//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Combine_Cannon::PrescheduleThink( void )
{
	BaseClass::PrescheduleThink();
	
	// NOTE: We'll deal with this on the client
	// Think faster if the beam is on, this gives the beam higher resolution.
	if( m_pBeam )
	{
		SetNextThink( gpGlobals->curtime + 0.03 );
	}
	else
	{
		SetNextThink( gpGlobals->curtime + 0.1f );
	}

	// If the enemy has just stepped into view, or we've acquired a new enemy,
	// Record the last time we've seen the enemy as right now.
	//
	// If the enemy has been out of sight for a full second, mark him eluded.
	if( GetEnemy() != NULL )
	{
		if( gpGlobals->curtime - GetEnemies()->LastTimeSeen( GetEnemy() ) > 30 )
		{
			// Stop pestering enemies after 30 seconds of frustration.
			GetEnemies()->ClearMemory( GetEnemy() );
			SetEnemy(NULL);
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Get the number of known enemies within a radius to a point
//-----------------------------------------------------------------------------
int CAI_BehaviorAlyxInjured::NumKnownEnemiesInRadius( const Vector &vecSource, float flRadius )
{
	int	nNumEnemies = 0;
	float flRadiusSqr = Square( flRadius );

	AIEnemiesIter_t	iter;

	// Iterate through all known enemies
	for( AI_EnemyInfo_t *pMemory = GetEnemies()->GetFirst(&iter); pMemory != NULL; pMemory = GetEnemies()->GetNext(&iter) )
	{
		if ( pMemory == NULL || pMemory->hEnemy == NULL )
			continue;

		// Must hate or fear them
		if ( GetOuter()->IRelationType( pMemory->hEnemy ) != D_HT && GetOuter()->IRelationType( pMemory->hEnemy ) != D_FR )
			continue;

		// Count only the enemies I've seen recently
		if ( gpGlobals->curtime - pMemory->timeLastSeen > 0.5f )
			continue;

		// Must be within the radius we've specified
		float flEnemyDistSqr = ( vecSource - pMemory->hEnemy->GetAbsOrigin() ).Length2DSqr();
		if ( flEnemyDistSqr < flRadiusSqr )
		{
			nNumEnemies++;
		}
	}

	return nNumEnemies;
}
//------------------------------------------------------------------------------
void CNPC_EnemyFinder::PrescheduleThink()
{
	BaseClass::PrescheduleThink();

	bool bHasEnemies = GetEnemies()->NumEnemies() > 0;
	
	if ( GetEnemies()->NumEnemies() > 0 )
	{
		//If I haven't seen my enemy in half a second then we'll assume he's gone.
		if ( gpGlobals->curtime - GetEnemyLastTimeSeen() >= 0.5f )
		{
			bHasEnemies = false;
		}
	}

	if ( m_bEnemyStatus != bHasEnemies )
	{
		if ( bHasEnemies )
		{
			m_OnAcquireEnemies.FireOutput( this, this );
		}
		else
		{
			m_OnLostEnemies.FireOutput( this, this );
		}
		
		m_bEnemyStatus = bHasEnemies;
	}

	if( ai_debug_enemyfinders.GetBool() )
	{
		m_debugOverlays |= OVERLAY_BBOX_BIT;

		if( IsInSquad() && GetSquad()->NumMembers() > 1 )
		{
			AISquadIter_t iter;
			CAI_BaseNPC *pSquadmate = m_pSquad ? m_pSquad->GetFirstMember( &iter ) : NULL;
			while ( pSquadmate )
			{
				NDebugOverlay::Line( WorldSpaceCenter(), pSquadmate->EyePosition(), 255, 255, 0, false, 0.1f );
				pSquadmate = m_pSquad->GetNextMember( &iter );
			}
		}
	}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_GroundTurret::GatherConditions()
{
	if( !IsEnabled() )
	{
		return;
	}

	if( !IsOpen() && !UTIL_FindClientInPVS( edict() ) )
	{
		return;
	}

	// Throw away old enemies so the turret can retire
	AIEnemiesIter_t iter;

	for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) )
	{
		if( pEMemory->timeLastSeen < gpGlobals->curtime - GROUNDTURRET_RETIRE_TIME )
		{
			pEMemory->hEnemy = NULL;
		}
	}

	BaseClass::GatherConditions();

	if( GetEnemy() && HasCondition(COND_SEE_ENEMY) )
	{
		m_flTimeLastSawEnemy = gpGlobals->curtime;
	}
	else
	{
		if( gpGlobals->curtime - m_flTimeLastSawEnemy >= GROUNDTURRET_RETIRE_TIME )
		{
			m_OnAreaClear.FireOutput(this, this);
			m_flTimeLastSawEnemy = FLT_MAX;
			return;
		}
	}

	if( HasCondition( COND_SEE_ENEMY ) )
	{
		m_bSeeEnemy = true;
	}
	else
	{
		m_bSeeEnemy = false;
	}

	if( GetEnemy() && m_bSeeEnemy && IsEnabled() )
	{
		if( m_flTimeNextShoot < gpGlobals->curtime )
		{
			Shoot();
		}
	}
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
bool CAI_ASW_RangedAttackBehavior::FindFiringLocation( )
{
    CBaseEntity *pBestEnt = NULL;
    float flBestDistSq = FLT_MAX;
    AIEnemiesIter_t iter;
    CBaseEntity *pEnemy;

    pEnemy = GetEnemy();

    if ( pEnemy && pEnemy->IsAlive() && GetOuter()->FVisible( pEnemy ) )
    {
        m_hTarget = pEnemy;
        UpdateTargetLocation();
        return true;
    }

    for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst( &iter ); pEMemory != NULL; pEMemory = GetEnemies()->GetNext( &iter ) )
    {
        pEnemy = pEMemory->hEnemy;
        if ( !pEnemy || !pEnemy->IsAlive() || !GetOuter()->FVisible( pEnemy ) )
        {
            continue;
        }

        Vector vDelta = GetAbsOrigin() - pEnemy->GetAbsOrigin();

        float flLenSq = vDelta.LengthSqr();
        if ( flLenSq <= flBestDistSq )
        {
            pBestEnt = pEnemy;
            flBestDistSq = flLenSq;
        }
    }

    if ( !pBestEnt )
    {
        // just try shooting at our enemy for now
        if ( pEnemy && pEnemy->IsAlive() )
        {
            UpdateTargetLocation();
            return true;
        }
        return false;
    }

    m_hTarget = pBestEnt;
    GetOuter()->SetEnemy( pBestEnt );
    UpdateTargetLocation();
    return true;
}
Beispiel #6
0
//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CNPC_EnemyFinder::Spawn( void )
{
	Precache();

	SetModel( "models/roller.mdl" );
	// This is a dummy model that is never used!
	UTIL_SetSize(this, vec3_origin, vec3_origin);

	SetMoveType( MOVETYPE_NONE );
	SetBloodColor( DONT_BLEED );
	SetGravity( 0.0 );
	m_iHealth			= 1;
	
	AddFlag( FL_NPC );

	SetSolid( SOLID_NONE );

	m_bEnemyStatus = false;

	if (m_flFieldOfView < -1.0)
	{
		DevMsg("ERROR: EnemyFinder field of view must be between -1.0 and 1.0\n");
		m_flFieldOfView		= 0.5;
	}
	else if (m_flFieldOfView > 1.0)
	{
		DevMsg("ERROR: EnemyFinder field of view must be between -1.0 and 1.0\n");
		m_flFieldOfView		= 1.0;
	}
	CapabilitiesAdd	( bits_CAP_SQUAD );

	NPCInit();

	// Set this after NPCInit()
	m_takedamage	= DAMAGE_NO;
	AddEffects( EF_NODRAW );
	m_NPCState		= NPC_STATE_ALERT;	// always alert

	SetViewOffset( vec3_origin );
	if ( m_flMaxSearchDist )
	{
		SetDistLook( m_flMaxSearchDist );
	}

	if ( HasSpawnFlags( SF_ENEMY_FINDER_SHORT_MEMORY ) )
	{
		GetEnemies()->SetEnemyDiscardTime( 0.2 );
	}

}
//-----------------------------------------------------------------------------
// Purpose: The turret doesn't run base AI properly, which is a bad decision.
//			As a result, it has to manually find enemies.
//-----------------------------------------------------------------------------
void CNPC_Portal_FloorTurret::HackFindEnemy( void )
{
	// We have to refresh our memories before finding enemies, so
	// dead enemies are cleared out before new ones are added.
	GetEnemies()->RefreshMemories();

	GetSenses()->Look( PORTAL_FLOOR_TURRET_RANGE );
	SetEnemy( BestEnemy() );

	if ( GetEnemy() == NULL )
	{
		// Look through the list of sensed objects for possible targets
		AISightIter_t iter;
		CBaseEntity *pObject;
		CBaseEntity	*pNearest = NULL;
		float flClosestDistSqr = PORTAL_FLOOR_TURRET_RANGE * PORTAL_FLOOR_TURRET_RANGE;

		for ( pObject = GetSenses()->GetFirstSeenEntity( &iter, SEEN_MISC ); pObject; pObject = GetSenses()->GetNextSeenEntity( &iter ) )
		{
			Vector vVelocity;
			pObject->GetVelocity( &vVelocity );

			// Ignore objects going too slowly
			if ( vVelocity.LengthSqr() < m_fMovingTargetThreashold )
				continue;

			float flDistSqr = pObject->WorldSpaceCenter().DistToSqr( GetAbsOrigin() );
			if ( flDistSqr < flClosestDistSqr )
			{
				flClosestDistSqr = flDistSqr;
				pNearest = pObject;
			}
		}

		if ( pNearest )
		{
			SetEnemy( pNearest );
			m_fMovingTargetThreashold += gpGlobals->curtime * 15.0f;
			if ( m_fMovingTargetThreashold > 800.0f )
			{
				m_fMovingTargetThreashold = 800.0f;
			}
		}
	}
	else
	{
		m_fMovingTargetThreashold = 20.0f;
	}
}
//------------------------------------------------------------------------------
// Purpose: 
// Input  : 
// Output : 
//------------------------------------------------------------------------------
void CAI_ASW_FlickBehavior::Flick( )
{
#if 0
	for( int i = 0; i < ASWDirector()->GetNPCListCount(); i++ )
	{
		CASW_Alien	*pAlien = ASWDirector()->GetNPCFromList( i );

		if ( !pAlien || !pAlien->IsAlive() )
		{
			continue;
		}

		if ( GetOuter() != pAlien )
		{
			TryFlicking( pAlien );
		}
	}

	for ( int i = 0; i < ASW_MAX_READY_PLAYERS; i++ )
	{
		// found a connected player?
		CASW_Player *pOtherPlayer = dynamic_cast< CASW_Player * >( UTIL_PlayerByIndex( i + 1 ) );
		// if they're not connected, skip them
		if ( !pOtherPlayer || !pOtherPlayer->IsConnected() )
		{
			continue;
		}

		TryFlicking( pOtherPlayer );
	}
#else
	AIEnemiesIter_t iter;
	for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst( &iter ); pEMemory != NULL; pEMemory = GetEnemies()->GetNext( &iter ) )
	{
		CBaseEntity	*pEntity = pEMemory->hEnemy;

		if ( pEntity->IsAlive() && GetOuter() != pEntity )
		{
			TryFlicking( pEntity );
		}
	}
#endif
	// turn this into an area of affect
	// reverse his velocity - if he is coming towards the shield bug, add that back into his outgoing to increase it
}
//------------------------------------------------------------------------------
// Updates the enemy
//------------------------------------------------------------------------------
void CBaseHelicopter::UpdateEnemy()
{
	if( HasCondition( COND_ENEMY_DEAD ) )
	{
		SetEnemy( NULL );
	}

	// Look for my best enemy. If I change enemies, 
	// be sure and change my prevseen/lastseen timers.
	if( m_lifeState == LIFE_ALIVE )
	{
		GetSenses()->Look( (int)EnemySearchDistance() );

		GetEnemies()->RefreshMemories();
		ChooseEnemy();

		if( HasEnemy() )
		{
			CBaseEntity *pEnemy = GetEnemy();
			GatherEnemyConditions( pEnemy );
			if ( FVisible( pEnemy ) )
			{
				if (m_flLastSeen < gpGlobals->curtime - 2)
				{
					m_flPrevSeen = gpGlobals->curtime;
				}

				m_flLastSeen = gpGlobals->curtime;
				m_vecTargetPosition = pEnemy->WorldSpaceCenter();
			}
		}
		else
		{
			// look at where we're going instead
			m_vecTargetPosition = GetDesiredPosition();
		}
	}
	else
	{
		// If we're dead or dying, forget our enemy and don't look for new ones(sjb)
		SetEnemy( NULL );
	}

}
Beispiel #10
0
void CAI_BaseHumanoid::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	bool bSneakAttacked = false;

	if( ptr->hitgroup == HITGROUP_HEAD )
	{
		if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && info.GetAttacker() != GetEnemy() && !IsInAScript() )
		{
			// Shot in the head by a player I've never seen. In this case the player 
			// has gotten the drop on this enemy and such an attack is always lethal (at close range)
			bSneakAttacked = true;

			AIEnemiesIter_t	iter;
			for( AI_EnemyInfo_t *pMemory = GetEnemies()->GetFirst(&iter); pMemory != NULL; pMemory = GetEnemies()->GetNext(&iter) )
			{
				if ( pMemory->hEnemy == info.GetAttacker() )
				{
					bSneakAttacked = false;
					break;
				}
			}

			float flDist;

			flDist = (info.GetAttacker()->GetAbsOrigin() - GetAbsOrigin()).Length();

			if( flDist > SNEAK_ATTACK_DIST )
			{
				bSneakAttacked = false;
			}
		}
	}

	if( bSneakAttacked )
	{
		CTakeDamageInfo newInfo = info;

		newInfo.SetDamage( GetHealth() );
		BaseClass::TraceAttack( newInfo, vecDir, ptr );
		return;
	}

	BaseClass::TraceAttack( info, vecDir, ptr );
}
//=========================================================
// Spawn
//=========================================================
void CNPC_Gargantua::Spawn()
{
	Precache( );

	SetModel( "models/garg.mdl" );

	SetNavType(NAV_GROUND);
	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );

	Vector vecSurroundingMins( -80, -80, 0 );
	Vector vecSurroundingMaxs( 80, 80, 214 );
	CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );

	m_bloodColor		= BLOOD_COLOR_GREEN;
	m_iHealth			= sk_gargantua_health.GetFloat();
	SetViewOffset( Vector ( 0, 0, 96 ) );// taken from mdl file
	m_flFieldOfView		= -0.2;// width of forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;

	CapabilitiesAdd( bits_CAP_MOVE_GROUND );
	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );

	SetHullType( HULL_LARGE );
	SetHullSizeNormal();

	m_pEyeGlow = CSprite::SpriteCreate( GARG_EYE_SPRITE_NAME, GetAbsOrigin(), FALSE );
	m_pEyeGlow->SetTransparency( kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation );
	m_pEyeGlow->SetAttachment( this, 1 );
	EyeOff();

	m_seeTime = gpGlobals->curtime + 5;
	m_flameTime = gpGlobals->curtime + 2;
		
	NPCInit();

	BaseClass::Spawn();

	// Give garg a healthy free knowledge.
	GetEnemies()->SetFreeKnowledgeDuration( 59.0f );
}
Beispiel #12
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CAI_FuncTankBehavior::BestEnemy( void )
{
	// Only use this BestEnemy call when we are on the manned gun.
	if ( !m_hFuncTank ||!IsMounted() )
		return BaseClass::BestEnemy();

	CBaseEntity *pBestEnemy	= NULL;
	int	iBestDistSq	= MAX_COORD_RANGE * MAX_COORD_RANGE;	// so first visible entity will become the closest.
	int	iBestPriority = -1000;
	bool bBestUnreachable = false;							// Forces initial check
	bool bBestSeen = false;
	bool bUnreachable = false;
	int	iDistSq;

	AIEnemiesIter_t iter;

	// Get the current npc for checking from.
	CAI_BaseNPC *pNPC = GetOuter();
	if ( !pNPC )
		return NULL;

	for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst( &iter ); pEMemory != NULL; pEMemory = GetEnemies()->GetNext( &iter ) )
	{
		CBaseEntity *pEnemy = pEMemory->hEnemy;
		if ( !pEnemy || !pEnemy->IsAlive() )
			continue;
		
		// UNDONE: Move relationship checks into IsValidEnemy?
		if ( ( pEnemy->GetFlags() & FL_NOTARGET ) || 
			 ( pNPC->IRelationType( pEnemy ) != D_HT && pNPC->IRelationType( pEnemy ) != D_FR ) ||
			 !IsValidEnemy( pEnemy ) )
			continue;

		if ( pEMemory->timeLastSeen < pNPC->GetAcceptableTimeSeenEnemy() )
			continue;

		if ( pEMemory->timeValidEnemy > gpGlobals->curtime )
			continue;

		// Skip enemies that have eluded me to prevent infinite loops
		if ( GetEnemies()->HasEludedMe( pEnemy ) )
			continue;

		// Establish the reachability of this enemy
		bUnreachable = pNPC->IsUnreachable( pEnemy );

		// Check view cone of the view tank here.
		bUnreachable = !m_hFuncTank->IsEntityInViewCone( pEnemy );
		if ( !bUnreachable )
		{
			// It's in the viewcone. Now make sure we have LOS to it.
			bUnreachable = !m_hFuncTank->HasLOSTo( pEnemy );
		}

		// If best is reachable and current is unreachable, skip the unreachable enemy regardless of priority
		if ( !bBestUnreachable && bUnreachable )
			continue;

		//  If best is unreachable and current is reachable, always pick the current regardless of priority
		if ( bBestUnreachable && !bUnreachable )
		{
			bBestSeen = ( pNPC->GetSenses()->DidSeeEntity( pEnemy ) || pNPC->FVisible( pEnemy ) ); // @TODO (toml 04-02-03): Need to optimize CanSeeEntity() so multiple calls in frame do not recalculate, rather cache
			iBestPriority = pNPC->IRelationPriority( pEnemy );
			iBestDistSq = static_cast<int>((pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr());
			pBestEnemy = pEnemy;
			bBestUnreachable = bUnreachable;
		}
		// If both are unreachable or both are reachable, chose enemy based on priority and distance
		else if ( pNPC->IRelationPriority( pEnemy ) > iBestPriority )
		{
			// this entity is disliked MORE than the entity that we
			// currently think is the best visible enemy. No need to do
			// a distance check, just get mad at this one for now.
			iBestPriority = pNPC->IRelationPriority ( pEnemy );
			iBestDistSq = static_cast<int>(( pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr());
			pBestEnemy = pEnemy;
			bBestUnreachable = bUnreachable;
		}
		else if ( pNPC->IRelationPriority( pEnemy ) == iBestPriority )
		{
			// this entity is disliked just as much as the entity that
			// we currently think is the best visible enemy, so we only
			// get mad at it if it is closer.
			iDistSq = static_cast<int>(( pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr());

			bool bCloser = ( iDistSq < iBestDistSq ) ;

			if ( bCloser || !bBestSeen )
			{
				// @TODO (toml 04-02-03): Need to optimize FVisible() so multiple calls in frame do not recalculate, rather cache
				bool fSeen = ( pNPC->GetSenses()->DidSeeEntity( pEnemy ) || pNPC->FVisible( pEnemy ) );
				if ( ( bCloser && ( fSeen || !bBestSeen ) ) || ( !bCloser && !bBestSeen && fSeen ) )
				{
					bBestSeen = fSeen;
					iBestDistSq = iDistSq;
					iBestPriority = pNPC->IRelationPriority( pEnemy );
					pBestEnemy = pEnemy;
					bBestUnreachable = bUnreachable;
				}
			}
		}
	}
	return pBestEnemy;
}
Beispiel #13
0
int CASW_Harvester::SelectHarvesterCombatSchedule()
{
	int nSched = SelectFlinchSchedule_ASW();
	if ( nSched != SCHED_NONE )
	{
		// if we flinch, push forward the next attack
		float spawn_interval = 2.0f;
		m_flNextAttack = gpGlobals->curtime + spawn_interval;
		return nSched;
	}

	if ( HasCondition(COND_NEW_ENEMY) && gpGlobals->curtime - GetEnemies()->FirstTimeSeen(GetEnemy()) < 2.0 )
	{
		return SCHED_WAKE_ANGRY;
	}
	
	if ( HasCondition( COND_ENEMY_DEAD ) )
	{
		// clear the current (dead) enemy and try to find another.
		SetEnemy( NULL );
		 
		if ( ChooseEnemy() )
		{
			ClearCondition( COND_ENEMY_DEAD );
			return SelectSchedule();
		}

		SetState( NPC_STATE_ALERT );
		return SelectSchedule();
	}
#ifdef ASW_FEARFUL_HARVESTERS
	// If I'm scared of this enemy run away
	if ( IRelationType( GetEnemy() ) == D_FR )
	{
		if (HasCondition( COND_SEE_ENEMY )	|| 
			HasCondition( COND_LIGHT_DAMAGE )|| 
			HasCondition( COND_HEAVY_DAMAGE ))
		{
			FearSound();
			//ClearCommandGoal();
			return SCHED_RUN_FROM_ENEMY;
		}

		// If I've seen the enemy recently, cower. Ignore the time for unforgettable enemies.
		AI_EnemyInfo_t *pMemory = GetEnemies()->Find( GetEnemy() );
		if ( (pMemory && pMemory->bUnforgettable) || (GetEnemyLastTimeSeen() > (gpGlobals->curtime - 5.0)) )
		{
			// If we're facing him, just look ready. Otherwise, face him.
			if ( FInAimCone( GetEnemy()->EyePosition() ) )
				return SCHED_COMBAT_STAND;

			return SCHED_FEAR_FACE;
		}
	}
#endif
	// Check if need to reload
	if ( HasCondition( COND_LOW_PRIMARY_AMMO ) || HasCondition( COND_NO_PRIMARY_AMMO ) )
	{
		return SCHED_HIDE_AND_RELOAD;
	}

#ifdef ASW_FEARFUL_HARVESTERS
	if ( HasCondition(COND_TOO_CLOSE_TO_ATTACK) ) 
		return SCHED_RUN_FROM_ENEMY; //SCHED_BACK_AWAY_FROM_ENEMY;
#endif

	if ( GetShotRegulator()->IsInRestInterval() )
	{
		if ( HasCondition(COND_CAN_RANGE_ATTACK1) )
			return SCHED_COMBAT_FACE;
	}

	// we can see the enemy
	if ( HasCondition(COND_CAN_RANGE_ATTACK1) )
	{
		return SCHED_RANGE_ATTACK1;
	}

	if ( HasCondition(COND_CAN_RANGE_ATTACK2) )
		return SCHED_RANGE_ATTACK2;

	if ( HasCondition(COND_CAN_MELEE_ATTACK1) )
		return SCHED_MELEE_ATTACK1;

	if ( HasCondition(COND_CAN_MELEE_ATTACK2) )
		return SCHED_MELEE_ATTACK2;

	if ( HasCondition(COND_NOT_FACING_ATTACK) )
		return SCHED_COMBAT_FACE;

	// if we're not attacking, then back away
	return SCHED_RUN_FROM_ENEMY;
}
int CE_Cycler_Fix::OnTakeDamage_Alive(const CTakeDamageInfo& info)
{
#if 0
	return BaseClass::OnTakeDamage_Alive(info);
#endif

	Forget( bits_MEMORY_INCOVER );

	if ( !CCombatCharacter::FAKE_OnTakeDamage_Alive( info ) )
		return 0;

	if ( GetSleepState() == AISS_WAITING_FOR_THREAT )
		Wake();

	CEntity *attacker = CEntity::Instance(info.GetAttacker());

	// NOTE: This must happen after the base class is called; we need to reduce
	// health before the pain sound, since some NPCs use the final health
	// level as a modifier to determine which pain sound to use.

	// REVISIT: Combine soldiers shoot each other a lot and then talk about it
	// this improves that case a bunch, but it seems kind of harsh.
	if ( !GetSquad() || !GetSquad()->SquadIsMember( attacker ) )
	{
		PainSound( info );// "Ouch!"
	}

	// See if we're running a dynamic interaction that should break when I am damaged.
	if ( IsActiveDynamicInteraction() )
	{
		ScriptedNPCInteraction_t *pInteraction = GetRunningDynamicInteraction();
		if ( pInteraction->iLoopBreakTriggerMethod & SNPCINT_LOOPBREAK_ON_DAMAGE )
		{
			CEAI_ScriptedSequence *_m_hCine = Get_m_hCine();
			// Can only break when we're in the action anim
			if ( _m_hCine->IsPlayingAction() )
			{
				_m_hCine->StopActionLoop( true );
			}
		}
	}

	// If we're not allowed to die, refuse to die
	// Allow my interaction partner to kill me though

	if ( m_iHealth <= 0 && HasInteractionCantDie() && attacker != m_hInteractionPartner )
	{
		m_iHealth = 1;
	}

	// -----------------------------------
	//  Fire outputs
 	// -----------------------------------
	if ( m_flLastDamageTime != gpGlobals->curtime )
	{
		// only fire once per frame
		m_OnDamaged->FireOutput( attacker, this);

		if( attacker && attacker->IsPlayer() )
		{
			m_OnDamagedByPlayer->FireOutput( attacker, this );
			
			// This also counts as being harmed by player's squad.
			m_OnDamagedByPlayerSquad->FireOutput( attacker, this );
		} else {
			// See if the person that injured me is an NPC.
			CAI_NPC *pAttacker = dynamic_cast<CAI_NPC *>( attacker );

			if( pAttacker && pAttacker->IsAlive() )
			{
				if( pAttacker->GetSquad() != NULL && pAttacker->IsInPlayerSquad() )
				{
					m_OnDamagedByPlayerSquad->FireOutput( attacker, this );
				}
			}
		}
	}

	if( (info.GetDamageType() & DMG_CRUSH) && !(info.GetDamageType() & DMG_PHYSGUN) && info.GetDamage() >= MIN_PHYSICS_FLINCH_DAMAGE )
	{
		SetCondition( COND_PHYSICS_DAMAGE );
	}

	if ( m_iHealth <= ( m_iMaxHealth / 2 ) )
	{
		m_OnHalfHealth->FireOutput( attacker, this );
	}

	// react to the damage (get mad)
	if ( ( (GetFlags() & FL_NPC) == 0 ) || !attacker )
		return 1;

	// If the attacker was an NPC or client update my position memory
	if ( attacker->GetFlags() & (FL_NPC | FL_CLIENT) )
	{
		// ------------------------------------------------------------------
		//				DO NOT CHANGE THIS CODE W/O CONSULTING
		// Only update information about my attacker I don't see my attacker
		// ------------------------------------------------------------------
		if ( !FInViewCone_Entity( info.GetAttacker() ) || !FVisible_Entity( info.GetAttacker() ) )
		{
			// -------------------------------------------------------------
			//  If I have an inflictor (enemy / grenade) update memory with
			//  position of inflictor, otherwise update with an position
			//  estimate for where the attack came from
			// ------------------------------------------------------
			Vector vAttackPos;
			CEntity *inflictor = CEntity::Instance(info.GetInflictor());
			if (inflictor)
			{
				vAttackPos = inflictor->GetAbsOrigin();
			}
			else
			{
				vAttackPos = (GetAbsOrigin() + ( *g_vecAttackDir * 64 ));
			}


			// ----------------------------------------------------------------
			//  If I already have an enemy, assume that the attack
			//  came from the enemy and update my enemy's position
			//  unless I already know about the attacker or I can see my enemy
			// ----------------------------------------------------------------
			if ( GetEnemy() != NULL							&&
				!GetEnemies()->HasMemory( info.GetAttacker() )			&&
				!HasCondition(COND_SEE_ENEMY)	)
			{
				UpdateEnemyMemory(GetEnemy_CBase(), vAttackPos, GetEnemy_CBase());
			}
			// ----------------------------------------------------------------
			//  If I already know about this enemy, update his position
			// ----------------------------------------------------------------
			else if (GetEnemies()->HasMemory( info.GetAttacker() ))
			{
				UpdateEnemyMemory(info.GetAttacker(), vAttackPos);
			}
			// -----------------------------------------------------------------
			//  Otherwise just note the position, but don't add enemy to my list
			// -----------------------------------------------------------------
			else
			{
				UpdateEnemyMemory(NULL, vAttackPos);
			}
		}

		// add pain to the conditions
		if ( IsLightDamage( info ) )
		{
			SetCondition( COND_LIGHT_DAMAGE );
		}
		if ( IsHeavyDamage( info ) )
		{
			SetCondition( COND_HEAVY_DAMAGE );
		}

		ForceGatherConditions();

		// Keep track of how much consecutive damage I have recieved
		if ((gpGlobals->curtime - m_flLastDamageTime) < 1.0)
		{
			m_flSumDamage += info.GetDamage();
		}
		else
		{
			m_flSumDamage = info.GetDamage();
		}
		m_flLastDamageTime = gpGlobals->curtime;
		if ( attacker && attacker->IsPlayer() )
			m_flLastPlayerDamageTime = gpGlobals->curtime;
		GetEnemies()->OnTookDamageFrom( info.GetAttacker() );

		if (m_flSumDamage > m_iMaxHealth*0.3)
		{
			SetCondition(COND_REPEATED_DAMAGE);
		}
	
		NotifyFriendsOfDamage( info.GetAttacker() );
	}

	// ---------------------------------------------------------------
	//  Insert a combat sound so that nearby NPCs know I've been hit
	// ---------------------------------------------------------------
	g_helpfunc.CSoundEnt_InsertSound(SOUND_COMBAT, GetAbsOrigin(), 1024, 0.5, BaseEntity(), SOUNDENT_CHANNEL_INJURY );
	
	return 1;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Combine_Cannon::Spawn( void )
{
	Precache();

	/// HACK:
	SetModel( "models/combine_soldier.mdl" );

	// Setup our ancillary beams but keep them hidden for now
	CreateLaser();
	CreateAncillaryBeams();

	m_iAmmoType = GetAmmoDef()->Index( "CombineHeavyCannon" );

	SetHullType( HULL_HUMAN );
	SetHullSizeNormal();

	UTIL_SetSize( this, Vector( -16, -16 , 0 ), Vector( 16, 16, 64 ) );

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_FLY );
	m_bloodColor		= DONT_BLEED;
	m_iHealth			= 10;
	m_flFieldOfView		= DOT_45DEGREE;
	m_NPCState			= NPC_STATE_NONE;

	if( HasSpawnFlags( SF_STARTDISABLED ) )
	{
		m_fEnabled = false;
	}
	else
	{
		m_fEnabled = true;
	}

	CapabilitiesClear();
	CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_SIMPLE_RADIUS_DAMAGE );

	m_HackedGunPos = Vector ( 0, 0, 0 ); 

	AddSpawnFlags( SF_NPC_LONG_RANGE | SF_NPC_ALWAYSTHINK );

	NPCInit();

	// Limit our look distance
	SetDistLook( m_flSightDist );

	AddEffects( EF_NODRAW );
	AddSolidFlags( FSOLID_NOT_SOLID );

	// Point the cursor straight ahead so that the sniper's
	// first sweep of the laser doesn't look weird.
	Vector vecForward;
	AngleVectors( GetLocalAngles(), &vecForward );
	m_vecPaintCursor = GetBulletOrigin() + vecForward * 1024;

	// none!
	GetEnemies()->SetFreeKnowledgeDuration( 0.0f );
	GetEnemies()->SetEnemyDiscardTime( 2.0f );

	m_flTimeLastAttackedPlayer = 0.0f;
}
TFlickInfo *CAI_ASW_FlickBehavior::GetFlickActivity( )
{
	Vector		vRightNPC, vForwardNPC, vForwardEnemy;
	int			nCount = 0;
	int			nFlickTotal[ MAX_FLICKS ];

	for( int i = 0; i < MAX_FLICKS; i++ )
	{
		nFlickTotal[ i ] = 0;
	}

	AngleVectors( GetAbsAngles(), &vForwardNPC, &vRightNPC, NULL );
#ifdef DRAW_DEBUG
	UTIL_AddDebugLine( GetAbsOrigin(), GetAbsOrigin() + vForwardNPC * 300.0f, true, false );
#endif	// #ifdef DRAW_DEBUG

	AIEnemiesIter_t iter;
	for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst( &iter ); pEMemory != NULL; pEMemory = GetEnemies()->GetNext( &iter ) )
	{
		CBaseEntity	*pEntity = pEMemory->hEnemy;

		Vector	vDelta = GetAbsOrigin() - pEntity->GetAbsOrigin();
		float	flLenSq = vDelta.LengthSqr();

		if ( flLenSq > m_flDistanceSq )
		{
			continue;
		}

#ifdef DRAW_DEBUG
		UTIL_AddDebugLine( GetAbsOrigin(), pEntity->GetAbsOrigin(), true, false );
#endif	// #ifdef DRAW_DEBUG

		vForwardEnemy = vDelta;
		vForwardEnemy.NormalizeInPlace();

		float flResult = vForwardNPC.Dot( vForwardEnemy );
		if ( flResult > 0.0f )
		{	// we are behind
			continue;
		}

		flResult = vRightNPC.Dot( vForwardEnemy );
		for( int j = 0; j < MAX_FLICKS; j++ )
		{
			if ( flResult >= FlickInfo[ j ].m_flMinDot && flResult <= FlickInfo[ j ].m_flMaxDot )
			{	// we are within the flick angle of this arm
				nFlickTotal[ j ]++;
				nCount++;
				break;
			}
		}
	}

	if ( nCount > 0 )
	{
		int nTotal = 0;

		nCount = RandomInt( 0, nCount - 1 );
		for( int j = 0; j < MAX_FLICKS; j++ )
		{
			nTotal += nFlickTotal[ j ];
			if ( nCount < nTotal )
			{
				return &FlickInfo[ j ];
			}
		}
	}

	return NULL;
}
bool CNPC_Bullsquid::SeenEnemyWithinTime(float flTime)
{
	float flLastSeenTime = GetEnemies()->LastTimeSeen(GetEnemy());
	return (flLastSeenTime != 0.0f && (gpGlobals->curtime - flLastSeenTime) < flTime);
}
//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CBaseHelicopter::Hunt( void )
{
	UpdateTrackNavigation( );

	if( HasCondition( COND_ENEMY_DEAD ) )
	{
		SetEnemy( NULL );
	}

	// Look for my best enemy. If I change enemies, 
	// be sure and change my prevseen/lastseen timers.
	if( m_lifeState == LIFE_ALIVE )
	{
		GetSenses()->Look( 4092 );

		GetEnemies()->RefreshMemories();
		ChooseEnemy();

		if( HasEnemy() )
		{
			GatherEnemyConditions( GetEnemy() );

			if (FVisible( GetEnemy() ))
			{
				if (m_flLastSeen < gpGlobals->curtime - 2)
				{
					m_flPrevSeen = gpGlobals->curtime;
				}

				m_flLastSeen = gpGlobals->curtime;
				m_vecTargetPosition = GetEnemy()->WorldSpaceCenter();
			}
		}
		else
		{
			// look at where we're going instead
			m_vecTargetPosition = GetDesiredPosition();
		}
	}
	else
	{
		// If we're dead or dying, forget our enemy and don't look for new ones(sjb)
		SetEnemy( NULL );
	}

	if ( 1 )
	{
		Vector targetDir = m_vecTargetPosition - GetAbsOrigin();
		Vector desiredDir = GetDesiredPosition() - GetAbsOrigin();

		VectorNormalize( targetDir ); 
		VectorNormalize( desiredDir ); 

		if ( !IsCrashing() && m_flLastSeen + 5 > gpGlobals->curtime ) //&& DotProduct( targetDir, desiredDir) > 0.25)
		{
			// If we've seen the target recently, face the target.
			//Msg( "Facing Target \n" );
			m_vecDesiredFaceDir = targetDir;
		}
		else
		{
			// Face our desired position.
			// Msg( "Facing Position\n" );
			m_vecDesiredFaceDir = desiredDir;
		}
	}
	else
	{
		// Face the way the path corner tells us to.
		//Msg( "Facing my path corner\n" );
		m_vecDesiredFaceDir = GetGoalOrientation();
	}

	Flight();

	UpdatePlayerDopplerShift( );

	// ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->curtime, m_flLastSeen, m_flPrevSeen );
	if (m_fHelicopterFlags & BITS_HELICOPTER_GUN_ON)
	{
		//if ( (m_flLastSeen + 1 > gpGlobals->curtime) && (m_flPrevSeen + 2 < gpGlobals->curtime) )
		{
			if (FireGun( ))
			{
				// slow down if we're firing
				if (m_flGoalSpeed > m_flMaxSpeedFiring )
				{
					m_flGoalSpeed = m_flMaxSpeedFiring;
				}
			}
		}
	}

	if (m_fHelicopterFlags & BITS_HELICOPTER_MISSILE_ON)
	{
		AimRocketGun();
	}

	// Finally, forget dead enemies.
	if( GetEnemy() != NULL && (!GetEnemy()->IsAlive() || GetEnemy()->GetFlags() & FL_NOTARGET) )
	{
		SetEnemy( NULL );
	}
}