Exemplo n.º 1
0
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
{
	m_hPhysicsAttacker = pPhysGunUser;
	m_flLastPhysicsInfluenceTime = gpGlobals->curtime;

	m_flTimeGrabbed = FLT_MAX;

	m_bHeldByPhysgun = false;

	if( m_iMineState == MINE_STATE_ARMED )
	{
		// Put the mine back to searching.
		Wake( false );
		return;
	}

	if( Reason == DROPPED_BY_CANNON )
	{
		// Set to lock down to ground again.
		m_bPlacedByPlayer = true;
		OpenHooks( true );
		SetMineState( MINE_STATE_DEPLOY );
	}
	else if ( Reason == LAUNCHED_BY_CANNON )
	{
		SetMineState( MINE_STATE_LAUNCHED );
	}
}
Exemplo n.º 2
0
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::Spawn()
{
	Precache();

	Wake( false );

	SetModel("models/props_combine/combine_mine01.mdl");

	SetSolid( SOLID_VPHYSICS );

	m_hSprite.Set( NULL );
	m_takedamage = DAMAGE_EVENTS_ONLY;

	// Find my feet!
	m_iHookN = LookupPoseParameter( "blendnorth" );
	m_iHookE = LookupPoseParameter( "blendeast" );
	m_iHookS = LookupPoseParameter( "blendsouth" );
	m_iAllHooks = LookupPoseParameter( "blendstates" );
	m_flHookPositions = 0;

	SetHealth( 100 );

	m_bBounce = true;

	SetSequence( SelectWeightedSequence( ACT_IDLE ) );

	OpenHooks( true );

	m_bHeldByPhysgun = false;	

	m_iFlipAttempts = 0;

	if( !GetParent() )
	{
		// Create vphysics now if I'm not being carried.
		CreateVPhysics();
	}

	m_flTimeGrabbed = FLT_MAX;

	if( m_bDisarmed )
	{
		SetMineState( MINE_STATE_DORMANT );
	}
	else
	{
		SetMineState( MINE_STATE_DEPLOY );
	}
}
Exemplo n.º 3
0
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::InputDisarm( inputdata_t &inputdata )
{
	// Only affect a mine that's armed and not placed by player.
	if( !m_bPlacedByPlayer && m_iMineState == MINE_STATE_ARMED )
	{
		if( m_pConstraint )
		{
			physenv->DestroyConstraint( m_pConstraint );
			m_pConstraint = NULL;
		}

		m_bDisarmed = true;
		OpenHooks(false);

		SetMineState(MINE_STATE_DORMANT);
	}
}
Exemplo n.º 4
0
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::SearchThink()
{
	if( !UTIL_FindClientInPVS(edict()) )
	{
		// Sleep!
		SetNextThink( gpGlobals->curtime + 0.5 );
		return;
	}

	if(	(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) )
	{
		if( IsAwake() )
		{
			Wake(false);
		}

		SetNextThink( gpGlobals->curtime + 0.5 );
		return;
	}

	SetNextThink( gpGlobals->curtime + 0.1 );
	StudioFrameAdvance();

	if( m_pConstraint && gpGlobals->curtime - m_flTimeGrabbed >= 1.0f )
	{
		m_OnPulledUp.FireOutput( this, this );
		SetMineState( MINE_STATE_CAPTIVE );
		return;
	}

	float flNearestNPCDist = FindNearestNPC();

	if( flNearestNPCDist <= BOUNCEBOMB_WARN_RADIUS )
	{
		if( !IsAwake() )
		{
			Wake( true );
		}
	}
	else
	{
 		if( IsAwake() )
		{
			Wake( false );
		}

		return;
	}

	if( flNearestNPCDist <= BOUNCEBOMB_DETONATE_RADIUS && !IsFriend( m_hNearestNPC ) )
	{
		if( m_bBounce )
		{
			SetMineState( MINE_STATE_TRIGGERED );
		}
		else
		{
			// Don't pop up in the air, just explode if the NPC gets closer than explode radius.
			SetThink( &CBounceBomb::ExplodeThink );
			SetNextThink( gpGlobals->curtime + m_flExplosionDelay );
		}
	}
}
Exemplo n.º 5
0
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::SettleThink()
{
	SetNextThink( gpGlobals->curtime + 0.05 );
	StudioFrameAdvance();

	if( GetParent() )
	{
		// A scanner or something is carrying me. Just keep checking back.
		return;
	}

	// Not being carried.
	if( !VPhysicsGetObject() )
	{
		// Probably was just dropped. Get physics going.
		CreateVPhysics();

		if( !VPhysicsGetObject() )
		{
			Msg("**** Can't create vphysics for combine_mine!\n" );
			UTIL_Remove( this );
			return;
		}

		VPhysicsGetObject()->Wake();
		return;
	}

	if( !m_bDisarmed )
	{
		if( VPhysicsGetObject()->IsAsleep() && !(VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) )
		{
			// If i'm not resting on the world, jump randomly.
			trace_t tr;
			UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 1024 ), MASK_SHOT|CONTENTS_GRATE, this, COLLISION_GROUP_NONE, &tr );

			bool bHop = false;
			if( tr.m_pEnt )
			{
				IPhysicsObject *pPhysics = tr.m_pEnt->VPhysicsGetObject();

				if( pPhysics && pPhysics->GetMass() <= 1000 )
				{
					// Light physics objects can be moved out from under the mine.
					bHop = true;
				}
				else if( tr.m_pEnt->m_takedamage != DAMAGE_NO )
				{
					// Things that can be harmed can likely be broken.
					bHop = true;
				}

				if( bHop )
				{
					Vector vecForce;
					vecForce.x = random->RandomFloat( -1000, 1000 );
					vecForce.y = random->RandomFloat( -1000, 1000 );
					vecForce.z = 2500;

					AngularImpulse torque( 160, 0, 160 );

					Flip( vecForce, torque );
					return;
				}

				// Check for upside-down
				Vector vecUp;
				GetVectors( NULL, NULL, &vecUp );
				if( vecUp.z <= 0.8 )
				{
					// Landed upside down. Right self
					Vector vecForce( 0, 0, 2500 );
					Flip( vecForce, AngularImpulse( 60, 0, 0 ) );
					return;
				}
			}

			// Check to make sure I'm not in a forbidden location
			if( !IsValidLocation() )
			{
				return;
			}

			// Lock to what I'm resting on
			constraint_ballsocketparams_t ballsocket;
			ballsocket.Defaults();
			ballsocket.constraint.Defaults();
			ballsocket.constraint.forceLimit = lbs2kg(1000);
			ballsocket.constraint.torqueLimit = lbs2kg(1000);
			ballsocket.InitWithCurrentObjectState( g_PhysWorldObject, VPhysicsGetObject(), GetAbsOrigin() );
			m_pConstraint = physenv->CreateBallsocketConstraint( g_PhysWorldObject, VPhysicsGetObject(), NULL, ballsocket );
			CloseHooks();

			SetMineState( MINE_STATE_ARMED );
		}
	}
}
Exemplo n.º 6
0
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::Spawn()
{
	Precache();

	Wake( false );

	SetModel("models/props_combine/combine_mine01.mdl");

	SetSolid( SOLID_VPHYSICS );

	m_hSprite.Set( NULL );
	m_takedamage = DAMAGE_EVENTS_ONLY;

	// Find my feet!
	m_iHookN = LookupPoseParameter( "blendnorth" );
	m_iHookE = LookupPoseParameter( "blendeast" );
	m_iHookS = LookupPoseParameter( "blendsouth" );
	m_iAllHooks = LookupPoseParameter( "blendstates" );
	m_flHookPositions = 0;

	SetHealth( 100 );

	m_bBounce = true;

	SetSequence( SelectWeightedSequence( ACT_IDLE ) );

	OpenHooks( true );

	m_bHeldByPhysgun = false;	

	m_iFlipAttempts = 0;

	if( !GetParent() )
	{
		// Create vphysics now if I'm not being carried.
		CreateVPhysics();
	}

	m_flTimeGrabbed = FLT_MAX;

	if( m_bDisarmed )
	{
		SetMineState( MINE_STATE_DORMANT );
	}
	else
	{
		SetMineState( MINE_STATE_DEPLOY );
	}

	// default to a different skin for cavern turrets (unless explicitly overridden)
	if ( m_iModification == MINE_MODIFICATION_CAVERN )
	{
		// look for this value in the first datamap
		// loop through the data description list, restoring each data desc block
		datamap_t *dmap = GetDataDescMap();

		bool bFoundSkin = false;
		// search through all the readable fields in the data description, looking for a match
		for ( int i = 0; i < dmap->dataNumFields; ++i )
		{
			if ( dmap->dataDesc[i].flags & (FTYPEDESC_OUTPUT | FTYPEDESC_KEY) )
			{
				if ( !Q_stricmp(dmap->dataDesc[i].externalName, "Skin") )
				{
					bFoundSkin = true; 
					break;
				}
			}
		}

		if (!bFoundSkin)
		{
			// select a random skin for the mine. Actually, we'll cycle through the available skins 
			// using a static variable to provide better distribution. The static isn't saved but
			// really it's only cosmetic.
			static unsigned int nextSkin = MINE_CITIZEN_SKIN_MIN;
			m_nSkin = nextSkin;
			// increment the skin for next time
			nextSkin = (nextSkin >= MINE_CITIZEN_SKIN_MAX) ? MINE_CITIZEN_SKIN_MIN : nextSkin + 1;
		}	

		// pretend like the player set me down.
		m_bPlacedByPlayer = true;
	}
}
Exemplo n.º 7
0
//---------------------------------------------------------
//---------------------------------------------------------
void CBounceBomb::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
{
	m_hPhysicsAttacker = pPhysGunUser;
	m_flLastPhysicsInfluenceTime = gpGlobals->curtime;

	m_iFlipAttempts = 0;

	if( reason != PUNTED_BY_CANNON )
	{
		if( m_iMineState == MINE_STATE_ARMED )
		{
			// Yanking on a mine that is locked down, trying to rip it loose.
			UpdateLight( true, 255, 255, 0, 190 );
			m_flTimeGrabbed = gpGlobals->curtime;
			m_bHeldByPhysgun = true;

			VPhysicsGetObject()->EnableMotion( true );

			// Try to scatter NPCs without panicking them. Make a move away sound up around their 
			// ear level.
			CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin() + Vector( 0, 0, 60), 32.0f, 0.2f );
			return;
		}
		else
		{
			// Picked up a mine that was not locked down.
			m_bHeldByPhysgun = true;

			if( m_iMineState == MINE_STATE_TRIGGERED )
			{
				// This mine's already set to blow. Player can't place it.
				return;
			}
			else
			{
				m_bDisarmed = false;
				SetMineState( MINE_STATE_DEPLOY );
			}
		}
	}
	else
	{
		m_bHeldByPhysgun = false;
	}

	if( reason == PUNTED_BY_CANNON )
	{
		if( m_iMineState == MINE_STATE_TRIGGERED || m_iMineState == MINE_STATE_ARMED )
		{
			// Already set to blow
			return;
		}

		m_bDisarmed = false;
		m_bPlacedByPlayer = true;
		SetTouch( NULL );
		SetThink( &CBounceBomb::SettleThink );
		SetNextThink( gpGlobals->curtime + 0.1);

		// Since being punted causes the mine to flip, sometimes it 'catches an edge'
		// and ends up touching the ground from whence it came, exploding instantly. 
		// This little stunt prevents that by ignoring world collisions for a very short time.
		m_flIgnoreWorldTime = gpGlobals->curtime + 0.1;
	}
}