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1953 lines
49 KiB
C++
1953 lines
49 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "npc_hydra.h"
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#include "ai_hull.h"
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#include "saverestore_utlvector.h"
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#include "physics_saverestore.h"
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#include "vphysics/constraints.h"
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#include "vcollide_parse.h"
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#include "ragdoll_shared.h"
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#include "physics_prop_ragdoll.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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//-----------------------------------------------------------------------------
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//
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// CNPC_Hydra
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//
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#define HYDRA_MAX_LENGTH 500
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LINK_ENTITY_TO_CLASS( npc_hydra, CNPC_Hydra );
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//=========================================================
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// Hydra activities
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//=========================================================
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int ACT_HYDRA_COWER;
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int ACT_HYDRA_STAB;
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//=========================================================
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// Private conditions
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//=========================================================
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//==================================================
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// AntlionConditions
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//==================================================
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enum
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{
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COND_HYDRA_SNAGGED = LAST_SHARED_CONDITION,
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COND_HYDRA_STUCK,
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COND_HYDRA_OVERSHOOT,
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COND_HYDRA_OVERSTRETCH, // longer than max distance
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COND_HYDRA_STRIKE, // head hit something
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COND_HYDRA_NOSTUCK // no segments are stuck
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};
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//=========================================================
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// Hydra schedules
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//=========================================================
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enum
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{
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SCHED_HYDRA_DEPLOY = LAST_SHARED_SCHEDULE,
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SCHED_HYDRA_RETRACT,
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SCHED_HYDRA_IDLE,
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SCHED_HYDRA_STAB, // shoot out head and try to hit object
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SCHED_HYDRA_PULLBACK, //
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SCHED_HYDRA_TIGHTEN_SLACK, // snagged on something, tighten slack up to obstacle and try again from there
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SCHED_HYDRA_RETREAT,
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SCHED_HYDRA_THROW,
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SCHED_HYDRA_RANGE_ATTACK
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};
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//=========================================================
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// Hydra tasks
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//=========================================================
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enum
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{
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TASK_HYDRA_RETRACT = LAST_SHARED_TASK,
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TASK_HYDRA_DEPLOY,
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TASK_HYDRA_GET_OBJECT,
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TASK_HYDRA_THROW_OBJECT,
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TASK_HYDRA_PREP_STAB,
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TASK_HYDRA_STAB,
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TASK_HYDRA_PULLBACK,
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TASK_HYDRA_SET_MAX_TENSION,
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TASK_HYDRA_SET_BLEND_TENSION
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};
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//---------------------------------------------------------
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// Custom Client entity
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//---------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST(CNPC_Hydra, DT_NPC_Hydra)
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 0 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 1 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 2 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 3 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 4 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 5 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 6 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 7 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 8 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 9 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 10 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 11 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 12 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 13 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 14 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 15 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 16 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 17 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 18 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 19 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 20 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 21 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 22 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 23 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 24 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 25 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 26 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 27 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 28 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 29 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 30 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecChain, 31 ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO( m_vecHeadDir ), -1, SPROP_NORMAL ),
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SendPropFloat( SENDINFO( m_flRelaxedLength ), 12, 0, 0.0, HYDRA_MAX_LENGTH * 1.5 ),
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END_SEND_TABLE()
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CNPC_Hydra )
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DEFINE_AUTO_ARRAY( m_vecChain, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_activeChain, FIELD_INTEGER ),
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DEFINE_FIELD( m_bHasStuckSegments, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flCurrentLength, FIELD_FLOAT ),
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DEFINE_FIELD( m_vecHeadGoal, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_flHeadGoalInfluence, FIELD_FLOAT ),
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DEFINE_FIELD( m_vecHeadDir, FIELD_VECTOR ),
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DEFINE_FIELD( m_flRelaxedLength, FIELD_FLOAT ),
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DEFINE_FIELD( m_vecOutward, FIELD_VECTOR ),
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DEFINE_UTLVECTOR( m_body, FIELD_EMBEDDED ),
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DEFINE_FIELD( m_idealLength, FIELD_FLOAT ),
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DEFINE_FIELD( m_idealSegmentLength, FIELD_FLOAT ),
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DEFINE_FIELD( m_bExtendSoundActive, FIELD_BOOLEAN ),
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DEFINE_SOUNDPATCH( m_pExtendTentacleSound ),
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DEFINE_FIELD( m_seed, FIELD_FLOAT ),
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DEFINE_FIELD( m_vecTarget, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecTargetDir, FIELD_VECTOR ),
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DEFINE_FIELD( m_flLastAdjustmentTime, FIELD_TIME ),
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DEFINE_FIELD( m_flTaskStartTime, FIELD_TIME ),
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DEFINE_FIELD( m_flTaskEndTime, FIELD_TIME ),
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DEFINE_FIELD( m_flLengthTime, FIELD_TIME ),
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DEFINE_FIELD( m_bStabbedEntity, FIELD_BOOLEAN ),
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END_DATADESC()
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//-------------------------------------
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BEGIN_SIMPLE_DATADESC( HydraBone )
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DEFINE_FIELD( vecPos, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( vecDelta, FIELD_VECTOR ),
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DEFINE_FIELD( flIdealLength, FIELD_FLOAT ),
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DEFINE_FIELD( flActualLength, FIELD_FLOAT ),
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DEFINE_FIELD( bStuck, FIELD_BOOLEAN ),
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DEFINE_FIELD( bOnFire, FIELD_BOOLEAN ),
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DEFINE_FIELD( vecGoalPos, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( flGoalInfluence,FIELD_FLOAT ),
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END_DATADESC()
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//-------------------------------------
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static ConVar sv_hydraLength( "hydra_length", "100", FCVAR_ARCHIVE, "Hydra Length" );
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static ConVar sv_hydraSlack( "hydra_slack", "200", FCVAR_ARCHIVE, "Hydra Slack" );
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static ConVar sv_hydraSegmentLength( "hydra_segment_length", "30", FCVAR_ARCHIVE, "Hydra Slack" );
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static ConVar sv_hydraTest( "hydra_test", "1", FCVAR_ARCHIVE, "Hydra Slack" );
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static ConVar sv_hydraBendTension( "hydra_bend_tension", "0.4", FCVAR_ARCHIVE, "Hydra Slack" );
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static ConVar sv_hydraBendDelta( "hydra_bend_delta", "50", FCVAR_ARCHIVE, "Hydra Slack" );
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static ConVar sv_hydraGoalTension( "hydra_goal_tension", "0.5", FCVAR_ARCHIVE, "Hydra Slack" );
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static ConVar sv_hydraGoalDelta( "hydra_goal_delta", "400", FCVAR_ARCHIVE, "Hydra Slack" );
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static ConVar sv_hydraMomentum( "hydra_momentum", "0.5", FCVAR_ARCHIVE, "Hydra Slack" );
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static ConVar sv_hydraTestSpike( "sv_hydraTestSpike", "1", 0, "Hydra Test impaling code" );
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//-------------------------------------
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// Purpose: Initialize the custom schedules
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//-------------------------------------
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//-------------------------------------
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void CNPC_Hydra::Precache()
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{
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PrecacheModel( "models/Hydra.mdl" );
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UTIL_PrecacheOther( "hydra_impale" );
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PrecacheScriptSound( "NPC_Hydra.ExtendTentacle" );
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BaseClass::Precache();
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}
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void CNPC_Hydra::Activate( void )
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{
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CPASAttenuationFilter filter( this );
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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m_pExtendTentacleSound = controller.SoundCreate( filter, entindex(), "NPC_Hydra.ExtendTentacle" );
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controller.Play( m_pExtendTentacleSound, 1.0, 100 );
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BaseClass::Activate();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns this monster's place in the relationship table.
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//-----------------------------------------------------------------------------
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Class_T CNPC_Hydra::Classify( void )
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{
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return CLASS_BARNACLE;
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}
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//-------------------------------------
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#define HYDRA_OUTWARD_BIAS 16
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#define HYDRA_INWARD_BIAS 30
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void CNPC_Hydra::Spawn()
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{
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Precache();
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BaseClass::Spawn();
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SetModel( "models/Hydra.mdl" );
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SetHullType(HULL_HUMAN);
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SetHullSizeNormal();
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_STEP );
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SetBloodColor( BLOOD_COLOR_RED );
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ClearEffects();
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m_iHealth = 20;
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m_flFieldOfView = -1.0;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
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m_NPCState = NPC_STATE_NONE;
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GetVectors( NULL, NULL, &m_vecOutward );
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SetAbsAngles( QAngle( 0, 0, 0 ) );
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m_vecChain.Set( 0, GetAbsOrigin( ) - m_vecOutward * 32 );
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m_vecChain.Set( 1, GetAbsOrigin( ) + m_vecOutward * 16 );
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m_vecHeadGoal = m_vecChain[1] + m_vecOutward * HYDRA_OUTWARD_BIAS;
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m_vecHeadDir = Vector( 0, 0, 1 );
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// init bones
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HydraBone bone;
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bone.vecPos = GetAbsOrigin( ) - m_vecOutward * HYDRA_INWARD_BIAS;
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m_body.AddToTail( bone );
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bone.vecPos = m_vecChain[1];
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m_body.AddToTail( bone );
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bone.vecPos = m_vecHeadGoal;
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m_body.AddToTail( bone );
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bone.vecPos = m_vecHeadGoal + m_vecHeadDir;
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m_body.AddToTail( bone );
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m_idealSegmentLength = sv_hydraSegmentLength.GetFloat();
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for (int i = 2; i < CHAIN_LINKS; i++)
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{
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m_vecChain.Set( i, m_vecChain[i-1] );
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}
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m_seed = random->RandomFloat( 0.0, 2000.0 );
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NPCInit();
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m_takedamage = DAMAGE_NO;
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}
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//-------------------------------------
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void CNPC_Hydra::RunAI( void )
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{
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CheckLength( );
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AdjustLength( );
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BaseClass::RunAI();
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CalcGoalForces( );
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MoveBody( );
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int i;
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for (i = 1; i < CHAIN_LINKS && i < m_body.Count(); i++)
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{
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m_vecChain.Set( i, m_body[i].vecPos );
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#if 0
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if (m_body[i].bStuck)
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{
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NDebugOverlay::Box(m_body[i].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255, 0, 0, 20, .1);
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}
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else
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{
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NDebugOverlay::Box(m_body[i].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0, 255, 0, 20, .1);
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}
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NDebugOverlay::Line( m_body[i].vecPos, m_body[i].vecPos + m_body[i].vecDelta, 0, 255, 0, true, .1);
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NDebugOverlay::Line( m_body[i-1].vecPos, m_body[i].vecPos, 255, 255, 255, true, .1);
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#endif
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#if 0
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char text[128];
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Q_snprintf( text, sizeof( text ), "%d", i );
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NDebugOverlay::Text( m_body[i].vecPos, text, false, 0.1 );
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#endif
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#if 0
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char text[128];
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Q_snprintf( text, sizeof( text ), "%4.0f", (m_body[i].vecPos - m_body[i-1].vecPos).Length() * 100 / m_idealSegmentLength - 100);
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NDebugOverlay::Text( 0.5*(m_body[i-1].vecPos + m_body[i].vecPos), text, false, 0.1 );
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#endif
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}
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//NDebugOverlay::Box(m_body[i].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0, 255, 0, 20, .1);
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//NDebugOverlay::Box( m_vecHeadGoal, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255, 255, 0, 20, .1);
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for (; i < CHAIN_LINKS; i++)
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{
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m_vecChain.Set( i, m_vecChain[i-1] );
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}
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}
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Vector CNPC_Hydra::TestPosition( float t )
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{
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// return GetAbsOrigin( ) + Vector( sin( (m_seed + t) * 2.3 ) * 15, cos( (m_seed + t) * 2.4 ) * 150, sin( ( m_seed + t ) * 1.8 ) * 50 ) + m_vecOutward * sv_hydraLength.GetFloat();;
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t = (int)(t * 0.2);
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#if 1
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Vector tmp = Vector( sin( (m_seed + t) * 0.8 ) * 15, cos( (m_seed + t) * 0.9 ) * 150, sin( ( m_seed + t ) * 0.4 ) * 50 );
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tmp += Vector( sin( (m_seed + t) * 1.0 ) * 4, cos( (m_seed + t) * 0.9 ) * 4, sin( ( m_seed + t ) * 1.1 ) * 6 );
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tmp += GetAbsOrigin( ) + m_vecOutward * sv_hydraLength.GetFloat();
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return tmp;
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#else
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Vector tmp;
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tmp.Init;
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CBaseEntity *pPlayer = (CBaseEntity *)UTIL_GetLocalPlayer();
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if ( pPlayer )
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{
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tmp = pPlayer->EyePosition( );
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Vector delta = (tmp - GetAbsOrigin( ));
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if (delta.Length() > 200)
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{
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tmp = GetAbsOrigin( ) + Vector( 0, 0, 200 );
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}
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m_vecHeadDir = (pPlayer->EyePosition( ) - m_body[m_body.Count()-2].vecPos);
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VectorNormalize( m_vecHeadDir );
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}
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return tmp;
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#endif
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// m_vecHeadGoal = GetAbsOrigin( ) + Vector( sin( gpGlobals->curtime * 0.3 ) * 15, cos( gpGlobals->curtime * 0.4 ) * 150, sin( gpGlobals->curtime * 0.2 ) * 50 + dt );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Calculate the bone forces based on goal positions, bending rules, stretching rules, etc.
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CNPC_Hydra::CalcGoalForces( )
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{
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int i;
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int iFirst = 2;
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int iLast = m_body.Count() - 1;
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// keep head segment straight
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m_body[iLast].vecGoalPos = m_vecHeadGoal; // + m_vecHeadDir * m_body[iLast-1].flActualLength;
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m_body[iLast].flGoalInfluence = m_flHeadGoalInfluence;
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m_body[iLast-1].vecGoalPos = m_vecHeadGoal - m_vecHeadDir * m_idealSegmentLength;
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m_body[iLast-1].flGoalInfluence = 1.0; // m_flHeadGoalInfluence;
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// momentum?
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for (i = iFirst; i <= iLast; i++)
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{
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m_body[i].vecDelta = m_body[i].vecDelta * sv_hydraMomentum.GetFloat();
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}
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//Vector right, up;
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//VectorVectors( m_vecHeadDir, right, up );
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float flGoalSegmentLength = m_idealSegmentLength * ( m_idealLength / m_flCurrentLength);
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// goal forces
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#if 1
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for (i = iFirst; i <= iLast; i++)
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{
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// DevMsg("(%d) %.2f\n", i, t );
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float flInfluence = m_body[i].flGoalInfluence;
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if (flInfluence > 0)
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{
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m_body[i].flGoalInfluence = 0.0;
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Vector v0 = (m_body[i].vecGoalPos - m_body[i].vecPos);
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float length = v0.Length();
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if (length > sv_hydraGoalDelta.GetFloat())
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{
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v0 = v0 * sv_hydraGoalDelta.GetFloat() / length;
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}
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m_body[i].vecDelta += v0 * flInfluence * sv_hydraGoalTension.GetFloat();
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// NDebugOverlay::Box(m_body[i].vecGoalPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 255, 255, 0, flInfluence * 255, .1);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// bending forces
|
|
for (i = iFirst-1; i <= iLast - 1; i++)
|
|
{
|
|
// DevMsg("(%d) %.2f\n", i, t );
|
|
Vector v3 = m_body[i+1].vecPos - m_body[i-1].vecPos;
|
|
VectorNormalize( v3 );
|
|
|
|
Vector delta;
|
|
float length;
|
|
|
|
//NDebugOverlay::Line( m_body[i].vecPos + v3 * flGoalSegmentLength, m_body[i].vecPos - v3 * flGoalSegmentLength, 255, 0, 0, true, .1);
|
|
|
|
if (i+1 <= iLast)
|
|
{
|
|
// towards head
|
|
delta = (m_body[i].vecPos + v3 * flGoalSegmentLength - m_body[i+1].vecPos) * sv_hydraBendTension.GetFloat();
|
|
length = delta.Length();
|
|
if (length > sv_hydraBendDelta.GetFloat())
|
|
{
|
|
delta = delta * (sv_hydraBendDelta.GetFloat() / length);
|
|
}
|
|
m_body[i+1].vecDelta += delta;
|
|
//NDebugOverlay::Line( m_body[i+1].vecPos, m_body[i+1].vecPos + delta, 255, 0, 0, true, .1);
|
|
}
|
|
|
|
if (i-1 >= iFirst)
|
|
{
|
|
// towards tail
|
|
delta = (m_body[i].vecPos - v3 * flGoalSegmentLength - m_body[i-1].vecPos) * sv_hydraBendTension.GetFloat();
|
|
length = delta.Length();
|
|
if (length > sv_hydraBendDelta.GetFloat())
|
|
{
|
|
delta = delta * (sv_hydraBendDelta.GetFloat() / length);
|
|
}
|
|
m_body[i-1].vecDelta += delta * 0.8;
|
|
//NDebugOverlay::Line( m_body[i-1].vecPos, m_body[i-1].vecPos + delta, 255, 0, 0, true, .1);
|
|
}
|
|
}
|
|
|
|
m_body[0].vecDelta = Vector( 0, 0, 0 );
|
|
m_body[1].vecDelta = Vector( 0, 0, 0 );
|
|
|
|
// normal gravity forces
|
|
for (i = iFirst; i <= iLast; i++)
|
|
{
|
|
if (!m_body[i].bStuck)
|
|
{
|
|
m_body[i].vecDelta.z -= 3.84 * 0.2;
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
// move delta's back toward the root
|
|
for (i = iLast; i > iFirst; i--)
|
|
{
|
|
Vector tmp = m_body[i].vecDelta;
|
|
|
|
m_body[i].vecDelta = tmp * 0.8;
|
|
m_body[i-1].vecDelta += tmp * 0.2;
|
|
}
|
|
#endif
|
|
|
|
// prevent stretching
|
|
int maxChecks = m_body.Count() * 4;
|
|
i = iLast;
|
|
while (i > iFirst && maxChecks > 0)
|
|
{
|
|
bool didStretch = false;
|
|
Vector stretch = (m_body[i].vecPos + m_body[i].vecDelta) - (m_body[i-1].vecPos + m_body[i-1].vecDelta);
|
|
float t = VectorNormalize( stretch );
|
|
if (t > flGoalSegmentLength)
|
|
{
|
|
float f0 = DotProduct( m_body[i].vecDelta, stretch );
|
|
float f1 = DotProduct( m_body[i-1].vecDelta, stretch );
|
|
if (f0 > 0 && f0 > f1)
|
|
{
|
|
// Vector limit = stretch * (f0 - flGoalSegmentLength);
|
|
Vector limit = stretch * (t - flGoalSegmentLength);
|
|
// propagate pulling back down the chain
|
|
m_body[i].vecDelta -= limit * 0.5;
|
|
m_body[i-1].vecDelta += limit * 0.5;
|
|
didStretch = true;
|
|
}
|
|
}
|
|
if (didStretch)
|
|
{
|
|
if (i < iLast)
|
|
{
|
|
i++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
i--;
|
|
}
|
|
maxChecks--;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Move the body, check for collisions
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CNPC_Hydra::MoveBody( )
|
|
{
|
|
int i;
|
|
|
|
int iFirst = 2;
|
|
int iLast = m_body.Count() - 1;
|
|
|
|
// clear stuck flags
|
|
for (i = 0; i <= iLast; i++)
|
|
{
|
|
m_body[i].bStuck = false;
|
|
}
|
|
|
|
// try to move all the nodes
|
|
for (i = iFirst; i <= iLast; i++)
|
|
{
|
|
trace_t tr;
|
|
|
|
// check direct movement
|
|
AI_TraceHull(m_body[i].vecPos, m_body[i].vecPos + m_body[i].vecDelta,
|
|
Vector( -2, -2, -2 ), Vector( 2, 2, 2 ),
|
|
MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
|
|
|
|
Vector direct = tr.endpos;
|
|
Vector delta = Vector( 0, 0, 0 );
|
|
|
|
Vector slide = m_body[i].vecDelta;
|
|
if (tr.fraction != 1.0)
|
|
{
|
|
// slow down and remove all motion in the direction of the plane
|
|
direct += tr.plane.normal;
|
|
Vector impactSpeed = (slide * tr.plane.normal) * tr.plane.normal;
|
|
|
|
slide = (slide - impactSpeed) * 0.8;
|
|
|
|
if (tr.m_pEnt)
|
|
{
|
|
if (i == iLast)
|
|
{
|
|
Stab( tr.m_pEnt, impactSpeed, tr );
|
|
}
|
|
else
|
|
{
|
|
Nudge( tr.m_pEnt, direct, impactSpeed );
|
|
}
|
|
}
|
|
|
|
// slow down and remove all motion in the direction of the plane
|
|
slide = (slide - (slide * tr.plane.normal) * tr.plane.normal) * 0.8;
|
|
|
|
// try to move the remaining distance anyways
|
|
AI_TraceHull(direct, direct + slide * (1 - tr.fraction),
|
|
Vector( -2, -2, -2 ), Vector( 2, 2, 2 ),
|
|
MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
|
|
|
|
// NDebugOverlay::Line( m_body[i].vecPos, tr.endpos, 255, 255, 0, true, 1);
|
|
|
|
direct = tr.endpos;
|
|
|
|
m_body[i].bStuck = true;
|
|
|
|
}
|
|
|
|
// make sure the new segment doesn't intersect the world
|
|
AI_TraceHull(direct, m_body[i-1].vecPos,
|
|
Vector( -2, -2, -2 ), Vector( 2, 2, 2 ),
|
|
MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
|
|
|
|
if (tr.fraction == 1.0)
|
|
{
|
|
if (i+1 < iLast)
|
|
{
|
|
AI_TraceHull(direct, m_body[i+1].vecPos,
|
|
Vector( -2, -2, -2 ), Vector( 2, 2, 2 ),
|
|
MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
|
|
}
|
|
|
|
if (tr.fraction == 1.0)
|
|
{
|
|
m_body[i].vecPos = direct;
|
|
delta = slide;
|
|
}
|
|
else
|
|
{
|
|
// FIXME: compute nudge force
|
|
m_body[i].bStuck = true;
|
|
//m_body[i+1].bStuck = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// FIXME: compute nudge force
|
|
m_body[i].bStuck = true;
|
|
//m_body[i-1].bStuck = true;
|
|
}
|
|
|
|
// m_body[i-1].vecDelta += (m_body[i].vecDelta - delta) * 0.25;
|
|
// m_body[i+1].vecDelta += (m_body[i].vecDelta - delta) * 0.25;
|
|
m_body[i].vecDelta = delta;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Push physics objects around if they get hit
|
|
// Input : vecContact = point in space where contact supposidly happened
|
|
// vecSpeed = in/sec of contact
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CNPC_Hydra::Nudge( CBaseEntity *pOther, const Vector &vecContact, const Vector &vecSpeed )
|
|
{
|
|
if ( pOther->GetMoveType() != MOVETYPE_VPHYSICS )
|
|
{
|
|
return;
|
|
}
|
|
|
|
IPhysicsObject *pOtherPhysics = pOther->VPhysicsGetObject();
|
|
|
|
// Put the force on the line between the "contact point" and hit object origin
|
|
//Vector posOther;
|
|
//pOtherPhysics->GetPosition( &posOther, NULL );
|
|
|
|
// force is a 30kg object going 100 in/s
|
|
pOtherPhysics->ApplyForceOffset( vecSpeed * 30, vecContact );
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Push physics objects around if they get hit
|
|
// Input : vecContact = point in space where contact supposidly happened
|
|
// vecSpeed = in/sec of contact
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CNPC_Hydra::Stab( CBaseEntity *pOther, const Vector &vecSpeed, trace_t &tr )
|
|
{
|
|
if (pOther->m_takedamage == DAMAGE_YES && !pOther->IsPlayer())
|
|
{
|
|
Vector dir = vecSpeed;
|
|
VectorNormalize( dir );
|
|
|
|
if ( !sv_hydraTestSpike.GetInt() )
|
|
{
|
|
ClearMultiDamage();
|
|
// FIXME: this is bogus
|
|
CTakeDamageInfo info( this, this, pOther->m_iHealth+25, DMG_SLASH );
|
|
CalculateMeleeDamageForce( &info, dir, tr.endpos );
|
|
pOther->DispatchTraceAttack( info, dir, &tr );
|
|
ApplyMultiDamage();
|
|
}
|
|
else
|
|
{
|
|
CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating *>(pOther);
|
|
if ( pAnimating )
|
|
{
|
|
AttachStabbedEntity( pAnimating, vecSpeed * 30, tr );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Nudge( pOther, tr.endpos, vecSpeed );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : vecContact = point in space where contact supposidly happened
|
|
// vecSpeed = in/sec of contact
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CNPC_Hydra::Kick( CBaseEntity *pHitEntity, const Vector &vecContact, const Vector &vecSpeed )
|
|
{
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : vecContact = point in space where contact supposidly happened
|
|
// vecSpeed = in/sec of contact
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CNPC_Hydra::Splash( const Vector &vecSplashPos )
|
|
{
|
|
|
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Calculate the actual hydra length
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CNPC_Hydra::CheckLength( )
|
|
{
|
|
int i;
|
|
|
|
ClearCondition( COND_HYDRA_SNAGGED );
|
|
ClearCondition( COND_HYDRA_NOSTUCK );
|
|
ClearCondition( COND_HYDRA_OVERSTRETCH );
|
|
|
|
m_bHasStuckSegments = m_body[m_body.Count() - 1].bStuck;
|
|
m_flCurrentLength = 0;
|
|
|
|
for (i = 1; i < m_body.Count() - 1; i++)
|
|
{
|
|
float length = (m_body[i+1].vecPos - m_body[i].vecPos).Length();
|
|
|
|
Assert( m_body[i+1].vecPos.IsValid( ) );
|
|
Assert( m_body[i].vecPos.IsValid( ) );
|
|
|
|
Assert( IsFinite( length ) );
|
|
|
|
m_body[i].flActualLength = length;
|
|
|
|
m_flCurrentLength += length;
|
|
|
|
// check for over streatched segements
|
|
if (length > m_idealSegmentLength * 3.0 && (m_body[i].bStuck || m_body[i+1].bStuck))
|
|
{
|
|
//NDebugOverlay::Line( m_body[i].vecPos, m_body[i+1].vecPos, 255, 0, 0, true, 1.0);
|
|
SetCondition( COND_HYDRA_SNAGGED );
|
|
}
|
|
if (m_body[i].bStuck)
|
|
{
|
|
m_bHasStuckSegments = true;
|
|
}
|
|
}
|
|
|
|
if (m_flCurrentLength > HYDRA_MAX_LENGTH) // FIXME
|
|
{
|
|
SetCondition( COND_HYDRA_OVERSTRETCH );
|
|
}
|
|
|
|
if (!m_bHasStuckSegments)
|
|
{
|
|
SetCondition( COND_HYDRA_NOSTUCK );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Grow or shrink the hydra, as needed
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CNPC_Hydra::AdjustLength( )
|
|
{
|
|
m_body[0].vecPos = m_body[1].vecPos - m_vecOutward * m_idealSegmentLength ;
|
|
|
|
// DevMsg( "actual %.0f ideal %.0f relaxed %.0f\n", actualLength, m_idealLength, m_idealSegmentLength * (m_body.Count() - 3) );
|
|
|
|
CalcRelaxedLength( );
|
|
|
|
// "NPC_Hydra.ExtendTentacle"
|
|
|
|
bool bAdjustFailed = false;
|
|
bool bShouldAdjust = false;
|
|
|
|
if (m_flCurrentLength < m_idealLength)
|
|
{
|
|
if (m_flRelaxedLength + m_idealSegmentLength * 0.5 < m_idealLength)
|
|
{
|
|
bShouldAdjust = true;
|
|
//if (!GrowFromMostStretched( ))
|
|
if (!GrowFromVirtualRoot())
|
|
{
|
|
bAdjustFailed = true;
|
|
}
|
|
}
|
|
}
|
|
else if (m_flCurrentLength > m_idealLength)
|
|
{
|
|
// if (relaxedLength > actualLength)
|
|
if (m_flRelaxedLength - m_idealSegmentLength * 0.5 > m_idealLength || HasCondition( COND_HYDRA_SNAGGED ))
|
|
{
|
|
bShouldAdjust = true;
|
|
if (!ContractFromRoot())
|
|
{
|
|
if (!ContractBetweenStuckSegments())
|
|
{
|
|
if (!ContractFromHead())
|
|
{
|
|
bAdjustFailed = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (gpGlobals->curtime - m_flLastAdjustmentTime > 1.0)
|
|
{
|
|
bShouldAdjust = true;
|
|
// start to panic
|
|
if (!GrowFromMostStretched( ))
|
|
{
|
|
bAdjustFailed = true;
|
|
}
|
|
|
|
// SplitLongestSegment( );
|
|
/*
|
|
if (!ContractBetweenStuckSegments())
|
|
{
|
|
if (!ContractFromHead())
|
|
{
|
|
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
bAdjustFailed = true;
|
|
}
|
|
}
|
|
|
|
if (!bAdjustFailed)
|
|
{
|
|
m_flLastAdjustmentTime = gpGlobals->curtime;
|
|
if (bShouldAdjust && !m_bExtendSoundActive)
|
|
{
|
|
m_bExtendSoundActive = true;
|
|
//CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
//controller.SoundChangeVolume( m_pExtendTentacleSound, 1.0, 0.1 );
|
|
}
|
|
}
|
|
else if (bShouldAdjust)
|
|
{
|
|
m_bExtendSoundActive = false;
|
|
//CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
//controller.SoundChangeVolume( m_pExtendTentacleSound, 0.0, 0.3 );
|
|
}
|
|
|
|
CalcRelaxedLength( );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Remove nodes, starting at the end, regardless of length
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CNPC_Hydra::ContractFromHead( )
|
|
{
|
|
if (m_body.Count() <= 2)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int iNode = m_body.Count() - 1;
|
|
|
|
if (m_body[iNode].bStuck && m_body[iNode-1].flActualLength > m_idealSegmentLength * 2.0)
|
|
{
|
|
AddNodeBefore( iNode );
|
|
iNode = m_body.Count() - 1;
|
|
}
|
|
|
|
if (m_body.Count() <= 3)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// always legal since no new link is being formed
|
|
|
|
m_body.Remove( iNode );
|
|
|
|
CalcRelaxedLength( );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Starting at the first stuck node back from the head, find a node to remove
|
|
// between it and the actual root who is part of a chain that isn't too long.
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CNPC_Hydra::ContractBetweenStuckSegments( )
|
|
{
|
|
if (m_body.Count() <= 3)
|
|
return false;
|
|
|
|
// first first stuck segment closest to head;
|
|
int iStuckHead = VirtualRoot( );
|
|
if (iStuckHead < 3)
|
|
return false;
|
|
|
|
// find a non stuck node with the shortest distance between its neighbors
|
|
int iShortest = -1;
|
|
float dist = m_idealSegmentLength * 2;
|
|
int i;
|
|
for (i = iStuckHead - 1; i > 2; i--)
|
|
{
|
|
if (!m_body[i].bStuck)
|
|
{
|
|
float length = (m_body[i-1].vecPos - m_body[i+1].vecPos).Length();
|
|
// check segment length
|
|
if (length < dist )
|
|
{
|
|
if (IsValidConnection( i-1, i+1 ))
|
|
{
|
|
dist = length;
|
|
iShortest = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (iShortest = -1)
|
|
return false;
|
|
|
|
// FIXME: check for tunneling
|
|
m_body.Remove( iShortest );
|
|
|
|
CalcRelaxedLength( );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Try to remove segment closest to root
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CNPC_Hydra::ContractFromRoot( )
|
|
{
|
|
if (m_body.Count() <= 3)
|
|
return false;
|
|
|
|
// don't contract overly long segments
|
|
if (m_body[2].flActualLength > m_idealSegmentLength * 2.0)
|
|
return false;
|
|
|
|
if (!IsValidConnection( 1, 3 ))
|
|
return false;
|
|
|
|
m_body.Remove( 2 );
|
|
|
|
CalcRelaxedLength( );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find the first stuck node that's closest to the head
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int CNPC_Hydra::VirtualRoot( )
|
|
{
|
|
// first first stuck segment closest to head;
|
|
int iStuckHead;
|
|
for (iStuckHead = m_body.Count() - 2; iStuckHead > 1; iStuckHead--)
|
|
{
|
|
if (m_body[iStuckHead].bStuck)
|
|
{
|
|
return iStuckHead;
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Insert a node before the given node.
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CNPC_Hydra::AddNodeBefore( int iNode )
|
|
{
|
|
if (iNode < 1)
|
|
return false;
|
|
|
|
HydraBone bone;
|
|
|
|
bone.vecPos = (m_body[iNode].vecPos + m_body[iNode-1].vecPos) * 0.5;
|
|
bone.vecDelta = (m_body[iNode].vecDelta + m_body[iNode-1].vecDelta) * 0.5;
|
|
|
|
/*
|
|
// FIXME: can't do this, may be embedded in the world
|
|
int i0 = (iNode>2)?iNode-2:0;
|
|
int i1 = (iNode>1)?iNode-1:0;
|
|
int i2 = iNode;
|
|
int i3 = (iNode<m_body.Count()-1)?iNode+1:m_body.Count()-1;
|
|
Catmull_Rom_Spline( m_body[i0].vecPos, m_body[i1].vecPos, m_body[i2].vecPos, m_body[i3].vecPos, 0.5, bone.vecPos );
|
|
*/
|
|
|
|
bone.flActualLength = (m_body[iNode].vecPos - bone.vecPos).Length();
|
|
bone.flIdealLength = m_idealSegmentLength;
|
|
|
|
m_body[iNode-1].flActualLength = bone.flActualLength;
|
|
|
|
//Vector vecGoalPos;
|
|
//float flGoalInfluence;
|
|
|
|
|
|
m_body.InsertBefore( iNode, bone );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool CNPC_Hydra::AddNodeAfter( int iNode )
|
|
{
|
|
AddNodeBefore( iNode + 1 );
|
|
return false;
|
|
}
|
|
|
|
|
|
bool CNPC_Hydra::GrowFromVirtualRoot( )
|
|
{
|
|
if (m_body[1].flActualLength < m_idealSegmentLength * 0.5)
|
|
return false;
|
|
|
|
return AddNodeAfter( 1 );
|
|
}
|
|
|
|
|
|
bool CNPC_Hydra::GrowFromMostStretched( )
|
|
{
|
|
int iNode = VirtualRoot( );
|
|
|
|
int iLongest = iNode;
|
|
float dist = m_idealSegmentLength * 0.5;
|
|
|
|
for (iNode; iNode < m_body.Count() - 1; iNode++)
|
|
{
|
|
if (m_body[iNode].flActualLength > dist)
|
|
{
|
|
iLongest = iNode;
|
|
dist = m_body[iNode].flActualLength;
|
|
}
|
|
}
|
|
|
|
if (m_body[iLongest].flActualLength <= dist)
|
|
{
|
|
return AddNodeAfter( iLongest );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
void CNPC_Hydra::CalcRelaxedLength( )
|
|
{
|
|
m_flRelaxedLength = m_idealSegmentLength * (m_body.Count() -2) + HYDRA_OUTWARD_BIAS;
|
|
}
|
|
|
|
|
|
bool CNPC_Hydra::IsValidConnection( int iNode0, int iNode1 )
|
|
{
|
|
trace_t tr;
|
|
// check to make sure new connection is valid
|
|
AI_TraceHull(m_body[iNode0].vecPos, m_body[iNode1].vecPos,
|
|
Vector( -2, -2, -2 ), Vector( 2, 2, 2 ),
|
|
MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr);
|
|
|
|
if (tr.fraction == 1.0)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//-------------------------------------
|
|
|
|
float CNPC_Hydra::MaxYawSpeed()
|
|
{
|
|
return 0;
|
|
|
|
if( IsMoving() )
|
|
{
|
|
return 20;
|
|
}
|
|
|
|
switch( GetActivity() )
|
|
{
|
|
case ACT_180_LEFT:
|
|
return 30;
|
|
break;
|
|
|
|
case ACT_TURN_LEFT:
|
|
case ACT_TURN_RIGHT:
|
|
return 30;
|
|
break;
|
|
default:
|
|
return 15;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
int CNPC_Hydra::TranslateSchedule( int scheduleType )
|
|
{
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CNPC_Hydra::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CNPC_Hydra::PrescheduleThink()
|
|
{
|
|
BaseClass::PrescheduleThink();
|
|
if ( m_bStabbedEntity )
|
|
{
|
|
UpdateStabbedEntity();
|
|
}
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
int CNPC_Hydra::SelectSchedule ()
|
|
{
|
|
switch ( m_NPCState )
|
|
{
|
|
case NPC_STATE_IDLE:
|
|
{
|
|
SetState( NPC_STATE_ALERT );
|
|
return SCHED_HYDRA_DEPLOY;
|
|
}
|
|
break;
|
|
|
|
case NPC_STATE_ALERT:
|
|
{
|
|
return SCHED_HYDRA_STAB;
|
|
}
|
|
break;
|
|
|
|
case NPC_STATE_COMBAT:
|
|
{
|
|
if (HasCondition( COND_HYDRA_SNAGGED ))
|
|
{
|
|
return SCHED_HYDRA_PULLBACK;
|
|
}
|
|
else if (HasCondition( COND_HYDRA_OVERSTRETCH ))
|
|
{
|
|
return SCHED_HYDRA_STAB;
|
|
}
|
|
return SCHED_HYDRA_STAB;
|
|
}
|
|
break;
|
|
}
|
|
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CNPC_Hydra::StartTask( const Task_t *pTask )
|
|
{
|
|
switch( pTask->iTask )
|
|
{
|
|
case TASK_HYDRA_DEPLOY:
|
|
m_vecHeadGoal = GetAbsOrigin( ) + m_vecOutward * 100;
|
|
m_idealLength = 100;
|
|
m_vecHeadDir = m_vecOutward;
|
|
return;
|
|
case TASK_HYDRA_PREP_STAB:
|
|
{
|
|
m_flTaskEndTime = gpGlobals->curtime + pTask->flTaskData;
|
|
|
|
// Go outward
|
|
m_vecHeadGoal = GetAbsOrigin( ) + m_vecOutward * 100;
|
|
SetTarget( (CBaseEntity *)UTIL_GetLocalPlayer() );
|
|
if (GetEnemy())
|
|
{
|
|
SetTarget( GetEnemy() );
|
|
}
|
|
|
|
//CPASAttenuationFilter filter( this, "NPC_Hydra.Alert" );
|
|
//Vector vecHead = EyePosition();
|
|
//EmitSound( filter, entindex(), "NPC_Hydra.Alert", &vecHead );
|
|
}
|
|
return;
|
|
|
|
case TASK_HYDRA_STAB:
|
|
{
|
|
//CPASAttenuationFilter filter( this, "NPC_Hydra.Attack" );
|
|
//Vector vecHead = EyePosition();
|
|
//EmitSound( filter, entindex(), "NPC_Hydra.Attack", &vecHead );
|
|
|
|
m_flTaskEndTime = gpGlobals->curtime + 0.5;
|
|
}
|
|
return;
|
|
|
|
case TASK_HYDRA_PULLBACK:
|
|
m_vecHeadGoal = GetAbsOrigin( ) + m_vecOutward * pTask->flTaskData;
|
|
m_idealLength = pTask->flTaskData * 1.1;
|
|
return;
|
|
|
|
default:
|
|
BaseClass::StartTask( pTask );
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
void CNPC_Hydra::RunTask( const Task_t *pTask )
|
|
{
|
|
switch( pTask->iTask )
|
|
{
|
|
case TASK_HYDRA_DEPLOY:
|
|
{
|
|
m_flHeadGoalInfluence = 1.0;
|
|
float dist = (EyePosition() - m_vecHeadGoal).Length();
|
|
|
|
if (dist < m_idealSegmentLength)
|
|
{
|
|
TaskComplete();
|
|
}
|
|
|
|
AimHeadInTravelDirection( 0.2 );
|
|
}
|
|
break;
|
|
|
|
case TASK_HYDRA_PREP_STAB:
|
|
{
|
|
int i;
|
|
|
|
if (m_body.Count() < 2)
|
|
{
|
|
TaskFail( "hydra is too short to begin stab" );
|
|
return;
|
|
}
|
|
|
|
CBaseEntity *pTarget = GetTarget();
|
|
if (pTarget == NULL)
|
|
{
|
|
TaskFail( FAIL_NO_TARGET );
|
|
}
|
|
|
|
if (pTarget->IsPlayer())
|
|
{
|
|
m_vecTarget = pTarget->EyePosition( );
|
|
}
|
|
else
|
|
{
|
|
m_vecTarget = pTarget->BodyTarget( EyePosition( ) );
|
|
}
|
|
|
|
float distToTarget = (m_vecTarget - m_vecHeadGoal).Length();
|
|
float distToBase = (m_vecHeadGoal - GetAbsOrigin()).Length();
|
|
m_idealLength = distToTarget + distToBase * 0.5;
|
|
|
|
if (m_idealLength > HYDRA_MAX_LENGTH)
|
|
m_idealLength = HYDRA_MAX_LENGTH;
|
|
|
|
if (distToTarget < 100.0)
|
|
{
|
|
m_vecTargetDir = (m_vecTarget - m_vecHeadGoal);
|
|
VectorNormalize( m_vecTargetDir );
|
|
m_vecHeadGoal = m_vecHeadGoal - m_vecTargetDir * (100 - distToTarget) * 0.5;
|
|
}
|
|
else if (distToTarget > 200.0)
|
|
{
|
|
m_vecTargetDir = (m_vecTarget - m_vecHeadGoal);
|
|
VectorNormalize( m_vecTargetDir );
|
|
m_vecHeadGoal = m_vecHeadGoal - m_vecTargetDir * (200.0 - distToTarget) * 0.5;
|
|
}
|
|
|
|
// face enemy
|
|
m_vecTargetDir = (m_vecTarget - m_body[m_body.Count()-1].vecPos);
|
|
VectorNormalize( m_vecTargetDir );
|
|
m_vecHeadDir = m_vecHeadDir * 0.6 + m_vecTargetDir * 0.4;
|
|
VectorNormalize( m_vecHeadDir.GetForModify() );
|
|
|
|
// build tension towards strike time
|
|
float influence = 1.0 - (m_flTaskEndTime - gpGlobals->curtime) / pTask->flTaskData;
|
|
if (influence > 1)
|
|
influence = 1.0;
|
|
|
|
influence = influence * influence * influence;
|
|
|
|
m_flHeadGoalInfluence = influence;
|
|
|
|
// keep head segment straight
|
|
i = m_body.Count() - 2;
|
|
m_body[i].vecGoalPos = m_vecHeadGoal - m_vecHeadDir * m_body[i].flActualLength;
|
|
m_body[i].flGoalInfluence = influence;
|
|
|
|
// curve neck into spiral
|
|
float distBackFromHead = m_body[i].flActualLength;
|
|
Vector right, up;
|
|
VectorVectors( m_vecHeadDir, right, up );
|
|
|
|
for (i = i - 1; i > 1 && distBackFromHead < distToTarget; i--)
|
|
{
|
|
distBackFromHead += m_body[i].flActualLength;
|
|
|
|
float r = (distBackFromHead / 200) * 3.1415 * 2;
|
|
|
|
// spiral
|
|
Vector p0 = m_vecHeadGoal
|
|
- m_vecHeadDir * distBackFromHead * 0.5
|
|
+ cos( r ) * m_body[i].flActualLength * right
|
|
+ sin( r ) * m_body[i].flActualLength * up;
|
|
|
|
// base
|
|
r = (distBackFromHead / m_idealLength) * 3.1415 * 0.2;
|
|
r = sin( r );
|
|
p0 = p0 * (1 - r) + r * GetAbsOrigin();
|
|
|
|
m_body[i].vecGoalPos = p0;
|
|
|
|
m_body[i].flGoalInfluence = influence * (1.0 - (distBackFromHead / distToTarget));
|
|
|
|
/*
|
|
if ( (pEnemy->EyePosition( ) - m_body[i].vecPos).Length() < distBackFromHead)
|
|
{
|
|
if ( gpGlobals->curtime - m_flLastAttackTime > 4.0)
|
|
{
|
|
TaskComplete();
|
|
}
|
|
return;
|
|
}
|
|
*/
|
|
}
|
|
|
|
// look to see if any of the goal positions are stuck
|
|
for (i = i; i < m_body.Count() - 1; i++)
|
|
{
|
|
if (m_body[i].bStuck)
|
|
{
|
|
Vector delta = DotProduct( m_body[i].vecGoalPos - m_body[i].vecPos, m_vecHeadDir) * m_vecHeadDir;
|
|
m_vecHeadGoal -= delta * m_body[i].flGoalInfluence;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( gpGlobals->curtime >= m_flTaskEndTime )
|
|
{
|
|
if (distToTarget < 500)
|
|
{
|
|
TaskComplete( );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
TaskFail( "target is too far away" );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
|
|
case TASK_HYDRA_STAB:
|
|
{
|
|
int i;
|
|
|
|
if (m_body.Count() < 2)
|
|
{
|
|
TaskFail( "hydra is too short to begin stab" );
|
|
return;
|
|
}
|
|
|
|
if (m_flTaskEndTime <= gpGlobals->curtime)
|
|
{
|
|
TaskComplete( );
|
|
return;
|
|
}
|
|
|
|
m_flHeadGoalInfluence = 1.0;
|
|
|
|
// face enemy
|
|
//m_vecHeadDir = (pEnemy->EyePosition( ) - m_body[m_body.Count()-1].vecPos);
|
|
//VectorNormalize( m_vecHeadDir.GetForModify() );
|
|
|
|
// keep head segment straight
|
|
i = m_body.Count() - 2;
|
|
m_body[i].vecGoalPos = m_vecHeadGoal + m_vecHeadDir * m_body[i].flActualLength;
|
|
m_body[i].flGoalInfluence = 1.0;
|
|
|
|
Vector vecToTarget = (m_vecTarget - EyePosition( ));
|
|
|
|
// check to see if we went past target
|
|
if (DotProduct( vecToTarget, m_vecHeadDir ) < 0.0)
|
|
{
|
|
TaskComplete( );
|
|
return;
|
|
}
|
|
|
|
float distToTarget = vecToTarget.Length();
|
|
float distToBase = (EyePosition( ) - GetAbsOrigin()).Length();
|
|
m_idealLength = distToTarget + distToBase;
|
|
|
|
/*
|
|
if (distToTarget < 20)
|
|
{
|
|
m_vecHeadGoal = m_vecTarget;
|
|
SetLastAttackTime( gpGlobals->curtime );
|
|
TaskComplete();
|
|
return;
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
// hit enemy
|
|
m_vecHeadGoal = m_vecTarget + m_vecHeadDir * 300;
|
|
}
|
|
|
|
if (m_idealLength > HYDRA_MAX_LENGTH)
|
|
m_idealLength = HYDRA_MAX_LENGTH;
|
|
|
|
// curve neck into spiral
|
|
float distBackFromHead = m_body[i].flActualLength;
|
|
Vector right, up;
|
|
VectorVectors( m_vecHeadDir, right, up );
|
|
|
|
#if 1
|
|
for (i = i - 1; i > 1 && distBackFromHead < distToTarget; i--)
|
|
{
|
|
Vector p0 = m_vecHeadGoal - m_vecHeadDir * distBackFromHead * 1.0;
|
|
|
|
m_body[i].vecGoalPos = p0;
|
|
|
|
if ((m_vecTarget - m_body[i].vecPos).Length() > distToTarget + distBackFromHead)
|
|
{
|
|
m_body[i].flGoalInfluence = 1.0 - (distBackFromHead / distToTarget);
|
|
}
|
|
else
|
|
{
|
|
m_body[i].vecGoalPos = EyePosition( ) - m_vecHeadDir * distBackFromHead;
|
|
m_body[i].flGoalInfluence = 1.0 - (distBackFromHead / distToTarget);
|
|
}
|
|
|
|
distBackFromHead += m_body[i].flActualLength;
|
|
}
|
|
#endif
|
|
}
|
|
return;
|
|
|
|
case TASK_HYDRA_PULLBACK:
|
|
{
|
|
if (m_body.Count() < 2)
|
|
{
|
|
TaskFail( "hydra is too short to begin stab" );
|
|
return;
|
|
}
|
|
CBaseEntity *pEnemy = (CBaseEntity *)UTIL_GetLocalPlayer();
|
|
if (GetEnemy() != NULL)
|
|
{
|
|
pEnemy = GetEnemy();
|
|
}
|
|
|
|
AimHeadInTravelDirection( 0.2 );
|
|
|
|
// float dist = (EyePosition() - m_vecHeadGoal).Length();
|
|
|
|
if (m_flCurrentLength < m_idealLength + m_idealSegmentLength)
|
|
{
|
|
TaskComplete();
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
Vector CNPC_Hydra::EyePosition( )
|
|
{
|
|
int i = m_body.Count() - 1;
|
|
|
|
if (i >= 0)
|
|
{
|
|
return m_body[i].vecPos;
|
|
}
|
|
return GetAbsOrigin();
|
|
}
|
|
|
|
const QAngle &CNPC_Hydra::EyeAngles()
|
|
{
|
|
return GetAbsAngles();
|
|
}
|
|
|
|
|
|
Vector CNPC_Hydra::BodyTarget( const Vector &posSrc, bool bNoisy)
|
|
{
|
|
int i;
|
|
|
|
if (m_body.Count() < 2)
|
|
{
|
|
return GetAbsOrigin();
|
|
}
|
|
|
|
int iShortest = 1;
|
|
float flShortestDist = (posSrc - m_body[iShortest].vecPos).LengthSqr();
|
|
for (i = 2; i < m_body.Count(); i++)
|
|
{
|
|
float flDist = (posSrc - m_body[i].vecPos).LengthSqr();
|
|
if (flDist < flShortestDist)
|
|
{
|
|
iShortest = i;
|
|
flShortestDist = flDist;
|
|
}
|
|
}
|
|
|
|
// NDebugOverlay::Box(m_body[iShortest].vecPos, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0, 0, 255, 20, .1);
|
|
|
|
return m_body[iShortest].vecPos;
|
|
}
|
|
|
|
|
|
void CNPC_Hydra::AimHeadInTravelDirection( float flInfluence )
|
|
{
|
|
|
|
// aim in the direction of movement enemy
|
|
Vector delta = m_body[m_body.Count()-1].vecDelta;
|
|
VectorNormalize( delta );
|
|
if (DotProduct( delta, m_vecHeadDir ) < 0)
|
|
{
|
|
delta = -delta;
|
|
}
|
|
|
|
m_vecHeadDir = m_vecHeadDir * (1 - flInfluence) + delta * flInfluence;
|
|
VectorNormalize( m_vecHeadDir.GetForModify() );
|
|
}
|
|
|
|
//-------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Hydra impaling is done by creating an entity, forming a constraint
|
|
// between that entity and the target ragdoll, and then updating then
|
|
// entity to follow the hydra.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: This is the entity we create to follow the hydra
|
|
//-----------------------------------------------------------------------------
|
|
class CHydraImpale : public CBaseAnimating
|
|
{
|
|
DECLARE_CLASS( CHydraImpale, CBaseAnimating );
|
|
public:
|
|
DECLARE_DATADESC();
|
|
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
void ImpaleThink( void );
|
|
|
|
IPhysicsConstraint *CreateConstraint( CNPC_Hydra *pHydra, IPhysicsObject *pTargetPhys, IPhysicsConstraintGroup *pGroup );
|
|
static CHydraImpale *Create( CNPC_Hydra *pHydra, CBaseEntity *pObject2 );
|
|
|
|
public:
|
|
IPhysicsConstraint *m_pConstraint;
|
|
CHandle<CNPC_Hydra> m_hHydra;
|
|
};
|
|
|
|
BEGIN_DATADESC( CHydraImpale )
|
|
DEFINE_PHYSPTR( m_pConstraint ),
|
|
DEFINE_FIELD( m_hHydra, FIELD_EHANDLE ),
|
|
|
|
DEFINE_THINKFUNC( ImpaleThink ),
|
|
END_DATADESC()
|
|
|
|
LINK_ENTITY_TO_CLASS( hydra_impale, CHydraImpale );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: To by usable by the constraint system, this needs to have a phys model.
|
|
//-----------------------------------------------------------------------------
|
|
void CHydraImpale::Spawn( void )
|
|
{
|
|
Precache();
|
|
SetModel( "models/props_junk/cardboard_box001a.mdl" );
|
|
AddEffects( EF_NODRAW );
|
|
|
|
// We don't want this to be solid, because we don't want it to collide with the hydra.
|
|
SetSolid( SOLID_VPHYSICS );
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
VPhysicsInitShadow( false, false );
|
|
|
|
// Disable movement on this sucker, we're going to move him manually
|
|
SetMoveType( MOVETYPE_FLY );
|
|
|
|
BaseClass::Spawn();
|
|
|
|
m_pConstraint = NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHydraImpale::Precache( void )
|
|
{
|
|
PrecacheModel( "models/props_junk/cardboard_box001a.mdl" );
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update the impale entity's position to the hydra's desired
|
|
//-----------------------------------------------------------------------------
|
|
void CHydraImpale::ImpaleThink( void )
|
|
{
|
|
if ( !m_hHydra )
|
|
{
|
|
// Remove ourselves.
|
|
m_pConstraint->Deactivate();
|
|
UTIL_Remove( this );
|
|
return;
|
|
}
|
|
|
|
// Ask the Hydra where he'd like the ragdoll, and move ourselves there
|
|
Vector vecOrigin;
|
|
QAngle vecAngles;
|
|
m_hHydra->GetDesiredImpaledPosition( &vecOrigin, &vecAngles );
|
|
SetAbsOrigin( vecOrigin );
|
|
SetAbsAngles( vecAngles );
|
|
|
|
//NDebugOverlay::Cross3D( vecOrigin, Vector( -5, -5, -5 ), Vector( 5, 5, 5 ), 255, 0, 0, 20, .1);
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Activate/create the constraint
|
|
//-----------------------------------------------------------------------------
|
|
IPhysicsConstraint *CHydraImpale::CreateConstraint( CNPC_Hydra *pHydra, IPhysicsObject *pTargetPhys, IPhysicsConstraintGroup *pGroup )
|
|
{
|
|
m_hHydra = pHydra;
|
|
|
|
IPhysicsObject *pImpalePhysObject = VPhysicsGetObject();
|
|
Assert( pImpalePhysObject );
|
|
|
|
constraint_fixedparams_t fixed;
|
|
fixed.Defaults();
|
|
fixed.InitWithCurrentObjectState( pImpalePhysObject, pTargetPhys );
|
|
fixed.constraint.Defaults();
|
|
|
|
m_pConstraint = physenv->CreateFixedConstraint( pImpalePhysObject, pTargetPhys, pGroup, fixed );
|
|
if ( m_pConstraint )
|
|
{
|
|
m_pConstraint->SetGameData( (void *)this );
|
|
}
|
|
|
|
SetThink( ImpaleThink );
|
|
SetNextThink( gpGlobals->curtime );
|
|
return m_pConstraint;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Create a Hydra Impale between the hydra and the entity passed in
|
|
//-----------------------------------------------------------------------------
|
|
CHydraImpale *CHydraImpale::Create( CNPC_Hydra *pHydra, CBaseEntity *pTarget )
|
|
{
|
|
Vector vecOrigin;
|
|
QAngle vecAngles;
|
|
pHydra->GetDesiredImpaledPosition( &vecOrigin, &vecAngles );
|
|
pTarget->Teleport( &vecOrigin, &vecAngles, &vec3_origin );
|
|
|
|
CHydraImpale *pImpale = (CHydraImpale *)CBaseEntity::Create( "hydra_impale", vecOrigin, vecAngles );
|
|
if ( !pImpale )
|
|
return NULL;
|
|
|
|
IPhysicsObject *pTargetPhysObject = pTarget->VPhysicsGetObject();
|
|
if ( !pTargetPhysObject )
|
|
{
|
|
DevMsg(" Error: Tried to hydra_impale an entity without a physics model.\n" );
|
|
return NULL;
|
|
}
|
|
|
|
IPhysicsConstraintGroup *pGroup = NULL;
|
|
// Ragdoll? If so, use it's constraint group
|
|
CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>(pTarget);
|
|
if ( pRagdoll )
|
|
{
|
|
pGroup = pRagdoll->GetRagdoll()->pGroup;
|
|
}
|
|
|
|
if ( !pImpale->CreateConstraint( pHydra, pTargetPhysObject, pGroup ) )
|
|
return NULL;
|
|
|
|
return pImpale;
|
|
}
|
|
|
|
void CNPC_Hydra::AttachStabbedEntity( CBaseAnimating *pAnimating, Vector vecForce, trace_t &tr )
|
|
{
|
|
CTakeDamageInfo info( this, this, pAnimating->m_iHealth+25, DMG_SLASH );
|
|
info.SetDamageForce( vecForce );
|
|
info.SetDamagePosition( tr.endpos );
|
|
|
|
CBaseEntity *pRagdoll = CreateServerRagdoll( pAnimating, 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS );
|
|
|
|
// Create our impale entity
|
|
CHydraImpale::Create( this, pRagdoll );
|
|
|
|
m_bStabbedEntity = true;
|
|
|
|
UTIL_Remove( pAnimating );
|
|
}
|
|
|
|
void CNPC_Hydra::UpdateStabbedEntity( void )
|
|
{
|
|
/*
|
|
CBaseEntity *pEntity = m_grabController.GetAttached();
|
|
if ( !pEntity )
|
|
{
|
|
DetachStabbedEntity( false );
|
|
return;
|
|
}
|
|
|
|
QAngle vecAngles(0,0,1);
|
|
Vector vecOrigin = m_body[m_body.Count()-2].vecPos;
|
|
|
|
//NDebugOverlay::Cross3D( vecOrigin, Vector( -5, -5, -5 ), Vector( 5, 5, 5 ), 255, 0, 0, 20, .1);
|
|
|
|
m_grabController.SetTargetPosition( vecOrigin, vecAngles );
|
|
*/
|
|
}
|
|
|
|
void CNPC_Hydra::DetachStabbedEntity( bool playSound )
|
|
{
|
|
/*
|
|
CBaseEntity *pObject = m_grabController.GetAttached();
|
|
if ( pObject != NULL )
|
|
{
|
|
IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
|
|
|
|
// Enable collision with this object again
|
|
if ( pPhysics != NULL )
|
|
{
|
|
physenv->EnableCollisions( pPhysics, VPhysicsGetObject() );
|
|
pPhysics->RecheckCollisionFilter();
|
|
}
|
|
}
|
|
|
|
m_grabController.DetachEntity();
|
|
*/
|
|
|
|
if ( playSound )
|
|
{
|
|
//Play the detach sound
|
|
}
|
|
|
|
m_bStabbedEntity = false;
|
|
}
|
|
|
|
void CNPC_Hydra::GetDesiredImpaledPosition( Vector *vecOrigin, QAngle *vecAngles )
|
|
{
|
|
*vecOrigin = m_body[m_body.Count()-2].vecPos;
|
|
*vecAngles = QAngle(0,0,0);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// CNPC_Hydra Schedules
|
|
//
|
|
//-------------------------------------
|
|
|
|
|
|
AI_BEGIN_CUSTOM_NPC( npc_hydra, CNPC_Hydra )
|
|
|
|
//Register our interactions
|
|
|
|
//Conditions
|
|
DECLARE_CONDITION( COND_HYDRA_SNAGGED )
|
|
DECLARE_CONDITION( COND_HYDRA_STUCK )
|
|
DECLARE_CONDITION( COND_HYDRA_OVERSHOOT )
|
|
DECLARE_CONDITION( COND_HYDRA_OVERSTRETCH )
|
|
DECLARE_CONDITION( COND_HYDRA_STRIKE )
|
|
DECLARE_CONDITION( COND_HYDRA_NOSTUCK )
|
|
|
|
//Squad slots
|
|
|
|
//Tasks
|
|
DECLARE_TASK( TASK_HYDRA_RETRACT )
|
|
DECLARE_TASK( TASK_HYDRA_DEPLOY )
|
|
DECLARE_TASK( TASK_HYDRA_GET_OBJECT )
|
|
DECLARE_TASK( TASK_HYDRA_THROW_OBJECT )
|
|
DECLARE_TASK( TASK_HYDRA_PREP_STAB )
|
|
DECLARE_TASK( TASK_HYDRA_STAB )
|
|
DECLARE_TASK( TASK_HYDRA_PULLBACK )
|
|
|
|
//Activities
|
|
DECLARE_ACTIVITY( ACT_HYDRA_COWER )
|
|
DECLARE_ACTIVITY( ACT_HYDRA_STAB )
|
|
|
|
//=========================================================
|
|
// > SCHED_HYDRA_STAND_LOOK
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HYDRA_DEPLOY,
|
|
|
|
" Tasks"
|
|
" TASK_HYDRA_DEPLOY 0"
|
|
" TASK_WAIT 0.5"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_HYDRA_COWER
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HYDRA_RETRACT,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_HYDRA_COWER"
|
|
" TASK_WAIT 0.5"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HYDRA_IDLE,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT_INDEFINITE 0"
|
|
""
|
|
" Interrupts "
|
|
" COND_NEW_ENEMY"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HYDRA_STAB,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HYDRA_DEPLOY"
|
|
" TASK_HYDRA_PREP_STAB 4.0"
|
|
" TASK_HYDRA_STAB 0"
|
|
" TASK_WAIT 0.5"
|
|
// " TASK_HYDRA_PULLBACK 100"
|
|
""
|
|
" Interrupts "
|
|
" COND_NEW_ENEMY"
|
|
" COND_HYDRA_OVERSTRETCH"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HYDRA_PULLBACK,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_WAIT 0.4"
|
|
" TASK_HYDRA_PULLBACK 100"
|
|
""
|
|
" Interrupts "
|
|
" COND_NEW_ENEMY"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HYDRA_THROW,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_HYDRA_GET_OBJECT 0"
|
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
|
" TASK_HYDRA_THROW_OBJECT 0"
|
|
" TASK_WAIT 1"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_HYDRA_RANGE_ATTACK,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_RANGE_ATTACK1 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_ENEMY_DEAD"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_ENEMY_OCCLUDED"
|
|
" COND_NO_PRIMARY_AMMO"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
AI_END_CUSTOM_NPC()
|
|
|
|
|