//----------------------------------------------------------------------------- // Step iteratively toward a destination position //----------------------------------------------------------------------------- AIMotorMoveResult_t CAI_Motor::MoveGroundStep( const Vector &newPos, CBaseEntity *pMoveTarget, float yaw, bool bAsFarAsCan, AIMoveTrace_t *pTraceResult ) { // By definition, this will produce different results than GroundMoveLimit() // because there's no guarantee that it will step exactly one step // See how far toward the new position we can step... // But don't actually test for ground geometric validity; // if it isn't valid, there's not much we can do about it AIMoveTrace_t moveTrace; GetMoveProbe()->TestGroundMove( GetLocalOrigin(), newPos, MASK_NPCSOLID, AITGM_IGNORE_FLOOR, &moveTrace ); if ( pTraceResult ) { *pTraceResult = moveTrace; } bool bHitTarget = (moveTrace.pObstruction && (pMoveTarget == moveTrace.pObstruction )); // Move forward either if there was no obstruction or if we're told to // move as far as we can, regardless bool bIsBlocked = IsMoveBlocked(moveTrace.fStatus); if ( !bIsBlocked || bAsFarAsCan || bHitTarget ) { // 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); // skip tiny steps, but notify the shadow object of any large steps if ( moveTrace.flStepUpDistance > 0.1f ) { float height = clamp( moveTrace.flStepUpDistance, 0, StepHeight() ); IPhysicsObject *pPhysicsObject = GetOuter()->VPhysicsGetObject(); if ( pPhysicsObject ) { IPhysicsShadowController *pShadow = pPhysicsObject->GetShadowController(); if ( pShadow ) { pShadow->StepUp( height ); } } } if ( yaw != -1 ) { QAngle angles = GetLocalAngles(); angles.y = yaw; SetLocalAngles( angles ); } if ( bHitTarget ) return AIM_PARTIAL_HIT_TARGET; if ( !bIsBlocked ) return AIM_SUCCESS; if ( moveTrace.fStatus == AIMR_BLOCKED_NPC ) return AIM_PARTIAL_HIT_NPC; return AIM_PARTIAL_HIT_WORLD; } return AIM_FAILED; }
//----------------------------------------------------------------------------- // Step iteratively toward a destination position //----------------------------------------------------------------------------- AIMotorMoveResult_t CAI_Motor::MoveGroundStep( const Vector &newPos, CBaseEntity *pMoveTarget, float yaw, bool bAsFarAsCan, bool bTestZ, AIMoveTrace_t *pTraceResult ) { // By definition, this will produce different results than GroundMoveLimit() // because there's no guarantee that it will step exactly one step // See how far toward the new position we can step... // But don't actually test for ground geometric validity; // if it isn't valid, there's not much we can do about it AIMoveTrace_t moveTrace; unsigned testFlags = AITGM_IGNORE_FLOOR; char *pchHackBoolToInt = (char*)(&bTestZ); if ( *pchHackBoolToInt == 2 ) { testFlags |= AITGM_CRAWL_LARGE_STEPS; } else { if ( !bTestZ ) testFlags |= AITGM_2D; } #ifdef DEBUG if ( ai_draw_motor_movement.GetBool() ) testFlags |= AITGM_DRAW_RESULTS; #endif GetMoveProbe()->TestGroundMove( GetLocalOrigin(), newPos, GetOuter()->GetAITraceMask(), testFlags, &moveTrace ); if ( pTraceResult ) { *pTraceResult = moveTrace; } bool bHitTarget = (moveTrace.pObstruction && (pMoveTarget == moveTrace.pObstruction )); // Move forward either if there was no obstruction or if we're told to // move as far as we can, regardless bool bIsBlocked = IsMoveBlocked(moveTrace.fStatus); if ( !bIsBlocked || bAsFarAsCan || bHitTarget ) { #ifdef DEBUG if ( GetMoveProbe()->CheckStandPosition( GetLocalOrigin(), GetOuter()->GetAITraceMask() ) && !GetMoveProbe()->CheckStandPosition( moveTrace.vEndPosition, GetOuter()->GetAITraceMask() ) ) { DevMsg( 2, "Warning: AI motor probably given invalid instructions\n" ); } #endif // 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); // check to see if our ground entity has changed // NOTE: This is to detect changes in ground entity as the movement code has optimized out // ground checks. So now we have to do a simple recheck to make sure we detect when we've // stepped onto a new entity. if ( GetOuter()->GetFlags() & FL_ONGROUND ) { GetOuter()->PhysicsStepRecheckGround(); } // skip tiny steps, but notify the shadow object of any large steps if ( moveTrace.flStepUpDistance > 0.1f ) { float height = clamp( moveTrace.flStepUpDistance, 0, StepHeight() ); IPhysicsObject *pPhysicsObject = GetOuter()->VPhysicsGetObject(); if ( pPhysicsObject ) { IPhysicsShadowController *pShadow = pPhysicsObject->GetShadowController(); if ( pShadow ) { pShadow->StepUp( height ); } } } if ( yaw != -1 ) { QAngle angles = GetLocalAngles(); angles.y = yaw; SetLocalAngles( angles ); } if ( bHitTarget ) return AIM_PARTIAL_HIT_TARGET; if ( !bIsBlocked ) return AIM_SUCCESS; if ( moveTrace.fStatus == AIMR_BLOCKED_NPC ) return AIM_PARTIAL_HIT_NPC; return AIM_PARTIAL_HIT_WORLD; } return AIM_FAILED; }