コード例 #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CAntlionGrub::Spawn( void )
{
	Precache();
	BaseClass::Spawn();

	SetModel( ANTLIONGRUB_MODEL );
	
	// FIXME: This is a big perf hit with the number of grubs we're using! - jdw
	CreateGlow();

	SetSolid( SOLID_BBOX );
	SetSolidFlags( FSOLID_TRIGGER );
	SetMoveType( MOVETYPE_NONE );
	SetCollisionGroup( COLLISION_GROUP_NONE );
	AddEffects( EF_NOSHADOW );

	CollisionProp()->UseTriggerBounds(true,1);

	SetTouch( &CAntlionGrub::GrubTouch );

	SetHealth( 1 );
	m_takedamage = DAMAGE_YES;

	// Stick to the nearest surface
	if ( HasSpawnFlags( SF_ANTLIONGRUB_NO_AUTO_PLACEMENT ) == false )
	{
		AttachToSurface();
	}

	// At this point, alter our bounds to make sure we're within them
	Vector vecMins, vecMaxs;
	RotateAABB( EntityToWorldTransform(), CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs(), vecMins, vecMaxs );

	UTIL_SetSize( this, vecMins, vecMaxs );

	// Start our idle activity
	SetSequence( SelectWeightedSequence( ACT_IDLE ) );
	SetCycle( random->RandomFloat( 0.0f, 1.0f ) );
	ResetSequenceInfo();

	m_State = GRUB_STATE_IDLE;

	// Reset
	m_flFlinchTime = 0.0f;
	m_flNextIdleSoundTime = gpGlobals->curtime + random->RandomFloat( 4.0f, 8.0f );
}
コード例 #2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_AntlionGrub::Spawn( void )
{
	Precache();

	SetModel( ANTLIONGRUB_MODEL );
	
	m_NPCState				= NPC_STATE_NONE;
	m_iHealth				= sk_antliongrub_health.GetFloat();
	m_iMaxHealth			= m_iHealth;
	m_flFieldOfView			= 0.5f;
	
	SetSolid( SOLID_BBOX );
	SetMoveType( MOVETYPE_NONE );
	SetCollisionGroup( COLLISION_GROUP_DEBRIS );
	SetHullSizeNormal();
	SetHullType( HULL_SMALL_CENTERED );
	SetBloodColor( BLOOD_COLOR_YELLOW );

	CapabilitiesClear();

	m_flNextVoiceChange		= gpGlobals->curtime;
	m_flSquashTime			= gpGlobals->curtime;
	m_flNearTime			= gpGlobals->curtime;
	m_flHealthTime			= gpGlobals->curtime;
	m_flEnemyHostileTime	= gpGlobals->curtime;

	m_bMoving				= false;
	m_bSquashed				= false;
	m_bSquashValid			= false;
	m_bHealing				= false;

	m_nHealthReserve		= 10;
	
	SetTouch( GrubTouch );

	// Attach to the surface under our belly
	AttachToSurface();

	// Use detailed collision because we're an odd shape
	CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );
	
	/*
	CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();

	CPASAttenuationFilter filter( this );
	m_pMovementSound	= controller.SoundCreate( filter, entindex(), CHAN_BODY, "NPC_Antlion.Movement", 3.9f );
	m_pVoiceSound		= controller.SoundCreate( filter, entindex(), CHAN_VOICE, "NPC_Antlion.Voice", 3.9f );
	m_pHealSound		= controller.SoundCreate( filter, entindex(), CHAN_STATIC, "NPC_Antlion.Heal", 3.9f );

	controller.Play( m_pMovementSound, 0.0f, 100 );
	controller.Play( m_pVoiceSound, 0.0f, 100 );
	controller.Play( m_pHealSound, 0.0f, 100 );
	*/

	m_pGlowSprite = CSprite::SpriteCreate( "sprites/blueflare1.vmt", GetLocalOrigin(), false );

	Assert( m_pGlowSprite );

	if ( m_pGlowSprite == NULL )
		return;

	Vector vecUp;
	GetVectors( NULL, NULL, &vecUp );

	m_pGlowSprite->TurnOn();
	m_pGlowSprite->SetTransparency( kRenderWorldGlow, 156, 169, 121, 164, kRenderFxNoDissipation );
	m_pGlowSprite->SetAbsOrigin( GetAbsOrigin() + vecUp * 8.0f );
	m_pGlowSprite->SetScale( 1.0f );
	m_pGlowSprite->SetGlowProxySize( 16.0f );

	// We don't want to teleport at this point
	AddSpawnFlags( SF_NPC_FALL_TO_GROUND );

	// We get a bogus error otherwise
	NPCInit();
	AddSolidFlags( FSOLID_TRIGGER );
}