//------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CNPC_CombineDropship::Hunt( void ) { // If we have a pickup target, fly to it if ( m_hPickupTarget ) { UpdatePickupNavigation(); } else if ( m_iLandState == LANDING_NO ) { UpdateTrackNavigation(); } // look for enemy GetSenses()->Look( 4092 ); ChooseEnemy(); // don't face player ever, only face nav points Vector desiredDir = GetDesiredPosition() - GetAbsOrigin(); VectorNormalize( desiredDir ); // Face our desired position. m_vecDesiredFaceDir = desiredDir; Flight(); UpdatePlayerDopplerShift( ); }
//------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CBaseHelicopter::Hunt( void ) { UpdateEnemy(); UpdateTrackNavigation( ); UpdateDesiredPosition(); UpdateFacingDirection(); Flight(); UpdatePlayerDopplerShift( ); FireWeapons(); }
//------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CBaseHelicopter::Hunt( void ) { UpdateTrackNavigation( ); if( HasCondition( COND_ENEMY_DEAD ) ) { SetEnemy( NULL ); } // Look for my best enemy. If I change enemies, // be sure and change my prevseen/lastseen timers. if( m_lifeState == LIFE_ALIVE ) { GetSenses()->Look( 4092 ); GetEnemies()->RefreshMemories(); ChooseEnemy(); if( HasEnemy() ) { GatherEnemyConditions( GetEnemy() ); if (FVisible( GetEnemy() )) { if (m_flLastSeen < gpGlobals->curtime - 2) { m_flPrevSeen = gpGlobals->curtime; } m_flLastSeen = gpGlobals->curtime; m_vecTargetPosition = GetEnemy()->WorldSpaceCenter(); } } else { // look at where we're going instead m_vecTargetPosition = GetDesiredPosition(); } } else { // If we're dead or dying, forget our enemy and don't look for new ones(sjb) SetEnemy( NULL ); } if ( 1 ) { Vector targetDir = m_vecTargetPosition - GetAbsOrigin(); Vector desiredDir = GetDesiredPosition() - GetAbsOrigin(); VectorNormalize( targetDir ); VectorNormalize( desiredDir ); if ( !IsCrashing() && m_flLastSeen + 5 > gpGlobals->curtime ) //&& DotProduct( targetDir, desiredDir) > 0.25) { // If we've seen the target recently, face the target. //Msg( "Facing Target \n" ); m_vecDesiredFaceDir = targetDir; } else { // Face our desired position. // Msg( "Facing Position\n" ); m_vecDesiredFaceDir = desiredDir; } } else { // Face the way the path corner tells us to. //Msg( "Facing my path corner\n" ); m_vecDesiredFaceDir = GetGoalOrientation(); } Flight(); UpdatePlayerDopplerShift( ); // ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->curtime, m_flLastSeen, m_flPrevSeen ); if (m_fHelicopterFlags & BITS_HELICOPTER_GUN_ON) { //if ( (m_flLastSeen + 1 > gpGlobals->curtime) && (m_flPrevSeen + 2 < gpGlobals->curtime) ) { if (FireGun( )) { // slow down if we're firing if (m_flGoalSpeed > m_flMaxSpeedFiring ) { m_flGoalSpeed = m_flMaxSpeedFiring; } } } } if (m_fHelicopterFlags & BITS_HELICOPTER_MISSILE_ON) { AimRocketGun(); } // Finally, forget dead enemies. if( GetEnemy() != NULL && (!GetEnemy()->IsAlive() || GetEnemy()->GetFlags() & FL_NOTARGET) ) { SetEnemy( NULL ); } }