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3429 lines
92 KiB
3429 lines
92 KiB
![]()
4 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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//=============================================================================//
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#include "cbase.h"
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#include "soundenvelope.h"
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#include "npc_manhack.h"
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#include "ai_default.h"
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#include "ai_node.h"
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#include "ai_navigator.h"
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#include "ai_pathfinder.h"
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#include "ai_moveprobe.h"
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#include "ai_memory.h"
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#include "ai_squad.h"
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#include "ai_route.h"
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#include "explode.h"
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#include "basegrenade_shared.h"
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#include "ndebugoverlay.h"
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#include "decals.h"
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#include "gib.h"
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#include "game.h"
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#include "ai_interactions.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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#include "movevars_shared.h"
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#include "npcevent.h"
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#include "props.h"
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#include "te_effect_dispatch.h"
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#include "ai_squadslot.h"
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#include "world.h"
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#include "smoke_trail.h"
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#include "func_break.h"
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#include "physics_impact_damage.h"
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#include "weapon_physcannon.h"
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#include "physics_prop_ragdoll.h"
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#include "soundent.h"
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#include "ammodef.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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// When the engine is running and the manhack is operating under power
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// we don't let gravity affect him.
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#define MANHACK_GRAVITY 0.000
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#define MANHACK_GIB_COUNT 5
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#define MANHACK_INGORE_WATER_DIST 384
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// Sound stuff
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#define MANHACK_PITCH_DIST1 512
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#define MANHACK_MIN_PITCH1 (100)
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#define MANHACK_MAX_PITCH1 (160)
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#define MANHACK_WATER_PITCH1 (85)
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#define MANHACK_VOLUME1 0.55
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#define MANHACK_PITCH_DIST2 400
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#define MANHACK_MIN_PITCH2 (85)
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#define MANHACK_MAX_PITCH2 (190)
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#define MANHACK_WATER_PITCH2 (90)
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#define MANHACK_NOISEMOD_HIDE 5000
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#define MANHACK_BODYGROUP_BLADE 1
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#define MANHACK_BODYGROUP_BLUR 2
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#define MANHACK_BODYGROUP_OFF 0
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#define MANHACK_BODYGROUP_ON 1
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// ANIMATION EVENTS
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#define MANHACK_AE_START_ENGINE 50
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#define MANHACK_AE_DONE_UNPACKING 51
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#define MANHACK_AE_OPEN_BLADE 52
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//#define MANHACK_GLOW_SPRITE "sprites/laserdot.vmt"
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#define MANHACK_GLOW_SPRITE "sprites/glow1.vmt"
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#define MANHACK_CHARGE_MIN_DIST 200
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ConVar sk_manhack_health( "sk_manhack_health","0");
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ConVar sk_manhack_melee_dmg( "sk_manhack_melee_dmg","0");
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ConVar sk_manhack_v2( "sk_manhack_v2","1");
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extern void SpawnBlood(Vector vecSpot, const Vector &vAttackDir, int bloodColor, float flDamage);
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extern float GetFloorZ(const Vector &origin);
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//-----------------------------------------------------------------------------
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// Private activities.
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//-----------------------------------------------------------------------------
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Activity ACT_MANHACK_UNPACK;
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//-----------------------------------------------------------------------------
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// Manhack Conditions
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//-----------------------------------------------------------------------------
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enum ManhackConditions
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{
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COND_MANHACK_START_ATTACK = LAST_SHARED_CONDITION, // We are able to do a bombing run on the current enemy.
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};
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//-----------------------------------------------------------------------------
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// Manhack schedules.
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//-----------------------------------------------------------------------------
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enum ManhackSchedules
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{
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SCHED_MANHACK_ATTACK_HOVER = LAST_SHARED_SCHEDULE,
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SCHED_MANHACK_DEPLOY,
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SCHED_MANHACK_REGROUP,
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SCHED_MANHACK_SWARM_IDLE,
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SCHED_MANHACK_SWARM,
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SCHED_MANHACK_SWARM_FAILURE,
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};
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//-----------------------------------------------------------------------------
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// Manhack tasks.
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//-----------------------------------------------------------------------------
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enum ManhackTasks
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{
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TASK_MANHACK_HOVER = LAST_SHARED_TASK,
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TASK_MANHACK_UNPACK,
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TASK_MANHACK_FIND_SQUAD_CENTER,
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TASK_MANHACK_FIND_SQUAD_MEMBER,
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TASK_MANHACK_MOVEAT_SAVEPOSITION,
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};
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BEGIN_DATADESC( CNPC_Manhack )
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DEFINE_FIELD( m_vForceVelocity, FIELD_VECTOR),
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DEFINE_FIELD( m_vTargetBanking, FIELD_VECTOR),
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DEFINE_FIELD( m_vForceMoveTarget, FIELD_POSITION_VECTOR),
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DEFINE_FIELD( m_fForceMoveTime, FIELD_TIME),
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DEFINE_FIELD( m_vSwarmMoveTarget, FIELD_POSITION_VECTOR),
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DEFINE_FIELD( m_fSwarmMoveTime, FIELD_TIME),
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DEFINE_FIELD( m_fEnginePowerScale, FIELD_FLOAT),
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DEFINE_FIELD( m_flNextEngineSoundTime, FIELD_TIME),
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DEFINE_FIELD( m_flEngineStallTime, FIELD_TIME),
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DEFINE_FIELD( m_flNextBurstTime, FIELD_TIME ),
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DEFINE_FIELD( m_flWaterSuspendTime, FIELD_TIME),
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DEFINE_FIELD( m_nLastSpinSound, FIELD_INTEGER ),
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// Death
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DEFINE_FIELD( m_fSparkTime, FIELD_TIME),
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DEFINE_FIELD( m_fSmokeTime, FIELD_TIME),
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DEFINE_FIELD( m_bDirtyPitch, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bGib, FIELD_BOOLEAN),
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DEFINE_FIELD( m_bHeld, FIELD_BOOLEAN),
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DEFINE_FIELD( m_bHackedByAlyx, FIELD_BOOLEAN),
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DEFINE_FIELD( m_vecLoiterPosition, FIELD_POSITION_VECTOR),
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DEFINE_FIELD( m_fTimeNextLoiterPulse, FIELD_TIME),
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DEFINE_FIELD( m_flBumpSuppressTime, FIELD_TIME ),
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DEFINE_FIELD( m_bBladesActive, FIELD_BOOLEAN),
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DEFINE_FIELD( m_flBladeSpeed, FIELD_FLOAT),
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DEFINE_KEYFIELD( m_bIgnoreClipbrushes, FIELD_BOOLEAN, "ignoreclipbrushes" ),
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DEFINE_FIELD( m_hSmokeTrail, FIELD_EHANDLE),
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// DEFINE_FIELD( m_pLightGlow, FIELD_CLASSPTR ),
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// DEFINE_FIELD( m_pEyeGlow, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_iPanel1, FIELD_INTEGER ),
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DEFINE_FIELD( m_iPanel2, FIELD_INTEGER ),
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DEFINE_FIELD( m_iPanel3, FIELD_INTEGER ),
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DEFINE_FIELD( m_iPanel4, FIELD_INTEGER ),
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DEFINE_FIELD( m_nLastWaterLevel, FIELD_INTEGER ),
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DEFINE_FIELD( m_bDoSwarmBehavior, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_nEnginePitch1, FIELD_INTEGER ),
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DEFINE_FIELD( m_flEnginePitch1Time, FIELD_TIME ),
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DEFINE_FIELD( m_nEnginePitch2, FIELD_INTEGER ),
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DEFINE_FIELD( m_flEnginePitch2Time, FIELD_TIME ),
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// Physics Influence
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DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
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DEFINE_FIELD( m_flBurstDuration, FIELD_FLOAT ),
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DEFINE_FIELD( m_vecBurstDirection, FIELD_VECTOR ),
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DEFINE_FIELD( m_bShowingHostile, FIELD_BOOLEAN ),
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// Function Pointers
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableSwarm", InputDisableSwarm ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Unpack", InputUnpack ),
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DEFINE_ENTITYFUNC( CrashTouch ),
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DEFINE_BASENPCINTERACTABLE_DATADESC(),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( npc_manhack, CNPC_Manhack );
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IMPLEMENT_SERVERCLASS_ST(CNPC_Manhack, DT_NPC_Manhack)
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SendPropIntWithMinusOneFlag (SENDINFO(m_nEnginePitch1), 8 ),
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SendPropFloat(SENDINFO(m_flEnginePitch1Time), 0, SPROP_NOSCALE),
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SendPropIntWithMinusOneFlag(SENDINFO(m_nEnginePitch2), 8 )
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END_SEND_TABLE()
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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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CNPC_Manhack::CNPC_Manhack()
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{
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#ifdef _DEBUG
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m_vForceMoveTarget.Init();
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m_vSwarmMoveTarget.Init();
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m_vTargetBanking.Init();
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m_vForceVelocity.Init();
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#endif
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m_bDirtyPitch = true;
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m_nLastWaterLevel = 0;
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m_nEnginePitch1 = -1;
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m_nEnginePitch2 = -1;
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m_flEnginePitch1Time = 0;
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m_flEnginePitch1Time = 0;
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m_bDoSwarmBehavior = true;
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m_flBumpSuppressTime = 0;
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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CNPC_Manhack::~CNPC_Manhack()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Indicates this NPC's place in the relationship table.
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//-----------------------------------------------------------------------------
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Class_T CNPC_Manhack::Classify(void)
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{
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return (m_bHeld||m_bHackedByAlyx) ? CLASS_PLAYER_ALLY : CLASS_MANHACK;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Turns the manhack into a physics corpse when dying.
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//-----------------------------------------------------------------------------
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void CNPC_Manhack::Event_Dying(void)
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{
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DestroySmokeTrail();
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SetHullSizeNormal();
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BaseClass::Event_Dying();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CNPC_Manhack::GatherConditions()
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{
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BaseClass::GatherConditions();
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if( IsLoitering() && GetEnemy() )
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{
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StopLoitering();
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}
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}
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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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void CNPC_Manhack::PrescheduleThink( void )
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{
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BaseClass::PrescheduleThink();
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UpdatePanels();
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if( m_flWaterSuspendTime > gpGlobals->curtime )
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{
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// Stuck in water!
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// Reduce engine power so that the manhack lifts out of the water slowly.
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m_fEnginePowerScale = 0.75;
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}
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// ----------------------------------------
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// Am I in water?
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// ----------------------------------------
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if ( GetWaterLevel() > 0 )
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{
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if( m_nLastWaterLevel == 0 )
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{
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Splash( WorldSpaceCenter() );
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}
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if( IsAlive() )
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{
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// If I've been out of water for 2 seconds or more, I'm eligible to be stuck in water again.
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if( gpGlobals->curtime - m_flWaterSuspendTime > 2.0 )
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{
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m_flWaterSuspendTime = gpGlobals->curtime + 1.0;
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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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if( m_nLastWaterLevel != 0 )
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{
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Splash( WorldSpaceCenter() );
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}
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}
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m_nLastWaterLevel = GetWaterLevel();
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}
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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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void CNPC_Manhack::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
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{
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g_vecAttackDir = vecDir;
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if ( info.GetDamageType() & DMG_BULLET)
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{
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g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal);
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}
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if ( info.GetDamageType() & DMG_CLUB )
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{
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// Clubbed!
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// UTIL_Smoke(GetAbsOrigin(), random->RandomInt(10, 15), 10);
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g_pEffects->Sparks( ptr->endpos, 1, 1, &ptr->plane.normal );
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}
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BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Manhack::DeathSound( const CTakeDamageInfo &info )
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{
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StopSound("NPC_Manhack.Stunned");
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CPASAttenuationFilter filter2( this, "NPC_Manhack.Die" );
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EmitSound( filter2, entindex(), "NPC_Manhack.Die" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CNPC_Manhack::ShouldGib( const CTakeDamageInfo &info )
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{
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return ( m_bGib );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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||
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// Output :
|
||
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//-----------------------------------------------------------------------------
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void CNPC_Manhack::Event_Killed( const CTakeDamageInfo &info )
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{
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// turn off the blur!
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SetBodygroup( MANHACK_BODYGROUP_BLUR, MANHACK_BODYGROUP_OFF );
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// Sparks
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for (int i = 0; i < 3; i++)
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{
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Vector sparkPos = GetAbsOrigin();
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sparkPos.x += random->RandomFloat(-12,12);
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sparkPos.y += random->RandomFloat(-12,12);
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sparkPos.z += random->RandomFloat(-12,12);
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g_pEffects->Sparks( sparkPos, 2 );
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}
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// Light
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CBroadcastRecipientFilter filter;
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te->DynamicLight( filter, 0.0, &GetAbsOrigin(), 255, 180, 100, 0, 100, 0.1, 0 );
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if ( m_nEnginePitch1 < 0 )
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{
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// Probably this manhack was killed immediately after spawning. Turn the sound
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// on right now so that we can pitch it up for the crash!
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SoundInit();
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}
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// Always gib when clubbed or blasted or crushed, or just randomly
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||
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if ( ( info.GetDamageType() & (DMG_CLUB|DMG_CRUSH|DMG_BLAST) ) || ( random->RandomInt( 0, 1 ) ) )
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{
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m_bGib = true;
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}
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else
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{
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m_bGib = false;
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//FIXME: These don't stay with the ragdolls currently -- jdw
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// Long fadeout on the sprites!!
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KillSprites( 0.0f );
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}
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BaseClass::Event_Killed( info );
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}
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void CNPC_Manhack::HitPhysicsObject( CBaseEntity *pOther )
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{
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IPhysicsObject *pOtherPhysics = pOther->VPhysicsGetObject();
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Vector pos, posOther;
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// Put the force on the line between the manhack origin and hit object origin
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||
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VPhysicsGetObject()->GetPosition( &pos, NULL );
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pOtherPhysics->GetPosition( &posOther, NULL );
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Vector dir = posOther - pos;
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VectorNormalize(dir);
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// size/2 is approx radius
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pos += dir * WorldAlignSize().x * 0.5;
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||
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Vector cross;
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||
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||
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// UNDONE: Use actual manhack up vector so the fake blade is
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||
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// in the right plane?
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||
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// Get a vector in the x/y plane in the direction of blade spin (clockwise)
|
||
|
CrossProduct( dir, Vector(0,0,1), cross );
|
||
|
VectorNormalize( cross );
|
||
|
// force is a 30kg object going 100 in/s
|
||
|
pOtherPhysics->ApplyForceOffset( cross * 30 * 100, pos );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Take damage from being thrown by a physcannon
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#define MANHACK_SMASH_SPEED 500.0 // How fast a manhack must slam into something to take full damage
|
||
|
void CNPC_Manhack::TakeDamageFromPhyscannon( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
CTakeDamageInfo info;
|
||
|
info.SetDamageType( DMG_GENERIC );
|
||
|
info.SetInflictor( this );
|
||
|
info.SetAttacker( pPlayer );
|
||
|
info.SetDamagePosition( GetAbsOrigin() );
|
||
|
info.SetDamageForce( Vector( 1.0, 1.0, 1.0 ) );
|
||
|
|
||
|
// Convert velocity into damage.
|
||
|
Vector vel;
|
||
|
VPhysicsGetObject()->GetVelocity( &vel, NULL );
|
||
|
float flSpeed = vel.Length();
|
||
|
|
||
|
float flFactor = flSpeed / MANHACK_SMASH_SPEED;
|
||
|
|
||
|
// Clamp. Don't inflict negative damage or massive damage!
|
||
|
flFactor = clamp( flFactor, 0.0f, 2.0f );
|
||
|
float flDamage = m_iMaxHealth * flFactor;
|
||
|
|
||
|
#if 0
|
||
|
Msg("Doing %f damage for %f speed!\n", flDamage, flSpeed );
|
||
|
#endif
|
||
|
|
||
|
info.SetDamage( flDamage );
|
||
|
TakeDamage( info );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Take damage from a vehicle; it's like a really big crowbar
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::TakeDamageFromVehicle( int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
// Use the vehicle velocity to determine the damage
|
||
|
int otherIndex = !index;
|
||
|
CBaseEntity *pOther = pEvent->pEntities[otherIndex];
|
||
|
|
||
|
float flSpeed = pEvent->preVelocity[ otherIndex ].Length();
|
||
|
flSpeed = clamp( flSpeed, 300.0f, 600.0f );
|
||
|
float flDamage = SimpleSplineRemapVal( flSpeed, 300.0f, 600.0f, 0.0f, 1.0f );
|
||
|
if ( flDamage == 0.0f )
|
||
|
return;
|
||
|
|
||
|
flDamage *= 20.0f;
|
||
|
|
||
|
Vector damagePos;
|
||
|
pEvent->pInternalData->GetContactPoint( damagePos );
|
||
|
|
||
|
Vector damageForce = 2.0f * pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass();
|
||
|
if ( damageForce == vec3_origin )
|
||
|
{
|
||
|
// This can happen if this entity is a func_breakable, and can't move.
|
||
|
// Use the velocity of the entity that hit us instead.
|
||
|
damageForce = 2.0f * pEvent->postVelocity[!index] * pEvent->pObjects[!index]->GetMass();
|
||
|
}
|
||
|
Assert( damageForce != vec3_origin );
|
||
|
CTakeDamageInfo dmgInfo( pOther, pOther, damageForce, damagePos, flDamage, DMG_CRUSH );
|
||
|
TakeDamage( dmgInfo );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Take damage from combine ball
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::TakeDamageFromPhysicsImpact( int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
CBaseEntity *pHitEntity = pEvent->pEntities[!index];
|
||
|
|
||
|
// NOTE: Bypass the normal impact energy scale here.
|
||
|
float flDamageScale = PlayerHasMegaPhysCannon() ? 10.0f : 1.0f;
|
||
|
int damageType = 0;
|
||
|
float damage = CalculateDefaultPhysicsDamage( index, pEvent, flDamageScale, true, damageType );
|
||
|
if ( damage == 0 )
|
||
|
return;
|
||
|
|
||
|
Vector damagePos;
|
||
|
pEvent->pInternalData->GetContactPoint( damagePos );
|
||
|
Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass();
|
||
|
if ( damageForce == vec3_origin )
|
||
|
{
|
||
|
// This can happen if this entity is motion disabled, and can't move.
|
||
|
// Use the velocity of the entity that hit us instead.
|
||
|
damageForce = pEvent->postVelocity[!index] * pEvent->pObjects[!index]->GetMass();
|
||
|
}
|
||
|
|
||
|
// FIXME: this doesn't pass in who is responsible if some other entity "caused" this collision
|
||
|
PhysCallbackDamage( this, CTakeDamageInfo( pHitEntity, pHitEntity, damageForce, damagePos, damage, damageType ), *pEvent, index );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#define MANHACK_SMASH_TIME 0.35 // How long after being thrown from a physcannon that a manhack is eligible to die from impact
|
||
|
void CNPC_Manhack::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
BaseClass::VPhysicsCollision( index, pEvent );
|
||
|
|
||
|
// Take no impact damage while being carried.
|
||
|
if ( IsHeldByPhyscannon() )
|
||
|
return;
|
||
|
|
||
|
// Wake us up
|
||
|
if ( m_spawnflags & SF_MANHACK_PACKED_UP )
|
||
|
{
|
||
|
SetCondition( COND_LIGHT_DAMAGE );
|
||
|
}
|
||
|
|
||
|
int otherIndex = !index;
|
||
|
CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex];
|
||
|
|
||
|
CBasePlayer *pPlayer = HasPhysicsAttacker( MANHACK_SMASH_TIME );
|
||
|
if( pPlayer )
|
||
|
{
|
||
|
if (!pHitEntity)
|
||
|
{
|
||
|
TakeDamageFromPhyscannon( pPlayer );
|
||
|
StopBurst( true );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Don't take damage from NPCs or server ragdolls killed by the manhack
|
||
|
CRagdollProp *pRagdollProp = dynamic_cast<CRagdollProp*>(pHitEntity);
|
||
|
if (!pHitEntity->IsNPC() && (!pRagdollProp || pRagdollProp->GetKiller() != this))
|
||
|
{
|
||
|
TakeDamageFromPhyscannon( pPlayer );
|
||
|
StopBurst( true );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pHitEntity )
|
||
|
{
|
||
|
// It can take physics damage if it rams into a vehicle
|
||
|
if ( pHitEntity->GetServerVehicle() )
|
||
|
{
|
||
|
TakeDamageFromVehicle( index, pEvent );
|
||
|
}
|
||
|
else if ( pHitEntity->HasPhysicsAttacker( 0.5f ) )
|
||
|
{
|
||
|
// It also can take physics damage from things thrown by the player.
|
||
|
TakeDamageFromPhysicsImpact( index, pEvent );
|
||
|
}
|
||
|
else if ( FClassnameIs( pHitEntity, "prop_combine_ball" ) )
|
||
|
{
|
||
|
// It also can take physics damage from a combine ball.
|
||
|
TakeDamageFromPhysicsImpact( index, pEvent );
|
||
|
}
|
||
|
else if ( m_iHealth <= 0 )
|
||
|
{
|
||
|
TakeDamageFromPhysicsImpact( index, pEvent );
|
||
|
}
|
||
|
|
||
|
StopBurst( true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CNPC_Manhack::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
int otherIndex = !index;
|
||
|
CBaseEntity *pOther = pEvent->pEntities[otherIndex];
|
||
|
|
||
|
if ( pOther->GetMoveType() == MOVETYPE_VPHYSICS )
|
||
|
{
|
||
|
HitPhysicsObject( pOther );
|
||
|
}
|
||
|
BaseClass::VPhysicsShadowCollision( index, pEvent );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Manhack is out of control! (dying) Just explode as soon as you touch anything!
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::CrashTouch( CBaseEntity *pOther )
|
||
|
{
|
||
|
CTakeDamageInfo info( GetWorldEntity(), GetWorldEntity(), 25, DMG_CRUSH );
|
||
|
|
||
|
CorpseGib( info );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Create smoke trail!
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::CreateSmokeTrail()
|
||
|
{
|
||
|
if ( HasSpawnFlags( SF_MANHACK_NO_DAMAGE_EFFECTS ) )
|
||
|
return;
|
||
|
|
||
|
if ( m_hSmokeTrail != NULL )
|
||
|
return;
|
||
|
|
||
|
SmokeTrail *pSmokeTrail = SmokeTrail::CreateSmokeTrail();
|
||
|
if( !pSmokeTrail )
|
||
|
return;
|
||
|
|
||
|
pSmokeTrail->m_SpawnRate = 20;
|
||
|
pSmokeTrail->m_ParticleLifetime = 0.5f;
|
||
|
pSmokeTrail->m_StartSize = 8;
|
||
|
pSmokeTrail->m_EndSize = 32;
|
||
|
pSmokeTrail->m_SpawnRadius = 5;
|
||
|
pSmokeTrail->m_MinSpeed = 15;
|
||
|
pSmokeTrail->m_MaxSpeed = 25;
|
||
|
|
||
|
pSmokeTrail->m_StartColor.Init( 0.4f, 0.4f, 0.4f );
|
||
|
pSmokeTrail->m_EndColor.Init( 0, 0, 0 );
|
||
|
|
||
|
pSmokeTrail->SetLifetime(-1);
|
||
|
pSmokeTrail->FollowEntity(this);
|
||
|
|
||
|
m_hSmokeTrail = pSmokeTrail;
|
||
|
}
|
||
|
|
||
|
void CNPC_Manhack::DestroySmokeTrail()
|
||
|
{
|
||
|
if ( m_hSmokeTrail.Get() )
|
||
|
{
|
||
|
UTIL_Remove( m_hSmokeTrail );
|
||
|
m_hSmokeTrail = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_Manhack::OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
// Hafta make a copy of info cause we might need to scale damage.(sjb)
|
||
|
CTakeDamageInfo tdInfo = info;
|
||
|
|
||
|
if( tdInfo.GetAmmoType() == GetAmmoDef()->Index("SniperRound") )
|
||
|
{
|
||
|
// Unfortunately, this is the easiest way to stop the sniper killing manhacks in one shot.
|
||
|
tdInfo.SetDamage( m_iMaxHealth>>1 );
|
||
|
}
|
||
|
|
||
|
if (info.GetDamageType() & DMG_PHYSGUN )
|
||
|
{
|
||
|
m_flBladeSpeed = 20.0;
|
||
|
|
||
|
// respond to physics
|
||
|
// FIXME: shouldn't this happen in a base class? Anyway to prevent it from happening twice?
|
||
|
VPhysicsTakeDamage( info );
|
||
|
|
||
|
// reduce damage to nothing
|
||
|
tdInfo.SetDamage( 1.0 );
|
||
|
|
||
|
StopBurst( true );
|
||
|
}
|
||
|
else if ( info.GetDamageType() & DMG_AIRBOAT )
|
||
|
{
|
||
|
// Airboat gun kills me instantly.
|
||
|
tdInfo.SetDamage( GetHealth() );
|
||
|
}
|
||
|
else if (info.GetDamageType() & DMG_CLUB)
|
||
|
{
|
||
|
// Being hit by a club means a couple of things:
|
||
|
//
|
||
|
// -I'm going to be knocked away from the person that clubbed me.
|
||
|
// if fudging this vector a little bit could help me slam into a physics object,
|
||
|
// then make that adjustment. This is a simple heuristic. The manhack will be
|
||
|
// directed towards the physics object that is closest to g_vecAttackDir
|
||
|
//
|
||
|
|
||
|
// -Take 150% damage from club attacks. This makes crowbar duels take two hits.
|
||
|
|
||
|
tdInfo.ScaleDamage( 1.50 );
|
||
|
|
||
|
#define MANHACK_PHYS_SEARCH_SIZE 64
|
||
|
#define MANHACK_PHYSICS_SEARCH_RADIUS 128
|
||
|
|
||
|
CBaseEntity *pList[ MANHACK_PHYS_SEARCH_SIZE ];
|
||
|
|
||
|
Vector attackDir = info.GetDamageForce();
|
||
|
VectorNormalize( attackDir );
|
||
|
|
||
|
Vector testCenter = GetAbsOrigin() + ( attackDir * MANHACK_PHYSICS_SEARCH_RADIUS );
|
||
|
Vector vecDelta( MANHACK_PHYSICS_SEARCH_RADIUS, MANHACK_PHYSICS_SEARCH_RADIUS, MANHACK_PHYSICS_SEARCH_RADIUS );
|
||
|
|
||
|
int count = UTIL_EntitiesInBox( pList, MANHACK_PHYS_SEARCH_SIZE, testCenter - vecDelta, testCenter + vecDelta, 0 );
|
||
|
|
||
|
Vector vecBestDir = g_vecAttackDir;
|
||
|
float flBestDot = 0.90;
|
||
|
IPhysicsObject *pPhysObj;
|
||
|
|
||
|
int i;
|
||
|
for( i = 0 ; i < count ; i++ )
|
||
|
{
|
||
|
pPhysObj = pList[ i ]->VPhysicsGetObject();
|
||
|
|
||
|
if( !pPhysObj || pPhysObj->GetMass() > 200 )
|
||
|
{
|
||
|
// Not physics.
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
Vector center = pList[ i ]->WorldSpaceCenter();
|
||
|
|
||
|
Vector vecDirToObject;
|
||
|
VectorSubtract( center, WorldSpaceCenter(), vecDirToObject );
|
||
|
VectorNormalize( vecDirToObject );
|
||
|
|
||
|
float flDot;
|
||
|
|
||
|
flDot = DotProduct( g_vecAttackDir, vecDirToObject );
|
||
|
|
||
|
|
||
|
if( flDot > flBestDot )
|
||
|
{
|
||
|
flBestDot = flDot;
|
||
|
vecBestDir = vecDirToObject;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tdInfo.SetDamageForce( vecBestDir * info.GetDamage() * 200 );
|
||
|
|
||
|
// FIXME: shouldn't this happen in a base class? Anyway to prevent it from happening twice?
|
||
|
VPhysicsTakeDamage( tdInfo );
|
||
|
|
||
|
// Force us away (no more residual speed hits!)
|
||
|
m_vForceVelocity = vecBestDir * info.GetDamage() * 0.5f;
|
||
|
m_flBladeSpeed = 10.0;
|
||
|
|
||
|
EmitSound( "NPC_Manhack.Bat" );
|
||
|
|
||
|
// tdInfo.SetDamage( 1.0 );
|
||
|
|
||
|
m_flEngineStallTime = gpGlobals->curtime + 0.5f;
|
||
|
StopBurst( true );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flBladeSpeed = 20.0;
|
||
|
|
||
|
Vector vecDamageDir = tdInfo.GetDamageForce();
|
||
|
VectorNormalize( vecDamageDir );
|
||
|
|
||
|
m_flEngineStallTime = gpGlobals->curtime + 0.25f;
|
||
|
m_vForceVelocity = vecDamageDir * info.GetDamage() * 20.0f;
|
||
|
|
||
|
tdInfo.SetDamageForce( tdInfo.GetDamageForce() * 20 );
|
||
|
|
||
|
VPhysicsTakeDamage( info );
|
||
|
}
|
||
|
|
||
|
int nRetVal = BaseClass::OnTakeDamage_Alive( tdInfo );
|
||
|
if ( nRetVal )
|
||
|
{
|
||
|
if ( m_iHealth > 0 )
|
||
|
{
|
||
|
if ( info.GetDamageType() & DMG_CLUB )
|
||
|
{
|
||
|
SetEyeState( MANHACK_EYE_STATE_STUNNED );
|
||
|
}
|
||
|
|
||
|
if ( m_iHealth <= ( m_iMaxHealth / 2 ) )
|
||
|
{
|
||
|
CreateSmokeTrail();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DestroySmokeTrail();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return nRetVal;
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//------------------------------------------------------------------------------
|
||
|
bool CNPC_Manhack::CorpseGib( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
Vector vecGibVelocity;
|
||
|
AngularImpulse vecGibAVelocity;
|
||
|
|
||
|
if( info.GetDamageType() & DMG_CLUB )
|
||
|
{
|
||
|
// If clubbed to death, break apart before the attacker's eyes!
|
||
|
vecGibVelocity = g_vecAttackDir * -150;
|
||
|
|
||
|
vecGibAVelocity.x = random->RandomFloat( -2000, 2000 );
|
||
|
vecGibAVelocity.y = random->RandomFloat( -2000, 2000 );
|
||
|
vecGibAVelocity.z = random->RandomFloat( -2000, 2000 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Shower the pieces with my velocity.
|
||
|
vecGibVelocity = GetCurrentVelocity();
|
||
|
|
||
|
vecGibAVelocity.x = random->RandomFloat( -500, 500 );
|
||
|
vecGibAVelocity.y = random->RandomFloat( -500, 500 );
|
||
|
vecGibAVelocity.z = random->RandomFloat( -500, 500 );
|
||
|
}
|
||
|
|
||
|
PropBreakableCreateAll( GetModelIndex(), NULL, GetAbsOrigin(), GetAbsAngles(), vecGibVelocity, vecGibAVelocity, 1.0, 60, COLLISION_GROUP_DEBRIS );
|
||
|
|
||
|
RemoveDeferred();
|
||
|
|
||
|
KillSprites( 0.0f );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Explode the manhack if it's damaged while crashing
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_Manhack::OnTakeDamage_Dying( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
// Ignore damage for the first 1 second of crashing behavior.
|
||
|
// If we don't do this, manhacks always just explode under
|
||
|
// sustained fire.
|
||
|
VPhysicsTakeDamage( info );
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Turn on the engine sound if we're gagged!
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::OnStateChange( NPC_STATE OldState, NPC_STATE NewState )
|
||
|
{
|
||
|
if( m_vNoiseMod.z == MANHACK_NOISEMOD_HIDE && !(m_spawnflags & SF_NPC_WAIT_FOR_SCRIPT) && !(m_spawnflags & SF_MANHACK_PACKED_UP) )
|
||
|
{
|
||
|
// This manhack should get a normal noisemod now.
|
||
|
float flNoiseMod = random->RandomFloat( 1.7, 2.3 );
|
||
|
|
||
|
// Just bob up and down.
|
||
|
SetNoiseMod( 0, 0, flNoiseMod );
|
||
|
}
|
||
|
|
||
|
if( NewState != NPC_STATE_IDLE && (m_spawnflags & SF_NPC_GAG) && (m_nEnginePitch1 < 0) )
|
||
|
{
|
||
|
m_spawnflags &= ~SF_NPC_GAG;
|
||
|
SoundInit();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : Type -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::HandleAnimEvent( animevent_t *pEvent )
|
||
|
{
|
||
|
Vector vecNewVelocity;
|
||
|
switch( pEvent->event )
|
||
|
{
|
||
|
case MANHACK_AE_START_ENGINE:
|
||
|
StartEye();
|
||
|
StartEngine( true );
|
||
|
m_spawnflags &= ~SF_MANHACK_PACKED_UP;
|
||
|
|
||
|
// No bursts until fully unpacked!
|
||
|
m_flNextBurstTime = gpGlobals->curtime + FLT_MAX;
|
||
|
break;
|
||
|
|
||
|
case MANHACK_AE_DONE_UNPACKING:
|
||
|
m_flNextBurstTime = gpGlobals->curtime + 2.0;
|
||
|
break;
|
||
|
|
||
|
case MANHACK_AE_OPEN_BLADE:
|
||
|
m_bBladesActive = true;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
BaseClass::HandleAnimEvent( pEvent );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Returns whether or not the given activity would translate to flying.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_Manhack::IsFlyingActivity( Activity baseAct )
|
||
|
{
|
||
|
return ((baseAct == ACT_FLY || baseAct == ACT_IDLE || baseAct == ACT_RUN || baseAct == ACT_WALK) && m_bBladesActive);
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : Type -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Activity CNPC_Manhack::NPC_TranslateActivity( Activity baseAct )
|
||
|
{
|
||
|
if (IsFlyingActivity( baseAct ))
|
||
|
{
|
||
|
return (Activity)ACT_FLY;
|
||
|
}
|
||
|
|
||
|
return BaseClass::NPC_TranslateActivity( baseAct );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : Type -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_Manhack::TranslateSchedule( int scheduleType )
|
||
|
{
|
||
|
// Fail-safe for deployment if packed up and interrupted
|
||
|
if ( m_spawnflags & SF_MANHACK_PACKED_UP )
|
||
|
{
|
||
|
if ( scheduleType != SCHED_WAIT_FOR_SCRIPT )
|
||
|
return SCHED_MANHACK_DEPLOY;
|
||
|
}
|
||
|
|
||
|
switch ( scheduleType )
|
||
|
{
|
||
|
case SCHED_MELEE_ATTACK1:
|
||
|
{
|
||
|
return SCHED_MANHACK_ATTACK_HOVER;
|
||
|
break;
|
||
|
}
|
||
|
case SCHED_BACK_AWAY_FROM_ENEMY:
|
||
|
{
|
||
|
return SCHED_MANHACK_REGROUP;
|
||
|
break;
|
||
|
}
|
||
|
case SCHED_CHASE_ENEMY:
|
||
|
{
|
||
|
// If we're waiting for our next attack opportunity, just swarm
|
||
|
if ( m_flNextBurstTime > gpGlobals->curtime )
|
||
|
{
|
||
|
return SCHED_MANHACK_SWARM;
|
||
|
}
|
||
|
|
||
|
if ( !m_bDoSwarmBehavior || OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
|
||
|
{
|
||
|
return SCHED_CHASE_ENEMY;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return SCHED_MANHACK_SWARM;
|
||
|
}
|
||
|
}
|
||
|
case SCHED_COMBAT_FACE:
|
||
|
{
|
||
|
// Don't care about facing enemy, handled automatically
|
||
|
return TranslateSchedule( SCHED_CHASE_ENEMY );
|
||
|
break;
|
||
|
}
|
||
|
case SCHED_WAKE_ANGRY:
|
||
|
{
|
||
|
if( m_spawnflags & SF_MANHACK_PACKED_UP )
|
||
|
{
|
||
|
return SCHED_MANHACK_DEPLOY;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return TranslateSchedule( SCHED_CHASE_ENEMY );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case SCHED_IDLE_STAND:
|
||
|
case SCHED_ALERT_STAND:
|
||
|
case SCHED_ALERT_FACE:
|
||
|
{
|
||
|
if ( m_pSquad && m_bDoSwarmBehavior )
|
||
|
{
|
||
|
return SCHED_MANHACK_SWARM_IDLE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return BaseClass::TranslateSchedule(scheduleType);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
case SCHED_CHASE_ENEMY_FAILED:
|
||
|
{
|
||
|
// Relentless bastard! Doesn't fail (fail not valid anyway)
|
||
|
return TranslateSchedule( SCHED_CHASE_ENEMY );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
return BaseClass::TranslateSchedule(scheduleType);
|
||
|
}
|
||
|
|
||
|
#define MAX_LOITER_DIST_SQR 144 // (12 inches sqr)
|
||
|
void CNPC_Manhack::Loiter()
|
||
|
{
|
||
|
//NDebugOverlay::Line( GetAbsOrigin(), m_vecLoiterPosition, 255, 255, 255, false, 0.1 );
|
||
|
|
||
|
// Friendly manhack is loitering.
|
||
|
if( !m_bHeld )
|
||
|
{
|
||
|
float distSqr = m_vecLoiterPosition.DistToSqr(GetAbsOrigin());
|
||
|
|
||
|
if( distSqr > MAX_LOITER_DIST_SQR )
|
||
|
{
|
||
|
Vector vecDir = m_vecLoiterPosition - GetAbsOrigin();
|
||
|
VectorNormalize( vecDir );
|
||
|
|
||
|
// Move back to our loiter position.
|
||
|
if( gpGlobals->curtime > m_fTimeNextLoiterPulse )
|
||
|
{
|
||
|
// Apply a pulse of force if allowed right now.
|
||
|
if( distSqr > MAX_LOITER_DIST_SQR * 4.0f )
|
||
|
{
|
||
|
//Msg("Big Pulse\n");
|
||
|
m_vForceVelocity = vecDir * 12.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//Msg("Small Pulse\n");
|
||
|
m_vForceVelocity = vecDir * 6.0f;
|
||
|
}
|
||
|
|
||
|
m_fTimeNextLoiterPulse = gpGlobals->curtime + 1.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_vForceVelocity = vec3_origin;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Counteract velocity to slow down.
|
||
|
Vector velocity = GetCurrentVelocity();
|
||
|
m_vForceVelocity = velocity * -0.5;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::MaintainGroundHeight( void )
|
||
|
{
|
||
|
float zSpeed = GetCurrentVelocity().z;
|
||
|
|
||
|
if ( zSpeed > 32.0f )
|
||
|
return;
|
||
|
|
||
|
const float minGroundHeight = 52.0f;
|
||
|
|
||
|
trace_t tr;
|
||
|
AI_TraceHull( GetAbsOrigin(),
|
||
|
GetAbsOrigin() - Vector( 0, 0, minGroundHeight ),
|
||
|
GetHullMins(),
|
||
|
GetHullMaxs(),
|
||
|
(MASK_NPCSOLID_BRUSHONLY),
|
||
|
this,
|
||
|
COLLISION_GROUP_NONE,
|
||
|
&tr );
|
||
|
|
||
|
if ( tr.fraction != 1.0f )
|
||
|
{
|
||
|
float speedAdj = MAX( 16, (-zSpeed*0.5f) );
|
||
|
|
||
|
m_vForceVelocity += Vector(0,0,1) * ( speedAdj * ( 1.0f - tr.fraction ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Handles movement towards the last move target.
|
||
|
// Input : flInterval -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_Manhack::OverrideMove( float flInterval )
|
||
|
{
|
||
|
SpinBlades( flInterval );
|
||
|
|
||
|
// Don't execute any move code if packed up.
|
||
|
if( HasSpawnFlags(SF_MANHACK_PACKED_UP|SF_MANHACK_CARRIED) )
|
||
|
return true;
|
||
|
|
||
|
if( IsLoitering() )
|
||
|
{
|
||
|
Loiter();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
MaintainGroundHeight();
|
||
|
}
|
||
|
|
||
|
// So cops, etc. will try to avoid them
|
||
|
if ( !HasSpawnFlags( SF_MANHACK_NO_DANGER_SOUNDS ) && !m_bHeld )
|
||
|
{
|
||
|
CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin(), 75, flInterval, this );
|
||
|
}
|
||
|
|
||
|
// -----------------------------------------------------------------
|
||
|
// If I'm being forced to move somewhere
|
||
|
// ------------------------------------------------------------------
|
||
|
if (m_fForceMoveTime > gpGlobals->curtime)
|
||
|
{
|
||
|
MoveToTarget(flInterval, m_vForceMoveTarget);
|
||
|
}
|
||
|
// -----------------------------------------------------------------
|
||
|
// If I have a route, keep it updated and move toward target
|
||
|
// ------------------------------------------------------------------
|
||
|
else if (GetNavigator()->IsGoalActive())
|
||
|
{
|
||
|
bool bReducible = GetNavigator()->GetPath()->GetCurWaypoint()->IsReducible();
|
||
|
const float strictTolerance = 64.0;
|
||
|
//NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + Vector(0, 0, 10 ), 255, 0, 0, true, 0.1);
|
||
|
if ( ProgressFlyPath( flInterval, GetEnemy(), MoveCollisionMask(), bReducible, strictTolerance ) == AINPP_COMPLETE )
|
||
|
return true;
|
||
|
}
|
||
|
// -----------------------------------------------------------------
|
||
|
// If I'm supposed to swarm somewhere, try to go there
|
||
|
// ------------------------------------------------------------------
|
||
|
else if (m_fSwarmMoveTime > gpGlobals->curtime)
|
||
|
{
|
||
|
MoveToTarget(flInterval, m_vSwarmMoveTarget);
|
||
|
}
|
||
|
// -----------------------------------------------------------------
|
||
|
// If I don't have anything better to do, just decelerate
|
||
|
// -------------------------------------------------------------- ----
|
||
|
else
|
||
|
{
|
||
|
float myDecay = 9.5;
|
||
|
Decelerate( flInterval, myDecay );
|
||
|
|
||
|
m_vTargetBanking = vec3_origin;
|
||
|
|
||
|
// -------------------------------------
|
||
|
// If I have an enemy turn to face him
|
||
|
// -------------------------------------
|
||
|
if (GetEnemy())
|
||
|
{
|
||
|
TurnHeadToTarget(flInterval, GetEnemy()->EyePosition() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( m_iHealth <= 0 )
|
||
|
{
|
||
|
// Crashing!!
|
||
|
MoveExecute_Dead(flInterval);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Alive!
|
||
|
MoveExecute_Alive(flInterval);
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::TurnHeadRandomly(float flInterval )
|
||
|
{
|
||
|
float desYaw = random->RandomFloat(0,360);
|
||
|
|
||
|
float iRate = 0.8;
|
||
|
// Make frame rate independent
|
||
|
float timeToUse = flInterval;
|
||
|
while (timeToUse > 0)
|
||
|
{
|
||
|
m_fHeadYaw = (iRate * m_fHeadYaw) + (1-iRate)*desYaw;
|
||
|
timeToUse = -0.1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::MoveToTarget(float flInterval, const Vector &vMoveTarget)
|
||
|
{
|
||
|
if (flInterval <= 0)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// -----------------------------------------
|
||
|
// Don't steer if engine's have stalled
|
||
|
// -----------------------------------------
|
||
|
if ( gpGlobals->curtime < m_flEngineStallTime || m_iHealth <= 0 )
|
||
|
return;
|
||
|
|
||
|
if ( GetEnemy() != NULL )
|
||
|
{
|
||
|
TurnHeadToTarget( flInterval, GetEnemy()->EyePosition() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
TurnHeadToTarget( flInterval, vMoveTarget );
|
||
|
}
|
||
|
|
||
|
// -------------------------------------
|
||
|
// Move towards our target
|
||
|
// -------------------------------------
|
||
|
float myAccel;
|
||
|
float myZAccel = 300.0f;
|
||
|
float myDecay = 0.3f;
|
||
|
|
||
|
Vector targetDir;
|
||
|
float flDist;
|
||
|
|
||
|
// If we're bursting, just head straight
|
||
|
if ( m_flBurstDuration > gpGlobals->curtime )
|
||
|
{
|
||
|
float zDist = 500;
|
||
|
|
||
|
// Steer towards our enemy if we're able to
|
||
|
if ( GetEnemy() != NULL )
|
||
|
{
|
||
|
Vector steerDir = ( GetEnemy()->EyePosition() - GetAbsOrigin() );
|
||
|
zDist = fabs( steerDir.z );
|
||
|
VectorNormalize( steerDir );
|
||
|
|
||
|
float useTime = flInterval;
|
||
|
while ( useTime > 0.0f )
|
||
|
{
|
||
|
m_vecBurstDirection += ( steerDir * 4.0f );
|
||
|
useTime -= 0.1f;
|
||
|
}
|
||
|
|
||
|
m_vecBurstDirection.z = steerDir.z;
|
||
|
|
||
|
VectorNormalize( m_vecBurstDirection );
|
||
|
}
|
||
|
|
||
|
// Debug visualizations
|
||
|
/*
|
||
|
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + ( targetDir * 64.0f ), 255, 0, 0, true, 2.1f );
|
||
|
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + ( steerDir * 64.0f ), 0, 255, 0, true, 2.1f );
|
||
|
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + ( m_vecBurstDirection * 64.0f ), 0, 0, 255, true, 2.1f );
|
||
|
NDebugOverlay::Cross3D( GetAbsOrigin() , -Vector(8,8,8), Vector(8,8,8), 255, 0, 0, true, 2.1f );
|
||
|
*/
|
||
|
|
||
|
targetDir = m_vecBurstDirection;
|
||
|
|
||
|
flDist = FLT_MAX;
|
||
|
myDecay = 0.3f;
|
||
|
#ifdef _XBOX
|
||
|
myAccel = 500;
|
||
|
#else
|
||
|
myAccel = 400;
|
||
|
#endif // _XBOX
|
||
|
myZAccel = MIN( 500, zDist / flInterval );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector vecCurrentDir = GetCurrentVelocity();
|
||
|
VectorNormalize( vecCurrentDir );
|
||
|
|
||
|
targetDir = vMoveTarget - GetAbsOrigin();
|
||
|
flDist = VectorNormalize( targetDir );
|
||
|
|
||
|
float flDot = DotProduct( targetDir, vecCurrentDir );
|
||
|
|
||
|
// Otherwise we should steer towards our goal
|
||
|
if( flDot > 0.25 )
|
||
|
{
|
||
|
// If my target is in front of me, my flight model is a bit more accurate.
|
||
|
myAccel = 300;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Have a harder time correcting my course if I'm currently flying away from my target.
|
||
|
myAccel = 200;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Clamp lateral acceleration
|
||
|
if ( myAccel > ( flDist / flInterval ) )
|
||
|
{
|
||
|
myAccel = flDist / flInterval;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
// Boost vertical movement
|
||
|
if ( targetDir.z > 0 )
|
||
|
{
|
||
|
// Z acceleration is faster when we thrust upwards.
|
||
|
// This is to help keep manhacks out of water.
|
||
|
myZAccel *= 5.0;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
// Clamp vertical movement
|
||
|
if ( myZAccel > flDist / flInterval )
|
||
|
{
|
||
|
myZAccel = flDist / flInterval;
|
||
|
}
|
||
|
|
||
|
// Scale by our engine force
|
||
|
myAccel *= m_fEnginePowerScale;
|
||
|
myZAccel *= m_fEnginePowerScale;
|
||
|
|
||
|
MoveInDirection( flInterval, targetDir, myAccel, myZAccel, myDecay );
|
||
|
|
||
|
// calc relative banking targets
|
||
|
Vector forward, right;
|
||
|
GetVectors( &forward, &right, NULL );
|
||
|
m_vTargetBanking.x = 40 * DotProduct( forward, targetDir );
|
||
|
m_vTargetBanking.z = 40 * DotProduct( right, targetDir );
|
||
|
m_vTargetBanking.y = 0.0;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Ignore water if I'm close to my enemy
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_Manhack::MoveCollisionMask(void)
|
||
|
{
|
||
|
return MASK_NPCSOLID;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Make a splash effect
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::Splash( const Vector &vecSplashPos )
|
||
|
{
|
||
|
CEffectData data;
|
||
|
|
||
|
data.m_fFlags = 0;
|
||
|
data.m_vOrigin = vecSplashPos;
|
||
|
data.m_vNormal = Vector( 0, 0, 1 );
|
||
|
|
||
|
data.m_flScale = 8.0f;
|
||
|
|
||
|
int contents = GetWaterType();
|
||
|
|
||
|
// Verify we have valid contents
|
||
|
if ( !( contents & (CONTENTS_SLIME|CONTENTS_WATER)))
|
||
|
{
|
||
|
// We're leaving the water so we have to reverify what it was
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 256 ), (CONTENTS_WATER|CONTENTS_SLIME), this, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
// Re-validate this
|
||
|
if ( !(tr.contents&(CONTENTS_WATER|CONTENTS_SLIME)) )
|
||
|
{
|
||
|
//NOTENOTE: We called a splash but we don't seem to be near water?
|
||
|
Assert( 0 );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
contents = tr.contents;
|
||
|
}
|
||
|
|
||
|
// Mark us if we're in slime
|
||
|
if ( contents & CONTENTS_SLIME )
|
||
|
{
|
||
|
data.m_fFlags |= FX_WATER_IN_SLIME;
|
||
|
}
|
||
|
|
||
|
DispatchEffect( "watersplash", data );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Computes the slice bounce velocity
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::ComputeSliceBounceVelocity( CBaseEntity *pHitEntity, trace_t &tr )
|
||
|
{
|
||
|
if( pHitEntity->IsAlive() && FClassnameIs( pHitEntity, "func_breakable_surf" ) )
|
||
|
{
|
||
|
// We want to see if the manhack hits a breakable pane of glass. To keep from checking
|
||
|
// The classname of the HitEntity on each impact, we only do this check if we hit
|
||
|
// something that's alive. Anyway, prevent the manhack bouncing off the pane of glass,
|
||
|
// since this impact will shatter the glass and let the manhack through.
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Vector vecDir;
|
||
|
|
||
|
// If the manhack isn't bouncing away from whatever he sliced, force it.
|
||
|
VectorSubtract( WorldSpaceCenter(), pHitEntity->WorldSpaceCenter(), vecDir );
|
||
|
VectorNormalize( vecDir );
|
||
|
vecDir *= 200;
|
||
|
vecDir[2] = 0.0f;
|
||
|
|
||
|
// Knock it away from us
|
||
|
if ( VPhysicsGetObject() != NULL )
|
||
|
{
|
||
|
VPhysicsGetObject()->ApplyForceOffset( vecDir * 4, GetAbsOrigin() );
|
||
|
}
|
||
|
|
||
|
// Also set our velocity
|
||
|
SetCurrentVelocity( vecDir );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Is the manhack being held?
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_Manhack::IsHeldByPhyscannon( )
|
||
|
{
|
||
|
return VPhysicsGetObject() && (VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD);
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: We've touched something that we can hurt. Slice it!
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::Slice( CBaseEntity *pHitEntity, float flInterval, trace_t &tr )
|
||
|
{
|
||
|
// Don't hurt the player if I'm in water
|
||
|
if( GetWaterLevel() > 0 && pHitEntity->IsPlayer() )
|
||
|
return;
|
||
|
|
||
|
// Can't slice players holding it with the phys cannon
|
||
|
if ( IsHeldByPhyscannon() )
|
||
|
{
|
||
|
if ( pHitEntity && (pHitEntity == HasPhysicsAttacker( FLT_MAX )) )
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( pHitEntity->m_takedamage == DAMAGE_NO )
|
||
|
return;
|
||
|
|
||
|
// Damage must be scaled by flInterval so framerate independent
|
||
|
float flDamage = sk_manhack_melee_dmg.GetFloat() * flInterval;
|
||
|
|
||
|
if ( pHitEntity->IsPlayer() )
|
||
|
{
|
||
|
flDamage *= 2.0f;
|
||
|
}
|
||
|
|
||
|
// Held manhacks do more damage
|
||
|
if ( IsHeldByPhyscannon() )
|
||
|
{
|
||
|
// Deal 100 damage/sec
|
||
|
flDamage = 100.0f * flInterval;
|
||
|
}
|
||
|
else if ( pHitEntity->IsNPC() && HasPhysicsAttacker( MANHACK_SMASH_TIME ) )
|
||
|
{
|
||
|
extern ConVar sk_combine_guard_health;
|
||
|
// NOTE: The else here is essential.
|
||
|
// The physics attacker *will* be set even when the manhack is held
|
||
|
flDamage = sk_combine_guard_health.GetFloat(); // the highest healthed fleshy enemy
|
||
|
}
|
||
|
else if ( dynamic_cast<CBaseProp*>(pHitEntity) || dynamic_cast<CBreakable*>(pHitEntity) )
|
||
|
{
|
||
|
// If we hit a prop, we want it to break immediately
|
||
|
flDamage = pHitEntity->GetHealth();
|
||
|
}
|
||
|
else if ( pHitEntity->IsNPC() && IRelationType( pHitEntity ) == D_HT && FClassnameIs( pHitEntity, "npc_combine_s" ) )
|
||
|
{
|
||
|
flDamage *= 6.0f;
|
||
|
}
|
||
|
|
||
|
if (flDamage < 1.0f)
|
||
|
{
|
||
|
flDamage = 1.0f;
|
||
|
}
|
||
|
|
||
|
CTakeDamageInfo info( this, this, flDamage, DMG_SLASH );
|
||
|
|
||
|
// check for actual "ownership" of damage
|
||
|
CBasePlayer *pPlayer = HasPhysicsAttacker( MANHACK_SMASH_TIME );
|
||
|
if (pPlayer)
|
||
|
{
|
||
|
info.SetAttacker( pPlayer );
|
||
|
}
|
||
|
|
||
|
Vector dir = (tr.endpos - tr.startpos);
|
||
|
if ( dir == vec3_origin )
|
||
|
{
|
||
|
dir = tr.m_pEnt->GetAbsOrigin() - GetAbsOrigin();
|
||
|
}
|
||
|
CalculateMeleeDamageForce( &info, dir, tr.endpos );
|
||
|
pHitEntity->TakeDamage( info );
|
||
|
|
||
|
// Spawn some extra blood where we hit
|
||
|
if ( pHitEntity->BloodColor() == DONT_BLEED )
|
||
|
{
|
||
|
CEffectData data;
|
||
|
Vector velocity = GetCurrentVelocity();
|
||
|
|
||
|
data.m_vOrigin = tr.endpos;
|
||
|
data.m_vAngles = GetAbsAngles();
|
||
|
|
||
|
VectorNormalize( velocity );
|
||
|
|
||
|
data.m_vNormal = ( tr.plane.normal + velocity ) * 0.5;;
|
||
|
|
||
|
DispatchEffect( "ManhackSparks", data );
|
||
|
|
||
|
EmitSound( "NPC_Manhack.Grind" );
|
||
|
|
||
|
//TODO: What we really want to do is get a material reference and emit the proper sprayage! - jdw
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SpawnBlood(tr.endpos, g_vecAttackDir, pHitEntity->BloodColor(), 6 );
|
||
|
EmitSound( "NPC_Manhack.Slice" );
|
||
|
}
|
||
|
|
||
|
// Pop back a little bit after hitting the player
|
||
|
ComputeSliceBounceVelocity( pHitEntity, tr );
|
||
|
|
||
|
// Save off when we last hit something
|
||
|
m_flLastDamageTime = gpGlobals->curtime;
|
||
|
|
||
|
// Reset our state and give the player time to react
|
||
|
StopBurst( true );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: We've touched something solid. Just bump it.
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::Bump( CBaseEntity *pHitEntity, float flInterval, trace_t &tr )
|
||
|
{
|
||
|
if ( !VPhysicsGetObject() )
|
||
|
return;
|
||
|
|
||
|
// Surpressing this behavior
|
||
|
if ( m_flBumpSuppressTime > gpGlobals->curtime )
|
||
|
return;
|
||
|
|
||
|
if ( pHitEntity->GetMoveType() == MOVETYPE_VPHYSICS && pHitEntity->Classify()!=CLASS_MANHACK )
|
||
|
{
|
||
|
HitPhysicsObject( pHitEntity );
|
||
|
}
|
||
|
|
||
|
// We've hit something so deflect our velocity based on the surface
|
||
|
// norm of what we've hit
|
||
|
if (flInterval > 0)
|
||
|
{
|
||
|
float moveLen = ( (GetCurrentVelocity() * flInterval) * (1.0 - tr.fraction) ).Length();
|
||
|
|
||
|
Vector moveVec = moveLen*tr.plane.normal/flInterval;
|
||
|
|
||
|
// If I'm totally dead, don't bounce me up
|
||
|
if (m_iHealth <=0 && moveVec.z > 0)
|
||
|
{
|
||
|
moveVec.z = 0;
|
||
|
}
|
||
|
|
||
|
// If I'm right over the ground don't push down
|
||
|
if (moveVec.z < 0)
|
||
|
{
|
||
|
float floorZ = GetFloorZ(GetAbsOrigin());
|
||
|
if (abs(GetAbsOrigin().z - floorZ) < 36)
|
||
|
{
|
||
|
moveVec.z = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Vector myUp;
|
||
|
VPhysicsGetObject()->LocalToWorldVector( &myUp, Vector( 0.0, 0.0, 1.0 ) );
|
||
|
|
||
|
// plane must be something that could hit the blades
|
||
|
if (fabs( DotProduct( myUp, tr.plane.normal ) ) < 0.25 )
|
||
|
{
|
||
|
CEffectData data;
|
||
|
Vector velocity = GetCurrentVelocity();
|
||
|
|
||
|
data.m_vOrigin = tr.endpos;
|
||
|
data.m_vAngles = GetAbsAngles();
|
||
|
|
||
|
VectorNormalize( velocity );
|
||
|
|
||
|
data.m_vNormal = ( tr.plane.normal + velocity ) * 0.5;;
|
||
|
|
||
|
DispatchEffect( "ManhackSparks", data );
|
||
|
|
||
|
CBroadcastRecipientFilter filter;
|
||
|
|
||
|
te->DynamicLight( filter, 0.0, &GetAbsOrigin(), 255, 180, 100, 0, 50, 0.3, 150 );
|
||
|
|
||
|
// add some spin, but only if we're not already going fast..
|
||
|
Vector vecVelocity;
|
||
|
AngularImpulse vecAngVelocity;
|
||
|
VPhysicsGetObject()->GetVelocity( &vecVelocity, &vecAngVelocity );
|
||
|
float flDot = DotProduct( myUp, vecAngVelocity );
|
||
|
if ( fabs(flDot) < 100 )
|
||
|
{
|
||
|
//AngularImpulse torque = myUp * (1000 - flDot * 10);
|
||
|
AngularImpulse torque = myUp * (1000 - flDot * 2);
|
||
|
VPhysicsGetObject()->ApplyTorqueCenter( torque );
|
||
|
}
|
||
|
|
||
|
if (!(m_spawnflags & SF_NPC_GAG))
|
||
|
{
|
||
|
EmitSound( "NPC_Manhack.Grind" );
|
||
|
}
|
||
|
|
||
|
// For decals and sparks we must trace a line in the direction of the surface norm
|
||
|
// that we hit.
|
||
|
trace_t decalTrace;
|
||
|
AI_TraceLine( GetAbsOrigin(), GetAbsOrigin() - (tr.plane.normal * 24),MASK_SOLID, this, COLLISION_GROUP_NONE, &decalTrace );
|
||
|
|
||
|
if ( decalTrace.fraction != 1.0 )
|
||
|
{
|
||
|
// Leave decal only if colliding horizontally
|
||
|
if ((DotProduct(Vector(0,0,1),decalTrace.plane.normal)<0.5) && (DotProduct(Vector(0,0,-1),decalTrace.plane.normal)<0.5))
|
||
|
{
|
||
|
UTIL_DecalTrace( &decalTrace, "ManhackCut" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// See if we will not have a valid surface
|
||
|
if ( tr.allsolid || tr.startsolid )
|
||
|
{
|
||
|
// Build a fake reflection back along our current velocity because we can't know how to reflect off
|
||
|
// a non-existant surface! -- jdw
|
||
|
|
||
|
Vector vecRandomDir = RandomVector( -1.0f, 1.0f );
|
||
|
SetCurrentVelocity( vecRandomDir * 50.0f );
|
||
|
m_flBumpSuppressTime = gpGlobals->curtime + 0.5f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// This is a valid hit and we can deflect properly
|
||
|
|
||
|
VectorNormalize( moveVec );
|
||
|
float hitAngle = -DotProduct( tr.plane.normal, -moveVec );
|
||
|
|
||
|
Vector vReflection = 2.0 * tr.plane.normal * hitAngle + -moveVec;
|
||
|
|
||
|
float flSpeed = GetCurrentVelocity().Length();
|
||
|
SetCurrentVelocity( GetCurrentVelocity() + vReflection * flSpeed * 0.5f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// -------------------------------------------------------------
|
||
|
// If I'm on a path check LOS to my next node, and fail on path
|
||
|
// if I don't have LOS. Note this is the only place I do this,
|
||
|
// so the manhack has to collide before failing on a path
|
||
|
// -------------------------------------------------------------
|
||
|
if (GetNavigator()->IsGoalActive() && !(GetNavigator()->GetPath()->CurWaypointFlags() & bits_WP_TO_PATHCORNER) )
|
||
|
{
|
||
|
AIMoveTrace_t moveTrace;
|
||
|
GetMoveProbe()->MoveLimit( NAV_GROUND, GetAbsOrigin(), GetNavigator()->GetCurWaypointPos(),
|
||
|
MoveCollisionMask(), GetEnemy(), &moveTrace );
|
||
|
|
||
|
if (IsMoveBlocked( moveTrace ) &&
|
||
|
!moveTrace.pObstruction->ClassMatches( GetClassname() ))
|
||
|
{
|
||
|
TaskFail(FAIL_NO_ROUTE);
|
||
|
GetNavigator()->ClearGoal();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::CheckCollisions(float flInterval)
|
||
|
{
|
||
|
// Trace forward to see if I hit anything. But trace forward along the
|
||
|
// owner's view direction if you're being carried.
|
||
|
Vector vecTraceDir, vecCheckPos;
|
||
|
VPhysicsGetObject()->GetVelocity( &vecTraceDir, NULL );
|
||
|
vecTraceDir *= flInterval;
|
||
|
if ( IsHeldByPhyscannon() )
|
||
|
{
|
||
|
CBasePlayer *pCarrier = HasPhysicsAttacker( FLT_MAX );
|
||
|
if ( pCarrier )
|
||
|
{
|
||
|
if ( pCarrier->CollisionProp()->CalcDistanceFromPoint( WorldSpaceCenter() ) < 30 )
|
||
|
{
|
||
|
AngleVectors( pCarrier->EyeAngles(), &vecTraceDir, NULL, NULL );
|
||
|
vecTraceDir *= 40.0f;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
VectorAdd( GetAbsOrigin(), vecTraceDir, vecCheckPos );
|
||
|
|
||
|
trace_t tr;
|
||
|
CBaseEntity* pHitEntity = NULL;
|
||
|
|
||
|
AI_TraceHull( GetAbsOrigin(),
|
||
|
vecCheckPos,
|
||
|
GetHullMins(),
|
||
|
GetHullMaxs(),
|
||
|
MoveCollisionMask(),
|
||
|
this,
|
||
|
COLLISION_GROUP_NONE,
|
||
|
&tr );
|
||
|
|
||
|
if ( (tr.fraction != 1.0 || tr.startsolid) && tr.m_pEnt)
|
||
|
{
|
||
|
PhysicsMarkEntitiesAsTouching( tr.m_pEnt, tr );
|
||
|
pHitEntity = tr.m_pEnt;
|
||
|
|
||
|
if( m_bHeld && tr.m_pEnt->MyNPCPointer() && tr.m_pEnt->MyNPCPointer()->IsPlayerAlly() )
|
||
|
{
|
||
|
// Don't slice Alyx when she approaches to hack. We need a better solution for this!!
|
||
|
//Msg("Ignoring!\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( pHitEntity != NULL &&
|
||
|
pHitEntity->m_takedamage == DAMAGE_YES &&
|
||
|
pHitEntity->Classify() != CLASS_MANHACK &&
|
||
|
gpGlobals->curtime > m_flWaterSuspendTime )
|
||
|
{
|
||
|
// Slice this thing
|
||
|
Slice( pHitEntity, flInterval, tr );
|
||
|
m_flBladeSpeed = 20.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Just bump into this thing.
|
||
|
Bump( pHitEntity, flInterval, tr );
|
||
|
m_flBladeSpeed = 20.0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#define tempTIME_STEP = 0.5;
|
||
|
void CNPC_Manhack::PlayFlySound(void)
|
||
|
{
|
||
|
float flEnemyDist;
|
||
|
|
||
|
if( GetEnemy() )
|
||
|
{
|
||
|
flEnemyDist = (GetAbsOrigin() - GetEnemy()->GetAbsOrigin()).Length();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flEnemyDist = FLT_MAX;
|
||
|
}
|
||
|
|
||
|
if( m_spawnflags & SF_NPC_GAG )
|
||
|
{
|
||
|
// Quiet!
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( m_flWaterSuspendTime > gpGlobals->curtime )
|
||
|
{
|
||
|
// Just went in water. Slow the motor!!
|
||
|
if( m_bDirtyPitch )
|
||
|
{
|
||
|
m_nEnginePitch1 = MANHACK_WATER_PITCH1;
|
||
|
m_flEnginePitch1Time = gpGlobals->curtime + 0.5f;
|
||
|
m_nEnginePitch2 = MANHACK_WATER_PITCH2;
|
||
|
m_flEnginePitch2Time = gpGlobals->curtime + 0.5f;
|
||
|
m_bDirtyPitch = false;
|
||
|
}
|
||
|
}
|
||
|
// Spin sound based on distance from enemy (unless we're crashing)
|
||
|
else if (GetEnemy() && IsAlive() )
|
||
|
{
|
||
|
if( flEnemyDist < MANHACK_PITCH_DIST1 )
|
||
|
{
|
||
|
// recalculate pitch.
|
||
|
int iPitch1, iPitch2;
|
||
|
float flDistFactor;
|
||
|
|
||
|
flDistFactor = MIN( 1.0, 1 - flEnemyDist / MANHACK_PITCH_DIST1 );
|
||
|
iPitch1 = MANHACK_MIN_PITCH1 + ( ( MANHACK_MAX_PITCH1 - MANHACK_MIN_PITCH1 ) * flDistFactor);
|
||
|
|
||
|
// NOTE: MANHACK_PITCH_DIST2 must be < MANHACK_PITCH_DIST1
|
||
|
flDistFactor = MIN( 1.0, 1 - flEnemyDist / MANHACK_PITCH_DIST2 );
|
||
|
iPitch2 = MANHACK_MIN_PITCH2 + ( ( MANHACK_MAX_PITCH2 - MANHACK_MIN_PITCH2 ) * flDistFactor);
|
||
|
|
||
|
m_nEnginePitch1 = iPitch1;
|
||
|
m_flEnginePitch1Time = gpGlobals->curtime + 0.1f;
|
||
|
m_nEnginePitch2 = iPitch2;
|
||
|
m_flEnginePitch2Time = gpGlobals->curtime + 0.1f;
|
||
|
|
||
|
m_bDirtyPitch = true;
|
||
|
}
|
||
|
else if( m_bDirtyPitch )
|
||
|
{
|
||
|
m_nEnginePitch1 = MANHACK_MIN_PITCH1;
|
||
|
m_flEnginePitch1Time = gpGlobals->curtime + 0.1f;
|
||
|
m_nEnginePitch2 = MANHACK_MIN_PITCH2;
|
||
|
m_flEnginePitch2Time = gpGlobals->curtime + 0.2f;
|
||
|
m_bDirtyPitch = false;
|
||
|
}
|
||
|
}
|
||
|
// If no enemy just play low sound
|
||
|
else if( IsAlive() && m_bDirtyPitch )
|
||
|
{
|
||
|
m_nEnginePitch1 = MANHACK_MIN_PITCH1;
|
||
|
m_flEnginePitch1Time = gpGlobals->curtime + 0.1f;
|
||
|
m_nEnginePitch2 = MANHACK_MIN_PITCH2;
|
||
|
m_flEnginePitch2Time = gpGlobals->curtime + 0.2f;
|
||
|
|
||
|
m_bDirtyPitch = false;
|
||
|
}
|
||
|
|
||
|
// Play special engine every once in a while
|
||
|
if (gpGlobals->curtime > m_flNextEngineSoundTime && flEnemyDist < 48)
|
||
|
{
|
||
|
m_flNextEngineSoundTime = gpGlobals->curtime + random->RandomFloat( 3.0, 10.0 );
|
||
|
|
||
|
EmitSound( "NPC_Manhack.EngineNoise" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::MoveExecute_Alive(float flInterval)
|
||
|
{
|
||
|
PhysicsCheckWaterTransition();
|
||
|
|
||
|
Vector vCurrentVelocity = GetCurrentVelocity();
|
||
|
|
||
|
// FIXME: move this
|
||
|
VPhysicsGetObject()->Wake();
|
||
|
|
||
|
if( m_fEnginePowerScale < GetMaxEnginePower() && gpGlobals->curtime > m_flWaterSuspendTime )
|
||
|
{
|
||
|
// Power is low, and we're no longer stuck in water, so bring power up.
|
||
|
m_fEnginePowerScale += 0.05;
|
||
|
}
|
||
|
|
||
|
// ----------------------------------------------------------------------------------------
|
||
|
// Add time-coherent noise to the current velocity so that it never looks bolted in place.
|
||
|
// ----------------------------------------------------------------------------------------
|
||
|
float noiseScale = 7.0f;
|
||
|
|
||
|
if ( (CBaseEntity*)GetEnemy() )
|
||
|
{
|
||
|
float flDist = (GetAbsOrigin() - GetEnemy()->GetAbsOrigin()).Length2D();
|
||
|
|
||
|
if( flDist < MANHACK_CHARGE_MIN_DIST )
|
||
|
{
|
||
|
// Less noise up close.
|
||
|
noiseScale = 2.0;
|
||
|
}
|
||
|
|
||
|
if ( IsInEffectiveTargetZone( GetEnemy() ) && flDist < MANHACK_CHARGE_MIN_DIST && gpGlobals->curtime > m_flNextBurstTime )
|
||
|
{
|
||
|
Vector vecCurrentDir = GetCurrentVelocity();
|
||
|
VectorNormalize( vecCurrentDir );
|
||
|
|
||
|
Vector vecToEnemy = ( GetEnemy()->EyePosition() - WorldSpaceCenter() );
|
||
|
VectorNormalize( vecToEnemy );
|
||
|
|
||
|
float flDot = DotProduct( vecCurrentDir, vecToEnemy );
|
||
|
|
||
|
if ( flDot > 0.75 )
|
||
|
{
|
||
|
Vector offsetDir = ( vecToEnemy - vecCurrentDir );
|
||
|
VectorNormalize( offsetDir );
|
||
|
|
||
|
Vector offsetSpeed = GetCurrentVelocity() * flDot;
|
||
|
|
||
|
//FIXME: This code sucks -- jdw
|
||
|
|
||
|
offsetDir.z = 0.0f;
|
||
|
m_vForceVelocity += ( offsetDir * ( offsetSpeed.Length2D() * 0.25f ) );
|
||
|
|
||
|
// Commit to the attack- no steering for about a second
|
||
|
StartBurst( vecToEnemy );
|
||
|
SetEyeState( MANHACK_EYE_STATE_CHARGE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( gpGlobals->curtime > m_flBurstDuration )
|
||
|
{
|
||
|
ShowHostile( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ----------------------------------------------------------------------------------------
|
||
|
// Add in any forced velocity
|
||
|
// ----------------------------------------------------------------------------------------
|
||
|
SetCurrentVelocity( vCurrentVelocity + m_vForceVelocity );
|
||
|
m_vForceVelocity = vec3_origin;
|
||
|
|
||
|
if( !m_bHackedByAlyx || GetEnemy() )
|
||
|
{
|
||
|
// If hacked and no enemy, don't drift!
|
||
|
AddNoiseToVelocity( noiseScale );
|
||
|
}
|
||
|
|
||
|
LimitSpeed( 200, ManhackMaxSpeed() );
|
||
|
|
||
|
if( m_flWaterSuspendTime > gpGlobals->curtime )
|
||
|
{
|
||
|
if( UTIL_PointContents( GetAbsOrigin() ) & (CONTENTS_WATER|CONTENTS_SLIME) )
|
||
|
{
|
||
|
// Ooops, we're submerged somehow. Move upwards until our origin is out of the water.
|
||
|
m_vCurrentVelocity.z = 20.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Skimming the surface. Forbid any movement on Z
|
||
|
m_vCurrentVelocity.z = 0.0;
|
||
|
}
|
||
|
}
|
||
|
else if( GetWaterLevel() > 0 )
|
||
|
{
|
||
|
// Allow the manhack to lift off, but not to go deeper.
|
||
|
m_vCurrentVelocity.z = MAX( m_vCurrentVelocity.z, 0 );
|
||
|
}
|
||
|
|
||
|
CheckCollisions(flInterval);
|
||
|
|
||
|
// Blend out desired velocity when launched by the physcannon
|
||
|
if ( HasPhysicsAttacker( MANHACK_SMASH_TIME ) && (!IsHeldByPhyscannon()) && VPhysicsGetObject() )
|
||
|
{
|
||
|
Vector vecCurrentVelocity;
|
||
|
VPhysicsGetObject()->GetVelocity( &vecCurrentVelocity, NULL );
|
||
|
float flLerpFactor = (gpGlobals->curtime - m_flLastPhysicsInfluenceTime) / MANHACK_SMASH_TIME;
|
||
|
flLerpFactor = clamp( flLerpFactor, 0.0f, 1.0f );
|
||
|
flLerpFactor = SimpleSplineRemapVal( flLerpFactor, 0.0f, 1.0f, 0.0f, 1.0f );
|
||
|
VectorLerp( vecCurrentVelocity, m_vCurrentVelocity, flLerpFactor, m_vCurrentVelocity );
|
||
|
}
|
||
|
|
||
|
QAngle angles = GetLocalAngles();
|
||
|
|
||
|
// ------------------------------------------
|
||
|
// Stalling
|
||
|
// ------------------------------------------
|
||
|
if (gpGlobals->curtime < m_flEngineStallTime)
|
||
|
{
|
||
|
/*
|
||
|
// If I'm stalled add random noise
|
||
|
angles.x += -20+(random->RandomInt(-10,10));
|
||
|
angles.z += -20+(random->RandomInt(0,40));
|
||
|
|
||
|
TurnHeadRandomly(flInterval);
|
||
|
*/
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Make frame rate independent
|
||
|
float iRate = 0.5;
|
||
|
float timeToUse = flInterval;
|
||
|
while (timeToUse > 0)
|
||
|
{
|
||
|
m_vCurrentBanking.x = (iRate * m_vCurrentBanking.x) + (1 - iRate)*(m_vTargetBanking.x);
|
||
|
m_vCurrentBanking.z = (iRate * m_vCurrentBanking.z) + (1 - iRate)*(m_vTargetBanking.z);
|
||
|
timeToUse = -0.1;
|
||
|
}
|
||
|
angles.x = m_vCurrentBanking.x;
|
||
|
angles.z = m_vCurrentBanking.z;
|
||
|
angles.y = 0;
|
||
|
|
||
|
#if 0
|
||
|
// Using our steering if we're not otherwise affecting our panels
|
||
|
if ( m_flEngineStallTime < gpGlobals->curtime && m_flBurstDuration < gpGlobals->curtime )
|
||
|
{
|
||
|
Vector delta( 10 * AngleDiff( m_vTargetBanking.x, m_vCurrentBanking.x ), -10 * AngleDiff( m_vTargetBanking.z, m_vCurrentBanking.z ), 0 );
|
||
|
//Vector delta( 3 * AngleNormalize( m_vCurrentBanking.x ), -4 * AngleNormalize( m_vCurrentBanking.z ), 0 );
|
||
|
VectorYawRotate( delta, -m_fHeadYaw, delta );
|
||
|
|
||
|
// DevMsg("%.0f %.0f\n", delta.x, delta.y );
|
||
|
|
||
|
SetPoseParameter( m_iPanel1, -delta.x - delta.y * 2);
|
||
|
SetPoseParameter( m_iPanel2, -delta.x + delta.y * 2);
|
||
|
SetPoseParameter( m_iPanel3, delta.x + delta.y * 2);
|
||
|
SetPoseParameter( m_iPanel4, delta.x - delta.y * 2);
|
||
|
|
||
|
//SetPoseParameter( m_iPanel1, -delta.x );
|
||
|
//SetPoseParameter( m_iPanel2, -delta.x );
|
||
|
//SetPoseParameter( m_iPanel3, delta.x );
|
||
|
//SetPoseParameter( m_iPanel4, delta.x );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// SetLocalAngles( angles );
|
||
|
|
||
|
if( m_lifeState != LIFE_DEAD )
|
||
|
{
|
||
|
PlayFlySound();
|
||
|
// SpinBlades( flInterval );
|
||
|
// WalkMove( GetCurrentVelocity() * flInterval, MASK_NPCSOLID );
|
||
|
}
|
||
|
|
||
|
// NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + Vector(0, 0, -10 ), 0, 255, 0, true, 0.1);
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::SpinBlades(float flInterval)
|
||
|
{
|
||
|
if (!m_bBladesActive)
|
||
|
{
|
||
|
SetBodygroup( MANHACK_BODYGROUP_BLADE, MANHACK_BODYGROUP_OFF );
|
||
|
SetBodygroup( MANHACK_BODYGROUP_BLUR, MANHACK_BODYGROUP_OFF );
|
||
|
m_flBladeSpeed = 0.0;
|
||
|
m_flPlaybackRate = 1.0;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( IsFlyingActivity( GetActivity() ) )
|
||
|
{
|
||
|
// Blades may only ramp up while the engine is running
|
||
|
if ( m_flEngineStallTime < gpGlobals->curtime )
|
||
|
{
|
||
|
if (m_flBladeSpeed < 10)
|
||
|
{
|
||
|
m_flBladeSpeed = m_flBladeSpeed * 2 + 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// accelerate engine
|
||
|
m_flBladeSpeed = m_flBladeSpeed + 80 * flInterval;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (m_flBladeSpeed > 100)
|
||
|
{
|
||
|
m_flBladeSpeed = 100;
|
||
|
}
|
||
|
|
||
|
// blend through blades, blades+blur, blur
|
||
|
if (m_flBladeSpeed < 20)
|
||
|
{
|
||
|
SetBodygroup( MANHACK_BODYGROUP_BLADE, MANHACK_BODYGROUP_ON );
|
||
|
SetBodygroup( MANHACK_BODYGROUP_BLUR, MANHACK_BODYGROUP_OFF );
|
||
|
}
|
||
|
else if (m_flBladeSpeed < 40)
|
||
|
{
|
||
|
SetBodygroup( MANHACK_BODYGROUP_BLADE, MANHACK_BODYGROUP_ON );
|
||
|
SetBodygroup( MANHACK_BODYGROUP_BLUR, MANHACK_BODYGROUP_ON );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetBodygroup( MANHACK_BODYGROUP_BLADE, MANHACK_BODYGROUP_OFF );
|
||
|
SetBodygroup( MANHACK_BODYGROUP_BLUR, MANHACK_BODYGROUP_ON );
|
||
|
}
|
||
|
|
||
|
m_flPlaybackRate = m_flBladeSpeed / 100.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flBladeSpeed = 0.0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Smokes and sparks, exploding periodically. Eventually it goes away.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::MoveExecute_Dead(float flInterval)
|
||
|
{
|
||
|
if( GetWaterLevel() > 0 )
|
||
|
{
|
||
|
// No movement if sinking in water.
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Periodically emit smoke.
|
||
|
if (gpGlobals->curtime > m_fSmokeTime && GetWaterLevel() == 0)
|
||
|
{
|
||
|
// UTIL_Smoke(GetAbsOrigin(), random->RandomInt(10, 15), 10);
|
||
|
m_fSmokeTime = gpGlobals->curtime + random->RandomFloat( 0.1, 0.3);
|
||
|
}
|
||
|
|
||
|
// Periodically emit sparks.
|
||
|
if (gpGlobals->curtime > m_fSparkTime)
|
||
|
{
|
||
|
g_pEffects->Sparks( GetAbsOrigin() );
|
||
|
m_fSparkTime = gpGlobals->curtime + random->RandomFloat(0.1, 0.3);
|
||
|
}
|
||
|
|
||
|
Vector newVelocity = GetCurrentVelocity();
|
||
|
|
||
|
// accelerate faster and faster when dying
|
||
|
newVelocity = newVelocity + (newVelocity * 1.5 * flInterval );
|
||
|
|
||
|
// Lose lift
|
||
|
newVelocity.z -= 0.02*flInterval*(GetCurrentGravity());
|
||
|
|
||
|
// ----------------------------------------------------------------------------------------
|
||
|
// Add in any forced velocity
|
||
|
// ----------------------------------------------------------------------------------------
|
||
|
newVelocity += m_vForceVelocity;
|
||
|
SetCurrentVelocity( newVelocity );
|
||
|
m_vForceVelocity = vec3_origin;
|
||
|
|
||
|
|
||
|
// Lots of noise!! Out of control!
|
||
|
AddNoiseToVelocity( 5.0 );
|
||
|
|
||
|
|
||
|
// ----------------------
|
||
|
// Limit overall speed
|
||
|
// ----------------------
|
||
|
LimitSpeed( -1, MANHACK_MAX_SPEED * 2.0 );
|
||
|
|
||
|
QAngle angles = GetLocalAngles();
|
||
|
|
||
|
// ------------------------------------------
|
||
|
// If I'm dying, add random banking noise
|
||
|
// ------------------------------------------
|
||
|
angles.x += -20+(random->RandomInt(0,40));
|
||
|
angles.z += -20+(random->RandomInt(0,40));
|
||
|
|
||
|
CheckCollisions(flInterval);
|
||
|
PlayFlySound();
|
||
|
|
||
|
// SetLocalAngles( angles );
|
||
|
|
||
|
WalkMove( GetCurrentVelocity() * flInterval,MASK_NPCSOLID );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::Precache(void)
|
||
|
{
|
||
|
//
|
||
|
// Model.
|
||
|
//
|
||
|
PrecacheModel("models/manhack.mdl");
|
||
|
PrecacheModel( MANHACK_GLOW_SPRITE );
|
||
|
PropBreakablePrecacheAll( MAKE_STRING("models/manhack.mdl") );
|
||
|
|
||
|
PrecacheScriptSound( "NPC_Manhack.Die" );
|
||
|
PrecacheScriptSound( "NPC_Manhack.Bat" );
|
||
|
PrecacheScriptSound( "NPC_Manhack.Grind" );
|
||
|
PrecacheScriptSound( "NPC_Manhack.Slice" );
|
||
|
PrecacheScriptSound( "NPC_Manhack.EngineNoise" );
|
||
|
PrecacheScriptSound( "NPC_Manhack.Unpack" );
|
||
|
PrecacheScriptSound( "NPC_Manhack.ChargeAnnounce" );
|
||
|
PrecacheScriptSound( "NPC_Manhack.ChargeEnd" );
|
||
|
PrecacheScriptSound( "NPC_Manhack.Stunned" );
|
||
|
|
||
|
// Sounds used on Client:
|
||
|
PrecacheScriptSound( "NPC_Manhack.EngineSound1" );
|
||
|
PrecacheScriptSound( "NPC_Manhack.EngineSound2" );
|
||
|
PrecacheScriptSound( "NPC_Manhack.BladeSound" );
|
||
|
|
||
|
BaseClass::Precache();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::GatherEnemyConditions( CBaseEntity *pEnemy )
|
||
|
{
|
||
|
// The Manhack "regroups" when its in attack range but to
|
||
|
// far above or below its enemy. Set the start attack
|
||
|
// condition if we are far enough away from the enemy
|
||
|
// or at the correct height
|
||
|
|
||
|
// Don't bother with Z if the enemy is in a vehicle
|
||
|
float fl2DDist = 60.0f;
|
||
|
float flZDist = 12.0f;
|
||
|
|
||
|
if ( GetEnemy()->IsPlayer() && assert_cast< CBasePlayer * >(GetEnemy())->IsInAVehicle() )
|
||
|
{
|
||
|
flZDist = 24.0f;
|
||
|
}
|
||
|
|
||
|
if ((GetAbsOrigin() - pEnemy->GetAbsOrigin()).Length2D() > fl2DDist)
|
||
|
{
|
||
|
SetCondition(COND_MANHACK_START_ATTACK);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float targetZ = pEnemy->EyePosition().z;
|
||
|
if (fabs(GetAbsOrigin().z - targetZ) < flZDist)
|
||
|
{
|
||
|
SetCondition(COND_MANHACK_START_ATTACK);
|
||
|
}
|
||
|
}
|
||
|
BaseClass::GatherEnemyConditions(pEnemy);
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: For innate melee attack
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CNPC_Manhack::MeleeAttack1Conditions( float flDot, float flDist )
|
||
|
{
|
||
|
if ( GetEnemy() == NULL )
|
||
|
return COND_NONE;
|
||
|
|
||
|
//TODO: We could also decide if we want to back up here
|
||
|
if ( m_flNextBurstTime > gpGlobals->curtime )
|
||
|
return COND_NONE;
|
||
|
|
||
|
float flMaxDist = 45;
|
||
|
float flMinDist = 24;
|
||
|
bool bEnemyInVehicle = GetEnemy()->IsPlayer() && assert_cast< CBasePlayer * >(GetEnemy())->IsInAVehicle();
|
||
|
if ( GetEnemy()->IsPlayer() && assert_cast< CBasePlayer * >(GetEnemy())->IsInAVehicle() )
|
||
|
{
|
||
|
flMinDist = 0;
|
||
|
flMaxDist = 200.0f;
|
||
|
}
|
||
|
|
||
|
if (flDist > flMaxDist)
|
||
|
{
|
||
|
return COND_TOO_FAR_TO_ATTACK;
|
||
|
}
|
||
|
|
||
|
if (flDist < flMinDist)
|
||
|
{
|
||
|
return COND_TOO_CLOSE_TO_ATTACK;
|
||
|
}
|
||
|
|
||
|
// Check our current velocity and speed, if it's too far off, we need to settle
|
||
|
|
||
|
// Don't bother with Z if the enemy is in a vehicle
|
||
|
if ( bEnemyInVehicle )
|
||
|
{
|
||
|
return COND_CAN_MELEE_ATTACK1;
|
||
|
}
|
||
|
|
||
|
// Assume the this check is in regards to my current enemy
|
||
|
// for the Manhacks spetial condition
|
||
|
float deltaZ = GetAbsOrigin().z - GetEnemy()->EyePosition().z;
|
||
|
if ( (deltaZ > 12.0f) || (deltaZ < -24.0f) )
|
||
|
{
|
||
|
return COND_TOO_CLOSE_TO_ATTACK;
|
||
|
}
|
||
|
|
||
|
return COND_CAN_MELEE_ATTACK1;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pTask -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::RunTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch ( pTask->iTask )
|
||
|
{
|
||
|
// Override this task so we go for the enemy at eye level
|
||
|
case TASK_MANHACK_HOVER:
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// If my enemy has moved significantly, update my path
|
||
|
case TASK_WAIT_FOR_MOVEMENT:
|
||
|
{
|
||
|
CBaseEntity *pEnemy = GetEnemy();
|
||
|
if (pEnemy &&
|
||
|
(GetCurSchedule()->GetId() == SCHED_CHASE_ENEMY) &&
|
||
|
GetNavigator()->IsGoalActive() )
|
||
|
{
|
||
|
Vector vecEnemyPosition;
|
||
|
vecEnemyPosition = pEnemy->EyePosition();
|
||
|
if ( GetNavigator()->GetGoalPos().DistToSqr(vecEnemyPosition) > 40 * 40 )
|
||
|
{
|
||
|
GetNavigator()->UpdateGoalPos( vecEnemyPosition );
|
||
|
}
|
||
|
}
|
||
|
BaseClass::RunTask(pTask);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case TASK_MANHACK_MOVEAT_SAVEPOSITION:
|
||
|
{
|
||
|
// do the movement thingy
|
||
|
|
||
|
// NDebugOverlay::Line( GetAbsOrigin(), m_vSavePosition, 0, 255, 0, true, 0.1);
|
||
|
|
||
|
Vector dir = (m_vSavePosition - GetAbsOrigin());
|
||
|
float dist = VectorNormalize( dir );
|
||
|
float t = m_fSwarmMoveTime - gpGlobals->curtime;
|
||
|
|
||
|
if (t < 0.1)
|
||
|
{
|
||
|
if (dist > 256)
|
||
|
{
|
||
|
TaskFail( FAIL_NO_ROUTE );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
TaskComplete();
|
||
|
}
|
||
|
}
|
||
|
else if (dist < 64)
|
||
|
{
|
||
|
m_vSwarmMoveTarget = GetAbsOrigin() - Vector( -dir.y, dir.x, 0 ) * 4;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_vSwarmMoveTarget = GetAbsOrigin() + dir * 10;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
default:
|
||
|
{
|
||
|
BaseClass::RunTask(pTask);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::Spawn(void)
|
||
|
{
|
||
|
Precache();
|
||
|
|
||
|
#ifdef _XBOX
|
||
|
// Always fade the corpse
|
||
|
AddSpawnFlags( SF_NPC_FADE_CORPSE );
|
||
|
#endif // _XBOX
|
||
|
|
||
|
SetModel( "models/manhack.mdl" );
|
||
|
SetHullType(HULL_TINY_CENTERED);
|
||
|
SetHullSizeNormal();
|
||
|
|
||
|
SetSolid( SOLID_BBOX );
|
||
|
AddSolidFlags( FSOLID_NOT_STANDABLE );
|
||
|
|
||
|
if ( HasSpawnFlags( SF_MANHACK_CARRIED ) )
|
||
|
{
|
||
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
SetMoveType( MOVETYPE_NONE );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetMoveType( MOVETYPE_VPHYSICS );
|
||
|
}
|
||
|
|
||
|
m_iHealth = sk_manhack_health.GetFloat();
|
||
|
SetViewOffset( Vector(0, 0, 10) ); // Position of the eyes relative to NPC's origin.
|
||
|
m_flFieldOfView = VIEW_FIELD_FULL;
|
||
|
m_NPCState = NPC_STATE_NONE;
|
||
|
|
||
|
if ( m_spawnflags & SF_MANHACK_USE_AIR_NODES)
|
||
|
{
|
||
|
SetNavType(NAV_FLY);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetNavType(NAV_GROUND);
|
||
|
}
|
||
|
|
||
|
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL );
|
||
|
AddEffects( EF_NOSHADOW );
|
||
|
|
||
|
SetBloodColor( DONT_BLEED );
|
||
|
SetCurrentVelocity( vec3_origin );
|
||
|
m_vForceVelocity.Init();
|
||
|
m_vCurrentBanking.Init();
|
||
|
m_vTargetBanking.Init();
|
||
|
|
||
|
m_flNextBurstTime = gpGlobals->curtime;
|
||
|
|
||
|
CapabilitiesAdd( bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_MOVE_FLY | bits_CAP_SQUAD );
|
||
|
|
||
|
m_flNextEngineSoundTime = gpGlobals->curtime;
|
||
|
m_flWaterSuspendTime = gpGlobals->curtime;
|
||
|
m_flEngineStallTime = gpGlobals->curtime;
|
||
|
m_fForceMoveTime = gpGlobals->curtime;
|
||
|
m_vForceMoveTarget = vec3_origin;
|
||
|
m_fSwarmMoveTime = gpGlobals->curtime;
|
||
|
m_vSwarmMoveTarget = vec3_origin;
|
||
|
m_nLastSpinSound = -1;
|
||
|
|
||
|
m_fSmokeTime = 0;
|
||
|
m_fSparkTime = 0;
|
||
|
|
||
|
// Set the noise mod to huge numbers right now, in case this manhack starts out waiting for a script
|
||
|
// for instance, we don't want him to bob whilst he's waiting for a script. This allows designers
|
||
|
// to 'hide' manhacks in small places. (sjb)
|
||
|
SetNoiseMod( MANHACK_NOISEMOD_HIDE, MANHACK_NOISEMOD_HIDE, MANHACK_NOISEMOD_HIDE );
|
||
|
|
||
|
// Start out with full power!
|
||
|
m_fEnginePowerScale = GetMaxEnginePower();
|
||
|
|
||
|
// find panels
|
||
|
m_iPanel1 = LookupPoseParameter( "Panel1" );
|
||
|
m_iPanel2 = LookupPoseParameter( "Panel2" );
|
||
|
m_iPanel3 = LookupPoseParameter( "Panel3" );
|
||
|
m_iPanel4 = LookupPoseParameter( "Panel4" );
|
||
|
|
||
|
m_fHeadYaw = 0;
|
||
|
|
||
|
NPCInit();
|
||
|
|
||
|
// Manhacks are designed to slam into things, so don't take much damage from it!
|
||
|
SetImpactEnergyScale( 0.001 );
|
||
|
|
||
|
// Manhacks get 30 seconds worth of free knowledge.
|
||
|
GetEnemies()->SetFreeKnowledgeDuration( 30.0 );
|
||
|
|
||
|
// don't be an NPC, we want to collide with debris stuff
|
||
|
SetCollisionGroup( COLLISION_GROUP_NONE );
|
||
|
|
||
|
m_bHeld = false;
|
||
|
m_bHackedByAlyx = false;
|
||
|
StopLoitering();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::StartEye( void )
|
||
|
{
|
||
|
//Create our Eye sprite
|
||
|
if ( m_pEyeGlow == NULL )
|
||
|
{
|
||
|
m_pEyeGlow = CSprite::SpriteCreate( MANHACK_GLOW_SPRITE, GetLocalOrigin(), false );
|
||
|
m_pEyeGlow->SetAttachment( this, LookupAttachment( "Eye" ) );
|
||
|
|
||
|
if( m_bHackedByAlyx )
|
||
|
{
|
||
|
m_pEyeGlow->SetTransparency( kRenderTransAdd, 0, 255, 0, 128, kRenderFxNoDissipation );
|
||
|
m_pEyeGlow->SetColor( 0, 255, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pEyeGlow->SetTransparency( kRenderTransAdd, 255, 0, 0, 128, kRenderFxNoDissipation );
|
||
|
m_pEyeGlow->SetColor( 255, 0, 0 );
|
||
|
}
|
||
|
|
||
|
m_pEyeGlow->SetBrightness( 164, 0.1f );
|
||
|
m_pEyeGlow->SetScale( 0.25f, 0.1f );
|
||
|
m_pEyeGlow->SetAsTemporary();
|
||
|
}
|
||
|
|
||
|
//Create our light sprite
|
||
|
if ( m_pLightGlow == NULL )
|
||
|
{
|
||
|
m_pLightGlow = CSprite::SpriteCreate( MANHACK_GLOW_SPRITE, GetLocalOrigin(), false );
|
||
|
m_pLightGlow->SetAttachment( this, LookupAttachment( "Light" ) );
|
||
|
|
||
|
if( m_bHackedByAlyx )
|
||
|
{
|
||
|
m_pLightGlow->SetTransparency( kRenderTransAdd, 0, 255, 0, 128, kRenderFxNoDissipation );
|
||
|
m_pLightGlow->SetColor( 0, 255, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pLightGlow->SetTransparency( kRenderTransAdd, 255, 0, 0, 128, kRenderFxNoDissipation );
|
||
|
m_pLightGlow->SetColor( 255, 0, 0 );
|
||
|
}
|
||
|
|
||
|
m_pLightGlow->SetBrightness( 164, 0.1f );
|
||
|
m_pLightGlow->SetScale( 0.25f, 0.1f );
|
||
|
m_pLightGlow->SetAsTemporary();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
void CNPC_Manhack::Activate()
|
||
|
{
|
||
|
BaseClass::Activate();
|
||
|
|
||
|
if ( IsAlive() )
|
||
|
{
|
||
|
StartEye();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Get the engine sound started. Unless we're not supposed to have it on yet!
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::PostNPCInit( void )
|
||
|
{
|
||
|
// SetAbsVelocity( vec3_origin );
|
||
|
m_bBladesActive = (m_spawnflags & (SF_MANHACK_PACKED_UP|SF_MANHACK_CARRIED)) ? false : true;
|
||
|
BladesInit();
|
||
|
}
|
||
|
|
||
|
void CNPC_Manhack::BladesInit()
|
||
|
{
|
||
|
if( !m_bBladesActive )
|
||
|
{
|
||
|
// manhack is packed up, so has no power of its own.
|
||
|
// don't start the engine sounds.
|
||
|
// make us fall a little slower than we should, for visual's sake
|
||
|
SetGravity( UTIL_ScaleForGravity( 400 ) );
|
||
|
|
||
|
SetActivity( ACT_IDLE );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bool engineSound = (m_spawnflags & SF_NPC_GAG) ? false : true;
|
||
|
StartEngine( engineSound );
|
||
|
SetActivity( ACT_FLY );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Crank up the engine!
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::StartEngine( bool fStartSound )
|
||
|
{
|
||
|
if( fStartSound )
|
||
|
{
|
||
|
SoundInit();
|
||
|
}
|
||
|
|
||
|
// Make the blade appear.
|
||
|
SetBodygroup( 1, 1 );
|
||
|
|
||
|
// Pop up a little if falling fast!
|
||
|
Vector vecVelocity;
|
||
|
GetVelocity( &vecVelocity, NULL );
|
||
|
if( ( m_spawnflags & SF_MANHACK_PACKED_UP ) && vecVelocity.z < 0 )
|
||
|
{
|
||
|
// DevMsg(" POP UP \n" );
|
||
|
// ApplyAbsVelocityImpulse( Vector(0,0,-vecVelocity.z*0.75) );
|
||
|
}
|
||
|
|
||
|
// Under powered flight now.
|
||
|
// SetMoveType( MOVETYPE_STEP );
|
||
|
// SetGravity( MANHACK_GRAVITY );
|
||
|
AddFlag( FL_FLY );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Start the manhack's engine sound.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::SoundInit( void )
|
||
|
{
|
||
|
m_nEnginePitch1 = MANHACK_MIN_PITCH1;
|
||
|
m_flEnginePitch1Time = gpGlobals->curtime;
|
||
|
m_nEnginePitch2 = MANHACK_MIN_PITCH2;
|
||
|
m_flEnginePitch2Time = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::StopLoopingSounds(void)
|
||
|
{
|
||
|
BaseClass::StopLoopingSounds();
|
||
|
m_nEnginePitch1 = -1;
|
||
|
m_flEnginePitch1Time = gpGlobals->curtime;
|
||
|
m_nEnginePitch2 = -1;
|
||
|
m_flEnginePitch2Time = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : pTask -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::StartTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch (pTask->iTask)
|
||
|
{
|
||
|
case TASK_MANHACK_UNPACK:
|
||
|
{
|
||
|
// Just play a sound for now.
|
||
|
EmitSound( "NPC_Manhack.Unpack" );
|
||
|
|
||
|
TaskComplete();
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TASK_MANHACK_HOVER:
|
||
|
break;
|
||
|
|
||
|
case TASK_MOVE_TO_TARGET_RANGE:
|
||
|
case TASK_GET_PATH_TO_GOAL:
|
||
|
case TASK_GET_PATH_TO_ENEMY_LKP:
|
||
|
case TASK_GET_PATH_TO_PLAYER:
|
||
|
{
|
||
|
BaseClass::StartTask( pTask );
|
||
|
/*
|
||
|
// FIXME: why were these tasks considered bad?
|
||
|
_asm
|
||
|
{
|
||
|
int 3;
|
||
|
int 5;
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TASK_FACE_IDEAL:
|
||
|
{
|
||
|
// this shouldn't ever happen, but if it does, don't choke
|
||
|
TaskComplete();
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TASK_GET_PATH_TO_ENEMY:
|
||
|
{
|
||
|
if (IsUnreachable(GetEnemy()))
|
||
|
{
|
||
|
TaskFail(FAIL_NO_ROUTE);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CBaseEntity *pEnemy = GetEnemy();
|
||
|
|
||
|
if ( pEnemy == NULL )
|
||
|
{
|
||
|
TaskFail(FAIL_NO_ENEMY);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( GetNavigator()->SetGoal( GOALTYPE_ENEMY ) )
|
||
|
{
|
||
|
TaskComplete();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// no way to get there =(
|
||
|
DevWarning( 2, "GetPathToEnemy failed!!\n" );
|
||
|
RememberUnreachable(GetEnemy());
|
||
|
TaskFail(FAIL_NO_ROUTE);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TASK_GET_PATH_TO_TARGET:
|
||
|
// DevMsg("TARGET\n");
|
||
|
BaseClass::StartTask( pTask );
|
||
|
break;
|
||
|
|
||
|
case TASK_MANHACK_FIND_SQUAD_CENTER:
|
||
|
{
|
||
|
if (!m_pSquad)
|
||
|
{
|
||
|
m_vSavePosition = GetAbsOrigin();
|
||
|
TaskComplete();
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// calc center of squad
|
||
|
int count = 0;
|
||
|
m_vSavePosition = Vector( 0, 0, 0 );
|
||
|
|
||
|
// give attacking members more influence
|
||
|
AISquadIter_t iter;
|
||
|
for (CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) )
|
||
|
{
|
||
|
if (pSquadMember->HasStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ))
|
||
|
{
|
||
|
m_vSavePosition += pSquadMember->GetAbsOrigin() * 10;
|
||
|
count += 10;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_vSavePosition += pSquadMember->GetAbsOrigin();
|
||
|
count++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// pull towards enemy
|
||
|
if (GetEnemy() != NULL)
|
||
|
{
|
||
|
m_vSavePosition += GetEnemyLKP() * 4;
|
||
|
count += 4;
|
||
|
}
|
||
|
|
||
|
Assert( count != 0 );
|
||
|
m_vSavePosition = m_vSavePosition * (1.0 / count);
|
||
|
|
||
|
TaskComplete();
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TASK_MANHACK_FIND_SQUAD_MEMBER:
|
||
|
{
|
||
|
if (m_pSquad)
|
||
|
{
|
||
|
CAI_BaseNPC *pSquadMember = m_pSquad->GetAnyMember();
|
||
|
m_vSavePosition = pSquadMember->GetAbsOrigin();
|
||
|
|
||
|
// find attacking members
|
||
|
AISquadIter_t iter;
|
||
|
for (pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) )
|
||
|
{
|
||
|
// are they attacking?
|
||
|
if (pSquadMember->HasStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ))
|
||
|
{
|
||
|
m_vSavePosition = pSquadMember->GetAbsOrigin();
|
||
|
break;
|
||
|
}
|
||
|
// do they have a goal?
|
||
|
if (pSquadMember->GetNavigator()->IsGoalActive())
|
||
|
{
|
||
|
m_vSavePosition = pSquadMember->GetAbsOrigin();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_vSavePosition = GetAbsOrigin();
|
||
|
}
|
||
|
|
||
|
TaskComplete();
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TASK_MANHACK_MOVEAT_SAVEPOSITION:
|
||
|
{
|
||
|
trace_t tr;
|
||
|
AI_TraceLine( GetAbsOrigin(), m_vSavePosition, MASK_NPCWORLDSTATIC, this, COLLISION_GROUP_NONE, &tr );
|
||
|
if (tr.DidHitWorld())
|
||
|
{
|
||
|
TaskFail( FAIL_NO_ROUTE );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_fSwarmMoveTime = gpGlobals->curtime + RandomFloat( pTask->flTaskData * 0.8, pTask->flTaskData * 1.2 );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
BaseClass::StartTask(pTask);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::UpdateOnRemove( void )
|
||
|
{
|
||
|
DestroySmokeTrail();
|
||
|
KillSprites( 0.0 );
|
||
|
BaseClass::UpdateOnRemove();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: This is a generic function (to be implemented by sub-classes) to
|
||
|
// handle specific interactions between different types of characters
|
||
|
// (For example the barnacle grabbing an NPC)
|
||
|
// Input : Constant for the type of interaction
|
||
|
// Output : true - if sub-class has a response for the interaction
|
||
|
// false - if sub-class has no response
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_Manhack::HandleInteraction(int interactionType, void* data, CBaseCombatCharacter* sourceEnt)
|
||
|
{
|
||
|
if (interactionType == g_interactionVortigauntClaw)
|
||
|
{
|
||
|
// Freeze so vortigaunt and hit me easier
|
||
|
|
||
|
m_vForceMoveTarget.x = ((Vector *)data)->x;
|
||
|
m_vForceMoveTarget.y = ((Vector *)data)->y;
|
||
|
m_vForceMoveTarget.z = ((Vector *)data)->z;
|
||
|
m_fForceMoveTime = gpGlobals->curtime + 2.0;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : float
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CNPC_Manhack::ManhackMaxSpeed( void )
|
||
|
{
|
||
|
if( m_flWaterSuspendTime > gpGlobals->curtime )
|
||
|
{
|
||
|
// Slower in water!
|
||
|
return MANHACK_MAX_SPEED * 0.1;
|
||
|
}
|
||
|
|
||
|
if ( HasPhysicsAttacker( MANHACK_SMASH_TIME ) )
|
||
|
{
|
||
|
return MANHACK_NPC_BURST_SPEED;
|
||
|
}
|
||
|
|
||
|
return MANHACK_MAX_SPEED;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::ClampMotorForces( Vector &linear, AngularImpulse &angular )
|
||
|
{
|
||
|
float scale = m_flBladeSpeed / 100.0;
|
||
|
|
||
|
// Msg("%.0f %.0f %.0f\n", linear.x, linear.y, linear.z );
|
||
|
|
||
|
float fscale = 3000 * scale;
|
||
|
|
||
|
if ( m_flEngineStallTime > gpGlobals->curtime )
|
||
|
{
|
||
|
linear.x = 0.0f;
|
||
|
linear.y = 0.0f;
|
||
|
linear.z = clamp( linear.z, -fscale, fscale < 1200 ? 1200 : fscale );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// limit reaction forces
|
||
|
linear.x = clamp( linear.x, -fscale, fscale );
|
||
|
linear.y = clamp( linear.y, -fscale, fscale );
|
||
|
linear.z = clamp( linear.z, -fscale, fscale < 1200 ? 1200 : fscale );
|
||
|
}
|
||
|
|
||
|
angular.x *= scale;
|
||
|
angular.y *= scale;
|
||
|
angular.z *= scale;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::KillSprites( float flDelay )
|
||
|
{
|
||
|
if( m_pEyeGlow )
|
||
|
{
|
||
|
m_pEyeGlow->FadeAndDie( flDelay );
|
||
|
m_pEyeGlow = NULL;
|
||
|
}
|
||
|
|
||
|
if( m_pLightGlow )
|
||
|
{
|
||
|
m_pLightGlow->FadeAndDie( flDelay );
|
||
|
m_pLightGlow = NULL;
|
||
|
}
|
||
|
|
||
|
// Re-enable for light trails
|
||
|
/*
|
||
|
if ( m_hLightTrail )
|
||
|
{
|
||
|
m_hLightTrail->FadeAndDie( flDelay );
|
||
|
m_hLightTrail = NULL;
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Tests whether we're above the target's feet but also below their top
|
||
|
// Input : *pTarget - who we're testing against
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_Manhack::IsInEffectiveTargetZone( CBaseEntity *pTarget )
|
||
|
{
|
||
|
Vector vecMaxPos, vecMinPos;
|
||
|
float ourHeight = WorldSpaceCenter().z;
|
||
|
|
||
|
// If the enemy is in a vehicle, we need to get those bounds
|
||
|
if ( pTarget && pTarget->IsPlayer() && assert_cast< CBasePlayer * >(pTarget)->IsInAVehicle() )
|
||
|
{
|
||
|
CBaseEntity *pVehicle = assert_cast< CBasePlayer * >(pTarget)->GetVehicleEntity();
|
||
|
pVehicle->CollisionProp()->NormalizedToWorldSpace( Vector(0.0f,0.0f,1.0f), &vecMaxPos );
|
||
|
pVehicle->CollisionProp()->NormalizedToWorldSpace( Vector(0.0f,0.0f,0.0f), &vecMinPos );
|
||
|
|
||
|
if ( ourHeight > vecMinPos.z && ourHeight < vecMaxPos.z )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Get the enemies top and bottom point
|
||
|
pTarget->CollisionProp()->NormalizedToWorldSpace( Vector(0.0f,0.0f,1.0f), &vecMaxPos );
|
||
|
#ifdef _XBOX
|
||
|
pTarget->CollisionProp()->NormalizedToWorldSpace( Vector(0.0f,0.0f,0.5f), &vecMinPos ); // Only half the body is valid
|
||
|
#else
|
||
|
pTarget->CollisionProp()->NormalizedToWorldSpace( Vector(0.0f,0.0f,0.0f), &vecMinPos );
|
||
|
#endif // _XBOX
|
||
|
// See if we're within that range
|
||
|
if ( ourHeight > vecMinPos.z && ourHeight < vecMaxPos.z )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pEnemy -
|
||
|
// &chasePosition -
|
||
|
// &tolerance -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition )
|
||
|
{
|
||
|
if ( pEnemy && pEnemy->IsPlayer() && assert_cast< CBasePlayer * >(pEnemy)->IsInAVehicle() )
|
||
|
{
|
||
|
Vector vecNewPos;
|
||
|
CBaseEntity *pVehicle = assert_cast< CBasePlayer * >(pEnemy)->GetVehicleEntity();
|
||
|
pVehicle->CollisionProp()->NormalizedToWorldSpace( Vector(0.5,0.5,0.5f), &vecNewPos );
|
||
|
chasePosition.z = vecNewPos.z;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector vecTarget;
|
||
|
pEnemy->CollisionProp()->NormalizedToCollisionSpace( Vector(0,0,0.75f), &vecTarget );
|
||
|
chasePosition.z += vecTarget.z;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float CNPC_Manhack::GetDefaultNavGoalTolerance()
|
||
|
{
|
||
|
return GetHullWidth();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Input that disables the manhack's swarm behavior
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::InputDisableSwarm( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_bDoSwarmBehavior = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::InputUnpack( inputdata_t &inputdata )
|
||
|
{
|
||
|
if ( HasSpawnFlags( SF_MANHACK_PACKED_UP ) == false )
|
||
|
return;
|
||
|
|
||
|
SetCondition( COND_LIGHT_DAMAGE );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pPhysGunUser -
|
||
|
// reason -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
|
||
|
{
|
||
|
m_hPhysicsAttacker = pPhysGunUser;
|
||
|
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
|
||
|
|
||
|
if ( reason == PUNTED_BY_CANNON )
|
||
|
{
|
||
|
StopLoitering();
|
||
|
|
||
|
m_bHeld = false;
|
||
|
|
||
|
// There's about to be a massive change in velocity.
|
||
|
// Think immediately so we can do our slice traces, etc.
|
||
|
SetNextThink( gpGlobals->curtime + 0.01f );
|
||
|
|
||
|
// Stall our engine for awhile
|
||
|
m_flEngineStallTime = gpGlobals->curtime + 2.0f;
|
||
|
SetEyeState( MANHACK_EYE_STATE_STUNNED );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Suppress collisions between the manhack and the player; we're currently bumping
|
||
|
// almost certainly because it's not purely a physics object.
|
||
|
SetOwnerEntity( pPhysGunUser );
|
||
|
m_bHeld = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pPhysGunUser -
|
||
|
// Reason -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason )
|
||
|
{
|
||
|
// Stop suppressing collisions between the manhack and the player
|
||
|
SetOwnerEntity( NULL );
|
||
|
|
||
|
m_bHeld = false;
|
||
|
|
||
|
if ( Reason == LAUNCHED_BY_CANNON )
|
||
|
{
|
||
|
m_hPhysicsAttacker = pPhysGunUser;
|
||
|
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
|
||
|
|
||
|
// There's about to be a massive change in velocity.
|
||
|
// Think immediately so we can do our slice traces, etc.
|
||
|
SetNextThink( gpGlobals->curtime + 0.01f );
|
||
|
|
||
|
// Stall our engine for awhile
|
||
|
m_flEngineStallTime = gpGlobals->curtime + 2.0f;
|
||
|
SetEyeState( MANHACK_EYE_STATE_STUNNED );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( m_bHackedByAlyx && !GetEnemy() )
|
||
|
{
|
||
|
// If a hacked manhack is released in peaceable conditions,
|
||
|
// just loiter, don't zip off.
|
||
|
StartLoitering( GetAbsOrigin() );
|
||
|
}
|
||
|
|
||
|
m_hPhysicsAttacker = NULL;
|
||
|
m_flLastPhysicsInfluenceTime = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CNPC_Manhack::StartLoitering( const Vector &vecLoiterPosition )
|
||
|
{
|
||
|
//Msg("Start Loitering\n");
|
||
|
|
||
|
m_vTargetBanking = vec3_origin;
|
||
|
m_vecLoiterPosition = GetAbsOrigin();
|
||
|
m_vForceVelocity = vec3_origin;
|
||
|
SetCurrentVelocity( vec3_origin );
|
||
|
}
|
||
|
|
||
|
CBasePlayer *CNPC_Manhack::HasPhysicsAttacker( float dt )
|
||
|
{
|
||
|
// If the player is holding me now, or I've been recently thrown
|
||
|
// then return a pointer to that player
|
||
|
if ( IsHeldByPhyscannon() || (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) )
|
||
|
{
|
||
|
return m_hPhysicsAttacker;
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Manhacks that have been hacked by Alyx get more engine power (fly faster)
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CNPC_Manhack::GetMaxEnginePower()
|
||
|
{
|
||
|
if( m_bHackedByAlyx )
|
||
|
{
|
||
|
return 2.0f;
|
||
|
}
|
||
|
|
||
|
return 1.0f;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::UpdatePanels( void )
|
||
|
{
|
||
|
if ( m_flEngineStallTime > gpGlobals->curtime )
|
||
|
{
|
||
|
SetPoseParameter( m_iPanel1, random->RandomFloat( 0.0f, 90.0f ) );
|
||
|
SetPoseParameter( m_iPanel2, random->RandomFloat( 0.0f, 90.0f ) );
|
||
|
SetPoseParameter( m_iPanel3, random->RandomFloat( 0.0f, 90.0f ) );
|
||
|
SetPoseParameter( m_iPanel4, random->RandomFloat( 0.0f, 90.0f ) );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float panelPosition = GetPoseParameter( m_iPanel1 );
|
||
|
|
||
|
if ( m_bShowingHostile )
|
||
|
{
|
||
|
panelPosition = 90.0f;//UTIL_Approach( 90.0f, panelPosition, 90.0f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
panelPosition = UTIL_Approach( 0.0f, panelPosition, 25.0f );
|
||
|
}
|
||
|
|
||
|
//FIXME: If we're going to have all these be equal, there's no need for 4 poses..
|
||
|
SetPoseParameter( m_iPanel1, panelPosition );
|
||
|
SetPoseParameter( m_iPanel2, panelPosition );
|
||
|
SetPoseParameter( m_iPanel3, panelPosition );
|
||
|
SetPoseParameter( m_iPanel4, panelPosition );
|
||
|
|
||
|
//TODO: Make these waver randomly?
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : hostile -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::ShowHostile( bool hostile /*= true*/)
|
||
|
{
|
||
|
if ( m_bShowingHostile == hostile )
|
||
|
return;
|
||
|
|
||
|
//TODO: Open the manhack panels or close them, depending on the state
|
||
|
m_bShowingHostile = hostile;
|
||
|
|
||
|
if ( hostile )
|
||
|
{
|
||
|
EmitSound( "NPC_Manhack.ChargeAnnounce" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EmitSound( "NPC_Manhack.ChargeEnd" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::StartBurst( const Vector &vecDirection )
|
||
|
{
|
||
|
if ( m_flBurstDuration > gpGlobals->curtime )
|
||
|
return;
|
||
|
|
||
|
ShowHostile();
|
||
|
|
||
|
// Don't burst attack again for a couple seconds
|
||
|
m_flNextBurstTime = gpGlobals->curtime + 2.0;
|
||
|
m_flBurstDuration = gpGlobals->curtime + 1.0;
|
||
|
|
||
|
// Save off where we were going towards and for how long
|
||
|
m_vecBurstDirection = vecDirection;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::StopBurst( bool bInterruptSchedule /*= false*/ )
|
||
|
{
|
||
|
if ( m_flBurstDuration < gpGlobals->curtime )
|
||
|
return;
|
||
|
|
||
|
ShowHostile( false );
|
||
|
|
||
|
// Stop our burst timers
|
||
|
m_flNextBurstTime = gpGlobals->curtime + 2.0f; //FIXME: Skill level based
|
||
|
m_flBurstDuration = gpGlobals->curtime - 0.1f;
|
||
|
|
||
|
if ( bInterruptSchedule )
|
||
|
{
|
||
|
// We need to rethink our current schedule
|
||
|
ClearSchedule( "Stopping burst" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Manhack::SetEyeState( int state )
|
||
|
{
|
||
|
// Make sure we're active
|
||
|
StartEye();
|
||
|
|
||
|
switch( state )
|
||
|
{
|
||
|
case MANHACK_EYE_STATE_STUNNED:
|
||
|
{
|
||
|
if ( m_pEyeGlow )
|
||
|
{
|
||
|
//Toggle our state
|
||
|
m_pEyeGlow->SetColor( 255, 128, 0 );
|
||
|
m_pEyeGlow->SetScale( 0.15f, 0.1f );
|
||
|
m_pEyeGlow->SetBrightness( 164, 0.1f );
|
||
|
m_pEyeGlow->m_nRenderFX = kRenderFxStrobeFast;
|
||
|
}
|
||
|
|
||
|
if ( m_pLightGlow )
|
||
|
{
|
||
|
m_pLightGlow->SetColor( 255, 128, 0 );
|
||
|
m_pLightGlow->SetScale( 0.15f, 0.1f );
|
||
|
m_pLightGlow->SetBrightness( 164, 0.1f );
|
||
|
m_pLightGlow->m_nRenderFX = kRenderFxStrobeFast;
|
||
|
}
|
||
|
|
||
|
EmitSound("NPC_Manhack.Stunned");
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case MANHACK_EYE_STATE_CHARGE:
|
||
|
{
|
||
|
if ( m_pEyeGlow )
|
||
|
{
|
||
|
//Toggle our state
|
||
|
if( m_bHackedByAlyx )
|
||
|
{
|
||
|
m_pEyeGlow->SetColor( 0, 255, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pEyeGlow->SetColor( 255, 0, 0 );
|
||
|
}
|
||
|
|
||
|
m_pEyeGlow->SetScale( 0.25f, 0.5f );
|
||
|
m_pEyeGlow->SetBrightness( 164, 0.1f );
|
||
|
m_pEyeGlow->m_nRenderFX = kRenderFxNone;
|
||
|
}
|
||
|
|
||
|
if ( m_pLightGlow )
|
||
|
{
|
||
|
if( m_bHackedByAlyx )
|
||
|
{
|
||
|
m_pLightGlow->SetColor( 0, 255, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pLightGlow->SetColor( 255, 0, 0 );
|
||
|
}
|
||
|
|
||
|
m_pLightGlow->SetScale( 0.25f, 0.5f );
|
||
|
m_pLightGlow->SetBrightness( 164, 0.1f );
|
||
|
m_pLightGlow->m_nRenderFX = kRenderFxNone;
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
default:
|
||
|
if ( m_pEyeGlow )
|
||
|
m_pEyeGlow->m_nRenderFX = kRenderFxNone;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
unsigned int CNPC_Manhack::PhysicsSolidMaskForEntity( void ) const
|
||
|
{
|
||
|
unsigned int mask = BaseClass::PhysicsSolidMaskForEntity();
|
||
|
if ( m_bIgnoreClipbrushes )
|
||
|
{
|
||
|
mask &= ~CONTENTS_MONSTERCLIP;
|
||
|
}
|
||
|
return mask;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_Manhack::CreateVPhysics( void )
|
||
|
{
|
||
|
if ( HasSpawnFlags( SF_MANHACK_CARRIED ) )
|
||
|
return false;
|
||
|
|
||
|
return BaseClass::CreateVPhysics();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// Schedules
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
AI_BEGIN_CUSTOM_NPC( npc_manhack, CNPC_Manhack )
|
||
|
|
||
|
DECLARE_TASK( TASK_MANHACK_HOVER );
|
||
|
DECLARE_TASK( TASK_MANHACK_UNPACK );
|
||
|
DECLARE_TASK( TASK_MANHACK_FIND_SQUAD_CENTER );
|
||
|
DECLARE_TASK( TASK_MANHACK_FIND_SQUAD_MEMBER );
|
||
|
DECLARE_TASK( TASK_MANHACK_MOVEAT_SAVEPOSITION );
|
||
|
|
||
|
DECLARE_CONDITION( COND_MANHACK_START_ATTACK );
|
||
|
|
||
|
DECLARE_ACTIVITY( ACT_MANHACK_UNPACK );
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_MANHACK_ATTACK_HOVER
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_MANHACK_ATTACK_HOVER,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_FLY"
|
||
|
" TASK_MANHACK_HOVER 0"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_TOO_FAR_TO_ATTACK"
|
||
|
" COND_TOO_CLOSE_TO_ATTACK"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_ENEMY_DEAD"
|
||
|
" COND_LIGHT_DAMAGE"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
" COND_ENEMY_OCCLUDED"
|
||
|
);
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_MANHACK_ATTACK_HOVER
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_MANHACK_DEPLOY,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_MANHACK_UNPACK"
|
||
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_FLY"
|
||
|
" "
|
||
|
// " Interrupts"
|
||
|
);
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_MANHACK_REGROUP
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_MANHACK_REGROUP,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_SET_TOLERANCE_DISTANCE 24"
|
||
|
" TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION 0"
|
||
|
" TASK_FIND_BACKAWAY_FROM_SAVEPOSITION 0"
|
||
|
" TASK_RUN_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_MANHACK_START_ATTACK"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
);
|
||
|
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// > SCHED_MANHACK_SWARN
|
||
|
//=========================================================
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_MANHACK_SWARM_IDLE,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_MANHACK_SWARM_FAILURE"
|
||
|
" TASK_MANHACK_FIND_SQUAD_CENTER 0"
|
||
|
" TASK_MANHACK_MOVEAT_SAVEPOSITION 5"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_SEE_ENEMY"
|
||
|
" COND_SEE_FEAR"
|
||
|
" COND_LIGHT_DAMAGE"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
" COND_SMELL"
|
||
|
" COND_PROVOKED"
|
||
|
" COND_GIVE_WAY"
|
||
|
" COND_HEAR_PLAYER"
|
||
|
" COND_HEAR_DANGER"
|
||
|
" COND_HEAR_COMBAT"
|
||
|
" COND_HEAR_BULLET_IMPACT"
|
||
|
);
|
||
|
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_MANHACK_SWARM,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_MANHACK_SWARM_FAILURE"
|
||
|
" TASK_MANHACK_FIND_SQUAD_CENTER 0"
|
||
|
" TASK_MANHACK_MOVEAT_SAVEPOSITION 1"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_NEW_ENEMY"
|
||
|
" COND_CAN_MELEE_ATTACK1"
|
||
|
" COND_LIGHT_DAMAGE"
|
||
|
" COND_HEAVY_DAMAGE"
|
||
|
);
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_MANHACK_SWARM_FAILURE,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_STOP_MOVING 0"
|
||
|
" TASK_WAIT 2"
|
||
|
" TASK_WAIT_RANDOM 2"
|
||
|
" TASK_MANHACK_FIND_SQUAD_MEMBER 0"
|
||
|
" TASK_GET_PATH_TO_SAVEPOSITION 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 0"
|
||
|
" "
|
||
|
" Interrupts"
|
||
|
" COND_SEE_ENEMY"
|
||
|
" COND_NEW_ENEMY"
|
||
|
);
|
||
|
|
||
|
AI_END_CUSTOM_NPC()
|