//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Assassin::GatherEnemyConditions( CBaseEntity *pEnemy )
{
	ClearCondition( COND_ASSASSIN_ENEMY_TARGETTING_ME );

	BaseClass::GatherEnemyConditions( pEnemy );

	// See if we're being targetted specifically
	if ( HasCondition( COND_ENEMY_FACING_ME ) )
	{
		Vector	enemyDir = GetAbsOrigin() - pEnemy->GetAbsOrigin();
		VectorNormalize( enemyDir );

		Vector	enemyBodyDir;
		CBasePlayer	*pPlayer = ToBasePlayer( pEnemy );

		if ( pPlayer != NULL )
		{
			enemyBodyDir = pPlayer->BodyDirection3D();
		}
		else
		{
			AngleVectors( pEnemy->GetAbsAngles(), &enemyBodyDir );
		}

		float	enemyDot = DotProduct( enemyBodyDir, enemyDir );

		//FIXME: Need to refine this a bit
		if ( enemyDot > 0.97f )
		{
			SetCondition( COND_ASSASSIN_ENEMY_TARGETTING_ME );
		}
	}
}
Beispiel #2
0
//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SatchelThrow( void )
{	
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

#ifndef CLIENT_DLL
	m_bThrowSatchel = false;


	Vector vecSrc	 = pPlayer->WorldSpaceCenter();
	Vector vecFacing = pPlayer->BodyDirection3D( );
	vecSrc = vecSrc + vecFacing * 18.0;
	// BUGBUG: is this because vecSrc is not from Weapon_ShootPosition()???
	vecSrc.z += 24.0f;

	Vector vecThrow;
	GetOwner()->GetVelocity( &vecThrow, NULL );
	vecThrow += vecFacing * 500;

	// Player may have turned to face a wall during the throw anim in which case
	// we don't want to throw the SLAM into the wall
	if (CanAttachSLAM())
	{
		vecThrow = vecFacing;
		vecSrc   = pPlayer->WorldSpaceCenter() + vecFacing * 5.0;
	}	

	CSatchelCharge *pSatchel = (CSatchelCharge*)Create( "npc_satchel", vecSrc, vec3_angle, GetOwner() );

	if ( pSatchel )
	{
		pSatchel->SetThrower( GetOwner() );
		pSatchel->ApplyAbsVelocityImpulse( vecThrow );
		pSatchel->SetLocalAngularVelocity( QAngle( 0, 400, 0 ) );
		pSatchel->m_bIsLive = true;
		pSatchel->m_pMyWeaponSLAM = this;
	}

	pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );
	pPlayer->SetAnimation( PLAYER_ATTACK1 );
#endif

	//Tony; is there a different anim in the player? must check..
	ToHL2MPPlayer(pPlayer)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );

	// Play throw sound
	EmitSound( "Weapon_SLAM.SatchelThrow" );
}
Beispiel #3
0
//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::StartTripmineAttach( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	if (!pPlayer)
	{
		return;
	}

	Vector vecSrc	 = pPlayer->Weapon_ShootPosition();
	Vector vecAiming = pPlayer->BodyDirection3D( );

	trace_t tr;

	UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
	
	if (tr.fraction < 1.0)
	{
		// ALERT( at_console, "hit %f\n", tr.flFraction );

		CBaseEntity *pEntity = tr.m_pEnt;
		if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
		{
			// player "shoot" animation
			pPlayer->SetAnimation( PLAYER_ATTACK1 );

			// -----------------------------------------
			//  Play attach animation
			// -----------------------------------------
			SendWeaponAnim(ACT_SLAM_TRIPMINE_ATTACH);

			m_bNeedReload		= true;
			m_bAttachTripmine	= true;
		}
		else
		{
			// ALERT( at_console, "no deploy\n" );
		}
	}
	m_flNextPrimaryAttack	= gpGlobals->curtime + SequenceDuration();
	m_flNextSecondaryAttack	= gpGlobals->curtime + SequenceDuration();
//	SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
}
//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CWeaponMolotov::PrimaryAttack( void )
{

	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if (!pPlayer)
	{
		return;
	}

	Vector vecSrc		= pPlayer->WorldSpaceCenter();
	Vector vecFacing	= pPlayer->BodyDirection3D( );
	vecSrc				= vecSrc + vecFacing * 18.0;
	// BUGBUG: is this some hack because it's not at the eye position????
	vecSrc.z		   += 24.0f;

	// Player may have turned to face a wall during the throw anim in which case
	// we don't want to throw the SLAM into the wall
	if (ObjectInWay())
	{
		vecSrc   = pPlayer->WorldSpaceCenter() + vecFacing * 5.0;
	}

	Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
	vecAiming.z += 0.20; // Raise up so passes through reticle

	ThrowMolotov(vecSrc, vecAiming*800);
	pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );

	
	// Don't fire again until fire animation has completed
	//m_flNextPrimaryAttack = gpGlobals->curtime + CurSequenceDuration();
	//<<TEMP>> - till real animation is avaible
	m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
	m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;

	m_bNeedDraw = true;
}
//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CWeaponBrickbat::Throw( void )
{

	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if (!pPlayer)
	{
		return;
	}

	Vector vecSrc		= pPlayer->WorldSpaceCenter();
	Vector vecFacing	= pPlayer->BodyDirection3D( );
	vecSrc				= vecSrc + vecFacing * 18.0;
	vecSrc.z		   += 24.0f;

	// Player may have turned to face a wall during the throw anim in which case
	// we don't want to throw the SLAM into the wall
	if (ObjectInWay())
	{
		vecSrc = pPlayer->WorldSpaceCenter() + vecFacing * 5.0;
	}

	Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
	vecAiming.z += 0.20; // Raise up so passes through reticle

	ThrowBrickbat(vecSrc, vecAiming*800, sk_plr_dmg_brickbat.GetFloat());
	pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );

	SendWeaponAnim(ACT_VM_THROW);
	
	// Don't fire again until fire animation has completed
	float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
	pPlayer->m_flNextAttack = m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;

	m_bNeedThrow = false;
	m_bNeedDraw	 = true;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponGauss::ChargedFire( void )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

	if(pOwner == NULL)
		return;

	bool penetrated = false;

	//Play shock sounds
    WeaponSound( SINGLE );
    WeaponSound( SPECIAL2 );

	SendWeaponAnim( ACT_VM_SECONDARYATTACK );

	StopChargeSound();




	m_bCharging = false;
	m_bChargeIndicated = false;


	m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;

	//Shoot a shot straight
	Vector  startPos= pOwner->Weapon_ShootPosition();
	Vector  aimDir  = pOwner->GetAutoaimVector( AUTOAIM_5DEGREES );
	Vector  endPos  = startPos + ( aimDir * MAX_TRACE_LENGTH );


	//Find Damage
	 float flChargeAmount = ( gpGlobals->curtime - m_flChargeStartTime ) / MAX_GAUSS_CHARGE_TIME;
	 //Clamp This
	 if ( flChargeAmount > 1.0f )
	 {
		 flChargeAmount = 1.0f;
	 }
#ifndef CLIENT_DLL
	 // float flDamage = sk_plr_max_dmg_gauss.GetFloat() + ( ( sk_plr_max_dmg_gauss.GetFloat() - sk_plr_max_dmg_gauss.GetFloat() ) * flChargeAmount );


	float flDamage = 3 + ( ( 37 - 15 ) * flChargeAmount );
#endif
	trace_t tr;
	UTIL_TraceLine( startPos, endPos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); //Trace from gun to wall

		  UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
		  UTIL_DecalTrace( &tr, "RedGlowFade" );


#ifndef CLIENT_DLL
		  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif


#ifndef CLIENT_DLL
	ClearMultiDamage();
#endif

		  UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
		  UTIL_DecalTrace( &tr, "RedGlowFade" );

#ifndef CLIENT_DLL
		 // RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif


	  CBaseEntity *pHit = tr.m_pEnt;

	  if ( tr.DidHitWorld() ){

		  UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
		  UTIL_DecalTrace( &tr, "RedGlowFade" );

		  CPVSFilter filter( tr.endpos );
		  te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 );

		  Vector  testPos = tr.endpos + ( aimDir * 128.0f );

		  UTIL_TraceLine( testPos, tr.endpos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); //Trace to backside of first wall

		  UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
		  UTIL_DecalTrace( &tr, "RedGlowFade" );

#ifndef CLIENT_DLL
		  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif


		  if ( tr.allsolid == false ){
			  UTIL_DecalTrace( &tr, "RedGlowFade" );
			  UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );

#ifndef CLIENT_DLL
		  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif

			  penetrated = true;

		  UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
		  UTIL_DecalTrace( &tr, "RedGlowFade" );
#ifndef CLIENT_DLL
		  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif

		  }

	  } else if(pHit != NULL){
#ifndef CLIENT_DLL
		 // CTakeDamageInfo dmgInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK );
//		  CalculateBulletDamageForce( &dmgInfo, m_iPrimaryAmmoType, aimDir, tr.endpos );
          UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
          UTIL_DecalTrace( &tr, "RedGlowFade" );
		  //Do Direct damage to anything in our path
//		  pHit->DispatchTraceAttack( dmgInfo, aimDir, &tr );
#endif
	  }
#ifndef CLIENT_DLL
	  ApplyMultiDamage();
#endif


#ifndef CLIENT_DLL
		  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif

	 Vector  newPos = tr.endpos + ( aimDir * MAX_TRACE_LENGTH);
	  QAngle  viewPunch;
	  viewPunch.x = random->RandomFloat( -4.0f, -8.0f );
	  viewPunch.y = random->RandomFloat( -0.25f,  0.25f );
	  viewPunch.z = 0;
	  pOwner->ViewPunch( viewPunch );

	 // DrawBeam( startPos, tr.endpos, 9.6, true ); //Draw beam from gun through first wall.
#ifndef CLIENT_DLL
	Vector	recoilForce = pOwner->BodyDirection3D() * -( flDamage * 15.0f );
      recoilForce[2] += 128.0f;

      pOwner->ApplyAbsVelocityImpulse( recoilForce );
#endif
	  CPVSFilter filter( tr.endpos );
	  te->GaussExplosion(filter, 0.0f, tr.endpos, tr.plane.normal, 0 );

#ifndef CLIENT_DLL
		  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif


	  if ( penetrated == true ){

		  trace_t beam_tr;
		  Vector vecDest = tr.endpos + aimDir * MAX_TRACE_LENGTH;
		  UTIL_TraceLine( tr.endpos, vecDest, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &beam_tr ); //Traces from back of first wall to second wall


#ifndef CLIENT_DLL
	 // float flDamage = sk_plr_max_dmg_gauss.GetFloat() + ( ( sk_plr_max_dmg_gauss.GetFloat() - sk_plr_max_dmg_gauss.GetFloat() ) * flChargeAmount );


	float flDamage = 37 + ( ( 115 - 15 ) * flChargeAmount );
#endif



		  for(int i = 0; i < 0; i++){

			  UTIL_TraceLine(beam_tr.endpos + aimDir * 128.0f, beam_tr.endpos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &beam_tr ); //Traces To back of second wall


UTIL_ImpactTrace( &beam_tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
UTIL_DecalTrace( &beam_tr, "RedGlowFade" );

#ifndef CLIENT_DLL
			  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ), beam_tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
              RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif



		  }
		  DrawBeam( tr.endpos, beam_tr.endpos, 9.6, false );
		  DoWallBreak(tr.endpos,newPos,aimDir,&tr,pOwner,true);

UTIL_ImpactTrace( &beam_tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
UTIL_DecalTrace( &beam_tr, "RedGlowFade" );

#ifndef CLIENT_DLL
			  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ), beam_tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif

	return;	  
	  }

}