Пример #1
0
// make the entity enter a scripted sequence
void CCineMonster::PossessEntity(void)
{
	CBaseEntity * pEntity = m_hTargetEnt;
	CBaseMonster *pTarget = NULL;
	if(pEntity)
		pTarget = pEntity->MyMonsterPointer();

	if(pTarget)
	{
// FindEntity() just checked this!
#if 0
		if ( !pTarget->CanPlaySequence(  FCanOverrideState() ) )
		{
			ALERT( at_aiconsole, "Can't possess entity %s\n", STRING(pTarget->pev->classname) );
			return;
		}
#endif

		pTarget->m_pGoalEnt   = this;
		pTarget->m_pCine      = this;
		pTarget->m_hTargetEnt = this;

		m_saved_movetype = pTarget->pev->movetype;
		m_saved_solid    = pTarget->pev->solid;
		m_saved_effects  = pTarget->pev->effects;
		pTarget->pev->effects |= pev->effects;

		switch(m_fMoveTo)
		{
		case 0:
			pTarget->m_scriptState = SCRIPT_WAIT;
			break;

		case 1:
			pTarget->m_scriptState = SCRIPT_WALK_TO_MARK;
			DelayStart(1);
			break;

		case 2:
			pTarget->m_scriptState = SCRIPT_RUN_TO_MARK;
			DelayStart(1);
			break;

		case 4:
			UTIL_SetOrigin(pTarget->pev, pev->origin);
			pTarget->pev->ideal_yaw = pev->angles.y;
			pTarget->pev->avelocity = Vector(0, 0, 0);
			pTarget->pev->velocity  = Vector(0, 0, 0);
			pTarget->pev->effects |= EF_NOINTERP;
			pTarget->pev->angles.y = pev->angles.y;
			pTarget->m_scriptState = SCRIPT_WAIT;
			m_startTime            = gpGlobals->time + 1E6;
			// UNDONE: Add a flag to do this so people can fixup physics after teleporting monsters
			//			pTarget->pev->flags &= ~FL_ONGROUND;
			break;
		}
		//		ALERT( at_aiconsole, "\"%s\" found and used (INT: %s)\n", STRING( pTarget->pev->targetname ), FBitSet(pev->spawnflags, SF_SCRIPT_NOINTERRUPT)?"No":"Yes" );

		pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT;
		if(m_iszIdle)
		{
			StartSequence(pTarget, m_iszIdle, FALSE);
			if(FStrEq(STRING(m_iszIdle), STRING(m_iszPlay)))
			{
				pTarget->pev->framerate = 0;
			}
		}
	}
}
Пример #2
0
// make the entity enter a scripted sequence
void CCineMonster::PossessEntity( void )
{
	CBaseEntity		*pEntity = m_hTargetEnt;
	CBaseMonster	*pTarget = NULL;
	if( pEntity )
		pTarget = pEntity->MyMonsterPointer();

	if( pTarget )
	{

		// FindEntity() just checked this!
#if 0
		if( !pTarget->CanPlaySequence( FCanOverrideState() ) )
		{
			ALERT( at_aiconsole, "Can't possess entity %s\n", pTarget->GetClassname() );
			return;
		}
#endif

		pTarget->m_hGoalEnt = this;
		pTarget->m_pCine = this;
		pTarget->m_hTargetEnt = this;

		m_saved_movetype = pTarget->GetMoveType();
		m_saved_solid = pTarget->GetSolidType();
		m_saved_effects = pTarget->GetEffects();
		pTarget->GetEffects() |= GetEffects();

		switch( m_fMoveTo )
		{
		case 0:
			pTarget->m_scriptState = SCRIPT_WAIT;
			break;

		case 1:
			pTarget->m_scriptState = SCRIPT_WALK_TO_MARK;
			DelayStart( true );
			break;

		case 2:
			pTarget->m_scriptState = SCRIPT_RUN_TO_MARK;
			DelayStart( true );
			break;

		case 4:
			pTarget->SetAbsOrigin( GetAbsOrigin() );
			pTarget->SetIdealYaw( GetAbsAngles().y );
			pTarget->SetAngularVelocity( g_vecZero );
			pTarget->SetAbsVelocity( Vector( 0, 0, 0 ) );
			pTarget->GetEffects() |= EF_NOINTERP;
			Vector vecAngles = pTarget->GetAbsAngles();
			vecAngles.y = GetAbsAngles().y;
			pTarget->SetAbsAngles( vecAngles );
			pTarget->m_scriptState = SCRIPT_WAIT;
			m_startTime = gpGlobals->time + 1E6;
			// UNDONE: Add a flag to do this so people can fixup physics after teleporting monsters
			//			pTarget->GetFlags().ClearFlags( FL_ONGROUND );
			break;
		}
		//		ALERT( at_aiconsole, "\"%s\" found and used (INT: %s)\n", pTarget->GetTargetname(), GetSpawnFlags().Any( SF_SCRIPT_NOINTERRUPT ) ?"No":"Yes" );

		pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT;
		if( m_iszIdle )
		{
			StartSequence( pTarget, m_iszIdle, false );
			if( FStrEq( STRING( m_iszIdle ), STRING( m_iszPlay ) ) )
			{
				pTarget->SetFrameRate( 0 );
			}
		}
	}
}