void CRebelZombie::StartTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_ZOMBIE_EXPRESS_ANGER:
		{
			if ( random->RandomInt( 1, 4 ) == 2 )
			{
				SetIdealActivity( (Activity)ACT_REBEL_ZOMBIE_TANTRUM );
			}
			else
			{
				TaskComplete();
			}

			break;
		}

	case TASK_ZOMBIE_YAW_TO_DOOR:
		{
			AssertMsg( m_hBlockingDoor != NULL, "Expected condition handling to break schedule before landing here" );
			if ( m_hBlockingDoor != NULL )
			{
				GetMotor()->SetIdealYaw( m_flDoorBashYaw );
			}
			TaskComplete();
			break;
		}

	case TASK_ZOMBIE_ATTACK_DOOR:
		{
		 	m_DurationDoorBash.Reset();
			SetIdealActivity( SelectDoorBash() );
			break;
		}

	case TASK_ZOMBIE_CHARGE_ENEMY:
		{
			if ( !GetEnemy() )
				TaskFail( FAIL_NO_ENEMY );
			else if ( GetNavigator()->SetVectorGoalFromTarget( GetEnemy()->GetLocalOrigin() ) )
			{
				m_vPositionCharged = GetEnemy()->GetLocalOrigin();
				TaskComplete();
			}
			else
				TaskFail( FAIL_NO_ROUTE );
			break;
		}

	default:
		BaseClass::StartTask( pTask );
		break;
	}
}
Example #2
0
void CASW_Parasite::RunTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
		case TASK_RANGE_ATTACK1:
		case TASK_RANGE_ATTACK2:
		{
			if ( IsActivityFinished() )
			{
				TaskComplete();
				m_bMidJump = false;
				SetTouch( NULL );
				SetThink( &CASW_Parasite::CallNPCThink );
				SetIdealActivity( ACT_IDLE );
			}
			break;
		}
		case TASK_PARASITE_JUMP_FROM_EGG:
			GetMotor()->UpdateYaw();
			if ( FacingIdeal() )
			{
				TaskComplete();
			}
			break;
		default:
			BaseClass::RunTask( pTask );
			break;	
	}
}
//-----------------------------------------------------------------------------
// Purpose: Target doesn't exist or has eluded us, so search for one
//-----------------------------------------------------------------------------
void CNPC_CombineCamera::SearchThink()
{
	// Allow descended classes a chance to do something before the think function
	if (PreThink(CAMERA_SEARCHING))
		return;

	SetNextThink( gpGlobals->curtime + 0.05f );

	SetIdealActivity((Activity) ACT_COMBINE_CAMERA_OPEN_IDLE);

	if ( !GetTarget() )
	{
		// Try to acquire a new target
		if (MaintainEnemy())
		{
			SetThink( &CNPC_CombineCamera::ActiveThink );
			return;
		}
	}

	// Display that we're scanning
	m_vecGoalAngles.x = 15.0f;
	m_vecGoalAngles.y = GetAbsAngles().y + (sin(gpGlobals->curtime * 2.0f) * 45.0f);

	// Turn and ping
	UpdateFacing();
	Ping();

	SetEyeState(CAMERA_EYE_IDLE);
}
void CNPC_Dog::PrescheduleThink( void )
{
	BaseClass::PrescheduleThink();

	if ( m_hPhysicsEnt )
	{
		IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject();

		if ( pPhysObj && pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
		{
			m_hPhysicsEnt->SetOwnerEntity( NULL );
		}
	}

	if ( m_flTimeToCatch < gpGlobals->curtime ) 
		 m_flTimeToCatch = 0.0f;

	
	if ( GetIdealActivity() == ACT_IDLE )
	{
		if ( m_hPhysicsEnt && m_bHasObject == true )
		{
			 SetIdealActivity( (Activity)ACT_DOG_WAITING );
		}
	}
}
void CNPC_Dog::SetTurnActivity( void )
{
	BaseClass::SetTurnActivity();

	if ( GetIdealActivity() == ACT_IDLE )
	{
		if ( m_hPhysicsEnt && m_bHasObject == true )
			 SetIdealActivity( (Activity)ACT_DOG_WAITING );
	}
}
Example #6
0
void CASW_Parasite::IdleInEgg(bool b)
{
	if (b)
	{
		SetActivity((Activity) ACT_ASW_EGG_IDLE);
		SetIdealActivity((Activity) ACT_ASW_EGG_IDLE);
		SetContextThink( &CASW_Parasite::RunAnimation, gpGlobals->curtime + 0.1f, s_pParasiteAnimThink );
	}
	m_bDoEggIdle = b;
}
Example #7
0
// Purpose: Monitor the antlion's jump to play the proper landing sequence
bool CASW_Alien_Jumper::CheckLanding( void )
{
	trace_t	tr;
	Vector	testPos;

	//Amount of time to predict forward
	const float	timeStep = 0.1f;

	//Roughly looks one second into the future
	testPos = GetAbsOrigin() + ( GetAbsVelocity() * timeStep );
	testPos[2] -= ( 0.5 * sv_gravity.GetFloat() * GetGravity() * timeStep * timeStep);

	if ( asw_debug_aliens.GetInt() == 2 )
	{
		NDebugOverlay::Line( GetAbsOrigin(), testPos, 255, 0, 0, 0, 0.5f );
		NDebugOverlay::Cross3D( m_vecSavedJump, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, true, 0.5f );
	} 
	
	// Look below
	AI_TraceHull( GetAbsOrigin(), testPos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );

	//See if we're about to contact, or have already contacted the ground
	if ( ( tr.fraction != 1.0f ) || ( GetFlags() & FL_ONGROUND ) )
	{
		int	sequence = SelectWeightedSequence( (Activity)ACT_ASW_ALIEN_LAND );

		if ( GetSequence() != sequence )
		{
			VacateStrategySlot();
			SetIdealActivity( (Activity) ACT_ASW_ALIEN_LAND );

			CreateDust( false );
			EmitSound( "ASW_Drone.Land" );

			// asw todo: make the alien attack here?
			//if ( GetEnemy() && GetEnemy()->IsPlayer()  )
			//{
				//CBasePlayer *pPlayer = ToBasePlayer( GetEnemy() );

				//if ( pPlayer && pPlayer->IsInAVehicle() == false )
					 //MeleeAttack( ANTLION_MELEE1_RANGE, sk_antlion_swipe_damage.GetFloat(), QAngle( 4.0f, 0.0f, 0.0f ), Vector( -250.0f, 1.0f, 1.0f ) );
			//}

			SetAbsVelocity( GetAbsVelocity() * 0.33f );
			return false;
		}

		return IsActivityFinished();
	}

	return false;
}
//-----------------------------------------------------------------------------
// Purpose: Deploy and start searching for targets.
//-----------------------------------------------------------------------------
void CNPC_CombineCamera::Deploy()
{
	m_vecGoalAngles = GetAbsAngles();

	SetNextThink( gpGlobals->curtime );

	SetEyeState(CAMERA_EYE_IDLE);
	m_bActive = true;

	SetHeight(COMBINE_CAMERA_DEPLOY_HEIGHT);
	SetIdealActivity((Activity) ACT_COMBINE_CAMERA_OPEN_IDLE);
	m_flPlaybackRate = 0;
	SetThink(&CNPC_CombineCamera::SearchThink);

	EmitSound("NPC_CombineCamera.Move");
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : pTask - 
//-----------------------------------------------------------------------------
void CNPC_Headcrab::StartTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
		case TASK_RANGE_ATTACK1:
		{
			SetIdealActivity( ACT_RANGE_ATTACK1 );
			SetTouch( LeapTouch );
			break;
		}

		default:
		{
			BaseClass::StartTask( pTask );
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Allows a generic think function before the others are called
// Input  : state - which state the camera is currently in
//-----------------------------------------------------------------------------
bool CNPC_CombineCamera::PreThink(cameraState_e state)
{
	CheckPVSCondition();

	MaintainActivity();
	StudioFrameAdvance();

	// If we're disabled, shut down
	if ( !m_bEnabled )
	{
		SetIdealActivity((Activity) ACT_COMBINE_CAMERA_CLOSED_IDLE);
		SetNextThink( gpGlobals->curtime + 0.1f );
		return true;
	}

	// Do not interrupt current think function
	return false;
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : pTarget - 
//-----------------------------------------------------------------------------
void CNPC_CombineCamera::TrackTarget( CBaseEntity *pTarget )
{
	if (!pTarget)
		return;

	// Calculate direction to target
	Vector vecMid = EyePosition();
	Vector vecMidTarget = pTarget->BodyTarget(vecMid);
	Vector vecDirToTarget = vecMidTarget - vecMid;	

	// We want to look at the target's eyes so we don't jitter
	Vector vecDirToTargetEyes = pTarget->WorldSpaceCenter() - vecMid;
	VectorNormalize(vecDirToTargetEyes);

	QAngle vecAnglesToTarget;
	VectorAngles(vecDirToTargetEyes, vecAnglesToTarget);

	// Draw debug info
	if (g_debug_combine_camera.GetBool())
	{
		NDebugOverlay::Cross3D(vecMid, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05);
		NDebugOverlay::Cross3D(pTarget->WorldSpaceCenter(), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05);
		NDebugOverlay::Line(vecMid, pTarget->WorldSpaceCenter(), 0, 255, 0, false, 0.05);

		NDebugOverlay::Cross3D(vecMid, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05);
		NDebugOverlay::Cross3D(vecMidTarget, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05);
		NDebugOverlay::Line(vecMid, vecMidTarget, 0, 255, 0, false, 0.05f);
	}

	Vector vecMuzzle, vecMuzzleDir;
	QAngle vecMuzzleAng;
	
	GetAttachment("eyes", vecMuzzle, &vecMuzzleDir);
	
	SetIdealActivity((Activity) ACT_COMBINE_CAMERA_OPEN_IDLE);

	m_vecGoalAngles.y = vecAnglesToTarget.y;
	m_vecGoalAngles.x = vecAnglesToTarget.x;

	// Turn to face
	UpdateFacing();
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pTask - 
//-----------------------------------------------------------------------------
void CNPC_Headcrab::RunTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
		case TASK_RANGE_ATTACK1:
		case TASK_RANGE_ATTACK2:
		{
			if ( IsSequenceFinished() )
			{
				TaskComplete();
				SetTouch( NULL );
				SetIdealActivity( ACT_IDLE );
			}
			break;
		}

		default:
		{
			CAI_BaseNPC::RunTask( pTask );
		}
	}
}
Example #13
0
void CASW_Parasite::StartTask(const Task_t *pTask)
{
	switch (pTask->iTask)
	{
		/*
		case TASK_STOP_MOVING:
		{
			if (m_bDoEggIdle)
			{
				SetIdealActivity( (Activity) ACT_ASW_EGG_IDLE );
				TaskComplete();
				return;
			}
			if ( ( GetNavigator()->IsGoalSet() && GetNavigator()->IsGoalActive() ) || GetNavType() == NAV_JUMP )
			{
				DbgNavMsg( this, "Start TASK_STOP_MOVING\n" );
				if ( pTask->flTaskData == 1 )
				{
					DbgNavMsg( this, "Initiating stopping path\n" );
					GetNavigator()->StopMoving( false );
				}
				else
				{
					GetNavigator()->ClearGoal();
				}

				// E3 Hack
				if (LookupPoseParameter( "move_yaw") >= 0)
				{
					SetPoseParameter( "move_yaw", 0 );
				}
			}
			else
			{
				if ( pTask->flTaskData == 1 && GetNavigator()->SetGoalFromStoppingPath() )
				{
					DbgNavMsg( this, "Start TASK_STOP_MOVING\n" );
					DbgNavMsg( this, "Initiating stopping path\n" );
				}
				else
				{
					GetNavigator()->ClearGoal();
					if (m_bDoEggIdle)
						SetIdealActivity( (Activity) ACT_ASW_EGG_IDLE );
					else
						SetIdealActivity( GetStoppedActivity() );

					TaskComplete();
				}
			}
		}
		*/
		case TASK_PARASITE_JUMP_FROM_EGG:
		{
			DoJumpFromEgg();
			break;
		}
		case TASK_RANGE_ATTACK1:
		{
			SetIdealActivity( ACT_RANGE_ATTACK1 );
			break;
		}
		default:
		{
			BaseClass::StartTask( pTask );
		}
	}
}
Example #14
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : pTask - 
//-----------------------------------------------------------------------------
void CNPC_Crow::RunTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
		case TASK_CROW_TAKEOFF:
		{
			if ( GetNavigator()->IsGoalActive() )
			{
				GetMotor()->SetIdealYawToTargetAndUpdate( GetAbsOrigin() + GetNavigator()->GetCurWaypointPos(), AI_KEEP_YAW_SPEED );
			}
			else
				TaskFail( FAIL_NO_ROUTE );

			if ( IsActivityFinished() )
			{
				TaskComplete();
				SetIdealActivity( ACT_FLY );

				m_bSoar = false;
				m_flSoarTime = gpGlobals->curtime + random->RandomFloat( 2, 5 );
			}
			
			break;
		}

		case TASK_CROW_HOP:
		{
			if ( IsActivityFinished() )
			{
				TaskComplete();
				SetIdealActivity( ACT_IDLE );
			}

			if ( ( GetAbsOrigin().z < m_flHopStartZ ) && ( !( GetFlags() & FL_ONGROUND ) ) )
			{
				//
				// We've hopped off of something! See if we're going to fall very far.
				//
				trace_t tr;
				AI_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, -32 ), MASK_SOLID, this, HL2COLLISION_GROUP_CROW, &tr );
				if ( tr.fraction == 1.0f )
				{
					//
					// We're falling! Better fly away. SelectSchedule will check ONGROUND and do the right thing.
					//
					TaskComplete();
				}
				else
				{
					//
					// We'll be okay. Don't check again unless what we're hopping onto moves
					// out from under us.
					//
					m_flHopStartZ = GetAbsOrigin().z - ( 32 * tr.fraction );
				}
			}

			break;
		}

		//
		// Face the direction we are flying.
		//
		case TASK_CROW_FLY:
		{
			GetMotor()->SetIdealYawToTargetAndUpdate( GetAbsOrigin() + GetAbsVelocity(), AI_KEEP_YAW_SPEED );

			break;
		}

		case TASK_CROW_FALL_TO_GROUND:
		{
			if ( GetFlags() & FL_ONGROUND )
			{
				SetFlyingState( FlyState_Walking );
				TaskComplete();
			}
			break;
		}

		case TASK_CROW_WAIT_FOR_BARNACLE_KILL:
		{
			if ( m_flNextFlinchTime < gpGlobals->curtime )
			{
				m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 2.0f );
				// dvs: TODO: squirm
				// dvs: TODO: spawn feathers
				EmitSound( "NPC_Crow.Squawk" );
			}
			break;
		}

		default:
		{
			CAI_BaseNPC::RunTask( pTask );
		}
	}
}
Example #15
0
//=========================================================
// RunTask
//=========================================================
void CNPC_Stalker::RunTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_ANNOUNCE_ATTACK:
	{
		// Stop waiting if enemy facing me or lost enemy
		CBaseCombatCharacter* pBCC = GetEnemyCombatCharacterPointer();
		if	(!pBCC || pBCC->FInViewCone( this ))
		{
			TaskComplete();
		}

		if ( IsWaitFinished() )
		{
			TaskComplete();
		}
		break;
	}

	case TASK_STALKER_ZIGZAG :
		{

			if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
			{
				TaskComplete();
				GetNavigator()->StopMoving();		// Stop moving
			}
			else if (!GetNavigator()->IsGoalActive())
			{
				SetIdealActivity( GetStoppedActivity() );
			}
			else if (ValidateNavGoal())
			{
				SetIdealActivity( GetNavigator()->GetMovementActivity() );
				AddZigZagToPath();
			}
			break;
		}
	case TASK_RANGE_ATTACK1:
		UpdateAttackBeam();
		if ( !TaskIsRunning() || HasCondition( COND_TASK_FAILED ))
		{
			KillAttackBeam();
		}
		break;

	case TASK_FACE_ENEMY:
		{
			if ( GetEnemy() != NULL )
			{
				BaseClass:: RunTask( pTask );
				return;
			}
			GetMotor()->SetIdealYawToTargetAndUpdate( m_vLaserCurPos );

			if ( FacingIdeal() )
			{
				TaskComplete();
			}
			break;
		}
	default:
		{
			BaseClass::RunTask( pTask );
			break;
		}
	}
}
Example #16
0
//-----------------------------------------------------------------------------
// Purpose: Handles all flight movement.
// Input  : flInterval - Seconds to simulate.
//-----------------------------------------------------------------------------
void CNPC_Crow::MoveCrowFly( float flInterval )
{
	//
	// Bound interval so we don't get ludicrous motion when debugging
	// or when framerate drops catastrophically.  
	//
	if (flInterval > 1.0)
	{
		flInterval = 1.0;
	}

	m_flDangerSoundTime = gpGlobals->curtime + 5.0f;

	//
	// Determine the goal of our movement.
	//
	Vector vecMoveGoal = GetAbsOrigin();

	if ( GetNavigator()->IsGoalActive() )
	{
		vecMoveGoal = GetNavigator()->GetCurWaypointPos();

		if ( GetNavigator()->CurWaypointIsGoal() == false  )
		{
  			AI_ProgressFlyPathParams_t params( MASK_NPCSOLID );
			params.bTrySimplify = false;

			GetNavigator()->ProgressFlyPath( params ); // ignore result, crow handles completion directly

			// Fly towards the hint.
			if ( GetNavigator()->GetPath()->GetCurWaypoint() )
			{
				vecMoveGoal = GetNavigator()->GetCurWaypointPos();
			}
		}
	}
	else
	{
		// No movement goal.
		vecMoveGoal = GetAbsOrigin();
		SetAbsVelocity( vec3_origin );
		return;
	}

	Vector vecMoveDir = ( vecMoveGoal - GetAbsOrigin() );
	Vector vForward;
	AngleVectors( GetAbsAngles(), &vForward );
	
	//
	// Fly towards the movement goal.
	//
	float flDistance = ( vecMoveGoal - GetAbsOrigin() ).Length();

	if ( vecMoveGoal != m_vDesiredTarget )
	{
		m_vDesiredTarget = vecMoveGoal;
	}
	else
	{
		m_vCurrentTarget = ( m_vDesiredTarget - GetAbsOrigin() );
		VectorNormalize( m_vCurrentTarget );
	}

	float flLerpMod = 0.25f;

	if ( flDistance <= 256.0f )
	{
		flLerpMod = 1.0f - ( flDistance / 256.0f );
	}


	VectorLerp( vForward, m_vCurrentTarget, flLerpMod, vForward );


	if ( flDistance < CROW_AIRSPEED * flInterval )
	{
		if ( GetNavigator()->IsGoalActive() )
		{
			if ( GetNavigator()->CurWaypointIsGoal() )
			{
				m_bReachedMoveGoal = true;
			}
			else
			{
				GetNavigator()->AdvancePath();
			}
		}
		else
			m_bReachedMoveGoal = true;
	}

	if ( GetHintNode() )
	{
		AIMoveTrace_t moveTrace;
		GetMoveProbe()->MoveLimit( NAV_FLY, GetAbsOrigin(), GetNavigator()->GetCurWaypointPos(), MASK_NPCSOLID, GetNavTargetEntity(), &moveTrace );

		//See if it succeeded
		if ( IsMoveBlocked( moveTrace.fStatus ) )
		{
			Vector vNodePos = vecMoveGoal;
			GetHintNode()->GetPosition(this, &vNodePos);
			
			GetNavigator()->SetGoal( vNodePos );
		}
	}

	//
	// Look to see if we are going to hit anything.
	//
	VectorNormalize( vForward );
	Vector vecDeflect;
	if ( Probe( vForward, CROW_AIRSPEED * flInterval, vecDeflect ) )
	{
		vForward = vecDeflect;
		VectorNormalize( vForward );
	}

	SetAbsVelocity( vForward * CROW_AIRSPEED );

	if ( GetAbsVelocity().Length() > 0 && GetNavigator()->CurWaypointIsGoal() && flDistance < CROW_AIRSPEED )
	{
		SetIdealActivity( (Activity)ACT_CROW_LAND );
	}


	//Bank and set angles.
	Vector vRight;
	QAngle vRollAngle;
	
	VectorAngles( vForward, vRollAngle );
	vRollAngle.z = 0;

	AngleVectors( vRollAngle, NULL, &vRight, NULL );

	float flRoll = DotProduct( vRight, vecMoveDir ) * 45;
	flRoll = clamp( flRoll, -45, 45 );

	vRollAngle[ROLL] = flRoll;
	SetAbsAngles( vRollAngle );
}
Example #17
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : pTask - 
//-----------------------------------------------------------------------------
void CNPC_Crow::StartTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
		//
		// This task enables us to build a path that requires flight.
		//
//		case TASK_CROW_PREPARE_TO_FLY:
//		{
//			SetFlyingState( FlyState_Flying );
//			TaskComplete();
//			break;
//		}

		case TASK_CROW_TAKEOFF:
		{
			if ( random->RandomInt( 1, 4 ) == 1 )
			{
				AlertSound();
			}

			FlapSound();

			SetIdealActivity( ( Activity )ACT_CROW_TAKEOFF );
			break;
		}

		case TASK_CROW_PICK_EVADE_GOAL:
		{
			if ( GetEnemy() != NULL )
			{
				//
				// Get our enemy's position in x/y.
				//
				Vector vecEnemyOrigin = GetEnemy()->GetAbsOrigin();
				vecEnemyOrigin.z = GetAbsOrigin().z;

				//
				// Pick a hop goal a random distance along a vector away from our enemy.
				//
				m_vSavePosition = GetAbsOrigin() - vecEnemyOrigin;
				VectorNormalize( m_vSavePosition );
				m_vSavePosition = GetAbsOrigin() + m_vSavePosition * ( 32 + random->RandomInt( 0, 32 ) );

				GetMotor()->SetIdealYawToTarget( m_vSavePosition );
				TaskComplete();
			}
			else
			{
				TaskFail( "No enemy" );
			}
			break;
		}

		case TASK_CROW_FALL_TO_GROUND:
		{
			SetFlyingState( FlyState_Falling );
			break;
		}

		case TASK_FIND_HINTNODE:
		{
			if ( GetGoalEnt() )
			{
				TaskComplete();
				return;
			}
			// Overloaded because we search over a greater distance.
			if ( !GetHintNode() )
			{
				SetHintNode(CAI_HintManager::FindHint( this, HINT_CROW_FLYTO_POINT, bits_HINT_NODE_NEAREST | bits_HINT_NODE_USE_GROUP, 10000 ));
			}

			if ( GetHintNode() )
			{
				TaskComplete();
			}
			else
			{
				TaskFail( FAIL_NO_HINT_NODE );
			}
			break;
		}

		case TASK_GET_PATH_TO_HINTNODE:
		{
			//How did this happen?!
			if ( GetGoalEnt() == this )
			{
				SetGoalEnt( NULL );
			}

			if ( GetGoalEnt() )
			{
				SetFlyingState( FlyState_Flying );
				StartTargetHandling( GetGoalEnt() );
			
				m_bReachedMoveGoal = false;
				TaskComplete();
				SetHintNode( NULL );
				return;
			}

			if ( GetHintNode() )
			{
				Vector vHintPos;
				GetHintNode()->GetPosition(this, &vHintPos);
		
				SetNavType( NAV_FLY );
				CapabilitiesAdd( bits_CAP_MOVE_FLY );
				if ( !GetNavigator()->SetGoal( vHintPos ) )
					SetHintNode(NULL);
				CapabilitiesRemove( bits_CAP_MOVE_FLY );
			}

			if ( GetHintNode() )
			{
				m_bReachedMoveGoal = false;
				TaskComplete();
			}
			else
			{
				TaskFail( FAIL_NO_ROUTE );
			}
			break;
		}

		//
		// We have failed to fly normally. Pick a random "up" direction and fly that way.
		//
		case TASK_CROW_FLY:
		{
			float flYaw = UTIL_AngleMod( random->RandomInt( -180, 180 ) );

			Vector vecNewVelocity( cos( DEG2RAD( flYaw ) ), sin( DEG2RAD( flYaw ) ), random->RandomFloat( 0.1f, 0.5f ) );
			vecNewVelocity *= CROW_AIRSPEED;
			SetAbsVelocity( vecNewVelocity );

			SetIdealActivity( ACT_FLY );

			m_bSoar = false;
			m_flSoarTime = gpGlobals->curtime + random->RandomFloat( 2, 5 );

			break;
		}

		case TASK_CROW_PICK_RANDOM_GOAL:
		{
			m_vSavePosition = GetLocalOrigin() + Vector( random->RandomFloat( -48.0f, 48.0f ), random->RandomFloat( -48.0f, 48.0f ), 0 );
			TaskComplete();
			break;
		}

		case TASK_CROW_HOP:
		{
			SetIdealActivity( ACT_HOP );
			m_flHopStartZ = GetLocalOrigin().z;
			break;
		}

		case TASK_CROW_WAIT_FOR_BARNACLE_KILL:
		{
			break;
		}

		default:
		{
			BaseClass::StartTask( pTask );
		}
	}
}
Example #18
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFastZombie::StartTask( const Task_t *pTask )
{
    switch( pTask->iTask )
    {
    case TASK_FASTZOMBIE_VERIFY_ATTACK:
        // Simply ensure that the zombie still has a valid melee attack
        if( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
        {
            TaskComplete();
        }
        else
        {
            TaskFail("");
        }
        break;

    case TASK_FASTZOMBIE_JUMP_BACK:
    {
        SetActivity( ACT_IDLE );

        RemoveFlag( FL_ONGROUND );

        BeginAttackJump();

        Vector forward;
        AngleVectors( GetLocalAngles(), &forward );

        //
        // Take him off ground so engine doesn't instantly reset FL_ONGROUND.
        //
        UTIL_SetOrigin( this, GetLocalOrigin() + Vector( 0 , 0 , 1 ));

        ApplyAbsVelocityImpulse( forward * -200 + Vector( 0, 0, 200 ) );
    }
    break;

    case TASK_FASTZOMBIE_UNSTICK_JUMP:
    {
        RemoveFlag( FL_ONGROUND );

        // Call begin attack jump. A little bit later if we fail to pathfind, we check
        // this value to see if we just jumped. If so, we assume we've jumped
        // to someplace that's not pathing friendly, and so must jump again to get out.
        BeginAttackJump();

        //
        // Take him off ground so engine doesn't instantly reset FL_ONGROUND.
        //
        UTIL_SetOrigin( this, GetLocalOrigin() + Vector( 0 , 0 , 1 ));

        CBaseEntity *pEnemy = GetEnemy();
        Vector vecJumpDir;

        if ( GetActivity() == ACT_CLIMB_UP || GetActivity() == ACT_CLIMB_DOWN )
        {
            // Jump off the pipe backwards!
            Vector forward;

            GetVectors( &forward, NULL, NULL );

            ApplyAbsVelocityImpulse( forward * -200 );
        }
        else if( pEnemy )
        {
            vecJumpDir = pEnemy->GetLocalOrigin() - GetLocalOrigin();
            VectorNormalize( vecJumpDir );
            vecJumpDir.z = 0;

            ApplyAbsVelocityImpulse( vecJumpDir * 300 + Vector( 0, 0, 200 ) );
        }
        else
        {
            Msg("UNHANDLED CASE! Stuck Fast Zombie with no enemy!\n");
        }
    }
    break;

    case TASK_WAIT_FOR_MOVEMENT:
        // If we're waiting for movement, that means that pathfinding succeeded, and
        // we're about to be moving. So we aren't stuck. So clear this flag.
        m_fJustJumped = false;

        BaseClass::StartTask( pTask );
        break;

    case TASK_FACE_ENEMY:
    {
        // We don't use the base class implementation of this, because GetTurnActivity
        // stomps our landing scrabble animations (sjb)
        Vector flEnemyLKP = GetEnemyLKP();
        GetMotor()->SetIdealYawToTarget( flEnemyLKP );
    }
    break;

    case TASK_FASTZOMBIE_LAND_RECOVER:
    {
        // Set the ideal yaw
        Vector flEnemyLKP = GetEnemyLKP();
        GetMotor()->SetIdealYawToTarget( flEnemyLKP );

        // figure out which way to turn.
        float flDeltaYaw = GetMotor()->DeltaIdealYaw();

        if( flDeltaYaw < 0 )
        {
            SetIdealActivity( (Activity)ACT_FASTZOMBIE_LAND_RIGHT );
        }
        else
        {
            SetIdealActivity( (Activity)ACT_FASTZOMBIE_LAND_LEFT );
        }


        TaskComplete();
    }
    break;

    case TASK_RANGE_ATTACK1:

        // Make melee attacks impossible until we land!
        m_flNextMeleeAttack = gpGlobals->curtime + 60;

        SetTouch( LeapAttackTouch );
        break;

    case TASK_FASTZOMBIE_DO_ATTACK:
        SetActivity( (Activity)ACT_FASTZOMBIE_LEAP_SOAR );
        break;

    default:
        BaseClass::StartTask( pTask );
        break;
    }
}
Example #19
0
//=========================================================
// start task
//=========================================================
void CNPC_Houndeye::StartTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_HOUND_GET_PATH_TO_CIRCLE:
	{
		if (GetEnemy() == NULL)
		{
			TaskFail(FAIL_NO_ENEMY);
		}
		else 
		{
			Vector vTargetPos = GetEnemyLKP();
			vTargetPos.z	= GetFloorZ(vTargetPos);

			if (GetNavigator()->SetRadialGoal(vTargetPos, random->RandomInt(50,500), 90, 175, m_bLoopClockwise))
			{
				TaskComplete();
				return;
			}
			TaskFail(FAIL_NO_ROUTE);
		}
		break;
	}
	case TASK_HOUND_REVERSE_STRAFE_DIR:
	{
		// Try the other direction
		m_bLoopClockwise = (m_bLoopClockwise) ? false : true;
		TaskComplete();
		break;
	}

	// Override to set appropriate distances
	case TASK_GET_PATH_TO_ENEMY_LOS:
	{
		float			flMaxRange	= HOUNDEYE_MAX_ATTACK_RADIUS * 0.9;
		float			flMinRange	= HOUNDEYE_MIN_ATTACK_RADIUS;
		Vector 			posLos;
		bool			foundLos	= false;
		
		if (GetEnemy() != NULL)
		{
			foundLos = GetTacticalServices()->FindLos(GetEnemyLKP(),GetEnemy()->EyePosition(), flMinRange, flMaxRange, 0.0, &posLos);
		}
		else
		{
			TaskFail(FAIL_NO_TARGET);
			return;
		}

		if (foundLos)
		{
			GetNavigator()->SetGoal( AI_NavGoal_t( posLos, ACT_RUN, AIN_HULL_TOLERANCE ) );
		}
		else
		{
			TaskFail(FAIL_NO_SHOOT);
		}
		break;
	}

	case TASK_HOUND_FALL_ASLEEP:
		{
			m_fAsleep = true; // signal that hound is lying down (must stand again before doing anything else!)
			TaskComplete( true );
			break;
		}
	case TASK_HOUND_WAKE_UP:
		{
			m_fAsleep = false; // signal that hound is standing again
			TaskComplete( true );
			break;
		}
	case TASK_HOUND_OPEN_EYE:
		{
			m_fDontBlink = false; // turn blinking back on and that code will automatically open the eye
			TaskComplete( true );
			break;
		}
	case TASK_HOUND_CLOSE_EYE:
		{
//<<TEMP>>			pev->skin = 0;
			m_fDontBlink = true; // tell blink code to leave the eye alone.
			break;
		}
	case TASK_HOUND_THREAT_DISPLAY:
		{
			SetIdealActivity( ACT_IDLE_ANGRY );
			break;
		}
	case TASK_HOUND_HOP_BACK:
		{
			SetIdealActivity( ACT_LEAP );
			break;
		}
	case TASK_RANGE_ATTACK1:
		{
			SetIdealActivity( ACT_RANGE_ATTACK1 );
			break;
		}
	default: 
		{
			BaseClass::StartTask(pTask);
			break;
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pTask - 
//-----------------------------------------------------------------------------
void CNPC_VehicleDriver::StartTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_RUN_PATH:
	case TASK_WALK_PATH:
		TaskComplete();
		break;

	case TASK_FACE_IDEAL:
	case TASK_FACE_ENEMY:
		{
			// Vehicle ignores face commands, since it can't rotate on the spot.
			TaskComplete();
		}
		break;

	case TASK_VEHICLEDRIVER_GET_PATH:
		{
			if ( !GetGoalEnt() )
			{
				TaskFail( FAIL_NO_TARGET );
				return;
			}

			CheckForTeleport();

			if ( g_debug_vehicledriver.GetInt() & DRIVER_DEBUG_PATH )
			{
				NDebugOverlay::Box( GetGoalEnt()->GetAbsOrigin(), -Vector(50,50,50), Vector(50,50,50), 255,255,255, true, 5);
			}

	  		AI_NavGoal_t goal( GOALTYPE_PATHCORNER, GetGoalEnt()->GetLocalOrigin(), ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
  			if ( !GetNavigator()->SetGoal( goal ) )
   			{
				TaskFail( FAIL_NO_ROUTE );
				return;
   			}

			TaskComplete();
		}
		break;

	case TASK_WAIT_FOR_MOVEMENT:
		{
			if (GetNavigator()->GetGoalType() == GOALTYPE_NONE)
			{
				TaskComplete();
				GetNavigator()->StopMoving();		// Stop moving
			}
			else if (!GetNavigator()->IsGoalActive())
			{
				SetIdealActivity( GetStoppedActivity() );
			}
			else
			{
				// Check validity of goal type
				ValidateNavGoal();
			}
		}
		break;

	default:
		BaseClass::StartTask( pTask );
		break;
	}
}
//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CNPC_CombineDropship::Spawn( void )
{
	Precache( );

	SetModel( "models/combine_dropship.mdl" );
	BaseClass::Spawn();

	ExtractBbox( SelectHeaviestSequence( ACT_DROPSHIP_DEPLOY_IDLE ), m_cullBoxMins, m_cullBoxMaxs ); 
	BaseClass::Spawn();

	InitPathingData( DROPSHIP_LEAD_DISTANCE, DROPSHIP_MIN_CHASE_DIST_DIFF, DROPSHIP_AVOID_DIST );

	// create the correct bin for the ship to carry
	switch ( m_iCrateType )
	{
	case CRATE_ROLLER_HOPPER:
		break;
	case CRATE_SOLDIER:
		m_hContainer = CreateEntityByName( "prop_dynamic" );
		if ( m_hContainer )
		{
			m_hContainer->SetModel( "models/props_junk/trashdumpster02.mdl" );
			m_hContainer->SetLocalOrigin( GetAbsOrigin() );
			m_hContainer->SetLocalAngles( GetLocalAngles() );
			m_hContainer->SetAbsAngles( GetAbsAngles() );
			m_hContainer->SetParent(this, 0);
			m_hContainer->SetOwnerEntity(this);
			m_hContainer->SetSolid( SOLID_VPHYSICS );
			m_hContainer->Spawn();
		}
		break;

	case CRATE_NONE:
	default:
		break;
	}

	m_iHealth = 100;
	m_flFieldOfView = 0.5; // 60 degrees
	m_iContainerMoveType = MOVETYPE_NONE;

	//InitBoneControllers();
	InitCustomSchedules();

	if ( m_hContainer )
	{
		SetIdealActivity( (Activity)ACT_DROPSHIP_FLY_IDLE_CARGO );
	}
	else
	{
		SetIdealActivity( (Activity)ACT_DROPSHIP_FLY_IDLE_EXAGG );
	}

	m_flMaxSpeed = DROPSHIP_MAX_SPEED;
	m_flMaxSpeedFiring = BASECHOPPER_MAX_FIRING_SPEED;
	m_hPickupTarget = NULL;

	//!!!HACKHACK
	// This tricks the AI code that constantly complains that the vehicle has no schedule.
	SetSchedule( SCHED_IDLE_STAND );

	m_iLandState = LANDING_NO;
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Dog::StartTask( const Task_t *pTask )
{
	switch( pTask->iTask )
	{

	case TASK_DOG_SETUP_THROW_TARGET:
		{
			SetupThrowTarget();
			TaskComplete();
		}
		break;
	case TASK_DOG_GET_PATH_TO_PHYSOBJ:
		{
			FindPhysicsObject( STRING( m_sObjectName ) );

			if ( m_hPhysicsEnt == NULL )
			{
				 FindPhysicsObject( NULL );
				 return;
			}

			IPhysicsObject *pPhysicsObject = m_hPhysicsEnt->VPhysicsGetObject();
			
			Vector vecGoalPos;
			Vector vecDir;

			vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter();
			VectorNormalize(vecDir);
			vecDir.z = 0;
		
			if ( m_hPhysicsEnt->GetOwnerEntity() == NULL )
				 m_hPhysicsEnt->SetOwnerEntity( this );
		
			if ( pPhysicsObject )
				 pPhysicsObject->RecheckCollisionFilter();

			vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST );

			//If I'm near my goal, then just walk to it.
			Activity aActivity = ACT_RUN;

			if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 )
				 aActivity = ACT_WALK;

			if ( GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL ) == false )
			{
				 if ( m_hUnreachableObjects.Find( m_hPhysicsEnt ) == -1 )
					  m_hUnreachableObjects.AddToTail( m_hPhysicsEnt );
					
				 FindPhysicsObject( NULL, m_hPhysicsEnt );

				 m_flTimeToCatch = gpGlobals->curtime + 0.1;
				 m_flNextRouteTime = gpGlobals->curtime + 0.3;
				 m_flNextSwat = gpGlobals->curtime + 0.1;

				 GetNavigator()->ClearGoal();
			}
			else
			{
				TaskComplete();
			}
		}
		break;

	case TASK_DOG_FACE_OBJECT:
		{
			if( m_hPhysicsEnt == NULL )
			{
				// Physics Object is gone! Probably was an explosive 
				// or something else broke it.
				TaskFail("Physics ent NULL");
				return;
			}

			Vector vecDir;

			vecDir = m_hPhysicsEnt->WorldSpaceCenter() - GetLocalOrigin();
			VectorNormalize(vecDir);

			GetMotor()->SetIdealYaw( UTIL_VecToYaw( vecDir ) );
			TaskComplete();
		}
		break;
		
	case TASK_DOG_PICKUP_ITEM:
		{
			if( m_hPhysicsEnt == NULL )
			{
				// Physics Object is gone! Probably was an explosive 
				// or something else broke it.
				TaskFail("Physics ent NULL");
				return;
			}
			else
			{
				SetIdealActivity( (Activity)ACT_DOG_PICKUP );
			}
		}

		break;
		
	case TASK_DOG_LAUNCH_ITEM:
		{
			if( m_hPhysicsEnt == NULL )
			{
				// Physics Object is gone! Probably was an explosive 
				// or something else broke it.
				TaskFail("Physics ent NULL");
				return;
			}
			else
			{
				if ( m_hPhysicsEnt == NULL || m_bHasObject == false )
				{
					 TaskFail( "Don't have the item!" );
					 return;
				}

				SetIdealActivity( (Activity)ACT_DOG_THROW );
			}
		}

		break;

	case TASK_DOG_WAIT_FOR_TARGET_TO_FACE:
		{
			if ( CanTargetSeeMe() )
				 TaskComplete();
		}
		break;

	case TASK_DOG_WAIT_FOR_OBJECT:
		{
			SetIdealActivity( (Activity)ACT_DOG_WAITING );
		}
		break;

	case TASK_DOG_CATCH_OBJECT:
	{
		SetIdealActivity( (Activity)ACT_DOG_CATCH  );
	}
	break;
			
	case TASK_DOG_DELAY_SWAT:
		m_flNextSwat = gpGlobals->curtime + pTask->flTaskData;

		if ( m_hThrowTarget == NULL )
		#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
			m_hThrowTarget = UTIL_GetNearestVisiblePlayer(this); 
		#else
			m_hThrowTarget = AI_GetSinglePlayer();
		#endif //SecobMod__Enable_Fixed_Multiplayer_AI

		TaskComplete();
		break;

	default:
		BaseClass::StartTask( pTask );
	}
}
void CNPC_BigMomma::StartTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_CHECK_NODE_PROXIMITY:
		{

		}

		break;
	case TASK_FIND_NODE:
		{
			CBaseEntity *pTarget = GetTarget();

			if ( !HasMemory( bits_MEMORY_ADVANCE_NODE ) )
			{
				if ( pTarget )
					 m_iszTarget = pTarget->m_target;
			}

			NodeStart( m_iszTarget );
			TaskComplete();
			//Msg( "BM: Found node %s\n", STRING( m_iszTarget ) );
		}
		break;

	case TASK_NODE_DELAY:
		m_nodeTime = gpGlobals->curtime + pTask->flTaskData;
		TaskComplete();
		//Msg( "BM: FAIL! Delay %.2f\n", pTask->flTaskData );
		break;

	case TASK_PROCESS_NODE:
		//Msg( "BM: Reached node %s\n", STRING( m_iszTarget ) );
		NodeReach();
		TaskComplete();
		break;

	case TASK_PLAY_NODE_PRESEQUENCE:
	case TASK_PLAY_NODE_SEQUENCE:
		{
			const char *pSequence = NULL;
			int	iSequence;

			if ( pTask->iTask == TASK_PLAY_NODE_SEQUENCE )
				pSequence = GetNodeSequence();
			else
				pSequence = GetNodePresequence();

			//Msg( "BM: Playing node sequence %s\n", pSequence );

			if ( pSequence ) //ugh
			{
				iSequence = LookupSequence( pSequence );

				if ( iSequence != -1 )
				{
					SetIdealActivity( ACT_DO_NOT_DISTURB );
					SetSequence( iSequence );
					SetCycle( 0.0f );

					ResetSequenceInfo();
					//Msg( "BM: Sequence %s %f\n", GetNodeSequence(), gpGlobals->curtime );
					return;
				}
			}
			TaskComplete();
		}
		break;

	case TASK_NODE_YAW:
		GetMotor()->SetIdealYaw( GetNodeYaw() );
		TaskComplete();
		break;

	case TASK_WAIT_NODE:
		m_flWait = gpGlobals->curtime + GetNodeDelay();

		/*if ( GetTarget() && GetTarget()->GetSpawnFlags() & SF_INFOBM_WAIT )
			Msg( "BM: Wait at node %s forever\n", STRING( m_iszTarget) );
		else
			Msg( "BM: Wait at node %s for %.2f\n", STRING( m_iszTarget ), GetNodeDelay() );*/
		break;


	case TASK_MOVE_TO_NODE_RANGE:
		{
			CBaseEntity *pTarget = GetTarget();

			if ( !pTarget )
				TaskFail( FAIL_NO_TARGET );
			else
			{
				if ( ( pTarget->GetAbsOrigin() - GetAbsOrigin() ).Length() < GetNodeRange() )
					TaskComplete();
				else
				{
					Activity act = ACT_WALK;
					if ( pTarget->GetSpawnFlags() & SF_INFOBM_RUN )
						 act = ACT_RUN;

					AI_NavGoal_t goal( GOALTYPE_TARGETENT, vec3_origin, act );

					if ( !GetNavigator()->SetGoal( goal ) )
					{
						TaskFail( NO_TASK_FAILURE );
					}
				}
			}
		}
		//Msg( "BM: Moving to node %s\n", STRING( m_iszTarget ) );

		break;

	case TASK_MELEE_ATTACK1:
		{

		// Play an attack sound here

			CPASAttenuationFilter filter( this );
			EmitSound( filter, entindex(), "BigMomma.Attack" );

			BaseClass::StartTask( pTask );
		}
		
		break;

	default: 
		BaseClass::StartTask( pTask );
		break;
	}
}
//=========================================================
// Stop  - 
//=========================================================
void CNPC_Controller::Stop( void ) 
{ 
	SetIdealActivity( GetStoppedActivity() );
}
Example #25
0
//-----------------------------------------------------------------------------
// Purpose: Handles all flight movement because we don't ever build paths when
//			when we are flying.
// Input  : flInterval - Seconds to simulate.
//-----------------------------------------------------------------------------
bool CNPC_Crow::OverrideMove( float flInterval )
{
	if ( GetNavigator()->GetPath()->CurWaypointNavType() == NAV_FLY && GetNavigator()->GetNavType() != NAV_FLY )
	{
		SetNavType( NAV_FLY );
	}

	if ( IsFlying() )
	{
		if ( GetNavigator()->GetPath()->GetCurWaypoint() )
		{
			if ( m_flLastStuckCheck <= gpGlobals->curtime )
			{
				if ( m_vLastStoredOrigin == GetAbsOrigin() )
				{
					if ( GetAbsVelocity() == vec3_origin )
					{
						float flDamage = m_iHealth;
						
						CTakeDamageInfo	dmgInfo( this, this, flDamage, DMG_GENERIC );
						GuessDamageForce( &dmgInfo, vec3_origin - Vector( 0, 0, 0.1 ), GetAbsOrigin() );
						TakeDamage( dmgInfo );

						return false;
					}
					else
					{
						m_vLastStoredOrigin = GetAbsOrigin();
					}
				}
				else
				{
					m_vLastStoredOrigin = GetAbsOrigin();
				}
				
				m_flLastStuckCheck = gpGlobals->curtime + 1.0f;
			}

			if (m_bReachedMoveGoal )
			{
				SetIdealActivity( (Activity)ACT_CROW_LAND );
				SetFlyingState( FlyState_Landing );
				TaskMovementComplete();
			}
			else
			{
				SetIdealActivity ( ACT_FLY );
				MoveCrowFly( flInterval );
			}

		}
		else
		{
			SetSchedule( SCHED_CROW_IDLE_FLY );
			SetFlyingState( FlyState_Flying );
			SetIdealActivity ( ACT_FLY );
		}
		return true;
	}
	
	return false;
}
//------------------------------------------------------------------------------
// Purpose : 
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CNPC_CombineDropship::PrescheduleThink( void )
{
	BaseClass::PrescheduleThink();
	
	// keep track of think time deltas for burn calc below
	float dt = gpGlobals->curtime - m_flLastTime;
	m_flLastTime = gpGlobals->curtime;

	switch( m_iLandState )
	{
	case LANDING_NO:
		{
			if ( IsActivityFinished() && (GetActivity() != ACT_DROPSHIP_FLY_IDLE_EXAGG && GetActivity() != ACT_DROPSHIP_FLY_IDLE_CARGO) )
			{
				if ( m_hContainer )
				{
					SetIdealActivity( (Activity)ACT_DROPSHIP_FLY_IDLE_CARGO );
				}
				else
				{
					SetIdealActivity( (Activity)ACT_DROPSHIP_FLY_IDLE_EXAGG );
				}
			}

			DoRotorWash();
		}
		break;

	case LANDING_LEVEL_OUT:
		{
			// Approach the drop point
			Vector vecToTarget = (GetDesiredPosition() - GetAbsOrigin());
			float flDistance = vecToTarget.Length();

			// If we're slowing, make it look like we're slowing
			/*
			if ( IsActivityFinished() && GetActivity() != ACT_DROPSHIP_DESCEND_IDLE )
			{
				SetActivity( (Activity)ACT_DROPSHIP_DESCEND_IDLE );
			}
			*/

			// Are we there yet?
			float flSpeed = GetAbsVelocity().Length();
			if ( flDistance < 70 && flSpeed < 100 )
			{
				m_flLandingSpeed = flSpeed;
				m_iLandState = LANDING_DESCEND;
				// save off current angles so we can work them out over time
				QAngle angles = GetLocalAngles();
				m_existPitch = angles.x;
				m_existRoll = angles.z;

			}

			DoRotorWash();
		}
		break;

	case LANDING_DESCEND:
		{
			float	flAltitude;

			SetLocalAngularVelocity( vec3_angle );

			// Ensure we land on the drop point
			Vector vecToTarget = (GetDesiredPosition() - GetAbsOrigin());
			float flDistance = vecToTarget.Length();
			float flRampedSpeed = m_flLandingSpeed * (flDistance / 70);
			Vector vecVelocity = (flRampedSpeed / flDistance) * vecToTarget;
			vecVelocity.z = -75;
			SetAbsVelocity( vecVelocity );

			flAltitude = GetAltitude();			

			if ( IsActivityFinished() && GetActivity() != ACT_DROPSHIP_DESCEND_IDLE )
			{
				SetActivity( (Activity)ACT_DROPSHIP_DESCEND_IDLE );
			}

			if ( flAltitude < 72 )
			{
				QAngle angles = GetLocalAngles();

				// Level out quickly.
				angles.x = UTIL_Approach( 0.0, angles.x, 0.2 );
				angles.z = UTIL_Approach( 0.0, angles.z, 0.2 );

				SetLocalAngles( angles );
			}
			else
			{
				// randomly move as if buffeted by ground effects
				// gently flatten ship from starting pitch/yaw
				m_existPitch = UTIL_Approach( 0.0, m_existPitch, 1 );
				m_existRoll = UTIL_Approach( 0.0, m_existRoll, 1 );

				QAngle angles = GetLocalAngles();
				angles.x = m_existPitch + ( sin( gpGlobals->curtime * 3.5f ) * DROPSHIP_MAX_LAND_TILT );
				angles.z = m_existRoll + ( sin( gpGlobals->curtime * 3.75f ) * DROPSHIP_MAX_LAND_TILT );
				SetLocalAngles( angles );

				// figure out where to face (nav point)
				Vector targetDir = GetDesiredPosition() - GetAbsOrigin();
//				NDebugOverlay::Cross3D( m_pGoalEnt->GetAbsOrigin(), -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 20 );

				QAngle targetAngles = GetAbsAngles();
				targetAngles.y += UTIL_AngleDiff(UTIL_VecToYaw( targetDir ), targetAngles.y);
				// orient ship towards path corner on the way down
				angles = GetAbsAngles();
				angles.y = UTIL_Approach(targetAngles.y, angles.y, 2 );
				SetAbsAngles( angles );
			}

			if ( flAltitude <= 0.5f )
			{
				m_iLandState = LANDING_TOUCHDOWN;

				// upon landing, make sure ship is flat
				QAngle angles = GetLocalAngles();
				angles.x = 0;
				angles.z = 0;
				SetLocalAngles( angles );

				// TODO: Release cargo anim
				SetActivity( (Activity)ACT_DROPSHIP_DESCEND_IDLE );
			}

			DoRotorWash();

			// place danger sounds 1 foot above ground to get troops to scatter if they are below dropship
			Vector vecBottom = GetAbsOrigin();
			vecBottom.z += WorldAlignMins().z;
			Vector vecSpot = vecBottom + Vector(0, 0, -1) * (GetAltitude() - 12 );
			CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, 0.2, this, 0 );
			CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, vecSpot, 400, 0.2, this, 1 );
//			NDebugOverlay::Cross3D( vecSpot, -Vector(4,4,4), Vector(4,4,4), 255, 0, 255, false, 10.0f );

			// now check to see if player is below us, if so, cause heat damage to them (i.e. get them to move)
			trace_t tr;
			Vector vecBBoxMin = CRATE_BBOX_MIN;		// use flat box for check
			vecBBoxMin.z = -5;
			Vector vecBBoxMax = CRATE_BBOX_MAX;
			vecBBoxMax.z = 5;
			Vector pEndPoint = vecBottom + Vector(0, 0, -1) * ( GetAltitude() - 12 );
			AI_TraceHull( vecBottom, pEndPoint, vecBBoxMin, vecBBoxMax, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );

			if ( tr.fraction < 1.0f )
			{
				if ( tr.GetEntityIndex() == 1 )			// player???
				{
					CTakeDamageInfo info( this, this, 20 * dt, DMG_BURN );
					CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
					pPlayer->TakeDamage( info );
				}
			}

		}
		break;

	case LANDING_TOUCHDOWN:
		{
			if ( IsActivityFinished() && ( GetActivity() != ACT_DROPSHIP_DESCEND_IDLE ) )
			{
				SetActivity( (Activity)ACT_DROPSHIP_DESCEND_IDLE );
			}

			m_iLandState = LANDING_UNLOADING;
			m_flTroopDeployPause = gpGlobals->curtime + DROPSHIP_PAUSE_B4_TROOP_UNLOAD;
			m_flTimeTakeOff = m_flTroopDeployPause + DROPSHIP_DEPLOY_TIME;
		}
		break;

	case LANDING_UNLOADING:
		{
			// pause before dropping troops
			if ( gpGlobals->curtime > m_flTroopDeployPause )
			{
				if ( m_hContainer )	// don't drop troops if we don't have a crate any more
				{
					SpawnTroops();
					m_flTroopDeployPause = m_flTimeTakeOff + 2;	// only drop once
				}
			}
			// manage engine wash and volume
			if ( m_flTimeTakeOff - gpGlobals->curtime < 0.5f )
			{
				m_engineThrust = UTIL_Approach( 1.0f, m_engineThrust, 0.1f );
				DoRotorWash();
			}
			else
			{
				float idleVolume = 0.2f;
				m_engineThrust = UTIL_Approach( idleVolume, m_engineThrust, 0.04f );
				if ( m_engineThrust > idleVolume ) 
				{
					DoRotorWash();				// make sure we're kicking up dust/water as long as engine thrust is up
				}
			}

			if( gpGlobals->curtime > m_flTimeTakeOff )
			{
				m_iLandState = LANDING_LIFTOFF;
				SetActivity( (Activity)ACT_DROPSHIP_LIFTOFF );
				m_engineThrust = 1.0f;			// ensure max volume once we're airborne
				if ( m_bIsFiring )
				{
					StopCannon();				// kill cannon sounds if they are on
				}

				// detach container from ship
				if ( m_hContainer && m_leaveCrate )
				{
					m_hContainer->SetParent(NULL);
					m_hContainer->SetMoveType( (MoveType_t)m_iContainerMoveType );

					// If the container has a physics object, remove it's shadow
					IPhysicsObject *pPhysicsObject = m_hContainer->VPhysicsGetObject();
					if ( pPhysicsObject )
					{
						pPhysicsObject->RemoveShadowController();
					}

					m_hContainer = NULL;
				}
			}
		}
		break;

	case LANDING_LIFTOFF:
		{
			// give us some clearance before changing back to larger hull -- keeps ship from getting stuck on
			// things like the player, etc since we "pop" the hull...
			if ( GetAltitude() > 120 )		
			{
				m_OnFinishedDropoff.FireOutput( this, this );

				m_iLandState = LANDING_NO;

				// change bounding box back to normal ship hull
				Vector vecBBMin, vecBBMax;
				ExtractBbox( SelectHeaviestSequence( ACT_DROPSHIP_DEPLOY_IDLE ), vecBBMin, vecBBMax ); 
				UTIL_SetSize( this, vecBBMin, vecBBMax );
				Relink();
			}
		}
		break;

	case LANDING_SWOOPING:
		{
			// Did we lose our pickup target?
			if ( !m_hPickupTarget )
			{
				m_iLandState = LANDING_NO;
			}
			else
			{
				// Decrease altitude and speed to hit the target point.
				Vector vecToTarget = (GetDesiredPosition() - GetAbsOrigin());
				float flDistance = vecToTarget.Length();

				// Start cheating when we get near it
				if ( flDistance < 50 )
				{
					/*
					if ( flDistance > 10 )
					{
						// Cheat and ensure we touch the target
						float flSpeed = GetAbsVelocity().Length();
						Vector vecVelocity = vecToTarget;
						VectorNormalize( vecVelocity );
						SetAbsVelocity( vecVelocity * min(flSpeed,flDistance) );
					}
					else
					*/
					{
						// Grab the target
						m_hContainer = m_hPickupTarget;
						m_hPickupTarget = NULL;
						m_iContainerMoveType = m_hContainer->GetMoveType();

						// If the container has a physics object, move it to shadow
						IPhysicsObject *pPhysicsObject = m_hContainer->VPhysicsGetObject();
						if ( pPhysicsObject )
						{
							pPhysicsObject->SetShadow( Vector(1e4,1e4,1e4), AngularImpulse(1e4,1e4,1e4), false, false );
							pPhysicsObject->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, 0 );
						}

						int iIndex = 0;//LookupAttachment("Cargo");
						/*
						Vector vecOrigin;
						QAngle vecAngles;
						GetAttachment( iIndex, vecOrigin, vecAngles );
						m_hContainer->SetAbsOrigin( vecOrigin );
						m_hContainer->SetAbsAngles( vec3_angle );
						*/
						m_hContainer->SetAbsOrigin( GetAbsOrigin() );
						m_hContainer->SetParent(this, iIndex);
						m_hContainer->SetMoveType( MOVETYPE_PUSH );
						m_hContainer->RemoveFlag( FL_ONGROUND );
						m_hContainer->Relink();
						m_hContainer->SetAbsAngles( vec3_angle );

						m_OnFinishedPickup.FireOutput( this, this );
						m_iLandState = LANDING_NO;
					}
				}
			}

			DoRotorWash();
		}
		break;
	}

	DoCombatStuff();

	if ( GetActivity() != GetIdealActivity() )
	{
		//Msg( "setactivity" );
		SetActivity( GetIdealActivity() );
	}
}