AIMotorMoveResult_t CAI_BlendedMotor::MoveGroundExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult ) { if ( move.curExpectedDist < 0.001 ) { AIMotorMoveResult_t result = BaseClass::MoveGroundExecute( move, pTraceResult ); // Msg(" BaseClass::MoveGroundExecute() - remaining %.2f\n", GetMoveInterval() ); SetMoveScriptAnim( 0.0 ); return result; } BuildMoveScript( move, pTraceResult ); float flNewSpeed = GetCurSpeed(); float flTotalDist = GetMoveScriptDist( flNewSpeed ); //Assert( move.maxDist < 0.01 || flTotalDist > 0.0 ); // -------------------------------------------- // turn in the direction of movement // -------------------------------------------- float flNewYaw = GetMoveScriptYaw( ); // get facing based on movement yaw AILocalMoveGoal_t move2 = move; move2.facing = UTIL_YawToVector( flNewYaw ); // turn in the direction needed MoveFacing( move2 ); // reset actual "sequence" ground speed based current movement sequence, orientation // FIXME: this should be based on GetOuter()->m_flGroundSpeed = GetSequenceGroundSpeed( GetSequence()); /* if (1 || flNewSpeed > GetIdealSpeed()) { // DevMsg( "%6.2f : Speed %.1f : %.1f (%.1f) : %d\n", gpGlobals->curtime, flNewSpeed, move.maxDist, move.transitionDist, GetOuter()->m_pHintNode != NULL ); // DevMsg( "%6.2f : Speed %.1f : %.1f\n", gpGlobals->curtime, flNewSpeed, GetIdealSpeed() ); } */ SetMoveScriptAnim( flNewSpeed ); /* if ((GetOuter()->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)) { DevMsg( "%6.2f : Speed %.1f : %.1f : %.2f\n", gpGlobals->curtime, flNewSpeed, GetIdealSpeed(), flNewSpeed / GetIdealSpeed() ); } */ AIMotorMoveResult_t result = MoveGroundExecuteWalk( move, flNewSpeed, flTotalDist, pTraceResult ); return result; }
AIMotorMoveResult_t CAI_BlendedMotor::MoveFlyExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult ) { if ( move.curExpectedDist < 0.001 ) return BaseClass::MoveFlyExecute( move, pTraceResult ); BuildMoveScript( move, pTraceResult ); float flNewSpeed = GetCurSpeed(); float flTotalDist = GetMoveScriptDist( flNewSpeed ); Assert( move.maxDist < 0.01 || flTotalDist > 0.0 ); // -------------------------------------------- // turn in the direction of movement // -------------------------------------------- float flNewYaw = GetMoveScriptYaw( ); // get facing based on movement yaw AILocalMoveGoal_t move2 = move; move2.facing = UTIL_YawToVector( flNewYaw ); // turn in the direction needed MoveFacing( move2 ); GetOuter()->m_flGroundSpeed = GetSequenceGroundSpeed( GetSequence()); SetMoveScriptAnim( flNewSpeed ); // DevMsg( "%6.2f : Speed %.1f : %.1f\n", gpGlobals->curtime, flNewSpeed, GetIdealSpeed() ); // reset actual "sequence" ground speed based current movement sequence, orientation // FIXME: the above is redundant with MoveGroundExecute, and the below is a mix of MoveGroundExecuteWalk and MoveFlyExecute bool bReachingLocalGoal = ( flTotalDist > move.maxDist ); // can I move farther in this interval than I'm supposed to? if ( bReachingLocalGoal ) { if ( !(move.flags & AILMG_CONSUME_INTERVAL) ) { // only use a portion of the time interval SetMoveInterval( GetMoveInterval() * (1 - move.maxDist / flTotalDist) ); } else SetMoveInterval( 0 ); flTotalDist = move.maxDist; } else { // use all the time SetMoveInterval( 0 ); } SetMoveVel( move.dir * flNewSpeed ); // orig Vector vecStart, vecEnd; vecStart = GetLocalOrigin(); VectorMA( vecStart, flTotalDist, move.dir, vecEnd ); AIMoveTrace_t moveTrace; GetMoveProbe()->MoveLimit( NAV_FLY, vecStart, vecEnd, MASK_NPCSOLID, NULL, &moveTrace ); if ( pTraceResult ) *pTraceResult = moveTrace; // Check for total blockage if (fabs(moveTrace.flDistObstructed - flTotalDist) <= 1e-1) { // But if we bumped into our target, then we succeeded! if ( move.pMoveTarget && (moveTrace.pObstruction == move.pMoveTarget) ) return AIM_PARTIAL_HIT_TARGET; return AIM_FAILED; } // The true argument here causes it to touch all triggers // in the volume swept from the previous position to the current position UTIL_SetOrigin(GetOuter(), moveTrace.vEndPosition, true); return (IsMoveBlocked(moveTrace.fStatus)) ? AIM_PARTIAL_HIT_WORLD : AIM_SUCCESS; }
// get the full velocity we can run at for the current direction (i.e. relative to our facing) float C_ASW_Simple_Drone::GetRunSpeed() { return GetSequenceGroundSpeed(LookupSequence("run_idle")); }