//=========================================================
// Revela la posición de los jugadores.
//=========================================================
void CDirector_Manager::Disclose()
{
	CAI_BaseNPC *pNPC = NULL;

	do
	{
		// Buscamos a todos los hijos en el mapa.
		pNPC = (CAI_BaseNPC *)gEntList.FindEntityByName(pNPC, CHILD_NAME);

		// No existe o esta muerto.
		if ( !pNPC || !pNPC->IsAlive() )
			continue;

		// Ya tiene a un jugador como enemigo.
		if ( pNPC->GetEnemy() && pNPC->GetEnemy()->IsPlayer() )
			continue;

		// Seleccionamos al jugador más cercano.
		float flDistance = 0.0f;
		CIN_Player *pPlayer = UTIL_GetNearestInPlayer(pPlayer->GetAbsOrigin(), flDistance);

		if ( !pPlayer )
			continue;

		// Le decimos que su nuevo enemigo es el jugador y le damos la ubicación de este.
		pNPC->SetEnemy(pPlayer);
		pNPC->UpdateEnemyMemory(pPlayer, pPlayer->GetAbsOrigin());

	}
	while ( pNPC );
}
Example #2
0
void CAI_Squad::SquadNewEnemy( CBaseEntity *pEnemy )
{
	if ( !pEnemy )
	{
		DevMsg( "ERROR: SquadNewEnemy() - pEnemy is NULL!\n" );
		return;
	}

	for (int i = 0; i < m_SquadMembers.Count(); i++)
	{
		CAI_BaseNPC *pMember = m_SquadMembers[i];
		if (pMember)
		{
			// reset members who aren't activly engaged in fighting (only do this if the NPC's using the squad memory, or it'll fail)
			if ( !pMember->GetEnemy() || 
				 ( pMember->GetEnemy() != pEnemy && 
				   !pMember->HasCondition( COND_SEE_ENEMY) &&
				   gpGlobals->curtime - pMember->GetEnemyLastTimeSeen() > 3.0 ) )
			{
				// give them a new enemy
				if( !hl2_episodic.GetBool() || pMember->IsValidEnemy(pEnemy) )
				{
					pMember->SetEnemy( pEnemy );
				}
				// pMember->SetLastAttackTime( 0 );
			}
		}
	}
}
Example #3
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pInflictor - 
//			*pAttacker - 
//			flDamage - 
//			bitsDamageType - 
// Output : int
//-----------------------------------------------------------------------------
int CNPC_Bullseye::OnTakeDamage( const CTakeDamageInfo &info )
{
	SetNextThink( gpGlobals->curtime );

	//If specified, we must be the enemy of the target
	if ( m_spawnflags & SF_BULLSEYE_ENEMYDAMAGEONLY )
	{
		CAI_BaseNPC *pInstigator = info.GetAttacker()->MyNPCPointer();

		if ( pInstigator == NULL )
			return 0;

		if ( pInstigator->GetEnemy() != this )
			return 0;
	}
	
	//If we're a pain proxy, send the damage through
	if ( m_hPainPartner != NULL )
	{
		m_hPainPartner->TakeDamage( info );
		
		//Fire all pain indicators but take no real damage
		CTakeDamageInfo subInfo = info;
		subInfo.SetDamage( 0 );
		return BaseClass::OnTakeDamage( subInfo );
	}

	return BaseClass::OnTakeDamage( info );
}
Example #4
0
//-----------------------------------------------------------------------------
// Purpose: Gets event from anim stream and throws the object
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CWeaponMolotov::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	switch( pEvent->event )
	{
		case EVENT_WEAPON_THROW:
		{
			CAI_BaseNPC *pNPC	= GetOwner()->MyNPCPointer();
			if (!pNPC)
			{
				return;
			}

			CBaseEntity *pEnemy = pNPC->GetEnemy();
			if (!pEnemy)
			{
				return;
			}

			Vector vec_target = pNPC->GetEnemyLKP();

			// -----------------------------------------------------
			//  Get position of throw
			// -----------------------------------------------------
			// If owner has a hand, set position to the hand bone position
			Vector launchPos;
			int iBIndex = pNPC->LookupBone("Bip01 R Hand");
			if (iBIndex != -1) 
			{
				Vector origin;
				QAngle angles;
				pNPC->GetBonePosition( iBIndex, launchPos, angles);
			}
			// Otherwise just set to in front of the owner
			else 
			{
				Vector vFacingDir = pNPC->BodyDirection2D( );
				vFacingDir = vFacingDir * 60.0; 
				launchPos = pNPC->GetAbsOrigin()+vFacingDir;
			}


			//Vector vecVelocity = VecCheckToss( pNPC, launchPos, vec_target, 1.0 );

			ThrowMolotov( launchPos, m_vecTossVelocity);

			// Drop the weapon and remove as no more ammo
			pNPC->Weapon_Drop( this );
			UTIL_Remove( this );
		}
		break;
		default:
			BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
			break;
	}
}
//-----------------------------------------------------------------------------
// Purpose: Check the weapon LOS for an owner at an arbitrary position
//			If bSetConditions is true, LOS related conditions will also be set
//-----------------------------------------------------------------------------
bool CASW_Weapon::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
{
	bool bHasLOS = BaseClass::WeaponLOSCondition(ownerPos, targetPos, bSetConditions);

	// if the weapon has LOS, then do another wider trace to check we don't hit any friendlies
	//   this is to stop the AI marines shooting way too close to other marines, which stops the player thinking about positioning so much
	if (bHasLOS && GetOwner() && asw_weapon_safety_hull.GetFloat() > 0)
	{
		CAI_BaseNPC* npcOwner = GetOwner()->MyNPCPointer();	
		Vector vecRelativeShootPosition;
		VectorSubtract( npcOwner->Weapon_ShootPosition(), npcOwner->GetAbsOrigin(), vecRelativeShootPosition );	// Find its relative shoot position
		Vector barrelPos = ownerPos + vecRelativeShootPosition;	
		CASWWeaponLOSFilter traceFilter( GetOwner(), npcOwner->GetEnemy(), COLLISION_GROUP_BREAKABLE_GLASS );	// Use the custom LOS trace filter
		trace_t tr;
		UTIL_TraceHull( barrelPos, targetPos, Vector(-asw_weapon_safety_hull.GetFloat(), -asw_weapon_safety_hull.GetFloat(), -asw_weapon_safety_hull.GetFloat()),
						Vector(asw_weapon_safety_hull.GetFloat(), asw_weapon_safety_hull.GetFloat(), asw_weapon_safety_hull.GetFloat()),	MASK_SHOT, &traceFilter, &tr );

		if ( tr.fraction == 1.0 || tr.m_pEnt == npcOwner->GetEnemy() )	
			return true;

		// if a friendly is in the way, then we report failure
		CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( tr.m_pEnt );
		if ( pBCC ) 
		{
			if ( npcOwner->IRelationType( pBCC ) == D_HT )
				return true;

			if ( bSetConditions )
			{
				npcOwner->SetCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
			}
			return false;
		}
	}

	return bHasLOS;
}
Example #6
0
//-----------------------------------------------------------------------------
// Purpose: Attempt to govern how many squad members can target any given entity
// Input  : *pCaller - Entity assessing the target
//			*pEnemy - Entity being assessed
// Output : Returns true if potential enemy passes this filter stage
//-----------------------------------------------------------------------------
bool CFilterEnemy::PassesMobbedFilter( CBaseEntity *pCaller, CBaseEntity *pEnemy )
{
	// Must be a valid candidate
	CAI_BaseNPC *pNPC = pCaller->MyNPCPointer();
	if ( pNPC == NULL || pNPC->GetSquad() == NULL )
		return true;

	// Make sure we're checking for this
	if ( m_nMaxSquadmatesPerEnemy <= 0 )
		return true;

	AISquadIter_t iter;
	int nNumMatchingSquadmates = 0;
	
	// Look through our squad members to see how many of them are already mobbing this entity
	for ( CAI_BaseNPC *pSquadMember = pNPC->GetSquad()->GetFirstMember( &iter ); pSquadMember != NULL; pSquadMember = pNPC->GetSquad()->GetNextMember( &iter ) )
	{
		// Disregard ourself
		if ( pSquadMember == pNPC )
			continue;

		// If the enemies match, count it
		if ( pSquadMember->GetEnemy() == pEnemy )
		{
			nNumMatchingSquadmates++;

			// If we're at or passed the max we stop
			if ( nNumMatchingSquadmates >= m_nMaxSquadmatesPerEnemy )
			{
				// We wanted to find more than allowed and we did
				if ( m_bNegated )
					return true;
				
				// We wanted to be less but we're not
				return false;
			}
		}
	}

	// We wanted to find more than the allowed amount but we didn't
	if ( m_bNegated )
		return false;

	return true;
}
Example #7
0
int CWeaponCrowbar::WeaponMeleeAttack1Condition( float flDot, float flDist )
{
	// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
	CAI_BaseNPC *pNPC	= GetOwner()->MyNPCPointer();
	CBaseEntity *pEnemy = pNPC->GetEnemy();
	if (!pEnemy)
		return COND_NONE;

	Vector vecVelocity;
	vecVelocity = pEnemy->GetSmoothedVelocity( );

	// Project where the enemy will be in a little while
	float dt = sk_crowbar_lead_time.GetFloat();
	dt += random->RandomFloat( -0.3f, 0.2f );
	if ( dt < 0.0f )
		dt = 0.0f;

	Vector vecExtrapolatedPos;
	VectorMA( pEnemy->WorldSpaceCenter(), dt, vecVelocity, vecExtrapolatedPos );

	Vector vecDelta;
	VectorSubtract( vecExtrapolatedPos, pNPC->WorldSpaceCenter(), vecDelta );

	if ( fabs( vecDelta.z ) > 70 )
	{
		return COND_TOO_FAR_TO_ATTACK;
	}

	Vector vecForward = pNPC->BodyDirection2D( );
	vecDelta.z = 0.0f;
	float flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() );
	if ((flDist > 64) && (flExtrapolatedDist > 64))
	{
		return COND_TOO_FAR_TO_ATTACK;
	}

	float flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() );
	if ((flDot < 0.7) && (flExtrapolatedDot < 0.7))
	{
		return COND_NOT_FACING_ATTACK;
	}

	return COND_CAN_MELEE_ATTACK1;
}
Example #8
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pAttacker - 
//			flDamage - 
//			&vecDir - 
//			*ptr - 
//			bitsDamageType - 
//-----------------------------------------------------------------------------
void CNPC_Bullseye::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	//If specified, we must be the enemy of the target
	if ( m_spawnflags & SF_BULLSEYE_ENEMYDAMAGEONLY )
	{
		CAI_BaseNPC *pInstigator = info.GetAttacker()->MyNPCPointer();

		if ( pInstigator == NULL )
			return;

		if ( pInstigator->GetEnemy() != this )
			return;
	}

	//We can bleed if we want to, we can leave decals behind...
	if ( ( m_spawnflags & SF_BULLSEYE_BLEED ) && ( m_takedamage == DAMAGE_NO ) )
	{
		TraceBleed( info.GetDamage(), vecDir, ptr, info.GetDamageType() );
	}

	BaseClass::TraceAttack( info, vecDir, ptr );
}
int CWeaponStunStick::WeaponMeleeAttack1Condition( float flDot, float flDist )
{
	// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
	CAI_BaseNPC *pNPC	= GetOwner()->MyNPCPointer();
	CBaseEntity *pEnemy = pNPC->GetEnemy();
	if (!pEnemy)
		return COND_NONE;

	Vector vecVelocity;
	AngularImpulse angVelocity;
	pEnemy->GetVelocity( &vecVelocity, &angVelocity );

	// Project where the enemy will be in a little while, add some randomness so he doesn't always hit
	float dt = sk_crowbar_lead_time.GetFloat();
	dt += random->RandomFloat( -0.3f, 0.2f );
	if ( dt < 0.0f )
		dt = 0.0f;

	Vector vecExtrapolatedPos;
	VectorMA( pEnemy->WorldSpaceCenter(), dt, vecVelocity, vecExtrapolatedPos );

	Vector vecDelta;
	VectorSubtract( vecExtrapolatedPos, pNPC->WorldSpaceCenter(), vecDelta );

	if ( fabs( vecDelta.z ) > 70 )
	{
		return COND_TOO_FAR_TO_ATTACK;
	}

	Vector vecForward = pNPC->BodyDirection2D( );
	vecDelta.z = 0.0f;
	float flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() );
	if ((flDot < 0.7) && (flExtrapolatedDot < 0.7))
	{
		return COND_NOT_FACING_ATTACK;
	}

	float flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() );

	if( pEnemy->IsPlayer() )
	{
		//Vector vecDir = pEnemy->GetSmoothedVelocity();
		//float flSpeed = VectorNormalize( vecDir );

		// If player will be in front of me in one-half second, clock his arse.
		Vector vecProjectEnemy = pEnemy->GetAbsOrigin() + (pEnemy->GetAbsVelocity() * 0.35);
		Vector vecProjectMe = GetAbsOrigin();

		if( (vecProjectMe - vecProjectEnemy).Length2D() <= 48.0f )
		{
			return COND_CAN_MELEE_ATTACK1;
		}
	}
/*
	if( metropolice_move_and_melee.GetBool() )
	{
		if( pNPC->IsMoving() )
		{
			flTargetDist *= 1.5f;
		}
	}
*/
	float flTargetDist = 48.0f;
	if ((flDist > flTargetDist) && (flExtrapolatedDist > flTargetDist))
	{
		return COND_TOO_FAR_TO_ATTACK;
	}

	return COND_CAN_MELEE_ATTACK1;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Monk::GatherConditions()
{
	BaseClass::GatherConditions();

	// Build my zombie danger index!
	m_iNumZombies = 0;
	m_iDangerousZombies = 0;

	AISightIter_t iter;
	CBaseEntity *pSightEnt;
	pSightEnt = GetSenses()->GetFirstSeenEntity( &iter );
	while( pSightEnt )
	{
		if( pSightEnt->Classify() == CLASS_ZOMBIE && pSightEnt->IsAlive() )
		{
			// Is this zombie coming for me?
			CAI_BaseNPC *pZombie = dynamic_cast<CAI_BaseNPC*>(pSightEnt);
			
			if( pZombie && pZombie->GetEnemy() == this )
			{
				m_iNumZombies++;

				// if this zombie is close enough to attack, add him to the zombie danger!
				float flDist;

				flDist = (pZombie->GetAbsOrigin() - GetAbsOrigin()).Length2DSqr();

				if( flDist <= 128.0f * 128.0f )
				{
					m_iDangerousZombies++;
				}
			}
		}

		pSightEnt = GetSenses()->GetNextSeenEntity( &iter );
	}

	if( m_iDangerousZombies >= 3 || (GetEnemy() && GetHealth() < 25) )
	{
		// I see many zombies, or I'm quite injured.
		SpeakIfAllowed( TLK_HELP_ME );
	}

	// NOTE!!!!!! This code assumes grigori is using annabelle!
	ClearCondition(COND_LOW_PRIMARY_AMMO);
	if ( GetActiveWeapon() )
	{
		if ( GetActiveWeapon()->UsesPrimaryAmmo() )
		{
			if (!GetActiveWeapon()->HasPrimaryAmmo() )
			{
				SetCondition(COND_NO_PRIMARY_AMMO);
			}
			else if ( m_NPCState != NPC_STATE_COMBAT && GetActiveWeapon()->UsesClipsForAmmo1() && GetActiveWeapon()->Clip1() < 2 )
			{
				// Don't send a low ammo message unless we're not in combat.
				SetCondition(COND_LOW_PRIMARY_AMMO);
			}
		}
	}
}
Example #11
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : flDot - 
//			flDist - 
// Output : int
//-----------------------------------------------------------------------------
int CWeaponSMG1::WeaponRangeAttack2Condition( float flDot, float flDist )
{
	CAI_BaseNPC *npcOwner = GetOwner()->MyNPCPointer();

	return COND_NONE;

/*
	// --------------------------------------------------------
	// Assume things haven't changed too much since last time
	// --------------------------------------------------------
	if (gpGlobals->curtime < m_flNextGrenadeCheck )
		return m_lastGrenadeCondition;
*/

	// -----------------------
	// If moving, don't check.
	// -----------------------
	if ( npcOwner->IsMoving())
		return COND_NONE;

	CBaseEntity *pEnemy = npcOwner->GetEnemy();

	if (!pEnemy)
		return COND_NONE;

	Vector vecEnemyLKP = npcOwner->GetEnemyLKP();
	if ( !( pEnemy->GetFlags() & FL_ONGROUND ) && pEnemy->GetWaterLevel() == 0 && vecEnemyLKP.z > (GetAbsOrigin().z + WorldAlignMaxs().z) )
	{
		//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to 
		// be grenaded.
		// don't throw grenades at anything that isn't on the ground!
		return COND_NONE;
	}
	
	// --------------------------------------
	//  Get target vector
	// --------------------------------------
	Vector vecTarget;
	if (random->RandomInt(0,1))
	{
		// magically know where they are
		vecTarget = pEnemy->WorldSpaceCenter();
	}
	else
	{
		// toss it to where you last saw them
		vecTarget = vecEnemyLKP;
	}
	// vecTarget = m_vecEnemyLKP + (pEnemy->BodyTarget( GetLocalOrigin() ) - pEnemy->GetLocalOrigin());
	// estimate position
	// vecTarget = vecTarget + pEnemy->m_vecVelocity * 2;


	if ( ( vecTarget - npcOwner->GetLocalOrigin() ).Length2D() <= COMBINE_MIN_GRENADE_CLEAR_DIST )
	{
		// crap, I don't want to blow myself up
		m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
		return (COND_NONE);
	}

	// ---------------------------------------------------------------------
	// Are any friendlies near the intended grenade impact area?
	// ---------------------------------------------------------------------
	CBaseEntity *pTarget = NULL;

	while ( ( pTarget = gEntList.FindEntityInSphere( pTarget, vecTarget, COMBINE_MIN_GRENADE_CLEAR_DIST ) ) != NULL )
	{
		//Check to see if the default relationship is hatred, and if so intensify that
		if ( npcOwner->IRelationType( pTarget ) == D_LI )
		{
			// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
			m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
			return (COND_WEAPON_BLOCKED_BY_FRIEND);
		}
	}

	// ---------------------------------------------------------------------
	// Check that throw is legal and clear
	// ---------------------------------------------------------------------
	// FIXME: speed is based on difficulty...

	Vector vecToss = VecCheckThrow( this, npcOwner->GetLocalOrigin() + Vector(0,0,60), vecTarget, 600.0, 0.5 );
	if ( vecToss != vec3_origin )
	{
		m_vecTossVelocity = vecToss;

		// don't check again for a while.
		// JAY: HL1 keeps checking - test?
		//m_flNextGrenadeCheck = gpGlobals->curtime;
		m_flNextGrenadeCheck = gpGlobals->curtime + 0.3; // 1/3 second.
		return COND_CAN_RANGE_ATTACK2;
	}
	else
	{
		// don't check again for a while.
		m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
		return COND_WEAPON_SIGHT_OCCLUDED;
	}
}
Example #12
0
//-----------------------------------------------------------------------------
// Purpose: Check the weapon LOS for an owner at an arbitrary position
//			If bSetConditions is true, LOS related conditions will also be set
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
{
	// --------------------
	// Check for occlusion
	// --------------------
	CAI_BaseNPC* npcOwner = m_hOwner.Get()->MyNPCPointer();

	// Find its relative shoot position
	Vector vecRelativeShootPosition;
	VectorSubtract( npcOwner->Weapon_ShootPosition(), npcOwner->GetAbsOrigin(), vecRelativeShootPosition );
	Vector barrelPos = ownerPos + vecRelativeShootPosition;

	// Use the custom LOS trace filter
	CWeaponLOSFilter traceFilter( m_hOwner.Get(), npcOwner->GetEnemy(), COLLISION_GROUP_BREAKABLE_GLASS );
	trace_t tr;
	UTIL_TraceLine( barrelPos, targetPos, MASK_SHOT, &traceFilter, &tr );

	// See if we completed the trace without interruption
	if ( tr.fraction == 1.0 )
	{
		if ( ai_debug_shoot_positions.GetBool() )
		{
			NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 );
		}

		return true;
	}

	CBaseEntity	*pHitEnt = tr.m_pEnt;

	CBasePlayer *pEnemyPlayer = ToBasePlayer( npcOwner->GetEnemy() );

	// is player in a vehicle? if so, verify vehicle is target and return if so (so npc shoots at vehicle)
	if ( pEnemyPlayer && pEnemyPlayer->IsInAVehicle() )
	{
		// Ok, player in vehicle, check if vehicle is target we're looking at, fire if it is
		// Also, check to see if the owner of the entity is the vehicle, in which case it's valid too.
		// This catches vehicles that use bone followers.
		CBaseEntity	*pVehicle  = pEnemyPlayer->GetVehicle()->GetVehicleEnt();
		if ( pHitEnt == pVehicle || pHitEnt->GetOwnerEntity() == pVehicle )
			return true;
	}

	// Hitting our enemy is a success case
	if ( pHitEnt == npcOwner->GetEnemy() )
	{
		if ( ai_debug_shoot_positions.GetBool() )
		{
			NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 );
		}

		return true;
	}

	// If a vehicle is blocking the view, grab its driver and use that as the combat character
	CBaseCombatCharacter *pBCC;
	IServerVehicle *pVehicle = pHitEnt->GetServerVehicle();
	if ( pVehicle )
	{
		pBCC = pVehicle->GetPassenger( );
	}
	else
	{
		pBCC = ToBaseCombatCharacter( pHitEnt );
	}

	if ( pBCC ) 
	{
		if ( npcOwner->IRelationType( pBCC ) == D_HT )
			return true;

		if ( bSetConditions )
		{
			npcOwner->SetCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
		}
	}
	else if ( bSetConditions )
	{
		npcOwner->SetCondition( COND_WEAPON_SIGHT_OCCLUDED );
		npcOwner->SetEnemyOccluder( pHitEnt );

		if( ai_debug_shoot_positions.GetBool() )
		{
			NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 1.0 );
		}
	}

	return false;
}
Example #13
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponAR2::FireNPCSecondaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles )
{
	WeaponSound( WPN_DOUBLE );

	if ( !GetOwner() )
		return;
		
	CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
	if ( !pNPC )
		return;
	
	// Fire!
	Vector vecSrc;
	Vector vecAiming;

	if ( bUseWeaponAngles )
	{
		QAngle	angShootDir;
		GetAttachment( LookupAttachment( "muzzle" ), vecSrc, angShootDir );
		AngleVectors( angShootDir, &vecAiming );
	}
	else 
	{
		vecSrc = pNPC->Weapon_ShootPosition( );
		
		Vector vecTarget;

		CNPC_Combine *pSoldier = dynamic_cast<CNPC_Combine *>( pNPC );
		if ( pSoldier )
		{
			// In the distant misty past, elite soldiers tried to use bank shots.
			// Therefore, we must ask them specifically what direction they are shooting.
			vecTarget = pSoldier->GetAltFireTarget();
		}
		else
		{
			// All other users of the AR2 alt-fire shoot directly at their enemy.
			if ( !pNPC->GetEnemy() )
				return;
				
			vecTarget = pNPC->GetEnemy()->BodyTarget( vecSrc );
		}

		vecAiming = vecTarget - vecSrc;
		VectorNormalize( vecAiming );
	}

	Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );

	float flAmmoRatio = 1.0f;
	float flDuration = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 0.5f, sk_weapon_ar2_alt_fire_duration.GetFloat() );
	float flRadius = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 4.0f, sk_weapon_ar2_alt_fire_radius.GetFloat() );

	// Fire the bullets
	Vector vecVelocity = vecAiming * 1000.0f;

	// Fire the combine ball
	CreateCombineBall(	vecSrc, 
		vecVelocity, 
		flRadius, 
		sk_weapon_ar2_alt_fire_mass.GetFloat(),
		flDuration,
		pNPC );
}
Example #14
0
//-----------------------------------------------------------------------------
// Purpose: Override to check throw
// Input  :
// Output :
//-----------------------------------------------------------------------------
int CWeaponMolotov::WeaponRangeAttack1Condition( float flDot, float flDist )
{
	// If things haven't changed too much since last time
	// just return that previously calculated value
	if (gpGlobals->curtime < m_fNextThrowCheck )
	{
		return m_iThrowBits;
	}
	
	if ( flDist < m_fMinRange1) {
		m_iThrowBits = COND_TOO_CLOSE_TO_ATTACK;
	}
	else if (flDist > m_fMaxRange1) {
		m_iThrowBits = COND_TOO_FAR_TO_ATTACK;
	}
	else if (flDot < 0.5) {
		m_iThrowBits = COND_NOT_FACING_ATTACK;
	}

	// If moving, can't throw.
	else if ( m_flGroundSpeed != 0 )
	{
		m_iThrowBits = COND_NONE;
	}
	else {
		// Ok we should check again as some time has passed
		// This function is only used by NPC's so we can cast to a Base Monster
		CAI_BaseNPC *pNPC	= GetOwner()->MyNPCPointer();
		CBaseEntity *pEnemy = pNPC->GetEnemy();

		if (!pEnemy)
		{
			m_iThrowBits = COND_NONE;
		}
		// Get Enemy Position 
		Vector vecTarget;
		pEnemy->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecTarget );

		// Get Toss Vector
		Vector			throwStart  = pNPC->Weapon_ShootPosition();
		Vector			vecToss;
		CBaseEntity*	pBlocker	= NULL;
		float			throwDist	= (throwStart - vecTarget).Length();
		float			fGravity	= sv_gravity.GetFloat();
		float			throwLimit	= pNPC->ThrowLimit(throwStart, vecTarget, fGravity, 35, WorldAlignMins(), WorldAlignMaxs(), pEnemy, &vecToss, &pBlocker);

		// If I can make the throw (or most of the throw)
		if (!throwLimit || (throwLimit != throwDist && throwLimit > 0.8*throwDist))
		{
			m_vecTossVelocity = vecToss;
			m_iThrowBits = COND_CAN_RANGE_ATTACK1;

		}
		else
		{
			m_iThrowBits = COND_NONE;
		}

	}
	// don't check again for a while.
	m_fNextThrowCheck = gpGlobals->curtime + 0.33; // 1/3 second.

	return m_iThrowBits;
}
void CAI_MoveAndShootOverlay::RunShootWhileMove()
{
	if ( m_flNextMoveShootTime == FLT_MAX )
		return;

	CAI_BaseNPC *pOuter = GetOuter();

	// keep enemy if dead but try to look for a new one
	if (!pOuter->GetEnemy() || !pOuter->GetEnemy()->IsAlive())
	{
		CBaseEntity *pNewEnemy = pOuter->BestEnemy();

		if( pNewEnemy != NULL )
		{
			//New enemy! Clear the timers and set conditions.
			pOuter->SetCondition( COND_NEW_ENEMY );
			pOuter->SetEnemy( pNewEnemy );
			pOuter->SetState( NPC_STATE_COMBAT );
		}
		else
		{
			pOuter->ClearAttackConditions();
		}
		// SetEnemy( NULL );
	}

	if ( GetEnemy() == NULL || !pOuter->GetNavigator()->IsGoalActive() )
		return;

	bool bMoveAimAtEnemy = CanAimAtEnemy();

	UpdateMoveShootActivity( bMoveAimAtEnemy );

	if (bMoveAimAtEnemy)
	{
		Assert( pOuter->GetActiveWeapon() ); // This should have been caught at task start

		// time to fire?
		if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1 ) && gpGlobals->curtime >= m_flNextMoveShootTime )
		{
			if ( m_bMovingAndShooting || GetOuter()->OnBeginMoveAndShoot() )
			{
				m_bMovingAndShooting = true;
				Activity activity = pOuter->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 );

				Assert( activity != ACT_INVALID );

				if (--m_nMoveShots > 0)
				{
					pOuter->SetLastAttackTime( gpGlobals->curtime );
					pOuter->AddGesture( activity );
					// FIXME: this seems a bit wacked
					pOuter->Weapon_SetActivity( pOuter->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
					m_flNextMoveShootTime = gpGlobals->curtime + pOuter->GetActiveWeapon()->GetFireRate() - 0.1;
				}
				else
				{
					m_nMoveShots = random->RandomInt( m_minBurst, m_maxBurst );
					m_flNextMoveShootTime = gpGlobals->curtime + random->RandomFloat( m_minPause, m_maxPause );
					m_bMovingAndShooting = false;
					GetOuter()->OnEndMoveAndShoot();
				}
			}
		}

		// try to keep facing towards the last known position of the enemy
		Vector vecEnemyLKP = pOuter->GetEnemyLKP();
		pOuter->AddFacingTarget( pOuter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 );
	}
	else
	{
		if ( m_bMovingAndShooting )
		{
			m_bMovingAndShooting = false;
			GetOuter()->OnEndMoveAndShoot();
		}
	}
}
Example #16
0
void CAI_MoveAndShootOverlay::RunShootWhileMove()
{
	if ( m_bNoShootWhileMove )
		return;

	if ( gpGlobals->curtime < m_flSuspendUntilTime )
		return;

	m_flSuspendUntilTime = MOVESHOOT_DO_NOT_SUSPEND;

	CAI_BaseNPC *pOuter = GetOuter();

	// keep enemy if dead but try to look for a new one
	if (!pOuter->GetEnemy() || !pOuter->GetEnemy()->IsAlive())
	{
		CBaseEntity *pNewEnemy = pOuter->BestEnemy();

		if( pNewEnemy != NULL )
		{
			//New enemy! Clear the timers and set conditions.
			pOuter->SetEnemy( pNewEnemy );
			pOuter->SetState( NPC_STATE_COMBAT );
		}
		else
		{
			pOuter->ClearAttackConditions();
		}
		// SetEnemy( NULL );
	}

	/*if( !pOuter->GetNavigator()->IsGoalActive() )
		return;*/

	if ( GetEnemy() == NULL )
	{
		if ( pOuter->GetAlternateMoveShootTarget() )
		{
			// Aim at this other thing if I can't aim at my enemy.
			pOuter->AddFacingTarget( pOuter->GetAlternateMoveShootTarget(), pOuter->GetAlternateMoveShootTarget()->GetAbsOrigin(), 1.0, 0.2 );
		}

		return;
	}

	bool bMoveAimAtEnemy = CanAimAtEnemy();
	UpdateMoveShootActivity( bMoveAimAtEnemy );
	if ( !bMoveAimAtEnemy )
	{
		EndShootWhileMove();
		return;
	}

	Assert( HasAvailableRangeAttack() ); // This should have been caught at task start

	Activity activity;
	bool bIsReloading = false;

	if ( ( activity = pOuter->TranslateActivity( ACT_GESTURE_RELOAD ) ) != ACT_INVALID )
	{
		bIsReloading = pOuter->IsPlayingGesture( activity );
	}

	if ( !bIsReloading && HasAvailableRangeAttack() )
	{
		// time to fire?
		if ( pOuter->HasCondition( COND_CAN_RANGE_ATTACK1, false ) )
		{
			if ( pOuter->GetShotRegulator()->IsInRestInterval() )
			{
				EndShootWhileMove();
			}
			else if ( pOuter->GetShotRegulator()->ShouldShoot() )
			{
				if ( m_bMovingAndShooting || pOuter->OnBeginMoveAndShoot() )
				{
					m_bMovingAndShooting = true;
					pOuter->OnRangeAttack1();

					activity = pOuter->TranslateActivity( ACT_GESTURE_RANGE_ATTACK1 );
					Assert( activity != ACT_INVALID );

					pOuter->RestartGesture( activity );

					// FIXME: this seems a bit wacked
					pOuter->Weapon_SetActivity( pOuter->Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
				}
			}
		}
	}

	// try to keep facing towards the last known position of the enemy
	Vector vecEnemyLKP = pOuter->GetEnemyLKP();
	pOuter->AddFacingTarget( pOuter->GetEnemy(), vecEnemyLKP, 1.0, 0.8 );
}