Beispiel #1
0
void CASW_Director::OnMarineStartedHack( CASW_Marine *pMarine, CBaseEntity *pComputer )
{
	CASW_Game_Resource *pGameResource = ASWGameResource();
	if ( !pGameResource )
		return;

	//Msg( " Marine started hack!\n" );

	// reset intensity so we can have a big fight without relaxing immediately
	for ( int i=0;i<pGameResource->GetMaxMarineResources();i++ )
	{
		CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i);
		if ( !pMR )
			continue;

		pMR->GetIntensity()->Reset();
	}

	float flQuickStart = RandomFloat( 2.0f, 5.0f );
	if ( m_HordeTimer.GetRemainingTime() > flQuickStart )
	{
		m_HordeTimer.Start( flQuickStart );
	}

	// TODO: Instead have some kind of 'is in a big fight' state?
}
Beispiel #2
0
// increase intensity as aliens are killed (particularly if they're close to the marines)
void CASW_Director::Event_AlienKilled( CBaseEntity *pAlien, const CTakeDamageInfo &info )
{
	if ( !pAlien )
		return;

	CASW_Game_Resource *pGameResource = ASWGameResource();
	if ( !pGameResource )
		return;

	bool bDangerous = pAlien->Classify() == CLASS_ASW_SHIELDBUG;       // shieldbug
	bool bVeryDangerous = pAlien->Classify() == CLASS_ASW_QUEEN;		// queen

	for ( int i=0;i<pGameResource->GetMaxMarineResources();i++ )
	{
		CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i);
		if ( !pMR )
			continue;

		CASW_Marine *pMarine = pMR->GetMarineEntity();
		if ( !pMarine || pMarine->GetHealth() <= 0 )
			continue;

		CASW_Intensity::IntensityType stress = CASW_Intensity::MILD;

		if ( bVeryDangerous )
		{
			stress = CASW_Intensity::EXTREME;
		}
		else if ( bDangerous )
		{
			stress = CASW_Intensity::HIGH;
		}
		else
		{
			float distance = pMarine->GetAbsOrigin().DistTo( pAlien->GetAbsOrigin() );
			if ( distance > asw_intensity_far_range.GetFloat() )
			{
				stress = CASW_Intensity::MILD;
			}
			else
			{
				stress = CASW_Intensity::MODERATE;
			}
		}

		pMR->GetIntensity()->Increase( stress );
	}

	ASWArena()->Event_AlienKilled( pAlien, info );
}