Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Combine gun turret that emerges from a trapdoor in the ground.
//
//=============================================================================//
#include "cbase.h"
#include "npc_turret_ground.h"
#include "ammodef.h"
#include "IEffects.h"
#include "te_effect_dispatch.h"
extern ConVar ai_newgroundturret;
ConVar turret_ground_damage_multiplier( "turret_ground_damage_multiplier", "8.0", FCVAR_CHEAT );
class CNPC_Portal_GroundTurret : public CNPC_GroundTurret
{
DECLARE_CLASS( CNPC_Portal_GroundTurret, CNPC_GroundTurret );
DECLARE_DATADESC();
private:
float m_fViewconeDegrees;
public:
virtual void Spawn( void );
virtual float GetAttackDamageScale( CBaseEntity *pVictim );
virtual void Shoot();
virtual void Scan();
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
};
BEGIN_DATADESC( CNPC_Portal_GroundTurret )
DEFINE_KEYFIELD( m_fViewconeDegrees, FIELD_FLOAT, "ConeOfFire" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_portal_turret_ground, CNPC_Portal_GroundTurret );
void CNPC_Portal_GroundTurret::Spawn( void )
{
Precache();
UTIL_SetModel( this, "models/combine_turrets/ground_turret.mdl" );
SetNavType( NAV_FLY );
SetSolid( SOLID_VPHYSICS );
SetBloodColor( DONT_BLEED );
m_iHealth = 125;
m_flFieldOfView = cos( ((m_fViewconeDegrees / 2.0f) * M_PI / 180.0f) );
m_NPCState = NPC_STATE_NONE;
m_vecSpread.x = 0.5;
m_vecSpread.y = 0.5;
m_vecSpread.z = 0.5;
CapabilitiesClear();
AddEFlags( EFL_NO_DISSOLVE );
NPCInit();
CapabilitiesAdd( bits_CAP_SIMPLE_RADIUS_DAMAGE );
m_iAmmoType = GetAmmoDef()->Index( "PISTOL" );
m_pSmoke = NULL;
m_bHasExploded = false;
m_bEnabled = false;
if( ai_newgroundturret.GetBool() )
{
m_flSensingDist = 384;
SetDistLook( m_flSensingDist );
}
else
{
m_flSensingDist = 2048;
}
if( !GetParent() )
{
DevMsg("ERROR! npc_ground_turret with no parent!\n");
UTIL_Remove(this);
return;
}
m_flTimeNextShoot = gpGlobals->curtime;
m_flTimeNextPing = gpGlobals->curtime;
m_vecClosedPos = GetAbsOrigin();
StudioFrameAdvance();
Vector vecPos;
GetAttachment( "eyes", vecPos );
SetViewOffset( vecPos - GetAbsOrigin() );
GetAttachment( "light", vecPos );
m_vecLightOffset = vecPos - GetAbsOrigin();
}
float CNPC_Portal_GroundTurret::GetAttackDamageScale( CBaseEntity *pVictim )
{
CBaseCombatCharacter *pBCC = pVictim->MyCombatCharacterPointer();
// Do extra damage to antlions & combine
if ( pBCC )
{
if ( pBCC->Classify() == CLASS_PLAYER )
return turret_ground_damage_multiplier.GetFloat();
}
return BaseClass::GetAttackDamageScale( pVictim );
}
void CNPC_Portal_GroundTurret::Shoot()
{
FireBulletsInfo_t info;
Vector vecSrc = EyePosition();
Vector vecDir;
GetVectors( &vecDir, NULL, NULL );
for( int i = 0 ; i < 1 ; i++ )
{
info.m_vecSrc = vecSrc;
if( i > 0 || !GetEnemy()->IsPlayer() )
{
// Subsequent shots or shots at non-players random
GetVectors( &info.m_vecDirShooting, NULL, NULL );
info.m_vecSpread = m_vecSpread;
}
else
{
// First shot is at the enemy.
info.m_vecDirShooting = GetActualShootTrajectory( vecSrc );
info.m_vecSpread = VECTOR_CONE_PRECALCULATED;
}
info.m_iTracerFreq = 1;
info.m_iShots = 1;
info.m_pAttacker = this;
info.m_flDistance = MAX_COORD_RANGE;
info.m_iAmmoType = m_iAmmoType;
FireBullets( info );
trace_t tr;
CTraceFilterSkipTwoEntities traceFilter( this, info.m_pAdditionalIgnoreEnt, COLLISION_GROUP_NONE );
Vector vecEnd = info.m_vecSrc + vecDir * info.m_flDistance;
AI_TraceLine( info.m_vecSrc, vecEnd, MASK_SHOT, &traceFilter, &tr );
if ( tr.m_pEnt && !tr.m_pEnt->IsPlayer() && ( vecDir * info.m_flDistance * tr.fraction ).Length() < 16.0f )
{
CTakeDamageInfo damageInfo;
damageInfo.SetAttacker( this );
damageInfo.SetDamageType( DMG_BULLET );
damageInfo.SetDamage( 20.0f );
TakeDamage( damageInfo );
EmitSound( "NPC_FloorTurret.DryFire" );
}
}
// Do the AR2 muzzle flash
CEffectData data;
data.m_nEntIndex = entindex();
data.m_nAttachmentIndex = LookupAttachment( "eyes" );
data.m_flScale = 1.0f;
data.m_fFlags = MUZZLEFLASH_COMBINE;
DispatchEffect( "MuzzleFlash", data );
EmitSound( "NPC_FloorTurret.ShotSounds" );
m_flTimeNextShoot = gpGlobals->curtime + 0.09;
}
void CNPC_Portal_GroundTurret::Scan( void )
{
if( m_bSeeEnemy )
{
// Using a bool for this check because the condition gets wiped out by changing schedules.
return;
}
if( IsOpeningOrClosing() )
{
// Moving.
return;
}
if( !IsOpen() )
{
// Closed
return;
}
if( !UTIL_FindClientInPVS(edict()) )
{
return;
}
if( gpGlobals->curtime >= m_flTimeNextPing )
{
EmitSound( "NPC_FloorTurret.Ping" );
m_flTimeNextPing = gpGlobals->curtime + 1.0f;
}
QAngle scanAngle;
Vector forward;
Vector vecEye = GetAbsOrigin() + m_vecLightOffset;
// Draw the outer extents
scanAngle = GetAbsAngles();
scanAngle.y += (m_fViewconeDegrees / 2.0f);
AngleVectors( scanAngle, &forward, NULL, NULL );
ProjectBeam( vecEye, forward, 1, 30, 0.1 );
scanAngle = GetAbsAngles();
scanAngle.y -= (m_fViewconeDegrees / 2.0f);
AngleVectors( scanAngle, &forward, NULL, NULL );
ProjectBeam( vecEye, forward, 1, 30, 0.1 );
// Draw a sweeping beam
scanAngle = GetAbsAngles();
scanAngle.y += (m_fViewconeDegrees / 2.0f) * sin( gpGlobals->curtime * 6.0f );
AngleVectors( scanAngle, &forward, NULL, NULL );
ProjectBeam( vecEye, forward, 1, 30, 0.3 );
}
int CNPC_Portal_GroundTurret::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
// Taking damage from myself, make sure it's fatal.
CTakeDamageInfo infoCopy = info;
if ( infoCopy.GetDamageType() == DMG_CRUSH )
{
infoCopy.SetDamage( GetHealth() );
infoCopy.SetDamageType( DMG_REMOVENORAGDOLL | DMG_GENERIC );
}
return BaseClass::BaseClass::OnTakeDamage_Alive( infoCopy );
}