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186 lines
5.0 KiB
186 lines
5.0 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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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 "c_ai_basenpc.h"
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#include "engine/ivdebugoverlay.h"
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#if defined( HL2_DLL ) || defined( HL2_EPISODIC )
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#include "c_basehlplayer.h"
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#endif
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#include "death_pose.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 PING_MAX_TIME 2.0
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IMPLEMENT_CLIENTCLASS_DT( C_AI_BaseNPC, DT_AI_BaseNPC, CAI_BaseNPC )
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RecvPropInt( RECVINFO( m_lifeState ) ),
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RecvPropBool( RECVINFO( m_bPerformAvoidance ) ),
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RecvPropBool( RECVINFO( m_bIsMoving ) ),
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RecvPropBool( RECVINFO( m_bFadeCorpse ) ),
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RecvPropInt( RECVINFO ( m_iDeathPose) ),
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RecvPropInt( RECVINFO( m_iDeathFrame) ),
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RecvPropInt( RECVINFO( m_iSpeedModRadius ) ),
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RecvPropInt( RECVINFO( m_iSpeedModSpeed ) ),
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RecvPropInt( RECVINFO( m_bSpeedModActive ) ),
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RecvPropBool( RECVINFO( m_bImportanRagdoll ) ),
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RecvPropFloat( RECVINFO( m_flTimePingEffect ) ),
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END_RECV_TABLE()
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extern ConVar cl_npc_speedmod_intime;
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bool NPC_IsImportantNPC( C_BaseAnimating *pAnimating )
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{
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C_AI_BaseNPC *pBaseNPC = dynamic_cast < C_AI_BaseNPC* > ( pAnimating );
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if ( pBaseNPC == NULL )
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return false;
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return pBaseNPC->ImportantRagdoll();
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}
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C_AI_BaseNPC::C_AI_BaseNPC()
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{
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}
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//-----------------------------------------------------------------------------
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// Makes ragdolls ignore npcclip brushes
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//-----------------------------------------------------------------------------
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unsigned int C_AI_BaseNPC::PhysicsSolidMaskForEntity( void ) const
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{
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// This allows ragdolls to move through npcclip brushes
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if ( !IsRagdoll() )
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{
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return MASK_NPCSOLID;
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}
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return MASK_SOLID;
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}
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void C_AI_BaseNPC::ClientThink( void )
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{
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BaseClass::ClientThink();
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#ifdef HL2_DLL
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C_BaseHLPlayer *pPlayer = dynamic_cast<C_BaseHLPlayer*>( C_BasePlayer::GetLocalPlayer() );
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if ( ShouldModifyPlayerSpeed() == true )
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{
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if ( pPlayer )
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{
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float flDist = (GetAbsOrigin() - pPlayer->GetAbsOrigin()).LengthSqr();
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if ( flDist <= GetSpeedModifyRadius() )
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{
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if ( pPlayer->m_hClosestNPC )
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{
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if ( pPlayer->m_hClosestNPC != this )
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{
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float flDistOther = (pPlayer->m_hClosestNPC->GetAbsOrigin() - pPlayer->GetAbsOrigin()).Length();
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//If I'm closer than the other NPC then replace it with myself.
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if ( flDist < flDistOther )
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{
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pPlayer->m_hClosestNPC = this;
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pPlayer->m_flSpeedModTime = gpGlobals->curtime + cl_npc_speedmod_intime.GetFloat();
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}
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}
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}
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else
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{
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pPlayer->m_hClosestNPC = this;
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pPlayer->m_flSpeedModTime = gpGlobals->curtime + cl_npc_speedmod_intime.GetFloat();
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}
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}
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}
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}
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#endif // HL2_DLL
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#ifdef HL2_EPISODIC
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C_BaseHLPlayer *pPlayer = dynamic_cast<C_BaseHLPlayer*>( C_BasePlayer::GetLocalPlayer() );
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if ( pPlayer && m_flTimePingEffect > gpGlobals->curtime )
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{
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float fPingEffectTime = m_flTimePingEffect - gpGlobals->curtime;
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if ( fPingEffectTime > 0.0f )
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{
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Vector vRight, vUp;
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Vector vMins, vMaxs;
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float fFade;
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if( fPingEffectTime <= 1.0f )
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{
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fFade = 1.0f - (1.0f - fPingEffectTime);
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}
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else
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{
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fFade = 1.0f;
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}
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GetRenderBounds( vMins, vMaxs );
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AngleVectors (pPlayer->GetAbsAngles(), NULL, &vRight, &vUp );
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Vector p1 = GetAbsOrigin() + vRight * vMins.x + vUp * vMins.z;
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Vector p2 = GetAbsOrigin() + vRight * vMaxs.x + vUp * vMins.z;
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Vector p3 = GetAbsOrigin() + vUp * vMaxs.z;
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int r = 0 * fFade;
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int g = 255 * fFade;
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int b = 0 * fFade;
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if ( debugoverlay )
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{
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debugoverlay->AddLineOverlay( p1, p2, r, g, b, true, 0.05f );
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debugoverlay->AddLineOverlay( p2, p3, r, g, b, true, 0.05f );
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debugoverlay->AddLineOverlay( p3, p1, r, g, b, true, 0.05f );
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}
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}
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}
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#endif
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}
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void C_AI_BaseNPC::OnDataChanged( DataUpdateType_t type )
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{
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BaseClass::OnDataChanged( type );
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if ( ( ShouldModifyPlayerSpeed() == true ) || ( m_flTimePingEffect > gpGlobals->curtime ) )
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{
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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}
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bool C_AI_BaseNPC::GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt )
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{
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bool bRet = true;
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if ( !ForceSetupBonesAtTime( pDeltaBones0, gpGlobals->curtime - boneDt ) )
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bRet = false;
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GetRagdollCurSequenceWithDeathPose( this, pDeltaBones1, gpGlobals->curtime, m_iDeathPose, m_iDeathFrame );
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float ragdollCreateTime = PhysGetSyncCreateTime();
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if ( ragdollCreateTime != gpGlobals->curtime )
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{
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// The next simulation frame begins before the end of this frame
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// so initialize the ragdoll at that time so that it will reach the current
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// position at curtime. Otherwise the ragdoll will simulate forward from curtime
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// and pop into the future a bit at this point of transition
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if ( !ForceSetupBonesAtTime( pCurrentBones, ragdollCreateTime ) )
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bRet = false;
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}
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else
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{
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if ( !SetupBones( pCurrentBones, MAXSTUDIOBONES, BONE_USED_BY_ANYTHING, gpGlobals->curtime ) )
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bRet = false;
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}
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return bRet;
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}
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