mirror of
https://github.com/nillerusr/source-engine.git
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1314 lines
32 KiB
C++
1314 lines
32 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
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// events
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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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 "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 "hl1_npc_controller.h"
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#include "ai_basenpc_flyer.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 "Sprite.h"
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#include "ai_moveprobe.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define CONTROLLER_AE_HEAD_OPEN 1
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#define CONTROLLER_AE_BALL_SHOOT 2
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#define CONTROLLER_AE_SMALL_SHOOT 3
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#define CONTROLLER_AE_POWERUP_FULL 4
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#define CONTROLLER_AE_POWERUP_HALF 5
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#define CONTROLLER_FLINCH_DELAY 2 // at most one flinch every n secs
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#define DIST_TO_CHECK 200
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ConVar sk_controller_health ( "sk_controller_health", "60" );
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ConVar sk_controller_dmgzap ( "sk_controller_dmgzap", "15" );
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ConVar sk_controller_speedball ( "sk_controller_speedball", "650" );
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ConVar sk_controller_dmgball ( "sk_controller_dmgball", "3" );
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int ACT_CONTROLLER_UP;
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int ACT_CONTROLLER_DOWN;
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int ACT_CONTROLLER_LEFT;
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int ACT_CONTROLLER_RIGHT;
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int ACT_CONTROLLER_FORWARD;
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int ACT_CONTROLLER_BACKWARD;
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class CSprite;
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class CNPC_Controller;
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enum
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{
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TASK_CONTROLLER_CHASE_ENEMY = LAST_SHARED_TASK,
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TASK_CONTROLLER_STRAFE,
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TASK_CONTROLLER_TAKECOVER,
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TASK_CONTROLLER_FAIL,
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};
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enum
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{
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SCHED_CONTROLLER_CHASE_ENEMY = LAST_SHARED_SCHEDULE,
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SCHED_CONTROLLER_STRAFE,
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SCHED_CONTROLLER_TAKECOVER,
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SCHED_CONTROLLER_FAIL,
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};
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class CControllerNavigator : public CAI_ComponentWithOuter<CNPC_Controller, CAI_Navigator>
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{
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typedef CAI_ComponentWithOuter<CNPC_Controller, CAI_Navigator> BaseClass;
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public:
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CControllerNavigator( CNPC_Controller *pOuter )
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: BaseClass( pOuter )
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{
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}
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bool ActivityIsLocomotive( Activity activity ) { return true; }
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};
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class CNPC_Controller : public CAI_BaseFlyingBot
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{
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public:
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DECLARE_CLASS( CNPC_Controller, CAI_BaseFlyingBot );
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DEFINE_CUSTOM_AI;
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DECLARE_DATADESC();
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void Spawn( void );
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void Precache( void );
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float MaxYawSpeed( void ) { return 120.0f; }
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Class_T Classify ( void ) { return CLASS_ALIEN_MILITARY; }
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void HandleAnimEvent( animevent_t *pEvent );
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void RunAI( void );
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int RangeAttack1Conditions ( float flDot, float flDist ); // balls
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int RangeAttack2Conditions ( float flDot, float flDist ); // head
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int MeleeAttack1Conditions ( float flDot, float flDist ) { return COND_NONE; }
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int MeleeAttack2Conditions ( float flDot, float flDist ) { return COND_NONE; }
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int TranslateSchedule( int scheduleType );
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void StartTask ( const Task_t *pTask );
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void RunTask ( const Task_t *pTask );
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void Stop( void );
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bool OverridePathMove( float flInterval );
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bool OverrideMove( float flInterval );
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void MoveToTarget( float flInterval, const Vector &vecMoveTarget );
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Activity NPC_TranslateActivity( Activity eNewActivity );
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void SetActivity ( Activity NewActivity );
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bool ShouldAdvanceRoute( float flWaypointDist );
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int LookupFloat( );
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friend class CControllerNavigator;
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CAI_Navigator *CreateNavigator()
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{
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return new CControllerNavigator( this );
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}
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bool ShouldGib( const CTakeDamageInfo &info );
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bool HasAlienGibs( void ) { return true; }
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bool HasHumanGibs( void ) { return false; }
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float m_flShootTime;
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float m_flShootEnd;
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void PainSound( const CTakeDamageInfo &info );
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void AlertSound( void );
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void IdleSound( void );
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void AttackSound( void );
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void DeathSound( const CTakeDamageInfo &info );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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void Event_Killed( const CTakeDamageInfo &info );
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CSprite *m_pBall[2]; // hand balls
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int m_iBall[2]; // how bright it should be
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float m_iBallTime[2]; // when it should be that color
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int m_iBallCurrent[2]; // current brightness
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Vector m_vecEstVelocity;
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Vector m_velocity;
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bool m_fInCombat;
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void SetSequence( int nSequence );
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int IRelationPriority( CBaseEntity *pTarget );
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};
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class CNPC_ControllerHeadBall : public CAI_BaseNPC
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{
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public:
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DECLARE_CLASS( CNPC_ControllerHeadBall, CAI_BaseNPC );
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DECLARE_DATADESC();
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void Spawn( void );
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void Precache( void );
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void EXPORT HuntThink( void );
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void EXPORT KillThink( void );
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void EXPORT BounceTouch( CBaseEntity *pOther );
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void MovetoTarget( Vector vecTarget );
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float m_flSpawnTime;
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Vector m_vecIdeal;
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EHANDLE m_hOwner;
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CSprite *m_pSprite;
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};
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class CNPC_ControllerZapBall : public CAI_BaseNPC
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{
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public:
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DECLARE_CLASS( CNPC_ControllerHeadBall, CAI_BaseNPC );
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DECLARE_DATADESC();
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void Spawn( void );
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void Precache( void );
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void EXPORT AnimateThink( void );
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void EXPORT ExplodeTouch( CBaseEntity *pOther );
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void Kill( void );
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EHANDLE m_hOwner;
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float m_flSpawnTime;
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CSprite *m_pSprite;
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};
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LINK_ENTITY_TO_CLASS( monster_alien_controller, CNPC_Controller );
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BEGIN_DATADESC( CNPC_Controller )
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DEFINE_ARRAY( m_pBall, FIELD_CLASSPTR, 2 ),
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DEFINE_ARRAY( m_iBall, FIELD_INTEGER, 2 ),
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DEFINE_ARRAY( m_iBallTime, FIELD_TIME, 2 ),
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DEFINE_ARRAY( m_iBallCurrent, FIELD_INTEGER, 2 ),
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DEFINE_FIELD( m_vecEstVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( m_velocity, FIELD_VECTOR ),
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DEFINE_FIELD( m_fInCombat, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flShootTime, FIELD_TIME ),
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DEFINE_FIELD( m_flShootEnd, FIELD_TIME ),
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END_DATADESC()
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void CNPC_Controller::Spawn()
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{
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Precache( );
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SetModel( "models/controller.mdl" );
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UTIL_SetSize( this, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ));
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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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SetGravity(0.001);
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_iHealth = sk_controller_health.GetFloat();
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m_flFieldOfView = VIEW_FIELD_FULL;// 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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CapabilitiesClear();
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AddFlag( FL_FLY );
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SetNavType( NAV_FLY );
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CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_MOVE_SHOOT);
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NPCInit();
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SetDefaultEyeOffset();
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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_Controller::Precache()
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{
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PrecacheModel("models/controller.mdl");
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PrecacheModel( "sprites/xspark4.vmt");
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UTIL_PrecacheOther( "controller_energy_ball" );
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UTIL_PrecacheOther( "controller_head_ball" );
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PrecacheScriptSound( "Controller.Pain" );
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PrecacheScriptSound( "Controller.Alert" );
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PrecacheScriptSound( "Controller.Die" );
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PrecacheScriptSound( "Controller.Idle" );
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PrecacheScriptSound( "Controller.Attack" );
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}
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//=========================================================
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// TakeDamage -
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//=========================================================
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int CNPC_Controller::OnTakeDamage_Alive( const CTakeDamageInfo &info )
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{
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PainSound( info );
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return BaseClass::OnTakeDamage_Alive( info );
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}
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bool CNPC_Controller::ShouldGib( const CTakeDamageInfo &info )
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{
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if ( info.GetDamageType() & DMG_NEVERGIB )
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return false;
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if ( ( g_pGameRules->Damage_ShouldGibCorpse( info.GetDamageType() ) && m_iHealth < GIB_HEALTH_VALUE ) || ( info.GetDamageType() & DMG_ALWAYSGIB ) )
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return true;
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return false;
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}
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int CNPC_Controller::IRelationPriority( CBaseEntity *pTarget )
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{
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if ( pTarget->Classify() == CLASS_PLAYER )
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{
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return BaseClass::IRelationPriority ( pTarget ) + 1;
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}
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return BaseClass::IRelationPriority( pTarget );
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}
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void CNPC_Controller::Event_Killed( const CTakeDamageInfo &info )
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{
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if( ShouldGib(info) )
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{
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//remove the balls
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if (m_pBall[0])
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{
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UTIL_Remove( m_pBall[0] );
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m_pBall[0] = NULL;
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}
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if (m_pBall[1])
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{
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UTIL_Remove( m_pBall[1] );
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m_pBall[1] = NULL;
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}
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}
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else
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{
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// fade balls
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if (m_pBall[0])
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{
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m_pBall[0]->FadeAndDie( 2 );
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m_pBall[0] = NULL;
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}
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if (m_pBall[1])
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{
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m_pBall[1]->FadeAndDie( 2 );
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m_pBall[1] = NULL;
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}
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}
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BaseClass::Event_Killed( info );
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}
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void CNPC_Controller::PainSound( const CTakeDamageInfo &info )
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{
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if (random->RandomInt(0,5) < 2)
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{
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Controller.Pain" );
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}
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}
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void CNPC_Controller::AlertSound( void )
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{
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Controller.Alert" );
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}
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void CNPC_Controller::IdleSound( void )
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{
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Controller.Idle" );
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}
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void CNPC_Controller::AttackSound( void )
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{
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Controller.Attack" );
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}
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void CNPC_Controller::DeathSound( const CTakeDamageInfo &info )
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{
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Controller.Die" );
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CNPC_Controller::HandleAnimEvent( animevent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case CONTROLLER_AE_HEAD_OPEN:
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{
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Vector vecStart;
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QAngle angleGun;
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GetAttachment( 0, vecStart, angleGun );
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// BUGBUG - attach to attachment point!
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CBroadcastRecipientFilter filter;
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te->DynamicLight( filter, 0.0, &vecStart, 255, 192, 64, 0, 1 /*radius*/, 0.2, -32 );
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m_iBall[0] = 192;
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m_iBallTime[0] = gpGlobals->curtime + atoi( pEvent->options ) / 15.0;
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m_iBall[1] = 255;
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m_iBallTime[1] = gpGlobals->curtime + atoi( pEvent->options ) / 15.0;
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}
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break;
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case CONTROLLER_AE_BALL_SHOOT:
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{
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Vector vecStart;
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QAngle angleGun;
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GetAttachment( 1, vecStart, angleGun );
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CBroadcastRecipientFilter filter;
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te->DynamicLight( filter, 0.0, &vecStart, 255, 192, 64, 0, 1 /*radius*/, 0.1, 32 );
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CAI_BaseNPC *pBall = (CAI_BaseNPC*)Create( "controller_head_ball", vecStart, angleGun );
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pBall->SetAbsVelocity( Vector(0,0,32) );
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pBall->SetEnemy( GetEnemy() );
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// DevMsg( 1, "controller shooting head ball\n" );
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m_iBall[0] = 0;
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m_iBall[1] = 0;
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}
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break;
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case CONTROLLER_AE_SMALL_SHOOT:
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{
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AttackSound( );
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m_flShootTime = gpGlobals->curtime;
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m_flShootEnd = m_flShootTime + atoi( pEvent->options ) / 15.0;
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}
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break;
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case CONTROLLER_AE_POWERUP_FULL:
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{
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m_iBall[0] = 255;
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m_iBallTime[0] = gpGlobals->curtime + atoi( pEvent->options ) / 15.0;
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m_iBall[1] = 255;
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m_iBallTime[1] = gpGlobals->curtime + atoi( pEvent->options ) / 15.0;
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}
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break;
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case CONTROLLER_AE_POWERUP_HALF:
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{
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m_iBall[0] = 192;
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m_iBallTime[0] = gpGlobals->curtime + atoi( pEvent->options ) / 15.0;
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m_iBall[1] = 192;
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m_iBallTime[1] = gpGlobals->curtime + atoi( pEvent->options ) / 15.0;
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}
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break;
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default:
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BaseClass::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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AI_BEGIN_CUSTOM_NPC( monster_alien_controller, CNPC_Controller )
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//declare our tasks
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DECLARE_TASK( TASK_CONTROLLER_CHASE_ENEMY )
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DECLARE_TASK( TASK_CONTROLLER_STRAFE )
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DECLARE_TASK( TASK_CONTROLLER_TAKECOVER )
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DECLARE_TASK( TASK_CONTROLLER_FAIL )
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DECLARE_ACTIVITY( ACT_CONTROLLER_UP )
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DECLARE_ACTIVITY( ACT_CONTROLLER_DOWN )
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DECLARE_ACTIVITY( ACT_CONTROLLER_LEFT )
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DECLARE_ACTIVITY( ACT_CONTROLLER_RIGHT )
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DECLARE_ACTIVITY( ACT_CONTROLLER_FORWARD )
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DECLARE_ACTIVITY( ACT_CONTROLLER_BACKWARD )
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//=========================================================
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// > SCHED_CONTROLLER_CHASE_ENEMY
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//=========================================================
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DEFINE_SCHEDULE
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(
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SCHED_CONTROLLER_CHASE_ENEMY,
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" Tasks"
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" TASK_GET_PATH_TO_ENEMY 128"
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" TASK_WAIT_FOR_MOVEMENT 0"
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" "
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" Interrupts"
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" COND_NEW_ENEMY"
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" COND_TASK_FAILED"
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)
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//=========================================================
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// > SCHED_CONTROLLER_STRAFE
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//=========================================================
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DEFINE_SCHEDULE
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(
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SCHED_CONTROLLER_STRAFE,
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" Tasks"
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" TASK_WAIT 0.2"
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" TASK_GET_PATH_TO_ENEMY 128"
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" TASK_WAIT_FOR_MOVEMENT 0"
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" TASK_WAIT 1"
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" "
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" Interrupts"
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" COND_NEW_ENEMY"
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)
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//=========================================================
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// > SCHED_CONTROLLER_TAKECOVER
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//=========================================================
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DEFINE_SCHEDULE
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(
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SCHED_CONTROLLER_TAKECOVER,
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" Tasks"
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" TASK_WAIT 0.2"
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" TASK_FIND_COVER_FROM_ENEMY 0"
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" TASK_WAIT_FOR_MOVEMENT 0"
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" TASK_WAIT 1"
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" "
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" Interrupts"
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" COND_NEW_ENEMY"
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)
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|
|
//=========================================================
|
|
// > SCHED_CONTROLLER_FAIL
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_CONTROLLER_FAIL,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_WAIT 2"
|
|
" TASK_WAIT_PVS 0"
|
|
)
|
|
|
|
AI_END_CUSTOM_NPC()
|
|
|
|
//=========================================================
|
|
// StartTask
|
|
//=========================================================
|
|
void CNPC_Controller::StartTask( const Task_t *pTask )
|
|
{
|
|
BaseClass::StartTask( pTask );
|
|
}
|
|
|
|
Vector Intersect( Vector vecSrc, Vector vecDst, Vector vecMove, float flSpeed )
|
|
{
|
|
Vector vecTo = vecDst - vecSrc;
|
|
|
|
float a = DotProduct( vecMove, vecMove ) - flSpeed * flSpeed;
|
|
float b = 0 * DotProduct(vecTo, vecMove); // why does this work?
|
|
float c = DotProduct( vecTo, vecTo );
|
|
|
|
float t;
|
|
if (a == 0)
|
|
{
|
|
t = c / (flSpeed * flSpeed);
|
|
}
|
|
else
|
|
{
|
|
t = b * b - 4 * a * c;
|
|
t = sqrt( t ) / (2.0 * a);
|
|
float t1 = -b +t;
|
|
float t2 = -b -t;
|
|
|
|
if (t1 < 0 || t2 < t1)
|
|
t = t2;
|
|
else
|
|
t = t1;
|
|
}
|
|
|
|
if (t < 0.1)
|
|
t = 0.1;
|
|
if (t > 10.0)
|
|
t = 10.0;
|
|
|
|
Vector vecHit = vecTo + vecMove * t;
|
|
VectorNormalize( vecHit );
|
|
return vecHit * flSpeed;
|
|
}
|
|
|
|
|
|
int CNPC_Controller::LookupFloat( )
|
|
{
|
|
if (m_velocity.Length( ) < 32.0)
|
|
{
|
|
return ACT_CONTROLLER_UP;
|
|
}
|
|
|
|
Vector vecForward, vecRight, vecUp;
|
|
AngleVectors( GetAbsAngles(), &vecForward, &vecRight, &vecUp );
|
|
|
|
float x = DotProduct( vecForward, m_velocity );
|
|
float y = DotProduct( vecRight, m_velocity );
|
|
float z = DotProduct( vecUp, m_velocity );
|
|
|
|
if (fabs(x) > fabs(y) && fabs(x) > fabs(z))
|
|
{
|
|
if (x > 0)
|
|
return ACT_CONTROLLER_FORWARD;
|
|
else
|
|
return ACT_CONTROLLER_BACKWARD;
|
|
}
|
|
else if (fabs(y) > fabs(z))
|
|
{
|
|
if (y > 0)
|
|
return ACT_CONTROLLER_RIGHT;
|
|
else
|
|
return ACT_CONTROLLER_LEFT;
|
|
}
|
|
else
|
|
{
|
|
if (z > 0)
|
|
return ACT_CONTROLLER_UP;
|
|
else
|
|
return ACT_CONTROLLER_DOWN;
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// RunTask
|
|
//=========================================================
|
|
void CNPC_Controller::RunTask ( const Task_t *pTask )
|
|
{
|
|
if (m_flShootEnd > gpGlobals->curtime)
|
|
{
|
|
Vector vecHand;
|
|
QAngle vecAngle;
|
|
|
|
GetAttachment( 2, vecHand, vecAngle );
|
|
|
|
while (m_flShootTime < m_flShootEnd && m_flShootTime < gpGlobals->curtime)
|
|
{
|
|
Vector vecSrc = vecHand + GetAbsVelocity() * (m_flShootTime - gpGlobals->curtime);
|
|
Vector vecDir;
|
|
|
|
if (GetEnemy() != NULL)
|
|
{
|
|
if (HasCondition( COND_SEE_ENEMY ))
|
|
{
|
|
m_vecEstVelocity = m_vecEstVelocity * 0.5 + GetEnemy()->GetAbsVelocity() * 0.5;
|
|
}
|
|
else
|
|
{
|
|
m_vecEstVelocity = m_vecEstVelocity * 0.8;
|
|
}
|
|
vecDir = Intersect( vecSrc, GetEnemy()->BodyTarget( GetAbsOrigin() ), m_vecEstVelocity, sk_controller_speedball.GetFloat() );
|
|
|
|
float delta = 0.03490; // +-2 degree
|
|
vecDir = vecDir + Vector( random->RandomFloat( -delta, delta ), random->RandomFloat( -delta, delta ), random->RandomFloat( -delta, delta ) ) * sk_controller_speedball.GetFloat();
|
|
|
|
vecSrc = vecSrc + vecDir * (gpGlobals->curtime - m_flShootTime);
|
|
CAI_BaseNPC *pBall = (CAI_BaseNPC*)Create( "controller_energy_ball", vecSrc, GetAbsAngles(), this );
|
|
pBall->SetAbsVelocity( vecDir );
|
|
|
|
// DevMsg( 2, "controller shooting energy ball\n" );
|
|
}
|
|
|
|
m_flShootTime += 0.2;
|
|
}
|
|
|
|
if (m_flShootTime > m_flShootEnd)
|
|
{
|
|
m_iBall[0] = 64;
|
|
m_iBallTime[0] = m_flShootEnd;
|
|
m_iBall[1] = 64;
|
|
m_iBallTime[1] = m_flShootEnd;
|
|
m_fInCombat = FALSE;
|
|
}
|
|
}
|
|
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_WAIT_FOR_MOVEMENT:
|
|
case TASK_WAIT:
|
|
case TASK_WAIT_FACE_ENEMY:
|
|
case TASK_WAIT_PVS:
|
|
{
|
|
if( GetEnemy() )
|
|
{
|
|
float idealYaw = UTIL_VecToYaw( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() );
|
|
GetMotor()->SetIdealYawAndUpdate( idealYaw );
|
|
}
|
|
|
|
if ( IsSequenceFinished() || GetActivity() == ACT_IDLE)
|
|
{
|
|
m_fInCombat = false;
|
|
}
|
|
|
|
BaseClass::RunTask ( pTask );
|
|
|
|
if (!m_fInCombat)
|
|
{
|
|
if( HasCondition( COND_CAN_RANGE_ATTACK1 ))
|
|
{
|
|
SetActivity( ACT_RANGE_ATTACK1 );
|
|
SetCycle( 0 );
|
|
ResetSequenceInfo( );
|
|
m_fInCombat = true;
|
|
}
|
|
else if( HasCondition( COND_CAN_RANGE_ATTACK2 ) )
|
|
{
|
|
SetActivity( ACT_RANGE_ATTACK2 );
|
|
SetCycle( 0 );
|
|
ResetSequenceInfo( );
|
|
m_fInCombat = true;
|
|
}
|
|
else
|
|
{
|
|
int iFloatActivity = LookupFloat();
|
|
if( IsSequenceFinished() || iFloatActivity != GetActivity() )
|
|
{
|
|
SetActivity( (Activity)iFloatActivity );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
BaseClass::RunTask ( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CNPC_Controller::SetSequence( int nSequence )
|
|
{
|
|
BaseClass::SetSequence( nSequence );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CNPC_Controller::TranslateSchedule( int scheduleType )
|
|
{
|
|
switch ( scheduleType )
|
|
{
|
|
case SCHED_CHASE_ENEMY:
|
|
return SCHED_CONTROLLER_CHASE_ENEMY;
|
|
case SCHED_RANGE_ATTACK1:
|
|
return SCHED_CONTROLLER_STRAFE;
|
|
case SCHED_RANGE_ATTACK2:
|
|
case SCHED_MELEE_ATTACK1:
|
|
case SCHED_MELEE_ATTACK2:
|
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
|
return SCHED_CONTROLLER_TAKECOVER;
|
|
case SCHED_FAIL:
|
|
return SCHED_CONTROLLER_FAIL;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// CheckRangeAttack1 - shoot a bigass energy ball out of their head
|
|
//=========================================================
|
|
int CNPC_Controller::RangeAttack1Conditions ( float flDot, float flDist )
|
|
{
|
|
if( flDist > 2048 )
|
|
{
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
}
|
|
|
|
if( flDist <= 256 )
|
|
{
|
|
return COND_TOO_CLOSE_TO_ATTACK;
|
|
}
|
|
|
|
// if( flDot <= 0.5 )
|
|
// {
|
|
// return COND_NOT_FACING_ATTACK;
|
|
// }
|
|
|
|
return COND_CAN_RANGE_ATTACK1;
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckRangeAttack1 - head
|
|
//=========================================================
|
|
int CNPC_Controller::RangeAttack2Conditions ( float flDot, float flDist )
|
|
{
|
|
if( flDist > 2048 )
|
|
{
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
}
|
|
|
|
if( flDist <= 64 )
|
|
{
|
|
return COND_TOO_CLOSE_TO_ATTACK;
|
|
}
|
|
|
|
// if( flDot <= 0.5 )
|
|
// {
|
|
// return COND_NOT_FACING_ATTACK;
|
|
// }
|
|
|
|
return COND_CAN_RANGE_ATTACK2;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
Activity CNPC_Controller::NPC_TranslateActivity( Activity eNewActivity )
|
|
{
|
|
switch ( eNewActivity)
|
|
{
|
|
case ACT_IDLE:
|
|
return (Activity)LookupFloat();
|
|
break;
|
|
|
|
default:
|
|
return BaseClass::NPC_TranslateActivity( eNewActivity );
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// SetActivity -
|
|
//=========================================================
|
|
void CNPC_Controller::SetActivity ( Activity NewActivity )
|
|
{
|
|
BaseClass::SetActivity( NewActivity );
|
|
m_flGroundSpeed = 100;
|
|
}
|
|
|
|
//=========================================================
|
|
// RunAI
|
|
//=========================================================
|
|
void CNPC_Controller::RunAI( void )
|
|
{
|
|
BaseClass::RunAI();
|
|
|
|
Vector vecStart;
|
|
QAngle angleGun;
|
|
|
|
//some kind of hack in hl1 ?
|
|
// if ( HasMemory( bits_MEMORY_KILLED ) )
|
|
//use this instead
|
|
if( !IsAlive() )
|
|
return;
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
if (m_pBall[i] == NULL)
|
|
{
|
|
m_pBall[i] = CSprite::SpriteCreate( "sprites/xspark4.vmt", GetAbsOrigin(), TRUE );
|
|
m_pBall[i]->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
|
|
m_pBall[i]->SetAttachment( this, (i + 3) );
|
|
m_pBall[i]->SetScale( 1.0 );
|
|
}
|
|
|
|
float t = m_iBallTime[i] - gpGlobals->curtime;
|
|
if (t > 0.1)
|
|
t = 0.1 / t;
|
|
else
|
|
t = 1.0;
|
|
|
|
m_iBallCurrent[i] += (m_iBall[i] - m_iBallCurrent[i]) * t;
|
|
|
|
m_pBall[i]->SetBrightness( m_iBallCurrent[i] );
|
|
|
|
GetAttachment( i + 2, vecStart, angleGun );
|
|
m_pBall[i]->SetAbsOrigin( vecStart );
|
|
|
|
CBroadcastRecipientFilter filter;
|
|
GetAttachment( i + 3, vecStart, angleGun );
|
|
te->DynamicLight( filter, 0.0, &vecStart, 255, 192, 64, 0/*exponent*/, m_iBallCurrent[i] / 8 /*radius*/, 0.5, 0 );
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Stop -
|
|
//=========================================================
|
|
void CNPC_Controller::Stop( void )
|
|
{
|
|
SetIdealActivity( GetStoppedActivity() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles movement towards the last move target.
|
|
// Input : flInterval -
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Controller::OverridePathMove( float flInterval )
|
|
{
|
|
CBaseEntity *pMoveTarget = (GetTarget()) ? GetTarget() : GetEnemy();
|
|
Vector waypointDir = GetNavigator()->GetCurWaypointPos() - GetLocalOrigin();
|
|
|
|
float flWaypointDist = waypointDir.Length2D();
|
|
VectorNormalize(waypointDir);
|
|
|
|
// cut corner?
|
|
if (flWaypointDist < 128)
|
|
{
|
|
if (m_flGroundSpeed > 100)
|
|
m_flGroundSpeed -= 40;
|
|
}
|
|
else
|
|
{
|
|
if (m_flGroundSpeed < 400)
|
|
m_flGroundSpeed += 10;
|
|
}
|
|
|
|
m_velocity = m_velocity * 0.8 + m_flGroundSpeed * waypointDir * 0.5;
|
|
SetAbsVelocity( m_velocity );
|
|
|
|
// -----------------------------------------------------------------
|
|
// Check route is blocked
|
|
// ------------------------------------------------------------------
|
|
Vector checkPos = GetLocalOrigin() + (waypointDir * (m_flGroundSpeed * flInterval));
|
|
|
|
AIMoveTrace_t moveTrace;
|
|
GetMoveProbe()->MoveLimit( NAV_FLY, GetLocalOrigin(), checkPos, MASK_NPCSOLID|CONTENTS_WATER,
|
|
pMoveTarget, &moveTrace);
|
|
if (IsMoveBlocked( moveTrace ))
|
|
{
|
|
TaskFail(FAIL_NO_ROUTE);
|
|
GetNavigator()->ClearGoal();
|
|
return true;
|
|
}
|
|
|
|
// ----------------------------------------------
|
|
|
|
Vector lastPatrolDir = GetNavigator()->GetCurWaypointPos() - GetLocalOrigin();
|
|
|
|
if ( ProgressFlyPath( flInterval, pMoveTarget, MASK_NPCSOLID, false, 64 ) == AINPP_COMPLETE )
|
|
{
|
|
{
|
|
m_vLastPatrolDir = lastPatrolDir;
|
|
VectorNormalize(m_vLastPatrolDir);
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CNPC_Controller::OverrideMove( float flInterval )
|
|
{
|
|
if (m_flGroundSpeed == 0)
|
|
{
|
|
m_flGroundSpeed = 100;
|
|
}
|
|
|
|
// ----------------------------------------------
|
|
// Select move target
|
|
// ----------------------------------------------
|
|
CBaseEntity *pMoveTarget = NULL;
|
|
if (GetTarget() != NULL )
|
|
{
|
|
pMoveTarget = GetTarget();
|
|
}
|
|
else if (GetEnemy() != NULL )
|
|
{
|
|
pMoveTarget = GetEnemy();
|
|
}
|
|
|
|
// ----------------------------------------------
|
|
// Select move target position
|
|
// ----------------------------------------------
|
|
Vector vMoveTargetPos(0,0,0);
|
|
if (GetTarget())
|
|
{
|
|
vMoveTargetPos = GetTarget()->GetAbsOrigin();
|
|
}
|
|
else if (GetEnemy() != NULL)
|
|
{
|
|
vMoveTargetPos = GetEnemy()->GetAbsOrigin();
|
|
}
|
|
|
|
// -----------------------------------------
|
|
// See if we can fly there directly
|
|
// -----------------------------------------
|
|
if (pMoveTarget /*|| HaveInspectTarget()*/)
|
|
{
|
|
trace_t tr;
|
|
|
|
if (pMoveTarget)
|
|
{
|
|
UTIL_TraceEntity( this, GetAbsOrigin(), vMoveTargetPos,
|
|
MASK_NPCSOLID_BRUSHONLY, pMoveTarget, GetCollisionGroup(), &tr);
|
|
}
|
|
else
|
|
{
|
|
UTIL_TraceEntity( this, GetAbsOrigin(), vMoveTargetPos, MASK_NPCSOLID_BRUSHONLY, &tr);
|
|
}
|
|
/*
|
|
float fTargetDist = (1-tr.fraction)*(GetAbsOrigin() - vMoveTargetPos).Length();
|
|
if (fTargetDist > 50)
|
|
{
|
|
//SetCondition( COND_SCANNER_FLY_BLOCKED );
|
|
}
|
|
else
|
|
{
|
|
//SetCondition( COND_SCANNER_FLY_CLEAR );
|
|
}
|
|
*/
|
|
}
|
|
|
|
// -----------------------------------------------------------------
|
|
// If I have a route, keep it updated and move toward target
|
|
// ------------------------------------------------------------------
|
|
if (GetNavigator()->IsGoalActive())
|
|
{
|
|
if ( OverridePathMove( flInterval ) )
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
//do nothing
|
|
Stop();
|
|
TaskComplete();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CNPC_Controller::MoveToTarget( float flInterval, const Vector &vecMoveTarget )
|
|
{
|
|
const float myAccel = 300.0;
|
|
const float myDecay = 9.0;
|
|
|
|
//TurnHeadToTarget( flInterval, MoveTarget );
|
|
MoveToLocation( flInterval, vecMoveTarget, myAccel, (2 * myAccel), myDecay );
|
|
}
|
|
|
|
//=========================================================
|
|
// Controller bouncy ball attack
|
|
//=========================================================
|
|
|
|
LINK_ENTITY_TO_CLASS( controller_head_ball, CNPC_ControllerHeadBall );
|
|
|
|
BEGIN_DATADESC( CNPC_ControllerHeadBall )
|
|
|
|
DEFINE_THINKFUNC( HuntThink ),
|
|
DEFINE_THINKFUNC( KillThink ),
|
|
DEFINE_ENTITYFUNC( BounceTouch ),
|
|
|
|
DEFINE_FIELD( m_pSprite, FIELD_CLASSPTR ),
|
|
|
|
DEFINE_FIELD( m_flSpawnTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_vecIdeal, FIELD_VECTOR ),
|
|
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
void CNPC_ControllerHeadBall::Spawn( void )
|
|
{
|
|
Precache( );
|
|
// motor
|
|
SetMoveType( MOVETYPE_FLY );
|
|
SetSolid( SOLID_BBOX );
|
|
SetSize( vec3_origin, vec3_origin );
|
|
|
|
m_pSprite = CSprite::SpriteCreate( "sprites/xspark4.vmt", GetAbsOrigin(), FALSE );
|
|
m_pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
|
|
m_pSprite->SetAttachment( this, 0 );
|
|
m_pSprite->SetScale( 2.0 );
|
|
|
|
UTIL_SetSize( this, Vector( 0, 0, 0), Vector(0, 0, 0) );
|
|
UTIL_SetOrigin( this, GetAbsOrigin() );
|
|
|
|
SetThink( &CNPC_ControllerHeadBall::HuntThink );
|
|
SetTouch( &CNPC_ControllerHeadBall::BounceTouch );
|
|
|
|
// m_vecIdeal = vec3_origin; //(0,0,0)
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
|
|
|
m_hOwner = GetOwnerEntity();
|
|
|
|
m_flSpawnTime = gpGlobals->curtime;
|
|
}
|
|
|
|
|
|
void CNPC_ControllerHeadBall::Precache( void )
|
|
{
|
|
PrecacheModel( "sprites/xspark4.vmt");
|
|
}
|
|
|
|
extern short g_sModelIndexLaser;
|
|
|
|
void CNPC_ControllerHeadBall::HuntThink( void )
|
|
{
|
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
|
|
|
if( !m_pSprite )
|
|
{
|
|
Assert(0);
|
|
return;
|
|
}
|
|
|
|
m_pSprite->SetBrightness( m_pSprite->GetBrightness() - 5, 0.1f );
|
|
|
|
CBroadcastRecipientFilter filter;
|
|
te->DynamicLight( filter, 0.0, &GetAbsOrigin(), 255, 255, 255, 0, m_pSprite->GetBrightness() / 16, 0.2, 0 );
|
|
|
|
// check world boundaries
|
|
if (gpGlobals->curtime - m_flSpawnTime > 5 || m_pSprite->GetBrightness() < 64 /*|| GetEnemy() == NULL || m_hOwner == NULL*/ || !IsInWorld() )
|
|
{
|
|
SetTouch( NULL );
|
|
SetThink( &CNPC_ControllerHeadBall::KillThink );
|
|
SetNextThink( gpGlobals->curtime );
|
|
return;
|
|
}
|
|
|
|
if( !GetEnemy() )
|
|
return;
|
|
|
|
MovetoTarget( GetEnemy()->GetAbsOrigin() );
|
|
|
|
if ((GetEnemy()->WorldSpaceCenter() - GetAbsOrigin()).Length() < 64)
|
|
{
|
|
trace_t tr;
|
|
|
|
UTIL_TraceLine( GetAbsOrigin(), GetEnemy()->WorldSpaceCenter(), MASK_ALL, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
CBaseEntity *pEntity = tr.m_pEnt;
|
|
if (pEntity != NULL && pEntity->m_takedamage == DAMAGE_YES)
|
|
{
|
|
ClearMultiDamage( );
|
|
Vector dir = GetAbsVelocity();
|
|
VectorNormalize( dir );
|
|
CTakeDamageInfo info( this, this, sk_controller_dmgball.GetFloat(), DMG_SHOCK );
|
|
CalculateMeleeDamageForce( &info, dir, tr.endpos );
|
|
pEntity->DispatchTraceAttack( info, dir, &tr );
|
|
ApplyMultiDamage();
|
|
|
|
int haloindex = 0;
|
|
int fadelength = 0;
|
|
int amplitude = 0;
|
|
const Vector vecEnd = tr.endpos;
|
|
te->BeamEntPoint( filter, 0.0, entindex(), NULL, 0, &(tr.m_pEnt->GetAbsOrigin()),
|
|
g_sModelIndexLaser, haloindex /* no halo */, 0, 10, 3, 20, 20, fadelength,
|
|
amplitude, 255, 255, 255, 255, 10 );
|
|
|
|
}
|
|
|
|
UTIL_EmitAmbientSound( GetSoundSourceIndex(), GetAbsOrigin(), "Controller.ElectroSound", 0.5, SNDLVL_NORM, 0, 100 );
|
|
|
|
SetNextAttack( gpGlobals->curtime + 3.0 );
|
|
|
|
SetThink( &CNPC_ControllerHeadBall::KillThink );
|
|
SetNextThink( gpGlobals->curtime + 0.3 );
|
|
}
|
|
}
|
|
|
|
void CNPC_ControllerHeadBall::MovetoTarget( Vector vecTarget )
|
|
{
|
|
// accelerate
|
|
float flSpeed = m_vecIdeal.Length();
|
|
if (flSpeed == 0)
|
|
{
|
|
m_vecIdeal = GetAbsVelocity();
|
|
flSpeed = m_vecIdeal.Length();
|
|
}
|
|
|
|
if (flSpeed > 400)
|
|
{
|
|
VectorNormalize( m_vecIdeal );
|
|
m_vecIdeal = m_vecIdeal * 400;
|
|
}
|
|
|
|
Vector t = vecTarget - GetAbsOrigin();
|
|
VectorNormalize(t);
|
|
m_vecIdeal = m_vecIdeal + t * 100;
|
|
SetAbsVelocity(m_vecIdeal);
|
|
}
|
|
|
|
void CNPC_ControllerHeadBall::BounceTouch( CBaseEntity *pOther )
|
|
{
|
|
Vector vecDir = m_vecIdeal;
|
|
VectorNormalize( vecDir );
|
|
|
|
trace_t tr;
|
|
tr = CBaseEntity::GetTouchTrace( );
|
|
|
|
float n = -DotProduct(tr.plane.normal, vecDir);
|
|
|
|
vecDir = 2.0 * tr.plane.normal * n + vecDir;
|
|
|
|
m_vecIdeal = vecDir * m_vecIdeal.Length();
|
|
}
|
|
|
|
void CNPC_ControllerHeadBall::KillThink( void )
|
|
{
|
|
UTIL_Remove( m_pSprite );
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Controller Zap attack
|
|
//=========================================================
|
|
|
|
LINK_ENTITY_TO_CLASS( controller_energy_ball, CNPC_ControllerZapBall );
|
|
|
|
BEGIN_DATADESC( CNPC_ControllerZapBall )
|
|
|
|
DEFINE_THINKFUNC( AnimateThink ),
|
|
DEFINE_ENTITYFUNC( ExplodeTouch ),
|
|
|
|
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_flSpawnTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_pSprite, FIELD_CLASSPTR ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
void CNPC_ControllerZapBall::Spawn( void )
|
|
{
|
|
Precache( );
|
|
// motor
|
|
SetMoveType( MOVETYPE_FLY );
|
|
// SetSolid( SOLID_CUSTOM );
|
|
SetSolid( SOLID_BBOX );
|
|
SetSize( vec3_origin, vec3_origin );
|
|
|
|
m_pSprite = CSprite::SpriteCreate( "sprites/xspark4.vmt", GetAbsOrigin(), FALSE );
|
|
m_pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
|
|
m_pSprite->SetAttachment( this, 0 );
|
|
m_pSprite->SetScale( 0.5 );
|
|
|
|
UTIL_SetSize( this, Vector( 0, 0, 0), Vector(0, 0, 0) );
|
|
UTIL_SetOrigin( this, GetAbsOrigin() );
|
|
|
|
SetThink( &CNPC_ControllerZapBall::AnimateThink );
|
|
SetTouch( &CNPC_ControllerZapBall::ExplodeTouch );
|
|
|
|
m_hOwner = GetOwnerEntity();
|
|
|
|
m_flSpawnTime = gpGlobals->curtime; // keep track of when ball spawned
|
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
|
}
|
|
|
|
|
|
void CNPC_ControllerZapBall::Precache( void )
|
|
{
|
|
PrecacheModel( "sprites/xspark4.vmt");
|
|
}
|
|
|
|
|
|
void CNPC_ControllerZapBall::AnimateThink( void )
|
|
{
|
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
|
|
|
SetCycle( ((int)GetCycle() + 1) % 11 );
|
|
|
|
if (gpGlobals->curtime - m_flSpawnTime > 5 || GetAbsVelocity().Length() < 10)
|
|
{
|
|
SetTouch( NULL );
|
|
Kill();
|
|
}
|
|
}
|
|
|
|
|
|
void CNPC_ControllerZapBall::ExplodeTouch( CBaseEntity *pOther )
|
|
{
|
|
if (m_takedamage = DAMAGE_YES )
|
|
{
|
|
trace_t tr;
|
|
tr = GetTouchTrace( );
|
|
|
|
ClearMultiDamage( );
|
|
|
|
Vector vecAttackDir = GetAbsVelocity();
|
|
VectorNormalize( vecAttackDir );
|
|
|
|
if (m_hOwner != NULL)
|
|
{
|
|
CTakeDamageInfo info( this, m_hOwner, sk_controller_dmgball.GetFloat(), DMG_ENERGYBEAM );
|
|
CalculateMeleeDamageForce( &info, vecAttackDir, tr.endpos );
|
|
pOther->DispatchTraceAttack( info, vecAttackDir, &tr );
|
|
}
|
|
else
|
|
{
|
|
CTakeDamageInfo info( this, this, sk_controller_dmgball.GetFloat(), DMG_ENERGYBEAM );
|
|
CalculateMeleeDamageForce( &info, vecAttackDir, tr.endpos );
|
|
pOther->DispatchTraceAttack( info, vecAttackDir, &tr );
|
|
}
|
|
|
|
ApplyMultiDamage();
|
|
|
|
// void UTIL_EmitAmbientSound( CBaseEntity *entity, const Vector &vecOrigin, const char *samp, float vol, soundlevel_t soundlevel, int fFlags, int pitch, float soundtime /*= 0.0f*/ )
|
|
|
|
UTIL_EmitAmbientSound( GetSoundSourceIndex(), tr.endpos, "Controller.ElectroSound", 0.3, SNDLVL_NORM, 0, random->RandomInt( 90, 99 ) );
|
|
}
|
|
|
|
Kill();
|
|
}
|
|
|
|
void CNPC_ControllerZapBall::Kill( void )
|
|
{
|
|
UTIL_Remove( m_pSprite );
|
|
UTIL_Remove( this );
|
|
}
|