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122 lines
3.3 KiB
C++
122 lines
3.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: NPC Puppet
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//
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//=============================================================================
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#include "cbase.h"
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#include "ai_basenpc.h"
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// Must be the last file included
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#include "memdbgon.h"
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class CNPC_Puppet : public CAI_BaseNPC
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{
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DECLARE_CLASS( CNPC_Puppet, CAI_BaseNPC );
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public:
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virtual void Spawn( void );
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virtual void Precache( void );
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void InputSetAnimationTarget( inputdata_t &inputdata );
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private:
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string_t m_sAnimTargetname;
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string_t m_sAnimAttachmentName;
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CNetworkVar( EHANDLE, m_hAnimationTarget ); // NPC that will drive what animation we're playing
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CNetworkVar( int, m_nTargetAttachment ); // Attachment point to match to on the target
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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};
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LINK_ENTITY_TO_CLASS( npc_puppet, CNPC_Puppet );
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BEGIN_DATADESC( CNPC_Puppet )
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DEFINE_KEYFIELD( m_sAnimTargetname, FIELD_STRING, "animationtarget" ),
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DEFINE_KEYFIELD( m_sAnimAttachmentName, FIELD_STRING, "attachmentname" ),
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DEFINE_FIELD( m_nTargetAttachment, FIELD_INTEGER ),
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DEFINE_FIELD( m_hAnimationTarget, FIELD_EHANDLE ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetAnimationTarget", InputSetAnimationTarget ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CNPC_Puppet, DT_NPC_Puppet )
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SendPropEHandle( SENDINFO( m_hAnimationTarget ) ),
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SendPropInt( SENDINFO( m_nTargetAttachment) ),
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Puppet::Precache( void )
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{
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BaseClass::Precache();
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PrecacheModel( STRING( GetModelName() ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Puppet::Spawn( void )
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{
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BaseClass::Spawn();
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Precache();
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SetModel( STRING( GetModelName() ) );
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NPCInit();
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SetHealth( 100 );
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// Find our animation target
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CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_sAnimTargetname );
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m_hAnimationTarget = pTarget;
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if ( pTarget )
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{
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CBaseAnimating *pAnimating = pTarget->GetBaseAnimating();
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if ( pAnimating )
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{
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m_nTargetAttachment = pAnimating->LookupAttachment( STRING( m_sAnimAttachmentName ) );
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}
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}
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// Always be scripted
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SetInAScript( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CNPC_Puppet::InputSetAnimationTarget( inputdata_t &inputdata )
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{
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// Take the new name
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m_sAnimTargetname = MAKE_STRING( inputdata.value.String() );
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// Find our animation target
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CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_sAnimTargetname );
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if ( pTarget == NULL )
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{
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Warning("Failed to find animation target %s for npc_puppet (%s)\n", STRING( m_sAnimTargetname ), STRING( GetEntityName() ) );
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return;
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}
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m_hAnimationTarget = pTarget;
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CBaseAnimating *pAnimating = pTarget->GetBaseAnimating();
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if ( pAnimating )
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{
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// Cache off our target attachment
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m_nTargetAttachment = pAnimating->LookupAttachment( STRING( m_sAnimAttachmentName ) );
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}
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// Stuff us at the owner's core for visibility reasons
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SetParent( pTarget );
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SetLocalOrigin( vec3_origin );
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SetLocalAngles( vec3_angle );
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}
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