//----------------------------------------------------------------------------- // Purpose: Spawn the entity //----------------------------------------------------------------------------- void CNPC_CeilingTurret::Spawn( void ) { Precache(); SetModel( CEILING_TURRET_MODEL ); BaseClass::Spawn(); m_HackedGunPos = Vector( 0, 0, 12.75 ); SetViewOffset( EyeOffset( ACT_IDLE ) ); m_flFieldOfView = 0.0f; m_takedamage = DAMAGE_YES; m_iHealth = 1000; m_bloodColor = BLOOD_COLOR_MECH; SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetHeight( CEILING_TURRET_RETRACT_HEIGHT ); AddFlag( FL_AIMTARGET ); AddEFlags( EFL_NO_DISSOLVE ); SetPoseParameter( m_poseAim_Yaw, 0 ); SetPoseParameter( m_poseAim_Pitch, 0 ); m_iAmmoType = GetAmmoDef()->Index( "AR2" ); //Create our eye sprite m_pEyeGlow = CSprite::SpriteCreate( CEILING_TURRET_GLOW_SPRITE, GetLocalOrigin(), false ); m_pEyeGlow->SetTransparency( kRenderTransAdd, 255, 0, 0, 128, kRenderFxNoDissipation ); m_pEyeGlow->SetAttachment( this, 2 ); //Set our autostart state m_bAutoStart = !!( m_spawnflags & SF_CEILING_TURRET_AUTOACTIVATE ); m_bEnabled = ( ( m_spawnflags & SF_CEILING_TURRET_STARTINACTIVE ) == false ); //Do we start active? if ( m_bAutoStart && m_bEnabled ) { SetThink( &CNPC_CeilingTurret::AutoSearchThink ); SetEyeState( TURRET_EYE_DORMANT ); } else { SetEyeState( TURRET_EYE_DISABLED ); } //Stagger our starting times SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ) ); // Don't allow us to skip animation setup because our attachments are critical to us! SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); }
//----------------------------------------------------------------------------- // Purpose: Retract and stop attacking //----------------------------------------------------------------------------- void CNPC_CeilingTurret::Retire( void ) { if ( PreThink( TURRET_RETIRING ) ) return; //Level out the turret m_vecGoalAngles = GetAbsAngles(); SetNextThink( gpGlobals->curtime ); //Set ourselves to close if ( GetActivity() != ACT_CEILING_TURRET_CLOSE ) { //Set our visible state to dormant SetEyeState( TURRET_EYE_DORMANT ); SetActivity( (Activity) ACT_CEILING_TURRET_OPEN_IDLE ); //If we're done moving to our desired facing, close up if ( UpdateFacing() == false ) { SetActivity( (Activity) ACT_CEILING_TURRET_CLOSE ); EmitSound( "NPC_CeilingTurret.Retire" ); //Notify of the retraction m_OnRetire.FireOutput( NULL, this ); } } else if ( IsActivityFinished() ) { SetHeight( CEILING_TURRET_RETRACT_HEIGHT ); m_bActive = false; m_flLastSight = 0; SetActivity( (Activity) ACT_CEILING_TURRET_CLOSED_IDLE ); //Go back to auto searching if ( m_bAutoStart ) { SetThink( &CNPC_CeilingTurret::AutoSearchThink ); SetNextThink( gpGlobals->curtime + 0.05f ); } else { //Set our visible state to dormant SetEyeState( TURRET_EYE_DISABLED ); SetThink( &CNPC_CeilingTurret::SUB_DoNothing ); } } }
//----------------------------------------------------------------------------- // Purpose: Target doesn't exist or has eluded us, so search for one //----------------------------------------------------------------------------- void CNPC_CombineCamera::SearchThink() { // Allow descended classes a chance to do something before the think function if (PreThink(CAMERA_SEARCHING)) return; SetNextThink( gpGlobals->curtime + 0.05f ); SetIdealActivity((Activity) ACT_COMBINE_CAMERA_OPEN_IDLE); if ( !GetTarget() ) { // Try to acquire a new target if (MaintainEnemy()) { SetThink( &CNPC_CombineCamera::ActiveThink ); return; } } // Display that we're scanning m_vecGoalAngles.x = 15.0f; m_vecGoalAngles.y = GetAbsAngles().y + (sin(gpGlobals->curtime * 2.0f) * 45.0f); // Turn and ping UpdateFacing(); Ping(); SetEyeState(CAMERA_EYE_IDLE); }
//----------------------------------------------------------------------------- // Purpose: When we become angry, we make an angry sound and start photographing // whatever target we are tracking. //----------------------------------------------------------------------------- void CNPC_CombineCamera::SetAngry(bool bAngry) { if ((bAngry) && (!m_bAngry)) { m_bAngry = true; m_nClickCount = 0; m_flClickTime = gpGlobals->curtime + 0.4; EmitSound("NPC_CombineCamera.Angry"); SetEyeState(CAMERA_EYE_ANGRY); } else if ((!bAngry) && (m_bAngry)) { m_bAngry = false; // make sure the flash is off (we might be in mid-flash) m_pEyeFlash->SetBrightness(0); SetEyeState(GetTarget() ? CAMERA_EYE_SEEKING_TARGET : CAMERA_EYE_IDLE); } }
//----------------------------------------------------------------------------- // Purpose: // Input : &info - //----------------------------------------------------------------------------- void CNPC_Assassin::Event_Killed( const CTakeDamageInfo &info ) { BaseClass::Event_Killed( info ); // Turn off the eye SetEyeState( ASSASSIN_EYE_DEAD ); // Turn off the pistols SetBodygroup( 1, 0 ); // Spawn her guns }
//----------------------------------------------------------------------------- // Purpose: Translate base class activities into combot activites //----------------------------------------------------------------------------- Activity CNPC_CombineAce::NPC_TranslateActivity( Activity eNewActivity ) { // If the special ep2_outland_05 "use march" flag is set, use the more casual marching anim. if ( m_iUseMarch && eNewActivity == ACT_WALK ) { eNewActivity = ACT_WALK_MARCH; } else if (eNewActivity == ACT_IDLE) { SetEyeState(ACE_EYE_DORMANT); if (!IsCrouching() && (m_NPCState == NPC_STATE_COMBAT || m_NPCState == NPC_STATE_ALERT)) { SetEyeState(ACE_EYE_ACTIVATE); eNewActivity = ACT_IDLE_ANGRY; } } else if (eNewActivity == ACT_RANGE_ATTACK1) { SetEyeState(ACE_EYE_ACTIVATE); } else if (eNewActivity == ACT_RANGE_ATTACK2) { SetEyeState(ACE_EYE_ACTIVATE); // grunt is going to a secondary long range attack. This may be a thrown // grenade or fired grenade, we must determine which and pick proper sequence if (Weapon_OwnsThisType("weapon_grenadelauncher")) { return (Activity)ACT_COMBINE_LAUNCH_GRENADE; } else { return (Activity)ACT_COMBINE_THROW_GRENADE; } } return BaseClass::NPC_TranslateActivity( eNewActivity ); }
//----------------------------------------------------------------------------- // Purpose: Make a pinging noise so the player knows where we are //----------------------------------------------------------------------------- void CNPC_CeilingTurret::Ping( void ) { //See if it's time to ping again if ( m_flPingTime > gpGlobals->curtime ) return; //Ping! EmitSound( "NPC_CeilingTurret.Ping" ); SetEyeState( TURRET_EYE_SEEKING_TARGET ); m_flPingTime = gpGlobals->curtime + CEILING_TURRET_PING_TIME; }
//----------------------------------------------------------------------------- // Purpose: The turret is not doing anything at all //----------------------------------------------------------------------------- void CNPC_Portal_FloorTurret::DisabledThink( void ) { LaserOff(); RopesOff(); SetNextThink( gpGlobals->curtime + 0.5 ); if ( OnSide() ) { m_OnTipped.FireOutput( this, this ); SetEyeState( TURRET_EYE_DEAD ); //SetCollisionGroup( COLLISION_GROUP_DEBRIS_TRIGGER ); SetThink( NULL ); } }
//----------------------------------------------------------------------------- // Purpose: Deploy and start searching for targets. //----------------------------------------------------------------------------- void CNPC_CombineCamera::Deploy() { m_vecGoalAngles = GetAbsAngles(); SetNextThink( gpGlobals->curtime ); SetEyeState(CAMERA_EYE_IDLE); m_bActive = true; SetHeight(COMBINE_CAMERA_DEPLOY_HEIGHT); SetIdealActivity((Activity) ACT_COMBINE_CAMERA_OPEN_IDLE); m_flPlaybackRate = 0; SetThink(&CNPC_CombineCamera::SearchThink); EmitSound("NPC_CombineCamera.Move"); }
//----------------------------------------------------------------------------- // Purpose: Deploy and start attacking //----------------------------------------------------------------------------- void CNPC_CeilingTurret::Deploy( void ) { if ( PreThink( TURRET_DEPLOYING ) ) return; m_vecGoalAngles = GetAbsAngles(); SetNextThink( gpGlobals->curtime ); //Show we've seen a target SetEyeState( TURRET_EYE_SEE_TARGET ); //Open if we're not already if ( GetActivity() != ACT_CEILING_TURRET_OPEN ) { m_bActive = true; SetActivity( (Activity) ACT_CEILING_TURRET_OPEN ); EmitSound( "NPC_CeilingTurret.Deploy" ); //Notify we're deploying m_OnDeploy.FireOutput( NULL, this ); } //If we're done, then start searching if ( IsActivityFinished() ) { SetHeight( CEILING_TURRET_DEPLOY_HEIGHT ); SetActivity( (Activity) ACT_CEILING_TURRET_OPEN_IDLE ); m_flShotTime = gpGlobals->curtime + 1.0f; m_flPlaybackRate = 0; SetThink( &CNPC_CeilingTurret::SearchThink ); EmitSound( "NPC_CeilingTurret.Move" ); } SetLastSightTime(); }
//--------------------------------------------------------- // Purpose: //--------------------------------------------------------- void CNPC_Assassin::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_ASSASSIN_SET_EYE_STATE: { SetEyeState( (eyeState_t) ( (int) pTask->flTaskData ) ); TaskComplete(); } break; case TASK_ASSASSIN_EVADE: { Activity flipAct = ACT_INVALID; const Vector *avoidPos = ( GetEnemy() != NULL ) ? &(GetEnemy()->GetAbsOrigin()) : NULL; for ( int i = FLIP_LEFT; i < NUM_FLIP_TYPES; i++ ) { if ( CanFlip( i, flipAct, avoidPos ) ) { // Don't flip back to where we just were if ( ( ( i == FLIP_LEFT ) && ( m_nLastFlipType == FLIP_RIGHT ) ) || ( ( i == FLIP_RIGHT ) && ( m_nLastFlipType == FLIP_LEFT ) ) || ( ( i == FLIP_FORWARD ) && ( m_nLastFlipType == FLIP_BACKWARD ) ) || ( ( i == FLIP_BACKWARD ) && ( m_nLastFlipType == FLIP_FORWARD ) ) ) { flipAct = ACT_INVALID; continue; } m_nNumFlips--; ResetIdealActivity( flipAct ); m_flNextFlipTime = gpGlobals->curtime + 2.0f; m_nLastFlipType = i; break; } } if ( flipAct == ACT_INVALID ) { m_nNumFlips = 0; m_nLastFlipType = -1; m_flNextFlipTime = gpGlobals->curtime + 2.0f; TaskFail( "Unable to find flip evasion direction!\n" ); } } break; case TASK_ASSASSIN_GET_PATH_TO_VANTAGE_POINT: { assert( GetEnemy() != NULL ); if ( GetEnemy() == NULL ) break; Vector goalPos; CHintCriteria hint; // Find a disadvantage node near the player, but away from ourselves hint.SetHintType( HINT_TACTICAL_ENEMY_DISADVANTAGED ); hint.AddExcludePosition( GetAbsOrigin(), 256 ); hint.AddExcludePosition( GetEnemy()->GetAbsOrigin(), 256 ); if ( ( m_pSquad != NULL ) && ( m_pSquad->NumMembers() > 1 ) ) { AISquadIter_t iter; for ( CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) ) { if ( pSquadMember == NULL ) continue; hint.AddExcludePosition( pSquadMember->GetAbsOrigin(), 128 ); } } hint.SetFlag( bits_HINT_NODE_NEAREST ); CAI_Hint *pHint = CAI_HintManager::FindHint( this, GetEnemy()->GetAbsOrigin(), &hint ); if ( pHint == NULL ) { TaskFail( "Unable to find vantage point!\n" ); break; } pHint->GetPosition( this, &goalPos ); AI_NavGoal_t goal( goalPos ); //Try to run directly there if ( GetNavigator()->SetGoal( goal ) == false ) { TaskFail( "Unable to find path to vantage point!\n" ); break; } TaskComplete(); } break; default: BaseClass::StartTask( pTask ); break; } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_CombineAce::Spawn( void ) { Precache(); SetModel( "models/combine_ace_soldier.mdl" ); //Give him a random amount of grenades on spawn if (combine_ace_spawnwithgrenades.GetBool()) { if (g_pGameRules->IsSkillLevel(SKILL_HARD)) { m_iNumGrenades = random->RandomInt(2, 3); } else if (g_pGameRules->IsSkillLevel(SKILL_VERYHARD)) { m_iNumGrenades = random->RandomInt(4, 6); } else if (g_pGameRules->IsSkillLevel(SKILL_NIGHTMARE)) { m_iNumGrenades = random->RandomInt(8, 12); } else { m_iNumGrenades = random->RandomInt(0, 2); } } m_fIsElite = true; m_fIsAce = true; // Stronger, tougher. SetHealth(sk_combine_ace_health.GetFloat()); SetMaxHealth(sk_combine_ace_health.GetFloat()); SetKickDamage(sk_combine_ace_kick.GetFloat()); CapabilitiesAdd( bits_CAP_ANIMATEDFACE ); CapabilitiesAdd( bits_CAP_MOVE_SHOOT ); CapabilitiesAdd( bits_CAP_MOVE_JUMP ); CapabilitiesAdd( bits_CAP_DOORS_GROUP ); int attachment = LookupAttachment("eyes"); // Start up the eye glow m_pEyeSprite = CSprite::SpriteCreate("sprites/redglow1.vmt", GetLocalOrigin(), false); if (m_pEyeSprite != NULL) { m_pEyeSprite->SetAttachment(this, attachment); m_pEyeSprite->SetTransparency(kRenderTransAdd, 255, 255, 255, 200, kRenderFxNone); m_pEyeSprite->SetScale(0.25f); } // Start up the eye trail m_pEyeTrail = CSpriteTrail::SpriteTrailCreate("sprites/bluelaser1.vmt", GetLocalOrigin(), false); if (m_pEyeTrail != NULL) { m_pEyeTrail->SetAttachment(this, attachment); m_pEyeTrail->SetTransparency(kRenderTransAdd, 255, 0, 0, 200, kRenderFxNone); m_pEyeTrail->SetStartWidth(8.0f); m_pEyeTrail->SetLifeTime(0.75f); } SetEyeState(ACE_EYE_DORMANT); if (combine_ace_shieldspawnmode.GetInt() == 1) { SpawnArmorPieces(); } else if (combine_ace_shieldspawnmode.GetInt() > 1) { int iShieldRandom = random->RandomInt(0, 3); if (iShieldRandom == 0) { SpawnArmorPieces(); } else { pArmor = NULL; m_bNoArmor = true; } } else { pArmor = NULL; m_bNoArmor = true; } 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: // Input : &info - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- void CNPC_CombineAce::Event_Killed( const CTakeDamageInfo &info ) { if (!(g_Language.GetInt() == LANGUAGE_GERMAN || UTIL_IsLowViolence()) && info.GetDamageType() & (DMG_BLAST | DMG_CRUSH) && !(info.GetDamageType() & (DMG_DISSOLVE)) && !PlayerHasMegaPhysCannon()) { Vector vecDamageDir = info.GetDamageForce(); SpawnBlood(GetAbsOrigin(), g_vecAttackDir, BloodColor(), info.GetDamage()); DispatchParticleEffect("headshotspray", GetAbsOrigin(), GetAbsAngles(), this); EmitSound("Gore.Headshot"); float flFadeTime = 25.0; CGib::SpawnSpecificGibs(this, 1, 750, 1500, "models/gibs/soldier_ace_head.mdl", flFadeTime); Vector vecRagForce; vecRagForce.x = random->RandomFloat(-400, 400); vecRagForce.y = random->RandomFloat(-400, 400); vecRagForce.z = random->RandomFloat(0, 250); Vector vecRagDmgForce = (vecRagForce + vecDamageDir); CBaseEntity *pLeftArmGib = CreateRagGib("models/gibs/soldier_ace_left_arm.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pLeftArmGib) { color32 color = pLeftArmGib->GetRenderColor(); pLeftArmGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pRightArmGib = CreateRagGib("models/gibs/soldier_ace_right_arm.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pRightArmGib) { color32 color = pRightArmGib->GetRenderColor(); pRightArmGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pTorsoGib = CreateRagGib("models/gibs/soldier_ace_torso.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pTorsoGib) { color32 color = pTorsoGib->GetRenderColor(); pTorsoGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pPelvisGib = CreateRagGib("models/gibs/soldier_ace_pelvis.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pPelvisGib) { color32 color = pPelvisGib->GetRenderColor(); pPelvisGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pLeftLegGib = CreateRagGib("models/gibs/soldier_ace_left_leg.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pLeftLegGib) { color32 color = pLeftLegGib->GetRenderColor(); pLeftLegGib->SetRenderColor(color.r, color.g, color.b, color.a); } CBaseEntity *pRightLegGib = CreateRagGib("models/gibs/soldier_ace_right_leg.mdl", GetAbsOrigin(), GetAbsAngles(), vecRagDmgForce, flFadeTime, IsOnFire()); if (pRightLegGib) { color32 color = pRightLegGib->GetRenderColor(); pRightLegGib->SetRenderColor(color.r, color.g, color.b, color.a); } //now add smaller gibs. CGib::SpawnSpecificGibs(this, 3, 750, 1500, "models/gibs/pgib_p3.mdl", flFadeTime); CGib::SpawnSpecificGibs(this, 3, 750, 1500, "models/gibs/pgib_p4.mdl", flFadeTime); if (!m_bNoArmor && combine_ace_shieldspawnmode.GetInt() > 0) { pArmor->Remove(); DropItem("item_shield", WorldSpaceCenter() + RandomVector(-4, 4), RandomAngle(0, 360)); } Vector forceVector = CalcDamageForceVector(info); // Drop any weapon that I own if (VPhysicsGetObject()) { Vector weaponForce = forceVector * VPhysicsGetObject()->GetInvMass(); Weapon_Drop(m_hActiveWeapon, NULL, &weaponForce); } else { Weapon_Drop(m_hActiveWeapon); } if (info.GetAttacker()->IsPlayer()) { ((CSingleplayRules*)GameRules())->NPCKilled(this, info); } UTIL_Remove(this); SetThink(NULL); return; } // Don't bother if we've been told not to, or the player has a megaphyscannon if ( combine_ace_spawn_health.GetBool() == false || PlayerHasMegaPhysCannon() ) { BaseClass::Event_Killed( info ); return; } SetEyeState(ACE_EYE_DEAD); if (!m_bNoArmor && combine_ace_shieldspawnmode.GetInt() > 0) { pArmor->Remove(); } 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. #ifdef HL2_EPISODIC if (HasSpawnFlags(SF_COMBINE_NO_AR2DROP) == false) #endif { if (FClassnameIs(GetActiveWeapon(), "weapon_ar2")) { 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); } } } else if (FClassnameIs(GetActiveWeapon(), "weapon_smg1")) { CBaseEntity *pItem = DropItem("item_ammo_smg1_grenade", 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 (!m_bNoArmor && combine_ace_shieldspawnmode.GetInt() > 0) { DropItem("item_shield", WorldSpaceCenter() + RandomVector(-4, 4), RandomAngle(0, 360)); } } BaseClass::Event_Killed( info ); }
//----------------------------------------------------------------------------- // Purpose: Target doesn't exist or has eluded us, so search for one //----------------------------------------------------------------------------- void CNPC_Portal_FloorTurret::SearchThink( void ) { //Allow descended classes a chance to do something before the think function if ( PreThink( TURRET_SEARCHING ) ) return; SetNextThink( gpGlobals->curtime + 0.05f ); SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE ); //If our enemy has died, pick a new enemy if ( ( GetEnemy() != NULL ) && ( GetEnemy()->IsAlive() == false ) ) { SetEnemy( NULL ); } //Acquire the target if ( GetEnemy() == NULL ) { HackFindEnemy(); } LaserOn(); CBaseEntity *pEnemy = GetEnemy(); //If we've found a target, spin up the barrel and start to attack if ( pEnemy != NULL ) { //Get our shot positions Vector vecMid = EyePosition(); Vector vecMidEnemy = pEnemy->BodyTarget( vecMid ); //Look for our current enemy bool bEnemyInFOV = FInViewCone( pEnemy ); bool bEnemyVisible = FVisible( pEnemy ); //Calculate dir and dist to enemy Vector vecDirToEnemy = vecMidEnemy - vecMid; m_flDistToEnemy = VectorNormalize( vecDirToEnemy ); // If the enemy isn't in the normal fov, check the fov through portals CProp_Portal *pPortal = NULL; pPortal = FInViewConeThroughPortal( pEnemy ); if ( pPortal && FVisibleThroughPortal( pPortal, pEnemy ) ) { // Translate our target across the portal Vector vecMidEnemyTransformed; UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecMidEnemy, vecMidEnemyTransformed ); //Calculate dir and dist to enemy Vector vecDirToEnemyTransformed = vecMidEnemyTransformed - vecMid; float flDistToEnemyTransformed = VectorNormalize( vecDirToEnemyTransformed ); // If it's not visible through normal means or the enemy is closer through the portal, use the translated info if ( !bEnemyInFOV || !bEnemyVisible || flDistToEnemyTransformed < m_flDistToEnemy ) { bEnemyInFOV = true; bEnemyVisible = true; vecMidEnemy = vecMidEnemyTransformed; vecDirToEnemy = vecDirToEnemyTransformed; m_flDistToEnemy = flDistToEnemyTransformed; } } // Give enemies that are farther away a longer grace period float fDistanceRatio = m_flDistToEnemy / PORTAL_FLOOR_TURRET_RANGE; m_flShotTime = gpGlobals->curtime + fDistanceRatio * fDistanceRatio * PORTAL_FLOOR_TURRET_MAX_SHOT_DELAY; m_flLastSight = 0; SetThink( &CNPC_FloorTurret::ActiveThink ); SetEyeState( TURRET_EYE_SEE_TARGET ); SpinUp(); if ( gpGlobals->curtime > m_flNextActivateSoundTime ) { EmitSound( "NPC_FloorTurret.Activate" ); m_flNextActivateSoundTime = gpGlobals->curtime + 3.0; } return; } //Are we out of time and need to retract? if ( gpGlobals->curtime > m_flLastSight ) { //Before we retrace, make sure that we are spun down. m_flLastSight = 0; SetThink( &CNPC_FloorTurret::Retire ); return; } //Display that we're scanning m_vecGoalAngles.x = GetAbsAngles().x + ( sin( ( m_flLastSight + gpGlobals->curtime * m_fSearchSpeed ) * 1.5f ) * 20.0f ); m_vecGoalAngles.y = GetAbsAngles().y + ( sin( ( m_flLastSight + gpGlobals->curtime * m_fSearchSpeed ) * 2.5f ) * 20.0f ); //Turn and ping UpdateFacing(); Ping(); // Update rope positions for ( int iRope = 0; iRope < PORTAL_FLOOR_TURRET_NUM_ROPES; ++iRope ) { if ( m_hRopes[ iRope ] ) { m_hRopes[ iRope ]->EndpointsChanged(); } } }
//----------------------------------------------------------------------------- // Purpose: The turret has been tipped over and will thrash for awhile //----------------------------------------------------------------------------- void CNPC_Portal_FloorTurret::TippedThink( void ) { PreThink( TURRET_TIPPED ); SetNextThink( gpGlobals->curtime + 0.05f ); SetEnemy( NULL ); StudioFrameAdvance(); // If we're not on side anymore, stop thrashing if ( !OnSide() && VPhysicsGetObject()->GetContactPoint( NULL, NULL ) ) { ReturnToLife(); return; } LaserOn(); RopesOn(); //See if we should continue to thrash if ( gpGlobals->curtime < m_flThrashTime && !IsDissolving() ) { if ( m_flShotTime < gpGlobals->curtime ) { if( m_bOutOfAmmo ) { SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE ); DryFire(); } else { Vector vecMuzzle, vecMuzzleDir; GetAttachment( m_iMuzzleAttachment, vecMuzzle, &vecMuzzleDir ); SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE ); SetActivity( (Activity)( ( m_bShootWithBottomBarrels ) ? ( ACT_FLOOR_TURRET_FIRE2 ) : ( ACT_FLOOR_TURRET_FIRE ) ) ); #if !DISABLE_SHOT Shoot( vecMuzzle, vecMuzzleDir ); #endif } m_flShotTime = gpGlobals->curtime + 0.05f; } m_vecGoalAngles.x = GetAbsAngles().x + random->RandomFloat( -60, 60 ); m_vecGoalAngles.y = GetAbsAngles().y + random->RandomFloat( -60, 60 ); UpdateFacing(); } else { //Face forward m_vecGoalAngles = GetAbsAngles(); //Set ourselves to close if ( GetActivity() != ACT_FLOOR_TURRET_CLOSE ) { SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE ); //If we're done moving to our desired facing, close up if ( UpdateFacing() == false ) { //Make any last death noises and anims EmitSound( "NPC_FloorTurret.Die" ); EmitSound( GetTurretTalkName( PORTAL_TURRET_DISABLED ) ); SpinDown(); SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSE ); EmitSound( "NPC_FloorTurret.Retract" ); CTakeDamageInfo info; info.SetDamage( 1 ); info.SetDamageType( DMG_CRUSH ); Event_Killed( info ); } } else if ( IsActivityFinished() ) { m_bActive = false; m_flLastSight = 0; SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSED_IDLE ); // Don't need to store last NPC anymore, because I've been knocked over if ( m_hLastNPCToKickMe ) { m_hLastNPCToKickMe = NULL; m_flKnockOverFailedTime = 0; } //Try to look straight if ( UpdateFacing() == false ) { m_OnTipped.FireOutput( this, this ); SetEyeState( TURRET_EYE_DEAD ); //SetCollisionGroup( COLLISION_GROUP_DEBRIS_TRIGGER ); // Start thinking slowly to see if we're ever set upright somehow SetThink( &CNPC_FloorTurret::InactiveThink ); SetNextThink( gpGlobals->curtime + 1.0f ); RopesOff(); } } } }
//----------------------------------------------------------------------------- // Purpose: Spawn the entity //----------------------------------------------------------------------------- void CNPC_CombineCamera::Spawn() { Precache(); SetModel(COMBINE_CAMERA_MODEL); m_pEyeFlash = CSprite::SpriteCreate(COMBINE_CAMERA_FLASH_SPRITE, GetLocalOrigin(), FALSE); m_pEyeFlash->SetTransparency(kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation); m_pEyeFlash->SetAttachment(this, 2); m_pEyeFlash->SetBrightness(0); m_pEyeFlash->SetScale(1.0); BaseClass::Spawn(); m_HackedGunPos = Vector(0, 0, 12.75); SetViewOffset(EyeOffset(ACT_IDLE)); m_flFieldOfView = CAMERA_FOV_WIDE; m_takedamage = DAMAGE_YES; m_iHealth = 50; m_bloodColor = BLOOD_COLOR_MECH; SetSolid(SOLID_BBOX); AddSolidFlags(FSOLID_NOT_STANDABLE); SetHeight(COMBINE_CAMERA_RETRACT_HEIGHT); AddFlag(FL_AIMTARGET); SetPoseParameter(COMBINE_CAMERA_BC_YAW, 0); SetPoseParameter(COMBINE_CAMERA_BC_PITCH, 0); m_iAmmoType = GetAmmoDef()->Index("Pistol"); // Create our eye sprite m_pEyeGlow = CSprite::SpriteCreate(COMBINE_CAMERA_GLOW_SPRITE, GetLocalOrigin(), false); m_pEyeGlow->SetTransparency(kRenderWorldGlow, 255, 0, 0, 128, kRenderFxNoDissipation); m_pEyeGlow->SetAttachment(this, 2); // Set our enabled state m_bEnabled = ((m_spawnflags & SF_COMBINE_CAMERA_STARTINACTIVE) == false); // Make sure the radii are sane. if (m_nOuterRadius <= 0) { m_nOuterRadius = 300; } if (m_nInnerRadius <= 0) { m_nInnerRadius = 450; } if (m_nOuterRadius < m_nInnerRadius) { swap(m_nOuterRadius, m_nInnerRadius); } // Do we start active? if (m_bEnabled) { Deploy(); } else { SetEyeState(CAMERA_EYE_DISABLED); } //Adrian: No shadows on these guys. AddEffects( EF_NOSHADOW ); // Stagger our starting times SetNextThink( gpGlobals->curtime + random->RandomFloat(0.1f, 0.3f) ); // Don't allow us to skip animation setup because our attachments are critical to us! SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); }
//----------------------------------------------------------------------------- // Purpose: Target doesn't exist or has eluded us, so search for one //----------------------------------------------------------------------------- void CNPC_CeilingTurret::SearchThink( void ) { //Allow descended classes a chance to do something before the think function if ( PreThink( TURRET_SEARCHING ) ) return; SetNextThink( gpGlobals->curtime + 0.05f ); SetActivity( (Activity) ACT_CEILING_TURRET_OPEN_IDLE ); //If our enemy has died, pick a new enemy if ( ( GetEnemy() != NULL ) && ( GetEnemy()->IsAlive() == false ) ) { SetEnemy( NULL ); } //Acquire the target if ( GetEnemy() == NULL ) { GetSenses()->Look( CEILING_TURRET_RANGE ); CBaseEntity *pEnemy = BestEnemy(); if ( pEnemy ) { SetEnemy( pEnemy ); } } //If we've found a target, spin up the barrel and start to attack if ( GetEnemy() != NULL ) { //Give players a grace period if ( GetEnemy()->IsPlayer() ) { m_flShotTime = gpGlobals->curtime + 0.5f; } else { m_flShotTime = gpGlobals->curtime + 0.1f; } m_flLastSight = 0; SetThink( &CNPC_CeilingTurret::ActiveThink ); SetEyeState( TURRET_EYE_SEE_TARGET ); SpinUp(); EmitSound( "NPC_CeilingTurret.Active" ); return; } //Are we out of time and need to retract? if ( gpGlobals->curtime > m_flLastSight ) { //Before we retrace, make sure that we are spun down. m_flLastSight = 0; SetThink( &CNPC_CeilingTurret::Retire ); return; } //Display that we're scanning m_vecGoalAngles.x = 15.0f; m_vecGoalAngles.y = GetAbsAngles().y + ( sin( gpGlobals->curtime * 2.0f ) * 45.0f ); //Turn and ping UpdateFacing(); Ping(); }
//----------------------------------------------------------------------------- // Purpose: Think while actively tracking a target. //----------------------------------------------------------------------------- void CNPC_CombineCamera::ActiveThink() { // Allow descended classes a chance to do something before the think function if (PreThink(CAMERA_ACTIVE)) return; // No active target, look for suspicious characters. CBaseEntity *pTarget = MaintainEnemy(); if ( !pTarget ) { // Nobody suspicious. Go back to being idle. m_hEnemyTarget = NULL; EmitSound("NPC_CombineCamera.BecomeIdle"); SetAngry(false); SetThink(&CNPC_CombineCamera::SearchThink); SetNextThink( gpGlobals->curtime ); return; } // Examine the target until it reaches our inner radius if ( pTarget != m_hEnemyTarget ) { Vector vecDelta = pTarget->GetAbsOrigin() - GetAbsOrigin(); float flDist = vecDelta.Length(); if ( (flDist < m_nInnerRadius) && FInViewCone(pTarget) ) { m_OnFoundEnemy.Set(pTarget, pTarget, this); // If it's a citizen, it's ok. If it's the player, it's not ok. if ( pTarget->IsPlayer() ) { SetEyeState(CAMERA_EYE_FOUND_TARGET); if (HasSpawnFlags(SF_COMBINE_CAMERA_BECOMEANGRY)) { SetAngry(true); } else { EmitSound("NPC_CombineCamera.Active"); } m_OnFoundPlayer.Set(pTarget, pTarget, this); m_hEnemyTarget = pTarget; } else { SetEyeState(CAMERA_EYE_HAPPY); m_flEyeHappyTime = gpGlobals->curtime + 2.0; // Now forget about this target forever AddEntityRelationship( pTarget, D_NU, 99 ); } } else { // If we get angry automatically, we get un-angry automatically if ( HasSpawnFlags(SF_COMBINE_CAMERA_BECOMEANGRY) && m_bAngry ) { SetAngry(false); } m_hEnemyTarget = NULL; // We don't quite see this guy, but we sense him. SetEyeState(CAMERA_EYE_SEEKING_TARGET); } } // Update our think time SetNextThink( gpGlobals->curtime + 0.1f ); TrackTarget(pTarget); MaintainEye(); }