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681 lines
18 KiB
681 lines
18 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* This source code contains proprietary and confidential information of |
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* Valve LLC and its suppliers. Access to this code is restricted to |
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* persons who have executed a written SDK license with Valve. Any access, |
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* use or distribution of this code by or to any unlicensed person is illegal. |
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* |
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****/ |
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//========================================================= |
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// leech - basic little swimming monster |
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//========================================================= |
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// |
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// UNDONE: |
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// DONE:Steering force model for attack |
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// DONE:Attack animation control / damage |
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// DONE:Establish range of up/down motion and steer around vertical obstacles |
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// DONE:Re-evaluate height periodically |
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// DONE:Fall (MOVETYPE_TOSS) and play different anim if out of water |
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// Test in complex room (c2a3?) |
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// DONE:Sounds? - Kelly will fix |
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// Blood cloud? Hurt effect? |
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// Group behavior? |
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// DONE:Save/restore |
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// Flop animation - just bind to ACT_TWITCH |
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// Fix fatal push into wall case |
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// |
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// Try this on a bird |
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// Try this on a model with hulls/tracehull? |
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// |
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#include "float.h" |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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// Animation events |
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#define LEECH_AE_ATTACK 1 |
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#define LEECH_AE_FLOP 2 |
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// Movement constants |
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#define LEECH_ACCELERATE 10 |
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#define LEECH_CHECK_DIST 45 |
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#define LEECH_SWIM_SPEED 50.0f |
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#define LEECH_SWIM_ACCEL 80.0f |
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#define LEECH_SWIM_DECEL 10.0f |
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#define LEECH_TURN_RATE 90 |
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#define LEECH_SIZEX 10 |
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#define LEECH_FRAMETIME 0.1f |
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#define DEBUG_BEAMS 0 |
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#if DEBUG_BEAMS |
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#include "effects.h" |
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#endif |
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class CLeech : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void EXPORT SwimThink( void ); |
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void EXPORT DeadThink( void ); |
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void Touch( CBaseEntity *pOther ) |
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{ |
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if( pOther->IsPlayer() ) |
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{ |
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// If the client is pushing me, give me some base velocity |
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if( gpGlobals->trace_ent && gpGlobals->trace_ent == edict() ) |
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{ |
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pev->basevelocity = pOther->pev->velocity; |
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pev->flags |= FL_BASEVELOCITY; |
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} |
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} |
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} |
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void SetObjectCollisionBox( void ) |
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{ |
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pev->absmin = pev->origin + Vector( -8, -8, 0 ); |
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pev->absmax = pev->origin + Vector( 8, 8, 2 ); |
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} |
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void AttackSound( void ); |
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void AlertSound( void ); |
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void UpdateMotion( void ); |
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float ObstacleDistance( CBaseEntity *pTarget ); |
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void MakeVectors( void ); |
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void RecalculateWaterlevel( void ); |
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void SwitchLeechState( void ); |
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// Base entity functions |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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int BloodColor( void ) { return DONT_BLEED; } |
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void Killed( entvars_t *pevAttacker, int iGib ); |
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void Activate( void ); |
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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int Classify( void ) { return CLASS_INSECT; } |
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int IRelationship( CBaseEntity *pTarget ); |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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static const char *pAttackSounds[]; |
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static const char *pAlertSounds[]; |
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private: |
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// UNDONE: Remove unused boid vars, do group behavior |
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float m_flTurning;// is this boid turning? |
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BOOL m_fPathBlocked;// TRUE if there is an obstacle ahead |
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float m_flAccelerate; |
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float m_obstacle; |
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float m_top; |
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float m_bottom; |
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float m_height; |
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float m_waterTime; |
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float m_sideTime; // Timer to randomly check clearance on sides |
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float m_zTime; |
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float m_stateTime; |
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float m_attackSoundTime; |
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#if DEBUG_BEAMS |
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CBeam *m_pb; |
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CBeam *m_pt; |
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#endif |
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}; |
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LINK_ENTITY_TO_CLASS( monster_leech, CLeech ) |
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TYPEDESCRIPTION CLeech::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CLeech, m_flTurning, FIELD_FLOAT ), |
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DEFINE_FIELD( CLeech, m_fPathBlocked, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CLeech, m_flAccelerate, FIELD_FLOAT ), |
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DEFINE_FIELD( CLeech, m_obstacle, FIELD_FLOAT ), |
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DEFINE_FIELD( CLeech, m_top, FIELD_FLOAT ), |
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DEFINE_FIELD( CLeech, m_bottom, FIELD_FLOAT ), |
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DEFINE_FIELD( CLeech, m_height, FIELD_FLOAT ), |
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DEFINE_FIELD( CLeech, m_waterTime, FIELD_TIME ), |
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DEFINE_FIELD( CLeech, m_sideTime, FIELD_TIME ), |
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DEFINE_FIELD( CLeech, m_zTime, FIELD_TIME ), |
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DEFINE_FIELD( CLeech, m_stateTime, FIELD_TIME ), |
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DEFINE_FIELD( CLeech, m_attackSoundTime, FIELD_TIME ), |
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}; |
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IMPLEMENT_SAVERESTORE( CLeech, CBaseMonster ) |
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const char *CLeech::pAttackSounds[] = |
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{ |
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"leech/leech_bite1.wav", |
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"leech/leech_bite2.wav", |
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"leech/leech_bite3.wav", |
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}; |
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const char *CLeech::pAlertSounds[] = |
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{ |
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"leech/leech_alert1.wav", |
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"leech/leech_alert2.wav", |
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}; |
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void CLeech::Spawn( void ) |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/leech.mdl" ); |
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// Just for fun |
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// SET_MODEL( ENT( pev ), "models/icky.mdl" ); |
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//UTIL_SetSize( pev, g_vecZero, g_vecZero ); |
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UTIL_SetSize( pev, Vector( -1, -1, 0 ), Vector( 1, 1, 2 ) ); |
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// Don't push the minz down too much or the water check will fail because this entity is really point-sized |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_FLY; |
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SetBits( pev->flags, FL_SWIM ); |
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pev->health = gSkillData.leechHealth; |
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m_flFieldOfView = -0.5; // 180 degree FOV |
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m_flDistLook = 750; |
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MonsterInit(); |
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SetThink( &CLeech::SwimThink ); |
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SetUse( NULL ); |
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SetTouch( NULL ); |
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pev->view_ofs = g_vecZero; |
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m_flTurning = 0; |
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m_fPathBlocked = FALSE; |
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SetActivity( ACT_SWIM ); |
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SetState( MONSTERSTATE_IDLE ); |
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m_stateTime = gpGlobals->time + RANDOM_FLOAT( 1, 5 ); |
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} |
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void CLeech::Activate( void ) |
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{ |
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RecalculateWaterlevel(); |
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} |
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void CLeech::RecalculateWaterlevel( void ) |
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{ |
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// Calculate boundaries |
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Vector vecTest = pev->origin - Vector( 0, 0, 400 ); |
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TraceResult tr; |
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UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr ); |
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if( tr.flFraction != 1.0f ) |
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m_bottom = tr.vecEndPos.z + 1.0f; |
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else |
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m_bottom = vecTest.z; |
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m_top = UTIL_WaterLevel( pev->origin, pev->origin.z, pev->origin.z + 400 ) - 1; |
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// Chop off 20% of the outside range |
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float newBottom = m_bottom * 0.8f + m_top * 0.2f; |
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m_top = m_bottom * 0.2f + m_top * 0.8f; |
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m_bottom = newBottom; |
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m_height = RANDOM_FLOAT( m_bottom, m_top ); |
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m_waterTime = gpGlobals->time + RANDOM_FLOAT( 5, 7 ); |
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} |
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void CLeech::SwitchLeechState( void ) |
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{ |
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m_stateTime = gpGlobals->time + RANDOM_FLOAT( 3, 6 ); |
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if( m_MonsterState == MONSTERSTATE_COMBAT ) |
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{ |
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m_hEnemy = NULL; |
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SetState( MONSTERSTATE_IDLE ); |
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// We may be up against the player, so redo the side checks |
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m_sideTime = 0; |
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} |
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else |
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{ |
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Look( m_flDistLook ); |
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CBaseEntity *pEnemy = BestVisibleEnemy(); |
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if( pEnemy && pEnemy->pev->waterlevel != 0 ) |
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{ |
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m_hEnemy = pEnemy; |
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SetState( MONSTERSTATE_COMBAT ); |
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m_stateTime = gpGlobals->time + RANDOM_FLOAT( 18, 25 ); |
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AlertSound(); |
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} |
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} |
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} |
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int CLeech::IRelationship( CBaseEntity *pTarget ) |
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{ |
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if( pTarget->IsPlayer() ) |
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return R_DL; |
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return CBaseMonster::IRelationship( pTarget ); |
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} |
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void CLeech::AttackSound( void ) |
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{ |
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if( gpGlobals->time > m_attackSoundTime ) |
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{ |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0f, ATTN_NORM, 0, PITCH_NORM ); |
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m_attackSoundTime = gpGlobals->time + 0.5f; |
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} |
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} |
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void CLeech::AlertSound( void ) |
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{ |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), 1.0f, ATTN_NORM * 0.5f, 0, PITCH_NORM ); |
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} |
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void CLeech::Precache( void ) |
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{ |
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//PRECACHE_MODEL( "models/icky.mdl" ); |
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PRECACHE_MODEL( "models/leech.mdl" ); |
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PRECACHE_SOUND_ARRAY( pAttackSounds ); |
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PRECACHE_SOUND_ARRAY( pAlertSounds ); |
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} |
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int CLeech::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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pev->velocity = g_vecZero; |
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// Nudge the leech away from the damage |
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if( pevInflictor ) |
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{ |
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pev->velocity = ( pev->origin - pevInflictor->origin ).Normalize() * 25.0f; |
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} |
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
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} |
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void CLeech::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case LEECH_AE_ATTACK: |
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AttackSound(); |
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CBaseEntity *pEnemy; |
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pEnemy = m_hEnemy; |
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if( pEnemy != NULL ) |
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{ |
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Vector dir, face; |
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UTIL_MakeVectorsPrivate( pev->angles, face, NULL, NULL ); |
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face.z = 0; |
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dir = (pEnemy->pev->origin - pev->origin); |
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dir.z = 0; |
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dir = dir.Normalize(); |
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face = face.Normalize(); |
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if( DotProduct( dir, face ) > 0.9f ) // Only take damage if the leech is facing the prey |
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pEnemy->TakeDamage( pev, pev, gSkillData.leechDmgBite, DMG_SLASH ); |
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} |
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m_stateTime -= 2; |
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break; |
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case LEECH_AE_FLOP: |
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// Play flop sound |
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break; |
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default: |
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CBaseMonster::HandleAnimEvent( pEvent ); |
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break; |
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} |
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} |
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void CLeech::MakeVectors( void ) |
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{ |
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Vector tmp = pev->angles; |
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tmp.x = -tmp.x; |
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UTIL_MakeVectors( tmp ); |
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} |
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// |
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// ObstacleDistance - returns normalized distance to obstacle |
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// |
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float CLeech::ObstacleDistance( CBaseEntity *pTarget ) |
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{ |
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TraceResult tr; |
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Vector vecTest; |
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// use VELOCITY, not angles, not all boids point the direction they are flying |
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//Vector vecDir = UTIL_VecToAngles( pev->velocity ); |
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MakeVectors(); |
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// check for obstacle ahead |
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vecTest = pev->origin + gpGlobals->v_forward * LEECH_CHECK_DIST; |
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UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr ); |
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if( tr.fStartSolid ) |
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{ |
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pev->speed = -LEECH_SWIM_SPEED * 0.5f; |
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//ALERT( at_console, "Stuck from (%f %f %f) to (%f %f %f)\n", pev->oldorigin.x, pev->oldorigin.y, pev->oldorigin.z, pev->origin.x, pev->origin.y, pev->origin.z ); |
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//UTIL_SetOrigin( pev, pev->oldorigin ); |
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} |
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if( tr.flFraction != 1.0f ) |
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{ |
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if( ( pTarget == NULL || tr.pHit != pTarget->edict() ) ) |
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{ |
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return tr.flFraction; |
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} |
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else |
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{ |
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if( fabs( m_height - pev->origin.z ) > 10 ) |
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return tr.flFraction; |
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} |
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} |
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if( m_sideTime < gpGlobals->time ) |
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{ |
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// extra wide checks |
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vecTest = pev->origin + gpGlobals->v_right * LEECH_SIZEX * 2 + gpGlobals->v_forward * LEECH_CHECK_DIST; |
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UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr ); |
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if( tr.flFraction != 1.0f ) |
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return tr.flFraction; |
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vecTest = pev->origin - gpGlobals->v_right * LEECH_SIZEX * 2 + gpGlobals->v_forward * LEECH_CHECK_DIST; |
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UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr ); |
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if( tr.flFraction != 1.0f ) |
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return tr.flFraction; |
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// Didn't hit either side, so stop testing for another 0.5 - 1 seconds |
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m_sideTime = gpGlobals->time + RANDOM_FLOAT( 0.5f, 1.0f ); |
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} |
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return 1.0; |
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} |
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void CLeech::DeadThink( void ) |
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{ |
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if( m_fSequenceFinished ) |
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{ |
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if( m_Activity == ACT_DIEFORWARD ) |
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{ |
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SetThink( NULL ); |
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StopAnimation(); |
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return; |
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} |
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else if( pev->flags & FL_ONGROUND ) |
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{ |
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pev->solid = SOLID_NOT; |
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SetActivity(ACT_DIEFORWARD); |
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} |
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} |
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StudioFrameAdvance(); |
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pev->nextthink = gpGlobals->time + 0.1f; |
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// Apply damage velocity, but keep out of the walls |
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if( pev->velocity.x != 0 || pev->velocity.y != 0 ) |
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{ |
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TraceResult tr; |
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// Look 0.5 seconds ahead |
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UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 0.5f, missile, edict(), &tr ); |
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if( tr.flFraction != 1.0f ) |
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{ |
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pev->velocity.x = 0.0f; |
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pev->velocity.y = 0.0f; |
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} |
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} |
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} |
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void CLeech::UpdateMotion( void ) |
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{ |
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float flapspeed = ( pev->speed - m_flAccelerate ) / LEECH_ACCELERATE; |
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m_flAccelerate = m_flAccelerate * 0.8f + pev->speed * 0.2f; |
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if( flapspeed < 0 ) |
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flapspeed = -flapspeed; |
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flapspeed += 1.0f; |
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if( flapspeed < 0.5f ) |
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flapspeed = 0.5f; |
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if( flapspeed > 1.9f ) |
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flapspeed = 1.9f; |
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pev->framerate = flapspeed; |
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if( !m_fPathBlocked ) |
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pev->avelocity.y = pev->ideal_yaw; |
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else |
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pev->avelocity.y = pev->ideal_yaw * m_obstacle; |
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if( pev->avelocity.y > 150.0f ) |
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m_IdealActivity = ACT_TURN_LEFT; |
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else if( pev->avelocity.y < -150.0f ) |
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m_IdealActivity = ACT_TURN_RIGHT; |
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else |
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m_IdealActivity = ACT_SWIM; |
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// lean |
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float targetPitch, delta; |
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delta = m_height - pev->origin.z; |
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if( delta < -10 ) |
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targetPitch = -30; |
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else if( delta > 10 ) |
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targetPitch = 30; |
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else |
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targetPitch = 0; |
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pev->angles.x = UTIL_Approach( targetPitch, pev->angles.x, 60.0f * LEECH_FRAMETIME ); |
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// bank |
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pev->avelocity.z = -( pev->angles.z + ( pev->avelocity.y * 0.25f ) ); |
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if( m_MonsterState == MONSTERSTATE_COMBAT && HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) |
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m_IdealActivity = ACT_MELEE_ATTACK1; |
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// Out of water check |
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if( !pev->waterlevel ) |
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{ |
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pev->movetype = MOVETYPE_TOSS; |
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m_IdealActivity = ACT_TWITCH; |
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pev->velocity = g_vecZero; |
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// Animation will intersect the floor if either of these is non-zero |
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pev->angles.z = 0.0f; |
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pev->angles.x = 0.0f; |
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if( pev->framerate < 1.0f ) |
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pev->framerate = 1.0f; |
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} |
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else if( pev->movetype == MOVETYPE_TOSS ) |
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{ |
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pev->movetype = MOVETYPE_FLY; |
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pev->flags &= ~FL_ONGROUND; |
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RecalculateWaterlevel(); |
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m_waterTime = gpGlobals->time + 2; // Recalc again soon, water may be rising |
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} |
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if( m_Activity != m_IdealActivity ) |
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{ |
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SetActivity( m_IdealActivity ); |
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} |
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float flInterval = StudioFrameAdvance(); |
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DispatchAnimEvents( flInterval ); |
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#if DEBUG_BEAMS |
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if( !m_pb ) |
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m_pb = CBeam::BeamCreate( "sprites/laserbeam.spr", 5 ); |
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if( !m_pt ) |
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m_pt = CBeam::BeamCreate( "sprites/laserbeam.spr", 5 ); |
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m_pb->PointsInit( pev->origin, pev->origin + gpGlobals->v_forward * LEECH_CHECK_DIST ); |
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m_pt->PointsInit( pev->origin, pev->origin - gpGlobals->v_right * ( pev->avelocity.y * 0.25f ) ); |
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if( m_fPathBlocked ) |
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{ |
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float color = m_obstacle * 30; |
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if( m_obstacle == 1.0f ) |
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color = 0; |
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if( color > 255 ) |
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color = 255; |
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m_pb->SetColor( 255, (int)color, (int)color ); |
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} |
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else |
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m_pb->SetColor( 255, 255, 0 ); |
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m_pt->SetColor( 0, 0, 255 ); |
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#endif |
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} |
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void CLeech::SwimThink( void ) |
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{ |
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TraceResult tr; |
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float flLeftSide; |
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float flRightSide; |
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float targetSpeed; |
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float targetYaw = 0; |
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CBaseEntity *pTarget; |
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|
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if( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) |
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{ |
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pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 1.0f, 1.5f ); |
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pev->velocity = g_vecZero; |
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return; |
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} |
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else |
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pev->nextthink = gpGlobals->time + 0.1f; |
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|
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targetSpeed = LEECH_SWIM_SPEED; |
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|
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if( m_waterTime < gpGlobals->time ) |
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RecalculateWaterlevel(); |
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|
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if( m_stateTime < gpGlobals->time ) |
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SwitchLeechState(); |
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|
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ClearConditions( bits_COND_CAN_MELEE_ATTACK1 ); |
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switch( m_MonsterState ) |
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{ |
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case MONSTERSTATE_COMBAT: |
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pTarget = m_hEnemy; |
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if( !pTarget ) |
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SwitchLeechState(); |
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else |
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{ |
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// Chase the enemy's eyes |
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m_height = pTarget->pev->origin.z + pTarget->pev->view_ofs.z - 5; |
|
// Clip to viable water area |
|
if( m_height < m_bottom ) |
|
m_height = m_bottom; |
|
else if( m_height > m_top ) |
|
m_height = m_top; |
|
Vector location = pTarget->pev->origin - pev->origin; |
|
location.z += (pTarget->pev->view_ofs.z); |
|
if( location.Length() < 40 ) |
|
SetConditions( bits_COND_CAN_MELEE_ATTACK1 ); |
|
// Turn towards target ent |
|
targetYaw = UTIL_VecToYaw( location ); |
|
|
|
targetYaw = UTIL_AngleDiff( targetYaw, UTIL_AngleMod( pev->angles.y ) ); |
|
|
|
if( targetYaw < ( -LEECH_TURN_RATE * 0.75f ) ) |
|
targetYaw = ( -LEECH_TURN_RATE * 0.75f ); |
|
else if( targetYaw > ( LEECH_TURN_RATE * 0.75f ) ) |
|
targetYaw = ( LEECH_TURN_RATE * 0.75f ); |
|
else |
|
targetSpeed *= 2; |
|
} |
|
break; |
|
default: |
|
if( m_zTime < gpGlobals->time ) |
|
{ |
|
float newHeight = RANDOM_FLOAT( m_bottom, m_top ); |
|
m_height = 0.5f * m_height + 0.5f * newHeight; |
|
m_zTime = gpGlobals->time + RANDOM_FLOAT( 1, 4 ); |
|
} |
|
if( RANDOM_LONG( 0, 100 ) < 10 ) |
|
targetYaw = RANDOM_LONG( -30, 30 ); |
|
pTarget = NULL; |
|
|
|
// oldorigin test |
|
if( ( pev->origin - pev->oldorigin ).Length() < 1 ) |
|
{ |
|
// If leech didn't move, there must be something blocking it, so try to turn |
|
m_sideTime = 0; |
|
} |
|
break; |
|
} |
|
|
|
m_obstacle = ObstacleDistance( pTarget ); |
|
pev->oldorigin = pev->origin; |
|
if( m_obstacle < 0.1f ) |
|
m_obstacle = 0.1f; |
|
|
|
// is the way ahead clear? |
|
if( m_obstacle == 1.0f ) |
|
{ |
|
// if the leech is turning, stop the trend. |
|
if( m_flTurning != 0 ) |
|
{ |
|
m_flTurning = 0; |
|
} |
|
|
|
m_fPathBlocked = FALSE; |
|
pev->speed = UTIL_Approach( targetSpeed, pev->speed, LEECH_SWIM_ACCEL * LEECH_FRAMETIME ); |
|
pev->velocity = gpGlobals->v_forward * pev->speed; |
|
|
|
} |
|
else |
|
{ |
|
m_obstacle = 1.0f / m_obstacle; |
|
// IF we get this far in the function, the leader's path is blocked! |
|
m_fPathBlocked = TRUE; |
|
|
|
if( m_flTurning == 0 )// something in the way and leech is not already turning to avoid |
|
{ |
|
Vector vecTest; |
|
// measure clearance on left and right to pick the best dir to turn |
|
vecTest = pev->origin + ( gpGlobals->v_right * LEECH_SIZEX ) + ( gpGlobals->v_forward * LEECH_CHECK_DIST ); |
|
UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr ); |
|
flRightSide = tr.flFraction; |
|
|
|
vecTest = pev->origin + ( gpGlobals->v_right * -LEECH_SIZEX ) + ( gpGlobals->v_forward * LEECH_CHECK_DIST ); |
|
UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr ); |
|
flLeftSide = tr.flFraction; |
|
|
|
// turn left, right or random depending on clearance ratio |
|
float delta = ( flRightSide - flLeftSide ); |
|
if( delta > 0.1f || ( delta > -0.1f && RANDOM_LONG( 0, 100 ) < 50 ) ) |
|
m_flTurning = -LEECH_TURN_RATE; |
|
else |
|
m_flTurning = LEECH_TURN_RATE; |
|
} |
|
pev->speed = UTIL_Approach( -( LEECH_SWIM_SPEED * 0.5f ), pev->speed, LEECH_SWIM_DECEL * LEECH_FRAMETIME * m_obstacle ); |
|
pev->velocity = gpGlobals->v_forward * pev->speed; |
|
} |
|
pev->ideal_yaw = m_flTurning + targetYaw; |
|
UpdateMotion(); |
|
} |
|
|
|
void CLeech::Killed( entvars_t *pevAttacker, int iGib ) |
|
{ |
|
Vector vecSplatDir; |
|
TraceResult tr; |
|
|
|
//ALERT(at_aiconsole, "Leech: killed\n"); |
|
// tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality. |
|
CBaseEntity *pOwner = CBaseEntity::Instance( pev->owner ); |
|
if( pOwner ) |
|
pOwner->DeathNotice( pev ); |
|
|
|
// When we hit the ground, play the "death_end" activity |
|
if( pev->waterlevel ) |
|
{ |
|
pev->angles.z = 0; |
|
pev->angles.x = 0; |
|
pev->origin.z += 1; |
|
pev->avelocity = g_vecZero; |
|
if( RANDOM_LONG( 0, 99 ) < 70 ) |
|
pev->avelocity.y = RANDOM_LONG( -720, 720 ); |
|
|
|
pev->gravity = 0.02; |
|
ClearBits( pev->flags, FL_ONGROUND ); |
|
SetActivity( ACT_DIESIMPLE ); |
|
} |
|
else |
|
SetActivity( ACT_DIEFORWARD ); |
|
|
|
pev->movetype = MOVETYPE_TOSS; |
|
pev->takedamage = DAMAGE_NO; |
|
SetThink( &CLeech::DeadThink ); |
|
}
|
|
|