|
||
|
//
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_SCANNER_ATTACK,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SCANNER_SET_FLY_ATTACK 0"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
" TASK_WAIT 0.1"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_TOO_FAR_TO_ATTACK"
|
||
|
" COND_SCANNER_FLY_BLOCKED"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_SCANNER_ATTACK_HOVER
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_SCANNER_ATTACK_HOVER,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SCANNER_SET_FLY_ATTACK 0"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
" TASK_WAIT 0.1"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_TOO_FAR_TO_ATTACK"
|
||
|
" COND_SCANNER_FLY_BLOCKED"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_SCANNER_ATTACK_DIVEBOMB
|
||
|
//
|
||
|
// Only done when scanner is dead
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_SCANNER_ATTACK_DIVEBOMB,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SCANNER_SET_FLY_DIVE 0"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
" TASK_WAIT 10"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_SCANNER_CHASE_ENEMY
|
||
|
//
|
||
|
// Different interrupts than normal chase enemy.
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_SCANNER_CHASE_ENEMY,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SCANNER_SET_FLY_CHASE 0"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_SCANNER_PATROL"
|
||
|
" TASK_SET_TOLERANCE_DISTANCE 120"
|
||
|
" TASK_GET_PATH_TO_ENEMY 0"
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
""
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_SCANNER_FLY_CLEAR"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_ENEMY_DEAD"
|
||
|
" COND_LOST_ENEMY"
|
||
|
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_SCANNER_CHASE_TARGET
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_SCANNER_CHASE_TARGET,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SCANNER_SET_FLY_CHASE 0"
|
||
|
" TASK_SET_TOLERANCE_DISTANCE 64"
|
||
|
" TASK_GET_PATH_TO_TARGET 0" //FIXME: This is wrong!
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_SCANNER_FLY_CLEAR"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_SCANNER_FOLLOW_HOVER
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_SCANNER_FOLLOW_HOVER,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
" TASK_WAIT 0.1"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_SCANNER_FLY_BLOCKED"
|
||
|
" COND_SCANNER_GRABBED_BY_PHYSCANNON"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_SCANNER_HELD_BY_PHYSCANNON
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_SCANNER_HELD_BY_PHYSCANNON,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
||
|
" TASK_WAIT 5.0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_LIGHT_DAMAGE"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
" COND_SCANNER_RELEASED_FROM_PHYSCANNON"
|
||
|
)
|
||
|
|
||
|
AI_END_CUSTOM_NPC()
|