void CNPC_Portal_FloorTurret::InactiveThink( void )
{
	LaserOff();
	RopesOff();

	// Update our PVS state
	CheckPVSCondition();

	SetNextThink( gpGlobals->curtime + 1.0f );

	// Wake up if we're not on our side
	if ( !OnSide() && VPhysicsGetObject()->GetContactPoint( NULL, NULL ) && m_bEnabled )
	{
		// Never return to life!
		SetCollisionGroup( COLLISION_GROUP_NONE );
		//ReturnToLife();
	}
	else
	{
		IPhysicsObject *pTurretPhys = VPhysicsGetObject();

		if ( !(pTurretPhys->GetGameFlags() & FVPHYSICS_PLAYER_HELD) && pTurretPhys->IsAsleep() )
			SetCollisionGroup( COLLISION_GROUP_DEBRIS_TRIGGER );
		else
			SetCollisionGroup( COLLISION_GROUP_NONE );
	}
}
//-----------------------------------------------------------------------------
// 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 );
	}

}
float CNPC_Portal_FloorTurret::GetAttackDamageScale( CBaseEntity *pVictim )
{
	CBaseCombatCharacter *pBCC = pVictim->MyCombatCharacterPointer();

	// Do extra damage to antlions & combine
	if ( pBCC )
	{
		if ( pBCC->Classify() == CLASS_PLAYER )
		{
			// Does normal damage when thrashing
			if ( OnSide() )
				return 1.0f;

			return TURRET_FLOOR_DAMAGE_MULTIPLIER;
		}
	}

	return BaseClass::GetAttackDamageScale( pVictim );
}
示例#4
0
文件: cubedlg.cpp 项目: paud/d2x-xl
void CCubeTool::OnSide6 () { OnSide (5); }
示例#5
0
文件: cubedlg.cpp 项目: paud/d2x-xl
void CCubeTool::OnSide5 () { OnSide (4); }
示例#6
0
文件: cubedlg.cpp 项目: paud/d2x-xl
void CCubeTool::OnSide4 () { OnSide (3); }
示例#7
0
文件: cubedlg.cpp 项目: paud/d2x-xl
void CCubeTool::OnSide3 () { OnSide (2); }
示例#8
0
文件: cubedlg.cpp 项目: paud/d2x-xl
void CCubeTool::OnSide2 () { OnSide (1); }
示例#9
0
文件: cubedlg.cpp 项目: paud/d2x-xl
void CCubeTool::OnSide1 () { OnSide (0); }
//-----------------------------------------------------------------------------
// 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();
			}
		}
	}
}