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1191 lines
26 KiB
1191 lines
26 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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// TODO:
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// Take advantage of new NPC fields like GetEnemy() and get rid of that OFFSET() stuff
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// Revisit enemy validation stuff, maybe it's not necessary with the newest NPC code
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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 "Sprite.h"
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#include "basecombatweapon.h"
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#include "ai_basenpc.h"
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#include "AI_Senses.h"
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#include "AI_Memory.h"
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#include "gamerules.h"
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#include "ammodef.h"
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#include "ndebugoverlay.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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class CSprite;
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#define TURRET_RANGE (100 * 12)
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#define TURRET_SPREAD VECTOR_CONE_5DEGREES
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#define TURRET_TURNRATE 360 // max angles per second
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#define TURRET_MAXWAIT 15 // seconds turret will stay active w/o a target
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#define TURRET_MAXSPIN 5 // seconds turret barrel will spin w/o a target
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#define TURRET_MACHINE_VOLUME 0.5
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#define TURRET_BC_YAW "aim_yaw"
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#define TURRET_BC_PITCH "aim_pitch"
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#define TURRET_ORIENTATION_FLOOR 0
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#define TURRET_ORIENTATION_CEILING 1
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//=========================================================
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// private activities
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//=========================================================
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int ACT_TURRET_OPEN;
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int ACT_TURRET_CLOSE;
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int ACT_TURRET_OPEN_IDLE;
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int ACT_TURRET_CLOSED_IDLE;
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int ACT_TURRET_FIRE;
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int ACT_TURRET_RELOAD;
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// ===============================================
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// Private spawn flags (must be above (1<<15))
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// ===============================================
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#define SF_NPC_TURRET_AUTOACTIVATE 0x00000020
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#define SF_NPC_TURRET_STARTINACTIVE 0x00000040
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extern short g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud
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ConVar sk_miniturret_health( "sk_miniturret_health","0");
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ConVar sk_sentry_health( "sk_sentry_health","0");
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ConVar sk_turret_health( "sk_turret_health","0");
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class CBaseTurret : public CAI_BaseNPC
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{
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DECLARE_CLASS( CBaseTurret, CAI_BaseNPC );
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public:
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void Spawn(void);
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virtual void Precache(void);
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bool KeyValue( const char *szKeyName, const char *szValue );
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//void TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual Class_T Classify(void);
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int BloodColor( void ) { return DONT_BLEED; }
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bool Event_Gibbed( void ) { return FALSE; } // UNDONE: Throw turret gibs?
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Vector EyeOffset( Activity nActivity );
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Vector EyePosition( void );
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// Inputs
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void InputToggle( inputdata_t &inputdata );
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// Think functions
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void ActiveThink(void);
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void SearchThink(void);
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void AutoSearchThink(void);
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void TurretDeath(void);
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void Deploy(void);
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void Retire(void);
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void Initialize(void);
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virtual void Ping(void);
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virtual void EyeOn(void);
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virtual void EyeOff(void);
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DECLARE_DATADESC();
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// other functions
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int MoveTurret(void);
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virtual void Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy) { };
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CSprite *m_pEyeGlow;
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int m_eyeBrightness;
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int m_iDeployHeight;
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int m_iRetractHeight;
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int m_iMinPitch;
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int m_iBaseTurnRate; // angles per second
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float m_fTurnRate; // actual turn rate
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int m_iOn;
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int m_fBeserk; // Sometimes this bitch will just freak out
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int m_iAutoStart; // true if the turret auto deploys when a target
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// enters its range
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Vector m_vecLastSight; // Last seen position
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float m_flLastSight; // Last time we saw a target
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float m_flMaxWait; // Max time to search w/o a target
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// movement
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float m_flStartYaw;
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QAngle m_vecGoalAngles;
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int m_iAmmoType;
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float m_flPingTime; // Time until the next ping, used when searching
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float m_flDamageTime; // Time we last took damage.
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COutputEvent m_OnDeploy;
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COutputEvent m_OnRetire;
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// external
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//COutputEvent m_OnDamaged;
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//COutputEvent m_OnDeath;
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//COutputEvent m_OnHalfHealth;
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//COutputEHANDLE m_OnFoundEnemy;
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//COutputEvent m_OnLostEnemyLOS;
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//COutputEvent m_OnLostEnemy;
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//COutputEHANDLE m_OnFoundPlayer;
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//COutputEvent m_OnLostPlayerLOS;
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//COutputEvent m_OnLostPlayer;
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//COutputEvent m_OnHearWorld;
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//COutputEvent m_OnHearPlayer;
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//COutputEvent m_OnHearCombat;
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};
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BEGIN_DATADESC( CBaseTurret )
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DEFINE_FIELD( m_pEyeGlow, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_eyeBrightness, FIELD_INTEGER ),
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DEFINE_FIELD( m_iDeployHeight, FIELD_INTEGER ),
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DEFINE_FIELD( m_iRetractHeight, FIELD_INTEGER ),
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DEFINE_FIELD( m_iMinPitch, FIELD_INTEGER ),
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DEFINE_FIELD( m_iBaseTurnRate, FIELD_INTEGER ),
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DEFINE_FIELD( m_fTurnRate, FIELD_FLOAT ),
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DEFINE_FIELD( m_iOn, FIELD_INTEGER ),
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DEFINE_FIELD( m_fBeserk, FIELD_INTEGER ),
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DEFINE_FIELD( m_iAutoStart, FIELD_INTEGER ),
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DEFINE_FIELD( m_vecLastSight, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_flLastSight, FIELD_TIME ),
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DEFINE_FIELD( m_flMaxWait, FIELD_FLOAT ),
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DEFINE_FIELD( m_flStartYaw, FIELD_FLOAT ),
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DEFINE_FIELD( m_vecGoalAngles, FIELD_VECTOR ),
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DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ),
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DEFINE_FIELD( m_flPingTime, FIELD_TIME ),
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DEFINE_FIELD( m_flDamageTime, FIELD_TIME ),
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// Function pointers
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//DEFINE_USEFUNC( TurretUse ),
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DEFINE_THINKFUNC( ActiveThink ),
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DEFINE_THINKFUNC( SearchThink ),
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DEFINE_THINKFUNC( AutoSearchThink ),
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DEFINE_THINKFUNC( TurretDeath ),
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DEFINE_THINKFUNC( Deploy ),
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DEFINE_THINKFUNC( Retire ),
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DEFINE_THINKFUNC( Initialize ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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// Outputs
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DEFINE_OUTPUT(m_OnDeploy, "OnDeploy"),
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DEFINE_OUTPUT(m_OnRetire, "OnRetire"),
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END_DATADESC()
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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Vector CBaseTurret::EyeOffset( Activity nActivity )
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{
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return Vector( 0, 0, -20 );
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}
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Vector CBaseTurret::EyePosition( void )
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{
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Vector vecOrigin;
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QAngle vecAngles;
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GetAttachment( "eyes", vecOrigin, vecAngles );
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return vecOrigin;
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}
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bool CBaseTurret::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "maxsleep"))
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{
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m_flMaxWait = atof(szValue);
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}
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else if (FStrEq(szKeyName, "turnrate"))
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{
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m_iBaseTurnRate = atoi(szValue);
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}
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else if (FStrEq(szKeyName, "style") ||
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FStrEq(szKeyName, "height") ||
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FStrEq(szKeyName, "value1") ||
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FStrEq(szKeyName, "value2") ||
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FStrEq(szKeyName, "value3"))
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{
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}
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else
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return BaseClass::KeyValue( szKeyName, szValue );
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return true;
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}
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void CBaseTurret::Spawn()
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{
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Precache( );
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SetNextThink( gpGlobals->curtime + 1 );
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SetMoveType( MOVETYPE_FLY );
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m_nSequence = 0;
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m_flCycle = 0;
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SetSolid( SOLID_SLIDEBOX );
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m_takedamage = DAMAGE_YES;
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AddFlag( FL_AIMTARGET );
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m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("SMG1");
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AddFlag( FL_NPC );
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if (( m_spawnflags & SF_NPC_TURRET_AUTOACTIVATE ) && !( m_spawnflags & SF_NPC_TURRET_STARTINACTIVE ))
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{
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m_iAutoStart = true;
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}
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ResetSequenceInfo( );
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SetPoseParameter( TURRET_BC_YAW, 0 );
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SetPoseParameter( TURRET_BC_PITCH, 0 );
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// Activities
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ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_OPEN );
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ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_CLOSE );
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ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_CLOSED_IDLE );
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ADD_CUSTOM_ACTIVITY( CBase`matTurret, ACT_TURRET_OPEN_IDLE );
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ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_FIRE );
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ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_RELOAD );
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}
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void CBaseTurret::Precache( )
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{
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BaseClass::Precache();
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PrecacheScriptSound( "NPC_Turret.Ping" );
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PrecacheScriptSound( "NPC_Turret.Deploy" );
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PrecacheScriptSound( "NPC_Turret.Retire" );
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PrecacheScriptSound( "NPC_Turret.Alert" );
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PrecacheScriptSound( "NPC_Turret.Die" );
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}
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void CBaseTurret::Initialize(void)
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{
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m_iOn = 0;
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m_fBeserk = 0;
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SetPoseParameter( TURRET_BC_YAW, 0 );
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SetPoseParameter( TURRET_BC_PITCH, 0 );
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if (m_iBaseTurnRate == 0) m_iBaseTurnRate = TURRET_TURNRATE;
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if (m_flMaxWait == 0) m_flMaxWait = TURRET_MAXWAIT;
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m_vecGoalAngles = GetAngles();
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if (m_iAutoStart)
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{
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m_flLastSight = gpGlobals->curtime + m_flMaxWait;
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SetThink(AutoSearchThink);
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SetNextThink( gpGlobals->curtime + .1 );
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}
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else
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SetThink(SUB_DoNothing);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for toggling the turret on/off.
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//-----------------------------------------------------------------------------
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void CBaseTurret::InputToggle( inputdata_t &inputdata )
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{
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//if ( !ShouldToggle( useType, m_iOn ) )
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// return;
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if (m_iOn)
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{
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SetEnemy( NULL );
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SetNextThink( gpGlobals->curtime + 0.1f );
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m_iAutoStart = FALSE;// switching off a turret disables autostart
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//!!!! this should spin down first!!BUGBUG
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SetThink(Retire);
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}
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else
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{
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SetNextThink( gpGlobals->curtime + 0.1f ); // turn on delay
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// if the turret is flagged as an autoactivate turret, re-enable its ability open self.
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if ( m_spawnflags & SF_NPC_TURRET_AUTOACTIVATE )
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{
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m_iAutoStart = TRUE;
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}
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SetThink(Deploy);
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}
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}
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void CBaseTurret::Ping( void )
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{
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// make the pinging noise every second while searching
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if (m_flPingTime == 0)
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m_flPingTime = gpGlobals->curtime + 1;
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else if (m_flPingTime <= gpGlobals->curtime)
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{
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m_flPingTime = gpGlobals->curtime + 1;
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EmitSound( "NPC_Turret.Ping" );
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EyeOn( );
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}
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else if (m_eyeBrightness > 0)
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{
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EyeOff( );
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}
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}
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void CBaseTurret::EyeOn( )
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{
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if (m_pEyeGlow)
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{
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if (m_eyeBrightness != 255)
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{
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m_eyeBrightness = 255;
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}
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m_pEyeGlow->SetBrightness( m_eyeBrightness );
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}
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}
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void CBaseTurret::EyeOff( )
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{
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if (m_pEyeGlow)
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{
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if (m_eyeBrightness > 0)
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{
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m_eyeBrightness = MAX( 0, m_eyeBrightness - 30 );
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m_pEyeGlow->SetBrightness( m_eyeBrightness );
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}
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}
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}
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void CBaseTurret::ActiveThink(void)
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{
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int fAttack = 0;
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Vector vecDirToEnemy;
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SetNextThink( gpGlobals->curtime + 0.1f );
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StudioFrameAdvance( );
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if ((!m_iOn) || (GetEnemy() == NULL))
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{
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SetEnemy( NULL );
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m_flLastSight = gpGlobals->curtime + m_flMaxWait;
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SetThink(SearchThink);
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return;
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}
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// if it's dead, look for something new
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if ( !GetEnemy()->IsAlive() )
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{
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if (!m_flLastSight)
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{
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m_flLastSight = gpGlobals->curtime + 0.5; // continue-shooting timeout
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}
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else
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{
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if (gpGlobals->curtime > m_flLastSight)
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{
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SetEnemy( NULL );
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m_flLastSight = gpGlobals->curtime + m_flMaxWait;
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SetThink(SearchThink);
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return;
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}
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}
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}
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Vector vecMid = EyePosition( );
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Vector vecMidEnemy = GetEnemy()->BodyTarget(vecMid);
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// g_pEffects->Sparks( vecMid );
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// g_pEffects->Sparks( vecMidEnemy );
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// Look for our current enemy
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//int fEnemyVisible = FBoxVisible( this, GetEnemy(), vecMidEnemy );
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int fEnemyVisible = FInViewCone( GetEnemy() ) && FVisible( GetEnemy() );
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vecDirToEnemy = vecMidEnemy - vecMid; // calculate dir and dist to enemy
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||
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// NDebugOverlay::Line( vecMid, vecMidEnemy, 0, 255, 0, false, 0.1 );
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float flDistToEnemy = vecDirToEnemy.Length();
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||
|
QAngle vecAnglesToEnemy;
|
||
|
VectorNormalize( vecDirToEnemy );
|
||
|
VectorAngles( vecDirToEnemy, vecAnglesToEnemy );
|
||
|
|
||
|
// Current enmey is not visible.
|
||
|
if (!fEnemyVisible || (flDistToEnemy > TURRET_RANGE))
|
||
|
{
|
||
|
// DevMsg( "lost you\n" );
|
||
|
|
||
|
if (!m_flLastSight)
|
||
|
{
|
||
|
m_flLastSight = gpGlobals->curtime + 0.5;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Should we look for a new target?
|
||
|
if (gpGlobals->curtime > m_flLastSight)
|
||
|
{
|
||
|
ClearEnemyMemory();
|
||
|
SetEnemy( NULL );
|
||
|
m_flLastSight = gpGlobals->curtime + m_flMaxWait;
|
||
|
SetThink(SearchThink);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
fEnemyVisible = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_vecLastSight = vecMidEnemy;
|
||
|
}
|
||
|
|
||
|
Vector vecLOS = vecDirToEnemy; //vecMid - m_vecLastSight;
|
||
|
VectorNormalize( vecLOS );
|
||
|
|
||
|
Vector vecMuzzle, vecMuzzleDir;
|
||
|
QAngle vecMuzzleAng;
|
||
|
GetAttachment( "eyes", vecMuzzle, vecMuzzleAng );
|
||
|
|
||
|
AngleVectors( vecMuzzleAng, &vecMuzzleDir );
|
||
|
|
||
|
// Is the Gun looking at the target
|
||
|
if (DotProduct(vecLOS, vecMuzzleDir) <= 0.9848) // 10 degree slop
|
||
|
{
|
||
|
fAttack = FALSE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fAttack = TRUE;
|
||
|
}
|
||
|
|
||
|
// fire the gun
|
||
|
if (fAttack || m_fBeserk)
|
||
|
{
|
||
|
m_Activity = ACT_RESET;
|
||
|
SetActivity( (Activity)ACT_TURRET_FIRE );
|
||
|
Shoot(vecMuzzle, vecMuzzleDir );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetActivity( (Activity)ACT_TURRET_OPEN_IDLE );
|
||
|
}
|
||
|
|
||
|
//move the gun
|
||
|
if (m_fBeserk)
|
||
|
{
|
||
|
// DevMsg( "berserk" );
|
||
|
|
||
|
if (random->RandomInt(0,9) == 0)
|
||
|
{
|
||
|
m_vecGoalAngles.y = random->RandomFloat(-180,180);
|
||
|
m_vecGoalAngles.x = random->RandomFloat(-90,90);
|
||
|
OnTakeDamage( CTakeDamageInfo( this, this, 1, DMG_GENERIC ) ); // don't beserk forever
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else if (fEnemyVisible)
|
||
|
{
|
||
|
// DevMsg( "->[%.2f]\n", vec.x);
|
||
|
m_vecGoalAngles.y = vecAnglesToEnemy.y;
|
||
|
m_vecGoalAngles.x = vecAnglesToEnemy.x;
|
||
|
|
||
|
}
|
||
|
|
||
|
MoveTurret();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CBaseTurret::Deploy(void)
|
||
|
{
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
StudioFrameAdvance( );
|
||
|
|
||
|
if ( m_Activity != ACT_TURRET_OPEN )
|
||
|
{
|
||
|
m_iOn = 1;
|
||
|
SetActivity( (Activity)ACT_TURRET_OPEN );
|
||
|
EmitSound( "NPC_Turret.Deploy" );
|
||
|
|
||
|
m_OnDeploy.FireOutput(NULL, this);
|
||
|
}
|
||
|
|
||
|
if (m_fSequenceFinished)
|
||
|
{
|
||
|
Vector curmins, curmaxs;
|
||
|
curmins = WorldAlignMins();
|
||
|
curmaxs = WorldAlignMaxs();
|
||
|
|
||
|
curmaxs.z = m_iDeployHeight;
|
||
|
curmins.z = -m_iDeployHeight;
|
||
|
|
||
|
SetCollisionBounds( curmins, curmaxs );
|
||
|
|
||
|
Relink();
|
||
|
|
||
|
SetActivity( (Activity)ACT_TURRET_OPEN_IDLE );
|
||
|
|
||
|
m_flPlaybackRate = 0;
|
||
|
SetThink(SearchThink);
|
||
|
}
|
||
|
|
||
|
m_flLastSight = gpGlobals->curtime + m_flMaxWait;
|
||
|
}
|
||
|
|
||
|
void CBaseTurret::Retire(void)
|
||
|
{
|
||
|
// make the turret level
|
||
|
m_vecGoalAngles = GetAngles( );
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
|
||
|
StudioFrameAdvance( );
|
||
|
|
||
|
EyeOff( );
|
||
|
|
||
|
if ( m_Activity != ACT_TURRET_CLOSE )
|
||
|
{
|
||
|
SetActivity( (Activity)ACT_TURRET_OPEN_IDLE );
|
||
|
|
||
|
if (!MoveTurret())
|
||
|
{
|
||
|
SetActivity( (Activity)ACT_TURRET_CLOSE );
|
||
|
EmitSound( "NPC_Turret.Retire" );
|
||
|
|
||
|
m_OnRetire.FireOutput(NULL, this);
|
||
|
}
|
||
|
}
|
||
|
else if (m_fSequenceFinished)
|
||
|
{
|
||
|
m_iOn = 0;
|
||
|
m_flLastSight = 0;
|
||
|
|
||
|
SetActivity( (Activity)ACT_TURRET_CLOSED_IDLE );
|
||
|
|
||
|
Vector curmins, curmaxs;
|
||
|
curmins = WorldAlignMins();
|
||
|
curmaxs = WorldAlignMaxs();
|
||
|
|
||
|
curmaxs.z = m_iRetractHeight;
|
||
|
curmins.z = -m_iRetractHeight;
|
||
|
|
||
|
SetCollisionBounds( curmins, curmaxs );
|
||
|
Relink();
|
||
|
|
||
|
if (m_iAutoStart)
|
||
|
{
|
||
|
SetThink(AutoSearchThink);
|
||
|
SetNextThink( gpGlobals->curtime + .1 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetThink(SUB_DoNothing);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// This search function will sit with the turret deployed and look for a new target.
|
||
|
// After a set amount of time, the barrel will spin down. After m_flMaxWait, the turret will
|
||
|
// retact.
|
||
|
//
|
||
|
void CBaseTurret::SearchThink(void)
|
||
|
{
|
||
|
// ensure rethink
|
||
|
SetActivity( (Activity)ACT_TURRET_OPEN_IDLE );
|
||
|
|
||
|
StudioFrameAdvance( );
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
|
||
|
Ping( );
|
||
|
|
||
|
// If we have a target and we're still healthy
|
||
|
if (GetEnemy() != NULL)
|
||
|
{
|
||
|
if (!GetEnemy()->IsAlive() )
|
||
|
SetEnemy( NULL );// Dead enemy forces a search for new one
|
||
|
}
|
||
|
|
||
|
// Acquire Target
|
||
|
if (GetEnemy() == NULL)
|
||
|
{
|
||
|
GetSenses()->Look(TURRET_RANGE);
|
||
|
SetEnemy( BestEnemy() );
|
||
|
}
|
||
|
|
||
|
// If we've found a target, spin up the barrel and start to attack
|
||
|
if (GetEnemy() != NULL)
|
||
|
{
|
||
|
m_flLastSight = 0;
|
||
|
SetThink(ActiveThink);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Are we out of time, do we need to retract?
|
||
|
if (gpGlobals->curtime > m_flLastSight)
|
||
|
{
|
||
|
//Before we retrace, make sure that we are spun down.
|
||
|
m_flLastSight = 0;
|
||
|
SetThink(Retire);
|
||
|
}
|
||
|
|
||
|
// generic hunt for new victims
|
||
|
m_vecGoalAngles.y = (m_vecGoalAngles.y + 0.1 * m_iBaseTurnRate);
|
||
|
if (m_vecGoalAngles.y >= 360)
|
||
|
m_vecGoalAngles.y -= 360;
|
||
|
|
||
|
MoveTurret();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// This think function will deploy the turret when something comes into range. This is for
|
||
|
// automatically activated turrets.
|
||
|
//
|
||
|
void CBaseTurret::AutoSearchThink(void)
|
||
|
{
|
||
|
// ensure rethink
|
||
|
StudioFrameAdvance( );
|
||
|
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.2, 0.3 ) );
|
||
|
|
||
|
// If we have a target and we're still healthy
|
||
|
|
||
|
if (GetEnemy() != NULL)
|
||
|
{
|
||
|
if (!GetEnemy()->IsAlive() )
|
||
|
SetEnemy( NULL );// Dead enemy forces a search for new one
|
||
|
}
|
||
|
|
||
|
// Acquire Target
|
||
|
|
||
|
if (GetEnemy() == NULL)
|
||
|
{
|
||
|
GetSenses()->Look( TURRET_RANGE );
|
||
|
SetEnemy( BestEnemy() );
|
||
|
}
|
||
|
|
||
|
if (GetEnemy() != NULL)
|
||
|
{
|
||
|
SetThink(Deploy);
|
||
|
EmitSound( "NPC_Turret.Alert" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CBaseTurret :: TurretDeath( void )
|
||
|
{
|
||
|
StudioFrameAdvance( );
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
|
||
|
if (m_lifeState != LIFE_DEAD)
|
||
|
{
|
||
|
m_lifeState = LIFE_DEAD;
|
||
|
|
||
|
EmitSound( "NPC_Turret.Die" );
|
||
|
|
||
|
SetActivity( (Activity)ACT_TURRET_CLOSE );
|
||
|
|
||
|
EyeOn( );
|
||
|
}
|
||
|
|
||
|
EyeOff( );
|
||
|
|
||
|
if (m_flDamageTime + random->RandomFloat( 0, 2 ) > gpGlobals->curtime)
|
||
|
{
|
||
|
// lots of smoke
|
||
|
Vector pos;
|
||
|
CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &pos );
|
||
|
pos.z = CollisionProp()->GetCollisionOrigin().z;
|
||
|
|
||
|
CBroadcastRecipientFilter filter;
|
||
|
te->Smoke( filter, 0.0, &pos,
|
||
|
g_sModelIndexSmoke,
|
||
|
2.5,
|
||
|
10 );
|
||
|
}
|
||
|
|
||
|
if (m_flDamageTime + random->RandomFloat( 0, 5 ) > gpGlobals->curtime)
|
||
|
{
|
||
|
Vector vecSrc;
|
||
|
CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &vecSrc );
|
||
|
g_pEffects->Sparks( vecSrc );
|
||
|
}
|
||
|
|
||
|
if (m_fSequenceFinished && !MoveTurret( ) && m_flDamageTime + 5 < gpGlobals->curtime)
|
||
|
{
|
||
|
m_flPlaybackRate = 0;
|
||
|
SetThink( NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CBaseTurret::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr )
|
||
|
{
|
||
|
CTakeDamageInfo info = inputInfo;
|
||
|
|
||
|
if ( ptr->hitgroup == 10 )
|
||
|
{
|
||
|
// hit armor
|
||
|
if ( m_flDamageTime != gpGlobals->curtime || (random->RandomInt(0,10) < 1) )
|
||
|
{
|
||
|
g_pEffects->Ricochet( ptr->endpos, (vecDir*-1.0f) );
|
||
|
m_flDamageTime = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
info.SetDamage( 0.1 );// don't hurt the NPC much, but allow bits_COND_LIGHT_DAMAGE to be generated
|
||
|
}
|
||
|
|
||
|
if ( !m_takedamage )
|
||
|
return;
|
||
|
|
||
|
AddMultiDamage( info, this );
|
||
|
}
|
||
|
|
||
|
|
||
|
int CBaseTurret::OnTakeDamage( const CTakeDamageInfo &inputInfo )
|
||
|
{
|
||
|
if ( !m_takedamage )
|
||
|
return 0;
|
||
|
|
||
|
CTakeDamageInfo info = inputInfo;
|
||
|
|
||
|
if (!m_iOn)
|
||
|
info.ScaleDamage( 0.1f );
|
||
|
|
||
|
m_iHealth -= info.GetDamage();
|
||
|
if (m_iHealth <= 0)
|
||
|
{
|
||
|
m_iHealth = 0;
|
||
|
m_takedamage = DAMAGE_NO;
|
||
|
m_flDamageTime = gpGlobals->curtime;
|
||
|
|
||
|
RemoveFlag( FL_NPC ); // why are they set in the first place???
|
||
|
|
||
|
SetThink(TurretDeath);
|
||
|
|
||
|
m_OnDamaged.FireOutput( info.GetInflictor(), this );
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
if (m_iHealth <= 10)
|
||
|
{
|
||
|
if (m_iOn && (1 || random->RandomInt(0, 0x7FFF) > 800))
|
||
|
{
|
||
|
m_fBeserk = 1;
|
||
|
SetThink(SearchThink);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
int CBaseTurret::MoveTurret(void)
|
||
|
{
|
||
|
bool bDidMove = false;
|
||
|
int iPose;
|
||
|
|
||
|
matrix3x4_t localToWorld;
|
||
|
|
||
|
GetAttachment( LookupAttachment( "eyes" ), localToWorld );
|
||
|
|
||
|
Vector vecGoalDir;
|
||
|
AngleVectors( m_vecGoalAngles, &vecGoalDir );
|
||
|
|
||
|
Vector vecGoalLocalDir;
|
||
|
VectorIRotate( vecGoalDir, localToWorld, vecGoalLocalDir );
|
||
|
|
||
|
QAngle vecGoalLocalAngles;
|
||
|
VectorAngles( vecGoalLocalDir, vecGoalLocalAngles );
|
||
|
|
||
|
float flDiff;
|
||
|
QAngle vecNewAngles;
|
||
|
|
||
|
// update pitch
|
||
|
flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.x, 0.0, 0.1 * m_iBaseTurnRate ) );
|
||
|
iPose = LookupPoseParameter( TURRET_BC_PITCH );
|
||
|
SetPoseParameter( iPose, GetPoseParameter( iPose ) + flDiff / 1.5 );
|
||
|
|
||
|
if (fabs(flDiff) > 0.1)
|
||
|
{
|
||
|
bDidMove = true;
|
||
|
}
|
||
|
|
||
|
// update yaw, with acceleration
|
||
|
#if 0
|
||
|
float flDist = AngleNormalize( vecGoalLocalAngles.y );
|
||
|
float flNewDist;
|
||
|
float flNewTurnRate;
|
||
|
|
||
|
ChangeDistance( 0.1, flDist, 0.0, m_fTurnRate, m_iBaseTurnRate, m_iBaseTurnRate * 4, flNewDist, flNewTurnRate );
|
||
|
m_fTurnRate = flNewTurnRate;
|
||
|
flDiff = flDist - flNewDist;
|
||
|
#else
|
||
|
flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.y, 0.0, 0.1 * m_iBaseTurnRate ) );
|
||
|
#endif
|
||
|
|
||
|
iPose = LookupPoseParameter( TURRET_BC_YAW );
|
||
|
SetPoseParameter( iPose, GetPoseParameter( iPose ) + flDiff / 1.5 );
|
||
|
if (fabs(flDiff) > 0.1)
|
||
|
{
|
||
|
bDidMove = true;
|
||
|
}
|
||
|
|
||
|
if (bDidMove)
|
||
|
{
|
||
|
// DevMsg( "(%.2f, %.2f)\n", AngleNormalize( vecGoalLocalAngles.x ), AngleNormalize( vecGoalLocalAngles.y ) );
|
||
|
}
|
||
|
return bDidMove;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// ID as a machine
|
||
|
//
|
||
|
Class_T CBaseTurret::Classify ( void )
|
||
|
|
||
|
{
|
||
|
if (m_iOn || m_iAutoStart)
|
||
|
{
|
||
|
return CLASS_MILITARY;
|
||
|
}
|
||
|
|
||
|
return CLASS_MILITARY;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
|
||
|
class CCeilingTurret : public CBaseTurret
|
||
|
{
|
||
|
DECLARE_CLASS( CCeilingTurret, CBaseTurret );
|
||
|
public:
|
||
|
void Spawn(void);
|
||
|
void Precache(void);
|
||
|
|
||
|
// other functions
|
||
|
void Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy );
|
||
|
};
|
||
|
|
||
|
#define TURRET_GLOW_SPRITE "sprites/glow01.vmt"
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( npc_turret_ceiling, CCeilingTurret );
|
||
|
|
||
|
void CCeilingTurret::Spawn()
|
||
|
{
|
||
|
Precache( );
|
||
|
|
||
|
SetModel( "models/combine_turrets/ceiling_turret.mdl" );
|
||
|
|
||
|
BaseClass::Spawn( );
|
||
|
|
||
|
m_iHealth = sk_turret_health.GetFloat();
|
||
|
m_HackedGunPos = Vector( 0, 0, 12.75 );
|
||
|
|
||
|
AngleVectors( GetAngles(), NULL, NULL, &m_vecViewOffset );
|
||
|
m_vecViewOffset = m_vecViewOffset * Vector( 0, 0, -64 );
|
||
|
|
||
|
m_flFieldOfView = VIEW_FIELD_FULL;
|
||
|
|
||
|
m_iRetractHeight = 16;
|
||
|
m_iDeployHeight = 32;
|
||
|
m_iMinPitch = -45;
|
||
|
UTIL_SetSize(this, Vector(-32, -32, -m_iRetractHeight), Vector(32, 32, m_iRetractHeight));
|
||
|
|
||
|
SetThink(Initialize);
|
||
|
|
||
|
m_pEyeGlow = CSprite::SpriteCreate( TURRET_GLOW_SPRITE, GetOrigin(), FALSE );
|
||
|
m_pEyeGlow->SetTransparency( kRenderGlow, 255, 0, 0, 0, kRenderFxNoDissipation );
|
||
|
m_pEyeGlow->SetAttachment( this, 2 );
|
||
|
m_eyeBrightness = 0;
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 0.3; );
|
||
|
}
|
||
|
|
||
|
void CCeilingTurret::Precache()
|
||
|
{
|
||
|
PrecacheModel( "models/combine_turrets/ceiling_turret.mdl");
|
||
|
PrecacheModel( TURRET_GLOW_SPRITE );
|
||
|
|
||
|
PrecacheScriptSound( "CeilingTurret.Shoot" );
|
||
|
BaseClass::Precache();
|
||
|
}
|
||
|
|
||
|
void CCeilingTurret::Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy)
|
||
|
{
|
||
|
//NDebugOverlay::Line( vecSrc, vecSrc + vecDirToEnemy * 512, 0, 255, 255, false, 0.1 );
|
||
|
FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, m_iAmmoType, 1 );
|
||
|
EmitSound( "CeilingTurret.Shoot" );
|
||
|
|
||
|
DoMuzzleFlash();
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
#if 0
|
||
|
|
||
|
class CMiniTurret : public CBaseTurret
|
||
|
{
|
||
|
DECLARE_CLASS( CMiniTurret, CBaseTurret );
|
||
|
public:
|
||
|
void Spawn( );
|
||
|
void Precache(void);
|
||
|
// other functions
|
||
|
void Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy);
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( npc_miniturret, CMiniTurret );
|
||
|
|
||
|
|
||
|
void CMiniTurret::Spawn()
|
||
|
{
|
||
|
Precache( );
|
||
|
SetModel( "models/miniturret.mdl" );
|
||
|
m_iHealth = sk_miniturret_health.GetFloat();
|
||
|
m_HackedGunPos = Vector( 0, 0, 12.75 );
|
||
|
m_vecViewOffset.z = 12.75;
|
||
|
m_flFieldOfView = VIEW_FIELD_NARROW;
|
||
|
|
||
|
CBaseTurret::Spawn( );
|
||
|
|
||
|
m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("Pistol");
|
||
|
|
||
|
m_iRetractHeight = 16;
|
||
|
m_iDeployHeight = 32;
|
||
|
m_iMinPitch = -45;
|
||
|
UTIL_SetSize(this, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight));
|
||
|
|
||
|
SetThink(Initialize);
|
||
|
SetNextThink( gpGlobals->curtime + 0.3; );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CMiniTurret::Precache()
|
||
|
{
|
||
|
PrecacheModel ("models/miniturret.mdl");
|
||
|
|
||
|
PrecacheScriptSound( "MiniTurret.Shoot" );
|
||
|
|
||
|
BaseClass::Precache();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CMiniTurret::Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy)
|
||
|
{
|
||
|
FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, m_iAmmoType, 1 );
|
||
|
|
||
|
EmitSound( "MiniTurret.Shoot" );
|
||
|
|
||
|
DoMuzzleFlash();
|
||
|
}
|
||
|
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// Sentry gun - smallest turret, placed near grunt entrenchments
|
||
|
//=========================================================
|
||
|
class CSentry : public CBaseTurret
|
||
|
{
|
||
|
DECLARE_CLASS( CSentry, CBaseTurret );
|
||
|
public:
|
||
|
void Spawn( );
|
||
|
void Precache(void);
|
||
|
// other functions
|
||
|
void Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy);
|
||
|
int OnTakeDamage( const CTakeDamageInfo &info );
|
||
|
void SentryTouch( CBaseEntity *pOther );
|
||
|
void SentryDeath( void );
|
||
|
|
||
|
protected:
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
};
|
||
|
|
||
|
|
||
|
BEGIN_DATADESC( CSentry )
|
||
|
|
||
|
// Function pointers
|
||
|
DEFINE_ENTITYFUNC( SentryTouch ),
|
||
|
DEFINE_THINKFUNC( SentryDeath ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( NPC_sentry, CSentry );
|
||
|
|
||
|
void CSentry::Precache()
|
||
|
{
|
||
|
PrecacheModel ("models/sentry.mdl");
|
||
|
|
||
|
PrecacheScriptSound( "Sentry.Shoot" );
|
||
|
PrecacheScriptSound( "Sentry.Die" );
|
||
|
|
||
|
BaseClass::Precache();
|
||
|
}
|
||
|
|
||
|
void CSentry::Spawn()
|
||
|
{
|
||
|
Precache( );
|
||
|
SetModel( "models/sentry.mdl" );
|
||
|
m_iHealth = sk_sentry_health.GetFloat();
|
||
|
m_HackedGunPos = Vector( 0, 0, 48 );
|
||
|
m_vecViewOffset.z = 48;
|
||
|
m_flMaxWait = 1E6;
|
||
|
|
||
|
CBaseTurret::Spawn();
|
||
|
m_iRetractHeight = 64;
|
||
|
m_iDeployHeight = 64;
|
||
|
m_iMinPitch = -60;
|
||
|
UTIL_SetSize(this, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight));
|
||
|
|
||
|
SetTouch(SentryTouch);
|
||
|
SetThink(Initialize);
|
||
|
SetNextThink( gpGlobals->curtime + 0.3; );
|
||
|
}
|
||
|
|
||
|
void CSentry::Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy)
|
||
|
{
|
||
|
FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, m_iAmmoType, 1 );
|
||
|
|
||
|
EmitSound( "Sentry.Shoot" );
|
||
|
|
||
|
DoMuzzleFlash();
|
||
|
}
|
||
|
|
||
|
|
||
|
int CSentry::OnTakeDamage( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
if ( !m_takedamage )
|
||
|
return 0;
|
||
|
|
||
|
if (!m_iOn)
|
||
|
{
|
||
|
SetThink( Deploy );
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
}
|
||
|
|
||
|
m_iHealth -= info.GetDamage();
|
||
|
if (m_iHealth <= 0)
|
||
|
{
|
||
|
m_iHealth = 0;
|
||
|
m_takedamage = DAMAGE_NO;
|
||
|
m_flDamageTime = gpGlobals->curtime;
|
||
|
|
||
|
RemoveFlag( FL_NPC ); // why are they set in the first place???
|
||
|
|
||
|
SetThink(SentryDeath);
|
||
|
m_OnDamaged.FireOutput( info.GetInflictor(), this );
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CSentry::SentryTouch( CBaseEntity *pOther )
|
||
|
{
|
||
|
if ( pOther && (pOther->IsPlayer() || (pOther->GetFlags() & FL_NPC)) )
|
||
|
{
|
||
|
OnTakeDamage( CTakeDamageInfo( pOther, pOther, 0, 0 ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CSentry :: SentryDeath( void )
|
||
|
{
|
||
|
StudioFrameAdvance( );
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
|
||
|
if (m_lifeState != LIFE_DEAD)
|
||
|
{
|
||
|
m_lifeState = LIFE_DEAD;
|
||
|
|
||
|
EmitSound( "Sentry.Die" );
|
||
|
|
||
|
SetPoseParameter( TURRET_BC_YAW, 0 );
|
||
|
SetPoseParameter( TURRET_BC_PITCH, 0 );
|
||
|
|
||
|
SetActivity( (Activity)ACT_TURRET_CLOSE );
|
||
|
|
||
|
SetSolid( SOLID_NOT );
|
||
|
QAngle angles = GetAngles();
|
||
|
angles.y = UTIL_AngleMod( GetAngles().y + random->RandomInt( 0, 2 ) * 120 );
|
||
|
SetAngles( angles );
|
||
|
|
||
|
EyeOn( );
|
||
|
}
|
||
|
|
||
|
EyeOff( );
|
||
|
|
||
|
Vector vecSrc;
|
||
|
QAngle vecAng;
|
||
|
GetAttachment( "eyes", vecSrc, vecAng );
|
||
|
|
||
|
if (m_flDamageTime + random->RandomFloat( 0, 2 ) > gpGlobals->curtime)
|
||
|
{
|
||
|
// lots of smoke
|
||
|
Vector pos = vecSrc + Vector( random->RandomFloat( -16, 16 ),
|
||
|
random->RandomFloat( -16, 16 ),
|
||
|
-32 );
|
||
|
|
||
|
CBroadcastRecipientFilter filter;
|
||
|
te->Smoke( filter, 0.0, &pos,
|
||
|
g_sModelIndexSmoke,
|
||
|
1.5,
|
||
|
8 );
|
||
|
}
|
||
|
|
||
|
if (m_flDamageTime + random->RandomFloat( 0, 8 ) > gpGlobals->curtime)
|
||
|
{
|
||
|
g_pEffects->Sparks( vecSrc );
|
||
|
}
|
||
|
|
||
|
if (m_fSequenceFinished && m_flDamageTime + 5 < gpGlobals->curtime)
|
||
|
{
|
||
|
m_flPlaybackRate = 0;
|
||
|
SetThink( NULL );
|
||
|
}
|
||
|
}
|
||
|
|