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Opfor grunts check for player to avoid friendly fire

opforfixed
Roman Chistokhodov 2 years ago
parent
commit
16955b173d
  1. 78
      dlls/gearbox/fgrunt.cpp

78
dlls/gearbox/fgrunt.cpp

@ -28,6 +28,7 @@
#include "customentity.h" #include "customentity.h"
#include "decals.h" #include "decals.h"
#include "hgrunt.h" #include "hgrunt.h"
#include "plane.h"
//========================================================= //=========================================================
// //
@ -185,6 +186,8 @@ public:
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
int IRelationship ( CBaseEntity *pTarget ); int IRelationship ( CBaseEntity *pTarget );
BOOL NoFriendlyFire( void );
virtual int Save( CSave &save ); virtual int Save( CSave &save );
virtual int Restore( CRestore &restore ); virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[]; static TYPEDESCRIPTION m_SaveData[];
@ -2909,6 +2912,81 @@ MONSTERSTATE CHFGrunt :: GetIdealState ( void )
return CTalkMonster::GetIdealState(); return CTalkMonster::GetIdealState();
} }
BOOL CHFGrunt::NoFriendlyFire( void )
{
CPlane backPlane;
CPlane leftPlane;
CPlane rightPlane;
Vector vecLeftSide;
Vector vecRightSide;
Vector v_left;
Vector v_dir;
//!!!BUGBUG - to fix this, the planes must be aligned to where the monster will be firing its gun, not the direction it is facing!!!
if( m_hEnemy != 0 )
{
UTIL_MakeVectors( UTIL_VecToAngles( m_hEnemy->Center() - pev->origin ) );
}
else
{
// if there's no enemy, pretend there's a friendly in the way, so the grunt won't shoot.
return FALSE;
}
v_dir = gpGlobals->v_right * ( pev->size.x * 1.5f );
vecLeftSide = pev->origin - v_dir;
vecRightSide = pev->origin + v_dir;
v_left = gpGlobals->v_right * -1.0f;
leftPlane.InitializePlane( gpGlobals->v_right, vecLeftSide );
rightPlane.InitializePlane( v_left, vecRightSide );
backPlane.InitializePlane( gpGlobals->v_forward, pev->origin );
/*
ALERT( at_console, "LeftPlane: %f %f %f : %f\n", leftPlane.m_vecNormal.x, leftPlane.m_vecNormal.y, leftPlane.m_vecNormal.z, leftPlane.m_flDist );
ALERT( at_console, "RightPlane: %f %f %f : %f\n", rightPlane.m_vecNormal.x, rightPlane.m_vecNormal.y, rightPlane.m_vecNormal.z, rightPlane.m_flDist );
ALERT( at_console, "BackPlane: %f %f %f : %f\n", backPlane.m_vecNormal.x, backPlane.m_vecNormal.y, backPlane.m_vecNormal.z, backPlane.m_flDist );
*/
for( int k = 1; k <= gpGlobals->maxClients; k++ )
{
CBaseEntity* pPlayer = UTIL_PlayerByIndex(k);
if (pPlayer && pPlayer->IsPlayer() && IRelationship(pPlayer) == R_AL && pPlayer->IsAlive())
{
if( backPlane.PointInFront( pPlayer->pev->origin ) &&
leftPlane.PointInFront( pPlayer->pev->origin ) &&
rightPlane.PointInFront( pPlayer->pev->origin ) )
{
ALERT(at_aiconsole, "%s: Ally player at fire plane!\n", STRING(pev->classname));
// player is in the check volume! Don't shoot!
return FALSE;
}
}
}
if( !InSquad() )
{
return TRUE;
}
CSquadMonster *pSquadLeader = MySquadLeader();
for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ )
{
CSquadMonster *pMember = pSquadLeader->MySquadMember( i );
if( pMember && pMember != this )
{
if( backPlane.PointInFront( pMember->pev->origin ) &&
leftPlane.PointInFront( pMember->pev->origin ) &&
rightPlane.PointInFront( pMember->pev->origin ) )
{
// this guy is in the check volume! Don't shoot!
return FALSE;
}
}
}
return TRUE;
}
void CHFGrunt::DeclineFollowing( void ) void CHFGrunt::DeclineFollowing( void )
{ {
PlaySentence( "FG_POK", 2, VOL_NORM, ATTN_NORM ); PlaySentence( "FG_POK", 2, VOL_NORM, ATTN_NORM );

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