mirror of
https://github.com/nillerusr/source-engine.git
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1314 lines
31 KiB
C++
1314 lines
31 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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//=============================================================================//
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#include "cbase.h"
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#include "ai_default.h"
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#include "ai_task.h"
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#include "ai_schedule.h"
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#include "ai_node.h"
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#include "ai_hull.h"
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#include "ai_hint.h"
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#include "ai_memory.h"
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#include "ai_route.h"
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#include "ai_motor.h"
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#include "soundent.h"
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#include "game.h"
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#include "npcevent.h"
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#include "entitylist.h"
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#include "activitylist.h"
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#include "animation.h"
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#include "basecombatweapon.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "ammodef.h"
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#include "hl1_ai_basenpc.h"
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#include "ai_navigator.h"
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#include "decals.h"
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#include "effect_dispatch_data.h"
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#include "te_effect_dispatch.h"
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#include "Sprite.h"
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ConVar sk_bigmomma_health_factor( "sk_bigmomma_health_factor", "1" );
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ConVar sk_bigmomma_dmg_slash( "sk_bigmomma_dmg_slash", "50" );
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ConVar sk_bigmomma_dmg_blast( "sk_bigmomma_dmg_blast", "100" );
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ConVar sk_bigmomma_radius_blast( "sk_bigmomma_radius_blast", "250" );
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float GetCurrentGravity( void );
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define BIG_AE_STEP1 1 // Footstep left
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#define BIG_AE_STEP2 2 // Footstep right
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#define BIG_AE_STEP3 3 // Footstep back left
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#define BIG_AE_STEP4 4 // Footstep back right
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#define BIG_AE_SACK 5 // Sack slosh
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#define BIG_AE_DEATHSOUND 6 // Death sound
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#define BIG_AE_MELEE_ATTACKBR 8 // Leg attack
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#define BIG_AE_MELEE_ATTACKBL 9 // Leg attack
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#define BIG_AE_MELEE_ATTACK1 10 // Leg attack
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#define BIG_AE_MORTAR_ATTACK1 11 // Launch a mortar
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#define BIG_AE_LAY_CRAB 12 // Lay a headcrab
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#define BIG_AE_JUMP_FORWARD 13 // Jump up and forward
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#define BIG_AE_SCREAM 14 // alert sound
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#define BIG_AE_PAIN_SOUND 15 // pain sound
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#define BIG_AE_ATTACK_SOUND 16 // attack sound
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#define BIG_AE_BIRTH_SOUND 17 // birth sound
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#define BIG_AE_EARLY_TARGET 50 // Fire target early
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enum
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{
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SCHED_NODE_FAIL = LAST_SHARED_SCHEDULE,
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SCHED_BIG_NODE,
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};
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enum
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{
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TASK_MOVE_TO_NODE_RANGE = LAST_SHARED_TASK, // Move within node range
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TASK_FIND_NODE, // Find my next node
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TASK_PLAY_NODE_PRESEQUENCE, // Play node pre-script
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TASK_PLAY_NODE_SEQUENCE, // Play node script
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TASK_PROCESS_NODE, // Fire targets, etc.
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TASK_WAIT_NODE, // Wait at the node
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TASK_NODE_DELAY, // Delay walking toward node for a bit. You've failed to get there
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TASK_NODE_YAW, // Get the best facing direction for this node
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TASK_CHECK_NODE_PROXIMITY,
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};
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// User defined conditions
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//#define bits_COND_NODE_SEQUENCE ( COND_SPECIAL1 ) // pev->netname contains the name of a sequence to play
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// Attack distance constants
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#define BIG_ATTACKDIST 170
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#define BIG_MORTARDIST 800
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#define BIG_MAXCHILDREN 6 // Max # of live headcrab children
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#define bits_MEMORY_CHILDPAIR (bits_MEMORY_CUSTOM1)
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#define bits_MEMORY_ADVANCE_NODE (bits_MEMORY_CUSTOM2)
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#define bits_MEMORY_COMPLETED_NODE (bits_MEMORY_CUSTOM3)
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#define bits_MEMORY_FIRED_NODE (bits_MEMORY_CUSTOM4)
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int gSpitSprite, gSpitDebrisSprite;
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Vector VecCheckSplatToss( CBaseEntity *pEntity, const Vector &vecSpot1, Vector vecSpot2, float maxHeight );
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void MortarSpray( const Vector &position, const Vector &direction, int spriteModel, int count );
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#define SF_INFOBM_RUN 0x0001
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#define SF_INFOBM_WAIT 0x0002
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//=========================================================
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// Mortar shot entity
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//=========================================================
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class CBMortar : public CBaseAnimating
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{
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DECLARE_CLASS( CBMortar, CBaseAnimating );
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public:
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void Spawn( void );
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virtual void Precache();
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static CBMortar *Shoot( CBaseEntity *pOwner, Vector vecStart, Vector vecVelocity );
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void Touch( CBaseEntity *pOther );
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void Animate( void );
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float m_flDmgTime;
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DECLARE_DATADESC();
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int m_maxFrame;
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int m_iFrame;
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CSprite* pSprite;
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};
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LINK_ENTITY_TO_CLASS( bmortar, CBMortar );
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BEGIN_DATADESC( CBMortar )
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DEFINE_FIELD( m_maxFrame, FIELD_INTEGER ),
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DEFINE_FIELD( m_flDmgTime, FIELD_FLOAT ),
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DEFINE_FUNCTION( Animate ),
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DEFINE_FIELD( m_iFrame, FIELD_INTEGER ),
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DEFINE_FIELD( pSprite, FIELD_CLASSPTR ),
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END_DATADESC()
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// AI Nodes for Big Momma
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class CInfoBM : public CPointEntity
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{
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DECLARE_CLASS( CInfoBM, CPointEntity );
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public:
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void Spawn( void );
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bool KeyValue( const char *szKeyName, const char *szValue );
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// name in pev->targetname
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// next in pev->target
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// radius in pev->scale
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// health in pev->health
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// Reach target in pev->message
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// Reach delay in pev->speed
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// Reach sequence in pev->netname
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DECLARE_DATADESC();
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float m_flRadius;
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float m_flDelay;
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string_t m_iszReachTarget;
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string_t m_iszReachSequence;
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string_t m_iszPreSequence;
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COutputEvent m_OnAnimationEvent;
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};
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LINK_ENTITY_TO_CLASS( info_bigmomma, CInfoBM );
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BEGIN_DATADESC( CInfoBM )
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DEFINE_FIELD( m_flRadius, FIELD_FLOAT ),
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DEFINE_FIELD( m_flDelay, FIELD_FLOAT ),
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DEFINE_KEYFIELD( m_iszReachTarget, FIELD_STRING, "reachtarget" ),
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DEFINE_KEYFIELD( m_iszReachSequence, FIELD_STRING, "reachsequence" ),
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DEFINE_KEYFIELD( m_iszPreSequence, FIELD_STRING, "presequence" ),
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DEFINE_OUTPUT( m_OnAnimationEvent, "OnAnimationEvent" ),
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END_DATADESC()
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void CInfoBM::Spawn( void )
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{
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BaseClass::Spawn();
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// Msg( "Name %s\n", STRING( GetEntityName() ) );
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}
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bool CInfoBM::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq( szKeyName, "radius"))
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{
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m_flRadius = atof( szValue );
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return true;
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}
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else if (FStrEq( szKeyName, "reachdelay" ))
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{
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m_flDelay = atof( szValue);
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return true;
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}
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else if (FStrEq( szKeyName, "health" ))
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{
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m_iHealth = atoi( szValue );
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return true;
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}
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return BaseClass::KeyValue(szKeyName, szValue );
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}
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// UNDONE:
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//
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#define BIG_CHILDCLASS "monster_babycrab"
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class CNPC_BigMomma : public CHL1BaseNPC
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{
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DECLARE_CLASS( CNPC_BigMomma, CHL1BaseNPC );
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public:
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void Spawn( void );
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void Precache( void );
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Class_T Classify( void ) { return CLASS_ALIEN_MONSTER; };
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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int OnTakeDamage( const CTakeDamageInfo &info );
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void HandleAnimEvent( animevent_t *pEvent );
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void LayHeadcrab( void );
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void LaunchMortar( void );
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void DeathNotice( CBaseEntity *pevChild );
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int MeleeAttack1Conditions( float flDot, float flDist ); // Slash
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int MeleeAttack2Conditions( float flDot, float flDist ); // Lay a crab
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int RangeAttack1Conditions( float flDot, float flDist ); // Mortar launch
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BOOL CanLayCrab( void )
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{
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if ( m_crabTime < gpGlobals->curtime && m_crabCount < BIG_MAXCHILDREN )
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{
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// Don't spawn crabs inside each other
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Vector mins = GetAbsOrigin() - Vector( 32, 32, 0 );
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Vector maxs = GetAbsOrigin() + Vector( 32, 32, 0 );
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CBaseEntity *pList[2];
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int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_NPC );
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for ( int i = 0; i < count; i++ )
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{
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if ( pList[i] != this ) // Don't hurt yourself!
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return COND_NONE;
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}
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return COND_CAN_MELEE_ATTACK2;
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}
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return COND_NONE;
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}
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void Activate ( void );
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void NodeReach( void );
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void NodeStart( string_t iszNextNode );
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bool ShouldGoToNode( void );
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const char *GetNodeSequence( void )
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{
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CInfoBM *pTarget = (CInfoBM*)GetTarget();
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if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) )
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{
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return STRING( pTarget->m_iszReachSequence ); // netname holds node sequence
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}
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return NULL;
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}
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const char *GetNodePresequence( void )
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{
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CInfoBM *pTarget = (CInfoBM *)GetTarget();
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if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) )
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{
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return STRING( pTarget->m_iszPreSequence );
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}
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return NULL;
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}
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float GetNodeDelay( void )
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{
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CInfoBM *pTarget = (CInfoBM *)GetTarget();
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if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) )
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{
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return pTarget->m_flDelay; // Speed holds node delay
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}
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return 0;
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}
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float GetNodeRange( void )
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{
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CInfoBM *pTarget = (CInfoBM *)GetTarget();
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if ( pTarget && FClassnameIs( pTarget, "info_bigmomma" ) )
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{
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return pTarget->m_flRadius; // Scale holds node delay
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}
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return 1e6;
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}
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float GetNodeYaw( void )
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{
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CBaseEntity *pTarget = GetTarget();
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if ( pTarget )
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{
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if ( pTarget->GetAbsAngles().y != 0 )
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return pTarget->GetAbsAngles().y;
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}
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return GetAbsAngles().y;
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}
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// Restart the crab count on each new level
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void OnRestore( void )
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{
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BaseClass::OnRestore();
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m_crabCount = 0;
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}
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int SelectSchedule( void );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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float MaxYawSpeed( void );
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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/*
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void RunTask( Task_t *pTask );
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void StartTask( Task_t *pTask );
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Schedule_t *GetSchedule( void );
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Schedule_t *GetScheduleOfType( int Type );
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void SetYawSpeed( void );
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CUSTOM_SCHEDULES;
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*/
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private:
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float m_nodeTime;
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float m_crabTime;
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float m_mortarTime;
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float m_painSoundTime;
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int m_crabCount;
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float m_flDmgTime;
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bool m_bDoneWithPath;
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string_t m_iszTarget;
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string_t m_iszNetName;
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float m_flWait;
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Vector m_vTossDir;
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};
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BEGIN_DATADESC( CNPC_BigMomma )
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DEFINE_FIELD( m_nodeTime, FIELD_TIME ),
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DEFINE_FIELD( m_crabTime, FIELD_TIME ),
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DEFINE_FIELD( m_mortarTime, FIELD_TIME ),
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DEFINE_FIELD( m_painSoundTime, FIELD_TIME ),
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DEFINE_KEYFIELD( m_iszNetName, FIELD_STRING, "netname" ),
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DEFINE_FIELD( m_flWait, FIELD_TIME ),
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DEFINE_FIELD( m_iszTarget, FIELD_STRING ),
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DEFINE_FIELD( m_crabCount, FIELD_INTEGER ),
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DEFINE_FIELD( m_flDmgTime, FIELD_TIME ),
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DEFINE_FIELD( m_bDoneWithPath, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_vTossDir, FIELD_VECTOR ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS ( monster_bigmomma, CNPC_BigMomma );
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//=========================================================
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// Spawn
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//=========================================================
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void CNPC_BigMomma::Spawn()
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{
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Precache( );
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SetModel( "models/big_mom.mdl" );
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UTIL_SetSize( this, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
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Vector vecSurroundingMins( -95, -95, 0 );
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Vector vecSurroundingMaxs( 95, 95, 190 );
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CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );
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SetNavType( NAV_GROUND );
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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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m_bloodColor = BLOOD_COLOR_GREEN;
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m_iHealth = 150 * sk_bigmomma_health_factor.GetFloat();
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SetHullType( HULL_WIDE_HUMAN );
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SetHullSizeNormal();
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CapabilitiesAdd( bits_CAP_MOVE_GROUND );
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CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );
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// pev->view_ofs = Vector ( 0, 0, 128 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = 0.3;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_NPCState = NPC_STATE_NONE;
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SetRenderColor( 255, 255, 255, 255 );
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m_bDoneWithPath = false;
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m_nodeTime = 0.0f;
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m_iszTarget = m_iszNetName;
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NPCInit();
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BaseClass::Spawn();
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CNPC_BigMomma::Precache()
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{
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PrecacheModel("models/big_mom.mdl");
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UTIL_PrecacheOther( BIG_CHILDCLASS );
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// TEMP: Squid
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PrecacheModel("sprites/mommaspit.vmt");// spit projectile.
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gSpitSprite = PrecacheModel("sprites/mommaspout.vmt");// client side spittle.
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gSpitDebrisSprite = PrecacheModel("sprites/mommablob.vmt" );
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PrecacheScriptSound( "BigMomma.Pain" );
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PrecacheScriptSound( "BigMomma.Attack" );
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PrecacheScriptSound( "BigMomma.AttackHit" );
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PrecacheScriptSound( "BigMomma.Alert" );
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PrecacheScriptSound( "BigMomma.Birth" );
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PrecacheScriptSound( "BigMomma.Sack" );
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PrecacheScriptSound( "BigMomma.Die" );
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PrecacheScriptSound( "BigMomma.FootstepLeft" );
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PrecacheScriptSound( "BigMomma.FootstepRight" );
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PrecacheScriptSound( "BigMomma.LayHeadcrab" );
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PrecacheScriptSound( "BigMomma.ChildDie" );
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PrecacheScriptSound( "BigMomma.LaunchMortar" );
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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float CNPC_BigMomma::MaxYawSpeed ( void )
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{
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float ys = 90.0f;
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switch ( GetActivity() )
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{
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case ACT_IDLE:
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ys = 100.0f;
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break;
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default:
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ys = 90.0f;
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}
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return ys;
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}
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void CNPC_BigMomma::Activate( void )
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{
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if ( GetTarget() == NULL )
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Remember( bits_MEMORY_ADVANCE_NODE ); // Start 'er up
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BaseClass::Activate();
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}
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void CNPC_BigMomma::NodeStart( string_t iszNextNode )
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{
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m_iszTarget = iszNextNode;
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const char *pTargetName = STRING( m_iszTarget );
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CBaseEntity *pTarget = NULL;
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if ( pTargetName )
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pTarget = gEntList.FindEntityByName( NULL, pTargetName );
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if ( pTarget == NULL )
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{
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//Msg( "BM: Finished the path!!\n" );
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m_bDoneWithPath = true;
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return;
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}
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SetTarget( pTarget );
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}
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void CNPC_BigMomma::NodeReach( void )
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{
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CInfoBM *pTarget = (CInfoBM*)GetTarget();
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Forget( bits_MEMORY_ADVANCE_NODE );
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if ( !pTarget )
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return;
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if ( pTarget->m_iHealth >= 1 )
|
|
m_iMaxHealth = m_iHealth = pTarget->m_iHealth * sk_bigmomma_health_factor.GetFloat();
|
|
|
|
if ( !HasMemory( bits_MEMORY_FIRED_NODE ) )
|
|
{
|
|
if ( pTarget )
|
|
{
|
|
pTarget->m_OnAnimationEvent.FireOutput( this, this );
|
|
}
|
|
}
|
|
|
|
Forget( bits_MEMORY_FIRED_NODE );
|
|
|
|
m_iszTarget = pTarget->m_target;
|
|
|
|
if ( pTarget->m_iHealth == 0 )
|
|
Remember( bits_MEMORY_ADVANCE_NODE ); // Move on if no health at this node
|
|
else
|
|
{
|
|
GetNavigator()->ClearGoal();
|
|
}
|
|
}
|
|
|
|
|
|
void CNPC_BigMomma::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
|
{
|
|
CTakeDamageInfo dmgInfo = info;
|
|
|
|
if ( ptr->hitbox <= 9 )
|
|
{
|
|
// didn't hit the sack?
|
|
if ( m_flDmgTime != gpGlobals->curtime || (random->RandomInt( 0, 10 ) < 1) )
|
|
{
|
|
g_pEffects->Ricochet( ptr->endpos, ptr->plane.normal );
|
|
m_flDmgTime = gpGlobals->curtime;
|
|
}
|
|
|
|
// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
|
|
dmgInfo.SetDamage( 0.1 );
|
|
}
|
|
else
|
|
{
|
|
SpawnBlood( ptr->endpos + ptr->plane.normal * 15, vecDir, m_bloodColor, 100 );
|
|
|
|
if ( gpGlobals->curtime > m_painSoundTime )
|
|
{
|
|
m_painSoundTime = gpGlobals->curtime + random->RandomInt(1, 3);
|
|
EmitSound( "BigMomma.Pain" );
|
|
}
|
|
}
|
|
|
|
BaseClass::TraceAttack( dmgInfo, vecDir, ptr, pAccumulator );
|
|
}
|
|
|
|
|
|
int CNPC_BigMomma::OnTakeDamage( const CTakeDamageInfo &info )
|
|
{
|
|
CTakeDamageInfo newInfo = info;
|
|
|
|
// Don't take any acid damage -- BigMomma's mortar is acid
|
|
if ( newInfo.GetDamageType() & DMG_ACID )
|
|
{
|
|
newInfo.SetDamage( 0 );
|
|
}
|
|
|
|
// never die from damage, just advance to the next node
|
|
if ( ( GetHealth() - newInfo.GetDamage() ) < 1 )
|
|
{
|
|
newInfo.SetDamage( 0 );
|
|
Remember( bits_MEMORY_ADVANCE_NODE );
|
|
DevMsg( 2, "BM: Finished node health!!!\n" );
|
|
}
|
|
|
|
DevMsg( 2, "BM Health: %f\n", GetHealth() - newInfo.GetDamage() );
|
|
|
|
return BaseClass::OnTakeDamage( newInfo );
|
|
}
|
|
|
|
bool CNPC_BigMomma::ShouldGoToNode( void )
|
|
{
|
|
if ( HasMemory( bits_MEMORY_ADVANCE_NODE ) )
|
|
{
|
|
if ( m_nodeTime < gpGlobals->curtime )
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
int CNPC_BigMomma::SelectSchedule( void )
|
|
{
|
|
if ( ShouldGoToNode() )
|
|
{
|
|
return SCHED_BIG_NODE;
|
|
}
|
|
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
|
|
void CNPC_BigMomma::StartTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_CHECK_NODE_PROXIMITY:
|
|
{
|
|
|
|
}
|
|
|
|
break;
|
|
case TASK_FIND_NODE:
|
|
{
|
|
CBaseEntity *pTarget = GetTarget();
|
|
|
|
if ( !HasMemory( bits_MEMORY_ADVANCE_NODE ) )
|
|
{
|
|
if ( pTarget )
|
|
m_iszTarget = pTarget->m_target;
|
|
}
|
|
|
|
NodeStart( m_iszTarget );
|
|
TaskComplete();
|
|
//Msg( "BM: Found node %s\n", STRING( m_iszTarget ) );
|
|
}
|
|
break;
|
|
|
|
case TASK_NODE_DELAY:
|
|
m_nodeTime = gpGlobals->curtime + pTask->flTaskData;
|
|
TaskComplete();
|
|
//Msg( "BM: FAIL! Delay %.2f\n", pTask->flTaskData );
|
|
break;
|
|
|
|
case TASK_PROCESS_NODE:
|
|
//Msg( "BM: Reached node %s\n", STRING( m_iszTarget ) );
|
|
NodeReach();
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_PLAY_NODE_PRESEQUENCE:
|
|
case TASK_PLAY_NODE_SEQUENCE:
|
|
{
|
|
const char *pSequence = NULL;
|
|
int iSequence;
|
|
|
|
if ( pTask->iTask == TASK_PLAY_NODE_SEQUENCE )
|
|
pSequence = GetNodeSequence();
|
|
else
|
|
pSequence = GetNodePresequence();
|
|
|
|
//Msg( "BM: Playing node sequence %s\n", pSequence );
|
|
|
|
if ( pSequence ) //ugh
|
|
{
|
|
iSequence = LookupSequence( pSequence );
|
|
|
|
if ( iSequence != -1 )
|
|
{
|
|
SetIdealActivity( ACT_DO_NOT_DISTURB );
|
|
SetSequence( iSequence );
|
|
SetCycle( 0.0f );
|
|
|
|
ResetSequenceInfo();
|
|
//Msg( "BM: Sequence %s %f\n", GetNodeSequence(), gpGlobals->curtime );
|
|
return;
|
|
}
|
|
}
|
|
TaskComplete();
|
|
}
|
|
break;
|
|
|
|
case TASK_NODE_YAW:
|
|
GetMotor()->SetIdealYaw( GetNodeYaw() );
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_WAIT_NODE:
|
|
m_flWait = gpGlobals->curtime + GetNodeDelay();
|
|
|
|
/*if ( GetTarget() && GetTarget()->GetSpawnFlags() & SF_INFOBM_WAIT )
|
|
Msg( "BM: Wait at node %s forever\n", STRING( m_iszTarget) );
|
|
else
|
|
Msg( "BM: Wait at node %s for %.2f\n", STRING( m_iszTarget ), GetNodeDelay() );*/
|
|
break;
|
|
|
|
|
|
case TASK_MOVE_TO_NODE_RANGE:
|
|
{
|
|
CBaseEntity *pTarget = GetTarget();
|
|
|
|
if ( !pTarget )
|
|
TaskFail( FAIL_NO_TARGET );
|
|
else
|
|
{
|
|
if ( ( pTarget->GetAbsOrigin() - GetAbsOrigin() ).Length() < GetNodeRange() )
|
|
TaskComplete();
|
|
else
|
|
{
|
|
Activity act = ACT_WALK;
|
|
if ( pTarget->GetSpawnFlags() & SF_INFOBM_RUN )
|
|
act = ACT_RUN;
|
|
|
|
AI_NavGoal_t goal( GOALTYPE_TARGETENT, vec3_origin, act );
|
|
|
|
if ( !GetNavigator()->SetGoal( goal ) )
|
|
{
|
|
TaskFail( NO_TASK_FAILURE );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//Msg( "BM: Moving to node %s\n", STRING( m_iszTarget ) );
|
|
|
|
break;
|
|
|
|
case TASK_MELEE_ATTACK1:
|
|
{
|
|
|
|
// Play an attack sound here
|
|
|
|
CPASAttenuationFilter filter( this );
|
|
EmitSound( filter, entindex(), "BigMomma.Attack" );
|
|
|
|
BaseClass::StartTask( pTask );
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
BaseClass::StartTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// RunTask
|
|
//=========================================================
|
|
void CNPC_BigMomma::RunTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_CHECK_NODE_PROXIMITY:
|
|
{
|
|
float distance;
|
|
|
|
if ( GetTarget() == NULL )
|
|
TaskFail( FAIL_NO_TARGET );
|
|
else
|
|
{
|
|
if ( GetNavigator()->IsGoalActive() )
|
|
{
|
|
distance = ( GetTarget()->GetAbsOrigin() - GetAbsOrigin() ).Length2D();
|
|
// Set the appropriate activity based on an overlapping range
|
|
// overlap the range to prevent oscillation
|
|
if ( distance < GetNodeRange() )
|
|
{
|
|
//Msg( "BM: Reached node PROXIMITY!!\n" );
|
|
TaskComplete();
|
|
GetNavigator()->ClearGoal(); // Stop moving
|
|
}
|
|
}
|
|
else
|
|
TaskComplete();
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case TASK_WAIT_NODE:
|
|
if ( GetTarget() != NULL && (GetTarget()->GetSpawnFlags() & SF_INFOBM_WAIT) )
|
|
return;
|
|
|
|
if ( gpGlobals->curtime > m_flWaitFinished )
|
|
TaskComplete();
|
|
//Msg( "BM: The WAIT is over!\n" );
|
|
break;
|
|
|
|
case TASK_PLAY_NODE_PRESEQUENCE:
|
|
case TASK_PLAY_NODE_SEQUENCE:
|
|
|
|
if ( IsSequenceFinished() )
|
|
{
|
|
CBaseEntity *pTarget = NULL;
|
|
|
|
if ( GetTarget() )
|
|
pTarget = gEntList.FindEntityByName( NULL, STRING( GetTarget()->m_target ) );
|
|
|
|
if ( pTarget )
|
|
{
|
|
SetActivity( ACT_IDLE );
|
|
TaskComplete();
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
// that occur when tagged animation frames are played.
|
|
//
|
|
// Returns number of events handled, 0 if none.
|
|
//=========================================================
|
|
void CNPC_BigMomma::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
|
|
Vector vecFwd, vecRight, vecUp;
|
|
QAngle angles;
|
|
angles = GetAbsAngles();
|
|
AngleVectors( angles, &vecFwd, &vecRight, &vecUp );
|
|
|
|
switch( pEvent->event )
|
|
{
|
|
case BIG_AE_MELEE_ATTACKBR:
|
|
case BIG_AE_MELEE_ATTACKBL:
|
|
case BIG_AE_MELEE_ATTACK1:
|
|
{
|
|
Vector center = GetAbsOrigin() + vecFwd * 128;
|
|
Vector mins = center - Vector( 64, 64, 0 );
|
|
Vector maxs = center + Vector( 64, 64, 64 );
|
|
|
|
CBaseEntity *pList[8];
|
|
int count = UTIL_EntitiesInBox( pList, 8, mins, maxs, FL_NPC | FL_CLIENT );
|
|
CBaseEntity *pHurt = NULL;
|
|
|
|
for ( int i = 0; i < count && !pHurt; i++ )
|
|
{
|
|
if ( pList[i] != this )
|
|
{
|
|
if ( pList[i]->GetOwnerEntity() != this )
|
|
{
|
|
pHurt = pList[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( pHurt )
|
|
{
|
|
CTakeDamageInfo info( this, this, 15, DMG_CLUB | DMG_SLASH );
|
|
CalculateMeleeDamageForce( &info, (pHurt->GetAbsOrigin() - GetAbsOrigin()), pHurt->GetAbsOrigin() );
|
|
pHurt->TakeDamage( info );
|
|
QAngle newAngles = angles;
|
|
newAngles.x = 15;
|
|
if ( pHurt->IsPlayer() )
|
|
{
|
|
((CBasePlayer *)pHurt)->SetPunchAngle( newAngles );
|
|
}
|
|
switch( pEvent->event )
|
|
{
|
|
case BIG_AE_MELEE_ATTACKBR:
|
|
// pHurt->pev->velocity = pHurt->pev->velocity + (vecFwd * 150) + Vector(0,0,250) - (vecRight * 200);
|
|
pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 150) + Vector(0,0,250) - (vecRight * 200) );
|
|
break;
|
|
|
|
case BIG_AE_MELEE_ATTACKBL:
|
|
pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 150) + Vector(0,0,250) + (vecRight * 200) );
|
|
break;
|
|
|
|
case BIG_AE_MELEE_ATTACK1:
|
|
pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + (vecFwd * 220) + Vector(0,0,200) );
|
|
break;
|
|
}
|
|
|
|
pHurt->SetGroundEntity( NULL );
|
|
EmitSound( filter, entindex(), "BigMomma.AttackHit" );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case BIG_AE_SCREAM:
|
|
EmitSound( filter, entindex(), "BigMomma.Alert" );
|
|
break;
|
|
|
|
case BIG_AE_PAIN_SOUND:
|
|
EmitSound( filter, entindex(), "BigMomma.Pain" );
|
|
break;
|
|
|
|
case BIG_AE_ATTACK_SOUND:
|
|
EmitSound( filter, entindex(), "BigMomma.Attack" );
|
|
break;
|
|
|
|
case BIG_AE_BIRTH_SOUND:
|
|
EmitSound( filter, entindex(), "BigMomma.Birth" );
|
|
break;
|
|
|
|
case BIG_AE_SACK:
|
|
if ( RandomInt(0,100) < 30 )
|
|
{
|
|
EmitSound( filter, entindex(), "BigMomma.Sack" );
|
|
}
|
|
break;
|
|
|
|
case BIG_AE_DEATHSOUND:
|
|
EmitSound( filter, entindex(), "BigMomma.Die" );
|
|
break;
|
|
|
|
case BIG_AE_STEP1: // Footstep left
|
|
case BIG_AE_STEP3: // Footstep back left
|
|
EmitSound( filter, entindex(), "BigMomma.FootstepLeft" );
|
|
break;
|
|
|
|
case BIG_AE_STEP4: // Footstep back right
|
|
case BIG_AE_STEP2: // Footstep right
|
|
EmitSound( filter, entindex(), "BigMomma.FootstepRight" );
|
|
break;
|
|
|
|
case BIG_AE_MORTAR_ATTACK1:
|
|
LaunchMortar();
|
|
break;
|
|
|
|
case BIG_AE_LAY_CRAB:
|
|
LayHeadcrab();
|
|
break;
|
|
|
|
case BIG_AE_JUMP_FORWARD:
|
|
SetGroundEntity( NULL );
|
|
SetAbsOrigin(GetAbsOrigin() + Vector ( 0 , 0 , 1) );// take him off ground so engine doesn't instantly reset onground
|
|
SetAbsVelocity(vecFwd * 200 + vecUp * 500 );
|
|
break;
|
|
|
|
case BIG_AE_EARLY_TARGET:
|
|
{
|
|
CInfoBM *pTarget = (CInfoBM*) GetTarget();
|
|
|
|
if ( pTarget )
|
|
{
|
|
pTarget->m_OnAnimationEvent.FireOutput( this, this );
|
|
}
|
|
|
|
Remember( bits_MEMORY_FIRED_NODE );
|
|
}
|
|
break;
|
|
|
|
default:
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void CNPC_BigMomma::LayHeadcrab( void )
|
|
{
|
|
CBaseEntity *pChild = CBaseEntity::Create( BIG_CHILDCLASS, GetAbsOrigin(), GetAbsAngles(), this );
|
|
|
|
pChild->AddSpawnFlags( SF_NPC_FALL_TO_GROUND );
|
|
|
|
pChild->SetOwnerEntity( this );
|
|
|
|
// Is this the second crab in a pair?
|
|
if ( HasMemory( bits_MEMORY_CHILDPAIR ) )
|
|
{
|
|
m_crabTime = gpGlobals->curtime + RandomFloat( 5, 10 );
|
|
Forget( bits_MEMORY_CHILDPAIR );
|
|
}
|
|
else
|
|
{
|
|
m_crabTime = gpGlobals->curtime + RandomFloat( 0.5, 2.5 );
|
|
Remember( bits_MEMORY_CHILDPAIR );
|
|
}
|
|
|
|
trace_t tr;
|
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,100), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
UTIL_DecalTrace( &tr, "Splash" );
|
|
|
|
CPASAttenuationFilter filter( this );
|
|
EmitSound( filter, entindex(), "BigMomma.LayHeadcrab" );
|
|
|
|
m_crabCount++;
|
|
}
|
|
|
|
void CNPC_BigMomma::DeathNotice( CBaseEntity *pevChild )
|
|
{
|
|
if ( m_crabCount > 0 ) // Some babies may cross a transition, but we reset the count then
|
|
{
|
|
m_crabCount--;
|
|
}
|
|
if ( IsAlive() )
|
|
{
|
|
// Make the "my baby's dead" noise!
|
|
CPASAttenuationFilter filter( this );
|
|
EmitSound( filter, entindex(), "BigMomma.ChildDie" );
|
|
}
|
|
}
|
|
|
|
|
|
void CNPC_BigMomma::LaunchMortar( void )
|
|
{
|
|
m_mortarTime = gpGlobals->curtime + RandomFloat( 2, 15 );
|
|
|
|
Vector startPos = GetAbsOrigin();
|
|
startPos.z += 180;
|
|
|
|
CPASAttenuationFilter filter( this );
|
|
EmitSound( filter, entindex(), "BigMomma.LaunchMortar" );
|
|
|
|
CBMortar *pBomb = CBMortar::Shoot( this, startPos, m_vTossDir );
|
|
pBomb->SetGravity( 1.0 );
|
|
MortarSpray( startPos, Vector(0,0,10), gSpitSprite, 24 );
|
|
}
|
|
|
|
int CNPC_BigMomma::MeleeAttack1Conditions( float flDot, float flDist )
|
|
{
|
|
if (flDot >= 0.7)
|
|
{
|
|
if ( flDist > BIG_ATTACKDIST )
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
else
|
|
return COND_CAN_MELEE_ATTACK1;
|
|
}
|
|
else
|
|
{
|
|
return COND_NOT_FACING_ATTACK;
|
|
}
|
|
|
|
return COND_NONE;
|
|
}
|
|
|
|
|
|
// Lay a crab
|
|
int CNPC_BigMomma::MeleeAttack2Conditions( float flDot, float flDist )
|
|
{
|
|
return CanLayCrab();
|
|
}
|
|
|
|
|
|
Vector VecCheckSplatToss( CBaseEntity *pEnt, const Vector &vecSpot1, Vector vecSpot2, float maxHeight )
|
|
{
|
|
trace_t tr;
|
|
Vector vecMidPoint;// halfway point between Spot1 and Spot2
|
|
Vector vecApex;// highest point
|
|
Vector vecScale;
|
|
Vector vecGrenadeVel;
|
|
Vector vecTemp;
|
|
float flGravity = GetCurrentGravity();
|
|
|
|
// calculate the midpoint and apex of the 'triangle'
|
|
vecMidPoint = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5;
|
|
UTIL_TraceLine(vecMidPoint, vecMidPoint + Vector(0,0,maxHeight), MASK_SOLID_BRUSHONLY, pEnt, COLLISION_GROUP_NONE, &tr );
|
|
vecApex = tr.endpos;
|
|
|
|
UTIL_TraceLine(vecSpot1, vecApex, MASK_SOLID, pEnt, COLLISION_GROUP_NONE, &tr );
|
|
if (tr.fraction != 1.0)
|
|
{
|
|
// fail!
|
|
return vec3_origin;
|
|
}
|
|
|
|
// Don't worry about actually hitting the target, this won't hurt us!
|
|
|
|
// How high should the grenade travel (subtract 15 so the grenade doesn't hit the ceiling)?
|
|
float height = (vecApex.z - vecSpot1.z) - 15;
|
|
|
|
//HACK HACK
|
|
if ( height < 0 )
|
|
height *= -1;
|
|
|
|
// How fast does the grenade need to travel to reach that height given gravity?
|
|
float speed = sqrt( 2 * flGravity * height );
|
|
|
|
// How much time does it take to get there?
|
|
float time = speed / flGravity;
|
|
vecGrenadeVel = (vecSpot2 - vecSpot1);
|
|
vecGrenadeVel.z = 0;
|
|
|
|
// Travel half the distance to the target in that time (apex is at the midpoint)
|
|
vecGrenadeVel = vecGrenadeVel * ( 0.5 / time );
|
|
// Speed to offset gravity at the desired height
|
|
vecGrenadeVel.z = speed;
|
|
|
|
return vecGrenadeVel;
|
|
}
|
|
|
|
// Mortar launch
|
|
int CNPC_BigMomma::RangeAttack1Conditions( float flDot, float flDist )
|
|
{
|
|
if ( flDist > BIG_MORTARDIST )
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
|
|
if ( flDist <= BIG_MORTARDIST && m_mortarTime < gpGlobals->curtime )
|
|
{
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
|
|
if ( pEnemy )
|
|
{
|
|
Vector startPos = GetAbsOrigin();
|
|
startPos.z += 180;
|
|
|
|
m_vTossDir = VecCheckSplatToss( this, startPos, pEnemy->BodyTarget( GetAbsOrigin() ), random->RandomFloat( 150, 500 ) );
|
|
|
|
if ( m_vTossDir != vec3_origin )
|
|
return COND_CAN_RANGE_ATTACK1;
|
|
}
|
|
}
|
|
|
|
return COND_NONE;
|
|
}
|
|
|
|
// ---------------------------------
|
|
//
|
|
// Mortar
|
|
//
|
|
// ---------------------------------
|
|
void MortarSpray( const Vector &position, const Vector &direction, int spriteModel, int count )
|
|
{
|
|
CPVSFilter filter( position );
|
|
|
|
te->SpriteSpray( filter, 0.0, &position, &direction, spriteModel, 200, 80, count );
|
|
}
|
|
|
|
|
|
// UNDONE: right now this is pretty much a copy of the squid spit with minor changes to the way it does damage
|
|
void CBMortar:: Spawn( void )
|
|
{
|
|
SetMoveType( MOVETYPE_FLYGRAVITY );
|
|
SetClassname( "bmortar" );
|
|
|
|
SetSolid( SOLID_BBOX );
|
|
|
|
pSprite = CSprite::SpriteCreate( "sprites/mommaspit.vmt", GetAbsOrigin(), true );
|
|
|
|
if ( pSprite )
|
|
{
|
|
pSprite->SetAttachment( this, 0 );
|
|
pSprite->m_flSpriteFramerate = 5;
|
|
|
|
pSprite->m_nRenderMode = kRenderTransAlpha;
|
|
pSprite->SetBrightness( 255 );
|
|
|
|
m_iFrame = 0;
|
|
|
|
pSprite->SetScale( 2.5f );
|
|
}
|
|
|
|
UTIL_SetSize( this, Vector( 0, 0, 0), Vector(0, 0, 0) );
|
|
|
|
m_maxFrame = (float)modelinfo->GetModelFrameCount( GetModel() ) - 1;
|
|
m_flDmgTime = gpGlobals->curtime + 0.4;
|
|
}
|
|
|
|
void CBMortar::Animate( void )
|
|
{
|
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
|
|
|
Vector vVelocity = GetAbsVelocity();
|
|
|
|
VectorNormalize( vVelocity );
|
|
|
|
if ( gpGlobals->curtime > m_flDmgTime )
|
|
{
|
|
m_flDmgTime = gpGlobals->curtime + 0.2;
|
|
MortarSpray( GetAbsOrigin() + Vector( 0, 0, 15 ), -vVelocity, gSpitSprite, 3 );
|
|
}
|
|
if ( m_iFrame++ )
|
|
{
|
|
if ( m_iFrame > m_maxFrame )
|
|
{
|
|
m_iFrame = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
CBMortar *CBMortar::Shoot( CBaseEntity *pOwner, Vector vecStart, Vector vecVelocity )
|
|
{
|
|
CBMortar *pSpit = CREATE_ENTITY( CBMortar, "bmortar" );
|
|
pSpit->Spawn();
|
|
|
|
UTIL_SetOrigin( pSpit, vecStart );
|
|
pSpit->SetAbsVelocity( vecVelocity );
|
|
pSpit->SetOwnerEntity( pOwner );
|
|
pSpit->SetThink ( &CBMortar::Animate );
|
|
pSpit->SetNextThink( gpGlobals->curtime + 0.1 );
|
|
|
|
return pSpit;
|
|
}
|
|
|
|
void CBMortar::Precache()
|
|
{
|
|
BaseClass::Precache();
|
|
|
|
PrecacheScriptSound( "NPC_BigMomma.SpitTouch1" );
|
|
PrecacheScriptSound( "NPC_BigMomma.SpitHit1" );
|
|
PrecacheScriptSound( "NPC_BigMomma.SpitHit2" );
|
|
}
|
|
|
|
void CBMortar::Touch( CBaseEntity *pOther )
|
|
{
|
|
trace_t tr;
|
|
int iPitch;
|
|
|
|
// splat sound
|
|
iPitch = random->RandomFloat( 90, 110 );
|
|
|
|
EmitSound( "NPC_BigMomma.SpitTouch1" );
|
|
|
|
switch ( random->RandomInt( 0, 1 ) )
|
|
{
|
|
case 0:
|
|
EmitSound( "NPC_BigMomma.SpitHit1" );
|
|
break;
|
|
case 1:
|
|
EmitSound( "NPC_BigMomma.SpitHit2" );
|
|
break;
|
|
}
|
|
|
|
if ( pOther->IsBSPModel() )
|
|
{
|
|
// make a splat on the wall
|
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 10, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
UTIL_DecalTrace( &tr, "Splash" );
|
|
}
|
|
else
|
|
{
|
|
tr.endpos = GetAbsOrigin();
|
|
|
|
Vector vVelocity = GetAbsVelocity();
|
|
VectorNormalize( vVelocity );
|
|
|
|
tr.plane.normal = -1 * vVelocity;
|
|
}
|
|
// make some flecks
|
|
MortarSpray( tr.endpos + Vector( 0, 0, 15 ), tr.plane.normal, gSpitSprite, 24 );
|
|
|
|
CBaseEntity *pOwner = GetOwnerEntity();
|
|
|
|
RadiusDamage( CTakeDamageInfo( this, pOwner, sk_bigmomma_dmg_blast.GetFloat(), DMG_ACID ), GetAbsOrigin(), sk_bigmomma_radius_blast.GetFloat(), CLASS_NONE, NULL );
|
|
|
|
UTIL_Remove( pSprite );
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
|
|
AI_BEGIN_CUSTOM_NPC( monster_bigmomma, CNPC_BigMomma )
|
|
|
|
DECLARE_TASK( TASK_MOVE_TO_NODE_RANGE )
|
|
DECLARE_TASK( TASK_FIND_NODE )
|
|
DECLARE_TASK( TASK_PLAY_NODE_PRESEQUENCE )
|
|
DECLARE_TASK( TASK_PLAY_NODE_SEQUENCE )
|
|
DECLARE_TASK( TASK_PROCESS_NODE )
|
|
DECLARE_TASK( TASK_WAIT_NODE )
|
|
DECLARE_TASK( TASK_NODE_DELAY )
|
|
DECLARE_TASK( TASK_NODE_YAW )
|
|
DECLARE_TASK( TASK_CHECK_NODE_PROXIMITY )
|
|
|
|
|
|
//=========================================================
|
|
// > SCHED_BIG_NODE
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_NODE_FAIL,
|
|
|
|
" Tasks"
|
|
" TASK_NODE_DELAY 3"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" "
|
|
" Interrupts"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_BIG_NODE
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_BIG_NODE,
|
|
|
|
" Tasks"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_NODE_FAIL"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FIND_NODE 0"
|
|
" TASK_PLAY_NODE_PRESEQUENCE 0"
|
|
" TASK_MOVE_TO_NODE_RANGE 0"
|
|
" TASK_CHECK_NODE_PROXIMITY 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_NODE_YAW 0"
|
|
" TASK_FACE_IDEAL 0"
|
|
" TASK_WAIT_NODE 0"
|
|
" TASK_PLAY_NODE_SEQUENCE 0"
|
|
" TASK_PROCESS_NODE 0"
|
|
|
|
" "
|
|
" Interrupts"
|
|
)
|
|
|
|
AI_END_CUSTOM_NPC()
|
|
|
|
|