void CEnvHeadcrabCanister::TestForCollisionsAgainstWorld( const Vector &vecEndPosition )
{
	// Splash damage!
	// Iterate on all entities in the vicinity.
	float flDamageRadius = m_flDamageRadius;
	float flDamage = m_flDamage;

	CEntity *pEntity;
	for ( CEntitySphereQuery sphere( vecEndPosition, flDamageRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
	{
		if ( pEntity == this )
			continue;

		if ( !pEntity->IsSolid() )
			continue;

		// Get distance to object and use it as a scale value.
		Vector vecSegment;
		VectorSubtract( pEntity->GetAbsOrigin(), vecEndPosition, vecSegment ); 
		float flDistance = VectorNormalize( vecSegment );

		float flFactor = 1.0f / ( flDamageRadius * (INNER_RADIUS_FRACTION - 1) );
		flFactor *= flFactor;
		float flScale = flDistance - flDamageRadius;
		flScale *= flScale * flFactor;
		if ( flScale > 1.0f ) 
		{ 
			flScale = 1.0f; 
		}
		
		// Check for a physics object and apply force!
		Vector vecForceDir = vecSegment;
		IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject();
		if ( pPhysObject )
		{
			// Send it flying!!!
			float flMass = PhysGetEntityMass( pEntity );
			vecForceDir *= flMass * 750 * flScale;
			pPhysObject->ApplyForceCenter( vecForceDir );
		}

		if ( pEntity->m_takedamage && ( m_flDamage != 0.0f ) )
		{
			CTakeDamageInfo info( BaseEntity(), BaseEntity(), flDamage * flScale, DMG_BLAST );
			CalculateExplosiveDamageForce( &info, vecSegment, pEntity->GetAbsOrigin() );
			pEntity->TakeDamage( info );
		}

		if ( pEntity->IsPlayer() && !(static_cast<CPlayer*>(pEntity)->IsInAVehicle()) )
		{
			if (vecSegment.z < 0.1f)
			{
				vecSegment.z = 0.1f;
				VectorNormalize( vecSegment );					
			}
			float flAmount = SimpleSplineRemapVal( flScale, 0.0f, 1.0f, 250.0f, 1000.0f );
			pEntity->ApplyAbsVelocityImpulse( vecSegment * flAmount );
		}
	}
}
예제 #2
0
const Vector &CE_CBeam::GetAbsStartPos( void )
{
	CEntity *ent = GetStartEntity();
	if ( GetType() == BEAM_ENTS && ent )
	{
		return ent->GetAbsOrigin();
	}
	return GetAbsOrigin();
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pTarget - 
//			&chasePosition - 
//-----------------------------------------------------------------------------
void CAI_BasePhysicsFlyingBot::TranslateNavGoal( CBaseEntity *pTarget, Vector &chasePosition )
{
	Assert( pTarget != NULL );

	CEntity *cent = CEntity::Instance(pTarget);
	if ( cent == NULL )
	{
		chasePosition = vec3_origin;
		return;
	}

	// Chase their eyes
	chasePosition = cent->GetAbsOrigin() + cent->GetViewOffset();
}
예제 #4
0
const Vector &CE_CBeam::GetAbsEndPos( void )
{
	CEntity *ent = GetEndEntity();
	if ( GetType() != BEAM_POINTS && GetType() != BEAM_HOSE && ent ) 
	{
		return ent->GetAbsOrigin();
	}

	if (!const_cast<CE_CBeam*>(this)->GetMoveParent())
		return m_vecEndPos;

	// FIXME: Cache this off?
	static Vector vecAbsPos;
	VectorTransform( m_vecEndPos, EntityToWorldTransform(), vecAbsPos );
	return vecAbsPos;
}
예제 #5
0
void CE_CEnvLaser::StrikeThink( void )
{
	CEntity *pEnd = RandomTargetname( STRING( *m_iszLaserTarget ) );

	Vector vecFireAt = GetAbsEndPos();
	if ( pEnd )
	{
		vecFireAt = pEnd->GetAbsOrigin();
	}

	trace_t tr;

	UTIL_TraceLine( GetAbsOrigin(), vecFireAt, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr );
	FireAtPoint( tr );
	SetNextThink( gpGlobals->curtime );
}
예제 #6
0
int CAI_Senses::LookForObjects( int iDistance )
{	
	const int BOX_QUERY_MASK = FL_OBJECT;
	int	nSeen = 0;

	if ( gpGlobals->curtime - m_TimeLastLookMisc > AI_MISC_SEARCH_TIME )
	{
		m_TimeLastLookMisc = gpGlobals->curtime;
		
		BeginGather();

		float distSq = ( iDistance * iDistance );
		const Vector &origin = GetAbsOrigin();
		int iter;
		CEntity *pEnt = CEntity::Instance(g_AI_SensedObjectsManager->GetFirst( &iter ));
		while ( pEnt )
		{
			if ( pEnt->GetFlags() & BOX_QUERY_MASK )
			{
				if ( origin.DistToSqr(pEnt->GetAbsOrigin()) < distSq && Look( pEnt->BaseEntity()) )
				{
					nSeen++;
				}
			}
			pEnt = CEntity::Instance(g_AI_SensedObjectsManager->GetNext( &iter ));
		}
		
		EndGather( nSeen, &m_SeenMisc );
	}
    else
    {
    	for ( int i = m_SeenMisc.Count() - 1; i >= 0; --i )
    	{
    		if ( m_SeenMisc[i].Get() == NULL )
    			m_SeenMisc.FastRemove( i );    			
    	}
    	nSeen = m_SeenMisc.Count();
    }

	return nSeen;
}
//-----------------------------------------------------------------------------
// Test for impact!
//-----------------------------------------------------------------------------
void CEnvHeadcrabCanister::TestForCollisionsAgainstEntities( const Vector &vecEndPosition )
{
	// Debugging!!
//	NDebugOverlay::Box( GetAbsOrigin(), m_vecMin * 0.5f, m_vecMax * 0.5f, 255, 255, 0, 0, 5 );
//	NDebugOverlay::Box( vecEndPosition, m_vecMin, m_vecMax, 255, 0, 0, 0, 5 );

	float flRadius = CollisionProp()->BoundingRadius();
	Vector vecMins( -flRadius, -flRadius, -flRadius );
	Vector vecMaxs( flRadius, flRadius, flRadius );

	Ray_t ray;
	ray.Init( GetAbsOrigin(), vecEndPosition, vecMins, vecMaxs );

	CCollideList collideList( &ray, BaseEntity(), MASK_SOLID );
	enginetrace->EnumerateEntities( ray, false, &collideList );

	float flDamage = m_flDamage;

	// Now get each entity and react accordinly!
	for( int iEntity = collideList.m_Entities.Count(); --iEntity >= 0; )
	{
		CEntity *pEntity = collideList.m_Entities[iEntity];
		Vector vecForceDir = m_Shared.m_vecDirection;

		// Check for a physics object and apply force!
		IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject();
		if ( pPhysObject )
		{
			float flMass = PhysGetEntityMass( pEntity );
			vecForceDir *= flMass * 750;
			pPhysObject->ApplyForceCenter( vecForceDir );
		}

		if ( pEntity->m_takedamage && ( m_flDamage != 0.0f ) )
		{
			CTakeDamageInfo info( BaseEntity(), BaseEntity(), flDamage, DMG_BLAST );
			CalculateExplosiveDamageForce( &info, vecForceDir, pEntity->GetAbsOrigin() );
			pEntity->TakeDamage( info );
		}
	}
}
예제 #8
0
int CE_Cycler_Fix::OnTakeDamage_Alive(const CTakeDamageInfo& info)
{
#if 0
	return BaseClass::OnTakeDamage_Alive(info);
#endif

	Forget( bits_MEMORY_INCOVER );

	if ( !CCombatCharacter::FAKE_OnTakeDamage_Alive( info ) )
		return 0;

	if ( GetSleepState() == AISS_WAITING_FOR_THREAT )
		Wake();

	CEntity *attacker = CEntity::Instance(info.GetAttacker());

	// NOTE: This must happen after the base class is called; we need to reduce
	// health before the pain sound, since some NPCs use the final health
	// level as a modifier to determine which pain sound to use.

	// REVISIT: Combine soldiers shoot each other a lot and then talk about it
	// this improves that case a bunch, but it seems kind of harsh.
	if ( !GetSquad() || !GetSquad()->SquadIsMember( attacker ) )
	{
		PainSound( info );// "Ouch!"
	}

	// See if we're running a dynamic interaction that should break when I am damaged.
	if ( IsActiveDynamicInteraction() )
	{
		ScriptedNPCInteraction_t *pInteraction = GetRunningDynamicInteraction();
		if ( pInteraction->iLoopBreakTriggerMethod & SNPCINT_LOOPBREAK_ON_DAMAGE )
		{
			CEAI_ScriptedSequence *_m_hCine = Get_m_hCine();
			// Can only break when we're in the action anim
			if ( _m_hCine->IsPlayingAction() )
			{
				_m_hCine->StopActionLoop( true );
			}
		}
	}

	// If we're not allowed to die, refuse to die
	// Allow my interaction partner to kill me though

	if ( m_iHealth <= 0 && HasInteractionCantDie() && attacker != m_hInteractionPartner )
	{
		m_iHealth = 1;
	}

	// -----------------------------------
	//  Fire outputs
 	// -----------------------------------
	if ( m_flLastDamageTime != gpGlobals->curtime )
	{
		// only fire once per frame
		m_OnDamaged->FireOutput( attacker, this);

		if( attacker && attacker->IsPlayer() )
		{
			m_OnDamagedByPlayer->FireOutput( attacker, this );
			
			// This also counts as being harmed by player's squad.
			m_OnDamagedByPlayerSquad->FireOutput( attacker, this );
		} else {
			// See if the person that injured me is an NPC.
			CAI_NPC *pAttacker = dynamic_cast<CAI_NPC *>( attacker );

			if( pAttacker && pAttacker->IsAlive() )
			{
				if( pAttacker->GetSquad() != NULL && pAttacker->IsInPlayerSquad() )
				{
					m_OnDamagedByPlayerSquad->FireOutput( attacker, this );
				}
			}
		}
	}

	if( (info.GetDamageType() & DMG_CRUSH) && !(info.GetDamageType() & DMG_PHYSGUN) && info.GetDamage() >= MIN_PHYSICS_FLINCH_DAMAGE )
	{
		SetCondition( COND_PHYSICS_DAMAGE );
	}

	if ( m_iHealth <= ( m_iMaxHealth / 2 ) )
	{
		m_OnHalfHealth->FireOutput( attacker, this );
	}

	// react to the damage (get mad)
	if ( ( (GetFlags() & FL_NPC) == 0 ) || !attacker )
		return 1;

	// If the attacker was an NPC or client update my position memory
	if ( attacker->GetFlags() & (FL_NPC | FL_CLIENT) )
	{
		// ------------------------------------------------------------------
		//				DO NOT CHANGE THIS CODE W/O CONSULTING
		// Only update information about my attacker I don't see my attacker
		// ------------------------------------------------------------------
		if ( !FInViewCone_Entity( info.GetAttacker() ) || !FVisible_Entity( info.GetAttacker() ) )
		{
			// -------------------------------------------------------------
			//  If I have an inflictor (enemy / grenade) update memory with
			//  position of inflictor, otherwise update with an position
			//  estimate for where the attack came from
			// ------------------------------------------------------
			Vector vAttackPos;
			CEntity *inflictor = CEntity::Instance(info.GetInflictor());
			if (inflictor)
			{
				vAttackPos = inflictor->GetAbsOrigin();
			}
			else
			{
				vAttackPos = (GetAbsOrigin() + ( *g_vecAttackDir * 64 ));
			}


			// ----------------------------------------------------------------
			//  If I already have an enemy, assume that the attack
			//  came from the enemy and update my enemy's position
			//  unless I already know about the attacker or I can see my enemy
			// ----------------------------------------------------------------
			if ( GetEnemy() != NULL							&&
				!GetEnemies()->HasMemory( info.GetAttacker() )			&&
				!HasCondition(COND_SEE_ENEMY)	)
			{
				UpdateEnemyMemory(GetEnemy_CBase(), vAttackPos, GetEnemy_CBase());
			}
			// ----------------------------------------------------------------
			//  If I already know about this enemy, update his position
			// ----------------------------------------------------------------
			else if (GetEnemies()->HasMemory( info.GetAttacker() ))
			{
				UpdateEnemyMemory(info.GetAttacker(), vAttackPos);
			}
			// -----------------------------------------------------------------
			//  Otherwise just note the position, but don't add enemy to my list
			// -----------------------------------------------------------------
			else
			{
				UpdateEnemyMemory(NULL, vAttackPos);
			}
		}

		// add pain to the conditions
		if ( IsLightDamage( info ) )
		{
			SetCondition( COND_LIGHT_DAMAGE );
		}
		if ( IsHeavyDamage( info ) )
		{
			SetCondition( COND_HEAVY_DAMAGE );
		}

		ForceGatherConditions();

		// Keep track of how much consecutive damage I have recieved
		if ((gpGlobals->curtime - m_flLastDamageTime) < 1.0)
		{
			m_flSumDamage += info.GetDamage();
		}
		else
		{
			m_flSumDamage = info.GetDamage();
		}
		m_flLastDamageTime = gpGlobals->curtime;
		if ( attacker && attacker->IsPlayer() )
			m_flLastPlayerDamageTime = gpGlobals->curtime;
		GetEnemies()->OnTookDamageFrom( info.GetAttacker() );

		if (m_flSumDamage > m_iMaxHealth*0.3)
		{
			SetCondition(COND_REPEATED_DAMAGE);
		}
	
		NotifyFriendsOfDamage( info.GetAttacker() );
	}

	// ---------------------------------------------------------------
	//  Insert a combat sound so that nearby NPCs know I've been hit
	// ---------------------------------------------------------------
	g_helpfunc.CSoundEnt_InsertSound(SOUND_COMBAT, GetAbsOrigin(), 1024, 0.5, BaseEntity(), SOUNDENT_CHANNEL_INJURY );
	
	return 1;
}
//-----------------------------------------------------------------------------
// Place the canister in the world
//-----------------------------------------------------------------------------
CE_CSkyCamera *CEnvHeadcrabCanister::PlaceCanisterInWorld()
{
	CE_CSkyCamera *pCamera = NULL;

	// Are we launching from a point? If so, use that point.
	if ( m_iszLaunchPositionName != NULL_STRING )
	{
		// Get the launch position entity
		CEntity *pLaunchPos = g_helpfunc.FindEntityByName( (CBaseEntity *)NULL, m_iszLaunchPositionName );
		if ( !pLaunchPos )
		{
			Warning("%s (%s) could not find an entity matching LaunchPositionName of '%s'\n", GetEntityName(), GetDebugName(), STRING(m_iszLaunchPositionName) );
			SUB_Remove();
		}
		else
		{
			SetupWorldModel();

			Vector vecForward, vecImpactDirection;
			GetVectors( &vecForward, NULL, NULL );
			VectorMultiply( vecForward, -1.0f, vecImpactDirection );

			m_Shared.InitInWorld( gpGlobals->curtime, pLaunchPos->GetAbsOrigin(), GetAbsAngles(), 
				vecImpactDirection, m_vecImpactPosition, true );
			SetThink( &CEnvHeadcrabCanister::HeadcrabCanisterWorldThink );
			SetNextThink( gpGlobals->curtime );
		}
	}
	else if ( DetectInSkybox() )
	{
		pCamera = GetEntitySkybox();

		SetModel( ENV_HEADCRABCANISTER_SKYBOX_MODEL );
		SetSolid( SOLID_NONE );

		Vector vecForward;
		GetVectors( &vecForward, NULL, NULL );
		vecForward *= -1.0f;

		m_Shared.InitInSkybox( gpGlobals->curtime, m_vecImpactPosition, GetAbsAngles(), vecForward, 
			m_vecImpactPosition, pCamera->m_skyboxData->origin, pCamera->m_skyboxData->scale );
		AddEFlags( EFL_IN_SKYBOX );
		SetThink( &CEnvHeadcrabCanister::HeadcrabCanisterSkyboxOnlyThink );
		SetNextThink( gpGlobals->curtime + m_Shared.GetEnterWorldTime() + TICK_INTERVAL );
	}
	else
	{
		Vector vecStartPosition, vecDirection;
		QAngle vecStartAngles;
		ComputeWorldEntryPoint( &vecStartPosition, &vecStartAngles, &vecDirection ); 

		// Figure out which skybox to place the entity in.
		pCamera = GetCurrentSkyCamera();
		if ( pCamera )
		{
			m_Shared.InitInSkybox( gpGlobals->curtime, vecStartPosition, vecStartAngles, vecDirection, 
				m_vecImpactPosition, pCamera->m_skyboxData->origin, pCamera->m_skyboxData->scale );

			if ( m_Shared.IsInSkybox() )
			{
				SetModel( ENV_HEADCRABCANISTER_SKYBOX_MODEL );
				SetSolid( SOLID_NONE );
				AddEFlags( EFL_IN_SKYBOX );
				SetThink( &CEnvHeadcrabCanister::HeadcrabCanisterSkyboxThink );
				SetNextThink( gpGlobals->curtime + m_Shared.GetEnterWorldTime() );
			}
			else
			{
				SetThink( &CEnvHeadcrabCanister::HeadcrabCanisterWorldThink );
				SetNextThink( gpGlobals->curtime );
			}
		}
		else
		{
			m_Shared.InitInWorld( gpGlobals->curtime, vecStartPosition, vecStartAngles, 
				vecDirection, m_vecImpactPosition );
			SetThink( &CEnvHeadcrabCanister::HeadcrabCanisterWorldThink );
			SetNextThink( gpGlobals->curtime );
		}
	}

	Vector vecEndPosition;
	QAngle vecEndAngles;
	m_Shared.GetPositionAtTime( gpGlobals->curtime, vecEndPosition, vecEndAngles );
	SetAbsOrigin( vecEndPosition );
	SetAbsAngles( vecEndAngles );

	return pCamera;
}