int CAI_Senses::LookForObjects( int iDistance ) { const int BOX_QUERY_MASK = FL_OBJECT; int nSeen = 0; if ( gpGlobals->curtime - m_TimeLastLookMisc > AI_MISC_SEARCH_TIME ) { m_TimeLastLookMisc = gpGlobals->curtime; BeginGather(); float distSq = ( iDistance * iDistance ); const Vector &origin = GetAbsOrigin(); int iter; CEntity *pEnt = CEntity::Instance(g_AI_SensedObjectsManager->GetFirst( &iter )); while ( pEnt ) { if ( pEnt->GetFlags() & BOX_QUERY_MASK ) { if ( origin.DistToSqr(pEnt->GetAbsOrigin()) < distSq && Look( pEnt->BaseEntity()) ) { nSeen++; } } pEnt = CEntity::Instance(g_AI_SensedObjectsManager->GetNext( &iter )); } EndGather( nSeen, &m_SeenMisc ); } else { for ( int i = m_SeenMisc.Count() - 1; i >= 0; --i ) { if ( m_SeenMisc[i].Get() == NULL ) m_SeenMisc.FastRemove( i ); } nSeen = m_SeenMisc.Count(); } return nSeen; }
bool CAI_Senses::ShouldSeeEntity( CBaseEntity *pSightEnt ) { CEntity *cent = CEntity::Instance(pSightEnt); if ( cent == GetOuter() || !cent->IsAlive() ) return false; if ( cent->IsPlayer() && ( cent->GetFlags() & FL_NOTARGET ) ) return false; // don't notice anyone waiting to be seen by the player if ( cent->m_spawnflags & SF_NPC_WAIT_TILL_SEEN ) return false; if ( !cent->CanBeSeenBy( GetOuter()->BaseEntity() ) ) return false; if ( !GetOuter()->QuerySeeEntity( pSightEnt, true ) ) return false; return true; }
//---------------------------------------------------------------------------------- // Purpose: Returns z value of floor below given point (up to fMaxDrop inches below) // Input : // Output : //---------------------------------------------------------------------------------- float GetFloorZ(const Vector &origin, float fMaxDrop) { // trace to the ground, then pop up 8 units and place node there to make it // easier for them to connect (think stairs, chairs, and bumps in the floor). // After the routing is done, push them back down. // trace_t tr; UTIL_TraceLine ( origin, origin - Vector ( 0, 0, fMaxDrop ), MASK_NPCSOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr ); // This trace is ONLY used if we hit an entity flagged with FL_WORLDBRUSH trace_t trEnt; UTIL_TraceLine ( origin, origin - Vector ( 0, 0, fMaxDrop ), MASK_NPCSOLID, NULL, COLLISION_GROUP_NONE, &trEnt ); // Did we hit something closer than the floor? if ( trEnt.fraction < tr.fraction ) { // If it was a world brush entity, copy the node location if ( trEnt.m_pEnt ) { CEntity *e = CEntity::Instance(trEnt.m_pEnt); if ( e && ( e->GetFlags() & FL_WORLDBRUSH ) ) { tr.endpos = trEnt.endpos; } } } return tr.endpos.z; }
int CE_Cycler_Fix::OnTakeDamage_Alive(const CTakeDamageInfo& info) { #if 0 return BaseClass::OnTakeDamage_Alive(info); #endif Forget( bits_MEMORY_INCOVER ); if ( !CCombatCharacter::FAKE_OnTakeDamage_Alive( info ) ) return 0; if ( GetSleepState() == AISS_WAITING_FOR_THREAT ) Wake(); CEntity *attacker = CEntity::Instance(info.GetAttacker()); // NOTE: This must happen after the base class is called; we need to reduce // health before the pain sound, since some NPCs use the final health // level as a modifier to determine which pain sound to use. // REVISIT: Combine soldiers shoot each other a lot and then talk about it // this improves that case a bunch, but it seems kind of harsh. if ( !GetSquad() || !GetSquad()->SquadIsMember( attacker ) ) { PainSound( info );// "Ouch!" } // See if we're running a dynamic interaction that should break when I am damaged. if ( IsActiveDynamicInteraction() ) { ScriptedNPCInteraction_t *pInteraction = GetRunningDynamicInteraction(); if ( pInteraction->iLoopBreakTriggerMethod & SNPCINT_LOOPBREAK_ON_DAMAGE ) { CEAI_ScriptedSequence *_m_hCine = Get_m_hCine(); // Can only break when we're in the action anim if ( _m_hCine->IsPlayingAction() ) { _m_hCine->StopActionLoop( true ); } } } // If we're not allowed to die, refuse to die // Allow my interaction partner to kill me though if ( m_iHealth <= 0 && HasInteractionCantDie() && attacker != m_hInteractionPartner ) { m_iHealth = 1; } // ----------------------------------- // Fire outputs // ----------------------------------- if ( m_flLastDamageTime != gpGlobals->curtime ) { // only fire once per frame m_OnDamaged->FireOutput( attacker, this); if( attacker && attacker->IsPlayer() ) { m_OnDamagedByPlayer->FireOutput( attacker, this ); // This also counts as being harmed by player's squad. m_OnDamagedByPlayerSquad->FireOutput( attacker, this ); } else { // See if the person that injured me is an NPC. CAI_NPC *pAttacker = dynamic_cast<CAI_NPC *>( attacker ); if( pAttacker && pAttacker->IsAlive() ) { if( pAttacker->GetSquad() != NULL && pAttacker->IsInPlayerSquad() ) { m_OnDamagedByPlayerSquad->FireOutput( attacker, this ); } } } } if( (info.GetDamageType() & DMG_CRUSH) && !(info.GetDamageType() & DMG_PHYSGUN) && info.GetDamage() >= MIN_PHYSICS_FLINCH_DAMAGE ) { SetCondition( COND_PHYSICS_DAMAGE ); } if ( m_iHealth <= ( m_iMaxHealth / 2 ) ) { m_OnHalfHealth->FireOutput( attacker, this ); } // react to the damage (get mad) if ( ( (GetFlags() & FL_NPC) == 0 ) || !attacker ) return 1; // If the attacker was an NPC or client update my position memory if ( attacker->GetFlags() & (FL_NPC | FL_CLIENT) ) { // ------------------------------------------------------------------ // DO NOT CHANGE THIS CODE W/O CONSULTING // Only update information about my attacker I don't see my attacker // ------------------------------------------------------------------ if ( !FInViewCone_Entity( info.GetAttacker() ) || !FVisible_Entity( info.GetAttacker() ) ) { // ------------------------------------------------------------- // If I have an inflictor (enemy / grenade) update memory with // position of inflictor, otherwise update with an position // estimate for where the attack came from // ------------------------------------------------------ Vector vAttackPos; CEntity *inflictor = CEntity::Instance(info.GetInflictor()); if (inflictor) { vAttackPos = inflictor->GetAbsOrigin(); } else { vAttackPos = (GetAbsOrigin() + ( *g_vecAttackDir * 64 )); } // ---------------------------------------------------------------- // If I already have an enemy, assume that the attack // came from the enemy and update my enemy's position // unless I already know about the attacker or I can see my enemy // ---------------------------------------------------------------- if ( GetEnemy() != NULL && !GetEnemies()->HasMemory( info.GetAttacker() ) && !HasCondition(COND_SEE_ENEMY) ) { UpdateEnemyMemory(GetEnemy_CBase(), vAttackPos, GetEnemy_CBase()); } // ---------------------------------------------------------------- // If I already know about this enemy, update his position // ---------------------------------------------------------------- else if (GetEnemies()->HasMemory( info.GetAttacker() )) { UpdateEnemyMemory(info.GetAttacker(), vAttackPos); } // ----------------------------------------------------------------- // Otherwise just note the position, but don't add enemy to my list // ----------------------------------------------------------------- else { UpdateEnemyMemory(NULL, vAttackPos); } } // add pain to the conditions if ( IsLightDamage( info ) ) { SetCondition( COND_LIGHT_DAMAGE ); } if ( IsHeavyDamage( info ) ) { SetCondition( COND_HEAVY_DAMAGE ); } ForceGatherConditions(); // Keep track of how much consecutive damage I have recieved if ((gpGlobals->curtime - m_flLastDamageTime) < 1.0) { m_flSumDamage += info.GetDamage(); } else { m_flSumDamage = info.GetDamage(); } m_flLastDamageTime = gpGlobals->curtime; if ( attacker && attacker->IsPlayer() ) m_flLastPlayerDamageTime = gpGlobals->curtime; GetEnemies()->OnTookDamageFrom( info.GetAttacker() ); if (m_flSumDamage > m_iMaxHealth*0.3) { SetCondition(COND_REPEATED_DAMAGE); } NotifyFriendsOfDamage( info.GetAttacker() ); } // --------------------------------------------------------------- // Insert a combat sound so that nearby NPCs know I've been hit // --------------------------------------------------------------- g_helpfunc.CSoundEnt_InsertSound(SOUND_COMBAT, GetAbsOrigin(), 1024, 0.5, BaseEntity(), SOUNDENT_CHANNEL_INJURY ); return 1; }