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https://github.com/nillerusr/source-engine.git
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729 lines
17 KiB
C++
729 lines
17 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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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hl1_npc_talker.h"
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#include "scripted.h"
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#include "soundent.h"
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#include "animation.h"
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#include "entitylist.h"
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#include "ai_navigator.h"
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#include "ai_motor.h"
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#include "player.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "npcevent.h"
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#include "ai_interactions.h"
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#include "doors.h"
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#include "effect_dispatch_data.h"
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#include "te_effect_dispatch.h"
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#include "hl1_ai_basenpc.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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ConVar hl1_debug_sentence_volume( "hl1_debug_sentence_volume", "0" );
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ConVar hl1_fixup_sentence_sndlevel( "hl1_fixup_sentence_sndlevel", "1" );
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//#define TALKER_LOOK 0
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BEGIN_DATADESC( CHL1NPCTalker )
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DEFINE_ENTITYFUNC( Touch ),
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DEFINE_FIELD( m_bInBarnacleMouth, FIELD_BOOLEAN ),
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DEFINE_USEFUNC( FollowerUse ),
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END_DATADESC()
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void CHL1NPCTalker::RunTask( 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_HL1TALKER_FOLLOW_WALK_PATH_FOR_UNITS:
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{
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float distance;
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distance = (m_vecLastPosition - GetLocalOrigin()).Length2D();
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// Walk path until far enough away
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if ( distance > pTask->flTaskData ||
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GetNavigator()->GetGoalType() == GOALTYPE_NONE )
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{
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TaskComplete();
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GetNavigator()->ClearGoal(); // Stop moving
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}
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break;
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}
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case TASK_TALKER_CLIENT_STARE:
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case TASK_TALKER_LOOK_AT_CLIENT:
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{
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CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
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// track head to the client for a while.
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if ( m_NPCState == NPC_STATE_IDLE &&
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!IsMoving() &&
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!GetExpresser()->IsSpeaking() )
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{
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if ( pPlayer )
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{
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IdleHeadTurn( pPlayer );
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}
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}
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else
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{
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// started moving or talking
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TaskFail( "moved away" );
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return;
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}
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if ( pTask->iTask == TASK_TALKER_CLIENT_STARE )
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{
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// fail out if the player looks away or moves away.
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if ( ( pPlayer->GetAbsOrigin() - GetAbsOrigin() ).Length2D() > TALKER_STARE_DIST )
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{
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// player moved away.
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TaskFail( NO_TASK_FAILURE );
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}
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Vector vForward;
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AngleVectors( GetAbsAngles(), &vForward );
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if ( UTIL_DotPoints( pPlayer->GetAbsOrigin(), GetAbsOrigin(), vForward ) < m_flFieldOfView )
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{
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// player looked away
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TaskFail( "looked away" );
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}
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}
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if ( gpGlobals->curtime > m_flWaitFinished )
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{
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TaskComplete( NO_TASK_FAILURE );
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}
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break;
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}
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case TASK_WAIT_FOR_MOVEMENT:
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{
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if ( GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL)
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{
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// ALERT(at_console, "walking, talking\n");
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IdleHeadTurn( GetSpeechTarget(), GetExpresser()->GetTimeSpeechComplete() - gpGlobals->curtime );
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}
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else if ( GetEnemy() )
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{
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IdleHeadTurn( GetEnemy() );
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}
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BaseClass::RunTask( pTask );
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break;
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}
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case TASK_FACE_PLAYER:
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{
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CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
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if ( pPlayer )
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{
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//GetMotor()->SetIdealYaw( pPlayer->GetAbsOrigin() );
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IdleHeadTurn( pPlayer );
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if ( gpGlobals->curtime > m_flWaitFinished && GetMotor()->DeltaIdealYaw() < 10 )
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{
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TaskComplete();
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}
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}
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else
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{
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TaskFail( FAIL_NO_PLAYER );
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}
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break;
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}
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case TASK_TALKER_EYECONTACT:
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{
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if (!IsMoving() && GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL)
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{
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// ALERT( at_console, "waiting %f\n", m_flStopTalkTime - gpGlobals->time );
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IdleHeadTurn( GetSpeechTarget(), GetExpresser()->GetTimeSpeechComplete() - gpGlobals->curtime );
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}
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BaseClass::RunTask( pTask );
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break;
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}
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default:
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{
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if ( GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL)
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{
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IdleHeadTurn( GetSpeechTarget(), GetExpresser()->GetTimeSpeechComplete() - gpGlobals->curtime );
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}
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else if ( GetEnemy() && m_NPCState == NPC_STATE_COMBAT )
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{
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IdleHeadTurn( GetEnemy() );
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}
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else if ( GetFollowTarget() )
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{
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IdleHeadTurn( GetFollowTarget() );
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}
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BaseClass::RunTask( pTask );
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break;
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}
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}
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}
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bool CHL1NPCTalker::ShouldGib( const CTakeDamageInfo &info )
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{
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if ( info.GetDamageType() & DMG_NEVERGIB )
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return false;
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if ( ( g_pGameRules->Damage_ShouldGibCorpse( info.GetDamageType() ) && m_iHealth < GIB_HEALTH_VALUE ) || ( info.GetDamageType() & DMG_ALWAYSGIB ) )
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return true;
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return false;
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}
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void CHL1NPCTalker::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_HL1TALKER_FOLLOW_WALK_PATH_FOR_UNITS:
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{
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GetNavigator()->SetMovementActivity( ACT_WALK );
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break;
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}
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case TASK_TALKER_SPEAK:
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// ask question or make statement
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FIdleSpeak();
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TaskComplete();
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break;
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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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// FIdleSpeak
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// ask question of nearby friend, or make statement
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//=========================================================
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int CHL1NPCTalker::FIdleSpeak ( void )
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{
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if (!IsOkToSpeak())
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return FALSE;
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// if there is a friend nearby to speak to, play sentence, set friend's response time, return
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// try to talk to any standing or sitting scientists nearby
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CBaseEntity *pentFriend = FindNearestFriend( false );
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CHL1NPCTalker *pentTalker = dynamic_cast<CHL1NPCTalker *>( pentFriend );
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if (pentTalker && random->RandomInt(0,1) )
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{
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Speak( TLK_QUESTION );
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SetSpeechTarget( pentFriend );
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pentTalker->SetSpeechTarget( this );
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pentTalker->SetCondition( COND_TALKER_RESPOND_TO_QUESTION );
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pentTalker->SetSchedule( SCHED_TALKER_IDLE_RESPONSE );
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pentTalker->GetExpresser()->BlockSpeechUntil( GetExpresser()->GetTimeSpeechComplete() );
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GetExpresser()->BlockSpeechUntil( gpGlobals->curtime + random->RandomFloat(4.8, 5.2) );
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//DevMsg( "Asking some question!\n" );
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return TRUE;
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}
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else if ( random->RandomInt(0,1)) // otherwise, play an idle statement
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{
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//DevMsg( "Making idle statement!\n" );
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Speak( TLK_IDLE );
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// set global min delay for next conversation
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GetExpresser()->BlockSpeechUntil( gpGlobals->curtime + random->RandomFloat(4.8, 5.2) );
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return TRUE;
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}
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// never spoke
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GetExpresser()->BlockSpeechUntil( 0 );
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m_flNextIdleSpeechTime = gpGlobals->curtime + 3;
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return FALSE;
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}
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bool CHL1NPCTalker::IsValidSpeechTarget( int flags, CBaseEntity *pEntity )
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{
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if ( pEntity == this )
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return false;
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CHL1NPCTalker *pentTarget = dynamic_cast<CHL1NPCTalker *>( pEntity );
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if ( pentTarget )
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{
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if ( !(flags & AIST_IGNORE_RELATIONSHIP) )
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{
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if ( pEntity->IsPlayer() )
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{
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if ( !IsPlayerAlly( (CBasePlayer *)pEntity ) )
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return false;
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}
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else
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{
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if ( IRelationType( pEntity ) != D_LI )
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return false;
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}
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}
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if ( !pEntity->IsAlive() )
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// don't dead people
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return false;
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// Ignore no-target entities
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if ( pEntity->GetFlags() & FL_NOTARGET )
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return false;
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CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
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if ( pNPC )
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{
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// If not a NPC for some reason, or in a script.
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//if ( (pNPC->m_NPCState == NPC_STATE_SCRIPT || pNPC->m_NPCState == NPC_STATE_PRONE))
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// return false;
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if ( pNPC->IsInAScript() )
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return false;
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// Don't bother people who don't want to be bothered
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if ( !pNPC->CanBeUsedAsAFriend() )
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return false;
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}
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if ( flags & AIST_FACING_TARGET )
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{
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if ( pEntity->IsPlayer() )
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return HasCondition( COND_SEE_PLAYER );
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else if ( !FInViewCone( pEntity ) )
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return false;
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}
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return FVisible( pEntity );
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}
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else
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return BaseClass::IsValidSpeechTarget( flags, pEntity );
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}
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int CHL1NPCTalker::SelectSchedule ( void )
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{
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switch( m_NPCState )
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{
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case NPC_STATE_PRONE:
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{
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if (m_bInBarnacleMouth)
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{
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return SCHED_HL1TALKER_BARNACLE_CHOMP;
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}
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else
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{
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return SCHED_HL1TALKER_BARNACLE_HIT;
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}
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}
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}
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return BaseClass::SelectSchedule();
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}
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void CHL1NPCTalker::Precache()
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{
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BaseClass::Precache();
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PrecacheScriptSound( "Barney.Close" );
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}
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bool CHL1NPCTalker::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
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{
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if (interactionType == g_interactionBarnacleVictimDangle)
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{
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// Force choosing of a new schedule
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ClearSchedule( "NPC talker being eaten by a barnacle" );
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m_bInBarnacleMouth = true;
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return true;
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}
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else if ( interactionType == g_interactionBarnacleVictimReleased )
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{
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SetState ( NPC_STATE_IDLE );
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CPASAttenuationFilter filter( this );
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CSoundParameters params;
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if ( GetParametersForSound( "Barney.Close", params, NULL ) )
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{
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EmitSound_t ep( params );
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ep.m_nPitch = GetExpresser()->GetVoicePitch();
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EmitSound( filter, entindex(), ep );
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}
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m_bInBarnacleMouth = false;
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SetAbsVelocity( vec3_origin );
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SetMoveType( MOVETYPE_STEP );
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return true;
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}
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else if ( interactionType == g_interactionBarnacleVictimGrab )
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{
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if ( GetFlags() & FL_ONGROUND )
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{
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SetGroundEntity( NULL );
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}
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if ( GetState() == NPC_STATE_SCRIPT )
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{
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if ( m_hCine )
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{
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m_hCine->CancelScript();
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}
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}
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SetState( NPC_STATE_PRONE );
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ClearSchedule( "NPC talker grabbed by a barnacle" );
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CTakeDamageInfo info;
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PainSound( info );
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return true;
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}
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return false;
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}
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void CHL1NPCTalker::StartFollowing( CBaseEntity *pLeader )
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{
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if ( !HasSpawnFlags( SF_NPC_GAG ) )
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{
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if ( m_iszUse != NULL_STRING )
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{
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PlaySentence( STRING( m_iszUse ), 0.0f );
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}
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else
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{
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Speak( TLK_STARTFOLLOW );
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}
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SetSpeechTarget( pLeader );
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}
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BaseClass::StartFollowing( pLeader );
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}
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int CHL1NPCTalker::PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener )
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{
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if( hl1_debug_sentence_volume.GetBool() )
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{
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Msg( "SENTENCE: %s Vol:%f SndLevel:%d\n", GetDebugName(), volume, soundlevel );
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}
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if( hl1_fixup_sentence_sndlevel.GetBool() )
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{
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if( soundlevel < SNDLVL_TALKING )
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{
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soundlevel = SNDLVL_TALKING;
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}
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}
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return BaseClass::PlayScriptedSentence( pszSentence, delay, volume, soundlevel, bConcurrent, pListener );
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}
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Disposition_t CHL1NPCTalker::IRelationType( CBaseEntity *pTarget )
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{
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if ( pTarget->IsPlayer() )
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{
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if ( HasMemory( bits_MEMORY_PROVOKED ) )
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{
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return D_HT;
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}
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}
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return BaseClass::IRelationType( pTarget );
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}
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void CHL1NPCTalker::Touch( CBaseEntity *pOther )
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{
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if ( m_NPCState == NPC_STATE_SCRIPT )
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return;
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BaseClass::Touch(pOther);
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}
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void CHL1NPCTalker::StopFollowing( void )
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{
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if ( !(m_afMemory & bits_MEMORY_PROVOKED) )
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{
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||
|
if ( !HasSpawnFlags( SF_NPC_GAG ) )
|
||
|
{
|
||
|
if ( m_iszUnUse != NULL_STRING )
|
||
|
{
|
||
|
PlaySentence( STRING( m_iszUnUse ), 0.0f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Speak( TLK_STOPFOLLOW );
|
||
|
}
|
||
|
|
||
|
SetSpeechTarget( GetFollowTarget() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::StopFollowing();
|
||
|
}
|
||
|
|
||
|
void CHL1NPCTalker::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
||
|
{
|
||
|
if ( info.GetDamage() >= 1.0 && !(info.GetDamageType() & DMG_SHOCK ) )
|
||
|
{
|
||
|
UTIL_BloodImpact( ptr->endpos, vecDir, BloodColor(), 4 );
|
||
|
}
|
||
|
|
||
|
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
|
||
|
}
|
||
|
|
||
|
void CHL1NPCTalker::FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
|
{
|
||
|
// Don't allow use during a scripted_sentence
|
||
|
if ( GetUseTime() > gpGlobals->curtime )
|
||
|
return;
|
||
|
|
||
|
if ( m_hCine && !m_hCine->CanInterrupt() )
|
||
|
return;
|
||
|
|
||
|
if ( pCaller != NULL && pCaller->IsPlayer() )
|
||
|
{
|
||
|
// Pre-disaster followers can't be used
|
||
|
if ( m_spawnflags & SF_NPC_PREDISASTER )
|
||
|
{
|
||
|
SetSpeechTarget( pCaller );
|
||
|
DeclineFollowing();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::FollowerUse( pActivator, pCaller, useType, value );
|
||
|
}
|
||
|
|
||
|
int CHL1NPCTalker::TranslateSchedule( int scheduleType )
|
||
|
{
|
||
|
return BaseClass::TranslateSchedule( scheduleType );
|
||
|
}
|
||
|
|
||
|
float CHL1NPCTalker::PickLookTarget( bool bExcludePlayers, float minTime, float maxTime )
|
||
|
{
|
||
|
return random->RandomFloat( 5.0f, 10.0f );
|
||
|
}
|
||
|
|
||
|
void CHL1NPCTalker::IdleHeadTurn( CBaseEntity *pTarget, float flDuration, float flImportance )
|
||
|
{
|
||
|
// Must be able to turn our head
|
||
|
if (!(CapabilitiesGet() & bits_CAP_TURN_HEAD))
|
||
|
return;
|
||
|
|
||
|
// If the target is invalid, or we're in a script, do nothing
|
||
|
if ( ( !pTarget ) || ( m_NPCState == NPC_STATE_SCRIPT ) )
|
||
|
return;
|
||
|
|
||
|
// Fill in a duration if we haven't specified one
|
||
|
if ( flDuration == 0.0f )
|
||
|
{
|
||
|
flDuration = random->RandomFloat( 2.0, 4.0 );
|
||
|
}
|
||
|
|
||
|
// Add a look target
|
||
|
AddLookTarget( pTarget, 1.0, flDuration );
|
||
|
}
|
||
|
|
||
|
void CHL1NPCTalker::SetHeadDirection( const Vector &vTargetPos, float flInterval)
|
||
|
{
|
||
|
#ifdef TALKER_LOOK
|
||
|
// Draw line in body, head, and eye directions
|
||
|
Vector vEyePos = EyePosition();
|
||
|
Vector vHeadDir = HeadDirection3D();
|
||
|
Vector vBodyDir = BodyDirection2D();
|
||
|
|
||
|
//UNDONE <<TODO>>
|
||
|
// currently eye dir just returns head dir, so use vTargetPos for now
|
||
|
//Vector vEyeDir; w
|
||
|
//EyeDirection3D(&vEyeDir);
|
||
|
NDebugOverlay::Line( vEyePos, vEyePos+(50*vHeadDir), 255, 0, 0, false, 0.1 );
|
||
|
NDebugOverlay::Line( vEyePos, vEyePos+(50*vBodyDir), 0, 255, 0, false, 0.1 );
|
||
|
NDebugOverlay::Line( vEyePos, vTargetPos, 0, 0, 255, false, 0.1 );
|
||
|
#endif
|
||
|
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CHL1NPCTalker::CorpseGib( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
CEffectData data;
|
||
|
|
||
|
data.m_vOrigin = WorldSpaceCenter();
|
||
|
data.m_vNormal = data.m_vOrigin - info.GetDamagePosition();
|
||
|
VectorNormalize( data.m_vNormal );
|
||
|
|
||
|
data.m_flScale = RemapVal( m_iHealth, 0, -500, 1, 3 );
|
||
|
data.m_flScale = clamp( data.m_flScale, 1, 3 );
|
||
|
|
||
|
data.m_nMaterial = 1;
|
||
|
data.m_nHitBox = -m_iHealth;
|
||
|
|
||
|
data.m_nColor = BloodColor();
|
||
|
|
||
|
DispatchEffect( "HL1Gib", data );
|
||
|
|
||
|
CSoundEnt::InsertSound( SOUND_MEAT, GetAbsOrigin(), 256, 0.5f, this );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CHL1NPCTalker::OnObstructingDoor( AILocalMoveGoal_t *pMoveGoal, CBaseDoor *pDoor, float distClear, AIMoveResult_t *pResult )
|
||
|
{
|
||
|
// If we can't get through the door, try and open it
|
||
|
if ( BaseClass::OnObstructingDoor( pMoveGoal, pDoor, distClear, pResult ) )
|
||
|
{
|
||
|
if ( IsMoveBlocked( *pResult ) && pMoveGoal->directTrace.vHitNormal != vec3_origin )
|
||
|
{
|
||
|
// Can't do anything if the door's locked
|
||
|
if ( !pDoor->m_bLocked && !pDoor->HasSpawnFlags(SF_DOOR_NONPCS) )
|
||
|
{
|
||
|
// Tell the door to open
|
||
|
variant_t emptyVariant;
|
||
|
pDoor->AcceptInput( "Open", this, this, emptyVariant, USE_TOGGLE );
|
||
|
*pResult = AIMR_OK;
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// HL1 version - never return Ragdoll as the automatic schedule at the end of a
|
||
|
// scripted sequence
|
||
|
int CHL1NPCTalker::SelectDeadSchedule()
|
||
|
{
|
||
|
// Alread dead (by animation event maybe?)
|
||
|
// Is it safe to set it to SCHED_NONE?
|
||
|
if ( m_lifeState == LIFE_DEAD )
|
||
|
return SCHED_NONE;
|
||
|
|
||
|
CleanupOnDeath();
|
||
|
return SCHED_DIE;
|
||
|
}
|
||
|
|
||
|
|
||
|
AI_BEGIN_CUSTOM_NPC( monster_hl1talker, CHL1NPCTalker )
|
||
|
|
||
|
DECLARE_TASK( TASK_HL1TALKER_FOLLOW_WALK_PATH_FOR_UNITS )
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_HL1TALKER_MOVE_AWAY_FOLLOW
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_HL1TALKER_FOLLOW_MOVE_AWAY,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_TARGET_FACE"
|
||
|
" TASK_STORE_LASTPOSITION 0"
|
||
|
" TASK_MOVE_AWAY_PATH 100"
|
||
|
" TASK_HL1TALKER_FOLLOW_WALK_PATH_FOR_UNITS 100"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_FACE_PLAYER 0"
|
||
|
" TASK_SET_ACTIVITY ACT_IDLE"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_HL1TALKER_IDLE_SPEAK_WAIT
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_HL1TALKER_IDLE_SPEAK_WAIT,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Stop and talk
|
||
|
" TASK_FACE_PLAYER 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_LIGHT_DAMAGE"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
" COND_HEAR_DANGER"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_HL1TALKER_BARNACLE_HIT
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_HL1TALKER_BARNACLE_HIT,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_BARNACLE_HIT"
|
||
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HL1TALKER_BARNACLE_PULL"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_HL1TALKER_BARNACLE_PULL
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_HL1TALKER_BARNACLE_PULL,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_BARNACLE_PULL"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_HL1TALKER_BARNACLE_CHOMP
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_HL1TALKER_BARNACLE_CHOMP,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_BARNACLE_CHOMP"
|
||
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HL1TALKER_BARNACLE_CHEW"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
)
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_HL1TALKER_BARNACLE_CHEW
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_HL1TALKER_BARNACLE_CHEW,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_BARNACLE_CHEW"
|
||
|
)
|
||
|
|
||
|
AI_END_CUSTOM_NPC()
|