//----------------------------------------------------------------------------- // Purpose: Turns a npc towards its ideal yaw. // Input : yawSpeed - Yaw speed in degrees per 1/10th of a second. // flInterval - Time interval to turn, -1 uses time since last think. // Output : Returns the number of degrees turned. //----------------------------------------------------------------------------- void CAI_Motor::UpdateYaw( int yawSpeed ) { // Don't do this if our yaw is locked if ( IsYawLocked() ) return; GetOuter()->SetUpdatedYaw(); float ideal, current, newYaw; if ( yawSpeed == -1 ) yawSpeed = GetYawSpeed(); // NOTE: GetIdealYaw() will never exactly be reached because UTIL_AngleMod // also truncates the angle to 16 bits of resolution. So lets truncate it here. current = UTIL_AngleMod( GetLocalAngles().y ); ideal = UTIL_AngleMod( GetIdealYaw() ); // FIXME: this needs a proper interval float dt = MIN( 0.2, gpGlobals->curtime - GetLastThink() ); newYaw = AI_ClampYaw( (float)yawSpeed * 10.0, current, ideal, dt ); if (newYaw != current) { QAngle angles = GetLocalAngles(); angles.y = newYaw; SetLocalAngles( angles ); } }
void CASW_Simple_Alien::UpdateYaw(float delta) { // don't allow turning in the air if (!m_bOnGround) return; float current = UTIL_AngleMod( GetLocalAngles().y ); float ideal = UTIL_AngleMod( GetIdealYaw() ); float dt = MIN( 0.2, delta ); float newYaw = ASW_ClampYaw( GetYawSpeed(), current, ideal, dt ); if (newYaw != current) { QAngle angles = GetLocalAngles(); angles.y = newYaw; SetLocalAngles( angles ); } }
void CAI_Motor::UpdateYaw( int yawSpeed ) { float ideal, current, newYaw; if ( yawSpeed = -1 ) yawSpeed = GetYawSpeed(); // NOTE: GetIdealYaw() will never exactly be reached because UTIL_AngleMod // also truncates the angle to 16 bits of resolution. So lets truncate it here. current = UTIL_AngleMod( GetLocalAngles().y ); ideal = UTIL_AngleMod( GetIdealYaw() ); newYaw = AI_ClampYaw( (float)yawSpeed * 10.0, current, ideal, gpGlobals->curtime - GetLastThink() ); if (newYaw != current) { QAngle angles = GetLocalAngles(); angles.y = newYaw; SetLocalAngles( angles ); // ENTITY MUST BE RELINKED to recompute absangles engine->RelinkEntity( GetEdict(), false ); } }
void CTalkMonster :: RunTask( const Task_t& task ) { switch( task.iTask ) { case TASK_TLK_CLIENT_STARE: case TASK_TLK_LOOK_AT_CLIENT: { edict_t *pPlayer; // track head to the client for a while. if( m_MonsterState == MONSTERSTATE_IDLE && !IsMoving() && !IsTalking() ) { // Get edict for one player pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); if( pPlayer ) { IdleHeadTurn( pPlayer->v.origin ); } } else { // started moving or talking TaskFail(); return; } if( pPlayer ) { if( task.iTask == TASK_TLK_CLIENT_STARE ) { // fail out if the player looks away or moves away. if( ( pPlayer->v.origin - GetAbsOrigin() ).Length2D() > TLK_STARE_DIST ) { // player moved away. TaskFail(); } UTIL_MakeVectors( pPlayer->v.angles ); if( UTIL_DotPoints( pPlayer->v.origin, GetAbsOrigin(), gpGlobals->v_forward ) < m_flFieldOfView ) { // player looked away TaskFail(); } } } else { TaskFail(); } if( gpGlobals->time > m_flWaitFinished ) { TaskComplete(); } break; } case TASK_FACE_PLAYER: { // Get edict for one player edict_t *pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); if( pPlayer ) { MakeIdealYaw( pPlayer->v.origin ); ChangeYaw( GetYawSpeed() ); IdleHeadTurn( pPlayer->v.origin ); if( gpGlobals->time > m_flWaitFinished && FlYawDiff() < 10 ) { TaskComplete(); } } else { TaskFail(); } break; } case TASK_TLK_EYECONTACT: { if( !IsMoving() && IsTalking() && m_hTalkTarget != NULL ) { // ALERT( at_console, "waiting %f\n", m_flStopTalkTime - gpGlobals->time ); IdleHeadTurn( m_hTalkTarget->GetAbsOrigin() ); } else { TaskComplete(); } break; } case TASK_WALK_PATH_FOR_UNITS: { float distance; distance = (m_vecLastPosition - GetAbsOrigin()).Length2D(); // Walk path until far enough away if ( distance > task.flData || MovementIsComplete() ) { TaskComplete(); RouteClear(); // Stop moving } break; } case TASK_WAIT_FOR_MOVEMENT: { if( IsTalking() && m_hTalkTarget != NULL ) { // ALERT(at_console, "walking, talking\n"); IdleHeadTurn( m_hTalkTarget->GetAbsOrigin() ); } else { IdleHeadTurn( GetAbsOrigin() ); // override so that during walk, a scientist may talk and greet player FIdleHello(); if( RANDOM_LONG( 0, m_nSpeak * 20 ) == 0 ) { FIdleSpeak(); } } CBaseMonster::RunTask( task ); if( TaskIsComplete() ) IdleHeadTurn( GetAbsOrigin() ); break; } default: { if( IsTalking() && m_hTalkTarget != NULL ) { IdleHeadTurn( m_hTalkTarget->GetAbsOrigin() ); } else { SetBoneController( 0, 0 ); } CBaseMonster::RunTask( task ); break; } } }
void CController :: RunTask ( const Task_t& task ) { if (m_flShootEnd > gpGlobals->time) { Vector vecHand, vecAngle; GetAttachment( 2, vecHand, vecAngle ); while (m_flShootTime < m_flShootEnd && m_flShootTime < gpGlobals->time) { Vector vecSrc = vecHand + GetAbsVelocity() * (m_flShootTime - gpGlobals->time); Vector vecDir; if (m_hEnemy != NULL) { if (HasConditions( bits_COND_SEE_ENEMY )) { m_vecEstVelocity = m_vecEstVelocity * 0.5 + m_hEnemy->GetAbsVelocity() * 0.5; } else { m_vecEstVelocity = m_vecEstVelocity * 0.8; } vecDir = Intersect( vecSrc, m_hEnemy->BodyTarget( GetAbsOrigin() ), m_vecEstVelocity, gSkillData.GetControllerSpeedBall() ); float delta = 0.03490; // +-2 degree vecDir = vecDir + Vector( RANDOM_FLOAT( -delta, delta ), RANDOM_FLOAT( -delta, delta ), RANDOM_FLOAT( -delta, delta ) ) * gSkillData.GetControllerSpeedBall(); vecSrc = vecSrc + vecDir * (gpGlobals->time - m_flShootTime); CBaseMonster *pBall = (CBaseMonster*)Create( "controller_energy_ball", vecSrc, GetAbsAngles(), edict() ); pBall->SetAbsVelocity( vecDir ); } 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 ( task.iTask ) { case TASK_WAIT_FOR_MOVEMENT: case TASK_WAIT: case TASK_WAIT_FACE_ENEMY: case TASK_WAIT_PVS: MakeIdealYaw( m_vecEnemyLKP ); ChangeYaw( GetYawSpeed() ); if (m_fSequenceFinished) { m_fInCombat = false; } CSquadMonster :: RunTask ( task ); if (!m_fInCombat) { if (HasConditions ( bits_COND_CAN_RANGE_ATTACK1 )) { SetSequence( LookupActivity( ACT_RANGE_ATTACK1 ) ); SetFrame( 0 ); ResetSequenceInfo( ); m_fInCombat = true; } else if (HasConditions ( bits_COND_CAN_RANGE_ATTACK2 )) { SetSequence( LookupActivity( ACT_RANGE_ATTACK2 ) ); SetFrame( 0 ); ResetSequenceInfo( ); m_fInCombat = true; } else { int iFloat = LookupFloat( ); if (m_fSequenceFinished || iFloat != GetSequence() ) { SetSequence( iFloat ); SetFrame( 0 ); ResetSequenceInfo( ); } } } break; default: CSquadMonster :: RunTask ( task ); break; } }