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528 lines
13 KiB
C++
528 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Projectile shot from the MP5
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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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 "soundent.h"
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#include "engine/IEngineSound.h"
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#include "ai_senses.h"
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#include "hl1_npc_snark.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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ConVar sk_snark_health ( "sk_snark_health", "0" );
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ConVar sk_snark_dmg_bite ( "sk_snark_dmg_bite", "0" );
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ConVar sk_snark_dmg_pop ( "sk_snark_dmg_pop", "0" );
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LINK_ENTITY_TO_CLASS( monster_snark, CSnark);
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CSnark )
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DEFINE_FIELD( m_flDie, FIELD_TIME ),
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DEFINE_FIELD( m_vecTarget, FIELD_VECTOR ),
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DEFINE_FIELD( m_flNextHunt, FIELD_TIME ),
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DEFINE_FIELD( m_flNextHit, FIELD_TIME ),
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DEFINE_FIELD( m_posPrev, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
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DEFINE_FIELD( m_iMyClass, FIELD_INTEGER ),
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DEFINE_ENTITYFUNC( SuperBounceTouch ),
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DEFINE_THINKFUNC( HuntThink ),
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END_DATADESC()
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#define SQUEEK_DETONATE_DELAY 15.0
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#define SNARK_EXPLOSION_VOLUME 512
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enum w_squeak_e {
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WSQUEAK_IDLE1 = 0,
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WSQUEAK_FIDGET,
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WSQUEAK_JUMP,
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WSQUEAK_RUN,
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};
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float CSnark::m_flNextBounceSoundTime = 0;
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void CSnark::Precache( void )
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{
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BaseClass::Precache();
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PrecacheModel( "models/w_squeak2.mdl" );
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PrecacheScriptSound( "Snark.Die" );
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PrecacheScriptSound( "Snark.Gibbed" );
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PrecacheScriptSound( "Snark.Squeak" );
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PrecacheScriptSound( "Snark.Deploy" );
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PrecacheScriptSound( "Snark.Bounce" );
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}
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void CSnark::Spawn( void )
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{
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Precache();
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
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SetFriction(1.0);
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SetModel( "models/w_squeak2.mdl" );
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UTIL_SetSize( this, Vector( -4, -4, 0 ), Vector( 4, 4, 8 ) );
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SetBloodColor( BLOOD_COLOR_YELLOW );
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SetTouch( &CSnark::SuperBounceTouch );
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SetThink( &CSnark::HuntThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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m_flNextHit = gpGlobals->curtime;
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m_flNextHunt = gpGlobals->curtime + 1E6;
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m_flNextBounceSoundTime = gpGlobals->curtime;
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AddFlag( FL_AIMTARGET | FL_NPC );
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m_takedamage = DAMAGE_YES;
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m_iHealth = sk_snark_health.GetFloat();
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m_iMaxHealth = m_iHealth;
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SetGravity( UTIL_ScaleForGravity( 400 ) ); // use a lower gravity for snarks
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SetFriction( 0.5 );
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SetDamage( sk_snark_dmg_pop.GetFloat() );
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m_flDie = gpGlobals->curtime + SQUEEK_DETONATE_DELAY;
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m_flFieldOfView = 0; // 180 degrees
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if ( GetOwnerEntity() )
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m_hOwner = GetOwnerEntity();
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m_flNextBounceSoundTime = gpGlobals->curtime;// reset each time a snark is spawned.
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SetSequence( WSQUEAK_RUN );
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ResetSequenceInfo( );
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m_iMyClass = CLASS_NONE;
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m_posPrev = Vector( 0, 0, 0 );
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}
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Class_T CSnark::Classify( void )
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{
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if ( m_iMyClass != CLASS_NONE )
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return m_iMyClass; // protect against recursion
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if ( GetEnemy() != NULL )
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{
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m_iMyClass = CLASS_INSECT; // no one cares about it
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switch( GetEnemy()->Classify( ) )
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{
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case CLASS_PLAYER:
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case CLASS_HUMAN_PASSIVE:
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case CLASS_HUMAN_MILITARY:
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m_iMyClass = CLASS_NONE;
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return CLASS_ALIEN_MILITARY; // barney's get mad, grunts get mad at it
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}
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m_iMyClass = CLASS_NONE;
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}
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return CLASS_ALIEN_BIOWEAPON;
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}
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void CSnark::Event_Killed( const CTakeDamageInfo &inputInfo )
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{
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// pev->model = iStringNull;// make invisible
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SetThink( &CSnark::SUB_Remove );
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SetNextThink( gpGlobals->curtime + 0.1f );
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SetTouch( NULL );
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// since squeak grenades never leave a body behind, clear out their takedamage now.
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// Squeaks do a bit of radius damage when they pop, and that radius damage will
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// continue to call this function unless we acknowledge the Squeak's death now. (sjb)
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m_takedamage = DAMAGE_NO;
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// play squeek blast
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CPASAttenuationFilter filter( this, 0.5 );
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EmitSound( filter, entindex(), "Snark.Die" );
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SNARK_EXPLOSION_VOLUME, 3.0 );
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UTIL_BloodDrips( WorldSpaceCenter(), Vector( 0, 0, 0 ), BLOOD_COLOR_YELLOW, 80 );
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if ( m_hOwner != NULL )
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{
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RadiusDamage( CTakeDamageInfo( this, m_hOwner, GetDamage(), DMG_BLAST ), GetAbsOrigin(), GetDamage() * 2.5, CLASS_NONE, NULL );
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}
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else
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{
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RadiusDamage( CTakeDamageInfo( this, this, GetDamage(), DMG_BLAST ), GetAbsOrigin(), GetDamage() * 2.5, CLASS_NONE, NULL );
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}
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// reset owner so death message happens
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if ( m_hOwner != NULL )
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SetOwnerEntity( m_hOwner );
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CTakeDamageInfo info = inputInfo;
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int iGibDamage = g_pGameRules->Damage_GetShouldGibCorpse();
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info.SetDamageType( iGibDamage );
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BaseClass::Event_Killed( info );
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}
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bool CSnark::Event_Gibbed( const CTakeDamageInfo &info )
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{
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Snark.Gibbed" );
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return BaseClass::Event_Gibbed( info );
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}
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void CSnark::HuntThink( void )
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{
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if (!IsInWorld())
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{
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SetTouch( NULL );
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UTIL_Remove( this );
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return;
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}
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StudioFrameAdvance( );
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SetNextThink( gpGlobals->curtime + 0.1f );
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//FIXME: There's a problem in this movetype that causes it to set a ground entity but never recheck to clear it
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// For now, we stomp it clear and force it to revalidate -- jdw
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SetGroundEntity( NULL );
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PhysicsStepRecheckGround();
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// explode when ready
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if ( gpGlobals->curtime >= m_flDie )
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{
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g_vecAttackDir = GetAbsVelocity();
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VectorNormalize( g_vecAttackDir );
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m_iHealth = -1;
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CTakeDamageInfo info( this, this, 1, DMG_GENERIC );
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Event_Killed( info );
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return;
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}
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// float
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if ( GetWaterLevel() != 0)
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{
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if ( GetMoveType() == MOVETYPE_FLYGRAVITY )
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{
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SetMoveType( MOVETYPE_FLY, MOVECOLLIDE_FLY_CUSTOM );
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}
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Vector vecVel = GetAbsVelocity();
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vecVel *= 0.9;
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vecVel.z += 8.0;
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SetAbsVelocity( vecVel );
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}
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else if ( GetMoveType() == MOVETYPE_FLY )
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{
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
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}
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// return if not time to hunt
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if ( m_flNextHunt > gpGlobals->curtime )
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return;
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m_flNextHunt = gpGlobals->curtime + 2.0;
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Vector vecFlat = GetAbsVelocity();
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vecFlat.z = 0;
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VectorNormalize( vecFlat );
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if ( GetEnemy() == NULL || !GetEnemy()->IsAlive() )
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{
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// find target, bounce a bit towards it.
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GetSenses()->Look( 1024 );
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SetEnemy( BestEnemy() );
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}
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// squeek if it's about time blow up
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if ( (m_flDie - gpGlobals->curtime <= 0.5) && (m_flDie - gpGlobals->curtime >= 0.3) )
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{
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Snark.Squeak" );
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 256, 0.25 );
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}
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// higher pitch as squeeker gets closer to detonation time
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float flpitch = 155.0 - 60.0 * ( (m_flDie - gpGlobals->curtime) / SQUEEK_DETONATE_DELAY );
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if ( flpitch < 80 )
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flpitch = 80;
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if ( GetEnemy() != NULL )
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{
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if ( FVisible( GetEnemy() ) )
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{
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m_vecTarget = GetEnemy()->EyePosition() - GetAbsOrigin();
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VectorNormalize( m_vecTarget );
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}
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float flVel = GetAbsVelocity().Length();
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float flAdj = 50.0 / ( flVel + 10.0 );
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if ( flAdj > 1.2 )
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flAdj = 1.2;
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// ALERT( at_console, "think : enemy\n");
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// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );
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SetAbsVelocity( GetAbsVelocity() * flAdj + (m_vecTarget * 300) );
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}
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if ( GetFlags() & FL_ONGROUND )
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{
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SetLocalAngularVelocity( QAngle( 0, 0, 0 ) );
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}
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else
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{
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QAngle angVel = GetLocalAngularVelocity();
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if ( angVel == QAngle( 0, 0, 0 ) )
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{
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angVel.x = random->RandomFloat( -100, 100 );
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angVel.z = random->RandomFloat( -100, 100 );
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SetLocalAngularVelocity( angVel );
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}
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}
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if ( ( GetAbsOrigin() - m_posPrev ).Length() < 1.0 )
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{
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Vector vecVel = GetAbsVelocity();
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vecVel.x = random->RandomFloat( -100, 100 );
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vecVel.y = random->RandomFloat( -100, 100 );
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SetAbsVelocity( vecVel );
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}
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m_posPrev = GetAbsOrigin();
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QAngle angles;
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VectorAngles( GetAbsVelocity(), angles );
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angles.z = 0;
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angles.x = 0;
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SetAbsAngles( angles );
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}
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unsigned int CSnark::PhysicsSolidMaskForEntity( void ) const
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{
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unsigned int iMask = BaseClass::PhysicsSolidMaskForEntity();
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iMask &= ~CONTENTS_MONSTERCLIP;
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return iMask;
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}
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// Custom collision that provides a good bounce when we hit walls
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// and also gives gravity velocity so the snarks fall off of edges.
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void CSnark::ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity )
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{
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// Get the impact surface's friction.
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float flSurfaceFriction;
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physprops->GetPhysicsProperties( trace.surface.surfaceProps, NULL, NULL, &flSurfaceFriction, NULL );
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Vector vecAbsVelocity = GetAbsVelocity();
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// If we hit a wall
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if ( trace.plane.normal.z <= 0.7 ) // Floor
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{
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Vector vecDir = vecAbsVelocity;
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float speed = vecDir.Length();
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VectorNormalize( vecDir );
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float hitDot = DotProduct( trace.plane.normal, -vecDir );
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Vector vReflection = 2.0f * trace.plane.normal * hitDot + vecDir;
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SetAbsVelocity( vReflection * speed * 0.6f );
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return;
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}
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// Stop if on ground.
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// Get the total velocity (player + conveyors, etc.)
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VectorAdd( vecAbsVelocity, GetBaseVelocity(), vecVelocity );
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float flSpeedSqr = DotProduct( vecVelocity, vecVelocity );
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// Verify that we have an entity.
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CBaseEntity *pEntity = trace.m_pEnt;
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Assert( pEntity );
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if ( vecVelocity.z < ( 800 * gpGlobals->frametime ) )
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{
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vecAbsVelocity.z = 0.0f;
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// Recompute speedsqr based on the new absvel
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VectorAdd( vecAbsVelocity, GetBaseVelocity(), vecVelocity );
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flSpeedSqr = DotProduct( vecVelocity, vecVelocity );
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}
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SetAbsVelocity( vecAbsVelocity );
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if ( flSpeedSqr < ( 30 * 30 ) )
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{
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if ( pEntity->IsStandable() )
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{
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SetGroundEntity( pEntity );
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}
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// Reset velocities.
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SetAbsVelocity( vec3_origin );
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SetLocalAngularVelocity( vec3_angle );
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}
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else
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{
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vecAbsVelocity += GetBaseVelocity();
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vecAbsVelocity *= ( 1.0f - trace.fraction ) * gpGlobals->frametime * flSurfaceFriction;
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PhysicsPushEntity( vecAbsVelocity, &trace );
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}
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}
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void CSnark::SuperBounceTouch( CBaseEntity *pOther )
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{
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float flpitch;
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trace_t tr;
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tr = CBaseEntity::GetTouchTrace( );
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// don't hit the guy that launched this grenade
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if ( GetOwnerEntity() && ( pOther == GetOwnerEntity() ) )
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return;
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// at least until we've bounced once
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SetOwnerEntity( NULL );
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QAngle angles = GetAbsAngles();
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angles.x = 0;
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angles.z = 0;
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SetAbsAngles( angles );
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// avoid bouncing too much
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if ( m_flNextHit > gpGlobals->curtime)
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return;
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// higher pitch as squeeker gets closer to detonation time
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flpitch = 155.0 - 60.0 * ( ( m_flDie - gpGlobals->curtime ) / SQUEEK_DETONATE_DELAY );
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if ( pOther->m_takedamage && m_flNextAttack < gpGlobals->curtime )
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{
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// attack!
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// make sure it's me who has touched them
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if ( tr.m_pEnt == pOther )
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{
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// and it's not another squeakgrenade
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if ( tr.m_pEnt->GetModelIndex() != GetModelIndex() )
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{
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// ALERT( at_console, "hit enemy\n");
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ClearMultiDamage();
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Vector vecForward;
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AngleVectors( GetAbsAngles(), &vecForward );
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if ( m_hOwner != NULL )
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{
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CTakeDamageInfo info( this, m_hOwner, sk_snark_dmg_bite.GetFloat(), DMG_SLASH );
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CalculateMeleeDamageForce( &info, vecForward, tr.endpos );
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pOther->DispatchTraceAttack( info, vecForward, &tr );
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}
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else
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{
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CTakeDamageInfo info( this, this, sk_snark_dmg_bite.GetFloat(), DMG_SLASH );
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CalculateMeleeDamageForce( &info, vecForward, tr.endpos );
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pOther->DispatchTraceAttack( info, vecForward, &tr );
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}
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ApplyMultiDamage();
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SetDamage( GetDamage() + sk_snark_dmg_pop.GetFloat() ); // add more explosion damage
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// m_flDie += 2.0; // add more life
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// make bite sound
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CPASAttenuationFilter filter( this );
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CSoundParameters params;
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if ( GetParametersForSound( "Snark.Deploy", params, NULL ) )
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{
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EmitSound_t ep( params );
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ep.m_nPitch = (int)flpitch;
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EmitSound( filter, entindex(), ep );
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}
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m_flNextAttack = gpGlobals->curtime + 0.5;
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}
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}
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else
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{
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// ALERT( at_console, "been hit\n");
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}
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}
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m_flNextHit = gpGlobals->curtime + 0.1;
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m_flNextHunt = gpGlobals->curtime;
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if ( g_pGameRules->IsMultiplayer() )
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{
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// in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows.
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if ( gpGlobals->curtime < m_flNextBounceSoundTime )
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{
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// too soon!
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return;
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}
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}
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if ( !( GetFlags() & FL_ONGROUND ) )
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{
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// play bounce sound
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CPASAttenuationFilter filter2( this );
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CSoundParameters params;
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if ( GetParametersForSound( "Snark.Bounce", params, NULL ) )
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{
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EmitSound_t ep( params );
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ep.m_nPitch = (int)flpitch;
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EmitSound( filter2, entindex(), ep );
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}
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 256, 0.25 );
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}
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else
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{
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// skittering sound
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 100, 0.1 );
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}
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m_flNextBounceSoundTime = gpGlobals->curtime + 0.5;// half second.
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}
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bool CSnark::IsValidEnemy( CBaseEntity *pEnemy )
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{
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return CHL1BaseNPC::IsValidEnemy( pEnemy );
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}
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