//----------------------------------------------------------------------------- // Purpose: Called every frame. //----------------------------------------------------------------------------- void CPointAngleSensor::Think(void) { if (m_hTargetEntity != NULL) { Vector forward; m_hTargetEntity->GetVectors(&forward, NULL, NULL); m_TargetDir.Set(forward, this, this); if (m_hLookAtEntity != NULL) { // // Check to see if the measure entity's forward vector has been within // given tolerance of the target entity for the given period of time. // float flDot; if (IsFacingWithinTolerance(m_hTargetEntity, m_hLookAtEntity, m_flDotTolerance, &flDot )) { if (!m_bFired) { if (!m_flFacingTime) { m_flFacingTime = gpGlobals->curtime; } if (gpGlobals->curtime >= m_flFacingTime + m_flDuration) { m_OnFacingLookat.FireOutput(this, this); m_bFired = true; } } } else { // Reset the fired state if ( m_bFired ) { m_bFired = false; } // Always reset the time when we've lost our facing m_flFacingTime = 0; } // Output the angle range we're in float flPerc = RemapValClamped( flDot, 1.0f, m_flDotTolerance, 1.0f, 0.0f ); m_FacingPercentage.Set( flPerc, this, this ); } SetNextThink( gpGlobals->curtime ); } }
void CAPCController::TrackTarget( void ) { trace_t tr; bool updateTime = FALSE, lineOfSight; QAngle angles; Vector barrelEnd; CBaseEntity *pTarget = NULL; barrelEnd.Init(); if ( IsActive() ) { SetNextThink( gpGlobals->curtime + 0.1f ); } else { return; } // ----------------------------------- // Get world target position // ----------------------------------- barrelEnd = WorldBarrelPosition(); Vector worldTargetPosition; CBaseEntity *pEntity = (CBaseEntity *)m_hTarget; if ( !pEntity || ( pEntity->GetFlags() & FL_NOTARGET ) ) { m_hTarget = FindTarget( m_targetEntityName, NULL ); if ( IsActive() ) { SetNextThink( gpGlobals->curtime + 2 ); // Wait 2 sec s } return; } pTarget = pEntity; // Calculate angle needed to aim at target worldTargetPosition = pEntity->EyePosition(); float range = (worldTargetPosition - barrelEnd).Length(); if ( !InRange( range ) ) { m_bFireDelayed = false; return; } UTIL_TraceLine( barrelEnd, worldTargetPosition, MASK_BLOCKLOS, this, COLLISION_GROUP_NONE, &tr ); lineOfSight = FALSE; // No line of sight, don't track if ( tr.fraction == 1.0 || tr.m_pEnt == pTarget ) { lineOfSight = TRUE; CBaseEntity *pInstance = pTarget; if ( InRange( range ) && pInstance && pInstance->IsAlive() ) { updateTime = TRUE; // Sight position is BodyTarget with no noise (so gun doesn't bob up and down) m_sightOrigin = pInstance->BodyTarget( GetLocalOrigin(), false ); } } // Convert targetPosition to parent angles = AimBarrelAt( m_parentMatrix.WorldToLocal( m_sightOrigin ) ); // Force the angles to be relative to the center position float offsetY = UTIL_AngleDistance( angles.y, m_yawCenter ); float offsetX = UTIL_AngleDistance( angles.x, m_pitchCenter ); angles.y = m_yawCenter + offsetY; angles.x = m_pitchCenter + offsetX; // Move toward target at rate or less float distY = UTIL_AngleDistance( angles.y, GetLocalAngles().y ); QAngle vecAngVel = GetLocalAngularVelocity(); vecAngVel.y = distY * 10; vecAngVel.y = clamp( vecAngVel.y, -m_yawRate, m_yawRate ); // Move toward target at rate or less float distX = UTIL_AngleDistance( angles.x, GetLocalAngles().x ); vecAngVel.x = distX * 10; vecAngVel.x = clamp( vecAngVel.x, -m_pitchRate, m_pitchRate ); SetLocalAngularVelocity( vecAngVel ); SetMoveDoneTime( 0.1 ); Vector forward; AngleVectors( GetLocalAngles(), &forward ); forward = m_parentMatrix.ApplyRotation( forward ); AngleVectors(angles, &forward); if ( lineOfSight == TRUE ) { // FIXME: This will ultimately have to deal with NPCs being in the vehicle as well // See if the target is in a vehicle. If so, check its relationship CBasePlayer *pPlayer = ToBasePlayer( pTarget ); if ( pPlayer && pPlayer->IsInAVehicle() ) { IServerVehicle *pVehicle = pPlayer->GetVehicle(); if ( pVehicle->ClassifyPassenger( pPlayer, CLASS_PLAYER ) == CLASS_PLAYER) { if ( !m_bFireDelayed ) { m_bFireDelayed = true; m_flFiringDelay = gpGlobals->curtime + 1.5; // setup delay time before we start firing return; } if ( gpGlobals->curtime > m_flFiringDelay ) { m_OnFireAtTarget.Set(forward, this, this); // tell apc to fire rockets, and what direction } } } } else { m_bFireDelayed = false; // reset flag since we can no longer see target } }