void CASW_Parasite::GatherEnemyConditions( CBaseEntity *pEnemy ) { // Do the base class BaseClass::GatherEnemyConditions( pEnemy ); // If we're not already too far away, check again //TODO: Check to make sure we don't already have a condition set that removes the need for this if ( HasCondition( COND_ENEMY_UNREACHABLE ) == false ) { Vector predPosition; UTIL_PredictedPosition( GetEnemy(), 1.0f, &predPosition ); Vector predDir = ( predPosition - GetAbsOrigin() ); float predLength = VectorNormalize( predDir ); // See if we'll be outside our effective target range if ( predLength > 2000 ) // m_flEludeDistance { Vector predVelDir = ( predPosition - GetEnemy()->GetAbsOrigin() ); float predSpeed = VectorNormalize( predVelDir ); // See if the enemy is moving mostly away from us if ( ( predSpeed > 512.0f ) && ( DotProduct( predVelDir, predDir ) > 0.0f ) ) { // Mark the enemy as eluded and burrow away ClearEnemyMemory(); SetEnemy( NULL ); SetIdealState( NPC_STATE_ALERT ); SetCondition( COND_ENEMY_UNREACHABLE ); } } } }
//--------------------------------------------------------- //--------------------------------------------------------- Vector CNPC_Combine_Cannon::LeadTarget( CBaseEntity *pTarget ) { if ( pTarget != NULL ) { Vector vecFuturePos; UTIL_PredictedPosition( pTarget, 0.05f, &vecFuturePos ); AdjustShotPosition( pTarget, &vecFuturePos ); return vecFuturePos; } return vec3_origin; }
//----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_PassengerBehaviorZombie::CanJumpToAttachToVehicle( void ) { // FIXME: Probably move this up one level and out of this function if ( m_flNextLeapTime > gpGlobals->curtime ) return false; // Predict an attachment jump CBaseEntity *pEnemy = GetOuter()->GetEnemy(); Vector vecPredictedPosition; UTIL_PredictedPosition( pEnemy, 1.0f, &vecPredictedPosition ); float flDist = UTIL_DistApprox( vecPredictedPosition, GetOuter()->GetAbsOrigin() ); // If we're facing them enough, allow the jump if ( ( flDist < JUMP_ATTACH_DIST_THRESHOLD ) && UTIL_IsFacingWithinTolerance( GetOuter(), pEnemy, JUMP_ATTACH_FACING_THRESHOLD ) ) return true; return false; }
//----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CASW_Alien_Jumper::ShouldJump( void ) { if ( GetEnemy() == NULL ) return false; // don't jump if we're stunned if (m_bElectroStunned) return false; //Too soon to try to jump if ( m_flJumpTime > gpGlobals->curtime ) return false; // only jump if you're on the ground if (!(GetFlags() & FL_ONGROUND) || GetNavType() == NAV_JUMP ) return false; // Don't jump if I'm not allowed if ( ( CapabilitiesGet() & bits_CAP_MOVE_JUMP ) == false ) return false; Vector vEnemyForward, vForward; GetEnemy()->GetVectors( &vEnemyForward, NULL, NULL ); GetVectors( &vForward, NULL, NULL ); float flDot = DotProduct( vForward, vEnemyForward ); if ( flDot < 0.5f ) flDot = 0.5f; Vector vecPredictedPos; //Get our likely position in two seconds UTIL_PredictedPosition( GetEnemy(), flDot * 2.5f, &vecPredictedPos ); // Don't jump if we're already near the target if ( ( GetAbsOrigin() - vecPredictedPos ).LengthSqr() < (512*512) ) return false; //Don't retest if the target hasn't moved enough //FIXME: Check your own distance from last attempt as well if ( ( ( m_vecLastJumpAttempt - vecPredictedPos ).LengthSqr() ) < (128*128) ) { m_flJumpTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 2.0f ); return false; } Vector targetDir = ( vecPredictedPos - GetAbsOrigin() ); float flDist = VectorNormalize( targetDir ); // don't jump at target it it's very close if (flDist < ANTLION_JUMP_MIN) return false; Vector targetPos = vecPredictedPos + ( targetDir * (GetHullWidth()*4.0f) ); // Try the jump AIMoveTrace_t moveTrace; GetMoveProbe()->MoveLimit( NAV_JUMP, GetAbsOrigin(), targetPos, MASK_NPCSOLID, GetNavTargetEntity(), &moveTrace ); //See if it succeeded if ( IsMoveBlocked( moveTrace.fStatus ) ) { if ( asw_debug_aliens.GetInt() == 2 ) { NDebugOverlay::Box( targetPos, GetHullMins(), GetHullMaxs(), 255, 0, 0, 0, 5 ); NDebugOverlay::Line( GetAbsOrigin(), targetPos, 255, 0, 0, 0, 5 ); } m_flJumpTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 2.0f ); return false; } if ( asw_debug_aliens.GetInt() == 2 ) { NDebugOverlay::Box( targetPos, GetHullMins(), GetHullMaxs(), 0, 255, 0, 0, 5 ); NDebugOverlay::Line( GetAbsOrigin(), targetPos, 0, 255, 0, 0, 5 ); } //Save this jump in case the next time fails m_vecSavedJump = moveTrace.vJumpVelocity; m_vecLastJumpAttempt = targetPos; return true; }
//========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CNPC_Bullsquid::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case BSQUID_AE_SPIT: { Vector vSpitPos; GetAttachment("mouth", vSpitPos); vSpitPos.z += 40.0f; Vector vTarget; // If our enemy is looking at us and far enough away, lead him if (HasCondition(COND_ENEMY_FACING_ME) && UTIL_DistApprox(GetAbsOrigin(), GetEnemy()->GetAbsOrigin()) > (40 * 12)) { UTIL_PredictedPosition(GetEnemy(), 0.5f, &vTarget); vTarget.z = GetEnemy()->GetAbsOrigin().z; } else { // Otherwise he can't see us and he won't be able to dodge vTarget = GetEnemy()->BodyTarget(vSpitPos, true); } vTarget[2] += random->RandomFloat(0.0f, 32.0f); // Try and spit at our target Vector vecToss; if (GetSpitVector(vSpitPos, vTarget, &vecToss) == false) { DevMsg("GetSpitVector( vSpitPos, vTarget, &vecToss ) == false\n"); // Now try where they were if (GetSpitVector(vSpitPos, m_vSavePosition, &vecToss) == false) { DevMsg("GetSpitVector( vSpitPos, m_vSavePosition, &vecToss ) == false\n"); // Failing that, just shoot with the old velocity we calculated initially! vecToss = m_vecSaveSpitVelocity; } } // Find what our vertical theta is to estimate the time we'll impact the ground Vector vecToTarget = (vTarget - vSpitPos); VectorNormalize(vecToTarget); float flVelocity = VectorNormalize(vecToss); float flCosTheta = DotProduct(vecToTarget, vecToss); float flTime = (vSpitPos - vTarget).Length2D() / (flVelocity * flCosTheta); // Emit a sound where this is going to hit so that targets get a chance to act correctly CSoundEnt::InsertSound(SOUND_DANGER, vTarget, (15 * 12), flTime, this); // Don't fire again until this volley would have hit the ground (with some lag behind it) SetNextAttack(gpGlobals->curtime + flTime + random->RandomFloat(0.5f, 2.0f)); for (int i = 0; i < 6; i++) { CGrenadeSpit *pGrenade = (CGrenadeSpit*)CreateEntityByName("grenade_spit"); pGrenade->SetAbsOrigin(vSpitPos); pGrenade->SetAbsAngles(vec3_angle); DispatchSpawn(pGrenade); pGrenade->SetThrower(this); pGrenade->SetOwnerEntity(this); if (i == 0) { pGrenade->SetSpitSize(SPIT_LARGE); pGrenade->SetAbsVelocity(vecToss * flVelocity); } else { pGrenade->SetAbsVelocity((vecToss + RandomVector(-0.035f, 0.035f)) * flVelocity); pGrenade->SetSpitSize(random->RandomInt(SPIT_SMALL, SPIT_MEDIUM)); } // Tumble through the air pGrenade->SetLocalAngularVelocity(QAngle(random->RandomFloat(-250, -500), random->RandomFloat(-250, -500), random->RandomFloat(-250, -500))); } for (int i = 0; i < 8; i++) { DispatchParticleEffect("blood_impact_yellow_01", vSpitPos + RandomVector(-12.0f, 12.0f), RandomAngle(0, 360)); } EmitSound("NPC_Antlion.PoisonShoot"); } break; case BSQUID_AE_BITE: { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_bite.GetFloat(), DMG_SLASH ); if ( pHurt ) { Vector forward, up; AngleVectors( GetAbsAngles(), &forward, NULL, &up ); pHurt->ApplyAbsVelocityImpulse( 100 * (up-forward) ); pHurt->SetGroundEntity( NULL ); } } break; case BSQUID_AE_WHIP_SND: { EmitSound( "NPC_Bullsquid.TailWhip" ); break; } /* case BSQUID_AE_TAILWHIP: { CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), sk_bullsquid_dmg_whip.GetFloat(), DMG_SLASH | DMG_ALWAYSGIB ); if ( pHurt ) { Vector right, up; AngleVectors( GetAbsAngles(), NULL, &right, &up ); if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) ) pHurt->ViewPunch( QAngle( 20, 0, -20 ) ); pHurt->ApplyAbsVelocityImpulse( 100 * (up+2*right) ); } } break; */ case BSQUID_AE_BLINK: { // close eye. m_nSkin = 1; } break; case BSQUID_AE_HOP: { float flGravity = GetCurrentGravity(); // throw the squid up into the air on this frame. if ( GetFlags() & FL_ONGROUND ) { SetGroundEntity( NULL ); } // jump 40 inches into the air Vector vecVel = GetAbsVelocity(); vecVel.z += sqrt( flGravity * 2.0 * 40 ); SetAbsVelocity( vecVel ); } break; case BSQUID_AE_THROW: { // squid throws its prey IF the prey is a client. CBaseEntity *pHurt = CheckTraceHullAttack( 70, Vector(-16,-16,-16), Vector(16,16,16), 0, 0 ); if ( pHurt ) { pHurt->ViewPunch( QAngle(20,0,-20) ); // screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. UTIL_ScreenShake( pHurt->GetAbsOrigin(), 25.0, 1.5, 0.7, 2, SHAKE_START ); // If the player, throw him around if ( pHurt->IsPlayer()) { Vector forward, up; AngleVectors( GetLocalAngles(), &forward, NULL, &up ); pHurt->ApplyAbsVelocityImpulse( forward * 300 + up * 300 ); } // If not the player see if has bullsquid throw interatcion else { CBaseCombatCharacter *pVictim = ToBaseCombatCharacter( pHurt ); if (pVictim) { if ( pVictim->DispatchInteraction( g_interactionBullsquidThrow, NULL, this ) ) { Vector forward, up; AngleVectors( GetLocalAngles(), &forward, NULL, &up ); pVictim->ApplyAbsVelocityImpulse( forward * 300 + up * 250 ); } } } } } break; default: BaseClass::HandleAnimEvent( pEvent ); } }
//----------------------------------------------------------------------------- // Purpose: Allow pre-frame adjustments on the player //----------------------------------------------------------------------------- void CHL1_Player::PreThink(void) { CheckExplosionEffects(); if ( player_showpredictedposition.GetBool() ) { Vector predPos; UTIL_PredictedPosition( this, player_showpredictedposition_timestep.GetFloat(), &predPos ); NDebugOverlay::Box( predPos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), 0, 255, 0, 0, 0.01f ); NDebugOverlay::Line( GetAbsOrigin(), predPos, 0, 255, 0, 0, 0.01f ); } int buttonsChanged; buttonsChanged = m_afButtonPressed | m_afButtonReleased; g_pGameRules->PlayerThink( this ); if ( g_fGameOver || IsPlayerLockedInPlace() ) return; // intermission or finale ItemPreFrame( ); WaterMove(); if ( g_pGameRules && g_pGameRules->FAllowFlashlight() ) m_Local.m_iHideHUD &= ~HIDEHUD_FLASHLIGHT; else m_Local.m_iHideHUD |= HIDEHUD_FLASHLIGHT; // checks if new client data (for HUD and view control) needs to be sent to the client UpdateClientData(); CheckTimeBasedDamage(); CheckSuitUpdate(); if (m_lifeState >= LIFE_DYING) { PlayerDeathThink(); return; } // So the correct flags get sent to client asap. // if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE ) AddFlag( FL_ONTRAIN ); else RemoveFlag( FL_ONTRAIN ); // Train speed control if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE ) { CBaseEntity *pTrain = GetGroundEntity(); float vel; if ( pTrain ) { if ( !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) ) pTrain = NULL; } if ( !pTrain ) { if ( GetActiveWeapon() && (GetActiveWeapon()->ObjectCaps() & FCAP_DIRECTIONAL_USE) ) { m_iTrain = TRAIN_ACTIVE | TRAIN_NEW; if ( m_nButtons & IN_FORWARD ) { m_iTrain |= TRAIN_FAST; } else if ( m_nButtons & IN_BACK ) { m_iTrain |= TRAIN_BACK; } else { m_iTrain |= TRAIN_NEUTRAL; } return; } else { trace_t trainTrace; // Maybe this is on the other side of a level transition UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,-38), MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trainTrace ); if ( trainTrace.fraction != 1.0 && trainTrace.m_pEnt ) pTrain = trainTrace.m_pEnt; if ( !pTrain || !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) || !pTrain->OnControls(GetContainingEntity(pev)) ) { // Warning( "In train mode with no train!\n" ); m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE; m_iTrain = TRAIN_NEW|TRAIN_OFF; return; } } } else if ( !( GetFlags() & FL_ONGROUND ) || pTrain->HasSpawnFlags( SF_TRACKTRAIN_NOCONTROL ) || (m_nButtons & (IN_MOVELEFT|IN_MOVERIGHT) ) ) { // Turn off the train if you jump, strafe, or the train controls go dead m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE; m_iTrain = TRAIN_NEW|TRAIN_OFF; return; } SetAbsVelocity( vec3_origin ); vel = 0; if ( m_afButtonPressed & IN_FORWARD ) { vel = 1; pTrain->Use( this, this, USE_SET, (float)vel ); } else if ( m_afButtonPressed & IN_BACK ) { vel = -1; pTrain->Use( this, this, USE_SET, (float)vel ); } if (vel) { m_iTrain = TrainSpeed(pTrain->m_flSpeed, ((CFuncTrackTrain*)pTrain)->GetMaxSpeed()); m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW; } } else if (m_iTrain & TRAIN_ACTIVE) { m_iTrain = TRAIN_NEW; // turn off train } // THIS CODE DOESN'T SEEM TO DO ANYTHING!!! // WHY IS IT STILL HERE? (sjb) if (m_nButtons & IN_JUMP) { // If on a ladder, jump off the ladder // else Jump Jump(); } // If trying to duck, already ducked, or in the process of ducking if ((m_nButtons & IN_DUCK) || (GetFlags() & FL_DUCKING) || (m_afPhysicsFlags & PFLAG_DUCKING) ) Duck(); // // If we're not on the ground, we're falling. Update our falling velocity. // if ( !( GetFlags() & FL_ONGROUND ) ) { m_Local.m_flFallVelocity = -GetAbsVelocity().z; } if ( m_afPhysicsFlags & PFLAG_ONBARNACLE ) { SetAbsVelocity( vec3_origin ); } // StudioFrameAdvance( );//!!!HACKHACK!!! Can't be hit by traceline when not animating? //Find targets for NPC to shoot if they decide to miss us FindMissTargets(); }