mirror of
https://github.com/nillerusr/source-engine.git
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2331 lines
67 KiB
C++
2331 lines
67 KiB
C++
//========= 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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#include "cbase.h"
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#include "npc_turret_floor.h"
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#include "ai_senses.h"
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#include "ai_memory.h"
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#include "engine/IEngineSound.h"
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#include "ammodef.h"
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#include "hl2/hl2_player.h"
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#include "soundenvelope.h"
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#include "physics_saverestore.h"
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#include "IEffects.h"
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#include "basehlcombatweapon_shared.h"
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#include "phys_controller.h"
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#include "ai_interactions.h"
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#include "Sprite.h"
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#include "beam_shared.h"
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#include "props.h"
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#include "particle_parse.h"
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#ifdef PORTAL
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#include "prop_portal_shared.h"
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#include "portal_util_shared.h"
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#endif
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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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const char *GetMassEquivalent(float flMass);
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#define DISABLE_SHOT 0
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//Debug visualization
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ConVar g_debug_turret( "g_debug_turret", "0" );
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extern ConVar physcannon_tracelength;
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// Interactions
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int g_interactionTurretStillStanding = 0;
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float CNPC_FloorTurret::fMaxTipControllerVelocity = 300.0f * 300.0f;
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float CNPC_FloorTurret::fMaxTipControllerAngularVelocity = 90.0f * 90.0f;
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#define LASER_BEAM_SPRITE "effects/laser1.vmt"
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#define FLOOR_TURRET_MODEL "models/combine_turrets/floor_turret.mdl"
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#define FLOOR_TURRET_MODEL_CITIZEN "models/combine_turrets/citizen_turret.mdl"
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#define FLOOR_TURRET_GLOW_SPRITE "sprites/glow1.vmt"
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// #define FLOOR_TURRET_BC_YAW "aim_yaw"
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// #define FLOOR_TURRET_BC_PITCH "aim_pitch"
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#define FLOOR_TURRET_RANGE 1200
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#define FLOOR_TURRET_MAX_WAIT 5
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#define FLOOR_TURRET_SHORT_WAIT 2.0 // Used for FAST_RETIRE spawnflag
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#define FLOOR_TURRET_PING_TIME 1.0f //LPB!!
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#define FLOOR_TURRET_VOICE_PITCH_LOW 45
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#define FLOOR_TURRET_VOICE_PITCH_HIGH 100
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//Aiming variables
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#define FLOOR_TURRET_MAX_NOHARM_PERIOD 0.0f
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#define FLOOR_TURRET_MAX_GRACE_PERIOD 3.0f
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//Activities
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int ACT_FLOOR_TURRET_OPEN;
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int ACT_FLOOR_TURRET_CLOSE;
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int ACT_FLOOR_TURRET_OPEN_IDLE;
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int ACT_FLOOR_TURRET_CLOSED_IDLE;
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int ACT_FLOOR_TURRET_FIRE;
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//Datatable
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BEGIN_DATADESC( CNPC_FloorTurret )
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DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ),
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DEFINE_FIELD( m_bAutoStart, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bBlinkState, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bNoAlarmSounds, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flShotTime, FIELD_TIME ),
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DEFINE_FIELD( m_flLastSight, FIELD_TIME ),
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DEFINE_FIELD( m_flThrashTime, FIELD_TIME ),
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DEFINE_FIELD( m_flPingTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextActivateSoundTime, FIELD_TIME ),
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DEFINE_FIELD( m_bCarriedByPlayer, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bUseCarryAngles, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flPlayerDropTime, FIELD_TIME ),
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DEFINE_FIELD( m_hLastNPCToKickMe, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flKnockOverFailedTime, FIELD_TIME ),
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DEFINE_FIELD( m_flDestructStartTime, FIELD_TIME ),
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DEFINE_FIELD( m_hFizzleEffect, FIELD_EHANDLE ),
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DEFINE_FIELD( m_vecGoalAngles,FIELD_VECTOR ),
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DEFINE_FIELD( m_iEyeAttachment, FIELD_INTEGER ),
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DEFINE_FIELD( m_iMuzzleAttachment, FIELD_INTEGER ),
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DEFINE_FIELD( m_iEyeState, FIELD_INTEGER ),
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DEFINE_FIELD( m_hEyeGlow, FIELD_EHANDLE ),
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DEFINE_FIELD( m_pMotionController,FIELD_EHANDLE),
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DEFINE_FIELD( m_vecEnemyLKP, FIELD_VECTOR ),
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DEFINE_FIELD( m_hLaser, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bSelfDestructing, FIELD_BOOLEAN ),
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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_bHackedByAlyx, FIELD_BOOLEAN ),
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DEFINE_KEYFIELD( m_iKeySkin, FIELD_INTEGER, "SkinNumber" ),
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DEFINE_THINKFUNC( Retire ),
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DEFINE_THINKFUNC( Deploy ),
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DEFINE_THINKFUNC( ActiveThink ),
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DEFINE_THINKFUNC( SearchThink ),
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DEFINE_THINKFUNC( AutoSearchThink ),
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DEFINE_THINKFUNC( TippedThink ),
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DEFINE_THINKFUNC( InactiveThink ),
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DEFINE_THINKFUNC( SuppressThink ),
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DEFINE_THINKFUNC( DisabledThink ),
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DEFINE_THINKFUNC( SelfDestructThink ),
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DEFINE_THINKFUNC( BreakThink ),
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DEFINE_USEFUNC( ToggleUse ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DepleteAmmo", InputDepleteAmmo ),
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DEFINE_INPUTFUNC( FIELD_VOID, "RestoreAmmo", InputRestoreAmmo ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SelfDestruct", InputSelfDestruct ),
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DEFINE_OUTPUT( m_OnDeploy, "OnDeploy" ),
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DEFINE_OUTPUT( m_OnRetire, "OnRetire" ),
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DEFINE_OUTPUT( m_OnTipped, "OnTipped" ),
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DEFINE_OUTPUT( m_OnPhysGunPickup, "OnPhysGunPickup" ),
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DEFINE_OUTPUT( m_OnPhysGunDrop, "OnPhysGunDrop" ),
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DEFINE_BASENPCINTERACTABLE_DATADESC(),
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// DEFINE_FIELD( m_ShotSounds, FIELD_SHORT ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( npc_turret_floor, CNPC_FloorTurret );
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CNPC_FloorTurret::CNPC_FloorTurret( void ) :
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m_bActive( false ),
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m_hEyeGlow( NULL ),
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m_hLaser( NULL ),
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m_iAmmoType( -1 ),
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m_bAutoStart( false ),
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m_flPingTime( 0.0f ),
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m_flNextActivateSoundTime( 0.0f ),
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m_bCarriedByPlayer( false ),
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m_bUseCarryAngles( false ),
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m_flPlayerDropTime( 0.0f ),
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m_flShotTime( 0.0f ),
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m_flLastSight( 0.0f ),
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m_bBlinkState( false ),
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m_flThrashTime( 0.0f ),
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m_pMotionController( NULL ),
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m_bEnabled( false ),
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m_bSelfDestructing( false )
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{
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m_vecGoalAngles.Init();
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m_vecEnemyLKP = vec3_invalid;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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Class_T CNPC_FloorTurret::Classify( void )
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{
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if ( m_bEnabled )
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{
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// Hacked or friendly turrets don't attack players
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if( m_bHackedByAlyx || IsCitizenTurret() )
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return CLASS_PLAYER_ALLY;
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return CLASS_COMBINE;
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}
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return CLASS_NONE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_FloorTurret::UpdateOnRemove( void )
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{
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if ( m_pMotionController != NULL )
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{
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UTIL_Remove( m_pMotionController );
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m_pMotionController = NULL;
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}
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if ( m_hLaser != NULL )
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{
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UTIL_Remove( m_hLaser );
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m_hLaser = NULL;
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}
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if ( m_hEyeGlow != NULL )
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{
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UTIL_Remove( m_hEyeGlow );
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m_hEyeGlow = NULL;
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}
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precache
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//-----------------------------------------------------------------------------
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void CNPC_FloorTurret::Precache( void )
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{
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const char *pModelName = STRING( GetModelName() );
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pModelName = ( pModelName && pModelName[ 0 ] != '\0' ) ? pModelName : FLOOR_TURRET_MODEL;
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PrecacheModel( pModelName );
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PrecacheModel( FLOOR_TURRET_GLOW_SPRITE );
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PropBreakablePrecacheAll( MAKE_STRING( pModelName ) );
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if ( IsCitizenTurret() )
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{
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PrecacheModel( LASER_BEAM_SPRITE );
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PrecacheScriptSound( "NPC_FloorTurret.AlarmPing");
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}
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// Activities
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ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_OPEN );
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ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_CLOSE );
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ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_CLOSED_IDLE );
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ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_OPEN_IDLE );
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ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_FIRE );
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PrecacheScriptSound( "NPC_FloorTurret.Retire" );
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PrecacheScriptSound( "NPC_FloorTurret.Deploy" );
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PrecacheScriptSound( "NPC_FloorTurret.Move" );
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PrecacheScriptSound( "NPC_Combine.WeaponBash" );
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PrecacheScriptSound( "NPC_FloorTurret.Activate" );
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PrecacheScriptSound( "NPC_FloorTurret.Alert" );
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m_ShotSounds = PrecacheScriptSound( "NPC_FloorTurret.ShotSounds" );
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PrecacheScriptSound( "NPC_FloorTurret.Die" );
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PrecacheScriptSound( "NPC_FloorTurret.Retract");
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PrecacheScriptSound( "NPC_FloorTurret.Alarm");
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PrecacheScriptSound( "NPC_FloorTurret.Ping");
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PrecacheScriptSound( "NPC_FloorTurret.DryFire");
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PrecacheScriptSound( "NPC_FloorTurret.Destruct" );
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#ifdef HL2_EPISODIC
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PrecacheParticleSystem( "explosion_turret_break" );
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#endif // HL2_EPISODIC
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Spawn the entity
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//-----------------------------------------------------------------------------
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void CNPC_FloorTurret::Spawn( void )
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{
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Precache();
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const char *pModelName = STRING( GetModelName() );
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SetModel( ( pModelName && pModelName[ 0 ] != '\0' ) ? pModelName : FLOOR_TURRET_MODEL );
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// If we're a citizen turret, we use a different skin
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if ( IsCitizenTurret() )
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{
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if (m_iKeySkin == 0)
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{ // select a "random" skin -- rather than being truly random, use a static variable
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// to cycle through them evenly. The static won't be saved across save/load, but
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// frankly I don't care so much about that.
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// m_nSkin = random->RandomInt( 1, 4 );
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static unsigned int nextSkin = 0;
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m_nSkin = nextSkin + 1;
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// add one mod 4
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nextSkin = (nextSkin + 1) & 0x03;
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}
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else
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{ // at least make sure that it's in the right range
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m_nSkin = clamp(m_iKeySkin,1,4);
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}
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}
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BaseClass::Spawn();
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SetBlocksLOS( false );
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m_HackedGunPos = Vector( 0, 0, 12.75 );
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SetViewOffset( EyeOffset( ACT_IDLE ) );
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m_flFieldOfView = 0.4f; // 60 degrees
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m_takedamage = DAMAGE_EVENTS_ONLY;
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m_iHealth = 100;
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m_iMaxHealth = 100;
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AddEFlags( EFL_NO_DISSOLVE );
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SetPoseParameter( m_poseAim_Yaw, 0 );
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SetPoseParameter( m_poseAim_Pitch, 0 );
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m_iAmmoType = GetAmmoDef()->Index( "PISTOL" );
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m_iMuzzleAttachment = LookupAttachment( "eyes" );
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m_iEyeAttachment = LookupAttachment( "light" );
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// FIXME: Do we ever need m_bAutoStart? (Sawyer)
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m_spawnflags |= SF_FLOOR_TURRET_AUTOACTIVATE;
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//Set our autostart state
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m_bAutoStart = !!( m_spawnflags & SF_FLOOR_TURRET_AUTOACTIVATE );
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m_bEnabled = ( ( m_spawnflags & SF_FLOOR_TURRET_STARTINACTIVE ) == false );
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//Do we start active?
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if ( m_bAutoStart && m_bEnabled )
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{
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SetThink( &CNPC_FloorTurret::AutoSearchThink );
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SetEyeState( TURRET_EYE_DORMANT );
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}
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else
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{
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SetThink( &CNPC_FloorTurret::DisabledThink );
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SetEyeState( TURRET_EYE_DISABLED );
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}
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// Start
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if ( OnSide() )
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{
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SetThink( &CNPC_FloorTurret::DisabledThink );
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SetEyeState( TURRET_EYE_DISABLED );
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}
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//Stagger our starting times
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SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ) );
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SetUse( &CNPC_FloorTurret::ToggleUse );
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// Don't allow us to skip animation setup because our attachments are critical to us!
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SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
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CreateVPhysics();
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SetState(NPC_STATE_IDLE);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_FloorTurret::Activate( void )
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{
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BaseClass::Activate();
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// Force the eye state to the current state so that our glows are recreated after transitions
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SetEyeState( m_iEyeState );
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if ( !m_pMotionController )
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{
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// Create the motion controller
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m_pMotionController = CTurretTipController::CreateTipController( this );
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// Enable the controller
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if ( m_pMotionController != NULL )
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{
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m_pMotionController->Enable();
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}
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}
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}
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//-----------------------------------------------------------------------------
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bool CNPC_FloorTurret::CreateVPhysics( void )
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{
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//Spawn our physics hull
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if ( VPhysicsInitNormal( SOLID_VPHYSICS, 0, false ) == NULL )
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{
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DevMsg( "npc_turret_floor unable to spawn physics object!\n" );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Retract and stop attacking
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//-----------------------------------------------------------------------------
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void CNPC_FloorTurret::Retire( void )
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{
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if ( PreThink( TURRET_RETIRING ) )
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return;
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//Level out the turret
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m_vecGoalAngles = GetAbsAngles();
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SetNextThink( gpGlobals->curtime + 0.05f );
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//Set ourselves to close
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if ( GetActivity() != ACT_FLOOR_TURRET_CLOSE )
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{
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//Set our visible state to dormant
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SetEyeState( TURRET_EYE_DORMANT );
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SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
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//If we're done moving to our desired facing, close up
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if ( UpdateFacing() == false )
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{
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SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSE );
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EmitSound( "NPC_FloorTurret.Retire" );
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//Notify of the retraction
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m_OnRetire.FireOutput( NULL, this );
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}
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}
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else if ( IsActivityFinished() )
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{
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m_bActive = false;
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m_flLastSight = 0;
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SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSED_IDLE );
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//Go back to auto searching
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if ( m_bAutoStart )
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{
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SetThink( &CNPC_FloorTurret::AutoSearchThink );
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SetNextThink( gpGlobals->curtime + 0.05f );
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}
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else
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{
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//Set our visible state to dormant
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SetEyeState( TURRET_EYE_DISABLED );
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SetThink( &CNPC_FloorTurret::DisabledThink );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Deploy and start attacking
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//-----------------------------------------------------------------------------
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void CNPC_FloorTurret::Deploy( void )
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{
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if ( PreThink( TURRET_DEPLOYING ) )
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return;
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m_vecGoalAngles = GetAbsAngles();
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SetNextThink( gpGlobals->curtime + 0.05f );
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//Show we've seen a target
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SetEyeState( TURRET_EYE_SEE_TARGET );
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//Open if we're not already
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if ( GetActivity() != ACT_FLOOR_TURRET_OPEN )
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{
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m_bActive = true;
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SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN );
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EmitSound( "NPC_FloorTurret.Deploy" );
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//Notify we're deploying
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m_OnDeploy.FireOutput( NULL, this );
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}
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//If we're done, then start searching
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if ( IsActivityFinished() )
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{
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SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
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m_flShotTime = gpGlobals->curtime + 1.0f;
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m_flPlaybackRate = 0;
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SetThink( &CNPC_FloorTurret::SearchThink );
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EmitSound( "NPC_FloorTurret.Move" );
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}
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m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT;
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}
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//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
|
|
{
|
|
m_hPhysicsAttacker = pPhysGunUser;
|
|
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
|
|
|
|
// Drop our mass a lot so that we can be moved easily with +USE
|
|
if ( reason != PUNTED_BY_CANNON )
|
|
{
|
|
Assert( VPhysicsGetObject() );
|
|
|
|
m_bCarriedByPlayer = true;
|
|
m_OnPhysGunPickup.FireOutput( this, this );
|
|
|
|
// We want to use preferred carry angles if we're not nicely upright
|
|
Vector vecToTurret = pPhysGunUser->GetAbsOrigin() - GetAbsOrigin();
|
|
vecToTurret.z = 0;
|
|
VectorNormalize( vecToTurret );
|
|
|
|
// We want to use preferred carry angles if we're not nicely upright
|
|
Vector forward, up;
|
|
GetVectors( &forward, NULL, &up );
|
|
|
|
bool bUpright = DotProduct( up, Vector(0,0,1) ) > 0.9f;
|
|
bool bBehind = DotProduct( vecToTurret, forward ) < 0.85f;
|
|
|
|
// Correct our angles only if we're not upright or we're mostly behind the turret
|
|
if ( hl2_episodic.GetBool() )
|
|
{
|
|
m_bUseCarryAngles = ( bUpright == false || bBehind );
|
|
}
|
|
else
|
|
{
|
|
m_bUseCarryAngles = ( bUpright == false );
|
|
}
|
|
}
|
|
|
|
// Clear out our last NPC to kick me, because it makes no sense now
|
|
m_hLastNPCToKickMe = NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
|
|
{
|
|
m_hPhysicsAttacker = pPhysGunUser;
|
|
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
|
|
|
|
m_bCarriedByPlayer = false;
|
|
m_bUseCarryAngles = false;
|
|
m_OnPhysGunDrop.FireOutput( this, this );
|
|
|
|
// If this is a friendly turret, remember that it was just dropped
|
|
if ( IRelationType( pPhysGunUser ) != D_HT )
|
|
{
|
|
m_flPlayerDropTime = gpGlobals->curtime + 2.0;
|
|
}
|
|
|
|
// Restore our mass to the original value
|
|
Assert( VPhysicsGetObject() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Whether this should return carry angles
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_FloorTurret::HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer )
|
|
{
|
|
// Don't use preferred angles on enemy turrets
|
|
if ( IRelationType( pPlayer ) == D_HT )
|
|
return false;
|
|
|
|
return m_bUseCarryAngles;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_FloorTurret::OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
|
|
{
|
|
// Prevent players pulling enemy turrets from afar if they're in front of the turret
|
|
if ( reason == PICKED_UP_BY_CANNON && IRelationType( pPhysGunUser ) == D_HT )
|
|
{
|
|
Vector vecForward;
|
|
GetVectors( &vecForward, NULL, NULL );
|
|
Vector vecForce = (pPhysGunUser->GetAbsOrigin() - GetAbsOrigin());
|
|
float flDistance = VectorNormalize( vecForce );
|
|
|
|
// If it's over the physcannon tracelength, we're pulling it
|
|
if ( flDistance > physcannon_tracelength.GetFloat() )
|
|
{
|
|
float flDot = DotProduct( vecForward, vecForce );
|
|
if ( flDot > 0.5 )
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_FloorTurret::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter *sourceEnt)
|
|
{
|
|
if ( interactionType == g_interactionCombineBash )
|
|
{
|
|
// We've been bashed by a combine soldier. Remember who it was, if we haven't got an active kicker
|
|
if ( !m_hLastNPCToKickMe )
|
|
{
|
|
m_hLastNPCToKickMe = sourceEnt;
|
|
m_flKnockOverFailedTime = gpGlobals->curtime + 3.0;
|
|
}
|
|
|
|
// Get knocked away
|
|
Vector forward, up;
|
|
AngleVectors( sourceEnt->GetLocalAngles(), &forward, NULL, &up );
|
|
ApplyAbsVelocityImpulse( forward * 100 + up * 50 );
|
|
CTakeDamageInfo info( sourceEnt, sourceEnt, 30, DMG_CLUB );
|
|
CalculateMeleeDamageForce( &info, forward, GetAbsOrigin() );
|
|
TakeDamage( info );
|
|
|
|
EmitSound( "NPC_Combine.WeaponBash" );
|
|
return true;
|
|
}
|
|
|
|
return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the speed at which the turret can face a target
|
|
//-----------------------------------------------------------------------------
|
|
float CNPC_FloorTurret::MaxYawSpeed( void )
|
|
{
|
|
//TODO: Scale by difficulty?
|
|
return 360.0f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if this turret was recently dropped by a player
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_FloorTurret::WasJustDroppedByPlayer( void )
|
|
{
|
|
if ( m_flPlayerDropTime > gpGlobals->curtime )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Causes the turret to face its desired angles
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_FloorTurret::UpdateFacing( void )
|
|
{
|
|
bool bMoved = false;
|
|
UpdateMuzzleMatrix();
|
|
|
|
Vector vecGoalDir;
|
|
AngleVectors( m_vecGoalAngles, &vecGoalDir );
|
|
|
|
Vector vecGoalLocalDir;
|
|
VectorIRotate( vecGoalDir, m_muzzleToWorld, vecGoalLocalDir );
|
|
|
|
if ( g_debug_turret.GetBool() )
|
|
{
|
|
Vector vecMuzzle, vecMuzzleDir;
|
|
|
|
MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
|
|
MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir );
|
|
|
|
NDebugOverlay::Cross3D( vecMuzzle, -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, false, 0.05 );
|
|
NDebugOverlay::Cross3D( vecMuzzle+(vecMuzzleDir*256), -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, false, 0.05 );
|
|
NDebugOverlay::Line( vecMuzzle, vecMuzzle+(vecMuzzleDir*256), 255, 255, 0, false, 0.05 );
|
|
|
|
NDebugOverlay::Cross3D( vecMuzzle, -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 0.05 );
|
|
NDebugOverlay::Cross3D( vecMuzzle+(vecGoalDir*256), -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 0.05 );
|
|
NDebugOverlay::Line( vecMuzzle, vecMuzzle+(vecGoalDir*256), 255, 0, 0, false, 0.05 );
|
|
}
|
|
|
|
QAngle vecGoalLocalAngles;
|
|
VectorAngles( vecGoalLocalDir, vecGoalLocalAngles );
|
|
|
|
// Update pitch
|
|
float flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.x, 0.0, 0.05f * MaxYawSpeed() ) );
|
|
|
|
SetPoseParameter( m_poseAim_Pitch, GetPoseParameter( m_poseAim_Pitch ) + ( flDiff / 1.5f ) );
|
|
|
|
if ( fabs( flDiff ) > 0.1f )
|
|
{
|
|
bMoved = true;
|
|
}
|
|
|
|
// Update yaw
|
|
flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.y, 0.0, 0.05f * MaxYawSpeed() ) );
|
|
|
|
SetPoseParameter( m_poseAim_Yaw, GetPoseParameter( m_poseAim_Yaw ) + ( flDiff / 1.5f ) );
|
|
|
|
if ( fabs( flDiff ) > 0.1f )
|
|
{
|
|
bMoved = true;
|
|
}
|
|
|
|
// You're going to make decisions based on this info. So bump the bone cache after you calculate everything
|
|
InvalidateBoneCache();
|
|
|
|
return bMoved;
|
|
}
|
|
|
|
void CNPC_FloorTurret::DryFire( void )
|
|
{
|
|
EmitSound( "NPC_FloorTurret.DryFire");
|
|
EmitSound( "NPC_FloorTurret.Activate" );
|
|
|
|
if ( RandomFloat( 0, 1 ) > 0.5 )
|
|
{
|
|
m_flShotTime = gpGlobals->curtime + random->RandomFloat( 1, 2.5 );
|
|
}
|
|
else
|
|
{
|
|
m_flShotTime = gpGlobals->curtime;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Turret will continue to fire on a target's position when it loses sight of it
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::SuppressThink( void )
|
|
{
|
|
//Allow descended classes a chance to do something before the think function
|
|
if ( PreThink( TURRET_SUPPRESSING ) )
|
|
return;
|
|
|
|
//Update our think time
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
// Look for a new enemy
|
|
HackFindEnemy();
|
|
|
|
//If we've acquired an enemy, start firing at it
|
|
if ( !GetEnemy() )
|
|
{
|
|
SetThink( &CNPC_FloorTurret::ActiveThink );
|
|
return;
|
|
}
|
|
|
|
//See if we're done suppressing
|
|
if ( gpGlobals->curtime > m_flLastSight )
|
|
{
|
|
// Should we look for a new target?
|
|
ClearEnemyMemory();
|
|
SetEnemy( NULL );
|
|
SetThink( &CNPC_FloorTurret::SearchThink );
|
|
m_vecGoalAngles = GetAbsAngles();
|
|
|
|
SpinDown();
|
|
|
|
if ( m_spawnflags & SF_FLOOR_TURRET_FASTRETIRE )
|
|
{
|
|
// Retire quickly in this case. (The case where we saw the player, but he hid again).
|
|
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_SHORT_WAIT;
|
|
}
|
|
else
|
|
{
|
|
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
//Get our shot positions
|
|
Vector vecMid = EyePosition();
|
|
Vector vecMidEnemy = m_vecEnemyLKP;
|
|
|
|
//Calculate dir and dist to enemy
|
|
Vector vecDirToEnemy = vecMidEnemy - vecMid;
|
|
|
|
//We want to look at the enemy's eyes so we don't jitter
|
|
Vector vecDirToEnemyEyes = vecMidEnemy - vecMid;
|
|
VectorNormalize( vecDirToEnemyEyes );
|
|
|
|
QAngle vecAnglesToEnemy;
|
|
VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );
|
|
|
|
//Draw debug info
|
|
if ( g_debug_turret.GetBool() )
|
|
{
|
|
NDebugOverlay::Cross3D( vecMid, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 );
|
|
NDebugOverlay::Cross3D( vecMidEnemy, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 );
|
|
NDebugOverlay::Line( vecMid, vecMidEnemy, 0, 255, 0, false, 0.05f );
|
|
}
|
|
|
|
if ( m_flShotTime < gpGlobals->curtime && m_vecEnemyLKP != vec3_invalid )
|
|
{
|
|
Vector vecMuzzle, vecMuzzleDir;
|
|
UpdateMuzzleMatrix();
|
|
MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir );
|
|
MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
|
|
|
|
//Fire the gun
|
|
if ( DotProduct( vecDirToEnemy, vecMuzzleDir ) >= 0.9848 ) // 10 degree slop
|
|
{
|
|
if( m_spawnflags & SF_FLOOR_TURRET_OUT_OF_AMMO )
|
|
{
|
|
DryFire();
|
|
}
|
|
else
|
|
{
|
|
ResetActivity();
|
|
SetActivity( (Activity) ACT_FLOOR_TURRET_FIRE );
|
|
|
|
//Fire the weapon
|
|
#if !DISABLE_SHOT
|
|
Shoot( vecMuzzle, vecMuzzleDir );
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
|
|
}
|
|
|
|
//If we can see our enemy, face it
|
|
m_vecGoalAngles.y = vecAnglesToEnemy.y;
|
|
m_vecGoalAngles.x = vecAnglesToEnemy.x;
|
|
|
|
//Turn to face
|
|
UpdateFacing();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows the turret to fire on targets if they're visible
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::ActiveThink( void )
|
|
{
|
|
//Allow descended classes a chance to do something before the think function
|
|
if ( PreThink( TURRET_ACTIVE ) )
|
|
return;
|
|
|
|
HackFindEnemy();
|
|
|
|
//Update our think time
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
//If we've become inactive, go back to searching
|
|
if ( ( m_bActive == false ) || ( GetEnemy() == NULL ) )
|
|
{
|
|
SetEnemy( NULL );
|
|
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT;
|
|
SetThink( &CNPC_FloorTurret::SearchThink );
|
|
m_vecGoalAngles = GetAbsAngles();
|
|
return;
|
|
}
|
|
|
|
//Get our shot positions
|
|
Vector vecMid = EyePosition();
|
|
Vector vecMidEnemy = GetEnemy()->BodyTarget( vecMid );
|
|
|
|
// Store off our last seen location so we can suppress it later
|
|
m_vecEnemyLKP = vecMidEnemy;
|
|
|
|
//Look for our current enemy
|
|
bool bEnemyInFOV = FInViewCone( GetEnemy() );
|
|
bool bEnemyVisible = FVisible( GetEnemy() ) && GetEnemy()->IsAlive();
|
|
|
|
// Robin: This is a hack to get around the fact that the muzzle for the turret
|
|
// is outside it's vcollide. This means that if it leans against a thin wall,
|
|
// the muzzle can be on the other side of the wall, where it's then able to see
|
|
// and shoot at targets. This check ensures that nothing has come between the
|
|
// center of the turret and the muzzle.
|
|
if ( bEnemyVisible )
|
|
{
|
|
trace_t tr;
|
|
Vector vecCenter;
|
|
CollisionProp()->CollisionToWorldSpace( Vector(0,0,52), &vecCenter );
|
|
UTIL_TraceLine( vecCenter, vecMid, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
|
|
if ( tr.fraction != 1.0 )
|
|
{
|
|
bEnemyVisible = false;
|
|
}
|
|
}
|
|
|
|
//Calculate dir and dist to enemy
|
|
Vector vecDirToEnemy = vecMidEnemy - vecMid;
|
|
float flDistToEnemy = VectorNormalize( vecDirToEnemy );
|
|
|
|
//Draw debug info
|
|
if ( g_debug_turret.GetBool() )
|
|
{
|
|
NDebugOverlay::Cross3D( vecMid, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 );
|
|
NDebugOverlay::Cross3D( GetEnemy()->WorldSpaceCenter(), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 );
|
|
NDebugOverlay::Line( vecMid, GetEnemy()->WorldSpaceCenter(), 0, 255, 0, false, 0.05 );
|
|
|
|
NDebugOverlay::Cross3D( vecMid, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 );
|
|
NDebugOverlay::Cross3D( vecMidEnemy, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 );
|
|
NDebugOverlay::Line( vecMid, vecMidEnemy, 0, 255, 0, false, 0.05f );
|
|
}
|
|
|
|
//See if they're past our FOV of attack
|
|
if ( bEnemyInFOV == false )
|
|
{
|
|
// Should we look for a new target?
|
|
ClearEnemyMemory();
|
|
SetEnemy( NULL );
|
|
|
|
if ( m_spawnflags & SF_FLOOR_TURRET_FASTRETIRE )
|
|
{
|
|
// Retire quickly in this case. (The case where we saw the player, but he hid again).
|
|
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_SHORT_WAIT;
|
|
}
|
|
else
|
|
{
|
|
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT;
|
|
}
|
|
|
|
SetThink( &CNPC_FloorTurret::SearchThink );
|
|
m_vecGoalAngles = GetAbsAngles();
|
|
|
|
SpinDown();
|
|
|
|
return;
|
|
}
|
|
|
|
//Current enemy is not visible
|
|
if ( ( bEnemyVisible == false ) || ( flDistToEnemy > FLOOR_TURRET_RANGE ))
|
|
{
|
|
m_flLastSight = gpGlobals->curtime + 2.0f;
|
|
|
|
ClearEnemyMemory();
|
|
SetEnemy( NULL );
|
|
SetThink( &CNPC_FloorTurret::SuppressThink );
|
|
|
|
return;
|
|
}
|
|
|
|
if ( g_debug_turret.GetBool() )
|
|
{
|
|
Vector vecMuzzle, vecMuzzleDir;
|
|
|
|
UpdateMuzzleMatrix();
|
|
MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir );
|
|
MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
|
|
|
|
// Visualize vertical firing ranges
|
|
for ( int i = 0; i < 4; i++ )
|
|
{
|
|
QAngle angMaxDownPitch = GetAbsAngles();
|
|
|
|
switch( i )
|
|
{
|
|
case 0: angMaxDownPitch.x -= 15; break;
|
|
case 1: angMaxDownPitch.x += 15; break;
|
|
case 2: angMaxDownPitch.x -= 25; break;
|
|
case 3: angMaxDownPitch.x += 25; break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
Vector vecMaxDownPitch;
|
|
AngleVectors( angMaxDownPitch, &vecMaxDownPitch );
|
|
NDebugOverlay::Line( vecMuzzle, vecMuzzle + (vecMaxDownPitch*256), 255, 255, 255, false, 0.1 );
|
|
}
|
|
}
|
|
|
|
if ( m_flShotTime < gpGlobals->curtime )
|
|
{
|
|
Vector vecMuzzle, vecMuzzleDir;
|
|
|
|
UpdateMuzzleMatrix();
|
|
MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir );
|
|
MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
|
|
|
|
Vector2D vecDirToEnemy2D = vecDirToEnemy.AsVector2D();
|
|
Vector2D vecMuzzleDir2D = vecMuzzleDir.AsVector2D();
|
|
|
|
bool bCanShoot = true;
|
|
float minCos3d = DOT_10DEGREE; // 10 degrees slop
|
|
|
|
if ( flDistToEnemy < 60.0 )
|
|
{
|
|
vecDirToEnemy2D.NormalizeInPlace();
|
|
vecMuzzleDir2D.NormalizeInPlace();
|
|
|
|
bCanShoot = ( vecDirToEnemy2D.Dot(vecMuzzleDir2D) >= DOT_10DEGREE );
|
|
minCos3d = 0.7071; // 45 degrees
|
|
}
|
|
|
|
//Fire the gun
|
|
if ( bCanShoot ) // 10 degree slop XY
|
|
{
|
|
float dot3d = DotProduct( vecDirToEnemy, vecMuzzleDir );
|
|
|
|
if( m_spawnflags & SF_FLOOR_TURRET_OUT_OF_AMMO )
|
|
{
|
|
DryFire();
|
|
}
|
|
else
|
|
{
|
|
if ( dot3d >= minCos3d )
|
|
{
|
|
ResetActivity();
|
|
SetActivity( (Activity) ACT_FLOOR_TURRET_FIRE );
|
|
|
|
//Fire the weapon
|
|
#if !DISABLE_SHOT
|
|
Shoot( vecMuzzle, vecMuzzleDir, (dot3d < DOT_10DEGREE) );
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
|
|
}
|
|
|
|
//If we can see our enemy, face it
|
|
if ( bEnemyVisible )
|
|
{
|
|
//We want to look at the enemy's eyes so we don't jitter
|
|
Vector vecDirToEnemyEyes = GetEnemy()->WorldSpaceCenter() - vecMid;
|
|
VectorNormalize( vecDirToEnemyEyes );
|
|
|
|
QAngle vecAnglesToEnemy;
|
|
VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );
|
|
|
|
m_vecGoalAngles.y = vecAnglesToEnemy.y;
|
|
m_vecGoalAngles.x = vecAnglesToEnemy.x;
|
|
}
|
|
|
|
//Turn to face
|
|
UpdateFacing();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Target doesn't exist or has eluded us, so search for one
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::SearchThink( void )
|
|
{
|
|
//Allow descended classes a chance to do something before the think function
|
|
if ( PreThink( TURRET_SEARCHING ) )
|
|
return;
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.05f );
|
|
|
|
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
|
|
|
|
//If our enemy has died, pick a new enemy
|
|
if ( ( GetEnemy() != NULL ) && ( GetEnemy()->IsAlive() == false ) )
|
|
{
|
|
SetEnemy( NULL );
|
|
}
|
|
|
|
//Acquire the target
|
|
if ( GetEnemy() == NULL )
|
|
{
|
|
HackFindEnemy();
|
|
}
|
|
|
|
//If we've found a target, spin up the barrel and start to attack
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
//Give players a grace period
|
|
if ( GetEnemy()->IsPlayer() )
|
|
{
|
|
m_flShotTime = gpGlobals->curtime + 0.5f;
|
|
}
|
|
else
|
|
{
|
|
m_flShotTime = gpGlobals->curtime + 0.1f;
|
|
}
|
|
|
|
m_flLastSight = 0;
|
|
SetThink( &CNPC_FloorTurret::ActiveThink );
|
|
SetEyeState( TURRET_EYE_SEE_TARGET );
|
|
|
|
SpinUp();
|
|
|
|
if ( gpGlobals->curtime > m_flNextActivateSoundTime )
|
|
{
|
|
EmitSound( "NPC_FloorTurret.Activate" );
|
|
m_flNextActivateSoundTime = gpGlobals->curtime + 3.0;
|
|
}
|
|
return;
|
|
}
|
|
|
|
//Are we out of time and need to retract?
|
|
if ( gpGlobals->curtime > m_flLastSight )
|
|
{
|
|
//Before we retrace, make sure that we are spun down.
|
|
m_flLastSight = 0;
|
|
SetThink( &CNPC_FloorTurret::Retire );
|
|
return;
|
|
}
|
|
|
|
//Display that we're scanning
|
|
m_vecGoalAngles.x = GetAbsAngles().x + ( sin( gpGlobals->curtime * 1.0f ) * 15.0f );
|
|
m_vecGoalAngles.y = GetAbsAngles().y + ( sin( gpGlobals->curtime * 2.0f ) * 60.0f );
|
|
|
|
//Turn and ping
|
|
UpdateFacing();
|
|
Ping();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Watch for a target to wander into our view
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::AutoSearchThink( void )
|
|
{
|
|
//Allow descended classes a chance to do something before the think function
|
|
if ( PreThink( TURRET_AUTO_SEARCHING ) )
|
|
return;
|
|
|
|
//Spread out our thinking
|
|
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.2f, 0.4f ) );
|
|
|
|
//If the enemy is dead, find a new one
|
|
if ( ( GetEnemy() != NULL ) && ( GetEnemy()->IsAlive() == false ) )
|
|
{
|
|
SetEnemy( NULL );
|
|
}
|
|
|
|
//Acquire Target
|
|
if ( GetEnemy() == NULL )
|
|
{
|
|
HackFindEnemy();
|
|
}
|
|
|
|
//Deploy if we've got an active target
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
SetThink( &CNPC_FloorTurret::Deploy );
|
|
if ( !m_bNoAlarmSounds )
|
|
{
|
|
EmitSound( "NPC_FloorTurret.Alert" );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Fire!
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy, bool bStrict )
|
|
{
|
|
FireBulletsInfo_t info;
|
|
|
|
if ( !bStrict && GetEnemy() != NULL )
|
|
{
|
|
Vector vecDir = GetActualShootTrajectory( vecSrc );
|
|
|
|
info.m_vecSrc = vecSrc;
|
|
info.m_vecDirShooting = vecDir;
|
|
info.m_iTracerFreq = 1;
|
|
info.m_iShots = 1;
|
|
info.m_pAttacker = this;
|
|
info.m_vecSpread = VECTOR_CONE_PRECALCULATED;
|
|
info.m_flDistance = MAX_COORD_RANGE;
|
|
info.m_iAmmoType = m_iAmmoType;
|
|
}
|
|
else
|
|
{
|
|
info.m_vecSrc = vecSrc;
|
|
info.m_vecDirShooting = vecDirToEnemy;
|
|
info.m_iTracerFreq = 1;
|
|
info.m_iShots = 1;
|
|
info.m_pAttacker = this;
|
|
info.m_vecSpread = GetAttackSpread( NULL, GetEnemy() );
|
|
info.m_flDistance = MAX_COORD_RANGE;
|
|
info.m_iAmmoType = m_iAmmoType;
|
|
}
|
|
|
|
FireBullets( info );
|
|
EmitSound( "NPC_FloorTurret.ShotSounds", m_ShotSounds );
|
|
DoMuzzleFlash();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pEnemy -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_FloorTurret::IsValidEnemy( CBaseEntity *pEnemy )
|
|
{
|
|
if ( m_NPCState == NPC_STATE_DEAD )
|
|
return false;
|
|
|
|
// Don't shoot at other turrets.
|
|
if ( pEnemy->m_iClassname == m_iClassname )
|
|
return false;
|
|
|
|
// If our eye is stuck in something, don't shoot
|
|
if ( UTIL_PointContents(EyePosition()) & MASK_SHOT )
|
|
return false;
|
|
|
|
// Turrets have limited vertical aim capability
|
|
// - Can only aim +-15 degrees, + the 10 degree slop they're allowed.
|
|
Vector vEnemyPos = pEnemy->EyePosition();
|
|
|
|
#ifdef PORTAL
|
|
if ( !FInViewCone( pEnemy ) || !FVisible( pEnemy ) )
|
|
{
|
|
CProp_Portal *pPortal = FInViewConeThroughPortal( pEnemy );
|
|
|
|
if ( pPortal )
|
|
{
|
|
// Translate our target across the portal
|
|
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vEnemyPos, vEnemyPos );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
Vector los = ( vEnemyPos - EyePosition() );
|
|
|
|
QAngle angleToTarget;
|
|
VectorAngles( los, angleToTarget );
|
|
float flZDiff = fabs( AngleNormalize( angleToTarget.x - GetAbsAngles().x) );
|
|
if ( flZDiff > 28.0f && los.LengthSqr() > 4096.0f )
|
|
return false;
|
|
|
|
return BaseClass::IsValidEnemy( pEnemy );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pEnemy -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_FloorTurret::CanBeAnEnemyOf( CBaseEntity *pEnemy )
|
|
{
|
|
// If we're out of ammo, make friendly companions ignore us
|
|
if ( m_spawnflags & SF_FLOOR_TURRET_OUT_OF_AMMO )
|
|
{
|
|
if ( pEnemy->Classify() == CLASS_PLAYER_ALLY_VITAL )
|
|
return false;
|
|
}
|
|
|
|
// If we're on the side, we're never anyone's enemy
|
|
if ( OnSide() )
|
|
return false;
|
|
|
|
return BaseClass::CanBeAnEnemyOf( pEnemy );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: The turret has been tipped over and will thrash for awhile
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::TippedThink( void )
|
|
{
|
|
// Update our PVS state
|
|
CheckPVSCondition();
|
|
|
|
//Animate
|
|
StudioFrameAdvance();
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.05f );
|
|
SetEnemy( NULL );
|
|
|
|
// If we're not on side anymore, stop thrashing
|
|
if ( !OnSide() )
|
|
{
|
|
ReturnToLife();
|
|
return;
|
|
}
|
|
|
|
//See if we should continue to thrash
|
|
if ( gpGlobals->curtime < m_flThrashTime )
|
|
{
|
|
if ( m_flShotTime < gpGlobals->curtime )
|
|
{
|
|
if( m_spawnflags & SF_FLOOR_TURRET_OUT_OF_AMMO )
|
|
{
|
|
DryFire();
|
|
}
|
|
else if ( IsCitizenTurret() == false ) // Citizen turrets don't wildly fire
|
|
{
|
|
Vector vecMuzzle, vecMuzzleDir;
|
|
UpdateMuzzleMatrix();
|
|
MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir );
|
|
MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
|
|
|
|
ResetActivity();
|
|
SetActivity( (Activity) ACT_FLOOR_TURRET_FIRE );
|
|
|
|
#if !DISABLE_SHOT
|
|
Shoot( vecMuzzle, vecMuzzleDir );
|
|
#endif
|
|
}
|
|
|
|
m_flShotTime = gpGlobals->curtime + 0.05f;
|
|
}
|
|
|
|
m_vecGoalAngles.x = GetAbsAngles().x + random->RandomFloat( -60, 60 );
|
|
m_vecGoalAngles.y = GetAbsAngles().y + random->RandomFloat( -60, 60 );
|
|
|
|
UpdateFacing();
|
|
}
|
|
else
|
|
{
|
|
//Face forward
|
|
m_vecGoalAngles = GetAbsAngles();
|
|
|
|
//Set ourselves to close
|
|
if ( GetActivity() != ACT_FLOOR_TURRET_CLOSE )
|
|
{
|
|
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
|
|
|
|
//If we're done moving to our desired facing, close up
|
|
if ( UpdateFacing() == false )
|
|
{
|
|
//Make any last death noises and anims
|
|
EmitSound( "NPC_FloorTurret.Die" );
|
|
SpinDown();
|
|
|
|
SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSE );
|
|
EmitSound( "NPC_FloorTurret.Retract" );
|
|
|
|
CTakeDamageInfo info;
|
|
info.SetDamage( 1 );
|
|
info.SetDamageType( DMG_CRUSH );
|
|
Event_Killed( info );
|
|
}
|
|
}
|
|
else if ( IsActivityFinished() )
|
|
{
|
|
m_bActive = false;
|
|
m_flLastSight = 0;
|
|
|
|
SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSED_IDLE );
|
|
|
|
// Don't need to store last NPC anymore, because I've been knocked over
|
|
if ( m_hLastNPCToKickMe )
|
|
{
|
|
m_hLastNPCToKickMe = NULL;
|
|
m_flKnockOverFailedTime = 0;
|
|
}
|
|
|
|
//Try to look straight
|
|
if ( UpdateFacing() == false )
|
|
{
|
|
m_OnTipped.FireOutput( this, this );
|
|
SetEyeState( TURRET_EYE_DEAD );
|
|
SetCollisionGroup( COLLISION_GROUP_DEBRIS_TRIGGER );
|
|
|
|
// Start thinking slowly to see if we're ever set upright somehow
|
|
SetThink( &CNPC_FloorTurret::InactiveThink );
|
|
SetNextThink( gpGlobals->curtime + 1.0f );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: This turret is dead. See if it ever becomes upright again, and if
|
|
// so, become active again.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::InactiveThink( void )
|
|
{
|
|
// Update our PVS state
|
|
CheckPVSCondition();
|
|
|
|
// Wake up if we're not on our side
|
|
if ( !OnSide() && m_bEnabled )
|
|
{
|
|
ReturnToLife();
|
|
return;
|
|
}
|
|
|
|
if ( IsCitizenTurret() )
|
|
{
|
|
// Blink if we have ammo or our current blink is "on" and we need to turn it off again
|
|
if ( HasSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO ) == false || m_bBlinkState )
|
|
{
|
|
// If we're on our side, ping and complain to the player
|
|
if ( m_bBlinkState == false )
|
|
{
|
|
// Ping when the light is going to come back on
|
|
EmitSound( "NPC_FloorTurret.AlarmPing" );
|
|
}
|
|
|
|
SetEyeState( TURRET_EYE_ALARM );
|
|
SetNextThink( gpGlobals->curtime + 0.25f );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetNextThink( gpGlobals->curtime + 1.0f );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::ReturnToLife( void )
|
|
{
|
|
m_flThrashTime = 0;
|
|
|
|
// Enable the tip controller
|
|
m_pMotionController->Enable( true );
|
|
|
|
// Return to life
|
|
SetState( NPC_STATE_IDLE );
|
|
m_lifeState = LIFE_ALIVE;
|
|
SetCollisionGroup( COLLISION_GROUP_NONE );
|
|
|
|
// Become active again
|
|
Enable();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: The turret is not doing anything at all
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::DisabledThink( void )
|
|
{
|
|
SetNextThink( gpGlobals->curtime + 0.5 );
|
|
if ( OnSide() )
|
|
{
|
|
m_OnTipped.FireOutput( this, this );
|
|
SetEyeState( TURRET_EYE_DEAD );
|
|
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
|
SetThink( NULL );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: The turret doesn't run base AI properly, which is a bad decision.
|
|
// As a result, it has to manually find enemies.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::HackFindEnemy( void )
|
|
{
|
|
// We have to refresh our memories before finding enemies, so
|
|
// dead enemies are cleared out before new ones are added.
|
|
GetEnemies()->RefreshMemories();
|
|
|
|
GetSenses()->Look( FLOOR_TURRET_RANGE );
|
|
SetEnemy( BestEnemy() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determines whether the turret is upright enough to function
|
|
// Output : Returns true if the turret is tipped over
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CNPC_FloorTurret::OnSide( void )
|
|
{
|
|
Vector up;
|
|
GetVectors( NULL, NULL, &up );
|
|
|
|
return ( DotProduct( up, Vector(0,0,1) ) < 0.5f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows a generic think function before the others are called
|
|
// Input : state - which state the turret is currently in
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_FloorTurret::PreThink( turretState_e state )
|
|
{
|
|
// Hack to disable turrets when ai is disabled
|
|
if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI )
|
|
{
|
|
// Push our think out into the future
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
return true;
|
|
}
|
|
|
|
CheckPVSCondition();
|
|
|
|
//Animate
|
|
StudioFrameAdvance();
|
|
|
|
// We're gonna blow up, so don't interrupt us
|
|
if ( state == TURRET_SELF_DESTRUCTING )
|
|
return false;
|
|
|
|
//See if we've tipped, but only do this if we're not being carried
|
|
if ( !IsBeingCarriedByPlayer() )
|
|
{
|
|
if ( OnSide() == false )
|
|
{
|
|
// If I still haven't fallen over after an NPC has tried to knock me down, let them know
|
|
if ( m_hLastNPCToKickMe && m_flKnockOverFailedTime < gpGlobals->curtime )
|
|
{
|
|
m_hLastNPCToKickMe->DispatchInteraction( g_interactionTurretStillStanding, NULL, this );
|
|
m_hLastNPCToKickMe = NULL;
|
|
}
|
|
|
|
//Debug visualization
|
|
if ( g_debug_turret.GetBool() )
|
|
{
|
|
Vector up;
|
|
GetVectors( NULL, NULL, &up );
|
|
|
|
NDebugOverlay::Line( GetAbsOrigin()+(up*32), GetAbsOrigin()+(up*128), 0, 255, 0, false, 2.0f );
|
|
NDebugOverlay::Cross3D( GetAbsOrigin()+(up*32), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 2.0f );
|
|
NDebugOverlay::Cross3D( GetAbsOrigin()+(up*128), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 2.0f );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( HasSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO ) == false )
|
|
{
|
|
//Thrash around for a bit
|
|
m_flThrashTime = gpGlobals->curtime + random->RandomFloat( 2.0f, 2.5f );
|
|
SetNextThink( gpGlobals->curtime + 0.05f );
|
|
|
|
SetThink( &CNPC_FloorTurret::TippedThink );
|
|
SetEyeState( TURRET_EYE_SEE_TARGET );
|
|
|
|
SpinUp();
|
|
if ( !m_bNoAlarmSounds )
|
|
{
|
|
EmitSound( "NPC_FloorTurret.Alarm" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Take away the laser
|
|
UTIL_Remove( m_hLaser );
|
|
m_hLaser = NULL;
|
|
|
|
// Become inactive
|
|
SetThink( &CNPC_FloorTurret::InactiveThink );
|
|
SetEyeState( TURRET_EYE_DEAD );
|
|
}
|
|
|
|
//Stop being targetted
|
|
SetState( NPC_STATE_DEAD );
|
|
m_lifeState = LIFE_DEAD;
|
|
|
|
//Disable the tip controller
|
|
m_pMotionController->Enable( false );
|
|
|
|
//Debug visualization
|
|
if ( g_debug_turret.GetBool() )
|
|
{
|
|
Vector up;
|
|
GetVectors( NULL, NULL, &up );
|
|
|
|
NDebugOverlay::Line( GetAbsOrigin()+(up*32), GetAbsOrigin()+(up*128), 255, 0, 0, false, 2.0f );
|
|
NDebugOverlay::Cross3D( GetAbsOrigin()+(up*32), -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 2.0f );
|
|
NDebugOverlay::Cross3D( GetAbsOrigin()+(up*128), -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 2.0f );
|
|
}
|
|
|
|
//Interrupt current think function
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//Do not interrupt current think function
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the state of the glowing eye attached to the turret
|
|
// Input : state - state the eye should be in
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::SetEyeState( eyeState_t state )
|
|
{
|
|
// Must have a valid eye to affect
|
|
if ( !m_hEyeGlow )
|
|
{
|
|
// Create our eye sprite
|
|
m_hEyeGlow = CSprite::SpriteCreate( FLOOR_TURRET_GLOW_SPRITE, GetLocalOrigin(), false );
|
|
if ( !m_hEyeGlow )
|
|
return;
|
|
|
|
m_hEyeGlow->SetTransparency( kRenderWorldGlow, 255, 0, 0, 128, kRenderFxNoDissipation );
|
|
m_hEyeGlow->SetAttachment( this, m_iEyeAttachment );
|
|
}
|
|
|
|
// Add the laser if it doesn't already exist
|
|
if ( IsCitizenTurret() && HasSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO ) == false && m_hLaser == NULL )
|
|
{
|
|
m_hLaser = CBeam::BeamCreate( LASER_BEAM_SPRITE, 1.0f );
|
|
if ( m_hLaser == NULL )
|
|
return;
|
|
|
|
m_hLaser->EntsInit( this, this );
|
|
m_hLaser->FollowEntity( this );
|
|
m_hLaser->SetStartAttachment( LookupAttachment( "laser_start" ) );
|
|
m_hLaser->SetEndAttachment( LookupAttachment( "laser_end" ) );
|
|
m_hLaser->SetNoise( 0 );
|
|
m_hLaser->SetColor( 255, 0, 0 );
|
|
m_hLaser->SetScrollRate( 0 );
|
|
m_hLaser->SetWidth( 1.0f );
|
|
m_hLaser->SetEndWidth( 1.0f );
|
|
m_hLaser->SetBrightness( 160 );
|
|
m_hLaser->SetBeamFlags( SF_BEAM_SHADEIN );
|
|
}
|
|
|
|
m_iEyeState = state;
|
|
|
|
//Set the state
|
|
switch( state )
|
|
{
|
|
default:
|
|
case TURRET_EYE_SEE_TARGET: //Fade in and scale up
|
|
m_hEyeGlow->SetColor( 255, 0, 0 );
|
|
m_hEyeGlow->SetBrightness( 164, 0.1f );
|
|
m_hEyeGlow->SetScale( 0.4f, 0.1f );
|
|
break;
|
|
|
|
case TURRET_EYE_SEEKING_TARGET: //Ping-pongs
|
|
|
|
//Toggle our state
|
|
m_bBlinkState = !m_bBlinkState;
|
|
m_hEyeGlow->SetColor( 255, 128, 0 );
|
|
|
|
if ( m_bBlinkState )
|
|
{
|
|
//Fade up and scale up
|
|
m_hEyeGlow->SetScale( 0.25f, 0.1f );
|
|
m_hEyeGlow->SetBrightness( 164, 0.1f );
|
|
}
|
|
else
|
|
{
|
|
//Fade down and scale down
|
|
m_hEyeGlow->SetScale( 0.2f, 0.1f );
|
|
m_hEyeGlow->SetBrightness( 64, 0.1f );
|
|
}
|
|
|
|
break;
|
|
|
|
case TURRET_EYE_DORMANT: //Fade out and scale down
|
|
m_hEyeGlow->SetColor( 0, 255, 0 );
|
|
m_hEyeGlow->SetScale( 0.1f, 0.5f );
|
|
m_hEyeGlow->SetBrightness( 64, 0.5f );
|
|
break;
|
|
|
|
case TURRET_EYE_DEAD: //Fade out slowly
|
|
m_hEyeGlow->SetColor( 255, 0, 0 );
|
|
m_hEyeGlow->SetScale( 0.1f, 3.0f );
|
|
m_hEyeGlow->SetBrightness( 0, 3.0f );
|
|
break;
|
|
|
|
case TURRET_EYE_DISABLED:
|
|
m_hEyeGlow->SetColor( 0, 255, 0 );
|
|
m_hEyeGlow->SetScale( 0.1f, 1.0f );
|
|
m_hEyeGlow->SetBrightness( 0, 1.0f );
|
|
break;
|
|
|
|
case TURRET_EYE_ALARM:
|
|
{
|
|
//Toggle our state
|
|
m_bBlinkState = !m_bBlinkState;
|
|
m_hEyeGlow->SetColor( 255, 0, 0 );
|
|
|
|
if ( m_bBlinkState )
|
|
{
|
|
//Fade up and scale up
|
|
m_hEyeGlow->SetScale( 0.75f, 0.05f );
|
|
m_hEyeGlow->SetBrightness( 192, 0.05f );
|
|
}
|
|
else
|
|
{
|
|
//Fade down and scale down
|
|
m_hEyeGlow->SetScale( 0.25f, 0.25f );
|
|
m_hEyeGlow->SetBrightness( 64, 0.25f );
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Make a pinging noise so the player knows where we are
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::Ping( void )
|
|
{
|
|
//See if it's time to ping again
|
|
if ( m_flPingTime > gpGlobals->curtime )
|
|
return;
|
|
|
|
//Ping!
|
|
EmitSound( "NPC_FloorTurret.Ping" );
|
|
|
|
SetEyeState( TURRET_EYE_SEEKING_TARGET );
|
|
|
|
m_flPingTime = gpGlobals->curtime + FLOOR_TURRET_PING_TIME;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Toggle the turret's state
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::Toggle( void )
|
|
{
|
|
//This turret is on its side, it can't function
|
|
if ( OnSide() || ( IsAlive() == false ) )
|
|
return;
|
|
|
|
//Toggle the state
|
|
if ( m_bEnabled )
|
|
{
|
|
Disable();
|
|
}
|
|
else
|
|
{
|
|
Enable();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Enable the turret and deploy
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::Enable( void )
|
|
{
|
|
// Don't interrupt blowing up!
|
|
if ( m_bSelfDestructing )
|
|
return;
|
|
|
|
// Always allow us to come back to life, even if not right now
|
|
m_bEnabled = true;
|
|
|
|
//This turret is on its side, it can't function
|
|
if ( OnSide() || ( IsAlive() == false ) )
|
|
return;
|
|
|
|
// if the turret is flagged as an autoactivate turret, re-enable its ability open self.
|
|
if ( m_spawnflags & SF_FLOOR_TURRET_AUTOACTIVATE )
|
|
{
|
|
m_bAutoStart = true;
|
|
}
|
|
|
|
SetThink( &CNPC_FloorTurret::Deploy );
|
|
SetNextThink( gpGlobals->curtime + 0.05f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Retire the turret until enabled again
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::Disable( void )
|
|
{
|
|
//This turret is on its side, it can't function
|
|
if ( OnSide() || ( IsAlive() == false ) || m_bSelfDestructing )
|
|
return;
|
|
|
|
if ( m_bEnabled )
|
|
{
|
|
m_bEnabled = false;
|
|
m_bAutoStart = false;
|
|
|
|
SetEnemy( NULL );
|
|
SetThink( &CNPC_FloorTurret::Retire );
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
}
|
|
else
|
|
SetThink( &CNPC_FloorTurret::DisabledThink );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Toggle the turret's state via input function
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::InputToggle( inputdata_t &inputdata )
|
|
{
|
|
Toggle();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::InputEnable( inputdata_t &inputdata )
|
|
{
|
|
Enable();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::InputDisable( inputdata_t &inputdata )
|
|
{
|
|
Disable();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Stops the turret from firing live rounds (still attempts to though)
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::InputDepleteAmmo( inputdata_t &inputdata )
|
|
{
|
|
AddSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows the turret to fire live rounds again
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::InputRestoreAmmo( inputdata_t &inputdata )
|
|
{
|
|
RemoveSpawnFlags( SF_FLOOR_TURRET_OUT_OF_AMMO );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allow players and npc's to turn the turret on and off
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
switch( useType )
|
|
{
|
|
case USE_OFF:
|
|
Disable();
|
|
break;
|
|
case USE_ON:
|
|
Enable();
|
|
break;
|
|
case USE_SET:
|
|
break;
|
|
case USE_TOGGLE:
|
|
Toggle( );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Reduce physics forces from the front
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_FloorTurret::VPhysicsTakeDamage( const CTakeDamageInfo &info )
|
|
{
|
|
bool bShouldIgnoreFromFront = false;
|
|
|
|
// Ignore crossbow bolts hitting us from the front
|
|
bShouldIgnoreFromFront = ( info.GetDamageType() & DMG_BULLET ) != 0;
|
|
|
|
// Ignore bullets from the front
|
|
if ( !bShouldIgnoreFromFront )
|
|
{
|
|
bShouldIgnoreFromFront = FClassnameIs( info.GetInflictor(), "crossbow_bolt" );
|
|
}
|
|
|
|
// Did it hit us on the front?
|
|
if ( bShouldIgnoreFromFront )
|
|
{
|
|
Vector vecForward;
|
|
GetVectors( &vecForward, NULL, NULL );
|
|
Vector vecForce = info.GetDamageForce();
|
|
VectorNormalize( vecForce );
|
|
float flDot = DotProduct( vecForward, vecForce );
|
|
if ( flDot < -0.85 )
|
|
return 0;
|
|
}
|
|
|
|
return BaseClass::VPhysicsTakeDamage( info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &info -
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_FloorTurret::OnTakeDamage( const CTakeDamageInfo &info )
|
|
{
|
|
CTakeDamageInfo newInfo = info;
|
|
|
|
if ( info.GetDamageType() & (DMG_SLASH|DMG_CLUB) )
|
|
{
|
|
// Take extra force from melee hits
|
|
newInfo.ScaleDamageForce( 2.0f );
|
|
|
|
// Disable our upright controller for some time
|
|
if ( m_pMotionController != NULL )
|
|
{
|
|
m_pMotionController->Suspend( 2.0f );
|
|
}
|
|
}
|
|
else if ( info.GetDamageType() & DMG_BLAST )
|
|
{
|
|
newInfo.ScaleDamageForce( 2.0f );
|
|
}
|
|
else if ( (info.GetDamageType() & DMG_BULLET) && !(info.GetDamageType() & DMG_BUCKSHOT) )
|
|
{
|
|
// Bullets, but not buckshot, do extra push
|
|
newInfo.ScaleDamageForce( 2.5f );
|
|
}
|
|
|
|
// Manually apply vphysics because AI_BaseNPC takedamage doesn't call back to CBaseEntity OnTakeDamage
|
|
VPhysicsTakeDamage( newInfo );
|
|
|
|
// Bump up our search time
|
|
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT;
|
|
|
|
// Start looking around in anger if we were idle
|
|
if ( IsAlive() && m_bEnabled && m_bAutoStart && GetActivity() == ACT_FLOOR_TURRET_CLOSED_IDLE && m_bSelfDestructing == false )
|
|
{
|
|
SetThink( &CNPC_FloorTurret::Deploy );
|
|
}
|
|
|
|
return BaseClass::OnTakeDamage( newInfo );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::SpinUp( void )
|
|
{
|
|
}
|
|
|
|
#define FLOOR_TURRET_MIN_SPIN_DOWN 1.0f
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : const QAngle
|
|
//-----------------------------------------------------------------------------
|
|
QAngle CNPC_FloorTurret::PreferredCarryAngles( void )
|
|
{
|
|
// FIXME: Embed this into the class
|
|
static QAngle g_prefAngles;
|
|
|
|
Vector vecUserForward;
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
pPlayer->EyeVectors( &vecUserForward );
|
|
|
|
// If we're looking up, then face directly forward
|
|
if ( vecUserForward.z >= 0.0f )
|
|
return vec3_angle;
|
|
|
|
// Otherwise, stay "upright"
|
|
g_prefAngles.Init();
|
|
g_prefAngles.x = -pPlayer->EyeAngles().x;
|
|
|
|
return g_prefAngles;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::SpinDown( void )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pVictim -
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
float CNPC_FloorTurret::GetAttackDamageScale( CBaseEntity *pVictim )
|
|
{
|
|
CBaseCombatCharacter *pBCC = pVictim->MyCombatCharacterPointer();
|
|
|
|
// Do extra damage to antlions & combine
|
|
if ( pBCC )
|
|
{
|
|
if ( pBCC->Classify() == CLASS_ANTLION )
|
|
return 2.0;
|
|
|
|
if ( pBCC->Classify() == CLASS_COMBINE )
|
|
return 2.0;
|
|
}
|
|
|
|
return BaseClass::GetAttackDamageScale( pVictim );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
Vector CNPC_FloorTurret::GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget )
|
|
{
|
|
WeaponProficiency_t weaponProficiency = WEAPON_PROFICIENCY_AVERAGE;
|
|
|
|
// Switch our weapon proficiency based upon our target
|
|
if ( pTarget )
|
|
{
|
|
if ( pTarget->Classify() == CLASS_PLAYER || pTarget->Classify() == CLASS_ANTLION || pTarget->Classify() == CLASS_ZOMBIE )
|
|
{
|
|
// Make me much more accurate
|
|
weaponProficiency = WEAPON_PROFICIENCY_PERFECT;
|
|
}
|
|
else if ( pTarget->Classify() == CLASS_COMBINE )
|
|
{
|
|
// Make me more accurate
|
|
weaponProficiency = WEAPON_PROFICIENCY_VERY_GOOD;
|
|
}
|
|
}
|
|
|
|
return VECTOR_CONE_10DEGREES * ((CBaseHLCombatWeapon::GetDefaultProficiencyValues())[ weaponProficiency ].spreadscale);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Do we have a physics attacker?
|
|
//------------------------------------------------------------------------------
|
|
CBasePlayer *CNPC_FloorTurret::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: Draw any debug text overlays
|
|
// Output : Current text offset from the top
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_FloorTurret::DrawDebugTextOverlays( void )
|
|
{
|
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT)
|
|
{
|
|
if (VPhysicsGetObject())
|
|
{
|
|
char tempstr[512];
|
|
Q_snprintf(tempstr, sizeof(tempstr),"Mass: %.2f kg / %.2f lb (%s)", VPhysicsGetObject()->GetMass(), kg2lbs(VPhysicsGetObject()->GetMass()), GetMassEquivalent(VPhysicsGetObject()->GetMass()));
|
|
EntityText( text_offset, tempstr, 0);
|
|
text_offset++;
|
|
}
|
|
}
|
|
|
|
return text_offset;
|
|
}
|
|
|
|
void CNPC_FloorTurret::UpdateMuzzleMatrix()
|
|
{
|
|
if ( gpGlobals->tickcount != m_muzzleToWorldTick )
|
|
{
|
|
m_muzzleToWorldTick = gpGlobals->tickcount;
|
|
GetAttachment( m_iMuzzleAttachment, m_muzzleToWorld );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: We override this code because otherwise we start to move into the
|
|
// tricky realm of player avoidance. Since we don't go through the
|
|
// normal NPC thinking but we ARE an NPC (...) we miss a bunch of
|
|
// book keeping. This means we can become invisible and then never
|
|
// reappear.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::PlayerPenetratingVPhysics( void )
|
|
{
|
|
// We don't care!
|
|
}
|
|
|
|
#define SELF_DESTRUCT_DURATION 4.0f
|
|
#define SELF_DESTRUCT_BEEP_MIN_DELAY 0.1f
|
|
#define SELF_DESTRUCT_BEEP_MAX_DELAY 0.75f
|
|
#define SELF_DESTRUCT_BEEP_MIN_PITCH 100.0f
|
|
#define SELF_DESTRUCT_BEEP_MAX_PITCH 225.0f
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::BreakThink( void )
|
|
{
|
|
Vector vecUp;
|
|
GetVectors( NULL, NULL, &vecUp );
|
|
Vector vecOrigin = WorldSpaceCenter() + ( vecUp * 12.0f );
|
|
|
|
// Our effect
|
|
#ifdef HL2_EPISODIC
|
|
DispatchParticleEffect( "explosion_turret_break", vecOrigin, GetAbsAngles() );
|
|
#endif // HL2_EPISODIC
|
|
|
|
// K-boom
|
|
RadiusDamage( CTakeDamageInfo( this, this, 15.0f, DMG_BLAST ), vecOrigin, (10*12), CLASS_NONE, this );
|
|
|
|
EmitSound( "NPC_FloorTurret.Destruct" );
|
|
|
|
breakablepropparams_t params( GetAbsOrigin(), GetAbsAngles(), vec3_origin, RandomAngularImpulse( -800.0f, 800.0f ) );
|
|
params.impactEnergyScale = 1.0f;
|
|
params.defCollisionGroup = COLLISION_GROUP_INTERACTIVE;
|
|
|
|
// no damage/damage force? set a burst of 100 for some movement
|
|
params.defBurstScale = 100;
|
|
PropBreakableCreateAll( GetModelIndex(), VPhysicsGetObject(), params, this, -1, true );
|
|
|
|
// Throw out some small chunks too obscure the explosion even more
|
|
CPVSFilter filter( vecOrigin );
|
|
for ( int i = 0; i < 4; i++ )
|
|
{
|
|
Vector gibVelocity = RandomVector(-100,100);
|
|
int iModelIndex = modelinfo->GetModelIndex( g_PropDataSystem.GetRandomChunkModel( "MetalChunks" ) );
|
|
te->BreakModel( filter, 0.0, vecOrigin, GetAbsAngles(), Vector(40,40,40), gibVelocity, iModelIndex, 150, 4, 2.5, BREAK_METAL );
|
|
}
|
|
|
|
// We're done!
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: The countdown to destruction!
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::SelfDestructThink( void )
|
|
{
|
|
// Continue to animate
|
|
PreThink( TURRET_SELF_DESTRUCTING );
|
|
|
|
// If we're done, explode
|
|
if ( ( gpGlobals->curtime - m_flDestructStartTime ) >= SELF_DESTRUCT_DURATION )
|
|
{
|
|
SetThink( &CNPC_FloorTurret::BreakThink );
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
UTIL_Remove( m_hFizzleEffect );
|
|
m_hFizzleEffect = NULL;
|
|
return;
|
|
}
|
|
|
|
// Find out where we are in the cycle of our destruction
|
|
float flDestructPerc = clamp( ( gpGlobals->curtime - m_flDestructStartTime ) / SELF_DESTRUCT_DURATION, 0.0f, 1.0f );
|
|
|
|
// Figure out when our next beep should occur
|
|
float flBeepTime = SELF_DESTRUCT_BEEP_MAX_DELAY + ( ( SELF_DESTRUCT_BEEP_MIN_DELAY - SELF_DESTRUCT_BEEP_MAX_DELAY ) * flDestructPerc );
|
|
|
|
// If it's time to beep again, do so
|
|
if ( gpGlobals->curtime > ( m_flPingTime + flBeepTime ) )
|
|
{
|
|
// Figure out what our beep pitch will be
|
|
float flBeepPitch = SELF_DESTRUCT_BEEP_MIN_PITCH + ( ( SELF_DESTRUCT_BEEP_MAX_PITCH - SELF_DESTRUCT_BEEP_MIN_PITCH ) * flDestructPerc );
|
|
|
|
StopSound( "NPC_FloorTurret.AlarmPing" );
|
|
|
|
// Play the beep
|
|
CPASAttenuationFilter filter( this, "NPC_FloorTurret.AlarmPing" );
|
|
EmitSound_t params;
|
|
params.m_pSoundName = "NPC_FloorTurret.AlarmPing";
|
|
params.m_nPitch = floor( flBeepPitch );
|
|
params.m_nFlags = SND_CHANGE_PITCH;
|
|
EmitSound( filter, entindex(), params );
|
|
|
|
// Flash our eye
|
|
SetEyeState( TURRET_EYE_ALARM );
|
|
|
|
// Save this as the last time we pinged
|
|
m_flPingTime = gpGlobals->curtime;
|
|
|
|
// Randomly twitch
|
|
m_vecGoalAngles.x = GetAbsAngles().x + random->RandomFloat( -60*flDestructPerc, 60*flDestructPerc );
|
|
m_vecGoalAngles.y = GetAbsAngles().y + random->RandomFloat( -60*flDestructPerc, 60*flDestructPerc );
|
|
}
|
|
|
|
UpdateFacing();
|
|
|
|
// Think again!
|
|
SetNextThink( gpGlobals->curtime + 0.05f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Make us explode
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_FloorTurret::InputSelfDestruct( inputdata_t &inputdata )
|
|
{
|
|
// Ka-boom!
|
|
m_flDestructStartTime = gpGlobals->curtime;
|
|
m_flPingTime = gpGlobals->curtime;
|
|
m_bSelfDestructing = true;
|
|
|
|
SetThink( &CNPC_FloorTurret::SelfDestructThink );
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
// Create the dust effect in place
|
|
m_hFizzleEffect = (CParticleSystem *) CreateEntityByName( "info_particle_system" );
|
|
if ( m_hFizzleEffect != NULL )
|
|
{
|
|
Vector vecUp;
|
|
GetVectors( NULL, NULL, &vecUp );
|
|
|
|
// Setup our basic parameters
|
|
m_hFizzleEffect->KeyValue( "start_active", "1" );
|
|
m_hFizzleEffect->KeyValue( "effect_name", "explosion_turret_fizzle" );
|
|
m_hFizzleEffect->SetParent( this );
|
|
m_hFizzleEffect->SetAbsOrigin( WorldSpaceCenter() + ( vecUp * 12.0f ) );
|
|
DispatchSpawn( m_hFizzleEffect );
|
|
m_hFizzleEffect->Activate();
|
|
}
|
|
}
|
|
|
|
//
|
|
// Tip controller
|
|
//
|
|
|
|
LINK_ENTITY_TO_CLASS( floorturret_tipcontroller, CTurretTipController );
|
|
|
|
|
|
//---------------------------------------------------------
|
|
// Save/Restore
|
|
//---------------------------------------------------------
|
|
BEGIN_DATADESC( CTurretTipController )
|
|
|
|
DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_flSuspendTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_worldGoalAxis, FIELD_VECTOR ),
|
|
DEFINE_FIELD( m_localTestAxis, FIELD_VECTOR ),
|
|
DEFINE_PHYSPTR( m_pController ),
|
|
DEFINE_FIELD( m_angularLimit, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_pParentTurret, FIELD_CLASSPTR ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
|
|
CTurretTipController::~CTurretTipController()
|
|
{
|
|
if ( m_pController )
|
|
{
|
|
physenv->DestroyMotionController( m_pController );
|
|
m_pController = NULL;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTurretTipController::Spawn( void )
|
|
{
|
|
m_bEnabled = true;
|
|
|
|
// align the object's local Z axis
|
|
m_localTestAxis.Init( 0, 0, 1 );
|
|
// with the world's Z axis
|
|
m_worldGoalAxis.Init( 0, 0, 1 );
|
|
|
|
// recover from up to 25 degrees / sec angular velocity
|
|
m_angularLimit = 25;
|
|
m_flSuspendTime = 0;
|
|
|
|
SetMoveType( MOVETYPE_NONE );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTurretTipController::Activate( void )
|
|
{
|
|
BaseClass::Activate();
|
|
|
|
if ( m_pParentTurret == NULL )
|
|
{
|
|
UTIL_Remove(this);
|
|
return;
|
|
}
|
|
|
|
IPhysicsObject *pPhys = m_pParentTurret->VPhysicsGetObject();
|
|
|
|
if ( pPhys == NULL )
|
|
{
|
|
UTIL_Remove(this);
|
|
return;
|
|
}
|
|
|
|
//Setup the motion controller
|
|
if ( !m_pController )
|
|
{
|
|
m_pController = physenv->CreateMotionController( (IMotionEvent *)this );
|
|
m_pController->AttachObject( pPhys, true );
|
|
}
|
|
else
|
|
{
|
|
m_pController->SetEventHandler( this );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Actual simulation for tip controller
|
|
//-----------------------------------------------------------------------------
|
|
IMotionEvent::simresult_e CTurretTipController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
|
|
{
|
|
if ( Enabled() == false )
|
|
return SIM_NOTHING;
|
|
|
|
// Don't simulate if we're being carried by the player
|
|
if ( m_pParentTurret->IsBeingCarriedByPlayer() )
|
|
return SIM_NOTHING;
|
|
|
|
float flAngularLimit = m_angularLimit;
|
|
|
|
// If we were just dropped by a friendly player, stabilise better
|
|
if ( m_pParentTurret->WasJustDroppedByPlayer() )
|
|
{
|
|
// Increase the controller strength a little
|
|
flAngularLimit += 20;
|
|
}
|
|
else
|
|
{
|
|
// If the turret has some vertical velocity, don't simulate
|
|
Vector vecVelocity;
|
|
AngularImpulse angImpulse;
|
|
pObject->GetVelocity( &vecVelocity, &angImpulse );
|
|
if ( (vecVelocity.LengthSqr() > CNPC_FloorTurret::fMaxTipControllerVelocity) || (angImpulse.LengthSqr() > CNPC_FloorTurret::fMaxTipControllerAngularVelocity) )
|
|
return SIM_NOTHING;
|
|
}
|
|
|
|
linear.Init();
|
|
|
|
AngularImpulse angVel;
|
|
pObject->GetVelocity( NULL, &angVel );
|
|
|
|
matrix3x4_t matrix;
|
|
// get the object's local to world transform
|
|
pObject->GetPositionMatrix( &matrix );
|
|
|
|
// Get the alignment axis in object space
|
|
Vector currentLocalTargetAxis;
|
|
VectorIRotate( m_worldGoalAxis, matrix, currentLocalTargetAxis );
|
|
|
|
float invDeltaTime = (1/deltaTime);
|
|
angular = ComputeRotSpeedToAlignAxes( m_localTestAxis, currentLocalTargetAxis, angVel, 1.0, invDeltaTime * invDeltaTime, flAngularLimit * invDeltaTime );
|
|
|
|
return SIM_LOCAL_ACCELERATION;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTurretTipController::Enable( bool state )
|
|
{
|
|
m_bEnabled = state;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : time -
|
|
//-----------------------------------------------------------------------------
|
|
void CTurretTipController::Suspend( float time )
|
|
{
|
|
m_flSuspendTime = gpGlobals->curtime + time;
|
|
}
|
|
|
|
|
|
float CTurretTipController::SuspendedTill( void )
|
|
{
|
|
return m_flSuspendTime;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CTurretTipController::Enabled( void )
|
|
{
|
|
if ( m_flSuspendTime > gpGlobals->curtime )
|
|
return false;
|
|
|
|
return m_bEnabled;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Schedules
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
AI_BEGIN_CUSTOM_NPC( npc_turret_floor, CNPC_FloorTurret )
|
|
|
|
DECLARE_INTERACTION( g_interactionTurretStillStanding );
|
|
|
|
AI_END_CUSTOM_NPC()
|