bool Silo::Update() { //#ifdef _DEBUG //if( g_keys[KEY_U] ) //{ // static bool doneIt = false; // //if( !doneIt ) // { // // Pretend sync error // Fixed addMe( 10 ); // m_longitude = m_longitude + addMe; // doneIt=true; // } //} //#endif if( m_stateTimer <= 0 ) { if( m_retargetTimer <= 0 ) { m_retargetTimer = 10; AirDefense(); } if( m_targetObjectId != -1 ) { WorldObject *targetObject = g_app->GetWorld()->GetWorldObject(m_targetObjectId); if( targetObject ) { if( targetObject->m_visible[m_teamId] && g_app->GetWorld()->GetAttackOdds( m_type, targetObject->m_type ) > 0 && g_app->GetWorld()->GetDistance( m_longitude, m_latitude, targetObject->m_longitude, targetObject->m_latitude) <= GetActionRange() ) { FireGun( GetActionRange() ); m_stateTimer = m_states[1]->m_timeToReload; } else { m_targetObjectId = -1; } } else { m_targetObjectId = -1; } } } if( m_currentState == 0 && m_states[0]->m_numTimesPermitted == 0 ) { SetState(1); } return WorldObject::Update(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropAirboat::DriveVehicle( CBasePlayer *pPlayer, CUserCmd *ucmd ) { //Lose control when the player dies if ( pPlayer->IsAlive() == false ) return; // Fire gun. if ( ucmd->buttons & IN_ATTACK ) { FireGun(); } m_VehiclePhysics.UpdateDriverControls( ucmd->buttons, ucmd->frametime ); // Create splashes. UpdateSplashEffects(); // Save this data. m_nSpeed = m_VehiclePhysics.GetSpeed(); m_nRPM = m_VehiclePhysics.GetRPM(); }
//------------------------------------------------------------------------------ // Fire weapons //------------------------------------------------------------------------------ void CBaseHelicopter::FireWeapons() { // 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 > GetMaxSpeedFiring() ) { m_flGoalSpeed = GetMaxSpeedFiring(); } } } } if (m_fHelicopterFlags & BITS_HELICOPTER_MISSILE_ON) { AimRocketGun(); } }
void CApache :: HuntThink( void ) { StudioFrameAdvance( ); SetNextThink( 0.1 ); ShowDamage( ); if ( m_pGoalEnt == NULL && !FStringNull(pev->target) )// this monster has a target { m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( pev->target ) ); if (m_pGoalEnt) { m_posDesired = m_pGoalEnt->pev->origin; UTIL_MakeAimVectors( m_pGoalEnt->pev->angles ); m_vecGoal = gpGlobals->v_forward; } } // if (m_hEnemy == NULL) { Look( 4092 ); m_hEnemy = BestVisibleEnemy( ); } // generic speed up if (m_flGoalSpeed < 800) m_flGoalSpeed += 5; if (m_hEnemy != NULL) { // ALERT( at_console, "%s\n", STRING( m_hEnemy->pev->classname ) ); if (FVisible( m_hEnemy )) { if (m_flLastSeen < gpGlobals->time - 5) m_flPrevSeen = gpGlobals->time; m_flLastSeen = gpGlobals->time; m_posTarget = m_hEnemy->Center( ); } else { m_hEnemy = NULL; } } m_vecTarget = (m_posTarget - pev->origin).Normalize(); float flLength = (pev->origin - m_posDesired).Length(); if (m_pGoalEnt) { // ALERT( at_console, "%.0f\n", flLength ); if (flLength < 128) { m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( m_pGoalEnt->pev->target ) ); if (m_pGoalEnt) { m_posDesired = m_pGoalEnt->pev->origin; UTIL_MakeAimVectors( m_pGoalEnt->pev->angles ); m_vecGoal = gpGlobals->v_forward; flLength = (pev->origin - m_posDesired).Length(); } } } else { m_posDesired = pev->origin; } if (flLength > 250) // 500 { // float flLength2 = (m_posTarget - pev->origin).Length() * (1.5 - DotProduct((m_posTarget - pev->origin).Normalize(), pev->velocity.Normalize() )); // if (flLength2 < flLength) if (m_flLastSeen + 90 > gpGlobals->time && DotProduct( (m_posTarget - pev->origin).Normalize(), (m_posDesired - pev->origin).Normalize( )) > 0.25) { m_vecDesired = (m_posTarget - pev->origin).Normalize( ); } else { m_vecDesired = (m_posDesired - pev->origin).Normalize( ); } } else { m_vecDesired = m_vecGoal; } Flight( ); // ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->time, m_flLastSeen, m_flPrevSeen ); if ((m_flLastSeen + 1 > gpGlobals->time) && (m_flPrevSeen + 2 < gpGlobals->time)) { if (FireGun( )) { // slow down if we're fireing if (m_flGoalSpeed > 400) m_flGoalSpeed = 400; } // don't fire rockets and gun on easy mode if (g_iSkillLevel == SKILL_EASY) m_flNextRocket = gpGlobals->time + 10.0; } UTIL_MakeAimVectors( pev->angles ); Vector vecEst = (gpGlobals->v_forward * 800 + pev->velocity).Normalize( ); // ALERT( at_console, "%d %d %d %4.2f\n", pev->angles.x < 0, DotProduct( pev->velocity, gpGlobals->v_forward ) > -100, m_flNextRocket < gpGlobals->time, DotProduct( m_vecTarget, vecEst ) ); if ((m_iRockets % 2) == 1) { FireRocket( ); m_flNextRocket = gpGlobals->time + 0.5; if (m_iRockets <= 0) { m_flNextRocket = gpGlobals->time + 10; m_iRockets = 10; } } else if (pev->angles.x < 0 && DotProduct( pev->velocity, gpGlobals->v_forward ) > -100 && m_flNextRocket < gpGlobals->time) { if (m_flLastSeen + 60 > gpGlobals->time) { if (m_hEnemy != NULL) { // make sure it's a good shot if (DotProduct( m_vecTarget, vecEst) > .965) { TraceResult tr; UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, ignore_monsters, edict(), &tr ); if ((tr.vecEndPos - m_posTarget).Length() < 512) FireRocket( ); } } else { TraceResult tr; UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, dont_ignore_monsters, edict(), &tr ); // just fire when close if ((tr.vecEndPos - m_posTarget).Length() < 512) FireRocket( ); } } } }
//------------------------------------------------------------------------------ // 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 ); } }