// find a viable entity int CCineMonster::FindEntity(void) { edict_t *pentTarget; pentTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_iszEntity)); m_hTargetEnt = NULL; CBaseMonster *pTarget = NULL; while(!FNullEnt(pentTarget)) { if(FBitSet(VARS(pentTarget)->flags, FL_MONSTER)) { pTarget = GetMonsterPointer(pentTarget); if(pTarget && pTarget->CanPlaySequence(FCanOverrideState(), SS_INTERRUPT_BY_NAME)) { m_hTargetEnt = pTarget; return TRUE; } ALERT(at_console, "Found %s, but can't play!\n", STRING(m_iszEntity)); } pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity)); pTarget = NULL; } if(!pTarget) { CBaseEntity *pEntity = NULL; while((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, m_flRadius)) != NULL) { if(FClassnameIs(pEntity->pev, STRING(m_iszEntity))) { if(FBitSet(pEntity->pev->flags, FL_MONSTER)) { pTarget = pEntity->MyMonsterPointer(); if(pTarget && pTarget->CanPlaySequence(FCanOverrideState(), SS_INTERRUPT_IDLE)) { m_hTargetEnt = pTarget; return TRUE; } } } } } pTarget = NULL; m_hTargetEnt = NULL; return FALSE; }
// find a viable entity bool CCineMonster::FindEntity() { m_hTargetEnt = nullptr; CBaseEntity* pTargetEnt = nullptr; CBaseMonster* pTarget = nullptr; while( ( pTargetEnt = UTIL_FindEntityByTargetname( pTargetEnt, STRING( m_iszEntity ) ) ) != nullptr ) { if( pTargetEnt->GetFlags().Any( FL_MONSTER ) ) { pTarget = pTargetEnt->MyMonsterPointer(); if( pTarget && pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_BY_NAME ) ) { m_hTargetEnt = pTarget; return true; } ALERT( at_console, "Found %s, but can't play!\n", STRING( m_iszEntity ) ); } pTarget = nullptr; } if( !pTarget ) { pTargetEnt = nullptr; while( ( pTargetEnt = UTIL_FindEntityInSphere( pTargetEnt, GetAbsOrigin(), m_flRadius ) ) != nullptr ) { if( pTargetEnt->ClassnameIs( STRING( m_iszEntity ) ) ) { if( pTargetEnt->GetFlags().Any( FL_MONSTER ) ) { pTarget = pTargetEnt->MyMonsterPointer(); if( pTarget && pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_IDLE ) ) { m_hTargetEnt = pTarget; return true; } } } } } m_hTargetEnt = nullptr; return false; }
// make the entity carry out the scripted sequence instructions, but without // destroying the monster's state. void CCineAI::PossessEntity(void) { Schedule_t *pNewSchedule; CBaseEntity * pEntity = m_hTargetEnt; CBaseMonster *pTarget = NULL; if(pEntity) pTarget = pEntity->MyMonsterPointer(); if(pTarget) { if(!pTarget->CanPlaySequence(FCanOverrideState(), SS_INTERRUPT_AI)) { ALERT(at_aiconsole, "(AI)Can't possess entity %s\n", STRING(pTarget->pev->classname)); return; } 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: case 5: pTarget->m_scriptState = SCRIPT_WAIT; break; case 1: pTarget->m_scriptState = SCRIPT_WALK_TO_MARK; break; case 2: pTarget->m_scriptState = SCRIPT_RUN_TO_MARK; break; case 4: // zap the monster instantly to the site of the script entity. 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; default: ALERT(at_aiconsole, "aiscript: invalid Move To Position value!"); break; } ALERT(at_aiconsole, "\"%s\" found and used\n", STRING(pTarget->pev->targetname)); 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; } } */ // Already in a scripted state? if(pTarget->m_MonsterState == MONSTERSTATE_SCRIPT) { pNewSchedule = pTarget->GetScheduleOfType(SCHED_AISCRIPT); pTarget->ChangeSchedule(pNewSchedule); } } }
// 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; } } } }
// make the entity carry out the scripted sequence instructions, but without // destroying the monster's state. void CCineAI::PossessEntity( void ) { Schedule_t *pNewSchedule; CBaseEntity *pEntity = m_hTargetEnt; CBaseMonster *pTarget = NULL; if( pEntity ) pTarget = pEntity->MyMonsterPointer(); if( pTarget ) { if( !pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_AI ) ) { ALERT( at_aiconsole, "(AI)Can't possess entity %s\n", pTarget->GetClassname() ); return; } 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: case 5: pTarget->m_scriptState = SCRIPT_WAIT; break; case 1: pTarget->m_scriptState = SCRIPT_WALK_TO_MARK; break; case 2: pTarget->m_scriptState = SCRIPT_RUN_TO_MARK; break; case 4: { // zap the monster instantly to the site of the script entity. 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; } default: ALERT( at_aiconsole, "aiscript: invalid Move To Position value!" ); break; } ALERT( at_aiconsole, "\"%s\" found and used\n", pTarget->GetTargetname() ); pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT; /* if (m_iszIdle) { StartSequence( pTarget, m_iszIdle, false ); if (FStrEq( STRING(m_iszIdle), STRING(m_iszPlay))) { pTarget->SetFrameRate( 0 ); } } */ // Already in a scripted state? if( pTarget->m_MonsterState == MONSTERSTATE_SCRIPT ) { pNewSchedule = pTarget->GetScheduleOfType( SCHED_AISCRIPT ); pTarget->ChangeSchedule( pNewSchedule ); } } }
// 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 ); } } } }