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98 lines
2.8 KiB
C++
98 lines
2.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Zombies on cars!
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//
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//=============================================================================
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#ifndef AI_BEHAVIOR_PASSENGER_ZOMBIE_H
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#define AI_BEHAVIOR_PASSENGER_ZOMBIE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_behavior_passenger.h"
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#include "ai_utils.h"
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#include "vehicle_base.h"
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extern impactdamagetable_t gZombiePassengerImpactDamageTable;
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class CAI_PassengerBehaviorZombie : public CAI_PassengerBehavior
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{
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DECLARE_CLASS( CAI_PassengerBehaviorZombie, CAI_PassengerBehavior );
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DECLARE_DATADESC()
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public:
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CAI_PassengerBehaviorZombie( void );
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enum
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{
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// Schedules
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SCHED_PASSENGER_ZOMBIE_ENTER_VEHICLE = BaseClass::NEXT_SCHEDULE,
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SCHED_PASSENGER_ZOMBIE_EXIT_VEHICLE,
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SCHED_PASSENGER_ZOMBIE_MELEE_ATTACK1,
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SCHED_PASSENGER_ZOMBIE_RANGE_ATTACK1,
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SCHED_PASSENGER_ZOMBIE_ATTACH,
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SCHED_PASSENGER_ZOMBIE_RUN_TO_VEHICLE,
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NEXT_SCHEDULE,
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// Tasks
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TASK_PASSENGER_ZOMBIE_RANGE_ATTACK1 = BaseClass::NEXT_TASK,
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TASK_PASSENGER_ZOMBIE_DISMOUNT,
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TASK_PASSENGER_ZOMBIE_ATTACH,
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NEXT_TASK,
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// Conditions
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COND_PASSENGER_ZOMBIE_CAN_ATTACH_TO_VEHICLE = BaseClass::NEXT_CONDITION,
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NEXT_CONDITION
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};
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virtual const char *GetName( void ) { return "ZombiePassenger"; }
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virtual string_t GetRoleName( void ) { return MAKE_STRING( "passenger_zombie" ); }
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virtual int SelectSchedule( void );
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virtual int TranslateSchedule( int scheduleType );
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virtual void GatherConditions( void );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual void BuildScheduleTestBits( void );
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virtual void RunTask( const Task_t *pTask );
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virtual void StartTask( const Task_t *pTask );
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virtual bool CanEnterVehicle( void );
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virtual void ExitVehicle( void );
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virtual void HandleAnimEvent( animevent_t *pEvent );
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virtual Activity NPC_TranslateActivity( Activity activity );
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virtual bool AttachToVehicle( void );
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void SuppressAttack( float flDuration );
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DEFINE_CUSTOM_SCHEDULE_PROVIDER;
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protected:
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int SelectOutsideSchedule( void );
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int SelectInsideSchedule( void );
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virtual int FindExitSequence( void );
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void StartDismount( void );
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void FinishDismount( void );
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virtual void CalculateBodyLean( void );
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virtual void GatherVehicleStateConditions( void );
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virtual int FindEntrySequence( bool bNearest = false );
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private:
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void VehicleLeapAttackTouch( CBaseEntity *pOther );
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void VehicleLeapAttack( void );
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bool CanBeOnEnemyVehicle( void );
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float GetEntryPointCost( const Vector &vecEntryPos );
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bool EnemyInVehicle( void );
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void GetAttachmentPoint( Vector *vecPoint );
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bool CanJumpToAttachToVehicle( void );
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//bool WithinAttachRange( void );
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float m_flLastLateralLean;
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float m_flLastVerticalLean;
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float m_flNextLeapTime;
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};
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#endif // AI_BEHAVIOR_PASSENGER_ZOMBIE_H
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