Exemple #1
0
void CASW_Rocket::SeekThink( void )
{
	// If we have a grace period, go solid when it ends
	if ( m_flGracePeriodEndsAt )
	{
		if ( m_flGracePeriodEndsAt < gpGlobals->curtime )
		{
			RemoveSolidFlags( FSOLID_NOT_SOLID );
			m_flGracePeriodEndsAt = 0;
		}
	}

	Vector vNewVelocity = GetAbsVelocity();
	
	if ( m_bFlyingWild )
	{
		// wobble crazily. Poll for a new target every quarter second, and if none is found, go
		// careering off.
		if ( gpGlobals->curtime >= m_flNextWobbleTime )
		{
			Assert( !m_hHomingTarget.Get() );
			CBaseEntity *pHomingTarget = FindPotentialTarget(); 
			if ( pHomingTarget )
			{
				SetTarget( pHomingTarget );
				m_bFlyingWild = false;
			}
			else
			{
				// pick a new wobble direction
				/*
				m_vWobbleAngles = GetAbsAngles();
				m_vWobbleAngles.y =  m_vWobbleAngles.y + RandomFloat( -asw_rocket_wobble_amp.GetFloat(), asw_rocket_wobble_amp.GetFloat() ) ;
				if ( m_vWobbleAngles.y < 0 )
				{
					m_vWobbleAngles.y = 360 + m_vWobbleAngles.y;
				}
				else if ( m_vWobbleAngles.y > 360 )
				{
					m_vWobbleAngles.y = fmod( m_vWobbleAngles.y, 360 );
				}

				*/

				m_vWobbleAngles = GetAbsAngles();
				m_vWobbleAngles.y = fmodf( m_vWobbleAngles.y + RandomFloat( -asw_rocket_wobble_amp.GetFloat(), asw_rocket_wobble_amp.GetFloat() ), 360 );

				m_flNextWobbleTime = gpGlobals->curtime + asw_rocket_wobble_freq.GetFloat();
			}
		}
	}


	if ( !m_bFlyingWild )
	{
		Vector	targetPos;
		FindHomingPosition( &targetPos );

		// find target direction
		Vector	vTargetDir;
		VectorSubtract( targetPos, GetAbsOrigin(), vTargetDir );
		float flDist = VectorNormalize( vTargetDir );

		// find current direction
		Vector	vDir	= GetAbsVelocity();
		//float	flSpeed	= VectorNormalize( vDir );

		vNewVelocity = IntegrateRocketThrust( vTargetDir, flDist );

		// face direction of movement
		QAngle	finalAngles;
		VectorAngles( vNewVelocity, finalAngles );
		SetAbsAngles( finalAngles );

		// set to the new calculated velocity
		SetAbsVelocity( vNewVelocity );
	}
	else // wobble crazily
	{
#pragma message("TODO: straighten out this math")
		if ( gpGlobals->curtime >= m_flNextWobbleTime )
		{
			// pick a new wobble direction
			m_vWobbleAngles = GetAbsAngles();
			m_vWobbleAngles.y = fmodf( m_vWobbleAngles.y + RandomFloat( -asw_rocket_wobble_amp.GetFloat(), asw_rocket_wobble_amp.GetFloat() ), 360 );

			m_flNextWobbleTime = gpGlobals->curtime + asw_rocket_wobble_freq.GetFloat();
		}
		QAngle finalAngles = GetAbsAngles();
		finalAngles.y = ApproachAngle( m_vWobbleAngles.y, finalAngles.y, 360.f * (gpGlobals->curtime - GetLastThink()) );

		Vector forward;
		AngleVectors( finalAngles, &forward );
		vNewVelocity = forward * FastSqrtEst( vNewVelocity.LengthSqr() );
		if ( IsWallDodging() )
		{
			ComputeWallDodge( vNewVelocity );
			finalAngles.y = ApproachAngle( m_vWobbleAngles.y, finalAngles.y, 360.f * (gpGlobals->curtime - GetLastThink()) );
		}

		vNewVelocity = IntegrateRocketThrust( forward, 0 );

		// face direction of movement
		SetAbsAngles( finalAngles );

		// set to the new calculated velocity
		SetAbsVelocity( vNewVelocity );
	}

	// blow us up after our lifetime
	if (GetLifeFraction() >= 1.0f)
	{
		Explode();
	}
	else
	{
		// Think as soon as possible
		SetNextThink( gpGlobals->curtime );
	}
}
void CAPCController::TrackTarget( void )
{
	trace_t tr;
	bool updateTime = FALSE, lineOfSight;
	QAngle angles;
	Vector barrelEnd;
	CBaseEntity *pTarget = NULL;

	barrelEnd.Init();

	if ( IsActive() )
	{
		SetNextThink( gpGlobals->curtime + 0.1f );
	}
	else
	{
		return;
	}

	// -----------------------------------
	//  Get world target position
	// -----------------------------------
	barrelEnd = WorldBarrelPosition();
	Vector worldTargetPosition;
	CBaseEntity *pEntity = (CBaseEntity *)m_hTarget;
	if ( !pEntity || ( pEntity->GetFlags() & FL_NOTARGET ) )
	{
		m_hTarget = FindTarget( m_targetEntityName, NULL );
		if ( IsActive() )
		{
			SetNextThink( gpGlobals->curtime + 2 );	// Wait 2 sec s
		}

		return;
	}
	pTarget = pEntity;

	// Calculate angle needed to aim at target
	worldTargetPosition = pEntity->EyePosition();

	float range = (worldTargetPosition - barrelEnd).Length();

	if ( !InRange( range ) )
	{
		m_bFireDelayed = false;
		return;
	}

	UTIL_TraceLine( barrelEnd, worldTargetPosition, MASK_BLOCKLOS, this, COLLISION_GROUP_NONE, &tr );

	lineOfSight = FALSE;
	// No line of sight, don't track
	if ( tr.fraction == 1.0 || tr.m_pEnt == pTarget )
	{
		lineOfSight = TRUE;

		CBaseEntity *pInstance = pTarget;
		if ( InRange( range ) && pInstance && pInstance->IsAlive() )
		{
			updateTime = TRUE;

			// Sight position is BodyTarget with no noise (so gun doesn't bob up and down)
			m_sightOrigin = pInstance->BodyTarget( GetLocalOrigin(), false );
		}
	}

	// Convert targetPosition to parent
	angles = AimBarrelAt( m_parentMatrix.WorldToLocal( m_sightOrigin ) );


	// Force the angles to be relative to the center position
	float offsetY = UTIL_AngleDistance( angles.y, m_yawCenter );
	float offsetX = UTIL_AngleDistance( angles.x, m_pitchCenter );
	angles.y = m_yawCenter + offsetY;
	angles.x = m_pitchCenter + offsetX;

	// Move toward target at rate or less
	float distY = UTIL_AngleDistance( angles.y, GetLocalAngles().y );

	QAngle vecAngVel = GetLocalAngularVelocity();
	vecAngVel.y = distY * 10;
	vecAngVel.y = clamp( vecAngVel.y, -m_yawRate, m_yawRate );

	// Move toward target at rate or less
	float distX = UTIL_AngleDistance( angles.x, GetLocalAngles().x );
	vecAngVel.x = distX  * 10;
	vecAngVel.x = clamp( vecAngVel.x, -m_pitchRate, m_pitchRate );
	SetLocalAngularVelocity( vecAngVel );

	SetMoveDoneTime( 0.1 );

	Vector forward;
	AngleVectors( GetLocalAngles(), &forward );
	forward = m_parentMatrix.ApplyRotation( forward );

	AngleVectors(angles, &forward);

	if ( lineOfSight == TRUE )
	{
		// FIXME: This will ultimately have to deal with NPCs being in the vehicle as well
		// See if the target is in a vehicle. If so, check its relationship
		CBasePlayer *pPlayer = ToBasePlayer( pTarget );
		if ( pPlayer && pPlayer->IsInAVehicle() )
		{
			IServerVehicle *pVehicle = pPlayer->GetVehicle();
			if ( pVehicle->ClassifyPassenger( pPlayer, CLASS_PLAYER ) == CLASS_PLAYER)
			{
				if ( !m_bFireDelayed )
				{
					m_bFireDelayed = true;
					m_flFiringDelay = gpGlobals->curtime + 1.5;	// setup delay time before we start firing
					return;
				}
				if ( gpGlobals->curtime > m_flFiringDelay )
				{
					m_OnFireAtTarget.Set(forward, this, this);		// tell apc to fire rockets, and what direction
				}
			}
		}
	}
	else
	{
		m_bFireDelayed = false;		// reset flag since we can no longer see target
	}
}
// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
void CGrenade::Explode( TraceResult *pTrace, int bitsDamageType )
{
	float		flRndSound;// sound randomizer

	pev->model = iStringNull;//invisible
	pev->solid = SOLID_NOT;// intangible

	pev->takedamage = DAMAGE_NO;

	// Pull out of the wall a bit
	if ( pTrace->flFraction != 1.0 )
	{
		pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6);
	}

	int iContents = UTIL_PointContents ( pev->origin );

	MESSAGE_BEGIN( MSG_PAS, gmsgTempEntity, pev->origin );
		WRITE_BYTE( TE_EXPLOSION );		// This makes a dynamic light and the explosion sprites/sound
		WRITE_COORD( pev->origin.x );	// Send to PAS because of the sound
		WRITE_COORD( pev->origin.y );
		WRITE_COORD( pev->origin.z );
		if (iContents != CONTENTS_WATER)
		{
			WRITE_SHORT( g_sModelIndexFireball );
		}
		else
		{
			WRITE_SHORT( g_sModelIndexWExplosion );
		}
		WRITE_BYTE( (pev->dmg - 50) * .60  ); // scale * 10
		WRITE_BYTE( 15  ); // framerate
		WRITE_BYTE( TE_EXPLFLAG_NONE );
	MESSAGE_END();

	CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
	entvars_t *pevOwner;
	if ( pev->owner )
		pevOwner = VARS( pev->owner );
	else
		pevOwner = NULL;

	pev->owner = NULL; // can't traceline attack owner if this is set

	RadiusDamage ( pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType );
          
          CBaseEntity *pHit = CBaseEntity::Instance( pTrace->pHit );
	
	UTIL_DecalTrace( pTrace, DECAL_SCORCH2 );

	flRndSound = RANDOM_FLOAT( 0 , 1 );

	switch ( RANDOM_LONG( 0, 2 ) )
	{
		case 0:	EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM);	break;
		case 1:	EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM);	break;
		case 2:	EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM);	break;
	}

	pev->effects |= EF_NODRAW;
	SetThink(&CGrenade:: Smoke );
	pev->velocity = g_vecZero;
	SetNextThink( 0.3 );

	if (iContents != CONTENTS_WATER)
	{
		int sparkCount = RANDOM_LONG(0,3);
	
		for ( int i = 0; i < sparkCount; i++ )
			Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL );
	}
}
Exemple #4
0
//-----------------------------------------------------------------------------
// Purpose: Creates a new NPC every so often.
//-----------------------------------------------------------------------------
void CBaseNPCMaker::MakerThink ( void )
{
	SetNextThink( gpGlobals->curtime + m_flSpawnFrequency );

	MakeNPC();
}
void CHL2MP_Player::HL2MPPushawayThink(void)
{
	// Push physics props out of our way.
	PerformObstaclePushaway( this );
	SetNextThink( gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, HL2MP_PUSHAWAY_THINK_CONTEXT );
}
Exemple #6
0
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CGameUI::InputActivate( inputdata_t &inputdata )
{
	CBasePlayer *pPlayer;

	// Determine if we're specifying this as an override parameter
	if ( inputdata.value.StringID() != NULL_STRING )
	{
		CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), this, inputdata.pActivator, inputdata.pCaller );
		if ( pEntity == NULL || pEntity->IsPlayer() == false )
		{
			Warning( "%s InputActivate: entity %s not found or is not a player!\n", STRING(GetEntityName()), inputdata.value.String() );
			return;
		}

		pPlayer = ToBasePlayer( pEntity );
	}
	else
	{
		// Otherwise try to use the activator
		if ( inputdata.pActivator == NULL || inputdata.pActivator->IsPlayer() == false )
		{
			Warning( "%s InputActivate: invalid or missing !activator!\n", STRING(GetEntityName()), inputdata.value.String() );
			return;
		}

		pPlayer = ToBasePlayer( inputdata.pActivator );
	}

	// If another player is already using these controls3, ignore this activation
	if ( m_player.Get() != NULL && pPlayer != m_player.Get() )
	{
		// TODO: We could allow this by calling Deactivate() at this point and continuing on -- jdw
		return;
	}

	// Setup our internal data
	m_player = pPlayer;
	m_playerOn.FireOutput( pPlayer, this, 0 );

	// Turn the hud off
	SetNextThink( gpGlobals->curtime );

	// Disable player's motion
	if ( FBitSet( m_spawnflags, SF_GAMEUI_FREEZE_PLAYER ) )
	{
		m_player->AddFlag( FL_ATCONTROLS );
	}

	// Store off and hide the currently held weapon
	if ( FBitSet( m_spawnflags, SF_GAMEUI_HIDE_WEAPON ) )
	{
		m_player->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION;

		if ( m_player->GetActiveWeapon() )
		{
			m_hSaveWeapon = m_player->GetActiveWeapon();

			m_player->GetActiveWeapon()->Holster();
			m_player->ClearActiveWeapon();
			m_player->HideViewModels();
		}
	}

	// We must update our state
	m_bForceUpdate = true;
}
//=========================================================
// ActiveThink - 
//=========================================================
void CNPC_BaseTurret::ActiveThink(void)
{
	int fAttack = 0;

	SetNextThink( gpGlobals->curtime + 0.1 );
	StudioFrameAdvance( );

	if ( (!m_iOn) || (GetEnemy() == NULL) )
	{
		SetEnemy( NULL );
		m_flLastSight = gpGlobals->curtime + m_flMaxWait;
		SetThink(&CNPC_BaseTurret::SearchThink);
		return;
	}
	
	// if it's dead, look for something new
	if ( !GetEnemy()->IsAlive() )
	{
		if (!m_flLastSight)
		{
			m_flLastSight = gpGlobals->curtime + 0.5; // continue-shooting timeout
		}
		else
		{
			if (gpGlobals->curtime > m_flLastSight)
			{	
				SetEnemy( NULL );
				m_flLastSight = gpGlobals->curtime + m_flMaxWait;
				SetThink(&CNPC_BaseTurret::SearchThink);
				return;
			}
		}
	}


	Vector vecMid = GetAbsOrigin() + GetViewOffset();
	Vector vecMidEnemy = GetEnemy()->BodyTarget( vecMid, false );

	// Look for our current enemy
	int fEnemyVisible = FBoxVisible(this, GetEnemy(), vecMidEnemy );	
	
	//We want to look at the enemy's eyes so we don't jitter
	Vector	vecDirToEnemyEyes = vecMidEnemy - vecMid;

	float flDistToEnemy = vecDirToEnemyEyes.Length();

	VectorNormalize( vecDirToEnemyEyes );

	QAngle vecAnglesToEnemy;
	VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );

	// Current enmey is not visible.
	if (!fEnemyVisible || (flDistToEnemy > TURRET_RANGE))
	{
		if (!m_flLastSight)
			m_flLastSight = gpGlobals->curtime + 0.5;
		else
		{
			// Should we look for a new target?
			if (gpGlobals->curtime > m_flLastSight)
			{
				SetEnemy( NULL );
				m_flLastSight = gpGlobals->curtime + m_flMaxWait;
				SetThink(&CNPC_BaseTurret::SearchThink);
				return;
			}
		}
		fEnemyVisible = 0;
	}
	else
	{
		m_vecLastSight = vecMidEnemy;
	}
	
	//ALERT( at_console, "%.0f %.0f : %.2f %.2f %.2f\n", 
	//	m_vecCurAngles.x, m_vecCurAngles.y,
	//	gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_forward.z );

	Vector vecLOS = vecDirToEnemyEyes; //vecMid - m_vecLastSight;
	VectorNormalize( vecLOS );

	Vector vecMuzzle, vecMuzzleDir;
	QAngle vecMuzzleAng;
	GetAttachment( 1, vecMuzzle, vecMuzzleAng );

	AngleVectors( vecMuzzleAng, &vecMuzzleDir );
	
	// Is the Gun looking at the target
	if (DotProduct(vecLOS, vecMuzzleDir) <= 0.866) // 30 degree slop
		fAttack = FALSE;
	else
		fAttack = TRUE;

	//forward
//	NDebugOverlay::Line(vecMuzzle, vecMid + ( vecMuzzleDir * 200 ), 255,0,0, false, 0.1);
	//LOS
//	NDebugOverlay::Line(vecMuzzle, vecMid + ( vecLOS * 200 ), 0,0,255, false, 0.1);

	// fire the gun
	if (m_iSpin && ((fAttack) || (m_fBeserk)))
	{
		Vector vecOrigin;
		QAngle vecAngles;
		GetAttachment( 1, vecOrigin, vecAngles );
		Shoot(vecOrigin, vecMuzzleDir );
		SetTurretAnim(TURRET_ANIM_FIRE);
	} 
	else
	{
		SetTurretAnim(TURRET_ANIM_SPIN);
	}

	//move the gun
	if (m_fBeserk)
	{
		if (random->RandomInt(0,9) == 0)
		{
			m_vecGoalAngles.y = random->RandomFloat(0,360);
			m_vecGoalAngles.x = random->RandomFloat(0,90) - 90 * m_iOrientation;

			CTakeDamageInfo info;
			info.SetAttacker(this);
			info.SetInflictor(this);
			info.SetDamage( 1 );
			info.SetDamageType( DMG_GENERIC );

			TakeDamage( info ); // don't beserk forever
			return;
		}
	} 
	else if (fEnemyVisible)
	{
		if (vecAnglesToEnemy.y > 360)
			vecAnglesToEnemy.y -= 360;

		if (vecAnglesToEnemy.y < 0)
			vecAnglesToEnemy.y += 360;

		//ALERT(at_console, "[%.2f]", vec.x);
		
		if (vecAnglesToEnemy.x < -180)
			vecAnglesToEnemy.x += 360;

		if (vecAnglesToEnemy.x > 180)
			vecAnglesToEnemy.x -= 360;

		// now all numbers should be in [1...360]
		// pin to turret limitations to [-90...14]

		if (m_iOrientation == TURRET_ORIENTATION_FLOOR)
		{
			if (vecAnglesToEnemy.x > 90)
				vecAnglesToEnemy.x = 90;
			else if (vecAnglesToEnemy.x < m_iMinPitch)
				vecAnglesToEnemy.x = m_iMinPitch;
		}
		else
		{
			if (vecAnglesToEnemy.x < -90)
				vecAnglesToEnemy.x = -90;
			else if (vecAnglesToEnemy.x > -m_iMinPitch)
				vecAnglesToEnemy.x = -m_iMinPitch;
		}

		//DevMsg( 1, "->[%.2f]\n", vec.x);

		m_vecGoalAngles.y = vecAnglesToEnemy.y;
		m_vecGoalAngles.x = vecAnglesToEnemy.x;

	}

	SpinUpCall();
	MoveTurret();
}
Exemple #8
0
//
// ambient_generic - general-purpose user-defined static sound
//
void CAmbientGeneric :: Spawn( void )
{
/*
		-1 : "Default"
		0  : "Everywhere"
		200 : "Small Radius"
		125 : "Medium Radius"
		80  : "Large Radius"
*/
	if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_EVERYWHERE) )
	{
		m_flAttenuation = ATTN_NONE;
	}
	else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_SMALLRADIUS) )
	{
		m_flAttenuation = ATTN_IDLE;
	}
	else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_MEDIUMRADIUS) )
	{
		m_flAttenuation = ATTN_STATIC;
	}
	else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_LARGERADIUS) )
	{
		m_flAttenuation = ATTN_NORM;
	}
	else 
	{// if the designer didn't set a sound attenuation, default to one.
		m_flAttenuation = ATTN_STATIC;
	}

	if( !pev->health ) pev->health = 10; // just get full volume

	char* szSoundFile = (char*) STRING(pev->message);

	if ( FStringNull( pev->message ) || strlen( szSoundFile ) < 1 )
	{
		ALERT( at_error, "ambient_generic \"%s\" at (%f, %f, %f) has no sound file\n",
				STRING(pev->targetname), pev->origin.x, pev->origin.y, pev->origin.z );
		SetNextThink( 0.1 );
		SetThink( Remove );
		return;
	}

	pev->solid = SOLID_NOT;
	pev->movetype = MOVETYPE_NONE;

	// Set up think function for dynamic modification 
	// of ambient sound's pitch or volume. Don't
	// start thinking yet.

	SetThink(RampThink);
	DontThink();

	// allow on/off switching via 'use' function.

	SetUse( ToggleUse );
	
	m_fActive = FALSE;

	if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_NOT_LOOPING ) )
		m_fLooping = FALSE;
	else
		m_fLooping = TRUE;

	Precache( );
}
void CTripmineGrenade::WarningThink( void  )
{
	// set to power up
	SetThink( &CTripmineGrenade::PowerupThink );
	SetNextThink( gpGlobals->curtime + 1.0f );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CHarpoon::FlyThink( void )
{
	SetHarpoonAngles();

	SetNextThink( gpGlobals->curtime + 0.1f );
}
void CNPC_ControllerHeadBall::HuntThink( void  )
{
	SetNextThink( gpGlobals->curtime + 0.1 );

	if( !m_pSprite )
	{
		Assert(0);
		return;
	}

	m_pSprite->SetBrightness( m_pSprite->GetBrightness() - 5, 0.1f );

	CBroadcastRecipientFilter filter;
	te->DynamicLight( filter, 0.0, &GetAbsOrigin(), 255, 255, 255, 0, m_pSprite->GetBrightness() / 16, 0.2, 0 );

	// check world boundaries
	if (gpGlobals->curtime - m_flSpawnTime > 5 || m_pSprite->GetBrightness() < 64 /*|| GetEnemy() == NULL || m_hOwner == NULL*/ || !IsInWorld() )
	{
		SetTouch( NULL );
		SetThink( &CNPC_ControllerHeadBall::KillThink );
		SetNextThink( gpGlobals->curtime );
		return;
	}

	if( !GetEnemy() )
		return;

	MovetoTarget( GetEnemy()->GetAbsOrigin() );

	if ((GetEnemy()->WorldSpaceCenter() - GetAbsOrigin()).Length() < 64)
	{
		trace_t tr;

		UTIL_TraceLine( GetAbsOrigin(), GetEnemy()->WorldSpaceCenter(), MASK_ALL, this, COLLISION_GROUP_NONE, &tr );

		CBaseEntity *pEntity = tr.m_pEnt;
		if (pEntity != NULL && pEntity->m_takedamage == DAMAGE_YES)
		{
			ClearMultiDamage( );
			Vector dir = GetAbsVelocity();
			VectorNormalize( dir );
			CTakeDamageInfo info( this, this, sk_controller_dmgball.GetFloat(), DMG_SHOCK );
			CalculateMeleeDamageForce( &info, dir, tr.endpos );
			pEntity->DispatchTraceAttack( info, dir, &tr );
			ApplyMultiDamage();

			int haloindex = 0;
			int fadelength = 0;
			int amplitude = 0;
			const Vector vecEnd = tr.endpos;
			te->BeamEntPoint( filter, 0.0, entindex(), NULL, 0, &(tr.m_pEnt->GetAbsOrigin()), 
				g_sModelIndexLaser, haloindex /* no halo */, 0, 10, 3, 20, 20, fadelength, 
				amplitude, 255, 255, 255, 255, 10 );

		}

		UTIL_EmitAmbientSound( GetSoundSourceIndex(), GetAbsOrigin(), "Controller.ElectroSound", 0.5, SNDLVL_NORM, 0, 100 );

		SetNextAttack( gpGlobals->curtime + 3.0 );

		SetThink( &CNPC_ControllerHeadBall::KillThink );
		SetNextThink( gpGlobals->curtime + 0.3 );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_SecobModportal1::Spawn( void )
{
	Precache();

	// This is a dummy model that is never used!
	UTIL_SetSize(this, Vector(-26,-26,-26), Vector(26,26,26));

	SetMoveType( MOVETYPE_NONE );
	SetBloodColor( BLOOD_COLOR_RED );
	ClearEffects();
	SetGravity( 0.0 );
	
//PrecacheModel( "models/obco_portal1.mdl" );
//SetModel( "models/obco_portal1.mdl" );    // set size and link into world
	
	AddSolidFlags( FSOLID_NOT_STANDABLE );

	m_flFieldOfView = cos( DEG2RAD(m_flFieldOfView) / 2.0 );

	//Got blood?
	if ( m_spawnflags & SF_SecobModportal1_BLEED )
	{
		SetBloodColor(BLOOD_COLOR_RED);
	}
	else
	{
		SetBloodColor(DONT_BLEED);
	}

	AddFlag( FL_NPC );
	AddEFlags( EFL_NO_DISSOLVE );

	SetThink( &CNPC_SecobModportal1::SecobModportal1Think );
	SetNextThink( gpGlobals->curtime + 0.1f );

	SetSolid( SOLID_BBOX );
	if( m_spawnflags & SF_SecobModportal1_NONSOLID )
	{
		AddSolidFlags( FSOLID_NOT_SOLID );
	}
	
	if ( m_spawnflags & SF_SecobModportal1_VPHYSICSSHADOW )
	{
		VPhysicsInitShadow( false, false );
	}
	
	if( m_spawnflags & SF_SecobModportal1_NODAMAGE )
	{
		m_takedamage = DAMAGE_NO;
	}
	else
	{
		m_takedamage = DAMAGE_YES;
	}
	//AddEffects( EF_NODRAW );

	//Check our water level
	PhysicsCheckWater();

	CapabilitiesAdd( bits_CAP_SIMPLE_RADIUS_DAMAGE );

	m_iMaxHealth = GetHealth();

	if( m_fAutoaimRadius > 0.0f )
	{
		// Make this an aimtarget, since it has some autoaim influence.
		AddFlag(FL_AIMTARGET);
	}	
}
void CControllerHeadBall :: HuntThink( void  )
{
	SetNextThink( 0.1 );

	pev->renderamt -= 5;

	MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
		WRITE_BYTE( TE_ELIGHT );
		WRITE_SHORT( entindex( ) );		// entity, attachment
		WRITE_COORD( pev->origin.x );		// origin
		WRITE_COORD( pev->origin.y );
		WRITE_COORD( pev->origin.z );
		WRITE_COORD( pev->renderamt / 16 );	// radius
		WRITE_BYTE( 255 );	// R
		WRITE_BYTE( 255 );	// G
		WRITE_BYTE( 255 );	// B
		WRITE_BYTE( 2 );	// life * 10
		WRITE_COORD( 0 ); // decay
	MESSAGE_END();

	// check world boundaries
  if (gpGlobals->time - pev->dmgtime > 5 || pev->renderamt < 64 || m_hEnemy == 0 || m_hOwner == 0 || pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096)
	{
		SetTouch( NULL );
		UTIL_Remove( this );
		return;
	}

	MovetoTarget( m_hEnemy->Center( ) );

	if ((m_hEnemy->Center() - pev->origin).Length() < 64)
	{
		TraceResult tr;

		UTIL_TraceLine( pev->origin, m_hEnemy->Center(), dont_ignore_monsters, ENT(pev), &tr );

		CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
		if (pEntity != NULL && pEntity->pev->takedamage)
		{
			ClearMultiDamage( );
			pEntity->TraceAttack( m_hOwner->pev, gSkillData.controllerDmgZap, pev->velocity, &tr, DMG_SHOCK );
			ApplyMultiDamage( pev, m_hOwner->pev );
		}

		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE( TE_BEAMENTPOINT );
			WRITE_SHORT( entindex() );
			WRITE_COORD( tr.vecEndPos.x );
			WRITE_COORD( tr.vecEndPos.y );
			WRITE_COORD( tr.vecEndPos.z );
			WRITE_SHORT( g_sModelIndexLaser );
			WRITE_BYTE( 0 ); // frame start
			WRITE_BYTE( 10 ); // framerate
			WRITE_BYTE( 3 ); // life
			WRITE_BYTE( 20 );  // width
			WRITE_BYTE( 0 );   // noise
			WRITE_BYTE( 255 );   // r, g, b
			WRITE_BYTE( 255 );   // r, g, b
			WRITE_BYTE( 255 );   // r, g, b
			WRITE_BYTE( 255 );	// brightness
			WRITE_BYTE( 10 );		// speed
		MESSAGE_END();

		UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );

		m_flNextAttack = gpGlobals->time + 3.0;

		SetThink(&CControllerHeadBall :: DieThink );
		SetNextThink( 0.3 );
	}

	// Crawl( );
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pOther - 
//-----------------------------------------------------------------------------
void CGrappleHook::HookTouch( CBaseEntity *pOther )
{
	if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
		return;
 
	if ( (pOther != m_hOwner) && (pOther->m_takedamage != DAMAGE_NO) )
	{
		m_hOwner->NotifyHookDied();
 
		SetTouch( NULL );
		SetThink( NULL );
 
		UTIL_Remove( this );
	}
	else
	{
		trace_t	tr;
		tr = BaseClass::GetTouchTrace();
 
		// See if we struck the world
		if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
		{
			EmitSound( "Weapon_AR2.Reload_Push" );
 
			// if what we hit is static architecture, can stay around for a while.
			Vector vecDir = GetAbsVelocity();
 
			//FIXME: We actually want to stick (with hierarchy) to what we've hit
			SetMoveType( MOVETYPE_NONE );
 
			Vector vForward;
 
			AngleVectors( GetAbsAngles(), &vForward );
			VectorNormalize ( vForward );
 
			CEffectData	data;
 
			data.m_vOrigin = tr.endpos;
			data.m_vNormal = vForward;
			data.m_nEntIndex = 0;
 
		//	DispatchEffect( "Impact", data );
 
		//	AddEffects( EF_NODRAW );
			SetTouch( NULL );

			VPhysicsDestroyObject();
			VPhysicsInitNormal( SOLID_VPHYSICS, FSOLID_NOT_STANDABLE, false );
			AddSolidFlags( FSOLID_NOT_SOLID );
		//	SetMoveType( MOVETYPE_NONE );
 
			if ( !m_hPlayer )
			{
				Assert( 0 );
				return;
			}
 
			// Set Jay's gai flag
			m_hPlayer->SetPhysicsFlag( PFLAG_VPHYSICS_MOTIONCONTROLLER, true );
 
			//IPhysicsObject *pPhysObject = m_hPlayer->VPhysicsGetObject();
			IPhysicsObject *pRootPhysObject = VPhysicsGetObject();
			Assert( pRootPhysObject );
			Assert( pPhysObject );
 
			pRootPhysObject->EnableMotion( false );
 
			// Root has huge mass, tip has little
			pRootPhysObject->SetMass( VPHYSICS_MAX_MASS );
		//	pPhysObject->SetMass( 100 );
		//	float damping = 3;
		//	pPhysObject->SetDamping( &damping, &damping );
 
			Vector origin = m_hPlayer->GetAbsOrigin();
			Vector rootOrigin = GetAbsOrigin();
			m_fSpringLength = (origin - rootOrigin).Length();
 
			m_bPlayerWasStanding = ( ( m_hPlayer->GetFlags() & FL_DUCKING ) == 0 );
 
			SetThink( &CGrappleHook::HookedThink );
			SetNextThink( gpGlobals->curtime + 0.1f );
		}
		else
		{
			// Put a mark unless we've hit the sky
			if ( ( tr.surface.flags & SURF_SKY ) == false )
			{
				UTIL_ImpactTrace( &tr, DMG_BULLET );
			}
 
			SetTouch( NULL );
			SetThink( NULL );
 
			m_hOwner->NotifyHookDied();
			UTIL_Remove( this );
		}
	}
}
Exemple #15
0
//-----------------------------------------------------------------------------
// Purpose: Breaks the breakable. m_hBreaker is the entity that caused us to break.
//-----------------------------------------------------------------------------
void CBreakable::Die( void )
{
	Vector vecVelocity;// shard velocity
	char cFlag = 0;
	int pitch;
	float fvol;
	
	pitch = 95 + random->RandomInt(0,29);

	if (pitch > 97 && pitch < 103)
	{
		pitch = 100;
	}

	// The more negative m_iHealth, the louder
	// the sound should be.

	fvol = random->RandomFloat(0.85, 1.0) + (abs(m_iHealth.Get()) / 100.0);
	if (fvol > 1.0)
	{
		fvol = 1.0;
	}

	const char *soundname = NULL;

	switch (m_Material)
	{
	default:
		break;

	case matGlass:
		soundname = "Breakable.Glass";
		cFlag = BREAK_GLASS;
		break;

	case matWood:
		soundname = "Breakable.Crate";
		cFlag = BREAK_WOOD;
		break;

	case matComputer:
		soundname = "Breakable.Computer";
		cFlag = BREAK_METAL;
		break;

	case matMetal:
		soundname = "Breakable.Metal";
		cFlag = BREAK_METAL;
		break;

	case matFlesh:
	case matWeb:
		soundname = "Breakable.Flesh";
		cFlag = BREAK_FLESH;
		break;

	case matRocks:
	case matCinderBlock:
		soundname = "Breakable.Concrete";
		cFlag = BREAK_CONCRETE;
		break;

	case matCeilingTile:
		soundname = "Breakable.Ceiling";
		break;
	}
    
	if ( soundname )
	{
		if ( m_hBreaker && m_hBreaker->IsPlayer() )
		{
			IGameEvent * event = gameeventmanager->CreateEvent( "break_breakable" );
			if ( event )
			{
				event->SetInt( "userid", ToBasePlayer( m_hBreaker )->GetUserID() );
				event->SetInt( "entindex", entindex() );
				event->SetInt( "material", cFlag );
				gameeventmanager->FireEvent( event );
			}
		}

		CSoundParameters params;
		if ( GetParametersForSound( soundname, params, NULL ) )
		{
			CPASAttenuationFilter filter( this );

			EmitSound_t ep;
			ep.m_nChannel = params.channel;
			ep.m_pSoundName = params.soundname;
			ep.m_flVolume = fvol;
			ep.m_SoundLevel = params.soundlevel;
			ep.m_nPitch = pitch;

			EmitSound( filter, entindex(), ep );	
		}
	}
		
	switch( m_Explosion )
	{
	case expDirected:
		vecVelocity = g_vecAttackDir * -200;
		break;

	case expUsePrecise:
		{
			AngleVectors( m_GibDir, &vecVelocity, NULL, NULL );
			vecVelocity *= 200;
		}
		break;

	case expRandom:
		vecVelocity.x = 0;
		vecVelocity.y = 0;
		vecVelocity.z = 0;
		break;

	default:
		DevMsg("**ERROR - Unspecified gib dir method in func_breakable!\n");
		break;
	}

	Vector vecSpot = WorldSpaceCenter();
	CPVSFilter filter2( vecSpot );

	int iModelIndex = 0;
	CCollisionProperty *pCollisionProp = CollisionProp();

	Vector vSize = pCollisionProp->OBBSize();
	int iCount = ( vSize[0] * vSize[1] + vSize[1] * vSize[2] + vSize[2] * vSize[0] ) / ( 3 * 12 * 12 );

	if ( iCount > func_break_max_pieces.GetInt() )
	{
		iCount = func_break_max_pieces.GetInt();
	}

	if ( !breakable_disable_gib_limit.GetBool() && iCount )
	{
		if ( m_PerformanceMode == PM_NO_GIBS )
		{
			iCount = 0;
		}
		else if ( m_PerformanceMode == PM_REDUCED_GIBS )
		{
			int iNewCount = iCount * func_break_reduction_factor.GetFloat();
			iCount = MAX( iNewCount, 1 );
		}
	}

	if ( m_iszModelName != NULL_STRING )
	{
		for ( int i = 0; i < iCount; i++ )
		{
			iModelIndex = modelinfo->GetModelIndex( g_PropDataSystem.GetRandomChunkModel(  STRING( m_iszModelName ) ) );

			// All objects except the first one in this run are marked as slaves...
			int slaveFlag = 0;
			if ( i != 0 )
			{
				slaveFlag = BREAK_SLAVE;
			}

			te->BreakModel( filter2, 0.0, 
				vecSpot, pCollisionProp->GetCollisionAngles(), vSize, 
				vecVelocity, iModelIndex, 100, 1, 2.5, cFlag | slaveFlag );
		}
	}

	ResetOnGroundFlags();

	// Don't fire something that could fire myself
	SetName( NULL_STRING );

	AddSolidFlags( FSOLID_NOT_SOLID );
	
	// Fire targets on break
	m_OnBreak.FireOutput( m_hBreaker, this );

	VPhysicsDestroyObject();
	SetThink( &CBreakable::SUB_Remove );
	SetNextThink( gpGlobals->curtime + 0.1f );
	if ( m_iszSpawnObject != NULL_STRING )
	{
		CBaseEntity::Create( STRING(m_iszSpawnObject), vecSpot, pCollisionProp->GetCollisionAngles(), this );
	}

	if ( Explodable() )
	{
		ExplosionCreate( vecSpot, pCollisionProp->GetCollisionAngles(), this, GetExplosiveDamage(), GetExplosiveRadius(), true );
	}
}
//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CBaseHelicopter::NullThink( void )
{
	StudioFrameAdvance( );
	SetNextThink( gpGlobals->curtime + 0.5f );
}
Exemple #17
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CASW_PropJeep::Think(void)
{
	m_VehiclePhysics.Think();

	// Derived classes of CPropVehicle have their own code to determine how frequently to think.
	// But the prop_vehicle entity native to this class will only think one time, so this flag
	// was added to allow prop_vehicle to always think without affecting the derived classes.
	if( HasSpawnFlags(SF_PROP_VEHICLE_ALWAYSTHINK) )
	{
		SetNextThink(gpGlobals->curtime);
	}

	if ( ShouldThink() )
	{
		SetNextThink( gpGlobals->curtime );
	}

	// If we have an NPC Driver, tell him to drive
	if ( m_hNPCDriver )
	{
		GetServerVehicle()->NPC_DriveVehicle();
	}

	// Keep thinking while we're waiting to turn off the keep upright
	if ( m_flTurnOffKeepUpright )
	{
		SetNextThink( gpGlobals->curtime );

		// Time up?
		if ( m_hKeepUpright != NULL && m_flTurnOffKeepUpright < gpGlobals->curtime )
		{
			variant_t emptyVariant;
			m_hKeepUpright->AcceptInput( "TurnOff", this, this, emptyVariant, USE_TOGGLE );
			m_flTurnOffKeepUpright = 0;

			UTIL_Remove( m_hKeepUpright );
		}
	}
	/*
	CBasePlayer	*pPlayer = UTIL_GetLocalPlayer();

	if ( m_bEngineLocked )
	{
		m_bUnableToFire = true;
		
		if ( pPlayer != NULL )
		{
			pPlayer->m_Local.m_iHideHUD |= HIDEHUD_VEHICLE_CROSSHAIR;
		}
	}
	else if ( m_bHasGun )
	{
		// Start this as false and update it again each frame
		m_bUnableToFire = false;

		if ( pPlayer != NULL )
		{
			pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_VEHICLE_CROSSHAIR;
		}
	}*/

	// Water!?
	HandleWater();

	SetSimulationTime( gpGlobals->curtime );
	
	SetNextThink( gpGlobals->curtime );
	SetAnimatedEveryTick( true );

    if ( !m_bInitialHandbrake )	// after initial timer expires, set the handbrake
	{
		m_bInitialHandbrake = true;
		m_VehiclePhysics.SetHandbrake( true );
		m_VehiclePhysics.Think();
	}

	// Check overturned status.
	if ( !IsOverturned() )
	{
		m_flOverturnedTime = 0.0f;
	}
	else
	{
		m_flOverturnedTime += gpGlobals->frametime;
	}

	// spin gun if charging cannon
	//FIXME: Don't bother for E3
	if ( m_bCannonCharging )
	{
		m_nSpinPos += JEEP_GUN_SPIN_RATE;
		SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos );
	}

	// Aim gun based on the player view direction.
	if ( m_hPlayer && !m_bExitAnimOn && !m_bEnterAnimOn )
	{
		Vector vecEyeDir, vecEyePos;
		m_hPlayer->EyePositionAndVectors( &vecEyePos, &vecEyeDir, NULL, NULL );

		// Trace out from the player's eye point.
		Vector	vecEndPos = vecEyePos + ( vecEyeDir * MAX_TRACE_LENGTH );
		trace_t	trace;
		UTIL_TraceLine( vecEyePos, vecEndPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &trace );

		// See if we hit something, if so, adjust end position to hit location.
		if ( trace.fraction < 1.0 )
		{
   			vecEndPos = vecEyePos + ( vecEyeDir * MAX_TRACE_LENGTH * trace.fraction );
		}

		//m_vecLookCrosshair = vecEndPos;
		AimGunAt( &vecEndPos, 0.1f );
	}

	StudioFrameAdvance();

	// If the enter or exit animation has finished, tell the server vehicle
	if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) )
	{
		if ( m_bEnterAnimOn )
		{
			m_VehiclePhysics.ReleaseHandbrake();
			StartEngine();

			// HACKHACK: This forces the jeep to play a sound when it gets entered underwater
			if ( m_VehiclePhysics.IsEngineDisabled() )
			{
				CBaseServerVehicle *pServerVehicle = dynamic_cast<CBaseServerVehicle *>(GetServerVehicle());
				if ( pServerVehicle )
				{
					pServerVehicle->SoundStartDisabled();
				}
			}

			// The first few time we get into the jeep, print the jeep help
			if ( m_iNumberOfEntries < asw_hud_jeephint_numentries.GetInt() )
			{
				UTIL_HudHintText( m_hPlayer, "#Valve_Hint_JeepKeys" );
				m_iNumberOfEntries++;
			}
		}
		
		// If we're exiting and have had the tau cannon removed, we don't want to reset the animation
		GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, !(m_bExitAnimOn && TauCannonHasBeenCutOff()) );
	}

	// See if the ammo crate needs to close
	if ( ( m_flAmmoCrateCloseTime < gpGlobals->curtime ) && ( GetSequence() == LookupSequence( "ammo_open" ) ) )
	{
		m_flAnimTime = gpGlobals->curtime;
		m_flPlaybackRate = 0.0;
		SetCycle( 0 );
		ResetSequence( LookupSequence( "ammo_close" ) );
	}
	else if ( ( GetSequence() == LookupSequence( "ammo_close" ) ) && IsSequenceFinished() )
	{
		m_flAnimTime = gpGlobals->curtime;
		m_flPlaybackRate = 0.0;
		SetCycle( 0 );
		ResetSequence( LookupSequence( "idle" ) );

		CPASAttenuationFilter sndFilter( this, "PropJeep.AmmoClose" );
		EmitSound( sndFilter, entindex(), "PropJeep.AmmoClose" );
	}
}
//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
// Notes   : Have your derived Helicopter's Spawn() function call this one FIRST
//------------------------------------------------------------------------------
void CBaseHelicopter::Spawn( void )
{
	Precache( );

	SetSolid( SOLID_BBOX );
	SetMoveType( MOVETYPE_STEP );
	AddFlag( FL_FLY );
	SetState( NPC_STATE_IDLE );

	m_lifeState			= LIFE_ALIVE;

	// motor
	//******
	// All of this stuff is specific to the individual type of aircraft. Handle it yourself.
	//******
	//	m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("AR2"); 
	//	SetModel( "models/attack_helicopter.mdl" );
	//	UTIL_SetSize( this, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) );
	//	UTIL_SetOrigin( this, GetLocalOrigin() );
	//	m_iHealth = 100;
	//	m_flFieldOfView = -0.707; // 270 degrees
	//	InitBoneControllers();
	//	m_iRockets			= 10;
	//	Get the rotor sound started up.

	// This base class assumes the helicopter has no guns or missiles. 
	// Set the appropriate flags in your derived class' Spawn() function.
	m_fHelicopterFlags &= ~BITS_HELICOPTER_MISSILE_ON;
	m_fHelicopterFlags &= ~BITS_HELICOPTER_GUN_ON;

	m_pRotorSound = NULL;
	m_pRotorBlast = NULL;

	SetCycle( 0 );
	ResetSequenceInfo();

	AddFlag( FL_NPC );

	m_flMaxSpeed = BASECHOPPER_MAX_SPEED;
	m_flMaxSpeedFiring = BASECHOPPER_MAX_FIRING_SPEED;
	m_takedamage = DAMAGE_AIM;

	// Don't start up if the level designer has asked the 
	// helicopter to start disabled.
	if ( !(m_spawnflags & SF_AWAITINPUT) )
	{
		Startup();
		SetNextThink( gpGlobals->curtime + 1.0f );
	}
	else
	{
		m_flStartupTime = FLT_MAX;
	}

	InitPathingData( 0, BASECHOPPER_MIN_CHASE_DIST_DIFF, BASECHOPPER_AVOID_DIST );

	// Setup collision hull
	ExpandBBox( m_cullBoxMins, m_cullBoxMaxs );
	CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &m_cullBoxMins, &m_cullBoxMaxs );
	AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
	m_flRandomOffsetTime = -1.0f;
	m_vecRandomOffset.Init( 0, 0, 0 );
}
Exemple #19
0
//------------------------------------------------------------------------------
// Purpose: Samples the player's inputs and fires outputs based on what buttons
//			are currently held down.
//------------------------------------------------------------------------------
void CGameUI::Think( void )
{
	CBasePlayer *pPlayer = m_player;

	// If player is gone, stop thinking
	if (pPlayer == NULL)
	{
		SetNextThink( TICK_NEVER_THINK );
		return;
	}

	// If we're forcing an update, state with a clean button state
	if ( m_bForceUpdate )
	{
		m_nLastButtonState = pPlayer->m_nButtons;
	}

	// ------------------------------------------------
	// Check that toucher is facing the UI within
	// the field of view tolerance.  If not disconnect
	// ------------------------------------------------
	if (m_flFieldOfView > -1)
	{
		Vector vPlayerFacing;
		pPlayer->EyeVectors( &vPlayerFacing );
		Vector vPlayerToUI =  GetAbsOrigin() - pPlayer->WorldSpaceCenter();
		VectorNormalize(vPlayerToUI);

		float flDotPr = DotProduct(vPlayerFacing,vPlayerToUI);
		if (flDotPr < m_flFieldOfView)
		{
			Deactivate( pPlayer );
			return;
		}
	}

	pPlayer->AddFlag( FL_ONTRAIN );
	SetNextThink( gpGlobals->curtime );

	// Deactivate if they jump or press +use.
	// FIXME: prevent the use from going through in player.cpp
	if ((( pPlayer->m_afButtonPressed & IN_USE ) && ( m_spawnflags & SF_GAMEUI_USE_DEACTIVATES )) ||
		(( pPlayer->m_afButtonPressed & IN_JUMP ) && ( m_spawnflags & SF_GAMEUI_JUMP_DEACTIVATES )))
	{
		Deactivate( pPlayer );
		return;
	}

	// Determine what's different
	int nButtonsChanged = ( pPlayer->m_nButtons ^ m_nLastButtonState );

	//
	// Handle all our possible input triggers
	//

	if ( nButtonsChanged & IN_MOVERIGHT )
	{
		if ( m_nLastButtonState & IN_MOVERIGHT )
		{
			m_unpressedMoveRight.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedMoveRight.FireOutput( pPlayer, this, 0 );
		}
	}

	if ( nButtonsChanged & IN_MOVELEFT )
	{
		if ( m_nLastButtonState & IN_MOVELEFT )
		{
			m_unpressedMoveLeft.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedMoveLeft.FireOutput( pPlayer, this, 0 );
		}
	}

	if ( nButtonsChanged & IN_FORWARD )
	{
		if ( m_nLastButtonState & IN_FORWARD )
		{
			m_unpressedForward.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedForward.FireOutput( pPlayer, this, 0 );
		}
	}

	if ( nButtonsChanged & IN_BACK )
	{
		if ( m_nLastButtonState & IN_BACK )
		{
			m_unpressedBack.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedBack.FireOutput( pPlayer, this, 0 );
		}
	}

	if ( nButtonsChanged & IN_ATTACK )
	{
		if ( m_nLastButtonState & IN_ATTACK )
		{
			m_unpressedAttack.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedAttack.FireOutput( pPlayer, this, 0 );
		}
	}

	if ( nButtonsChanged & IN_ATTACK2 )
	{
		if ( m_nLastButtonState & IN_ATTACK2 )
		{
			m_unpressedAttack2.FireOutput( pPlayer, this, 0 );
		}
		else
		{
			m_pressedAttack2.FireOutput( pPlayer, this, 0 );
		}
	}

	// Setup for the next frame
	m_nLastButtonState = pPlayer->m_nButtons;

	float x = 0, y = 0, attack = 0, attack2 = 0;
	if ( pPlayer->m_nButtons & IN_MOVERIGHT )
	{
		x = 1;
	}
	else if ( pPlayer->m_nButtons & IN_MOVELEFT )
	{
		x = -1;
	}

	if ( pPlayer->m_nButtons & IN_FORWARD )
	{
		y = 1;
	}
	else if ( pPlayer->m_nButtons & IN_BACK )
	{
		y = -1;
	}

	if ( pPlayer->m_nButtons & IN_ATTACK )
	{
		attack = 1;
	}

	if ( pPlayer->m_nButtons & IN_ATTACK2 )
	{
		attack2 = 1;
	}

	//
	// Fire the analog outputs if they changed.
	//
	if ( m_bForceUpdate || ( m_xaxis.Get() != x ) )
	{
		m_xaxis.Set( x, pPlayer, this );
	}

	if ( m_bForceUpdate || ( m_yaxis.Get() != y ) )
	{
		m_yaxis.Set( y, pPlayer, this );
	}

	if ( m_bForceUpdate || ( m_attackaxis.Get() != attack ) )
	{
		m_attackaxis.Set( attack, pPlayer, this );
	}

	if ( m_bForceUpdate || ( m_attack2axis.Get() != attack2 ) )
	{
		m_attack2axis.Set( attack2, pPlayer, this );
	}

	m_bForceUpdate = false;
}
void CApache::NullThink( void )
{
	StudioFrameAdvance( );
	SetNextThink( 0.5 );
}
//=========================================================
// SearchThink 
// This search function will sit with the turret deployed and look for a new target. 
// After a set amount of time, the barrel will spin down. After m_flMaxWait, the turret will
// retact.
//=========================================================
void CNPC_BaseTurret::SearchThink(void)
{
	// ensure rethink
	SetTurretAnim(TURRET_ANIM_SPIN);
	StudioFrameAdvance( );
	SetNextThink( gpGlobals->curtime + 0.1 );

	if (m_flSpinUpTime == 0 && m_flMaxSpin)
		m_flSpinUpTime = gpGlobals->curtime + m_flMaxSpin;

	Ping( );

	CBaseEntity *pEnemy = GetEnemy();

	// If we have a target and we're still healthy
	if (pEnemy != NULL)
	{
		if (!pEnemy->IsAlive() )
			pEnemy = NULL;// Dead enemy forces a search for new one
	}


	// Acquire Target
	if (pEnemy == NULL)
	{
		GetSenses()->Look(TURRET_RANGE);
		pEnemy = BestEnemy();

		if ( pEnemy && !FVisible( pEnemy ) )
			 pEnemy = NULL;
	}

	// If we've found a target, spin up the barrel and start to attack
	if (pEnemy != NULL)
	{
		m_flLastSight = 0;
		m_flSpinUpTime = 0;
		SetThink(&CNPC_BaseTurret::ActiveThink);
	}
	else
	{
		// Are we out of time, do we need to retract?
 		if (gpGlobals->curtime > m_flLastSight)
		{
			//Before we retrace, make sure that we are spun down.
			m_flLastSight = 0;
			m_flSpinUpTime = 0;
			SetThink(&CNPC_BaseTurret::Retire);
		}
		// should we stop the spin?
		else if ((m_flSpinUpTime) && (gpGlobals->curtime > m_flSpinUpTime))
		{
			SpinDownCall();
		}
		
		// generic hunt for new victims
		m_vecGoalAngles.y = (m_vecGoalAngles.y + 0.1 * m_fTurnRate);
		if (m_vecGoalAngles.y >= 360)
			m_vecGoalAngles.y -= 360;
		MoveTurret();
	}

	SetEnemy( pEnemy );
}
void CApache :: DyingThink( void )
{
	StudioFrameAdvance( );
	SetNextThink( 0.1 );

	pev->avelocity = pev->avelocity * 1.02;

	// still falling?
	if (m_flNextRocket > gpGlobals->time )
	{
		// random explosions
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
			WRITE_BYTE( TE_EXPLOSION);		// This just makes a dynamic light now
			WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -150, -50 ));
			WRITE_SHORT( g_sModelIndexFireball );
			WRITE_BYTE( RANDOM_LONG(0,29) + 30  ); // scale * 10
			WRITE_BYTE( 12  ); // framerate
			WRITE_BYTE( TE_EXPLFLAG_NONE );
		MESSAGE_END();

		// lots of smoke
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
			WRITE_BYTE( TE_SMOKE );
			WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -150, 150 ));
			WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -150, -50 ));
			WRITE_SHORT( g_sModelIndexSmoke );
			WRITE_BYTE( 100 ); // scale * 10
			WRITE_BYTE( 10  ); // framerate
		MESSAGE_END();

		Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_BREAKMODEL);

			// position
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z );

			// size
			WRITE_COORD( 400 );
			WRITE_COORD( 400 );
			WRITE_COORD( 132 );

			// velocity
			WRITE_COORD( pev->velocity.x ); 
			WRITE_COORD( pev->velocity.y );
			WRITE_COORD( pev->velocity.z );

			// randomization
			WRITE_BYTE( 50 ); 

			// Model
			WRITE_SHORT( m_iBodyGibs );	//model id#

			// # of shards
			WRITE_BYTE( 4 );	// let client decide

			// duration
			WRITE_BYTE( 30 );// 3.0 seconds

			// flags

			WRITE_BYTE( BREAK_METAL );
		MESSAGE_END();

		// don't stop it we touch a entity
		pev->flags &= ~FL_ONGROUND;
		SetNextThink( 0.2 );
		return;
	}
	else
	{
		Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;

		/*
		MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
			WRITE_BYTE( TE_EXPLOSION);		// This just makes a dynamic light now
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 300 );
			WRITE_SHORT( g_sModelIndexFireball );
			WRITE_BYTE( 250 ); // scale * 10
			WRITE_BYTE( 8  ); // framerate
		MESSAGE_END();
		*/

		// fireball
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_SPRITE );
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 256 );
			WRITE_SHORT( m_iExplode );
			WRITE_BYTE( 120 ); // scale * 10
			WRITE_BYTE( 255 ); // brightness
		MESSAGE_END();
		
		// big smoke
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_SMOKE );
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 512 );
			WRITE_SHORT( g_sModelIndexSmoke );
			WRITE_BYTE( 250 ); // scale * 10
			WRITE_BYTE( 5  ); // framerate
		MESSAGE_END();

		// blast circle
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
			WRITE_BYTE( TE_BEAMCYLINDER );
			WRITE_COORD( pev->origin.x);
			WRITE_COORD( pev->origin.y);
			WRITE_COORD( pev->origin.z);
			WRITE_COORD( pev->origin.x);
			WRITE_COORD( pev->origin.y);
			WRITE_COORD( pev->origin.z + 2000 ); // reach damage radius over .2 seconds
			WRITE_SHORT( m_iSpriteTexture );
			WRITE_BYTE( 0 ); // startframe
			WRITE_BYTE( 0 ); // framerate
			WRITE_BYTE( 4 ); // life
			WRITE_BYTE( 32 );  // width
			WRITE_BYTE( 0 );   // noise
			WRITE_BYTE( 255 );   // r, g, b
			WRITE_BYTE( 255 );   // r, g, b
			WRITE_BYTE( 192 );   // r, g, b
			WRITE_BYTE( 128 ); // brightness
			WRITE_BYTE( 0 );		// speed
		MESSAGE_END();

		EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3);

		RadiusDamage( pev->origin, pev, pev, 300, CLASS_NONE, DMG_BLAST );

		if (/*!(pev->spawnflags & SF_NOWRECKAGE) && */(pev->flags & FL_ONGROUND))
		{
			CBaseEntity *pWreckage = Create( "cycler_wreckage", pev->origin, pev->angles );
			// SET_MODEL( ENT(pWreckage->pev), STRING(pev->model) );
			UTIL_SetSize( pWreckage->pev, Vector( -200, -200, -128 ), Vector( 200, 200, -32 ) );
			pWreckage->pev->frame = pev->frame;
			pWreckage->pev->sequence = pev->sequence;
			pWreckage->pev->framerate = 0;
			pWreckage->pev->dmgtime = gpGlobals->time + 5;
		}

		// gibs
		vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
		MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
			WRITE_BYTE( TE_BREAKMODEL);

			// position
			WRITE_COORD( vecSpot.x );
			WRITE_COORD( vecSpot.y );
			WRITE_COORD( vecSpot.z + 64);

			// size
			WRITE_COORD( 400 );
			WRITE_COORD( 400 );
			WRITE_COORD( 128 );

			// velocity
			WRITE_COORD( 0 ); 
			WRITE_COORD( 0 );
			WRITE_COORD( 200 );

			// randomization
			WRITE_BYTE( 30 ); 

			// Model
			WRITE_SHORT( m_iBodyGibs );	//model id#

			// # of shards
			WRITE_BYTE( 200 );

			// duration
			WRITE_BYTE( 200 );// 10.0 seconds

			// flags

			WRITE_BYTE( BREAK_METAL );
		MESSAGE_END();

		SetThink(&CApache :: SUB_Remove );
		SetNextThink( 0.1 );
	}
}
void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{ 
	// if it's not a player, ignore
	if ( !pActivator->IsPlayer() )
		return;

	// if there is no juice left, turn it off
	if (m_iJuice <= 0)
	{
		SetTextureFrameIndex( 1 );
		Off();
	}

	// if the player doesn't have the suit, or there is no juice left, make the deny noise
	if ( m_iJuice <= 0 )
	{
		if (m_flSoundTime <= gpGlobals->curtime)
		{
			m_flSoundTime = gpGlobals->curtime + 0.62;
			EmitSound( "SuitRecharge.Deny" );
		}
		return;
	}

	SetNextThink( gpGlobals->curtime + 0.25 );
	SetThink(Off);

	// Time to recharge yet?

	if (m_flNextCharge >= gpGlobals->curtime)
		return;

	// Make sure that we have a caller
	if (!pActivator)
		return;

	m_hActivator = pActivator;

	//only recharge the player

	if (!m_hActivator->IsPlayer() )
		return;
	
	// Play the on sound or the looping charging sound
	if (!m_iOn)
	{
		m_iOn++;
		EmitSound( "SuitRecharge.Start" );
		m_flSoundTime = 0.56 + gpGlobals->curtime;
	}
	if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->curtime))
	{
		m_iOn++;
		CPASAttenuationFilter filter( this, "SuitRecharge.ChargingLoop" );
		filter.MakeReliable();
		EmitSound( filter, entindex(), "SuitRecharge.ChargingLoop" );
	}

	CBasePlayer *pl = (CBasePlayer *) m_hActivator.Get();

	// charge the player
	if (pl->ArmorValue() < 100)
	{
		m_iJuice--;
		pl->IncrementArmorValue( 1, 100 );
	}

	// Send the output.
	float flRemaining = m_iJuice / sk_suitcharger.GetFloat();
	m_OutRemainingCharge.Set(flRemaining, pActivator, this);

	// govern the rate of charge
	m_flNextCharge = gpGlobals->curtime + 0.1;
}
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: 
//-----------------------------------------------------------------------------
void CAPCController::ActivateRocketGuidance(void)
{
	m_spawnflags	|= SF_TANK_ACTIVE; 
	SetNextThink( gpGlobals->curtime + 0.1f ); 
}
void CASW_Health_Regen::Spawn()
{
	BaseClass::Spawn();
	SetNextThink( gpGlobals->curtime ); // Think now
}
Exemple #27
0
// Timed grenade, this think is called when time runs out.
void CGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	SetThink(&CGrenade:: Detonate );
	SetNextThink( 0 );
}
void CASW_Health_Regen::Think()
{
	BaseClass::Think();
	CBaseEntity* pEntity = NULL;
	while ((pEntity = gEntList.FindEntityByClassname( pEntity, "asw_marine" )) != NULL)
	{
		CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(pEntity);
		if (pMarine)
		{
			int cur_health = pMarine->GetHealth();
			int max_health = pMarine->GetMaxHealth();
			int regen_ammount = rm_health_regen_amount.GetInt();

			if (cur_health < max_health)
			{
				//Check if this marine is dead.
				if (cur_health < 1)
					continue;
				
				int result_health = cur_health + regen_ammount;
				if (result_health > max_health)
					result_health = max_health;
				
// 				if (pMarine->m_bKnockedOut)
// 				{
// 					result_health = cur_health - 3;
// 					if (result_health <= 0)
// 					{
// 						CTakeDamageInfo info(
// 							pMarine, 
// 							pMarine, 
// 							Vector(0,0,0), 
// 							GetAbsOrigin(), 
// 							100, 
// 							DMG_NEVERGIB);
// 						pMarine->TakeDamage(info);
// 					}
// 					else
// 					{
// 						pMarine->SetHealth(result_health);
// 					}
// 				}
// 				else
// 				{
					if (!pMarine->m_bKnockedOut && ASWGameRules()->m_iHpRegen)
						pMarine->SetHealth(result_health);

					// riflemod: incapacitated marines have decreasing hp
					if (pMarine->m_bKnockedOut)
					{
						int decreased_hp = pMarine->GetHealth() - rm_health_decrease_amount.GetInt();
						if (decreased_hp <= 0)
						{
							pMarine->SetKnockedOut(false);
							pMarine->SetHealth(1);
							// HACK
							int allow_revive = ASWGameRules()->m_iAllowRevive;
							ASWGameRules()->m_iAllowRevive = 0;
							CTakeDamageInfo info(this, this, Vector(0, 0, 0), GetAbsOrigin(), 100,
								DMG_NEVERGIB);
							pMarine->TakeDamage(info);
							ASWGameRules()->m_iAllowRevive = allow_revive;
						}
						else
							pMarine->SetHealth(decreased_hp);

					}
//				}
			}
		}
	}

	SetNextThink( gpGlobals->curtime + rm_health_regen_interval.GetFloat());
}
//-----------------------------------------------------------------------------
// Purpose: Intercept damage and decide whether or not we want to trigger
// Input  : &info - 
//-----------------------------------------------------------------------------
int CWeaponStriderBuster::OnTakeDamage( const CTakeDamageInfo &info )
{
	// If we're attached, any damage from the player makes us trigger
	CBaseEntity *pInflictor = info.GetInflictor();
	CBaseEntity *pAttacker = info.GetAttacker();
	bool bInflictorIsPlayer = ( pInflictor != NULL && pInflictor->IsPlayer() );
	bool bAttackerIsPlayer = ( pAttacker != NULL && pAttacker->IsPlayer() );

	if ( GetParent() && GetParent()->ClassMatches( g_iszVehicle ) )
	{
		return 0;
	}

	// Only take damage from a player, for the moment
	if ( striderbuster_allow_all_damage.GetBool() || ( IsAttachedToStrider() && ( bAttackerIsPlayer || bInflictorIsPlayer ) ) )
	{
		Detonate();
		return 0;
	}

	if ( pAttacker && ( pAttacker->Classify() == CLASS_COMBINE || pAttacker->Classify() == CLASS_COMBINE_HUNTER ) )
	{
		if ( VPhysicsGetObject() && !VPhysicsGetObject()->IsMoveable() )
		{
			return 0;
		}
	}

	// Hunters are able to destroy strider busters
	if ( hunter_hate_held_striderbusters.GetBool() || hunter_hate_thrown_striderbusters.GetBool() || hunter_hate_attached_striderbusters.GetBool() )
	{
		if ( ( GetHealth() > 0 ) && ( pInflictor != NULL ) && FClassnameIs( pInflictor, "hunter_flechette" ) )
		{
			//
			// Flechette impacts don't hurt the striderbuster unless it's attached to a strider,
			// but the explosions always do. This is so that held or thrown striderbusters fly
			// awry because of the flechette, but attached striderbusters break instantly to make
			// the hunters more effective at defending the strider.
			//
			if ( IsAttachedToStrider() || !( info.GetDamageType() & DMG_NEVERGIB ) )
			{
				if( striderbuster_die_detach.GetBool() && IsAttachedToStrider() )
				{
					// Make the buster fall off and break.
					m_takedamage = DAMAGE_NO;

					CNPC_Strider *pStrider = dynamic_cast<CNPC_Strider *>(GetOwnerEntity());
					Assert( pStrider != NULL );
					pStrider->StriderBusterDetached( this );
					DestroyConstraint();

					// Amplify some lateral force.
					Vector vecForce = info.GetDamageForce();
					vecForce.z = 0.0f;
					VPhysicsGetObject()->ApplyForceCenter( vecForce * 5.0f );

					SetContextThink( NULL, gpGlobals->curtime, s_pBusterPingThinkContext );

					SetThink( &CWeaponStriderBuster::BusterDetachThink );
					SetNextThink( gpGlobals->curtime );
					m_iBusterFlags |= STRIDERBUSTER_FLAG_KNOCKED_OFF_STRIDER;

					return 0;
				}
				else
				{
					// Destroy the buster in place
					// Make sure they know it blew up prematurely.
					EmitSound( "Weapon_StriderBuster.Dud_Detonate" );
					DispatchParticleEffect( "striderbuster_break_flechette", GetAbsOrigin(), GetAbsAngles() );
					SetHealth( 0 );

					Shatter( info.GetAttacker() );
					return 0;
				}
			}

			if ( info.GetDamage() < 5 )
			{
				bool bFirst = ( m_CarryAngles.x == 45 && m_CarryAngles.y == 0 && m_CarryAngles.z == 0);
				float sinTime = sin( gpGlobals->curtime );
				bool bSubtractX = ( bFirst ) ? ( sinTime < 0 ) : ( m_CarryAngles.x < 45 );

				m_CarryAngles.x += ( 10.0 + 10.0 * fabsf( sinTime ) + random->RandomFloat( -2.5, 2.5 ) + random->RandomFloat( -2.5, 2.5 ) ) * ( ( bSubtractX ) ? -1.0 : 1.0 );
				m_CarryAngles.y = 15 * ( sin( gpGlobals->curtime ) + cos( gpGlobals->curtime * 0.5 ) ) * .5  + random->RandomFloat( -15, 15 );
				m_CarryAngles.z = 7.5 * ( sin( gpGlobals->curtime ) + sin( gpGlobals->curtime * 2.0 ) ) * .5 + random->RandomFloat( -7.5, 7.5 );
			}

			return 1;
		}
	}
	
	// Allow crushing damage
	if ( info.GetDamageType() & DMG_CRUSH )
		return BaseClass::OnTakeDamage( info );

	return 0;
}
Exemple #30
0
//---------------------------------------------------------
// Count of all the weapons in the world of my type and
// see if we have a surplus. If there is a surplus, try
// to find suitable candidates for removal.
//
// Right now we just remove the first weapons we find that
// are behind the player, or are out of the player's PVS. 
// Later, we may want to score the results so that we
// removed the farthest gun that's not in the player's 
// viewcone, etc.
//
// Some notes and thoughts:
//
// This code is designed NOT to remove weapons that are 
// hand-placed by level designers. It should only clean
// up weapons dropped by dead NPCs, which is useful in
// situations where enemies are spawned in for a sustained
// period of time.
//
// Right now we PREFER to remove weapons that are not in the
// player's PVS, but this could be opposite of what we 
// really want. We may only want to conduct the cleanup on
// weapons that are IN the player's PVS.
//---------------------------------------------------------
void CGameWeaponManager::Think()
{
	int i;

	// Don't have to think all that often. 
	SetNextThink( gpGlobals->curtime + 2.0 );

	const char *pszWeaponName = STRING( m_iszWeaponName );

	CUtlVector<CBaseEntity *> candidates( 0, 64 );

	if ( m_bExpectingWeapon )
	{
		CBaseCombatWeapon *pWeapon = NULL;
		// Firstly, count the total number of weapons of this type in the world.
		// Also count how many of those can potentially be removed.
		pWeapon = assert_cast<CBaseCombatWeapon *>(gEntList.FindEntityByClassname( pWeapon, pszWeaponName ));

		while( pWeapon )
		{
			if( !pWeapon->IsEffectActive( EF_NODRAW ) && pWeapon->IsRemoveable() )
			{
				candidates.AddToTail( pWeapon );
			}

			pWeapon = assert_cast<CBaseCombatWeapon *>(gEntList.FindEntityByClassname( pWeapon, pszWeaponName ));
		}
	}
	else
	{
		for ( i = 0; i < m_ManagedNonWeapons.Count(); i++)
		{
			CBaseEntity *pEntity = m_ManagedNonWeapons[i];
			if ( pEntity )
			{
				Assert( pEntity->m_iClassname == m_iszWeaponName );
				if ( !pEntity->IsEffectActive( EF_NODRAW ) )
				{
					candidates.AddToTail( pEntity );
				}
			}
			else
			{
				m_ManagedNonWeapons.FastRemove( i-- );
			}
		}
	}

	// Calculate the surplus.
	int surplus = candidates.Count() - m_iMaxPieces;

	// Based on what the player can see, try to clean up the world by removing weapons that
	// the player cannot see right at the moment.
	CBaseEntity *pCandidate;
	for ( i = 0; i < candidates.Count() && surplus > 0; i++ )
	{
		bool fRemovedOne = false;

		pCandidate = candidates[i];
		Assert( !pCandidate->IsEffectActive( EF_NODRAW ) );

//		if ( gpGlobals->maxClients == 1 )
		{
			CBasePlayer *pPlayer = UTIL_GetNearestVisiblePlayer(pCandidate);
			// Nodraw serves as a flag that this weapon is already being removed since
			// all we're really doing inside this loop is marking them for removal by
			// the entity system. We don't want to count the same weapon as removed
			// more than once.
			if( !UTIL_FindClientInPVS( pCandidate->edict() ) )
			{
				fRemovedOne = true;
			}
			else if( !pPlayer->FInViewCone( pCandidate ) )
			{
				fRemovedOne = true;
			}
			else if ( UTIL_DistApprox( pPlayer->GetAbsOrigin(), pCandidate->GetAbsOrigin() ) > (30*12) )
			{
				fRemovedOne = true;
			}
		}
//		else
//		{
//			fRemovedOne = true;
//		}

		if( fRemovedOne )
		{
			pCandidate->AddEffects( EF_NODRAW );
			UTIL_Remove( pCandidate );

			DevMsg( 2, "Surplus %s removed\n", pszWeaponName);
			surplus--;
		}
	}
}