mirror of
https://github.com/nillerusr/source-engine.git
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3411 lines
100 KiB
C++
3411 lines
100 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Vortigaunt - now much friendlier!
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//
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//=============================================================================
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#include "cbase.h"
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#include "beam_shared.h"
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#include "globalstate.h"
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#include "npcevent.h"
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#include "Sprite.h"
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#include "IEffects.h"
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#include "te_effect_dispatch.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "physics_prop_ragdoll.h"
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#include "RagdollBoogie.h"
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#include "ai_squadslot.h"
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#include "npc_antlion.h"
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#include "particle_parse.h"
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#include "particle_system.h"
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#include "ai_senses.h"
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#include "npc_vortigaunt_episodic.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define HAND_LEFT 0
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#define HAND_RIGHT 1
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#define HAND_BOTH 2
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class CVortigauntChargeToken;
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#define VORTIGAUNT_LIMP_HEALTH 20
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#define VORTIGAUNT_SENTENCE_VOLUME (float)0.35 // volume of vortigaunt sentences
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#define VORTIGAUNT_VOL 0.35 // volume of vortigaunt sounds
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#define VORTIGAUNT_ATTN ATTN_NORM // attenutation of vortigaunt sentences
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#define VORTIGAUNT_HEAL_RECHARGE 30.0 // How long to rest between heals
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#define VORTIGAUNT_ZAP_GLOWGROW_TIME 0.5 // How long does glow last
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#define VORTIGAUNT_HEAL_GLOWGROW_TIME 1.4 // How long does glow last
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#define VORTIGAUNT_GLOWFADE_TIME 0.5 // How long does it fade
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#define VORTIGAUNT_CURE_LIFESPAN 8.0 // cure tokens only live this long (so they don't get stuck on geometry)
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#define VORTIGAUNT_BLUE_FADE_TIME 2.25f // takes this long to fade from green to blue or back
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#define VORTIGAUNT_FEAR_ZOMBIE_DIST_SQR Square(60) // back away from zombies inside this radius
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#define PLAYER_CRITICAL_HEALTH_PERC 0.15f
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#define TLK_SQUISHED_GRUB "TLK_SQUISHED_GRUB" // response rule for vortigaunts when they step on a grub
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static const char *VORTIGAUNT_LEFT_CLAW = "leftclaw";
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static const char *VORTIGAUNT_RIGHT_CLAW = "rightclaw";
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static const char *VORT_CURE = "VORT_CURE";
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static const char *VORT_CURESTOP = "VORT_CURESTOP";
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static const char *VORT_CURE_INTERRUPT = "VORT_CURE_INTERRUPT";
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static const char *VORT_ATTACK = "VORT_ATTACK";
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static const char *VORT_MAD = "VORT_MAD";
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static const char *VORT_SHOT = "VORT_SHOT";
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static const char *VORT_PAIN = "VORT_PAIN";
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static const char *VORT_DIE = "VORT_DIE";
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static const char *VORT_KILL = "VORT_KILL";
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static const char *VORT_LINE_FIRE = "VORT_LINE_FIRE";
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static const char *VORT_POK = "VORT_POK";
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static const char *VORT_EXTRACT_START = "VORT_EXTRACT_START";
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static const char *VORT_EXTRACT_FINISH = "VORT_EXTRACT_FINISH";
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// Target must be within this range to heal
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#define HEAL_RANGE (40*12) //ft
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#define HEAL_SEARCH_RANGE (40*12) //ft
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ConVar sk_vortigaunt_armor_charge( "sk_vortigaunt_armor_charge","30");
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ConVar sk_vortigaunt_armor_charge_per_token( "sk_vortigaunt_armor_charge_per_token","5");
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ConVar sk_vortigaunt_health( "sk_vortigaunt_health","0");
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ConVar sk_vortigaunt_dmg_claw( "sk_vortigaunt_dmg_claw","0");
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ConVar sk_vortigaunt_dmg_rake( "sk_vortigaunt_dmg_rake","0");
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ConVar sk_vortigaunt_dmg_zap( "sk_vortigaunt_dmg_zap","0");
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ConVar sk_vortigaunt_zap_range( "sk_vortigaunt_zap_range", "100", FCVAR_NONE, "Range of vortigaunt's ranged attack (feet)" );
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ConVar sk_vortigaunt_vital_antlion_worker_dmg("sk_vortigaunt_vital_antlion_worker_dmg", "0.2", FCVAR_NONE, "Vital-ally vortigaunts scale damage taken from antlion workers by this amount." );
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ConVar g_debug_vortigaunt_aim( "g_debug_vortigaunt_aim", "0" );
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// FIXME: Move to shared code!
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#define VORTFX_ZAPBEAM 0 // Beam that damages the target
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#define VORTFX_ARMBEAM 1 // Smaller beams from the hands as we charge up
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//-----------------------------------------------------------------------------
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// Interactions
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//-----------------------------------------------------------------------------
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int g_interactionVortigauntStomp = 0;
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int g_interactionVortigauntStompFail = 0;
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int g_interactionVortigauntStompHit = 0;
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int g_interactionVortigauntKick = 0;
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int g_interactionVortigauntClaw = 0;
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//=========================================================
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// Vortigaunt activities
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//=========================================================
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int ACT_VORTIGAUNT_AIM;
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int ACT_VORTIGAUNT_START_HEAL;
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int ACT_VORTIGAUNT_HEAL_LOOP;
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int ACT_VORTIGAUNT_END_HEAL;
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int ACT_VORTIGAUNT_TO_ACTION;
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int ACT_VORTIGAUNT_TO_IDLE;
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int ACT_VORTIGAUNT_HEAL; // Heal gesture
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int ACT_VORTIGAUNT_DISPEL;
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int ACT_VORTIGAUNT_ANTLION_THROW;
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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int AE_VORTIGAUNT_CLAW_LEFT;
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int AE_VORTIGAUNT_CLAW_RIGHT;
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int AE_VORTIGAUNT_ZAP_POWERUP;
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int AE_VORTIGAUNT_ZAP_SHOOT;
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int AE_VORTIGAUNT_ZAP_DONE;
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int AE_VORTIGAUNT_HEAL_STARTGLOW;
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int AE_VORTIGAUNT_HEAL_STARTBEAMS;
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int AE_VORTIGAUNT_HEAL_STARTSOUND;
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int AE_VORTIGAUNT_SWING_SOUND;
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int AE_VORTIGAUNT_SHOOT_SOUNDSTART;
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int AE_VORTIGAUNT_HEAL_PAUSE;
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int AE_VORTIGAUNT_START_DISPEL; // Start the warm-up
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int AE_VORTIGAUNT_ACCEL_DISPEL; // Indicates we're ramping up
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int AE_VORTIGAUNT_DISPEL; // Actual blast
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int AE_VORTIGAUNT_START_HURT_GLOW; // Start the hurt handglow: 0=left, 1=right
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int AE_VORTIGAUNT_STOP_HURT_GLOW; // Turn off the hurt handglow: 0=left, 1=right
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int AE_VORTIGAUNT_START_HEAL_GLOW; // 0 - Left, 1 - Right
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int AE_VORTIGAUNT_STOP_HEAL_GLOW; // '
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//-----------------------------------------------------------------------------
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// Squad slots
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//-----------------------------------------------------------------------------
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enum SquadSlot_T
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{
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SQUAD_SLOT_HEAL_PLAYER = LAST_SHARED_SQUADSLOT,
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};
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CNPC_Vortigaunt )
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DEFINE_FIELD( m_eHealState, FIELD_INTEGER ),
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DEFINE_FIELD( m_flNextHealTokenTime, FIELD_TIME ),
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DEFINE_ARRAY( m_hHandEffect, FIELD_EHANDLE, 2 ),
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DEFINE_FIELD( m_flNextHealTime, FIELD_TIME ),
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DEFINE_FIELD( m_bPlayerRequestedHeal, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flDispelTestTime, FIELD_TIME ),
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DEFINE_FIELD( m_flHealHinderedTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_nLightningSprite, FIELD_INTEGER),
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DEFINE_FIELD( m_fGlowAge, FIELD_FLOAT),
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DEFINE_FIELD( m_fGlowChangeTime, FIELD_TIME),
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DEFINE_FIELD( m_bGlowTurningOn, FIELD_BOOLEAN),
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DEFINE_FIELD( m_nCurGlowIndex, FIELD_INTEGER),
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DEFINE_FIELD( m_flNextHealTime, FIELD_TIME),
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DEFINE_FIELD( m_flPainTime, FIELD_TIME),
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DEFINE_FIELD( m_nextLineFireTime, FIELD_TIME),
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DEFINE_KEYFIELD( m_bArmorRechargeEnabled,FIELD_BOOLEAN, "ArmorRechargeEnabled" ),
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DEFINE_FIELD( m_bForceArmorRecharge, FIELD_BOOLEAN),
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DEFINE_FIELD( m_bExtractingBugbait, FIELD_BOOLEAN),
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DEFINE_FIELD( m_iLeftHandAttachment, FIELD_INTEGER ),
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DEFINE_FIELD( m_iRightHandAttachment, FIELD_INTEGER ),
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DEFINE_FIELD( m_hHealTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flBlueEndFadeTime, FIELD_TIME ),
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DEFINE_FIELD( m_bIsBlue, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bIsBlack, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flAimDelay, FIELD_TIME ),
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DEFINE_FIELD( m_bCarryingNPC, FIELD_BOOLEAN ),
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DEFINE_KEYFIELD( m_bRegenerateHealth, FIELD_BOOLEAN, "HealthRegenerateEnabled" ),
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// m_AssaultBehavior (auto saved by AI)
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// m_LeadBehavior
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// DEFINE_FIELD( m_bStopLoopingSounds, FIELD_BOOLEAN ),
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// Function Pointers
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DEFINE_USEFUNC( Use ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableArmorRecharge", InputEnableArmorRecharge ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableArmorRecharge", InputDisableArmorRecharge ),
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DEFINE_INPUTFUNC( FIELD_STRING, "ChargeTarget", InputChargeTarget ),
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DEFINE_INPUTFUNC( FIELD_STRING, "ExtractBugbait", InputExtractBugbait ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableHealthRegeneration", InputEnableHealthRegeneration ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableHealthRegeneration",InputDisableHealthRegeneration ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Dispel", InputDispel ),
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DEFINE_INPUTFUNC( FIELD_VOID, "BeginCarryNPC", InputBeginCarryNPC ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EndCarryNPC", InputEndCarryNPC ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "TurnBlue", InputTurnBlue ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "TurnBlack", InputTurnBlack ),
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// Outputs
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DEFINE_OUTPUT(m_OnFinishedExtractingBugbait, "OnFinishedExtractingBugbait"),
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DEFINE_OUTPUT(m_OnFinishedChargingTarget, "OnFinishedChargingTarget"),
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DEFINE_OUTPUT(m_OnPlayerUse, "OnPlayerUse" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( npc_vortigaunt, CNPC_Vortigaunt );
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IMPLEMENT_SERVERCLASS_ST( CNPC_Vortigaunt, DT_NPC_Vortigaunt )
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SendPropTime( SENDINFO (m_flBlueEndFadeTime ) ),
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SendPropBool( SENDINFO( m_bIsBlue )),
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SendPropBool( SENDINFO ( m_bIsBlack ) ),
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END_SEND_TABLE()
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// for special behavior with rollermines
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static bool IsRoller( CBaseEntity *pRoller )
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{
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return FClassnameIs( pRoller, "npc_rollermine" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CNPC_Vortigaunt::CNPC_Vortigaunt( void ) :
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m_bPlayerRequestedHeal( false ),
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m_flNextHealTime( 3.0f ), // Let the player settle before we decide to do this
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m_nNumTokensToSpawn( 0 ),
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m_flAimDelay( 0.0f ),
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m_eHealState( HEAL_STATE_NONE )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determines whether or not the player is below a certain percentage
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// of their maximum health
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// Input : flPerc - Percentage to test against
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// Output : Returns true if less than supplied parameter
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//-----------------------------------------------------------------------------
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bool CNPC_Vortigaunt::PlayerBelowHealthPercentage( CBasePlayer *pPlayer, float flPerc )
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{
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if ( pPlayer == NULL )
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return false;
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if ( pPlayer->ArmorValue() )
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return false;
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float flMaxHealth = pPlayer->GetMaxHealth();
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if ( flMaxHealth == 0.0f )
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return false;
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float flHealthPerc = (flMaxHealth != 0 ) ? (float) pPlayer->GetHealth() / flMaxHealth : 0.0f;
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return ( flHealthPerc <= flPerc );
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}
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#define VORT_START_EXTRACT_SENTENCE 500
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#define VORT_FINISH_EXTRACT_SENTENCE 501
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//------------------------------------------------------------------------------
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// Purpose: Make the vort speak a line
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//------------------------------------------------------------------------------
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void CNPC_Vortigaunt::SpeakSentence( int sentenceType )
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{
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if (sentenceType == VORT_START_EXTRACT_SENTENCE)
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{
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Speak( VORT_EXTRACT_START );
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}
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else if (sentenceType == VORT_FINISH_EXTRACT_SENTENCE)
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{
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Speak( VORT_EXTRACT_FINISH );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Vortigaunt::StartTask( const Task_t *pTask )
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{
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switch ( pTask->iTask)
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{
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case TASK_ANNOUNCE_ATTACK:
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{
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// We override this to add our innate weapon
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if ( m_AnnounceAttackTimer.Expired() )
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{
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if ( SpeakIfAllowed( TLK_ATTACKING, "attacking_with_weapon:zap" ) )
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{
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m_AnnounceAttackTimer.Set( 10, 30 );
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}
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}
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BaseClass::StartTask( pTask );
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break;
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}
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// Sets our target to the entity that we cached earlier.
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case TASK_VORTIGAUNT_GET_HEAL_TARGET:
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{
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if ( m_hHealTarget == NULL )
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{
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TaskFail( FAIL_NO_TARGET );
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}
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else
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{
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SetTarget( m_hHealTarget );
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TaskComplete();
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}
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break;
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}
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case TASK_VORTIGAUNT_EXTRACT_WARMUP:
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{
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ResetIdealActivity( (Activity) ACT_VORTIGAUNT_TO_ACTION );
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break;
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}
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case TASK_VORTIGAUNT_EXTRACT:
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{
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SetActivity( (Activity) ACT_RANGE_ATTACK1 );
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break;
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}
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case TASK_VORTIGAUNT_EXTRACT_COOLDOWN:
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{
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ResetIdealActivity( (Activity)ACT_VORTIGAUNT_TO_IDLE );
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break;
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}
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case TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT:
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{
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// Cheat, and fire both outputs
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m_OnFinishedExtractingBugbait.FireOutput( this, this );
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TaskComplete();
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break;
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}
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case TASK_VORTIGAUNT_HEAL:
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{
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// Start the layer up and give it a higher priority than normal
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int nLayer = AddGesture( (Activity) ACT_VORTIGAUNT_HEAL );
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SetLayerPriority( nLayer, 1.0f );
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m_eHealState = HEAL_STATE_WARMUP;
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CBasePlayer *pPlayer = ToBasePlayer( m_hHealTarget );
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if ( pPlayer == NULL )
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{
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TaskFail( "NULL Player in heal schedule!\n" );
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return;
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}
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// Figure out how many tokens to spawn
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float flArmorDelta = (float) sk_vortigaunt_armor_charge.GetInt() - pPlayer->ArmorValue();
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m_nNumTokensToSpawn = ceil( flArmorDelta / sk_vortigaunt_armor_charge_per_token.GetInt() );
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// If we're forced to recharge, then at least send one
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if ( m_bForceArmorRecharge && m_nNumTokensToSpawn <= 0 )
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m_nNumTokensToSpawn = 1;
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TaskComplete();
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break;
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}
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case TASK_VORTIGAUNT_WAIT_FOR_PLAYER:
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{
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// Wait for the player to get near (before starting the bugbait sequence)
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break;
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}
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case TASK_VORTIGAUNT_DISPEL_ANTLIONS:
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{
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if ( IsOkToCombatSpeak() )
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{
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Speak( TLK_VORTIGAUNT_DISPEL );
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}
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ResetIdealActivity( (Activity) ACT_VORTIGAUNT_DISPEL );
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break;
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}
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default:
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{
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BaseClass::StartTask( pTask );
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Vortigaunt::RunTask( const Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_RANGE_ATTACK1:
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{
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// If our enemy is gone, dead or out of sight, pick a new one (only if we're not delaying this behavior)
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if ( ( HasCondition( COND_ENEMY_OCCLUDED ) ||
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GetEnemy() == NULL ||
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GetEnemy()->IsAlive() == false ) &&
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m_flAimDelay < gpGlobals->curtime )
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{
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CBaseEntity *pNewEnemy = BestEnemy();
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if ( pNewEnemy != NULL )
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{
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SetEnemy( pNewEnemy );
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SetState( NPC_STATE_COMBAT );
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}
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}
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BaseClass::RunTask( pTask );
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break;
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}
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case TASK_VORTIGAUNT_EXTRACT_WARMUP:
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{
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if ( IsActivityFinished() )
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{
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TaskComplete();
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}
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break;
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}
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case TASK_VORTIGAUNT_EXTRACT:
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{
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if ( IsActivityFinished() )
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{
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TaskComplete();
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}
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break;
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}
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case TASK_VORTIGAUNT_EXTRACT_COOLDOWN:
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{
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if ( IsActivityFinished() )
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{
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m_bExtractingBugbait = false;
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TaskComplete();
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}
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break;
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}
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case TASK_VORTIGAUNT_WAIT_FOR_PLAYER:
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{
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// Wait for the player to get near (before starting the bugbait sequence)
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CBasePlayer *pPlayer = AI_GetSinglePlayer();
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if ( pPlayer != NULL )
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{
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GetMotor()->SetIdealYawToTargetAndUpdate( pPlayer->GetAbsOrigin(), AI_KEEP_YAW_SPEED );
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SetTurnActivity();
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if ( GetMotor()->DeltaIdealYaw() < 10 )
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{
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// Wait for the player to get close enough
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if ( ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr() < Square(32*12) )
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{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TaskFail( FAIL_NO_PLAYER );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case TASK_VORTIGAUNT_DISPEL_ANTLIONS:
|
|
{
|
|
if ( IsSequenceFinished() )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::AlertSound( void )
|
|
{
|
|
if ( GetEnemy() != NULL && IsOkToCombatSpeak() )
|
|
{
|
|
Speak( VORT_ATTACK );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows each sequence to have a different turn rate associated with it.
|
|
// Output : float CNPC_Vortigaunt::MaxYawSpeed
|
|
//-----------------------------------------------------------------------------
|
|
float CNPC_Vortigaunt::MaxYawSpeed ( void )
|
|
{
|
|
switch ( GetActivity() )
|
|
{
|
|
case ACT_IDLE:
|
|
return 35;
|
|
break;
|
|
case ACT_WALK:
|
|
return 35;
|
|
break;
|
|
case ACT_RUN:
|
|
return 45;
|
|
break;
|
|
default:
|
|
return 35;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Normal facing position is the eyes, but with the vort eyes on such a
|
|
// long swing arm, this causes stability issues when an npc is trying to
|
|
// face a vort that's also turning their head
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
Vector CNPC_Vortigaunt::FacingPosition( void )
|
|
{
|
|
return WorldSpaceCenter();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Normal body target is the mid-point between the center and the eyes, but
|
|
// the vort's eyes are so far offset, that this is usually in the middle of
|
|
// empty space
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
Vector CNPC_Vortigaunt::BodyTarget( const Vector &posSrc, bool bNoisy )
|
|
{
|
|
Vector low = WorldSpaceCenter() - ( WorldSpaceCenter() - GetAbsOrigin() ) * .25;
|
|
|
|
Vector high;
|
|
int iBone = LookupBone( "ValveBiped.neck1" );
|
|
if (iBone >= 0)
|
|
{
|
|
QAngle angHigh;
|
|
GetBonePosition( iBone, high, angHigh );
|
|
}
|
|
else
|
|
{
|
|
high = WorldSpaceCenter();
|
|
}
|
|
|
|
Vector delta = high - low;
|
|
Vector result;
|
|
if ( bNoisy )
|
|
{
|
|
// bell curve
|
|
float rand1 = random->RandomFloat( 0.0, 0.5 );
|
|
float rand2 = random->RandomFloat( 0.0, 0.5 );
|
|
result = low + delta * rand1 + delta * rand2;
|
|
}
|
|
else
|
|
result = low + delta * 0.5;
|
|
|
|
return result;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Try a more predictive approach
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
|
|
{
|
|
// Try and figure out a rough idea of where we'll be after a certain time delta and base our
|
|
// conditions on that instead. This is necessary because the vortigaunt takes a long time to
|
|
// deliver his attack and looks very strange if he starts to attack when he'd never be able to hit
|
|
// due to movement.
|
|
|
|
const float flTimeDelta = 0.5f;
|
|
Vector vecNewOwnerPos;
|
|
Vector vecNewTargetPos;
|
|
UTIL_PredictedPosition( this, flTimeDelta, &vecNewOwnerPos );
|
|
UTIL_PredictedPosition( GetEnemy(), flTimeDelta, &vecNewTargetPos );
|
|
|
|
Vector vecDelta = vecNewTargetPos - GetEnemy()->GetAbsOrigin();
|
|
Vector vecFinalTargetPos = GetEnemy()->BodyTarget( vecNewOwnerPos ) + vecDelta;
|
|
|
|
// Debug data
|
|
/*
|
|
NDebugOverlay::Box( GetEnemy()->BodyTarget( vecNewOwnerPos ), -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, 0, 3.0f );
|
|
NDebugOverlay::Box( vecFinalTargetPos, -Vector(4,4,4), Vector(4,4,4), 255, 255, 0, 0, 3.0f );
|
|
NDebugOverlay::HorzArrow( GetEnemy()->BodyTarget( vecNewOwnerPos ), vecFinalTargetPos, 12.0f, 255, 0, 0, 16.0f, true, 3.0f );
|
|
NDebugOverlay::HorzArrow( vecNewOwnerPos, GetEnemy()->BodyTarget( vecNewOwnerPos ), 8.0f, 255, 255, 0, 32.0f, true, 3.0f );
|
|
*/
|
|
|
|
return BaseClass::InnateWeaponLOSCondition( vecNewOwnerPos, vecFinalTargetPos, bSetConditions );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : For innate range attack
|
|
//------------------------------------------------------------------------------
|
|
int CNPC_Vortigaunt::RangeAttack1Conditions( float flDot, float flDist )
|
|
{
|
|
if ( GetEnemy() == NULL )
|
|
return COND_NONE;
|
|
|
|
if ( gpGlobals->curtime < m_flNextAttack )
|
|
return COND_NONE;
|
|
|
|
// Don't do shooting while playing a scene
|
|
if ( IsCurSchedule( SCHED_SCENE_GENERIC ) )
|
|
return COND_NONE;
|
|
|
|
// dvs: Allow up-close range attacks for episodic as the vort's melee
|
|
// attack is rather ineffective.
|
|
#ifndef HL2_EPISODIC
|
|
if ( flDist <= 70 )
|
|
{
|
|
return( COND_TOO_CLOSE_TO_ATTACK );
|
|
}
|
|
else
|
|
#else
|
|
if ( flDist < 32.0f )
|
|
return COND_TOO_CLOSE_TO_ATTACK;
|
|
#endif // HL2_EPISODIC
|
|
if ( flDist > InnateRange1MaxRange() )
|
|
{
|
|
return( COND_TOO_FAR_TO_ATTACK );
|
|
}
|
|
else if ( flDot < 0.65 )
|
|
{
|
|
return( COND_NOT_FACING_ATTACK );
|
|
}
|
|
|
|
#ifdef HL2_EPISODIC
|
|
|
|
// Do an extra check for workers near myself or the player
|
|
if ( IsAntlionWorker( GetEnemy() ) )
|
|
{
|
|
// See if it's too close to me
|
|
if ( ( GetAbsOrigin() - GetEnemy()->GetAbsOrigin() ).LengthSqr() < Square( AntlionWorkerBurstRadius() ) )
|
|
return COND_TOO_CLOSE_TO_ATTACK;
|
|
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
if ( pPlayer && ( pPlayer->GetAbsOrigin() - GetEnemy()->GetAbsOrigin() ).LengthSqr() < Square( AntlionWorkerBurstRadius() ) )
|
|
{
|
|
// Warn the player to get away!
|
|
CFmtStrN<128> modifiers( "antlion_worker:true" );
|
|
SpeakIfAllowed( TLK_DANGER, modifiers );
|
|
return COND_NONE;
|
|
}
|
|
}
|
|
|
|
#endif // HL2_EPISODIC
|
|
|
|
return COND_CAN_RANGE_ATTACK1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Test for close-up dispel
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Vortigaunt::MeleeAttack1Conditions( float flDot, float flDist )
|
|
{
|
|
if ( m_flDispelTestTime > gpGlobals->curtime )
|
|
return COND_NONE;
|
|
|
|
m_flDispelTestTime = gpGlobals->curtime + 1.0f;
|
|
|
|
if ( GetEnemy() && GetEnemy()->Classify() == CLASS_ANTLION )
|
|
{
|
|
if ( NumAntlionsInRadius(128) > 3 )
|
|
{
|
|
m_flDispelTestTime = gpGlobals->curtime + 15.0f;
|
|
return COND_VORTIGAUNT_DISPEL_ANTLIONS;
|
|
}
|
|
}
|
|
|
|
return COND_NONE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : flRadius -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Vortigaunt::NumAntlionsInRadius( float flRadius )
|
|
{
|
|
CBaseEntity *sEnemySearch[16];
|
|
int nNumAntlions = 0;
|
|
int nNumEnemies = UTIL_EntitiesInBox( sEnemySearch, ARRAYSIZE(sEnemySearch), GetAbsOrigin()-Vector(flRadius,flRadius,flRadius), GetAbsOrigin()+Vector(flRadius,flRadius,flRadius), FL_NPC );
|
|
for ( int i = 0; i < nNumEnemies; i++ )
|
|
{
|
|
// We only care about antlions
|
|
if ( sEnemySearch[i] == NULL || sEnemySearch[i]->Classify() != CLASS_ANTLION )
|
|
continue;
|
|
|
|
nNumAntlions++;
|
|
}
|
|
|
|
return nNumAntlions;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Used for a more powerful, concussive blast
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Vortigaunt::RangeAttack2Conditions( float flDot, float flDist )
|
|
{
|
|
return COND_NONE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
// Start our heal glows (choreo driven)
|
|
if ( pEvent->event == AE_VORTIGAUNT_START_HEAL_GLOW )
|
|
{
|
|
StartHandGlow( VORTIGAUNT_BEAM_HEAL, atoi( pEvent->options ) );
|
|
return;
|
|
}
|
|
|
|
// Stop our heal glows (choreo driven)
|
|
if ( pEvent->event == AE_VORTIGAUNT_STOP_HEAL_GLOW )
|
|
{
|
|
EndHandGlow();
|
|
return;
|
|
}
|
|
|
|
// Start our hurt glows (choreo driven)
|
|
if ( pEvent->event == AE_VORTIGAUNT_START_HURT_GLOW )
|
|
{
|
|
StartHandGlow( VORTIGAUNT_BEAM_DISPEL, atoi( pEvent->options ) );
|
|
return;
|
|
}
|
|
|
|
// Stop our hurt glows (choreo driven)
|
|
if ( pEvent->event == AE_VORTIGAUNT_STOP_HURT_GLOW )
|
|
{
|
|
EndHandGlow();
|
|
return;
|
|
}
|
|
|
|
// Start our dispel effect
|
|
if ( pEvent->event == AE_VORTIGAUNT_START_DISPEL )
|
|
{
|
|
StartHandGlow( VORTIGAUNT_BEAM_DISPEL, HAND_LEFT );
|
|
StartHandGlow( VORTIGAUNT_BEAM_DISPEL, HAND_RIGHT );
|
|
|
|
// Boom!
|
|
//EmitSound( "NPC_Vortigaunt.DispelImpact" );
|
|
CSoundParameters params;
|
|
if ( GetParametersForSound( "NPC_Vortigaunt.DispelImpact", params, NULL ) )
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
EmitSound_t ep( params );
|
|
ep.m_nChannel = CHAN_BODY;
|
|
EmitSound( filter, entindex(), ep );
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_VORTIGAUNT_ACCEL_DISPEL )
|
|
{
|
|
// TODO: Increase the size?
|
|
return;
|
|
}
|
|
|
|
// Kaboom!
|
|
if ( pEvent->event == AE_VORTIGAUNT_DISPEL )
|
|
{
|
|
DispelAntlions( GetAbsOrigin(), 400.0f );
|
|
return;
|
|
}
|
|
|
|
// Start of our heal loop
|
|
if ( pEvent->event == AE_VORTIGAUNT_HEAL_PAUSE )
|
|
{
|
|
StartHealing();
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_VORTIGAUNT_ZAP_POWERUP )
|
|
{
|
|
if ( m_fGlowChangeTime > gpGlobals->curtime )
|
|
return;
|
|
|
|
int nHand = 0;
|
|
if ( pEvent->options )
|
|
{
|
|
nHand = atoi( pEvent->options );
|
|
}
|
|
|
|
if ( ( nHand == HAND_LEFT ) || (nHand == HAND_BOTH ) )
|
|
{
|
|
ArmBeam( VORTIGAUNT_BEAM_ZAP, HAND_LEFT );
|
|
}
|
|
|
|
if ( ( nHand == HAND_RIGHT ) || (nHand == HAND_BOTH ) )
|
|
{
|
|
ArmBeam( VORTIGAUNT_BEAM_ZAP, HAND_RIGHT );
|
|
}
|
|
|
|
// Make hands glow if not already glowing
|
|
if ( m_fGlowAge == 0 )
|
|
{
|
|
if ( ( nHand == HAND_LEFT ) || (nHand == HAND_BOTH ) )
|
|
{
|
|
StartHandGlow( VORTIGAUNT_BEAM_ZAP, HAND_LEFT );
|
|
}
|
|
|
|
if ( ( nHand == HAND_RIGHT ) || (nHand == HAND_BOTH ) )
|
|
{
|
|
StartHandGlow( VORTIGAUNT_BEAM_ZAP, HAND_RIGHT );
|
|
}
|
|
m_fGlowAge = 1;
|
|
}
|
|
|
|
CPASAttenuationFilter filter( this );
|
|
|
|
CSoundParameters params;
|
|
if ( GetParametersForSound( "NPC_Vortigaunt.ZapPowerup", params, NULL ) )
|
|
{
|
|
EmitSound_t ep( params );
|
|
//ep.m_nPitch = 100 + m_iBeams * 10;
|
|
ep.m_nPitch = 150;
|
|
|
|
EmitSound( filter, entindex(), ep );
|
|
|
|
m_bStopLoopingSounds = true;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_VORTIGAUNT_ZAP_SHOOT )
|
|
{
|
|
ClearBeams();
|
|
|
|
ClearMultiDamage();
|
|
|
|
int nHand = 0;
|
|
if ( pEvent->options )
|
|
{
|
|
nHand = atoi( pEvent->options );
|
|
}
|
|
|
|
if ( ( nHand == HAND_LEFT ) || (nHand == HAND_BOTH ) )
|
|
{
|
|
ZapBeam( HAND_LEFT );
|
|
}
|
|
|
|
if ( ( nHand == HAND_RIGHT ) || (nHand == HAND_BOTH ) )
|
|
{
|
|
ZapBeam( HAND_RIGHT );
|
|
}
|
|
|
|
EndHandGlow();
|
|
|
|
EmitSound( "NPC_Vortigaunt.ClawBeam" );
|
|
m_bStopLoopingSounds = true;
|
|
ApplyMultiDamage();
|
|
|
|
// Suppress our aiming until we're done with the animation
|
|
m_flAimDelay = gpGlobals->curtime + 0.75f;
|
|
|
|
if ( m_bExtractingBugbait )
|
|
{
|
|
// Spawn bugbait!
|
|
CBaseCombatWeapon *pWeapon = Weapon_Create( "weapon_bugbait" );
|
|
if ( pWeapon )
|
|
{
|
|
// Starting above the body, spawn closer and closer to the vort until it's clear
|
|
Vector vecSpawnOrigin = GetTarget()->WorldSpaceCenter() + Vector(0, 0, 32);
|
|
int iNumAttempts = 4;
|
|
Vector vecToVort = (WorldSpaceCenter() - vecSpawnOrigin);
|
|
float flDistance = VectorNormalize( vecToVort ) / (iNumAttempts-1);
|
|
int i = 0;
|
|
for (; i < iNumAttempts; i++ )
|
|
{
|
|
trace_t tr;
|
|
CTraceFilterSkipTwoEntities traceFilter( GetTarget(), this, COLLISION_GROUP_NONE );
|
|
AI_TraceLine( vecSpawnOrigin, vecSpawnOrigin, MASK_SHOT, &traceFilter, &tr );
|
|
|
|
if ( tr.fraction == 1.0 && !tr.m_pEnt )
|
|
{
|
|
// Make sure it can fit there
|
|
AI_TraceHull( vecSpawnOrigin, vecSpawnOrigin, -Vector(16,16,16), Vector(16,16,48), MASK_SHOT, &traceFilter, &tr );
|
|
if ( tr.fraction == 1.0 && !tr.m_pEnt )
|
|
break;
|
|
}
|
|
|
|
//NDebugOverlay::Box( vecSpawnOrigin, pWeapon->WorldAlignMins(), pWeapon->WorldAlignMins(), 255,0,0, 64, 100 );
|
|
|
|
// Move towards the vort
|
|
vecSpawnOrigin = vecSpawnOrigin + (vecToVort * flDistance);
|
|
}
|
|
|
|
// HACK: If we've still failed, just spawn it on the player
|
|
if ( i == iNumAttempts )
|
|
{
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
if ( pPlayer )
|
|
{
|
|
vecSpawnOrigin = pPlayer->WorldSpaceCenter();
|
|
}
|
|
}
|
|
|
|
//NDebugOverlay::Box( vecSpawnOrigin, -Vector(20,20,20), Vector(20,20,20), 0,255,0, 64, 100 );
|
|
|
|
pWeapon->SetAbsOrigin( vecSpawnOrigin );
|
|
pWeapon->Drop( Vector(0,0,1) );
|
|
}
|
|
|
|
CEffectData data;
|
|
|
|
data.m_vOrigin = GetTarget()->WorldSpaceCenter();
|
|
data.m_vNormal = WorldSpaceCenter() - GetTarget()->WorldSpaceCenter();
|
|
VectorNormalize( data.m_vNormal );
|
|
|
|
data.m_flScale = 4;
|
|
|
|
DispatchEffect( "AntlionGib", data );
|
|
}
|
|
|
|
// Stagger the next time we can attack
|
|
m_flNextAttack = gpGlobals->curtime + random->RandomFloat( 2.0f, 3.0f );
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_VORTIGAUNT_ZAP_DONE )
|
|
{
|
|
ClearBeams();
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_VORTIGAUNT_HEAL_STARTGLOW )
|
|
{
|
|
// Make hands glow
|
|
StartHandGlow( VORTIGAUNT_BEAM_HEAL, HAND_RIGHT );
|
|
m_eHealState = HEAL_STATE_WARMUP;
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_VORTIGAUNT_HEAL_STARTSOUND )
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
|
|
CSoundParameters params;
|
|
if ( GetParametersForSound( "NPC_Vortigaunt.StartHealLoop", params, NULL ) )
|
|
{
|
|
EmitSound_t ep( params );
|
|
//ep.m_nPitch = 100 + m_iBeams * 10;
|
|
ep.m_nPitch = 150;
|
|
|
|
EmitSound( filter, entindex(), ep );
|
|
m_bStopLoopingSounds = true;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_VORTIGAUNT_SWING_SOUND )
|
|
{
|
|
EmitSound( "NPC_Vortigaunt.Swing" );
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_VORTIGAUNT_SHOOT_SOUNDSTART )
|
|
{
|
|
if ( m_fGlowChangeTime > gpGlobals->curtime )
|
|
return;
|
|
|
|
CPASAttenuationFilter filter( this );
|
|
CSoundParameters params;
|
|
if ( GetParametersForSound( "NPC_Vortigaunt.StartShootLoop", params, NULL ) )
|
|
{
|
|
EmitSound_t ep( params );
|
|
//ep.m_nPitch = 100 + m_iBeams * 10;
|
|
ep.m_nPitch = 150;
|
|
|
|
EmitSound( filter, entindex(), ep );
|
|
m_bStopLoopingSounds = true;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_NPC_LEFTFOOT )
|
|
{
|
|
EmitSound( "NPC_Vortigaunt.FootstepLeft", pEvent->eventtime );
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_NPC_RIGHTFOOT )
|
|
{
|
|
EmitSound( "NPC_Vortigaunt.FootstepRight", pEvent->eventtime );
|
|
return;
|
|
}
|
|
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Turn blue or green
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputTurnBlue( inputdata_t &data )
|
|
{
|
|
bool goBlue = data.value.Bool();
|
|
if (goBlue != m_bIsBlue)
|
|
{
|
|
m_bIsBlue = goBlue;
|
|
m_flBlueEndFadeTime = gpGlobals->curtime + VORTIGAUNT_BLUE_FADE_TIME;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Turn blue or green
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputTurnBlack( inputdata_t &data )
|
|
{
|
|
bool goBlack = data.value.Bool();
|
|
if (goBlack != m_bIsBlack)
|
|
{
|
|
m_bIsBlack = goBlack;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Translate some activites for the Vortigaunt
|
|
//------------------------------------------------------------------------------
|
|
Activity CNPC_Vortigaunt::NPC_TranslateActivity( Activity eNewActivity )
|
|
{
|
|
// This is a hack solution for the Vort carrying Alyx in Ep2
|
|
if ( IsCarryingNPC() )
|
|
{
|
|
if ( eNewActivity == ACT_IDLE )
|
|
return ACT_IDLE_CARRY;
|
|
|
|
if ( eNewActivity == ACT_WALK || eNewActivity == ACT_WALK_AIM || eNewActivity == ACT_RUN || eNewActivity == ACT_RUN_AIM )
|
|
return ACT_WALK_CARRY;
|
|
}
|
|
|
|
// NOTE: This is a stand-in until the readiness system can handle non-weapon holding NPC's
|
|
if ( eNewActivity == ACT_IDLE )
|
|
{
|
|
// More than relaxed means we're stimulated
|
|
if ( GetReadinessLevel() >= AIRL_STIMULATED )
|
|
return ACT_IDLE_STIMULATED;
|
|
}
|
|
|
|
if ( eNewActivity == ACT_RANGE_ATTACK2 )
|
|
return (Activity) ACT_VORTIGAUNT_DISPEL;
|
|
|
|
return BaseClass::NPC_TranslateActivity( eNewActivity );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::UpdateOnRemove( void)
|
|
{
|
|
ClearBeams();
|
|
ClearHandGlow();
|
|
|
|
// Chain at end to mimic destructor unwind order
|
|
BaseClass::UpdateOnRemove();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::Event_Killed( const CTakeDamageInfo &info )
|
|
{
|
|
ClearBeams();
|
|
ClearHandGlow();
|
|
|
|
BaseClass::Event_Killed( info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::Spawn( void )
|
|
{
|
|
#if !defined( HL2_EPISODIC )
|
|
// Disable back-away
|
|
AddSpawnFlags( SF_NPC_NO_PLAYER_PUSHAWAY );
|
|
#endif // HL2_EPISODIC
|
|
|
|
// Allow multiple models (for slaves), but default to vortigaunt.mdl
|
|
char *szModel = (char *)STRING( GetModelName() );
|
|
if (!szModel || !*szModel)
|
|
{
|
|
szModel = "models/vortigaunt.mdl";
|
|
SetModelName( AllocPooledString(szModel) );
|
|
}
|
|
|
|
BaseClass::Spawn();
|
|
|
|
m_HackedGunPos.x = 0.0f;
|
|
m_HackedGunPos.y = 0.0f;
|
|
m_HackedGunPos.z = 48.0f;
|
|
|
|
SetHullType( HULL_WIDE_HUMAN );
|
|
SetHullSizeNormal();
|
|
|
|
m_bloodColor = BLOOD_COLOR_GREEN;
|
|
m_iHealth = sk_vortigaunt_health.GetFloat();
|
|
SetViewOffset( Vector ( 0, 0, 64 ) );// position of the eyes relative to monster's origin.
|
|
|
|
CapabilitiesAdd( bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK1 );
|
|
CapabilitiesRemove( bits_CAP_USE_SHOT_REGULATOR );
|
|
|
|
m_flEyeIntegRate = 0.6f; // Got a big eyeball so turn it slower
|
|
m_bForceArmorRecharge = false;
|
|
m_flHealHinderedTime = 0.0f;
|
|
|
|
m_nCurGlowIndex = 0;
|
|
|
|
m_bStopLoopingSounds = false;
|
|
|
|
m_iLeftHandAttachment = LookupAttachment( VORTIGAUNT_LEFT_CLAW );
|
|
m_iRightHandAttachment = LookupAttachment( VORTIGAUNT_RIGHT_CLAW );
|
|
|
|
NPCInit();
|
|
|
|
SetUse( &CNPC_Vortigaunt::Use );
|
|
|
|
// Setup our re-fire times when moving and shooting
|
|
GetShotRegulator()->SetBurstInterval( 2.0f, 2.0f );
|
|
GetShotRegulator()->SetBurstShotCountRange( 1, 1 );
|
|
GetShotRegulator()->SetRestInterval( 2.0f, 2.0f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::Precache()
|
|
{
|
|
UTIL_PrecacheOther( "vort_charge_token" );
|
|
|
|
PrecacheModel( STRING( GetModelName() ) );
|
|
|
|
m_nLightningSprite = PrecacheModel("sprites/lgtning.vmt");
|
|
PrecacheModel("sprites/vortring1.vmt");
|
|
|
|
// HACK: Only precache this for EP2 because reslists cannot be rebuilt - 08/22/07 - jdw
|
|
if ( hl2_episodic.GetBool() )
|
|
{
|
|
char modDir[MAX_PATH];
|
|
if ( UTIL_GetModDir( modDir, sizeof(modDir) ) )
|
|
{
|
|
if ( !Q_stricmp( modDir, "ep2" ) )
|
|
{
|
|
PrecacheMaterial( "effects/rollerglow" );
|
|
}
|
|
}
|
|
}
|
|
|
|
PrecacheScriptSound( "NPC_Vortigaunt.SuitOn" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.SuitCharge" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.ZapPowerup" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.ClawBeam" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.StartHealLoop" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.Swing" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.StartShootLoop" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.FootstepLeft" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.FootstepRight" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.DispelStart" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.DispelImpact" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.Explode" );
|
|
|
|
PrecacheParticleSystem( "vortigaunt_beam" );
|
|
PrecacheParticleSystem( "vortigaunt_beam_charge" );
|
|
PrecacheParticleSystem( "vortigaunt_hand_glow" );
|
|
|
|
PrecacheMaterial( "sprites/light_glow02_add" );
|
|
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Interpret a player +USE'ing us
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
m_OnPlayerUse.FireOutput( pActivator, pCaller );
|
|
|
|
// Foremost, try and heal a wounded player
|
|
if ( HealBehaviorAvailable() )
|
|
{
|
|
// See if we should heal the player
|
|
CBaseEntity *pHealTarget = FindHealTarget();
|
|
if ( pHealTarget != NULL )
|
|
{
|
|
SetCondition( COND_PROVOKED );
|
|
SetHealTarget( pHealTarget, true );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Next, try to speak the +USE concept
|
|
if ( IsOkToSpeakInResponseToPlayer() && m_eHealState == HEAL_STATE_NONE )
|
|
{
|
|
if ( Speak( TLK_USE ) == false )
|
|
{
|
|
// If we haven't said hi, say that first
|
|
if ( !SpokeConcept( TLK_HELLO ) )
|
|
{
|
|
Speak( TLK_HELLO );
|
|
}
|
|
else
|
|
{
|
|
Speak( TLK_IDLE );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Don't say hi after you've said your +USE speech
|
|
SetSpokeConcept( TLK_HELLO, NULL );
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// PainSound
|
|
//=========================================================
|
|
void CNPC_Vortigaunt::PainSound( const CTakeDamageInfo &info )
|
|
{
|
|
if ( gpGlobals->curtime < m_flPainTime )
|
|
return;
|
|
|
|
m_flPainTime = gpGlobals->curtime + random->RandomFloat(0.5, 0.75);
|
|
|
|
Speak( VORT_PAIN );
|
|
}
|
|
|
|
//=========================================================
|
|
// DeathSound
|
|
//=========================================================
|
|
void CNPC_Vortigaunt::DeathSound( const CTakeDamageInfo &info )
|
|
{
|
|
Speak( VORT_DIE );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
|
{
|
|
CTakeDamageInfo info = inputInfo;
|
|
|
|
if ( (info.GetDamageType() & DMG_SHOCK) && FClassnameIs( info.GetAttacker(), GetClassname() ) )
|
|
{
|
|
// mask off damage from other vorts for now
|
|
info.SetDamage( 0.01 );
|
|
}
|
|
|
|
switch( ptr->hitgroup)
|
|
{
|
|
case HITGROUP_CHEST:
|
|
case HITGROUP_STOMACH:
|
|
if (info.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_BLAST))
|
|
{
|
|
info.ScaleDamage( 0.5f );
|
|
}
|
|
break;
|
|
case 10:
|
|
if (info.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_CLUB))
|
|
{
|
|
info.SetDamage( info.GetDamage() - 20 );
|
|
if (info.GetDamage() <= 0)
|
|
{
|
|
g_pEffects->Ricochet( ptr->endpos, (vecDir*-1.0f) );
|
|
info.SetDamage( 0.01 );
|
|
}
|
|
}
|
|
// always a head shot
|
|
ptr->hitgroup = HITGROUP_HEAD;
|
|
break;
|
|
}
|
|
|
|
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Vortigaunt::TranslateSchedule( int scheduleType )
|
|
{
|
|
switch( scheduleType )
|
|
{
|
|
case SCHED_ALERT_FACE_BESTSOUND:
|
|
return SCHED_VORT_ALERT_FACE_BESTSOUND;
|
|
break;
|
|
|
|
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
|
|
|
// Stand still if we're in the middle of an attack. Failing to do so can make us miss our shot!
|
|
if ( IsPlayingGesture( ACT_GESTURE_RANGE_ATTACK1 ) )
|
|
return SCHED_COMBAT_FACE;
|
|
|
|
return SCHED_VORT_FLEE_FROM_BEST_SOUND;
|
|
break;
|
|
|
|
case SCHED_COWER:
|
|
case SCHED_PC_COWER:
|
|
// Vort doesn't have cower animations
|
|
return SCHED_COMBAT_FACE;
|
|
break;
|
|
|
|
case SCHED_RANGE_ATTACK1:
|
|
|
|
// If we're told to fire when we're already firing, just face our target. If we don't do this, we get a bizarre double-shot
|
|
if ( IsPlayingGesture( ACT_GESTURE_RANGE_ATTACK1 ) )
|
|
return SCHED_COMBAT_FACE;
|
|
|
|
// Otherwise we use our own schedule to attack
|
|
return SCHED_VORTIGAUNT_RANGE_ATTACK;
|
|
break;
|
|
|
|
/*
|
|
case SCHED_CHASE_ENEMY:
|
|
case SCHED_ESTABLISH_LINE_OF_FIRE:
|
|
case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK:
|
|
|
|
// Don't go running off after an enemy just because we're in an attack delay! This has to do with
|
|
// the base systems assuming that held weapons are driving certain decisions when this creature
|
|
// uses an innate ability.
|
|
if ( ( GetNextAttack() > gpGlobals->curtime ) && HasCondition( COND_ENEMY_TOO_FAR ) == false )
|
|
return SCHED_COMBAT_FACE;
|
|
|
|
break;
|
|
*/
|
|
}
|
|
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the heal target for the vort and preps him for completing the action
|
|
// Input : *pTarget - Target we're after
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::SetHealTarget( CBaseEntity *pTarget, bool bPlayerRequested )
|
|
{
|
|
SetCondition( COND_VORTIGAUNT_CAN_HEAL );
|
|
OccupyStrategySlot( SQUAD_SLOT_HEAL_PLAYER );
|
|
m_hHealTarget = pTarget;
|
|
m_bPlayerRequestedHeal = bPlayerRequested;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Finds a player in range that can be healed
|
|
// Output : Target that can be healed
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CNPC_Vortigaunt::FindHealTarget( void )
|
|
{
|
|
// Need to be looking at the player to decide to heal them.
|
|
//if ( HasCondition( COND_SEE_PLAYER ) == false )
|
|
// return false;
|
|
|
|
// Find a likely target in range
|
|
CBaseEntity *pEntity = PlayerInRange( GetAbsOrigin(), HEAL_SEARCH_RANGE );
|
|
|
|
// Make sure we can heal that target
|
|
if ( ShouldHealTarget( pEntity ) == false )
|
|
return NULL;
|
|
|
|
return pEntity;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Whether or not the vort is able to attempt to heal targets
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::HealBehaviorAvailable( void )
|
|
{
|
|
// Cannot already be healing
|
|
if ( m_eHealState != HEAL_STATE_NONE )
|
|
return false;
|
|
|
|
// Must be allowed to do this behavior
|
|
if ( m_bArmorRechargeEnabled == false )
|
|
return false;
|
|
|
|
// Don't interrupt a script
|
|
if ( IsInAScript() || m_NPCState == NPC_STATE_SCRIPT )
|
|
return false;
|
|
|
|
// Cannot interrupt bugbait extraction
|
|
if ( IsCurSchedule( SCHED_VORTIGAUNT_EXTRACT_BUGBAIT ) )
|
|
return false;
|
|
|
|
// Don't bother while we're under attack
|
|
if ( GetEnemy() != NULL )
|
|
return false;
|
|
|
|
// Can't heal if we're leading the player
|
|
if ( IsLeading() )
|
|
return false;
|
|
|
|
// Must be a valid squad activity to do
|
|
if ( IsStrategySlotRangeOccupied( SQUAD_SLOT_HEAL_PLAYER, SQUAD_SLOT_HEAL_PLAYER ) )
|
|
return false;
|
|
|
|
// Heal is valid
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determines whether or not the
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::ShouldHealTarget( CBaseEntity *pTarget )
|
|
{
|
|
// Must have a valid target
|
|
if ( pTarget == NULL )
|
|
return false;
|
|
|
|
// If we're scripting or waiting to run one, we won't heal a target
|
|
if ( IsInAScript() || HasSpawnFlags( SF_NPC_WAIT_FOR_SCRIPT ) )
|
|
return false;
|
|
|
|
// We only heal players
|
|
CBasePlayer *pPlayer = ToBasePlayer( pTarget );
|
|
if ( pPlayer == NULL )
|
|
return false;
|
|
|
|
// Make sure the player's got a suit
|
|
if ( pPlayer->IsSuitEquipped() == false )
|
|
return false;
|
|
|
|
// Don't heal a target we can't see..?
|
|
if ( pPlayer->GetFlags() & FL_NOTARGET )
|
|
return false;
|
|
|
|
// See if the player needs armor
|
|
if ( pPlayer->ArmorValue() >= (sk_vortigaunt_armor_charge.GetFloat()*0.66f) )
|
|
return false;
|
|
|
|
// Must be alive!
|
|
if ( pPlayer->IsAlive() == false )
|
|
return false;
|
|
|
|
// Only consider things in here if the player is NOT at critical health or the heal is a passive one (not requested)
|
|
if ( PlayerBelowHealthPercentage( pPlayer, PLAYER_CRITICAL_HEALTH_PERC ) == false || m_bPlayerRequestedHeal )
|
|
{
|
|
// Don't heal when fighting
|
|
if ( m_NPCState == NPC_STATE_COMBAT )
|
|
return false;
|
|
|
|
// No enemies
|
|
if ( GetEnemy() )
|
|
return false;
|
|
|
|
// No recent damage
|
|
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
|
|
return false;
|
|
}
|
|
|
|
// Allow the heal
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Vortigaunt::SelectHealSchedule( void )
|
|
{
|
|
// If our lead behavior has a goal, don't wait around to heal anyone
|
|
if ( m_LeadBehavior.HasGoal() )
|
|
return SCHED_NONE;
|
|
|
|
// Break out of healing if a script has started
|
|
if ( IsInAScript() && m_bForceArmorRecharge == false )
|
|
{
|
|
if ( m_eHealState != HEAL_STATE_NONE )
|
|
{
|
|
StopHealing( true );
|
|
}
|
|
|
|
return SCHED_NONE;
|
|
}
|
|
|
|
// Cannot already be healing the player
|
|
if ( m_hHealTarget != NULL )
|
|
{
|
|
// For now, just grab the global, single player
|
|
CBasePlayer *pPlayer = ToBasePlayer( m_hHealTarget );
|
|
|
|
// Check for an interruption occurring
|
|
if ( PlayerBelowHealthPercentage( pPlayer, PLAYER_CRITICAL_HEALTH_PERC ) == false && HasCondition( COND_HEAVY_DAMAGE ) )
|
|
{
|
|
StopHealing( true );
|
|
return SCHED_NONE;
|
|
}
|
|
|
|
// See if we're in an ideal position to heal
|
|
if ( m_eHealState != HEAL_STATE_HEALING && m_eHealState != HEAL_STATE_WARMUP && HasCondition( COND_VORTIGAUNT_HEAL_VALID ) )
|
|
return SCHED_VORTIGAUNT_HEAL;
|
|
|
|
// If the player is too far away or blocked, give chase
|
|
if ( HasCondition( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR ) ||
|
|
HasCondition( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED ) )
|
|
return SCHED_VORTIGAUNT_RUN_TO_PLAYER;
|
|
|
|
// Stand and face the player
|
|
if ( HasCondition( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US ) || HasCondition( COND_VORTIGAUNT_HEAL_VALID ) )
|
|
return SCHED_VORTIGAUNT_FACE_PLAYER;
|
|
}
|
|
|
|
return SCHED_NONE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Watch this function path for a route around our normal schedule changing callbacks
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::ClearSchedule( const char *szReason )
|
|
{
|
|
MaintainGlows();
|
|
|
|
BaseClass::ClearSchedule( szReason );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Watch our glows and turn them off appropriately
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::OnScheduleChange( void )
|
|
{
|
|
BaseClass::OnScheduleChange();
|
|
|
|
// If we're in the middle of healing, don't bother doing this
|
|
if ( m_eHealState != HEAL_STATE_NONE )
|
|
return;
|
|
|
|
// If we're changing sequences, always clear
|
|
EndHandGlow( VORTIGAUNT_BEAM_ALL );
|
|
m_fGlowChangeTime = gpGlobals->curtime + 0.1f; // No more glows for this amount of time!
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Select a schedule
|
|
//------------------------------------------------------------------------------
|
|
int CNPC_Vortigaunt::SelectSchedule( void )
|
|
{
|
|
// Always recharge in this case
|
|
if ( m_bForceArmorRecharge )
|
|
{
|
|
m_flNextHealTime = 0;
|
|
int nSchedule = SelectHealSchedule();
|
|
return nSchedule;
|
|
}
|
|
|
|
#ifndef HL2_EPISODIC
|
|
if ( BehaviorSelectSchedule() )
|
|
return BaseClass::SelectSchedule();
|
|
#else
|
|
if ( IsInAScript() )
|
|
return BaseClass::SelectSchedule();
|
|
#endif
|
|
|
|
// If we're currently supposed to be doing something scripted, do it immediately.
|
|
if ( m_bExtractingBugbait )
|
|
return SCHED_VORTIGAUNT_EXTRACT_BUGBAIT;
|
|
|
|
int schedule = SelectHealSchedule();
|
|
if ( schedule != SCHED_NONE )
|
|
return schedule;
|
|
|
|
if ( HasCondition(COND_VORTIGAUNT_DISPEL_ANTLIONS ) )
|
|
{
|
|
ClearCondition( COND_VORTIGAUNT_DISPEL_ANTLIONS );
|
|
return SCHED_VORTIGAUNT_DISPEL_ANTLIONS;
|
|
}
|
|
|
|
// Heal a player if they can be
|
|
if ( HasCondition( COND_VORTIGAUNT_CAN_HEAL ) )
|
|
return SCHED_VORTIGAUNT_HEAL;
|
|
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Vortigaunt::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
|
|
{
|
|
if ( failedSchedule == SCHED_BACK_AWAY_FROM_ENEMY )
|
|
{
|
|
if ( GetEnemy() && GetSenses()->CanSeeEntity( GetEnemy() ) )
|
|
{
|
|
return SCHED_RANGE_ATTACK1;
|
|
}
|
|
}
|
|
|
|
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::DeclineFollowing( void )
|
|
{
|
|
Speak( VORT_POK );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if you're willing to be idly talked to by other friends.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::CanBeUsedAsAFriend( void )
|
|
{
|
|
// We don't want to be used if we're busy
|
|
if ( IsCurSchedule( SCHED_VORTIGAUNT_HEAL ) )
|
|
return false;
|
|
|
|
if ( IsCurSchedule( SCHED_VORTIGAUNT_EXTRACT_BUGBAIT ) )
|
|
return false;
|
|
|
|
return BaseClass::CanBeUsedAsAFriend();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
#define VORT_360_VIEW_DIST_SQR ((60*12)*(60*12))
|
|
bool CNPC_Vortigaunt::FInViewCone( CBaseEntity *pEntity )
|
|
{
|
|
// Vort can see 360 degrees but only at limited distance
|
|
if( ( pEntity->IsNPC() || pEntity->IsPlayer() ) && pEntity->GetAbsOrigin().DistToSqr(GetAbsOrigin()) <= VORT_360_VIEW_DIST_SQR )
|
|
return true;
|
|
|
|
return BaseClass::FInViewCone( pEntity );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Start our heal loop
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::StartHealing( void )
|
|
{
|
|
// Find the layer and stop it from moving forward in the cycle
|
|
int nLayer = FindGestureLayer( (Activity) ACT_VORTIGAUNT_HEAL );
|
|
SetLayerPlaybackRate( nLayer, 0.0f );
|
|
|
|
// We're now in the healing loop
|
|
m_eHealState = HEAL_STATE_HEALING;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::StopHealing( bool bInterrupt )
|
|
{
|
|
// Clear out our healing states
|
|
m_eHealState = HEAL_STATE_NONE;
|
|
m_bForceArmorRecharge = false;
|
|
m_hHealTarget = NULL;
|
|
|
|
EndHandGlow( VORTIGAUNT_BEAM_HEAL );
|
|
VacateStrategySlot();
|
|
|
|
// See if we're completely interrupting the heal or just ending normally
|
|
if ( bInterrupt )
|
|
{
|
|
RemoveGesture( (Activity) ACT_VORTIGAUNT_HEAL );
|
|
m_flNextHealTime = gpGlobals->curtime + 2.0f;
|
|
}
|
|
else
|
|
{
|
|
// Start our animation back up again
|
|
int nLayer = FindGestureLayer( (Activity) ACT_VORTIGAUNT_HEAL );
|
|
SetLayerPlaybackRate( nLayer, 1.0f );
|
|
|
|
m_flNextHealTime = gpGlobals->curtime + VORTIGAUNT_HEAL_RECHARGE;
|
|
m_OnFinishedChargingTarget.FireOutput( this, this );
|
|
}
|
|
|
|
// Give us time to stop our animation before we start attacking (otherwise we get weird collisions)
|
|
SetNextAttack( gpGlobals->curtime + 2.0f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update our heal schedule and gestures if we're currently healing
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::MaintainHealSchedule( void )
|
|
{
|
|
// Need to be healing
|
|
if ( m_eHealState == HEAL_STATE_NONE )
|
|
return;
|
|
|
|
// For now, we only heal the player
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
if ( pPlayer == NULL )
|
|
return;
|
|
|
|
// FIXME: How can this happen?
|
|
if ( m_AssaultBehavior.GetOuter() != NULL )
|
|
{
|
|
// Interrupt us on an urgent assault
|
|
if ( m_AssaultBehavior.IsRunning() && ( m_AssaultBehavior.IsUrgent() || m_AssaultBehavior.OnStrictAssault() ) )
|
|
{
|
|
StopHealing( true );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Don't let us shoot while we're healing
|
|
GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + 0.5f );
|
|
|
|
// If we're in the healing phase, heal our target (if able)
|
|
if ( m_eHealState == HEAL_STATE_HEALING )
|
|
{
|
|
// FIXME: We need to have better logic controlling this
|
|
if ( HasCondition( COND_VORTIGAUNT_HEAL_VALID ) )
|
|
{
|
|
if ( m_flNextHealTokenTime < gpGlobals->curtime )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( m_hHealTarget );
|
|
|
|
// We're done, so stop playing the animation
|
|
if ( m_nNumTokensToSpawn <= 0 || ( m_bForceArmorRecharge == false && ( pPlayer && pPlayer->ArmorValue() >= sk_vortigaunt_armor_charge.GetInt() ) ) )
|
|
{
|
|
m_flHealHinderedTime = 0.0f;
|
|
m_nNumTokensToSpawn = 0;
|
|
SpeakIfAllowed( VORT_CURESTOP );
|
|
StopHealing( false );
|
|
return;
|
|
}
|
|
|
|
// Create a charge token
|
|
Vector vecHandPos;
|
|
QAngle vecHandAngles;
|
|
GetAttachment( m_iRightHandAttachment, vecHandPos, vecHandAngles );
|
|
CVortigauntChargeToken::CreateChargeToken( vecHandPos, this, m_hHealTarget );
|
|
m_flNextHealTokenTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 1.0f );
|
|
m_nNumTokensToSpawn--;
|
|
|
|
// If we're stopping, delay our animation a bit so it's not so robotic
|
|
if ( m_nNumTokensToSpawn <= 0 )
|
|
{
|
|
m_nNumTokensToSpawn = 0;
|
|
m_flNextHealTokenTime = gpGlobals->curtime + 1.0f;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
// NOTENOTE: It's better if the vort give up than ignore things around him to try and continue -- jdw
|
|
|
|
// Increment a counter to let us know how long we've failed
|
|
m_flHealHinderedTime += gpGlobals->curtime - GetLastThink();
|
|
|
|
if ( m_flHealHinderedTime > 2.0f )
|
|
{
|
|
// If too long, stop trying
|
|
StopHealing();
|
|
}
|
|
*/
|
|
|
|
bool bInterrupt = false;
|
|
if ( HasCondition( COND_NEW_ENEMY ) )
|
|
{
|
|
bInterrupt = true;
|
|
}
|
|
|
|
StopHealing( true );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CNPC_Vortigaunt::InAttackSequence( void )
|
|
{
|
|
if ( m_MoveAndShootOverlay.IsMovingAndShooting() )
|
|
return true;
|
|
|
|
if ( GetActivity() == ACT_RANGE_ATTACK1 )
|
|
return true;
|
|
|
|
if ( GetActivity() == ACT_VORTIGAUNT_DISPEL )
|
|
return true;
|
|
|
|
if ( IsPlayingGesture( ACT_GESTURE_RANGE_ATTACK1 ) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Watch our beams and make sure we don't leave them on mistakenly
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::MaintainGlows( void )
|
|
{
|
|
// Verify that if we're not in an attack gesture, that we're not doing an attack glow
|
|
if ( InAttackSequence() == false && m_eHealState == HEAL_STATE_NONE )
|
|
{
|
|
EndHandGlow( VORTIGAUNT_BEAM_ALL );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Squelch looping sounds and glows after a restore.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::OnRestore( void )
|
|
{
|
|
BaseClass::OnRestore();
|
|
|
|
m_bStopLoopingSounds = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Do various non-schedule specific maintainence
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::PrescheduleThink( void )
|
|
{
|
|
// Update our healing (if active)
|
|
MaintainHealSchedule();
|
|
|
|
// Let the base class have a go
|
|
BaseClass::PrescheduleThink();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &move -
|
|
// flInterval -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval )
|
|
{
|
|
// If we're in our aiming gesture, then always face our target as we run
|
|
Activity nActivity = NPC_TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 );
|
|
if ( IsPlayingGesture( nActivity ) ||
|
|
IsCurSchedule( SCHED_PC_MOVE_TOWARDS_COVER_FROM_BEST_SOUND ) ||
|
|
IsCurSchedule( SCHED_VORT_FLEE_FROM_BEST_SOUND ) ||
|
|
IsCurSchedule( SCHED_TAKE_COVER_FROM_BEST_SOUND ) )
|
|
{
|
|
Vector vecEnemyLKP = GetEnemyLKP();
|
|
AddFacingTarget( GetEnemy(), vecEnemyLKP, 1.0, 0.2 );
|
|
}
|
|
|
|
return BaseClass::OverrideMoveFacing( move, flInterval );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::BuildScheduleTestBits( void )
|
|
{
|
|
// Call to base
|
|
BaseClass::BuildScheduleTestBits();
|
|
|
|
// Allow healing to interrupt us if we're standing around
|
|
if ( IsCurSchedule( SCHED_IDLE_STAND ) ||
|
|
IsCurSchedule( SCHED_ALERT_STAND ) )
|
|
{
|
|
if ( m_eHealState == HEAL_STATE_NONE )
|
|
{
|
|
SetCustomInterruptCondition( COND_VORTIGAUNT_CAN_HEAL );
|
|
SetCustomInterruptCondition( COND_VORTIGAUNT_DISPEL_ANTLIONS );
|
|
}
|
|
}
|
|
|
|
// Always interrupt when healing
|
|
if ( m_eHealState != HEAL_STATE_NONE )
|
|
{
|
|
// Interrupt if we're not already adjusting
|
|
if ( IsCurSchedule( SCHED_VORTIGAUNT_RUN_TO_PLAYER ) == false )
|
|
{
|
|
SetCustomInterruptCondition( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR );
|
|
SetCustomInterruptCondition( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED );
|
|
|
|
// Interrupt if we're not already turning
|
|
if ( IsCurSchedule( SCHED_VORTIGAUNT_FACE_PLAYER ) == false )
|
|
{
|
|
SetCustomInterruptCondition( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( IsCurSchedule( SCHED_COMBAT_STAND ) )
|
|
{
|
|
SetCustomInterruptCondition( COND_VORTIGAUNT_DISPEL_ANTLIONS );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Small beam from arm to nearby geometry
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::ArmBeam( int beamType, int nHand )
|
|
{
|
|
trace_t tr;
|
|
float flDist = 1.0;
|
|
int side = ( nHand == HAND_LEFT ) ? -1 : 1;
|
|
|
|
Vector forward, right, up;
|
|
AngleVectors( GetLocalAngles(), &forward, &right, &up );
|
|
Vector vecSrc = GetLocalOrigin() + up * 36 + right * side * 16 + forward * 32;
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
Vector vecAim = forward * random->RandomFloat( -1, 1 ) + right * side * random->RandomFloat( 0, 1 ) + up * random->RandomFloat( -1, 1 );
|
|
trace_t tr1;
|
|
AI_TraceLine ( vecSrc, vecSrc + vecAim * (10*12), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr1);
|
|
|
|
// Don't hit the sky
|
|
if ( tr1.surface.flags & SURF_SKY )
|
|
continue;
|
|
|
|
// Choose a farther distance if we have one
|
|
if ( flDist > tr1.fraction )
|
|
{
|
|
tr = tr1;
|
|
flDist = tr.fraction;
|
|
}
|
|
}
|
|
|
|
// Couldn't find anything close enough
|
|
if ( flDist == 1.0 )
|
|
return;
|
|
|
|
// Tell the client to start an arm beam
|
|
unsigned char uchAttachment = (nHand==HAND_LEFT) ? m_iLeftHandAttachment : m_iRightHandAttachment;
|
|
EntityMessageBegin( this, true );
|
|
WRITE_BYTE( VORTFX_ARMBEAM );
|
|
WRITE_LONG( entindex() );
|
|
WRITE_BYTE( uchAttachment );
|
|
WRITE_VEC3COORD( tr.endpos );
|
|
WRITE_VEC3NORMAL( tr.plane.normal );
|
|
MessageEnd();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Put glowing sprites on hands
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::StartHandGlow( int beamType, int nHand )
|
|
{
|
|
// We need this because there's a rare case where a scene can interrupt and turn off our hand glows, but are then
|
|
// turned back on in the same frame due to how animations are applied and anim events are executed after the AI frame.
|
|
if ( m_fGlowChangeTime > gpGlobals->curtime )
|
|
return;
|
|
|
|
switch( beamType )
|
|
{
|
|
case VORTIGAUNT_BEAM_DISPEL:
|
|
case VORTIGAUNT_BEAM_HEAL:
|
|
case VORTIGAUNT_BEAM_ZAP:
|
|
{
|
|
// Validate the hand's range
|
|
if ( nHand >= ARRAYSIZE( m_hHandEffect ) )
|
|
return;
|
|
|
|
// Start up
|
|
if ( m_hHandEffect[nHand] == NULL )
|
|
{
|
|
// Create the token if it doesn't already exist
|
|
m_hHandEffect[nHand] = CVortigauntEffectDispel::CreateEffectDispel( GetAbsOrigin(), this, NULL );
|
|
if ( m_hHandEffect[nHand] == NULL )
|
|
return;
|
|
}
|
|
|
|
// Stomp our settings
|
|
m_hHandEffect[nHand]->SetParent( this, (nHand==HAND_LEFT) ? m_iLeftHandAttachment : m_iRightHandAttachment );
|
|
m_hHandEffect[nHand]->SetMoveType( MOVETYPE_NONE );
|
|
m_hHandEffect[nHand]->SetLocalOrigin( Vector( 8.0f, 4.0f, 0.0f ) );
|
|
}
|
|
break;
|
|
|
|
case VORTIGAUNT_BEAM_ALL:
|
|
Assert( 0 );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Fade glow from hands.
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::EndHandGlow( int beamType /*= VORTIGAUNT_BEAM_ALL*/ )
|
|
{
|
|
if ( m_hHandEffect[0] )
|
|
{
|
|
m_hHandEffect[0]->FadeAndDie();
|
|
m_hHandEffect[0] = NULL;
|
|
}
|
|
|
|
if ( m_hHandEffect[1] )
|
|
{
|
|
m_hHandEffect[1]->FadeAndDie();
|
|
m_hHandEffect[1] = NULL;
|
|
}
|
|
|
|
// Zap
|
|
if ( beamType == VORTIGAUNT_BEAM_ZAP || beamType == VORTIGAUNT_BEAM_ALL )
|
|
{
|
|
m_fGlowAge = 0;
|
|
|
|
// Stop our smaller beams as well
|
|
ClearBeams();
|
|
}
|
|
}
|
|
|
|
extern int ACT_ANTLION_ZAP_FLIP;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::IsValidEnemy( CBaseEntity *pEnemy )
|
|
{
|
|
if ( IsRoller( pEnemy ) )
|
|
{
|
|
CAI_BaseNPC *pNPC = pEnemy->MyNPCPointer();
|
|
if ( pNPC && pNPC->GetEnemy() != NULL )
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
// Wait until our animation is finished
|
|
if ( GetEnemy() == NULL && m_flAimDelay > gpGlobals->curtime )
|
|
return false;
|
|
|
|
return BaseClass::IsValidEnemy( pEnemy );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Creates a blast where the beam has struck a target
|
|
// Input : &vecOrigin - position to eminate from
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::CreateBeamBlast( const Vector &vecOrigin )
|
|
{
|
|
CSprite *pBlastSprite = CSprite::SpriteCreate( "sprites/vortring1.vmt", vecOrigin, true );
|
|
if ( pBlastSprite != NULL )
|
|
{
|
|
pBlastSprite->SetTransparency( kRenderTransAddFrameBlend, 255, 255, 255, 255, kRenderFxNone );
|
|
pBlastSprite->SetBrightness( 255 );
|
|
pBlastSprite->SetScale( random->RandomFloat( 1.0f, 1.5f ) );
|
|
pBlastSprite->AnimateAndDie( 45.0f );
|
|
pBlastSprite->EmitSound( "NPC_Vortigaunt.Explode" );
|
|
}
|
|
|
|
CPVSFilter filter( vecOrigin );
|
|
te->GaussExplosion( filter, 0.0f, vecOrigin, Vector( 0, 0, 1 ), 0 );
|
|
}
|
|
|
|
#define COS_30 0.866025404f // sqrt(3) / 2
|
|
#define COS_60 0.5 // sqrt(1) / 2
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Heavy damage directly forward
|
|
// Input : nHand - Handedness of the beam
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::ZapBeam( int nHand )
|
|
{
|
|
Vector forward;
|
|
GetVectors( &forward, NULL, NULL );
|
|
|
|
Vector vecSrc = GetAbsOrigin() + GetViewOffset();
|
|
Vector vecAim = GetShootEnemyDir( vecSrc, false ); // We want a clear shot to their core
|
|
|
|
if ( GetEnemy() )
|
|
{
|
|
Vector vecTarget = GetEnemy()->BodyTarget( vecSrc, false );
|
|
|
|
if ( g_debug_vortigaunt_aim.GetBool() )
|
|
{
|
|
NDebugOverlay::Cross3D( vecTarget, 4.0f, 255, 0, 0, true, 10.0f );
|
|
CBaseAnimating *pAnim = GetEnemy()->GetBaseAnimating();
|
|
if ( pAnim )
|
|
{
|
|
pAnim->DrawServerHitboxes( 10.0f );
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we're too far off our center, the shot must miss!
|
|
if ( DotProduct( vecAim, forward ) < COS_60 )
|
|
{
|
|
// Missed, so just shoot forward
|
|
vecAim = forward;
|
|
}
|
|
|
|
trace_t tr;
|
|
|
|
if ( m_bExtractingBugbait == true )
|
|
{
|
|
CRagdollProp *pTest = dynamic_cast< CRagdollProp *>( GetTarget() );
|
|
|
|
if ( pTest )
|
|
{
|
|
ragdoll_t *m_ragdoll = pTest->GetRagdoll();
|
|
|
|
if ( m_ragdoll )
|
|
{
|
|
Vector vOrigin;
|
|
m_ragdoll->list[0].pObject->GetPosition( &vOrigin, 0 );
|
|
|
|
AI_TraceLine( vecSrc, vOrigin, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
|
|
}
|
|
|
|
CRagdollBoogie::Create( pTest, 200, gpGlobals->curtime, 1.0f );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AI_TraceLine( vecSrc, vecSrc + ( vecAim * InnateRange1MaxRange() ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
|
|
}
|
|
|
|
if ( g_debug_vortigaunt_aim.GetBool() )
|
|
{
|
|
NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, true, 10.0f );
|
|
}
|
|
|
|
// Send a message to the client to create a "zap" beam
|
|
unsigned char uchAttachment = (nHand==HAND_LEFT) ? m_iLeftHandAttachment : m_iRightHandAttachment;
|
|
EntityMessageBegin( this, true );
|
|
WRITE_BYTE( VORTFX_ZAPBEAM );
|
|
WRITE_BYTE( uchAttachment );
|
|
WRITE_VEC3COORD( tr.endpos );
|
|
MessageEnd();
|
|
|
|
CBaseEntity *pEntity = tr.m_pEnt;
|
|
if ( pEntity != NULL && m_takedamage )
|
|
{
|
|
if ( g_debug_vortigaunt_aim.GetBool() )
|
|
{
|
|
NDebugOverlay::Box( tr.endpos, -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, 8, 10.0f );
|
|
}
|
|
|
|
CTakeDamageInfo dmgInfo( this, this, sk_vortigaunt_dmg_zap.GetFloat(), DMG_SHOCK );
|
|
dmgInfo.SetDamagePosition( tr.endpos );
|
|
VectorNormalize( vecAim );// not a unit vec yet
|
|
// hit like a 5kg object flying 100 ft/s
|
|
dmgInfo.SetDamageForce( 5 * 100 * 12 * vecAim );
|
|
|
|
// Our zaps do special things to antlions
|
|
if ( FClassnameIs( pEntity, "npc_antlion" ) )
|
|
{
|
|
// Make a worker flip instead of explode
|
|
if ( IsAntlionWorker( pEntity ) )
|
|
{
|
|
CNPC_Antlion *pAntlion = static_cast<CNPC_Antlion *>(pEntity);
|
|
pAntlion->Flip();
|
|
}
|
|
else
|
|
{
|
|
// Always gib the antlion hit!
|
|
dmgInfo.ScaleDamage( 4.0f );
|
|
}
|
|
|
|
// Look in a ring and flip other antlions nearby
|
|
DispelAntlions( tr.endpos, 200.0f, false );
|
|
}
|
|
|
|
// Send the damage to the recipient
|
|
pEntity->DispatchTraceAttack( dmgInfo, vecAim, &tr );
|
|
}
|
|
|
|
// Create a cover for the end of the beam
|
|
CreateBeamBlast( tr.endpos );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Clear glow from hands immediately
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::ClearHandGlow( void )
|
|
{
|
|
if ( m_hHandEffect[0] != NULL )
|
|
{
|
|
UTIL_Remove( m_hHandEffect[0] );
|
|
m_hHandEffect[0] = NULL;
|
|
}
|
|
|
|
if ( m_hHandEffect[1] != NULL )
|
|
{
|
|
UTIL_Remove( m_hHandEffect[1] );
|
|
m_hHandEffect[1] = NULL;
|
|
}
|
|
|
|
m_fGlowAge = 0;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: remove all beams
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::ClearBeams( void )
|
|
{
|
|
// Stop looping suit charge sound.
|
|
if ( m_bStopLoopingSounds )
|
|
{
|
|
StopSound( "NPC_Vortigaunt.StartHealLoop" );
|
|
StopSound( "NPC_Vortigaunt.StartShootLoop" );
|
|
StopSound( "NPC_Vortigaunt.SuitCharge" );
|
|
StopSound( "NPC_Vortigaunt.ZapPowerup" );
|
|
m_bStopLoopingSounds = false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputEnableArmorRecharge( inputdata_t &data )
|
|
{
|
|
m_bArmorRechargeEnabled = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputDisableArmorRecharge( inputdata_t &data )
|
|
{
|
|
m_bArmorRechargeEnabled = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputChargeTarget( inputdata_t &data )
|
|
{
|
|
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, data.value.String(), NULL, data.pActivator, data.pCaller );
|
|
|
|
// Must be valid
|
|
if ( pTarget == NULL )
|
|
{
|
|
DevMsg( 1, "Unable to charge from unknown entity: %s!\n", data.value.String() );
|
|
return;
|
|
}
|
|
|
|
int playerArmor = (pTarget->IsPlayer()) ? ((CBasePlayer *)pTarget)->ArmorValue() : 0;
|
|
|
|
if ( playerArmor >= 100 || ( pTarget->GetFlags() & FL_NOTARGET ) )
|
|
{
|
|
m_OnFinishedChargingTarget.FireOutput( this, this );
|
|
return;
|
|
}
|
|
|
|
m_hHealTarget = pTarget;
|
|
m_bForceArmorRecharge = true;
|
|
|
|
SetCondition( COND_PROVOKED );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputExtractBugbait( inputdata_t &data )
|
|
{
|
|
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, data.value.String(), NULL, data.pActivator, data.pCaller );
|
|
|
|
// Must be valid
|
|
if ( pTarget == NULL )
|
|
{
|
|
DevMsg( 1, "Unable to extract bugbait from unknown entity %s!\n", data.value.String() );
|
|
return;
|
|
}
|
|
|
|
// Keep this as our target
|
|
SetTarget( pTarget );
|
|
|
|
// Start to extract
|
|
m_bExtractingBugbait = true;
|
|
SetSchedule( SCHED_VORTIGAUNT_EXTRACT_BUGBAIT );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows the vortigaunt to use health regeneration
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputEnableHealthRegeneration( inputdata_t &data )
|
|
{
|
|
m_bRegenerateHealth = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Stops the vortigaunt from using health regeneration (default)
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputDisableHealthRegeneration( inputdata_t &data )
|
|
{
|
|
m_bRegenerateHealth = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Vortigaunt::IRelationPriority( CBaseEntity *pTarget )
|
|
{
|
|
int priority = BaseClass::IRelationPriority( pTarget );
|
|
|
|
if ( pTarget == NULL )
|
|
return priority;
|
|
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
|
|
// Handle antlion cases
|
|
if ( pEnemy != NULL && pEnemy != pTarget )
|
|
{
|
|
// I have an enemy that is not this thing. If that enemy is near, I shouldn't become distracted.
|
|
if ( GetAbsOrigin().DistToSqr( pEnemy->GetAbsOrigin()) < Square(15*12) )
|
|
return priority;
|
|
}
|
|
|
|
// Targets near our follow target have a higher priority to us
|
|
if ( m_FollowBehavior.GetFollowTarget() &&
|
|
m_FollowBehavior.GetFollowTarget()->GetAbsOrigin().DistToSqr( pTarget->GetAbsOrigin() ) < Square(25*12) )
|
|
{
|
|
priority++;
|
|
}
|
|
|
|
// Flipped antlions are of lower priority
|
|
CAI_BaseNPC *pNPC = pTarget->MyNPCPointer();
|
|
if ( pNPC && pNPC->Classify() == CLASS_ANTLION && pNPC->GetActivity() == ACT_ANTLION_ZAP_FLIP )
|
|
priority--;
|
|
|
|
return priority;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: back away from overly close zombies
|
|
//-----------------------------------------------------------------------------
|
|
Disposition_t CNPC_Vortigaunt::IRelationType( CBaseEntity *pTarget )
|
|
{
|
|
if ( pTarget == NULL )
|
|
return D_NU;
|
|
|
|
Disposition_t disposition = BaseClass::IRelationType( pTarget );
|
|
|
|
if ( pTarget->Classify() == CLASS_ZOMBIE && disposition == D_HT )
|
|
{
|
|
if( GetAbsOrigin().DistToSqr(pTarget->GetAbsOrigin()) < VORTIGAUNT_FEAR_ZOMBIE_DIST_SQR )
|
|
{
|
|
// Be afraid of a zombie that's near if I'm not allowed to dodge. This will make Alyx back away.
|
|
return D_FR;
|
|
}
|
|
}
|
|
|
|
return disposition;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determines whether the heal gesture can successfully reach the player
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::HealGestureHasLOS( void )
|
|
{
|
|
//For now the player is always our target
|
|
CBaseEntity *pTargetEnt = AI_GetSinglePlayer();
|
|
if ( pTargetEnt == NULL )
|
|
return false;
|
|
|
|
// Find our left hand as the starting point
|
|
Vector vecHandPos;
|
|
QAngle vecHandAngle;
|
|
GetAttachment( m_iRightHandAttachment, vecHandPos, vecHandAngle );
|
|
|
|
// Trace to our target, skipping ourselves and the target
|
|
trace_t tr;
|
|
CTraceFilterSkipTwoEntities filter( this, pTargetEnt, COLLISION_GROUP_NONE );
|
|
UTIL_TraceLine( vecHandPos, pTargetEnt->WorldSpaceCenter(), MASK_SHOT, &filter, &tr );
|
|
|
|
// Must be clear
|
|
if ( tr.fraction < 1.0f || tr.startsolid || tr.allsolid )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gather conditions for our healing behavior
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::GatherHealConditions( void )
|
|
{
|
|
ClearCondition( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR );
|
|
ClearCondition( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED );
|
|
ClearCondition( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US );
|
|
|
|
// We stop if there are enemies around
|
|
if ( m_bArmorRechargeEnabled == false ||
|
|
HasCondition( COND_NEW_ENEMY ) ||
|
|
HasCondition( COND_HEAR_DANGER ) ||
|
|
HasCondition( COND_HEAVY_DAMAGE ) )
|
|
{
|
|
ClearCondition( COND_VORTIGAUNT_HEAL_VALID );
|
|
return;
|
|
}
|
|
|
|
// Start by assuming that we'll succeed
|
|
SetCondition( COND_VORTIGAUNT_HEAL_VALID );
|
|
|
|
// Just assume we should
|
|
if ( m_bForceArmorRecharge )
|
|
return;
|
|
|
|
// For now we only act on the player
|
|
CBasePlayer *pPlayer = ToBasePlayer( m_hHealTarget );
|
|
if ( pPlayer != NULL )
|
|
{
|
|
Vector vecToPlayer = ( pPlayer->WorldSpaceCenter() - WorldSpaceCenter() );
|
|
|
|
// Make sure he's still within heal range
|
|
if ( vecToPlayer.LengthSqr() > (HEAL_RANGE*HEAL_RANGE) )
|
|
{
|
|
SetCondition( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR );
|
|
// NOTE: We allow him to send tokens over large distances
|
|
//ClearCondition( COND_VORTIGAUNT_HEAL_VALID );
|
|
}
|
|
|
|
vecToPlayer.z = 0.0f;
|
|
VectorNormalize( vecToPlayer );
|
|
Vector facingDir = BodyDirection2D();
|
|
|
|
// Check our direction towards the player
|
|
if ( DotProduct( vecToPlayer, facingDir ) < VIEW_FIELD_NARROW )
|
|
{
|
|
SetCondition( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US );
|
|
ClearCondition( COND_VORTIGAUNT_HEAL_VALID );
|
|
}
|
|
|
|
// Now ensure he's not blocked
|
|
if ( HealGestureHasLOS() == false )
|
|
{
|
|
SetCondition( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED );
|
|
ClearCondition( COND_VORTIGAUNT_HEAL_VALID );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ClearCondition( COND_VORTIGAUNT_HEAL_VALID );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gather conditions specific to this NPC
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::GatherConditions( void )
|
|
{
|
|
// Call our base
|
|
BaseClass::GatherConditions();
|
|
|
|
// See if we're able to heal now
|
|
if ( HealBehaviorAvailable() && ( m_flNextHealTime < gpGlobals->curtime ) )
|
|
{
|
|
// See if we should heal the player
|
|
CBaseEntity *pHealTarget = FindHealTarget();
|
|
if ( pHealTarget != NULL )
|
|
{
|
|
SetHealTarget( pHealTarget, false );
|
|
}
|
|
|
|
// Don't try again for a period of time
|
|
m_flNextHealTime = gpGlobals->curtime + 2.0f;
|
|
}
|
|
|
|
// Get our state for healing
|
|
GatherHealConditions();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::DispelAntlions( const Vector &vecOrigin, float flRadius, bool bDispel /*= true*/ )
|
|
{
|
|
// More effects
|
|
if ( bDispel )
|
|
{
|
|
UTIL_ScreenShake( vecOrigin, 20.0f, 150.0, 1.0, 1250.0f, SHAKE_START );
|
|
|
|
CBroadcastRecipientFilter filter2;
|
|
te->BeamRingPoint( filter2, 0, vecOrigin, //origin
|
|
64, //start radius
|
|
800, //end radius
|
|
m_nLightningSprite, //texture
|
|
0, //halo index
|
|
0, //start frame
|
|
2, //framerate
|
|
0.1f, //life
|
|
128, //width
|
|
0, //spread
|
|
0, //amplitude
|
|
255, //r
|
|
255, //g
|
|
225, //b
|
|
32, //a
|
|
0, //speed
|
|
FBEAM_FADEOUT
|
|
);
|
|
|
|
//Shockring
|
|
te->BeamRingPoint( filter2, 0, vecOrigin + Vector( 0, 0, 16 ), //origin
|
|
64, //start radius
|
|
800, //end radius
|
|
m_nLightningSprite, //texture
|
|
0, //halo index
|
|
0, //start frame
|
|
2, //framerate
|
|
0.2f, //life
|
|
64, //width
|
|
0, //spread
|
|
0, //amplitude
|
|
255, //r
|
|
255, //g
|
|
225, //b
|
|
200, //a
|
|
0, //speed
|
|
FBEAM_FADEOUT
|
|
);
|
|
|
|
// Ground effects
|
|
CEffectData data;
|
|
data.m_vOrigin = vecOrigin;
|
|
|
|
DispatchEffect( "VortDispel", data );
|
|
}
|
|
|
|
// Make antlions flip all around us!
|
|
trace_t tr;
|
|
CBaseEntity *pEnemySearch[32];
|
|
int nNumEnemies = UTIL_EntitiesInBox( pEnemySearch, ARRAYSIZE(pEnemySearch), vecOrigin-Vector(flRadius,flRadius,flRadius), vecOrigin+Vector(flRadius,flRadius,flRadius), FL_NPC );
|
|
for ( int i = 0; i < nNumEnemies; i++ )
|
|
{
|
|
// We only care about antlions
|
|
if ( IsAntlion( pEnemySearch[i] ) == false )
|
|
continue;
|
|
|
|
CNPC_Antlion *pAntlion = static_cast<CNPC_Antlion *>(pEnemySearch[i]);
|
|
if ( pAntlion->IsWorker() == false )
|
|
{
|
|
// Attempt to trace a line to hit the target
|
|
UTIL_TraceLine( vecOrigin, pAntlion->BodyTarget( vecOrigin ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
|
|
if ( tr.fraction < 1.0f && tr.m_pEnt != pAntlion )
|
|
continue;
|
|
|
|
Vector vecDir = ( pAntlion->GetAbsOrigin() - vecOrigin );
|
|
vecDir[2] = 0.0f;
|
|
float flDist = VectorNormalize( vecDir );
|
|
|
|
float flFalloff = RemapValClamped( flDist, 0, flRadius*0.75f, 1.0f, 0.1f );
|
|
|
|
vecDir *= ( flRadius * 1.5f * flFalloff );
|
|
vecDir[2] += ( flRadius * 0.5f * flFalloff );
|
|
|
|
pAntlion->ApplyAbsVelocityImpulse( vecDir );
|
|
|
|
// gib nearby antlions, knock over distant ones.
|
|
if ( flDist < 128 && bDispel )
|
|
{
|
|
// splat!
|
|
vecDir[2] += 400.0f * flFalloff;
|
|
CTakeDamageInfo dmgInfo( this, this, vecDir, pAntlion->GetAbsOrigin() , 100, DMG_SHOCK );
|
|
pAntlion->TakeDamage( dmgInfo );
|
|
}
|
|
else
|
|
{
|
|
// Turn them over
|
|
pAntlion->Flip( true );
|
|
|
|
// Display an effect between us and the flipped creature
|
|
// Tell the client to start an arm beam
|
|
/*
|
|
unsigned char uchAttachment = pAntlion->LookupAttachment( "mouth" );
|
|
EntityMessageBegin( this, true );
|
|
WRITE_BYTE( VORTFX_ARMBEAM );
|
|
WRITE_LONG( pAntlion->entindex() );
|
|
WRITE_BYTE( uchAttachment );
|
|
WRITE_VEC3COORD( vecOrigin );
|
|
WRITE_VEC3NORMAL( Vector( 0, 0, 1 ) );
|
|
MessageEnd();
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
|
|
// Stop our effects
|
|
if ( bDispel )
|
|
{
|
|
EndHandGlow( VORTIGAUNT_BEAM_ALL );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Simply tell us to dispel
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputDispel( inputdata_t &data )
|
|
{
|
|
SetCondition( COND_VORTIGAUNT_DISPEL_ANTLIONS );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Decide when we're allowed to interact with other NPCs
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::CanRunAScriptedNPCInteraction( bool bForced /*= false*/ )
|
|
{
|
|
// Never interrupt a range attack!
|
|
if ( InAttackSequence() )
|
|
return false;
|
|
|
|
// Can't do them while we're trying to heal the player
|
|
if ( m_eHealState != HEAL_STATE_NONE )
|
|
return false;
|
|
|
|
return BaseClass::CanRunAScriptedNPCInteraction( bForced );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : interrupt -
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::SetScriptedScheduleIgnoreConditions( Interruptability_t interrupt )
|
|
{
|
|
// First add our base conditions to ignore
|
|
BaseClass::SetScriptedScheduleIgnoreConditions( interrupt );
|
|
|
|
static int g_VortConditions[] =
|
|
{
|
|
COND_VORTIGAUNT_CAN_HEAL,
|
|
COND_VORTIGAUNT_DISPEL_ANTLIONS,
|
|
COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR,
|
|
COND_VORTIGAUNT_HEAL_TARGET_BLOCKED,
|
|
COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US,
|
|
COND_VORTIGAUNT_HEAL_VALID
|
|
};
|
|
|
|
ClearIgnoreConditions( g_VortConditions, ARRAYSIZE(g_VortConditions) );
|
|
|
|
// Ignore these if we're damage only
|
|
if ( interrupt > GENERAL_INTERRUPTABILITY )
|
|
SetIgnoreConditions( g_VortConditions, ARRAYSIZE(g_VortConditions) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// !!!HACKHACK - EP2 - Stop vortigaunt taking all physics damage to prevent it dying
|
|
// in freak accidents resembling spontaneous stress damage death (which are now impossible)
|
|
// Also stop it taking damage from flames: Fixes it being burnt to death from entity flames
|
|
// attached to random debris chunks while inside scripted sequences.
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Vortigaunt::OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
|
{
|
|
if( info.GetDamageType() & (DMG_CRUSH | DMG_BURN) )
|
|
return 0;
|
|
|
|
// vital vortigaunts (eg the vortigoth in ep2) take less damage from explosions
|
|
// so that zombines don't blow them up disappointingly. They take less damage
|
|
// still from antlion workers.
|
|
if ( Classify() == CLASS_PLAYER_ALLY_VITAL )
|
|
{
|
|
// half damage
|
|
CTakeDamageInfo subInfo = info;
|
|
|
|
// take less damage from antlion worker acid/poison
|
|
if ( info.GetAttacker()->Classify() == CLASS_ANTLION &&
|
|
(info.GetDamageType() & ( DMG_ACID | DMG_POISON ))!=0
|
|
)
|
|
{
|
|
subInfo.ScaleDamage( sk_vortigaunt_vital_antlion_worker_dmg.GetFloat() );
|
|
}
|
|
|
|
else if ( info.GetDamageType() & DMG_BLAST )
|
|
{
|
|
subInfo.ScaleDamage( 0.5f );
|
|
}
|
|
|
|
return BaseClass::OnTakeDamage_Alive( subInfo );
|
|
}
|
|
|
|
return BaseClass::OnTakeDamage_Alive( info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override move and shoot if we're following someone
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::ShouldMoveAndShoot( void )
|
|
{
|
|
if ( m_FollowBehavior.IsActive() )
|
|
return true;
|
|
|
|
return BaseClass::ShouldMoveAndShoot();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: notification from a grub that I squished it. This special case
|
|
// function is necessary because what you would think to be the ordinary
|
|
// channels are in fact missing: Event_KilledOther doesn't actually do anything
|
|
// and KilledNPC expects a BaseCombatCharacter, and always uses the same Speak
|
|
// line.
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::OnSquishedGrub( const CBaseEntity *pGrub )
|
|
{
|
|
Speak(TLK_SQUISHED_GRUB);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::AimGun( void )
|
|
{
|
|
// If our aim lock is on, don't bother
|
|
if ( m_flAimDelay >= gpGlobals->curtime )
|
|
return;
|
|
|
|
// Aim at our target
|
|
if ( GetEnemy() )
|
|
{
|
|
Vector vecShootOrigin;
|
|
|
|
vecShootOrigin = Weapon_ShootPosition();
|
|
Vector vecShootDir;
|
|
|
|
// Aim where it is
|
|
vecShootDir = GetShootEnemyDir( vecShootOrigin, false );
|
|
|
|
if ( g_debug_vortigaunt_aim.GetBool() )
|
|
{
|
|
NDebugOverlay::Line( WorldSpaceCenter(), WorldSpaceCenter() + vecShootDir * 256.0f, 255, 0, 0, true, 0.1f );
|
|
}
|
|
|
|
SetAim( vecShootDir );
|
|
}
|
|
else
|
|
{
|
|
RelaxAim();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A scripted sequence has interrupted us
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::OnStartScene( void )
|
|
{
|
|
// Watch our hand state
|
|
EndHandGlow( VORTIGAUNT_BEAM_ALL );
|
|
m_fGlowChangeTime = gpGlobals->curtime + 0.1f; // No more glows for this amount of time!
|
|
|
|
BaseClass::OnStartScene();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::IsInterruptable( void )
|
|
{
|
|
// Don't interrupt my attack schedule!
|
|
if ( InAttackSequence() )
|
|
return false;
|
|
|
|
return BaseClass::IsInterruptable();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Start overriding our animations to "carry" an NPC
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputBeginCarryNPC( inputdata_t &indputdata )
|
|
{
|
|
m_bCarryingNPC = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Stop overriding our animations for carrying an NPC
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputEndCarryNPC( inputdata_t &indputdata )
|
|
{
|
|
m_bCarryingNPC = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Turn off flinching under certain circumstances
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::CanFlinch( void )
|
|
{
|
|
if ( IsActiveDynamicInteraction() )
|
|
return false;
|
|
|
|
if ( IsPlayingGesture( ACT_GESTURE_RANGE_ATTACK1 ) )
|
|
return false;
|
|
|
|
if ( IsCurSchedule( SCHED_VORTIGAUNT_DISPEL_ANTLIONS ) || IsCurSchedule( SCHED_RANGE_ATTACK1 ) )
|
|
return false;
|
|
|
|
return BaseClass::CanFlinch();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::OnUpdateShotRegulator( void )
|
|
{
|
|
// Do nothing, we're not really running this code in a normal manner
|
|
GetShotRegulator()->SetBurstInterval( 2.0f, 2.0f );
|
|
GetShotRegulator()->SetBurstShotCountRange( 1, 1 );
|
|
GetShotRegulator()->SetRestInterval( 2.0f, 2.0f );
|
|
}
|
|
|
|
/*
|
|
IMPLEMENT_SERVERCLASS_ST( CVortigauntChargeToken, DT_VortigauntChargeToken )
|
|
SendPropFloat( SENDINFO(m_flFadeOutTime), 0, SPROP_NOSCALE),
|
|
SendPropBool( SENDINFO(m_bFadeOut) ),
|
|
SendPropFloat( SENDINFO(m_flScale), 0, SPROP_NOSCALE),
|
|
END_SEND_TABLE()
|
|
*/
|
|
|
|
//------------------------------------------------------------------------------
|
|
//
|
|
// Schedules
|
|
//
|
|
//------------------------------------------------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_NPC( npc_vortigaunt, CNPC_Vortigaunt )
|
|
|
|
DECLARE_USES_SCHEDULE_PROVIDER( CAI_LeadBehavior )
|
|
|
|
DECLARE_TASK(TASK_VORTIGAUNT_HEAL)
|
|
DECLARE_TASK(TASK_VORTIGAUNT_EXTRACT)
|
|
DECLARE_TASK(TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT)
|
|
DECLARE_TASK(TASK_VORTIGAUNT_WAIT_FOR_PLAYER)
|
|
|
|
DECLARE_TASK( TASK_VORTIGAUNT_EXTRACT_WARMUP )
|
|
DECLARE_TASK( TASK_VORTIGAUNT_EXTRACT_COOLDOWN )
|
|
DECLARE_TASK( TASK_VORTIGAUNT_GET_HEAL_TARGET )
|
|
DECLARE_TASK( TASK_VORTIGAUNT_DISPEL_ANTLIONS )
|
|
|
|
DECLARE_ACTIVITY( ACT_VORTIGAUNT_AIM)
|
|
DECLARE_ACTIVITY( ACT_VORTIGAUNT_START_HEAL )
|
|
DECLARE_ACTIVITY( ACT_VORTIGAUNT_HEAL_LOOP )
|
|
DECLARE_ACTIVITY( ACT_VORTIGAUNT_END_HEAL )
|
|
DECLARE_ACTIVITY( ACT_VORTIGAUNT_TO_ACTION )
|
|
DECLARE_ACTIVITY( ACT_VORTIGAUNT_TO_IDLE )
|
|
DECLARE_ACTIVITY( ACT_VORTIGAUNT_HEAL )
|
|
DECLARE_ACTIVITY( ACT_VORTIGAUNT_DISPEL )
|
|
DECLARE_ACTIVITY( ACT_VORTIGAUNT_ANTLION_THROW )
|
|
|
|
DECLARE_CONDITION( COND_VORTIGAUNT_CAN_HEAL )
|
|
DECLARE_CONDITION( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR )
|
|
DECLARE_CONDITION( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED )
|
|
DECLARE_CONDITION( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US )
|
|
DECLARE_CONDITION( COND_VORTIGAUNT_HEAL_VALID )
|
|
DECLARE_CONDITION( COND_VORTIGAUNT_DISPEL_ANTLIONS )
|
|
|
|
DECLARE_SQUADSLOT( SQUAD_SLOT_HEAL_PLAYER )
|
|
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_CLAW_LEFT )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_CLAW_RIGHT )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_ZAP_POWERUP )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_ZAP_SHOOT )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_ZAP_DONE )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_STARTGLOW )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_STARTBEAMS )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_STARTSOUND )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_SWING_SOUND )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_SHOOT_SOUNDSTART )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_PAUSE )
|
|
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_START_DISPEL )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_ACCEL_DISPEL )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_DISPEL )
|
|
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_START_HURT_GLOW )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_STOP_HURT_GLOW )
|
|
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_START_HEAL_GLOW )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_STOP_HEAL_GLOW )
|
|
|
|
//=========================================================
|
|
// > SCHED_VORTIGAUNT_RANGE_ATTACK
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_VORTIGAUNT_RANGE_ATTACK,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_IDEAL 0"
|
|
" TASK_ANNOUNCE_ATTACK 0"
|
|
" TASK_RANGE_ATTACK1 0"
|
|
" TASK_WAIT 0.2" // Wait a sec before killing beams
|
|
""
|
|
" Interrupts"
|
|
" COND_NO_CUSTOM_INTERRUPTS"
|
|
);
|
|
|
|
|
|
//=========================================================
|
|
// > SCHED_VORTIGAUNT_HEAL
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_VORTIGAUNT_HEAL,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_VORTIGAUNT_STAND"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_VORTIGAUNT_GET_HEAL_TARGET 0"
|
|
" TASK_GET_PATH_TO_TARGET 0"
|
|
" TASK_MOVE_TO_TARGET_RANGE 350"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_PLAYER 0"
|
|
" TASK_VORTIGAUNT_HEAL 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_HEAVY_DAMAGE"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_VORTIGAUNT_STAND
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_VORTIGAUNT_STAND,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_WAIT 2" // repick IDLESTAND every two seconds."
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_SMELL"
|
|
" COND_PROVOKED"
|
|
" COND_HEAR_COMBAT"
|
|
" COND_HEAR_DANGER"
|
|
" COND_VORTIGAUNT_DISPEL_ANTLIONS"
|
|
" COND_VORTIGAUNT_CAN_HEAL"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_VORTIGAUNT_EXTRACT_BUGBAIT
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_VORTIGAUNT_EXTRACT_BUGBAIT,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_VORTIGAUNT_STAND"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_GET_PATH_TO_TARGET 0"
|
|
" TASK_MOVE_TO_TARGET_RANGE 128" // Move within 128 of target ent (client)
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_VORTIGAUNT_WAIT_FOR_PLAYER 0"
|
|
" TASK_SPEAK_SENTENCE 500" // Start extracting sentence
|
|
" TASK_WAIT_FOR_SPEAK_FINISH 1"
|
|
" TASK_FACE_TARGET 0"
|
|
" TASK_WAIT_FOR_SPEAK_FINISH 1"
|
|
" TASK_VORTIGAUNT_EXTRACT_WARMUP 0"
|
|
" TASK_VORTIGAUNT_EXTRACT 0"
|
|
" TASK_VORTIGAUNT_EXTRACT_COOLDOWN 0"
|
|
" TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT 0"
|
|
" TASK_SPEAK_SENTENCE 501" // Finish extracting sentence
|
|
" TASK_WAIT_FOR_SPEAK_FINISH 1"
|
|
" TASK_WAIT 2"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_VORTIGAUNT_FACE_PLAYER
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_VORTIGAUNT_FACE_PLAYER,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_TARGET_PLAYER 0"
|
|
" TASK_FACE_PLAYER 0"
|
|
" TASK_WAIT 3"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_VORTIGAUNT_DISPEL_ANTLIONS"
|
|
" COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR"
|
|
" COND_VORTIGAUNT_HEAL_TARGET_BLOCKED"
|
|
" COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_VORTIGAUNT_RUN_TO_PLAYER
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_VORTIGAUNT_RUN_TO_PLAYER,
|
|
|
|
" Tasks"
|
|
" TASK_TARGET_PLAYER 0"
|
|
" TASK_GET_PATH_TO_TARGET 0"
|
|
" TASK_MOVE_TO_TARGET_RANGE 350"
|
|
""
|
|
" Interrupts"
|
|
" COND_HEAVY_DAMAGE"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_VORTIGAUNT_DISPEL_ANTLIONS
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_VORTIGAUNT_DISPEL_ANTLIONS,
|
|
|
|
" Tasks"
|
|
" TASK_VORTIGAUNT_DISPEL_ANTLIONS 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NO_CUSTOM_INTERRUPTS"
|
|
);
|
|
|
|
//=========================================================
|
|
//
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_VORT_FLEE_FROM_BEST_SOUND,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COWER"
|
|
" TASK_GET_PATH_AWAY_FROM_BEST_SOUND 600"
|
|
" TASK_RUN_PATH_TIMED 1.5"
|
|
" TASK_STOP_MOVING 0"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
//=========================================================
|
|
// > AlertFace best sound
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_VORT_ALERT_FACE_BESTSOUND,
|
|
|
|
" Tasks"
|
|
" TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_SAVEPOSITION 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_SEE_FEAR"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_PROVOKED"
|
|
" COND_HEAR_DANGER"
|
|
);
|
|
AI_END_CUSTOM_NPC()
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
// Charge Token
|
|
//
|
|
//=============================================================================
|
|
|
|
LINK_ENTITY_TO_CLASS( vort_charge_token, CVortigauntChargeToken );
|
|
|
|
BEGIN_DATADESC( CVortigauntChargeToken )
|
|
DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_flLifetime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_bFadeOut, FIELD_BOOLEAN ),
|
|
|
|
DEFINE_ENTITYFUNC( SeekThink ),
|
|
DEFINE_ENTITYFUNC( SeekTouch ),
|
|
END_DATADESC()
|
|
|
|
IMPLEMENT_SERVERCLASS_ST( CVortigauntChargeToken, DT_VortigauntChargeToken )
|
|
SendPropBool( SENDINFO(m_bFadeOut) ),
|
|
END_SEND_TABLE()
|
|
|
|
CVortigauntChargeToken::CVortigauntChargeToken( void ) :
|
|
m_hTarget( NULL )
|
|
{
|
|
m_bFadeOut = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Create a charge token for the player to collect
|
|
// Input : &vecOrigin - Where we start
|
|
// *pOwner - Who created us
|
|
// *pTarget - Who we're seeking towards
|
|
//-----------------------------------------------------------------------------
|
|
CVortigauntChargeToken *CVortigauntChargeToken::CreateChargeToken( const Vector &vecOrigin, CBaseEntity *pOwner, CBaseEntity *pTarget )
|
|
{
|
|
CVortigauntChargeToken *pToken = (CVortigauntChargeToken *) CreateEntityByName( "vort_charge_token" );
|
|
if ( pToken == NULL )
|
|
return NULL;
|
|
|
|
// Set up our internal data
|
|
UTIL_SetOrigin( pToken, vecOrigin );
|
|
pToken->SetOwnerEntity( pOwner );
|
|
pToken->SetTargetEntity( pTarget );
|
|
pToken->SetThink( &CVortigauntChargeToken::SeekThink );
|
|
pToken->SetTouch( &CVortigauntChargeToken::SeekTouch );
|
|
pToken->Spawn();
|
|
|
|
// Start out at the same velocity as our owner
|
|
Vector vecInitialVelocity;
|
|
CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(pOwner);
|
|
if ( pAnimating != NULL )
|
|
{
|
|
vecInitialVelocity = pAnimating->GetGroundSpeedVelocity();
|
|
}
|
|
else
|
|
{
|
|
vecInitialVelocity = pTarget->GetSmoothedVelocity();
|
|
}
|
|
|
|
// Start out at that speed
|
|
pToken->SetAbsVelocity( vecInitialVelocity );
|
|
|
|
return pToken;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CVortigauntChargeToken::Precache( void )
|
|
{
|
|
PrecacheParticleSystem( "vortigaunt_charge_token" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: We want to move through grates!
|
|
//-----------------------------------------------------------------------------
|
|
unsigned int CVortigauntChargeToken::PhysicsSolidMaskForEntity( void ) const
|
|
{
|
|
return MASK_SHOT;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CVortigauntChargeToken::Spawn( void )
|
|
{
|
|
Precache();
|
|
|
|
// Point-sized
|
|
UTIL_SetSize( this, -Vector(1,1,1), Vector(1,1,1) );
|
|
|
|
SetMoveType( MOVETYPE_FLY );
|
|
SetSolid( SOLID_BBOX );
|
|
SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
|
|
SetGravity( 0.0f );
|
|
|
|
// No model but we still need to force this!
|
|
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.05f );
|
|
|
|
m_flLifetime = gpGlobals->curtime + VORTIGAUNT_CURE_LIFESPAN;
|
|
|
|
BaseClass::Spawn();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Creates an influence vector which causes the token to move away from obstructions
|
|
//-----------------------------------------------------------------------------
|
|
Vector CVortigauntChargeToken::GetSteerVector( const Vector &vecForward )
|
|
{
|
|
Vector vecSteer = vec3_origin;
|
|
Vector vecRight, vecUp;
|
|
VectorVectors( vecForward, vecRight, vecUp );
|
|
|
|
// Use two probes fanned out a head of us
|
|
Vector vecProbe;
|
|
float flSpeed = GetAbsVelocity().Length();
|
|
|
|
// Try right
|
|
vecProbe = vecForward + vecRight;
|
|
vecProbe *= flSpeed;
|
|
|
|
// We ignore multiple targets
|
|
CTraceFilterSimpleList filterSkip( COLLISION_GROUP_NONE );
|
|
filterSkip.AddEntityToIgnore( this );
|
|
filterSkip.AddEntityToIgnore( GetOwnerEntity() );
|
|
filterSkip.AddEntityToIgnore( m_hTarget );
|
|
|
|
trace_t tr;
|
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vecProbe, MASK_SHOT, &filterSkip, &tr );
|
|
vecSteer -= vecRight * 100.0f * ( 1.0f - tr.fraction );
|
|
|
|
// Try left
|
|
vecProbe = vecForward - vecRight;
|
|
vecProbe *= flSpeed;
|
|
|
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vecProbe, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
|
|
vecSteer += vecRight * 100.0f * ( 1.0f - tr.fraction );
|
|
|
|
return vecSteer;
|
|
}
|
|
|
|
#define VTOKEN_MAX_SPEED 320.0f // U/sec
|
|
#define VTOKEN_ACCEL_SPEED 320.0f // '
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Move towards our target entity with accel/decel parameters
|
|
//-----------------------------------------------------------------------------
|
|
void CVortigauntChargeToken::SeekThink( void )
|
|
{
|
|
// Move away from the creator and towards the target
|
|
if ( m_hTarget == NULL || m_flLifetime < gpGlobals->curtime )
|
|
{
|
|
// TODO: Play an extinguish sound and fade out
|
|
FadeAndDie();
|
|
return;
|
|
}
|
|
|
|
// Find the direction towards our goal and start to go there
|
|
Vector vecDir = ( m_hTarget->WorldSpaceCenter() - GetAbsOrigin() );
|
|
VectorNormalize( vecDir );
|
|
|
|
float flSpeed = GetAbsVelocity().Length();
|
|
float flDelta = gpGlobals->curtime - GetLastThink();
|
|
|
|
if ( flSpeed < VTOKEN_MAX_SPEED )
|
|
{
|
|
// Accelerate by the desired amount
|
|
flSpeed += ( VTOKEN_ACCEL_SPEED * flDelta );
|
|
if ( flSpeed > VTOKEN_MAX_SPEED )
|
|
{
|
|
flSpeed = VTOKEN_MAX_SPEED;
|
|
}
|
|
}
|
|
|
|
// Steer!
|
|
Vector vecRight, vecUp;
|
|
VectorVectors( vecDir, vecRight, vecUp );
|
|
Vector vecOffset = vec3_origin;
|
|
vecOffset += vecUp * cos( gpGlobals->curtime * 20.0f ) * 200.0f * gpGlobals->frametime;
|
|
vecOffset += vecRight * sin( gpGlobals->curtime * 15.0f ) * 200.0f * gpGlobals->frametime;
|
|
|
|
vecOffset += GetSteerVector( vecDir );
|
|
|
|
SetAbsVelocity( ( vecDir * flSpeed ) + vecOffset );
|
|
SetNextThink( gpGlobals->curtime + 0.05f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CVortigauntChargeToken::SeekTouch( CBaseEntity *pOther )
|
|
{
|
|
// Make sure this is a player
|
|
CBasePlayer *pPlayer = ToBasePlayer( pOther );
|
|
if ( pPlayer == NULL )
|
|
return;
|
|
|
|
// FIXME: This probably isn't that interesting for single player missions
|
|
if ( pPlayer != m_hTarget )
|
|
return;
|
|
|
|
// TODO: Play a special noise for this event!
|
|
EmitSound( "NPC_Vortigaunt.SuitOn" );
|
|
|
|
// Charge the suit's armor
|
|
if ( pPlayer->ArmorValue() < sk_vortigaunt_armor_charge.GetInt() )
|
|
{
|
|
pPlayer->IncrementArmorValue( sk_vortigaunt_armor_charge_per_token.GetInt()+random->RandomInt( -1, 1 ), sk_vortigaunt_armor_charge.GetInt() );
|
|
}
|
|
|
|
// Stay attached to the thing we hit as we fade away
|
|
SetSolidFlags( FSOLID_NOT_SOLID );
|
|
SetMoveType( MOVETYPE_NONE );
|
|
SetParent( pOther );
|
|
|
|
// TODO: Play a "poof!" effect here?
|
|
FadeAndDie();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : flTime -
|
|
//-----------------------------------------------------------------------------
|
|
void CVortigauntChargeToken::FadeAndDie( void )
|
|
{
|
|
SetTouch( NULL );
|
|
|
|
SetAbsVelocity( vec3_origin );
|
|
|
|
m_bFadeOut = true;
|
|
SetThink( &CBaseEntity::SUB_Remove );
|
|
SetNextThink( gpGlobals->curtime + 2.0f );
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// Dispel Effect
|
|
//
|
|
//=============================================================================
|
|
|
|
LINK_ENTITY_TO_CLASS( vort_effect_dispel, CVortigauntEffectDispel );
|
|
|
|
BEGIN_DATADESC( CVortigauntEffectDispel )
|
|
DEFINE_FIELD( m_bFadeOut, FIELD_BOOLEAN ),
|
|
END_DATADESC()
|
|
|
|
IMPLEMENT_SERVERCLASS_ST( CVortigauntEffectDispel, DT_VortigauntEffectDispel )
|
|
SendPropBool( SENDINFO(m_bFadeOut) ),
|
|
END_SEND_TABLE()
|
|
|
|
CVortigauntEffectDispel::CVortigauntEffectDispel( void )
|
|
{
|
|
m_bFadeOut = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Create a charge token for the player to collect
|
|
// Input : &vecOrigin - Where we start
|
|
// *pOwner - Who created us
|
|
// *pTarget - Who we're seeking towards
|
|
//-----------------------------------------------------------------------------
|
|
CVortigauntEffectDispel *CVortigauntEffectDispel::CreateEffectDispel( const Vector &vecOrigin, CBaseEntity *pOwner, CBaseEntity *pTarget )
|
|
{
|
|
CVortigauntEffectDispel *pToken = (CVortigauntEffectDispel *) CreateEntityByName( "vort_effect_dispel" );
|
|
if ( pToken == NULL )
|
|
return NULL;
|
|
|
|
// Set up our internal data
|
|
UTIL_SetOrigin( pToken, vecOrigin );
|
|
pToken->SetOwnerEntity( pOwner );
|
|
pToken->Spawn();
|
|
|
|
return pToken;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CVortigauntEffectDispel::Spawn( void )
|
|
{
|
|
Precache();
|
|
|
|
UTIL_SetSize( this, Vector( -8, -8, -8 ), Vector( 8, 8, 8 ) );
|
|
|
|
SetSolid( SOLID_BBOX );
|
|
SetSolidFlags( FSOLID_NOT_SOLID );
|
|
|
|
// No model but we still need to force this!
|
|
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
|
|
|
|
BaseClass::Spawn();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : flTime -
|
|
//-----------------------------------------------------------------------------
|
|
void CVortigauntEffectDispel::FadeAndDie( void )
|
|
{
|
|
m_bFadeOut = true;
|
|
SetThink( &CBaseEntity::SUB_Remove );
|
|
SetNextThink( gpGlobals->curtime + 2.0f );
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
// Flesh effect target (used for orchestrating the "Invisible Alyx" moment
|
|
//
|
|
//=============================================================================
|
|
|
|
#ifdef HL2_EPISODIC
|
|
|
|
class CFleshEffectTarget : public CPointEntity
|
|
{
|
|
DECLARE_CLASS( CFleshEffectTarget, CPointEntity );
|
|
|
|
public:
|
|
void InputSetRadius( inputdata_t &inputData );
|
|
|
|
virtual void Spawn( void )
|
|
{
|
|
BaseClass::Spawn();
|
|
|
|
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
|
|
}
|
|
|
|
private:
|
|
|
|
CNetworkVar( float, m_flRadius );
|
|
CNetworkVar( float, m_flScaleTime );
|
|
|
|
DECLARE_SERVERCLASS();
|
|
DECLARE_DATADESC();
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( point_flesh_effect_target, CFleshEffectTarget );
|
|
|
|
BEGIN_DATADESC( CFleshEffectTarget )
|
|
|
|
DEFINE_FIELD( m_flScaleTime, FIELD_TIME ),
|
|
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
|
|
|
|
DEFINE_INPUTFUNC( FIELD_VECTOR, "SetRadius", InputSetRadius ),
|
|
|
|
END_DATADESC()
|
|
|
|
IMPLEMENT_SERVERCLASS_ST( CFleshEffectTarget, DT_FleshEffectTarget )
|
|
SendPropFloat( SENDINFO(m_flRadius), 0, SPROP_NOSCALE),
|
|
SendPropFloat( SENDINFO(m_flScaleTime), 0, SPROP_NOSCALE),
|
|
END_SEND_TABLE()
|
|
|
|
void CFleshEffectTarget::InputSetRadius( inputdata_t &inputData )
|
|
{
|
|
Vector vecRadius;
|
|
inputData.value.Vector3D( vecRadius );
|
|
|
|
m_flRadius = vecRadius.x;
|
|
m_flScaleTime = vecRadius.y;
|
|
}
|
|
|
|
#endif // HL2_EPISODIC
|