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//========= Copyright <EFBFBD> 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose: Antlion - nasty bug
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//
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// $NoKeywords: $
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//=============================================================================
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#include "cbase.h"
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#include "ai_hint.h"
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#include "ai_squad.h"
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#include "ai_moveprobe.h"
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#include "ai_route.h"
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#include "npcevent.h"
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#include "gib.h"
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#include "entitylist.h"
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#include "ndebugoverlay.h"
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#include "antlion_dust.h"
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#include "engine/IEngineSound.h"
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#include "globalstate.h"
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#include "movevars_shared.h"
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#include "te_effect_dispatch.h"
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#include "vehicle_base.h"
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#include "mapentities.h"
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#include "antlion_maker.h"
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#include "npc_antlion.h"
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#include "decals.h"
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#include "asw_drone_antlion.h"
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#include "asw_player.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define SWARM_DRONE_MODEL "models/swarm/drone/Drone.mdl"
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// a test ASW drone, based on the antlion
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CASW_Drone_Antlion::CASW_Drone_Antlion( void ) : CNPC_Antlion()
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{
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}
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LINK_ENTITY_TO_CLASS( asw_drone_antlion, CASW_Drone_Antlion );
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BEGIN_DATADESC( CASW_Drone_Antlion )
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END_DATADESC()
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/*
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IMPLEMENT_SERVERCLASS_ST( CASW_Drone_Antlion, DT_ASW_Drone_Antlion )
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SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
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SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
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SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
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SendPropExclude( "DT_BaseAnimating", "m_nNewSequenceParity" ),
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SendPropExclude( "DT_BaseAnimating", "m_nResetEventsParity" ),
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SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
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SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
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// cs_playeranimstate and clientside animation takes care of these on the client
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SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
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SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
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END_SEND_TABLE()
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*/
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CASW_Drone_Antlion::Spawn( void )
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{
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SetModel( SWARM_DRONE_MODEL );
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m_nSkin = 1;
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Precache();
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BaseClass::Spawn();
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SetModel( SWARM_DRONE_MODEL );
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SetHullType(HULL_MEDIUMBIG);
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//SetHullSizeNormal();
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//SetCollisionBounds(Vector(-26,-26,0), Vector(26,26,72));
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//UTIL_SetSize(this, Vector(-26,-26,0), Vector(26,26,72));
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//UseClientSideAnimation();
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m_nSkin = 1;
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}
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void CASW_Drone_Antlion::Precache( void )
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{
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PrecacheModel( SWARM_DRONE_MODEL );
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BaseClass::Precache();
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}
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// disable pouncing for the moment
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int CASW_Drone_Antlion::MeleeAttack2Conditions( float flDot, float flDist )
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{
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return 0;
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}
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// give our aliens 360 degree vision
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bool CASW_Drone_Antlion::FInViewCone( const Vector &vecSpot )
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{
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return true;
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}
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// always gib
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bool CASW_Drone_Antlion::ShouldGib( const CTakeDamageInfo &info )
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{
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return true;
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}
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float CASW_Drone_Antlion::GetIdealSpeed() const
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{
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//return 0;
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//return BaseClass::GetIdealSpeed();
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return 300;
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/*
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float baseSpeed = BaseClass::GetIdealSpeed();
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const CAI_BaseNPC *base = static_cast<CNPC_Antlion*>(this);
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switch ( base->GetActivity() )
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{
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case ACT_WALK:
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baseSpeed = 150.0f;
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break;
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case ACT_RUN:
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baseSpeed = 300.0f;
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break;
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default:
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case ACT_IDLE:
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baseSpeed = 0.0f;
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break;
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}
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return baseSpeed * asw_drone_antlion_speedboost.GetFloat();
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*/
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}
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float CASW_Drone_Antlion::MaxYawSpeed( void )
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{
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switch ( GetActivity() )
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{
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case ACT_IDLE:
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return 64.0f;
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break;
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case ACT_WALK:
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return 64.0f;
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break;
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default:
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case ACT_RUN:
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return 64.0f;
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break;
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}
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return 64.0f;
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}
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float CASW_Drone_Antlion::GetSequenceGroundSpeed( int iSequence )
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{
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return BaseClass::GetSequenceGroundSpeed(iSequence);
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/*
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float t = SequenceDuration( iSequence );
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if (t > 0)
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{
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float move_dist = GetSequenceMoveDist( iSequence );
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if (move_dist == 0)
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{
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if (iSequence == 2)
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return 150;
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else if (iSequence == 3)
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return 300;
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else if (iSequence == 6)
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return 300;
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else if (iSequence == 7)
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return 300;
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}
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return move_dist / t;
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}
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else
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{
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return 0;
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}*/
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}
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// player (and player controlled marines) always avoid drones
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bool CASW_Drone_Antlion::ShouldPlayerAvoid( void )
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{
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return true;
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}
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void CASW_Drone_Antlion::NPCThink()
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{
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CASW_Player *pPlayer;
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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pPlayer = dynamic_cast<CASW_Player*>(UTIL_PlayerByIndex( i ));
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if (pPlayer)
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pPlayer->MoveMarineToPredictedPosition();
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}
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BaseClass::NPCThink();
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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pPlayer = dynamic_cast<CASW_Player*>(UTIL_PlayerByIndex( i ));
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if (pPlayer)
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pPlayer->RestoreMarinePosition();
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}
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}
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