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(); } } }