Exemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_CombineS::Spawn( void )
{
	Precache();
	SetModel( STRING( GetModelName() ) );

	if( IsElite() )
	{
		// Stronger, tougher.
		SetHealth( sk_combine_guard_health.GetFloat() );
		SetMaxHealth( sk_combine_guard_health.GetFloat() );
		SetKickDamage( sk_combine_guard_kick.GetFloat() );
	}
	else
	{
		SetHealth( sk_combine_s_health.GetFloat() );
		SetMaxHealth( sk_combine_s_health.GetFloat() );
		SetKickDamage( sk_combine_s_kick.GetFloat() );
	}

	CapabilitiesAdd( bits_CAP_ANIMATEDFACE );
	CapabilitiesAdd( bits_CAP_MOVE_SHOOT );
	CapabilitiesAdd( bits_CAP_DOORS_GROUP );

	BaseClass::Spawn();

#if HL2_EPISODIC
	if (m_iUseMarch && !HasSpawnFlags(SF_NPC_START_EFFICIENT))
	{
		Msg( "Soldier %s is set to use march anim, but is not an efficient AI. The blended march anim can only be used for dead-ahead walks!\n", GetDebugName() );
	}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTDP_NPC_CombineS::Spawn( void )
{
	Precache();
	SetModel( STRING( GetModelName() ) );

	if( IsElite() )
	{
		// Stronger, tougher.
		SetHealth( sk_combine_guard_health.GetFloat() );
		SetMaxHealth( sk_combine_guard_health.GetFloat() );
		SetKickDamage( sk_combine_guard_kick.GetFloat() );
	}
	else
	{
		SetHealth( sk_combine_s_health.GetFloat() );
		SetMaxHealth( sk_combine_s_health.GetFloat() );
		SetKickDamage( sk_combine_s_kick.GetFloat() );
	}

	CapabilitiesAdd( bits_CAP_ANIMATEDFACE );
	CapabilitiesAdd( bits_CAP_MOVE_SHOOT );
	CapabilitiesAdd( bits_CAP_DOORS_GROUP );

	BaseClass::Spawn();
}
Exemplo n.º 3
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &info - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CNPC_CombineS::Event_Killed( const CTakeDamageInfo &info )
{
	// Don't bother if we've been told not to, or the player has a megaphyscannon
	if ( combine_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() )
	{
		BaseClass::Event_Killed( info );
		return;
	}

	CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() );

	if ( !pPlayer )
	{
		CPropVehicleDriveable *pVehicle = dynamic_cast<CPropVehicleDriveable *>( info.GetAttacker() ) ;
		if ( pVehicle && pVehicle->GetDriver() && pVehicle->GetDriver()->IsPlayer() )
		{
			pPlayer = assert_cast<CBasePlayer *>( pVehicle->GetDriver() );
		}
	}

	if ( pPlayer != NULL )
	{
		// Elites drop alt-fire ammo, so long as they weren't killed by dissolving.
		if( IsElite() )
		{
#ifdef HL2_EPISODIC
			if ( HasSpawnFlags( SF_COMBINE_NO_AR2DROP ) == false )
#endif
			{
				CBaseEntity *pItem = DropItem( "item_ammo_ar2_altfire", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );

				if ( pItem )
				{
					IPhysicsObject *pObj = pItem->VPhysicsGetObject();

					if ( pObj )
					{
						Vector			vel		= RandomVector( -64.0f, 64.0f );
						AngularImpulse	angImp	= RandomAngularImpulse( -300.0f, 300.0f );

						vel[2] = 0.0f;
						pObj->AddVelocity( &vel, &angImp );
					}

					if( info.GetDamageType() & DMG_DISSOLVE )
					{
						CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem);

						if( pAnimating )
						{
							pAnimating->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
						}
					}
					else
					{
						WeaponManager_AddManaged( pItem );
					}
				}
			}
		}

		CHalfLife2 *pHL2GameRules = static_cast<CHalfLife2 *>(g_pGameRules);

		// Attempt to drop health
		if ( pHL2GameRules->NPC_ShouldDropHealth( pPlayer ) )
		{
			DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
			pHL2GameRules->NPC_DroppedHealth();
		}
		
		if ( HasSpawnFlags( SF_COMBINE_NO_GRENADEDROP ) == false )
		{
			// Attempt to drop a grenade
			if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) )
			{
				DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
				pHL2GameRules->NPC_DroppedGrenade();
			}
		}
	}

	BaseClass::Event_Killed( info );
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &info - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CTDP_NPC_CombineS::Event_Killed( const CTakeDamageInfo &info )
{
	// Don't bother if we've been told not to, or the player has a megaphyscannon
/*	if ( combine_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() )
	{
		BaseClass::Event_Killed( info );
		return;
	}*/

	CBasePlayer *pPlayer = ToBasePlayer( info.GetAttacker() );

	if ( pPlayer != NULL )
	{
		// Elites drop alt-fire ammo, so long as they weren't killed by dissolving.
		if( IsElite() )
		{
			CBaseEntity *pItem = DropItem( "item_ammo_ar2_altfire", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );

			if ( pItem )
			{
				IPhysicsObject *pObj = pItem->VPhysicsGetObject();

				if ( pObj )
				{
					Vector			vel		= RandomVector( -64.0f, 64.0f );
					AngularImpulse	angImp	= RandomAngularImpulse( -300.0f, 300.0f );

					vel[2] = 0.0f;
					pObj->AddVelocity( &vel, &angImp );
				}

				if( info.GetDamageType() & DMG_DISSOLVE )
				{
					CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(pItem);

					if( pAnimating )
					{
						pAnimating->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
					}
				}
			}
		}

		//CTDPGameRules *pTDPGameRules = static_cast<CTDPGameRules *>(g_pGameRules);

		// Attempt to drop health
		/*if ( pTDPGameRules->NPC_ShouldDropHealth( pPlayer ) )
		{
			DropItem( "item_healthvial", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
			pTDPGameRules->NPC_DroppedHealth();
		}*/
		
		// Attempt to drop a grenade
		/*if ( pTDPGameRules->NPC_ShouldDropGrenade( pPlayer ) )
		{
			DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
			pTDPGameRules->NPC_DroppedGrenade();
		}*/
	}

	BaseClass::Event_Killed( info );
}