int CNPC_Dog::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { if ( IsInAScript() ) return 0; return BaseClass::OnTakeDamage_Alive( info ); }
void CNPC_Dog::GatherConditions( void ) { if ( IsInAScript() ) { ClearSenseConditions(); return; } BaseClass::GatherConditions(); }
int CNPC_Dog::SelectSchedule ( void ) { ClearCondition( COND_DOG_LOST_PHYSICS_ENTITY ); if ( GetState() == NPC_STATE_SCRIPT || IsInAScript() ) return BaseClass::SelectSchedule(); if ( BehaviorSelectSchedule() ) return BaseClass::SelectSchedule(); if ( m_bDoWaitforObjectBehavior == true ) { if ( m_hPhysicsEnt ) return SCHED_DOG_CATCH_OBJECT; } if ( m_bDoCatchThrowBehavior == true ) { if ( m_flTimeToCatch < 0.1 && m_flNextSwat <= gpGlobals->curtime ) { return SCHED_DOG_FIND_OBJECT; } if ( m_flTimeToCatch > gpGlobals->curtime && m_hPhysicsEnt ) return SCHED_DOG_CATCH_OBJECT; } else { if ( m_hPhysicsEnt ) { if ( m_bHasObject == true ) { return SCHED_DOG_WAIT_THROW_OBJECT; } } } return BaseClass::SelectSchedule(); }
void CAI_BaseHumanoid::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ) { bool bSneakAttacked = false; if( ptr->hitgroup == HITGROUP_HEAD ) { if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && info.GetAttacker() != GetEnemy() && !IsInAScript() ) { // Shot in the head by a player I've never seen. In this case the player // has gotten the drop on this enemy and such an attack is always lethal (at close range) bSneakAttacked = true; AIEnemiesIter_t iter; for( AI_EnemyInfo_t *pMemory = GetEnemies()->GetFirst(&iter); pMemory != NULL; pMemory = GetEnemies()->GetNext(&iter) ) { if ( pMemory->hEnemy == info.GetAttacker() ) { bSneakAttacked = false; break; } } float flDist; flDist = (info.GetAttacker()->GetAbsOrigin() - GetAbsOrigin()).Length(); if( flDist > SNEAK_ATTACK_DIST ) { bSneakAttacked = false; } } } if( bSneakAttacked ) { CTakeDamageInfo newInfo = info; newInfo.SetDamage( GetHealth() ); BaseClass::TraceAttack( newInfo, vecDir, ptr ); return; } BaseClass::TraceAttack( info, vecDir, ptr ); }
//--------------------------------------------------------- //--------------------------------------------------------- void CNPC_Dog::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_DOG_PICKUP_ITEM: { PullObject( false ); } break; case TASK_DOG_GET_PATH_TO_PHYSOBJ: { //Check this cause our object might have been deleted. if ( m_hPhysicsEnt == NULL ) FindPhysicsObject( NULL ); //And if we still can't find anything, then just go away. if ( m_hPhysicsEnt == NULL ) { TaskFail( "Can't find an object I like!" ); return; } IPhysicsObject *pPhysicsObject = m_hPhysicsEnt->VPhysicsGetObject(); Vector vecGoalPos; Vector vecDir; vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter(); VectorNormalize(vecDir); vecDir.z = 0; if ( m_hPhysicsEnt->GetOwnerEntity() == NULL ) m_hPhysicsEnt->SetOwnerEntity( this ); if ( pPhysicsObject ) pPhysicsObject->RecheckCollisionFilter(); vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST ); bool bBuiltRoute = false; //If I'm near my goal, then just walk to it. Activity aActivity = ACT_RUN; if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 ) aActivity = ACT_WALK; bBuiltRoute = GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL ); if ( bBuiltRoute == true ) TaskComplete(); else { m_flTimeToCatch = gpGlobals->curtime + 0.1; m_flNextRouteTime = gpGlobals->curtime + 0.3; m_flNextSwat = gpGlobals->curtime + 0.1; if ( m_hUnreachableObjects.Find( m_hPhysicsEnt ) == -1 ) m_hUnreachableObjects.AddToTail( m_hPhysicsEnt ); m_hPhysicsEnt = NULL; GetNavigator()->ClearGoal(); } } break; case TASK_WAIT: { if ( IsWaitFinished() ) { TaskComplete(); } if ( m_hPhysicsEnt ) { if ( m_bHasObject == false ) { GetMotor()->SetIdealYawToTarget( m_hPhysicsEnt->GetAbsOrigin() ); GetMotor()->UpdateYaw(); } } break; } case TASK_DOG_LAUNCH_ITEM: if( IsActivityFinished() ) { if ( m_hPhysicsEnt ) { m_hPhysicsEnt->SetOwnerEntity( NULL ); } TaskComplete(); } break; case TASK_DOG_WAIT_FOR_TARGET_TO_FACE: { if ( CanTargetSeeMe() ) TaskComplete(); } break; case TASK_WAIT_FOR_MOVEMENT: { if ( GetState() == NPC_STATE_SCRIPT || IsInAScript() ) { BaseClass::RunTask( pTask ); return; } if ( m_hPhysicsEnt != NULL ) { IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject(); if ( !pPhysObj ) { Warning( "npc_dog TASK_WAIT_FOR_MOVEMENT with NULL m_hPhysicsEnt->VPhysicsGetObject\n" ); } if ( pPhysObj && pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) TaskFail( "Player picked it up!" ); //If the object is moving then my old goal might not be valid //cancel the schedule and make it restart again in a bit. if ( pPhysObj && pPhysObj->IsAsleep() == false && GetNavigator()->IsGoalActive() == false ) { Vector vecGoalPos; Vector vecDir; vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter(); VectorNormalize(vecDir); vecDir.z = 0; vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST ); GetNavigator()->ClearGoal(); float flDistance = (vecGoalPos - GetLocalOrigin()).Length(); //If I'm near my goal, then just walk to it. Activity aActivity = ACT_RUN; if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 ) aActivity = ACT_WALK; GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL ); if ( flDistance <= DOG_PHYSOBJ_MOVE_TO_DIST ) { TaskComplete(); GetNavigator()->StopMoving(); } } } BaseClass::RunTask( pTask ); } break; case TASK_DOG_WAIT_FOR_OBJECT: { if ( m_hPhysicsEnt != NULL ) { if ( FVisible( m_hPhysicsEnt ) == false ) { m_flTimeToCatch = 0.0f; ClearBeams(); TaskFail( "Lost sight of the object!" ); m_hPhysicsEnt->SetOwnerEntity( NULL ); return; } m_hPhysicsEnt->SetOwnerEntity( this ); Vector vForward; AngleVectors( GetAbsAngles(), &vForward ); Vector vGunPos; GetAttachment( m_iPhysGunAttachment, vGunPos ); Vector vToObject = m_hPhysicsEnt->WorldSpaceCenter() - vGunPos; float flDistance = vToObject.Length(); VectorNormalize( vToObject ); SetAim( m_hPhysicsEnt->WorldSpaceCenter() - GetAbsOrigin() ); #ifdef SecobMod__Enable_Fixed_Multiplayer_AI CBasePlayer *pPlayer = UTIL_GetNearestVisiblePlayer(this); #else CBasePlayer *pPlayer = AI_GetSinglePlayer(); #endif //SecobMod__Enable_Fixed_Multiplayer_AI float flDistanceToPlayer = flDistance; if ( pPlayer ) { flDistanceToPlayer = (pPlayer->GetAbsOrigin() - m_hPhysicsEnt->WorldSpaceCenter()).Length(); } IPhysicsObject *pPhysObj = m_hPhysicsEnt->VPhysicsGetObject(); if ( !pPhysObj ) { Warning( "npc_dog: TASK_DOG_WAIT_FOR_OBJECT with m_hPhysicsEnt->VPhysicsGetObject == NULL\n" ); } if ( pPhysObj && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) && flDistanceToPlayer > ( flDistance * 2 ) ) { if ( m_flTimeToPull <= gpGlobals->curtime ) { Vector vCurrentVel; float flCurrentVel; AngularImpulse vCurrentAI; pPhysObj->GetVelocity( &vCurrentVel, &vCurrentAI ); flCurrentVel = vCurrentVel.Length(); VectorNormalize( vCurrentVel ); if ( pPhysObj && flDistance <= DOG_PULL_DISTANCE ) { Vector vDir = ( vGunPos - m_hPhysicsEnt->WorldSpaceCenter() ); VectorNormalize( vDir ); vCurrentVel = vCurrentVel * ( flCurrentVel * DOG_PULL_VELOCITY_MOD ); vCurrentAI = vCurrentAI * DOG_PULL_ANGULARIMP_MOD; pPhysObj->SetVelocity( &vCurrentVel, &vCurrentAI ); vDir = vDir * flDistance * DOG_PULL_TO_GUN_VEL_MOD; Vector vAngle( 0, 0, 0 ); pPhysObj->AddVelocity( &vDir, &vAngle ); CreateBeams(); } float flDot = DotProduct( vCurrentVel, vForward ); if ( flDistance >= DOG_PULL_DISTANCE && flDistance <= ( DOG_PULL_DISTANCE * 2 ) && flDot > -0.3 ) { if ( pPhysObj->IsAsleep() == false && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) ) { Vector vecGoalPos; Vector vecDir; vecDir = GetLocalOrigin() - m_hPhysicsEnt->WorldSpaceCenter(); VectorNormalize(vecDir); vecDir.z = 0; vecGoalPos = m_hPhysicsEnt->WorldSpaceCenter() + (vecDir * DOG_PHYSOBJ_MOVE_TO_DIST ); GetNavigator()->ClearGoal(); //If I'm near my goal, then just walk to it. Activity aActivity = ACT_RUN; if ( ( vecGoalPos - GetLocalOrigin() ).Length() <= 128 ) aActivity = ACT_WALK; GetNavigator()->SetGoal( AI_NavGoal_t( vecGoalPos, aActivity ), AIN_NO_PATH_TASK_FAIL ); } } } } float flDirDot = DotProduct( vToObject, vForward ); if ( flDirDot < 0.2 ) { GetMotor()->SetIdealYawToTarget( m_hPhysicsEnt->GetAbsOrigin() ); GetMotor()->UpdateYaw(); } if ( m_flTimeToCatch < gpGlobals->curtime && m_bDoWaitforObjectBehavior == false ) { m_hPhysicsEnt->SetOwnerEntity( NULL ); m_flTimeToCatch = 0.0f; ClearBeams(); TaskFail( "Done waiting!" ); } else if ( pPhysObj && ( flDistance <= DOG_CATCH_DISTANCE && !( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) ) ) { AngularImpulse vZero( 0, 0, 0 ); pPhysObj->SetVelocity( &vec3_origin, &vZero ); GetNavigator()->StopMoving(); //Fire Output! m_OnCatch.FireOutput( this, this ); m_bHasObject = true; ClearBeams(); TaskComplete(); } } else { GetNavigator()->StopMoving(); ClearBeams(); TaskFail("No Physics Object!"); } } break; case TASK_DOG_CATCH_OBJECT: if( IsActivityFinished() ) { m_flTimeToCatch = 0.0f; TaskComplete(); } break; default: BaseClass::RunTask( pTask ); break; } }