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431 lines
12 KiB
C++
431 lines
12 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: This is the soldier version of the combine, analogous to the HL1 grunt.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_hull.h"
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#include "ai_motor.h"
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#include "npc_combines.h"
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#include "bitstring.h"
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#include "engine/IEngineSound.h"
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#include "soundent.h"
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#include "ndebugoverlay.h"
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#include "npcevent.h"
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#include "hl2/hl2_player.h"
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#include "game.h"
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#include "ammodef.h"
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#include "explode.h"
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#include "ai_memory.h"
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#include "Sprite.h"
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#include "soundenvelope.h"
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#include "weapon_physcannon.h"
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#include "hl2_gamerules.h"
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#include "gameweaponmanager.h"
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#include "vehicle_base.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 sk_combine_s_health( "sk_combine_s_health","0");
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ConVar sk_combine_s_kick( "sk_combine_s_kick","0");
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ConVar sk_combine_guard_health( "sk_combine_guard_health", "0");
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ConVar sk_combine_guard_kick( "sk_combine_guard_kick", "0");
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// Whether or not the combine guard should spawn health on death
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ConVar combine_guard_spawn_health( "combine_guard_spawn_health", "1" );
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extern ConVar sk_plr_dmg_buckshot;
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extern ConVar sk_plr_num_shotgun_pellets;
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//Whether or not the combine should spawn health on death
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ConVar combine_spawn_health( "combine_spawn_health", "1" );
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LINK_ENTITY_TO_CLASS( npc_combine_s, CNPC_CombineS );
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#define AE_SOLDIER_BLOCK_PHYSICS 20 // trying to block an incoming physics object
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extern Activity ACT_WALK_EASY;
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extern Activity ACT_WALK_MARCH;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_CombineS::Spawn( void )
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{
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Precache();
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SetModel( STRING( GetModelName() ) );
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if( IsElite() )
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{
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// Stronger, tougher.
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SetHealth( sk_combine_guard_health.GetFloat() );
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SetMaxHealth( sk_combine_guard_health.GetFloat() );
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SetKickDamage( sk_combine_guard_kick.GetFloat() );
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}
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else
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{
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SetHealth( sk_combine_s_health.GetFloat() );
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SetMaxHealth( sk_combine_s_health.GetFloat() );
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SetKickDamage( sk_combine_s_kick.GetFloat() );
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}
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CapabilitiesAdd( bits_CAP_ANIMATEDFACE );
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CapabilitiesAdd( bits_CAP_MOVE_SHOOT );
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CapabilitiesAdd( bits_CAP_DOORS_GROUP );
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BaseClass::Spawn();
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#if HL2_EPISODIC
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if (m_iUseMarch && !HasSpawnFlags(SF_NPC_START_EFFICIENT))
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{
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Msg( "Soldier %s is set to use march anim, but is not an efficient AI. The blended march anim can only be used for dead-ahead walks!\n", GetDebugName() );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CNPC_CombineS::Precache()
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{
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const char *pModelName = STRING( GetModelName() );
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if( !Q_stricmp( pModelName, "models/combine_super_soldier.mdl" ) )
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{
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m_fIsElite = true;
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}
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else
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{
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m_fIsElite = false;
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}
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if( !GetModelName() )
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{
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SetModelName( MAKE_STRING( "models/combine_soldier.mdl" ) );
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}
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PrecacheModel( STRING( GetModelName() ) );
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UTIL_PrecacheOther( "item_healthvial" );
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UTIL_PrecacheOther( "weapon_frag" );
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UTIL_PrecacheOther( "item_ammo_ar2_altfire" );
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BaseClass::Precache();
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}
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void CNPC_CombineS::DeathSound( const CTakeDamageInfo &info )
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{
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// NOTE: The response system deals with this at the moment
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if ( GetFlags() & FL_DISSOLVING )
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return;
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GetSentences()->Speak( "COMBINE_DIE", SENTENCE_PRIORITY_INVALID, SENTENCE_CRITERIA_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Soldiers use CAN_RANGE_ATTACK2 to indicate whether they can throw
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// a grenade. Because they check only every half-second or so, this
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// condition must persist until it is updated again by the code
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// that determines whether a grenade can be thrown, so prevent the
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// base class from clearing it out. (sjb)
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//-----------------------------------------------------------------------------
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void CNPC_CombineS::ClearAttackConditions( )
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{
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bool fCanRangeAttack2 = HasCondition( COND_CAN_RANGE_ATTACK2 );
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// Call the base class.
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BaseClass::ClearAttackConditions();
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if( fCanRangeAttack2 )
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{
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// We don't allow the base class to clear this condition because we
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// don't sense for it every frame.
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SetCondition( COND_CAN_RANGE_ATTACK2 );
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}
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}
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void CNPC_CombineS::PrescheduleThink( void )
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{
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/*//FIXME: This doesn't need to be in here, it's all debug info
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if( HasCondition( COND_HEAR_PHYSICS_DANGER ) )
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{
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// Don't react unless we see the item!!
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CSound *pSound = NULL;
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pSound = GetLoudestSoundOfType( SOUND_PHYSICS_DANGER );
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if( pSound )
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{
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if( FInViewCone( pSound->GetSoundReactOrigin() ) )
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{
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DevMsg( "OH CRAP!\n" );
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NDebugOverlay::Line( EyePosition(), pSound->GetSoundReactOrigin(), 0, 0, 255, false, 2.0f );
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}
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}
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}
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*/
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BaseClass::PrescheduleThink();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allows for modification of the interrupt mask for the current schedule.
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// In the most cases the base implementation should be called first.
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//-----------------------------------------------------------------------------
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void CNPC_CombineS::BuildScheduleTestBits( void )
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{
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//Interrupt any schedule with physics danger (as long as I'm not moving or already trying to block)
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if ( m_flGroundSpeed == 0.0 && !IsCurSchedule( SCHED_FLINCH_PHYSICS ) )
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{
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SetCustomInterruptCondition( COND_HEAR_PHYSICS_DANGER );
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}
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BaseClass::BuildScheduleTestBits();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CNPC_CombineS::SelectSchedule ( void )
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{
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return BaseClass::SelectSchedule();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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float CNPC_CombineS::GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info )
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{
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switch( iHitGroup )
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{
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case HITGROUP_HEAD:
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{
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// Soldiers take double headshot damage
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return 2.0f;
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}
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}
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return BaseClass::GetHitgroupDamageMultiplier( iHitGroup, info );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CNPC_CombineS::HandleAnimEvent( animevent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case AE_SOLDIER_BLOCK_PHYSICS:
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DevMsg( "BLOCKING!\n" );
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m_fIsBlocking = true;
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break;
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default:
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BaseClass::HandleAnimEvent( pEvent );
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break;
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}
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}
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void CNPC_CombineS::OnChangeActivity( Activity eNewActivity )
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{
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// Any new sequence stops us blocking.
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m_fIsBlocking = false;
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BaseClass::OnChangeActivity( eNewActivity );
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#if HL2_EPISODIC
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// Give each trooper a varied look for his march. Done here because if you do it earlier (eg Spawn, StartTask), the
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// pose param gets overwritten.
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if (m_iUseMarch)
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{
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SetPoseParameter("casual", RandomFloat());
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}
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#endif
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}
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void CNPC_CombineS::OnListened()
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{
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BaseClass::OnListened();
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if ( HasCondition( COND_HEAR_DANGER ) && HasCondition( COND_HEAR_PHYSICS_DANGER ) )
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{
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if ( HasInterruptCondition( COND_HEAR_DANGER ) )
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{
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ClearCondition( COND_HEAR_PHYSICS_DANGER );
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}
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}
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// debugging to find missed schedules
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#if 0
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if ( HasCondition( COND_HEAR_DANGER ) && !HasInterruptCondition( COND_HEAR_DANGER ) )
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{
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DevMsg("Ignore danger in %s\n", GetCurSchedule()->GetName() );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &info -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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void CNPC_CombineS::Event_Killed( const CTakeDamageInfo &info )
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{
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// Don't bother if we've been told not to, or the player has a megaphyscannon
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if ( combine_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() )
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{
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BaseClass::Event_Killed( info );
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return;
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}
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CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() );
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if ( !pPlayer )
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{
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CPropVehicleDriveable *pVehicle = dynamic_cast<CPropVehicleDriveable *>( info.GetAttacker() ) ;
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if ( pVehicle && pVehicle->GetDriver() && pVehicle->GetDriver()->IsPlayer() )
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{
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pPlayer = assert_cast<CBasePlayer *>( pVehicle->GetDriver() );
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}
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}
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if ( pPlayer != NULL )
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{
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// Elites drop alt-fire ammo, so long as they weren't killed by dissolving.
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if( IsElite() )
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{
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#ifdef HL2_EPISODIC
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if ( HasSpawnFlags( SF_COMBINE_NO_AR2DROP ) == false )
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#endif
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{
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CBaseEntity *pItem = DropItem( "item_ammo_ar2_altfire", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
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if ( pItem )
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{
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IPhysicsObject *pObj = pItem->VPhysicsGetObject();
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if ( pObj )
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{
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Vector vel = RandomVector( -64.0f, 64.0f );
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AngularImpulse angImp = RandomAngularImpulse( -300.0f, 300.0f );
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vel[2] = 0.0f;
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pObj->AddVelocity( &vel, &angImp );
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}
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if( info.GetDamageType() & DMG_DISSOLVE )
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{
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CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem);
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if( pAnimating )
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{
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pAnimating->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
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}
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}
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else
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{
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WeaponManager_AddManaged( pItem );
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}
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}
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}
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}
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CHalfLife2 *pHL2GameRules = static_cast<CHalfLife2 *>(g_pGameRules);
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// Attempt to drop health
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if ( pHL2GameRules->NPC_ShouldDropHealth( pPlayer ) )
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{
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DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
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pHL2GameRules->NPC_DroppedHealth();
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}
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if ( HasSpawnFlags( SF_COMBINE_NO_GRENADEDROP ) == false )
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{
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// Attempt to drop a grenade
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if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) )
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{
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DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
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pHL2GameRules->NPC_DroppedGrenade();
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}
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}
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}
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BaseClass::Event_Killed( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &info -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CNPC_CombineS::IsLightDamage( const CTakeDamageInfo &info )
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{
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return BaseClass::IsLightDamage( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &info -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CNPC_CombineS::IsHeavyDamage( const CTakeDamageInfo &info )
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{
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// Combine considers AR2 fire to be heavy damage
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if ( info.GetAmmoType() == GetAmmoDef()->Index("AR2") )
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return true;
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// 357 rounds are heavy damage
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if ( info.GetAmmoType() == GetAmmoDef()->Index("357") )
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return true;
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// Shotgun blasts where at least half the pellets hit me are heavy damage
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if ( info.GetDamageType() & DMG_BUCKSHOT )
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{
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int iHalfMax = sk_plr_dmg_buckshot.GetFloat() * sk_plr_num_shotgun_pellets.GetInt() * 0.5;
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if ( info.GetDamage() >= iHalfMax )
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return true;
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}
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// Rollermine shocks
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if( (info.GetDamageType() & DMG_SHOCK) && hl2_episodic.GetBool() )
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{
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return true;
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}
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return BaseClass::IsHeavyDamage( info );
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}
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#if HL2_EPISODIC
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//-----------------------------------------------------------------------------
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// Purpose: Translate base class activities into combot activites
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//-----------------------------------------------------------------------------
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Activity CNPC_CombineS::NPC_TranslateActivity( Activity eNewActivity )
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{
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// If the special ep2_outland_05 "use march" flag is set, use the more casual marching anim.
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if ( m_iUseMarch && eNewActivity == ACT_WALK )
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{
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eNewActivity = ACT_WALK_MARCH;
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}
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return BaseClass::NPC_TranslateActivity( eNewActivity );
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}
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CNPC_CombineS )
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DEFINE_KEYFIELD( m_iUseMarch, FIELD_INTEGER, "usemarch" ),
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END_DATADESC()
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#endif
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