upload "kind" alien swarm

This commit is contained in:
nillerusr
2023-10-03 17:23:56 +03:00
parent b7bd94c52e
commit 7d3c0d8b5a
4229 changed files with 462900 additions and 495155 deletions
+52 -13
View File
@@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Hooks and classes for the support of humanoid NPCs with
// groovy facial animation capabilities, aka, "Actors"
@@ -26,6 +26,7 @@
//-----------------------------------------------------------------------------
enum PoseParameter_t { POSE_END=INT_MAX };
enum FlexWeight_t { FLEX_END=INT_MAX };
class CInfoRemarkable;
struct AILookTargetArgs_t
{
@@ -45,10 +46,8 @@ class CAI_BaseActor : public CAI_ExpresserHost<CAI_BaseHumanoid>
//friend CPoseParameter;
//friend CFlexWeight;
#pragma region PoseParameter and FlexWeight get/set
public:
// FIXME: this method is lame, isn't there some sort of template thing that would get rid of the Outer pointer?
void Init( PoseParameter_t &index, const char *szName ) { index = (PoseParameter_t)LookupPoseParameter( szName ); };
void Set( PoseParameter_t index, float flValue ) { SetPoseParameter( (int)index, flValue ); }
float Get( PoseParameter_t index ) { return GetPoseParameter( (int)index ); }
@@ -70,7 +69,7 @@ public:
}
void Set( FlexWeight_t index, float flValue ) { SetFlexWeight( (LocalFlexController_t)index, flValue ); }
float Get( FlexWeight_t index ) { return GetFlexWeight( (LocalFlexController_t)index ); }
#pragma endregion
public:
CAI_BaseActor()
@@ -85,7 +84,8 @@ public:
m_iszAlertExpression( NULL_STRING ),
m_iszCombatExpression( NULL_STRING ),
m_iszDeathExpression( NULL_STRING ),
m_iszExpressionOverride( NULL_STRING )
m_iszExpressionOverride( NULL_STRING ),
m_bRemarkablePolling( false )
{
memset( m_flextarget, 0, 64 * sizeof( m_flextarget[0] ) );
}
@@ -129,24 +129,26 @@ public:
virtual void ClearLookTarget( CBaseEntity *pTarget );
virtual void ExpireCurrentRandomLookTarget() { m_flNextRandomLookTime = gpGlobals->curtime - 0.1f; }
virtual void StartTaskRangeAttack1( const Task_t *pTask );
virtual void AddLookTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp = 0.0 );
virtual void AddLookTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 );
virtual void MaintainLookTargets( float flInterval );
virtual bool ValidEyeTarget(const Vector &lookTargetPos);
virtual bool ValidHeadTarget(const Vector &lookTargetPos);
virtual float HeadTargetValidity(const Vector &lookTargetPos);
virtual void StartTaskRangeAttack1( const Task_t *pTask );
virtual void SetHeadDirection( const Vector &vTargetPos, float flInterval );
void UpdateBodyControl( void );
void UpdateHeadControl( const Vector &vHeadTarget, float flHeadInfluence );
virtual float GetHeadDebounce( void ) { return 0.3; } // how much of previous head turn to use
virtual void MaintainLookTargets( float flInterval );
virtual bool ValidEyeTarget(const Vector &lookTargetPos);
virtual bool ValidHeadTarget(const Vector &lookTargetPos);
virtual float HeadTargetValidity(const Vector &lookTargetPos);
virtual bool ShouldBruteForceFailedNav() { return true; }
virtual void GatherConditions( void );
void AccumulateIdealYaw( float flYaw, float flIntensity );
bool SetAccumulatedYawAndUpdate( void );
@@ -157,6 +159,32 @@ public:
virtual void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
//-- Code for responding to INFO_REMARKABLES --
#pragma region Info_Remarkable Code
// INFO_REMARKABLEs are objects in the world for which AIs poll and
// potentially say context-sensitive things.
// The code is here because for the moment only AI_BaseActors do this.
// However any other ExpresserHost theoretically could; if you want this
// on, say, a player, we'd need to create some new common base class or
// some such.
// called from GatherConditions() for now because can't think of a better
// place to poll it from. Returns true if speaking was tried.
bool UpdateRemarkableSpeech();
inline void EnableRemarkables( bool bEnabled ) { m_bRemarkablePolling = bEnabled; }
protected:
/// true iff the character is allowed to poll for remarkables at all (eg,
/// rate limiting). You can make it virtual if you need to.
bool CanPollRemarkables();
/// Test to see if a particular remarkable can be commented upon.
virtual bool TestRemarkingUpon( CInfoRemarkable * pRemarkable );
public:
#pragma endregion
//---------------------------------
virtual void PlayExpressionForState( NPC_STATE state );
@@ -179,6 +207,10 @@ public:
SCENE_AI_DISABLEAI
};
public:
//---------------------------------
virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
void InvalidateBoneCache( void );
DECLARE_DATADESC();
private:
@@ -237,6 +269,12 @@ protected:
string_t m_iszCombatExpression;
string_t m_iszDeathExpression;
bool m_bRemarkablePolling;
float m_fNextIdleVocalizeTime; ///< Not a CoundownTimer because it doesn't need to be networked
float m_fNextRemarkPollTime; ///< we only poll for TLK_REMARK once per second or so
#pragma region PoseParameters and FlexWeights
private:
//---------------------------------
@@ -272,6 +310,7 @@ private:
PoseParameter_t m_ParameterGestureWidth; // "gesture_width"
FlexWeight_t m_FlexweightGestureUpDown; // "gesture_updown"
FlexWeight_t m_FlexweightGestureRightLeft; // "gesture_rightleft"
#pragma endregion Cached indices
private:
//---------------------------------