Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Antlion - nasty bug
//
//=============================================================================//
#include "cbase.h"
#include "ai_hint.h"
#include "ai_squad.h"
#include "ai_moveprobe.h"
#include "ai_route.h"
#include "npcevent.h"
#include "gib.h"
#include "entitylist.h"
#include "ndebugoverlay.h"
#include "antlion_dust.h"
#include "engine/IEngineSound.h"
#include "globalstate.h"
#include "movevars_shared.h"
#include "te_effect_dispatch.h"
#include "vehicle_base.h"
#include "mapentities.h"
#include "antlion_maker.h"
#include "npc_antlion.h"
#include "decals.h"
#include "hl2_shareddefs.h"
#include "explode.h"
#include "weapon_physcannon.h"
#include "baseparticleentity.h"
#include "props.h"
#include "particle_parse.h"
#include "ai_tacticalservices.h"
#ifdef HL2_EPISODIC
#include "grenade_spit.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//Debug visualization
ConVar g_debug_antlion( "g_debug_antlion", "0" );
// base antlion stuff
ConVar sk_antlion_health( "sk_antlion_health", "0" );
ConVar sk_antlion_swipe_damage( "sk_antlion_swipe_damage", "0" );
ConVar sk_antlion_jump_damage( "sk_antlion_jump_damage", "0" );
ConVar sk_antlion_air_attack_dmg( "sk_antlion_air_attack_dmg", "0" );
#ifdef HL2_EPISODIC
// workers
#define ANTLION_WORKERS_BURST() (true)
#define ANTLION_WORKER_BURST_IS_POISONOUS() (true)
ConVar sk_antlion_worker_burst_damage( "sk_antlion_worker_burst_damage", "50", FCVAR_NONE, "How much damage is inflicted by an antlion worker's death explosion." );
ConVar sk_antlion_worker_health( "sk_antlion_worker_health", "0", FCVAR_NONE, "Hitpoints of an antlion worker. If 0, will use base antlion hitpoints." );
ConVar sk_antlion_worker_spit_speed( "sk_antlion_worker_spit_speed", "0", FCVAR_NONE, "Speed at which an antlion spit grenade travels." );
// This must agree with the AntlionWorkerBurstRadius() function!
ConVar sk_antlion_worker_burst_radius( "sk_antlion_worker_burst_radius", "160", FCVAR_NONE, "Effect radius of an antlion worker's death explosion." );
#endif
ConVar g_test_new_antlion_jump( "g_test_new_antlion_jump", "1", FCVAR_ARCHIVE );
ConVar antlion_easycrush( "antlion_easycrush", "1" );
ConVar g_antlion_cascade_push( "g_antlion_cascade_push", "1", FCVAR_ARCHIVE );
ConVar g_debug_antlion_worker( "g_debug_antlion_worker", "0" );
extern ConVar bugbait_radius;
int AE_ANTLION_WALK_FOOTSTEP;
int AE_ANTLION_MELEE_HIT1;
int AE_ANTLION_MELEE_HIT2;
int AE_ANTLION_MELEE_POUNCE;
int AE_ANTLION_FOOTSTEP_SOFT;
int AE_ANTLION_FOOTSTEP_HEAVY;
int AE_ANTLION_START_JUMP;
int AE_ANTLION_BURROW_IN;
int AE_ANTLION_BURROW_OUT;
int AE_ANTLION_VANISH;
int AE_ANTLION_OPEN_WINGS;
int AE_ANTLION_CLOSE_WINGS;
int AE_ANTLION_MELEE1_SOUND;
int AE_ANTLION_MELEE2_SOUND;
int AE_ANTLION_WORKER_EXPLODE_SCREAM;
int AE_ANTLION_WORKER_EXPLODE_WARN;
int AE_ANTLION_WORKER_EXPLODE;
int AE_ANTLION_WORKER_SPIT;
int AE_ANTLION_WORKER_DONT_EXPLODE;
//Attack range definitions
#define ANTLION_MELEE1_RANGE 100.0f
#define ANTLION_MELEE2_RANGE 64.0f
#define ANTLION_MELEE2_RANGE_MAX 175.0f
#define ANTLION_MELEE2_RANGE_MIN 64.0f
#define ANTLION_JUMP_MIN 128.0f
#define ANTLION_JUMP_MAX_RISE 512.0f
#define ANTLION_JUMP_MAX 1024.0f
#define ANTLION_MIN_BUGBAIT_GOAL_TARGET_RADIUS 512
//Interaction IDs
int g_interactionAntlionFoundTarget = 0;
int g_interactionAntlionFiredAtTarget = 0;
#define ANTLION_MODEL "models/antlion.mdl"
#define ANTLION_WORKER_MODEL "models/antlion_worker.mdl"
#define ANTLION_BURROW_IN 0
#define ANTLION_BURROW_OUT 1
#define ANTLION_BUGBAIT_NAV_TOLERANCE 200
#define ANTLION_OBEY_FOLLOW_TIME 5.0f
//==================================================
// AntlionSquadSlots
//==================================================
enum
{
SQUAD_SLOT_ANTLION_JUMP = LAST_SHARED_SQUADSLOT,
SQUAD_SLOT_ANTLION_WORKER_FIRE,
};
//==================================================
// Antlion Activities
//==================================================
int ACT_ANTLION_JUMP_START;
int ACT_ANTLION_DISTRACT;
int ACT_ANTLION_DISTRACT_ARRIVED;
int ACT_ANTLION_BURROW_IN;
int ACT_ANTLION_BURROW_OUT;
int ACT_ANTLION_BURROW_IDLE;
int ACT_ANTLION_RUN_AGITATED;
int ACT_ANTLION_FLIP;
int ACT_ANTLION_ZAP_FLIP;
int ACT_ANTLION_POUNCE;
int ACT_ANTLION_POUNCE_MOVING;
int ACT_ANTLION_DROWN;
int ACT_ANTLION_LAND;
int ACT_ANTLION_WORKER_EXPLODE;
//==================================================
// CNPC_Antlion
//==================================================
CNPC_Antlion::CNPC_Antlion( void )
{
m_flIdleDelay = 0.0f;
m_flBurrowTime = 0.0f;
m_flJumpTime = 0.0f;
m_flPounceTime = 0.0f;
m_flObeyFollowTime = 0.0f;
m_iUnBurrowAttempts = 0;
m_flAlertRadius = 256.0f;
m_flFieldOfView = -0.5f;
m_bStartBurrowed = false;
m_bAgitatedSound = false;
m_bWingsOpen = false;
m_flIgnoreSoundTime = 0.0f;
m_bHasHeardSound = false;
m_flNextAcknowledgeTime = 0.0f;
m_flNextJumpPushTime = 0.0f;
m_vecLastJumpAttempt.Init();
m_vecSavedJump.Init();
m_hFightGoalTarget = NULL;
m_hFollowTarget = NULL;
m_bLoopingStarted = false;
m_bForcedStuckJump = false;
m_nBodyBone = -1;
m_bSuppressUnburrowEffects = false;
}
LINK_ENTITY_TO_CLASS( npc_antlion, CNPC_Antlion );
//==================================================
// CNPC_Antlion::m_DataDesc
//==================================================
BEGIN_DATADESC( CNPC_Antlion )
DEFINE_KEYFIELD( m_bStartBurrowed, FIELD_BOOLEAN, "startburrowed" ),
DEFINE_KEYFIELD( m_bIgnoreBugbait, FIELD_BOOLEAN, "ignorebugbait" ),
DEFINE_KEYFIELD( m_flAlertRadius, FIELD_FLOAT, "radius" ),
DEFINE_KEYFIELD( m_flEludeDistance, FIELD_FLOAT, "eludedist" ),
DEFINE_KEYFIELD( m_bSuppressUnburrowEffects, FIELD_BOOLEAN, "unburroweffects" ),
DEFINE_FIELD( m_vecSaveSpitVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_flIdleDelay, FIELD_TIME ),
DEFINE_FIELD( m_flBurrowTime, FIELD_TIME ),
DEFINE_FIELD( m_flJumpTime, FIELD_TIME ),
DEFINE_FIELD( m_flPounceTime, FIELD_TIME ),
DEFINE_FIELD( m_iUnBurrowAttempts, FIELD_INTEGER ),
DEFINE_FIELD( m_iContext, FIELD_INTEGER ),
DEFINE_FIELD( m_vecSavedJump, FIELD_VECTOR ),
DEFINE_FIELD( m_vecLastJumpAttempt, FIELD_VECTOR ),
DEFINE_FIELD( m_flIgnoreSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_vecHeardSound, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_bHasHeardSound, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bAgitatedSound, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bWingsOpen, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flNextAcknowledgeTime, FIELD_TIME ),
DEFINE_FIELD( m_hFollowTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_hFightGoalTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_strParentSpawner, FIELD_STRING ),
DEFINE_FIELD( m_flSuppressFollowTime, FIELD_FLOAT ),
DEFINE_FIELD( m_MoveState, FIELD_INTEGER ),
DEFINE_FIELD( m_flObeyFollowTime, FIELD_TIME ),
DEFINE_FIELD( m_bLeapAttack, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bDisableJump, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flTimeDrown, FIELD_TIME ),
DEFINE_FIELD( m_flTimeDrownSplash, FIELD_TIME ),
DEFINE_FIELD( m_bDontExplode, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flNextJumpPushTime, FIELD_TIME ),
DEFINE_FIELD( m_bForcedStuckJump, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flZapDuration, FIELD_TIME ),
#if HL2_EPISODIC
DEFINE_FIELD( m_bHasDoneAirAttack, FIELD_BOOLEAN ),
#endif
// DEFINE_FIELD( m_bLoopingStarted, FIELD_BOOLEAN ),
// m_FollowBehavior
// m_AssaultBehavior
DEFINE_INPUTFUNC( FIELD_VOID, "Unburrow", InputUnburrow ),
DEFINE_INPUTFUNC( FIELD_VOID, "Burrow", InputBurrow ),
DEFINE_INPUTFUNC( FIELD_VOID, "BurrowAway", InputBurrowAway ),
DEFINE_INPUTFUNC( FIELD_STRING, "FightToPosition", InputFightToPosition ),
DEFINE_INPUTFUNC( FIELD_STRING, "StopFightToPosition", InputStopFightToPosition ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableJump", InputEnableJump ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableJump", InputDisableJump ),
DEFINE_INPUTFUNC( FIELD_VOID, "IgnoreBugbait", InputIgnoreBugbait ),
DEFINE_INPUTFUNC( FIELD_VOID, "HearBugbait", InputHearBugbait ),
DEFINE_INPUTFUNC( FIELD_STRING, "JumpAtTarget", InputJumpAtTarget ),
DEFINE_OUTPUT( m_OnReachFightGoal, "OnReachedFightGoal" ),
DEFINE_OUTPUT( m_OnUnBurrowed, "OnUnBurrowed" ),
// Function Pointers
DEFINE_ENTITYFUNC( Touch ),
DEFINE_USEFUNC( BurrowUse ),
DEFINE_THINKFUNC( ZapThink ),
// DEFINE_FIELD( FIELD_SHORT, m_hFootstep ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::Spawn( void )
{
Precache();
#ifdef _XBOX
// Always fade the corpse
AddSpawnFlags( SF_NPC_FADE_CORPSE );
#endif // _XBOX
#ifdef HL2_EPISODIC
if ( IsWorker() )
{
SetModel( ANTLION_WORKER_MODEL );
AddSpawnFlags( SF_NPC_LONG_RANGE );
SetBloodColor( BLOOD_COLOR_ANTLION_WORKER );
}
else
{
SetModel( ANTLION_MODEL );
SetBloodColor( BLOOD_COLOR_ANTLION );
}
#else
SetModel( ANTLION_MODEL );
SetBloodColor( BLOOD_COLOR_YELLOW );
#endif // HL2_EPISODIC
SetHullType(HULL_MEDIUM);
SetHullSizeNormal();
SetDefaultEyeOffset();
SetNavType( NAV_GROUND );
m_NPCState = NPC_STATE_NONE;
#if HL2_EPISODIC
m_iHealth = ( IsWorker() ) ? sk_antlion_worker_health.GetFloat() : sk_antlion_health.GetFloat();
#else
m_iHealth = sk_antlion_health.GetFloat();
#endif // _DEBUG
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
//Only do this if a squadname appears in the entity
if ( m_SquadName != NULL_STRING )
{
CapabilitiesAdd( bits_CAP_SQUAD );
}
SetCollisionGroup( HL2COLLISION_GROUP_ANTLION );
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_MOVE_JUMP | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 );
// Workers shoot projectiles
if ( IsWorker() )
{
CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 );
// CapabilitiesRemove( bits_CAP_INNATE_MELEE_ATTACK2 );
}
// JAY: Optimize these out for now
if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) == false )
CapabilitiesAdd( bits_CAP_SKIP_NAV_GROUND_CHECK );
NPCInit();
if ( IsWorker() )
{
// Bump up the worker's eye position a bit
SetViewOffset( Vector( 0, 0, 32 ) );
}
// Antlions will always pursue
m_flDistTooFar = FLT_MAX;
m_bDisableJump = false;
//See if we're supposed to start burrowed
if ( m_bStartBurrowed )
{
AddEffects( EF_NODRAW );
AddFlag( FL_NOTARGET );
m_spawnflags |= SF_NPC_GAG;
AddSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_NO;
SetState( NPC_STATE_IDLE );
SetActivity( (Activity) ACT_ANTLION_BURROW_IDLE );
SetSchedule( SCHED_ANTLION_WAIT_FOR_UNBORROW_TRIGGER );
SetUse( &CNPC_Antlion::BurrowUse );
}
BaseClass::Spawn();
m_nSkin = random->RandomInt( 0, ANTLION_SKIN_COUNT-1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::Activate( void )
{
// If we're friendly to the player, setup a relationship to reflect it
if ( IsAllied() )
{
// Handle all clients
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer != NULL )
{
AddEntityRelationship( pPlayer, D_LI, 99 );
}
}
}
BaseClass::Activate();
}
//-----------------------------------------------------------------------------
// Purpose: override this to simplify the physics shadow of the antlions
//-----------------------------------------------------------------------------
bool CNPC_Antlion::CreateVPhysics()
{
bool bRet = BaseClass::CreateVPhysics();
return bRet;
}
// Use all the gibs
#define NUM_ANTLION_GIBS_UNIQUE 3
const char *pszAntlionGibs_Unique[NUM_ANTLION_GIBS_UNIQUE] = {
"models/gibs/antlion_gib_large_1.mdl",
"models/gibs/antlion_gib_large_2.mdl",
"models/gibs/antlion_gib_large_3.mdl"
};
#define NUM_ANTLION_GIBS_MEDIUM 3
const char *pszAntlionGibs_Medium[NUM_ANTLION_GIBS_MEDIUM] = {
"models/gibs/antlion_gib_medium_1.mdl",
"models/gibs/antlion_gib_medium_2.mdl",
"models/gibs/antlion_gib_medium_3.mdl"
};
// XBox doesn't use the smaller gibs, so don't cache them
#define NUM_ANTLION_GIBS_SMALL 3
const char *pszAntlionGibs_Small[NUM_ANTLION_GIBS_SMALL] = {
"models/gibs/antlion_gib_small_1.mdl",
"models/gibs/antlion_gib_small_2.mdl",
"models/gibs/antlion_gib_small_3.mdl"
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::Precache( void )
{
#ifdef HL2_EPISODIC
if ( IsWorker() )
{
PrecacheModel( ANTLION_WORKER_MODEL );
PropBreakablePrecacheAll( MAKE_STRING( ANTLION_WORKER_MODEL ) );
UTIL_PrecacheOther( "grenade_spit" );
PrecacheParticleSystem( "blood_impact_antlion_worker_01" );
PrecacheParticleSystem( "antlion_gib_02" );
PrecacheParticleSystem( "blood_impact_yellow_01" );
}
else
#endif // HL2_EPISODIC
{
PrecacheModel( ANTLION_MODEL );
PropBreakablePrecacheAll( MAKE_STRING( ANTLION_MODEL ) );
PrecacheParticleSystem( "blood_impact_antlion_01" );
PrecacheParticleSystem( "AntlionGib" );
}
for ( int i = 0; i < NUM_ANTLION_GIBS_UNIQUE; ++i )
{
PrecacheModel( pszAntlionGibs_Unique[ i ] );
}
for ( int i = 0; i < NUM_ANTLION_GIBS_MEDIUM; ++i )
{
PrecacheModel( pszAntlionGibs_Medium[ i ] );
}
for ( int i = 0; i < NUM_ANTLION_GIBS_SMALL; ++i )
{
PrecacheModel( pszAntlionGibs_Small[ i ] );
}
PrecacheScriptSound( "NPC_Antlion.RunOverByVehicle" );
PrecacheScriptSound( "NPC_Antlion.MeleeAttack" );
m_hFootstep = PrecacheScriptSound( "NPC_Antlion.Footstep" );
PrecacheScriptSound( "NPC_Antlion.BurrowIn" );
PrecacheScriptSound( "NPC_Antlion.BurrowOut" );
PrecacheScriptSound( "NPC_Antlion.FootstepSoft" );
PrecacheScriptSound( "NPC_Antlion.FootstepHeavy" );
PrecacheScriptSound( "NPC_Antlion.MeleeAttackSingle" );
PrecacheScriptSound( "NPC_Antlion.MeleeAttackDouble" );
PrecacheScriptSound( "NPC_Antlion.Distracted" );
PrecacheScriptSound( "NPC_Antlion.Idle" );
PrecacheScriptSound( "NPC_Antlion.Pain" );
PrecacheScriptSound( "NPC_Antlion.Land" );
PrecacheScriptSound( "NPC_Antlion.WingsOpen" );
PrecacheScriptSound( "NPC_Antlion.LoopingAgitated" );
PrecacheScriptSound( "NPC_Antlion.Distracted" );
#ifdef HL2_EPISODIC
PrecacheScriptSound( "NPC_Antlion.PoisonBurstScream" );
PrecacheScriptSound( "NPC_Antlion.PoisonBurstScreamSubmerged" );
PrecacheScriptSound( "NPC_Antlion.PoisonBurstExplode" );
PrecacheScriptSound( "NPC_Antlion.MeleeAttack_Muffled" );
PrecacheScriptSound( "NPC_Antlion.TrappedMetal" );
PrecacheScriptSound( "NPC_Antlion.ZappedFlip" );
PrecacheScriptSound( "NPC_Antlion.PoisonShoot" );
PrecacheScriptSound( "NPC_Antlion.PoisonBall" );
#endif
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
inline CBaseEntity *CNPC_Antlion::EntityToWatch( void )
{
return ( m_hFollowTarget != NULL ) ? m_hFollowTarget.Get() : GetEnemy();
}
//-----------------------------------------------------------------------------
// Purpose: Cache whatever pose parameters we intend to use
//-----------------------------------------------------------------------------
void CNPC_Antlion::PopulatePoseParameters( void )
{
m_poseHead_Pitch = LookupPoseParameter("head_pitch");
m_poseHead_Yaw = LookupPoseParameter("head_yaw" );
BaseClass::PopulatePoseParameters();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::UpdateHead( void )
{
float yaw = GetPoseParameter( m_poseHead_Yaw );
float pitch = GetPoseParameter( m_poseHead_Pitch );
CBaseEntity *pTarget = EntityToWatch();
if ( pTarget != NULL )
{
Vector enemyDir = pTarget->WorldSpaceCenter() - WorldSpaceCenter();
VectorNormalize( enemyDir );
if ( DotProduct( enemyDir, BodyDirection3D() ) < 0.0f )
{
SetPoseParameter( m_poseHead_Yaw, UTIL_Approach( 0, yaw, 10 ) );
SetPoseParameter( m_poseHead_Pitch, UTIL_Approach( 0, pitch, 10 ) );
return;
}
float facingYaw = VecToYaw( BodyDirection3D() );
float yawDiff = VecToYaw( enemyDir );
yawDiff = UTIL_AngleDiff( yawDiff, facingYaw + yaw );
float facingPitch = UTIL_VecToPitch( BodyDirection3D() );
float pitchDiff = UTIL_VecToPitch( enemyDir );
pitchDiff = UTIL_AngleDiff( pitchDiff, facingPitch + pitch );
SetPoseParameter( m_poseHead_Yaw, UTIL_Approach( yaw + yawDiff, yaw, 50 ) );
SetPoseParameter( m_poseHead_Pitch, UTIL_Approach( pitch + pitchDiff, pitch, 50 ) );
}
else
{
SetPoseParameter( m_poseHead_Yaw, UTIL_Approach( 0, yaw, 10 ) );
SetPoseParameter( m_poseHead_Pitch, UTIL_Approach( 0, pitch, 10 ) );
}
}
#define ANTLION_VIEW_FIELD_NARROW 0.85f
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::FInViewCone( CBaseEntity *pEntity )
{
m_flFieldOfView = ( GetEnemy() != NULL ) ? ANTLION_VIEW_FIELD_NARROW : VIEW_FIELD_WIDE;
return BaseClass::FInViewCone( pEntity );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecSpot -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::FInViewCone( const Vector &vecSpot )
{
m_flFieldOfView = ( GetEnemy() != NULL ) ? ANTLION_VIEW_FIELD_NARROW : VIEW_FIELD_WIDE;
return BaseClass::FInViewCone( vecSpot );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Antlion::CanBecomeRagdoll()
{
// This prevents us from dying in the regular way. It forces a schedule selection
// that will select SCHED_DIE, where we can do our poison burst thing.
#ifdef HL2_EPISODIC
if ( IsWorker() && ANTLION_WORKERS_BURST() )
{
// If we're in a script, we're allowed to ragdoll. This lets the vort's dynamic
// interaction ragdoll us.
return ( m_NPCState == NPC_STATE_SCRIPT || m_bDontExplode );
}
#endif
return BaseClass::CanBecomeRagdoll();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pVictim -
//-----------------------------------------------------------------------------
void CNPC_Antlion::Event_Killed( const CTakeDamageInfo &info )
{
//Turn off wings
SetWings( false );
VacateStrategySlot();
if ( IsCurSchedule(SCHED_ANTLION_BURROW_IN) || IsCurSchedule(SCHED_ANTLION_BURROW_OUT) )
{
AddEFlags( EF_NOSHADOW );
}
if ( info.GetDamageType() & DMG_CRUSH )
{
CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, GetAbsOrigin(), 256, 0.5f, this );
}
BaseClass::Event_Killed( info );
CBaseEntity *pAttacker = info.GetInflictor();
if ( pAttacker && pAttacker->GetServerVehicle() && ShouldGib( info ) == true )
{
trace_t tr;
UTIL_TraceLine( GetAbsOrigin() + Vector( 0, 0, 64 ), pAttacker->GetAbsOrigin(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
UTIL_DecalTrace( &tr, "Antlion.Splat" );
SpawnBlood( GetAbsOrigin(), g_vecAttackDir, BloodColor(), info.GetDamage() );
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "NPC_Antlion.RunOverByVehicle" );
}
// Stop our zap effect!
SetContextThink( NULL, gpGlobals->curtime, "ZapThink" );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Antlion::MeleeAttack( float distance, float damage, QAngle &viewPunch, Vector &shove )
{
Vector vecForceDir;
// Always hurt bullseyes for now
if ( ( GetEnemy() != NULL ) && ( GetEnemy()->Classify() == CLASS_BULLSEYE ) )
{
vecForceDir = (GetEnemy()->GetAbsOrigin() - GetAbsOrigin());
CTakeDamageInfo info( this, this, damage, DMG_SLASH );
CalculateMeleeDamageForce( &info, vecForceDir, GetEnemy()->GetAbsOrigin() );
GetEnemy()->TakeDamage( info );
return;
}
CBaseEntity *pHurt = CheckTraceHullAttack( distance, -Vector(16,16,32), Vector(16,16,32), damage, DMG_SLASH, 5.0f );
if ( pHurt )
{
vecForceDir = ( pHurt->WorldSpaceCenter() - WorldSpaceCenter() );
//FIXME: Until the interaction is setup, kill combine soldiers in one hit -- jdw
if ( FClassnameIs( pHurt, "npc_combine_s" ) )
{
CTakeDamageInfo dmgInfo( this, this, pHurt->m_iHealth+25, DMG_SLASH );
CalculateMeleeDamageForce( &dmgInfo, vecForceDir, pHurt->GetAbsOrigin() );
pHurt->TakeDamage( dmgInfo );
return;
}
CBasePlayer *pPlayer = ToBasePlayer( pHurt );
if ( pPlayer != NULL )
{
//Kick the player angles
if ( !(pPlayer->GetFlags() & FL_GODMODE ) && pPlayer->GetMoveType() != MOVETYPE_NOCLIP )
{
pPlayer->ViewPunch( viewPunch );
Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize(dir);
QAngle angles;
VectorAngles( dir, angles );
Vector forward, right;
AngleVectors( angles, &forward, &right, NULL );
//Push the target back
pHurt->ApplyAbsVelocityImpulse( - right * shove[1] - forward * shove[0] );
}
}
// Play a random attack hit sound
EmitSound( "NPC_Antlion.MeleeAttack" );
}
}
// Number of times the antlions will attempt to generate a random chase position
#define NUM_CHASE_POSITION_ATTEMPTS 3
//-----------------------------------------------------------------------------
// Purpose:
// Input : &targetPos -
// &result -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::FindChasePosition( const Vector &targetPos, Vector &result )
{
if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) == true )
{
result = targetPos;
return true;
}
Vector runDir = ( targetPos - GetAbsOrigin() );
VectorNormalize( runDir );
Vector vRight, vUp;
VectorVectors( runDir, vRight, vUp );
for ( int i = 0; i < NUM_CHASE_POSITION_ATTEMPTS; i++ )
{
result = targetPos;
result += -runDir * random->RandomInt( 64, 128 );
result += vRight * random->RandomInt( -128, 128 );
//FIXME: We need to do a more robust search here
// Find a ground position and try to get there
if ( GetGroundPosition( result, result ) )
return true;
}
//TODO: If we're making multiple inquiries to this, make sure it's evenly spread
if ( g_debug_antlion.GetInt() == 1 )
{
NDebugOverlay::Cross3D( result, -Vector(32,32,32), Vector(32,32,32), 255, 255, 0, true, 2.0f );
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &testPos -
//-----------------------------------------------------------------------------
bool CNPC_Antlion::GetGroundPosition( const Vector &testPos, Vector &result )
{
// Trace up to clear the ground
trace_t tr;
AI_TraceHull( testPos, testPos + Vector( 0, 0, 64 ), NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
// If we're stuck in solid, this can't be valid
if ( tr.allsolid )
{
if ( g_debug_antlion.GetInt() == 3 )
{
NDebugOverlay::BoxDirection( testPos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ) + Vector( 0, 0, 128 ), Vector( 0, 0, 1 ), 255, 0, 0, true, 2.0f );
}
return false;
}
if ( g_debug_antlion.GetInt() == 3 )
{
NDebugOverlay::BoxDirection( testPos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ) + Vector( 0, 0, 128 ), Vector( 0, 0, 1 ), 0, 255, 0, true, 2.0f );
}
// Trace down to find the ground
AI_TraceHull( tr.endpos, tr.endpos - Vector( 0, 0, 128 ), NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
if ( g_debug_antlion.GetInt() == 3 )
{
NDebugOverlay::BoxDirection( tr.endpos, NAI_Hull::Mins( GetHullType() ) - Vector( 0, 0, 256 ), NAI_Hull::Maxs( GetHullType() ), Vector( 0, 0, 1 ), 255, 255, 0, true, 2.0f );
}
// We must end up on the floor with this trace
if ( tr.fraction < 1.0f )
{
if ( g_debug_antlion.GetInt() == 3 )
{
NDebugOverlay::Cross3D( tr.endpos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), 255, 0, 0, true, 2.0f );
}
result = tr.endpos;
return true;
}
// Ended up in open space
return false;
}
void CNPC_Antlion::ManageFleeCapabilities( bool bEnable )
{
if ( bEnable == false )
{
//Remove the jump capabilty when we build our route.
//We'll enable it back again after the route has been built.
CapabilitiesRemove( bits_CAP_MOVE_JUMP );
if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) == false )
CapabilitiesRemove( bits_CAP_SKIP_NAV_GROUND_CHECK );
}
else
{
if ( m_bDisableJump == false )
CapabilitiesAdd( bits_CAP_MOVE_JUMP );
if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) == false )
CapabilitiesAdd( bits_CAP_SKIP_NAV_GROUND_CHECK );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : soundType -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::GetPathToSoundFleePoint( int soundType )
{
CSound *pSound = GetLoudestSoundOfType( soundType );
if ( pSound == NULL )
{
//NOTENOTE: If you're here, there's a disparity between Listen() and GetLoudestSoundOfType() - jdw
TaskFail( "Unable to find thumper sound!" );
return false;
}
ManageFleeCapabilities( false );
//Try and find a hint-node first
CHintCriteria hintCriteria;
hintCriteria.SetHintType( HINT_ANTLION_THUMPER_FLEE_POINT );
hintCriteria.SetFlag( bits_HINT_NODE_NEAREST );
hintCriteria.AddIncludePosition( WorldSpaceCenter(), 2500 );
CAI_Hint *pHint = CAI_HintManager::FindHint( WorldSpaceCenter(), hintCriteria );
Vector vecFleeGoal;
Vector vecSoundPos = pSound->GetSoundOrigin();
// Put the sound location on the same plane as the antlion.
vecSoundPos.z = GetAbsOrigin().z;
Vector vecFleeDir = GetAbsOrigin() - vecSoundPos;
VectorNormalize( vecFleeDir );
if ( pHint != NULL )
{
// Get our goal position
pHint->GetPosition( this, &vecFleeGoal );
// Find a route to that position
AI_NavGoal_t goal( vecFleeGoal, (Activity) ACT_ANTLION_RUN_AGITATED, 128, AIN_DEF_FLAGS );
if ( GetNavigator()->SetGoal( goal ) )
{
pHint->Lock( this );
pHint->Unlock( 2.0f );
GetNavigator()->SetArrivalActivity( (Activity) ACT_ANTLION_DISTRACT_ARRIVED );
GetNavigator()->SetArrivalDirection( -vecFleeDir );
ManageFleeCapabilities( true );
return true;
}
}
//Make us offset this a little at least
float flFleeYaw = VecToYaw( vecFleeDir ) + random->RandomInt( -20, 20 );
vecFleeDir = UTIL_YawToVector( flFleeYaw );
// Move us to the outer radius of the noise (with some randomness)
vecFleeGoal = vecSoundPos + vecFleeDir * ( pSound->Volume() + random->RandomInt( 32, 64 ) );
// Find a route to that position
AI_NavGoal_t goal( vecFleeGoal + Vector( 0, 0, 8 ), (Activity) ACT_ANTLION_RUN_AGITATED, 512, AIN_DEF_FLAGS );
if ( GetNavigator()->SetGoal( goal ) )
{
GetNavigator()->SetArrivalActivity( (Activity) ACT_ANTLION_DISTRACT_ARRIVED );
GetNavigator()->SetArrivalDirection( -vecFleeDir );
ManageFleeCapabilities( true );
return true;
}
ManageFleeCapabilities( true );
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether the enemy has been seen within the time period supplied
// Input : flTime - Timespan we consider
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::SeenEnemyWithinTime( float flTime )
{
float flLastSeenTime = GetEnemies()->LastTimeSeen( GetEnemy() );
return ( flLastSeenTime != 0.0f && ( gpGlobals->curtime - flLastSeenTime ) < flTime );
}
//-----------------------------------------------------------------------------
// Purpose: Test whether this antlion can hit the target
//-----------------------------------------------------------------------------
bool CNPC_Antlion::InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
{
if ( GetNextAttack() > gpGlobals->curtime )
return false;
// If we can see the enemy, or we've seen them in the last few seconds just try to lob in there
if ( SeenEnemyWithinTime( 3.0f ) )
{
Vector vSpitPos;
GetAttachment( "mouth", vSpitPos );
return GetSpitVector( vSpitPos, targetPos, &m_vecSaveSpitVelocity );
}
return BaseClass::InnateWeaponLOSCondition( ownerPos, targetPos, bSetConditions );
}
//
// FIXME: Create this in a better fashion!
//
Vector VecCheckThrowTolerance( CBaseEntity *pEdict, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flTolerance )
{
flSpeed = MAX( 1.0f, flSpeed );
float flGravity = GetCurrentGravity();
Vector vecGrenadeVel = (vecSpot2 - vecSpot1);
// throw at a constant time
float time = vecGrenadeVel.Length( ) / flSpeed;
vecGrenadeVel = vecGrenadeVel * (1.0 / time);
// adjust upward toss to compensate for gravity loss
vecGrenadeVel.z += flGravity * time * 0.5;
Vector vecApex = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5;
vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5);
trace_t tr;
UTIL_TraceLine( vecSpot1, vecApex, MASK_SOLID, pEdict, COLLISION_GROUP_NONE, &tr );
if (tr.fraction != 1.0)
{
// fail!
if ( g_debug_antlion_worker.GetBool() )
{
NDebugOverlay::Line( vecSpot1, vecApex, 255, 0, 0, true, 5.0 );
}
return vec3_origin;
}
if ( g_debug_antlion_worker.GetBool() )
{
NDebugOverlay::Line( vecSpot1, vecApex, 0, 255, 0, true, 5.0 );
}
UTIL_TraceLine( vecApex, vecSpot2, MASK_SOLID_BRUSHONLY, pEdict, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 )
{
bool bFail = true;
// Didn't make it all the way there, but check if we're within our tolerance range
if ( flTolerance > 0.0f )
{
float flNearness = ( tr.endpos - vecSpot2 ).LengthSqr();
if ( flNearness < Square( flTolerance ) )
{
if ( g_debug_antlion_worker.GetBool() )
{
NDebugOverlay::Sphere( tr.endpos, vec3_angle, flTolerance, 0, 255, 0, 0, true, 5.0 );
}
bFail = false;
}
}
if ( bFail )
{
if ( g_debug_antlion_worker.GetBool() )
{
NDebugOverlay::Line( vecApex, vecSpot2, 255, 0, 0, true, 5.0 );
NDebugOverlay::Sphere( tr.endpos, vec3_angle, flTolerance, 255, 0, 0, 0, true, 5.0 );
}
return vec3_origin;
}
}
if ( g_debug_antlion_worker.GetBool() )
{
NDebugOverlay::Line( vecApex, vecSpot2, 0, 255, 0, true, 5.0 );
}
return vecGrenadeVel;
}
//-----------------------------------------------------------------------------
// Purpose: Get a toss direction that will properly lob spit to hit a target
// Input : &vecStartPos - Where the spit will start from
// &vecTarget - Where the spit is meant to land
// *vecOut - The resulting vector to lob the spit
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::GetSpitVector( const Vector &vecStartPos, const Vector &vecTarget, Vector *vecOut )
{
// antlion workers exist only in episodic.
#if HL2_EPISODIC
// Try the most direct route
Vector vecToss = VecCheckThrowTolerance( this, vecStartPos, vecTarget, sk_antlion_worker_spit_speed.GetFloat(), (10.0f*12.0f) );
// If this failed then try a little faster (flattens the arc)
if ( vecToss == vec3_origin )
{
vecToss = VecCheckThrowTolerance( this, vecStartPos, vecTarget, sk_antlion_worker_spit_speed.GetFloat() * 1.5f, (10.0f*12.0f) );
if ( vecToss == vec3_origin )
return false;
}
// Save out the result
if ( vecOut )
{
*vecOut = vecToss;
}
return true;
#else
return false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flDuration -
//-----------------------------------------------------------------------------
void CNPC_Antlion::DelaySquadAttack( float flDuration )
{
if ( GetSquad() )
{
// Reduce the duration by as much as 50% of the total time to make this less robotic
float flAdjDuration = flDuration - random->RandomFloat( 0.0f, (flDuration*0.5f) );
GetSquad()->BroadcastInteraction( g_interactionAntlionFiredAtTarget, (void *)&flAdjDuration, this );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
//-----------------------------------------------------------------------------
void CNPC_Antlion::HandleAnimEvent( animevent_t *pEvent )
{
#ifdef HL2_EPISODIC
// Handle the spit event
if ( pEvent->event == AE_ANTLION_WORKER_SPIT )
{
if ( GetEnemy() )
{
Vector vSpitPos;
GetAttachment( "mouth", vSpitPos );
Vector vTarget;
// If our enemy is looking at us and far enough away, lead him
if ( HasCondition( COND_ENEMY_FACING_ME ) && UTIL_DistApprox( GetAbsOrigin(), GetEnemy()->GetAbsOrigin() ) > (40*12) )
{
UTIL_PredictedPosition( GetEnemy(), 0.5f, &vTarget );
vTarget.z = GetEnemy()->GetAbsOrigin().z;
}
else
{
// Otherwise he can't see us and he won't be able to dodge
vTarget = GetEnemy()->BodyTarget( vSpitPos, true );
}
vTarget[2] += random->RandomFloat( 0.0f, 32.0f );
// Try and spit at our target
Vector vecToss;
if ( GetSpitVector( vSpitPos, vTarget, &vecToss ) == false )
{
// Now try where they were
if ( GetSpitVector( vSpitPos, m_vSavePosition, &vecToss ) == false )
{
// Failing that, just shoot with the old velocity we calculated initially!
vecToss = m_vecSaveSpitVelocity;
}
}
// Find what our vertical theta is to estimate the time we'll impact the ground
Vector vecToTarget = ( vTarget - vSpitPos );
VectorNormalize( vecToTarget );
float flVelocity = VectorNormalize( vecToss );
float flCosTheta = DotProduct( vecToTarget, vecToss );
float flTime = (vSpitPos-vTarget).Length2D() / ( flVelocity * flCosTheta );
// Emit a sound where this is going to hit so that targets get a chance to act correctly
CSoundEnt::InsertSound( SOUND_DANGER, vTarget, (15*12), flTime, this );
// Don't fire again until this volley would have hit the ground (with some lag behind it)
SetNextAttack( gpGlobals->curtime + flTime + random->RandomFloat( 0.5f, 2.0f ) );
// Tell any squadmates not to fire for some portion of the time this volley will be in the air (except on hard)
if ( g_pGameRules->IsSkillLevel( SKILL_HARD ) == false )
DelaySquadAttack( flTime );
for ( int i = 0; i < 6; i++ )
{
CGrenadeSpit *pGrenade = (CGrenadeSpit*) CreateEntityByName( "grenade_spit" );
pGrenade->SetAbsOrigin( vSpitPos );
pGrenade->SetAbsAngles( vec3_angle );
DispatchSpawn( pGrenade );
pGrenade->SetThrower( this );
pGrenade->SetOwnerEntity( this );
if ( i == 0 )
{
pGrenade->SetSpitSize( SPIT_LARGE );
pGrenade->SetAbsVelocity( vecToss * flVelocity );
}
else
{
pGrenade->SetAbsVelocity( ( vecToss + RandomVector( -0.035f, 0.035f ) ) * flVelocity );
pGrenade->SetSpitSize( random->RandomInt( SPIT_SMALL, SPIT_MEDIUM ) );
}
// Tumble through the air
pGrenade->SetLocalAngularVelocity(
QAngle( random->RandomFloat( -250, -500 ),
random->RandomFloat( -250, -500 ),
random->RandomFloat( -250, -500 ) ) );
}
for ( int i = 0; i < 8; i++ )
{
DispatchParticleEffect( "blood_impact_yellow_01", vSpitPos + RandomVector( -12.0f, 12.0f ), RandomAngle( 0, 360 ) );
}
EmitSound( "NPC_Antlion.PoisonShoot" );
}
return;
}
if ( pEvent->event == AE_ANTLION_WORKER_DONT_EXPLODE )
{
m_bDontExplode = true;
return;
}
#endif // HL2_EPISODIC
if ( pEvent->event == AE_ANTLION_WALK_FOOTSTEP )
{
MakeAIFootstepSound( 240.0f );
EmitSound( "NPC_Antlion.Footstep", m_hFootstep, pEvent->eventtime );
return;
}
if ( pEvent->event == AE_ANTLION_MELEE_HIT1 )
{
QAngle qa( 20.0f, 0.0f, -12.0f );
Vector vec( -250.0f, 1.0f, 1.0f );
MeleeAttack( ANTLION_MELEE1_RANGE, sk_antlion_swipe_damage.GetFloat(), qa, vec );
return;
}
if ( pEvent->event == AE_ANTLION_MELEE_HIT2 )
{
QAngle qa( 20.0f, 0.0f, 0.0f );
Vector vec( -350.0f, 1.0f, 1.0f );
MeleeAttack( ANTLION_MELEE1_RANGE, sk_antlion_swipe_damage.GetFloat(), qa, vec );
return;
}
if ( pEvent->event == AE_ANTLION_MELEE_POUNCE )
{
QAngle qa( 4.0f, 0.0f, 0.0f );
Vector vec( -250.0f, 1.0f, 1.0f );
MeleeAttack( ANTLION_MELEE2_RANGE, sk_antlion_swipe_damage.GetFloat(), qa, vec );
return;
}
if ( pEvent->event == AE_ANTLION_OPEN_WINGS )
{
SetWings( true );
return;
}
if ( pEvent->event == AE_ANTLION_CLOSE_WINGS )
{
SetWings( false );
return;
}
if ( pEvent->event == AE_ANTLION_VANISH )
{
AddSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_NO;
AddEffects( EF_NODRAW );
SetWings( false );
return;
}
if ( pEvent->event == AE_ANTLION_BURROW_IN )
{
//Burrowing sound
EmitSound( "NPC_Antlion.BurrowIn" );
//Shake the screen
UTIL_ScreenShake( GetAbsOrigin(), 0.5f, 80.0f, 1.0f, 256.0f, SHAKE_START );
//Throw dust up
CreateDust();
if ( GetHintNode() )
{
GetHintNode()->Unlock( 2.0f );
}
return;
}
if ( pEvent->event == AE_ANTLION_BURROW_OUT )
{
EmitSound( "NPC_Antlion.BurrowOut" );
//Shake the screen
UTIL_ScreenShake( GetAbsOrigin(), 0.5f, 80.0f, 1.0f, 256.0f, SHAKE_START );
//Throw dust up
CreateDust();
RemoveEffects( EF_NODRAW );
RemoveFlag( FL_NOTARGET );
return;
}
if ( pEvent->event == AE_ANTLION_FOOTSTEP_SOFT )
{
EmitSound( "NPC_Antlion.FootstepSoft", pEvent->eventtime );
return;
}
if ( pEvent->event == AE_ANTLION_FOOTSTEP_HEAVY )
{
EmitSound( "NPC_Antlion.FootstepHeavy", pEvent->eventtime );
return;
}
if ( pEvent->event == AE_ANTLION_MELEE1_SOUND )
{
EmitSound( "NPC_Antlion.MeleeAttackSingle" );
return;
}
if ( pEvent->event == AE_ANTLION_MELEE2_SOUND )
{
EmitSound( "NPC_Antlion.MeleeAttackDouble" );
return;
}
if ( pEvent->event == AE_ANTLION_START_JUMP )
{
StartJump();
return;
}
// antlion worker events
#if HL2_EPISODIC
if ( pEvent->event == AE_ANTLION_WORKER_EXPLODE_SCREAM )
{
if ( GetWaterLevel() < 2 )
{
EmitSound( "NPC_Antlion.PoisonBurstScream" );
}
else
{
EmitSound( "NPC_Antlion.PoisonBurstScreamSubmerged" );
}
return;
}
if ( pEvent->event == AE_ANTLION_WORKER_EXPLODE_WARN )
{
CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, GetAbsOrigin(), sk_antlion_worker_burst_radius.GetFloat(), 0.5f, this );
return;
}
if ( pEvent->event == AE_ANTLION_WORKER_EXPLODE )
{
CTakeDamageInfo info( this, this, sk_antlion_worker_burst_damage.GetFloat(), DMG_BLAST_SURFACE | ( ANTLION_WORKER_BURST_IS_POISONOUS() ? DMG_POISON : DMG_ACID ) );
Event_Gibbed( info );
return;
}
#endif
BaseClass::HandleAnimEvent( pEvent );
}
bool CNPC_Antlion::IsUnusableNode(int iNodeID, CAI_Hint *pHint)
{
bool iBaseReturn = BaseClass::IsUnusableNode( iNodeID, pHint );
if ( g_test_new_antlion_jump.GetBool() == 0 )
return iBaseReturn;
CAI_Node *pNode = GetNavigator()->GetNetwork()->GetNode( iNodeID );
if ( pNode )
{
if ( pNode->IsLocked() )
return true;
}
return iBaseReturn;
}
void CNPC_Antlion::LockJumpNode( void )
{
if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) == false )
return;
if ( GetNavigator()->GetPath() == NULL )
return;
if ( g_test_new_antlion_jump.GetBool() == false )
return;
AI_Waypoint_t *pWaypoint = GetNavigator()->GetPath()->GetCurWaypoint();
while ( pWaypoint )
{
AI_Waypoint_t *pNextWaypoint = pWaypoint->GetNext();
if ( pNextWaypoint && pNextWaypoint->NavType() == NAV_JUMP && pWaypoint->iNodeID != NO_NODE )
{
CAI_Node *pNode = GetNavigator()->GetNetwork()->GetNode( pWaypoint->iNodeID );
if ( pNode )
{
//NDebugOverlay::Box( pNode->GetOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 255, 0, 0, 0, 2 );
pNode->Lock( 0.5f );
break;
}
}
else
{
pWaypoint = pWaypoint->GetNext();
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_Antlion::OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult )
{
bool iBaseReturn = BaseClass::OnObstructionPreSteer( pMoveGoal, distClear, pResult );
if ( g_test_new_antlion_jump.GetBool() == false )
return iBaseReturn;
if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) == false )
return iBaseReturn;
CAI_BaseNPC *pBlocker = pMoveGoal->directTrace.pObstruction->MyNPCPointer();
if ( pBlocker && pBlocker->Classify() == CLASS_ANTLION )
{
// HACKHACK
CNPC_Antlion *pAntlion = dynamic_cast< CNPC_Antlion * > ( pBlocker );
if ( pAntlion )
{
if ( pAntlion->AllowedToBePushed() == true && GetEnemy() == NULL )
{
//NDebugOverlay::Box( pAntlion->GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 255, 0, 0, 2 );
pAntlion->GetMotor()->SetIdealYawToTarget( WorldSpaceCenter() );
pAntlion->SetSchedule( SCHED_MOVE_AWAY );
pAntlion->m_flNextJumpPushTime = gpGlobals->curtime + 2.0f;
}
}
}
return iBaseReturn;
}
bool NPC_Antlion_IsAntlion( CBaseEntity *pEntity )
{
CNPC_Antlion *pAntlion = dynamic_cast<CNPC_Antlion *>(pEntity);
return pAntlion ? true : false;
}
class CTraceFilterAntlion : public CTraceFilterEntitiesOnly
{
public:
CTraceFilterAntlion( const CBaseEntity *pEntity ) { m_pIgnore = pEntity; }
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
if ( m_pIgnore == pEntity )
return false;
if ( pEntity->IsNPC() == false )
return false;
if ( NPC_Antlion_IsAntlion( pEntity ) )
return true;
return false;
}
private:
const CBaseEntity *m_pIgnore;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::StartTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_ANTLION_FIND_COVER_FROM_SAVEPOSITION:
{
Vector coverPos;
if ( GetTacticalServices()->FindCoverPos( m_vSavePosition, EyePosition(), 0, CoverRadius(), &coverPos ) )
{
AI_NavGoal_t goal(coverPos, ACT_RUN, AIN_HULL_TOLERANCE);
GetNavigator()->SetGoal( goal );
m_flMoveWaitFinished = gpGlobals->curtime + pTask->flTaskData;
}
else
{
// no coverwhatsoever.
TaskFail(FAIL_NO_COVER);
}
}
break;
case TASK_ANNOUNCE_ATTACK:
{
EmitSound( "NPC_Antlion.MeleeAttackSingle" );
TaskComplete();
break;
}
case TASK_ANTLION_FACE_JUMP:
break;
case TASK_ANTLION_DROWN:
{
// Set the gravity really low here! Sink slowly
SetGravity( 0 );
SetAbsVelocity( vec3_origin );
m_flTimeDrownSplash = gpGlobals->curtime + random->RandomFloat( 0, 0.5 );
m_flTimeDrown = gpGlobals->curtime + 4;
break;
}
case TASK_ANTLION_REACH_FIGHT_GOAL:
m_OnReachFightGoal.FireOutput( this, this );
TaskComplete();
break;
case TASK_ANTLION_DISMOUNT_NPC:
{
CBaseEntity *pGroundEnt = GetGroundEntity();
if( pGroundEnt != NULL )
{
trace_t trace;
CTraceFilterAntlion traceFilter( this );
AI_TraceHull( GetAbsOrigin(), GetAbsOrigin(), WorldAlignMins(), WorldAlignMaxs(), MASK_SOLID, &traceFilter, &trace );
if ( trace.m_pEnt )
{
m_bDontExplode = true;
OnTakeDamage( CTakeDamageInfo( this, this, m_iHealth+1, DMG_GENERIC ) );
return;
}
// Jump behind the other NPC so I don't block their path.
Vector vecJumpDir;
pGroundEnt->GetVectors( &vecJumpDir, NULL, NULL );
SetGroundEntity( NULL );
// Bump up
UTIL_SetOrigin( this, GetAbsOrigin() + Vector( 0, 0 , 1 ) );
SetAbsVelocity( vecJumpDir * -200 + Vector( 0, 0, 100 ) );
// Doing ACT_RESET first assures they play the animation, even when in transition
ResetActivity();
SetActivity( (Activity) ACT_ANTLION_FLIP );
}
else
{
// Dead or gone now
TaskComplete();
}
}
break;
case TASK_ANTLION_FACE_BUGBAIT:
//Must have a saved sound
//FIXME: This isn't assured to be still pointing to the right place, need to protect this
if ( !m_bHasHeardSound )
{
TaskFail( "No remembered bug bait sound to run to!" );
return;
}
GetMotor()->SetIdealYawToTargetAndUpdate( m_vecHeardSound );
SetTurnActivity();
break;
case TASK_ANTLION_GET_PATH_TO_BUGBAIT:
{
//Must have a saved sound
//FIXME: This isn't assured to be still pointing to the right place, need to protect this
if ( !m_bHasHeardSound )
{
TaskFail( "No remembered bug bait sound to run to!" );
return;
}
Vector goalPos;
// Find the position to chase to
if ( FindChasePosition( m_vecHeardSound, goalPos ) )
{
AI_NavGoal_t goal( goalPos, (Activity) ACT_ANTLION_RUN_AGITATED, ANTLION_BUGBAIT_NAV_TOLERANCE );
//Try to run directly there
if ( GetNavigator()->SetGoal( goal, AIN_DISCARD_IF_FAIL ) == false )
{
//Try and get as close as possible otherwise
AI_NavGoal_t nearGoal( GOALTYPE_LOCATION_NEAREST_NODE, goalPos, (Activity) ACT_ANTLION_RUN_AGITATED, ANTLION_BUGBAIT_NAV_TOLERANCE );
if ( GetNavigator()->SetGoal( nearGoal, AIN_CLEAR_PREVIOUS_STATE ) )
{
//FIXME: HACK! The internal pathfinding is setting this without our consent, so override it!
ClearCondition( COND_TASK_FAILED );
LockJumpNode();
TaskComplete();
return;
}
else
{
TaskFail( "Antlion failed to find path to bugbait position\n" );
return;
}
}
else
{
LockJumpNode();
TaskComplete();
return;
}
}
TaskFail( "Antlion failed to find path to bugbait position\n" );
break;
}
case TASK_ANTLION_WAIT_FOR_TRIGGER:
m_flIdleDelay = gpGlobals->curtime + 1.0f;
break;
case TASK_ANTLION_JUMP:
if ( CheckLanding() )
{
TaskComplete();
}
break;
case TASK_ANTLION_CHECK_FOR_UNBORROW:
m_iUnBurrowAttempts = 0;
if ( ValidBurrowPoint( GetAbsOrigin() ) )
{
m_spawnflags &= ~SF_NPC_GAG;
RemoveSolidFlags( FSOLID_NOT_SOLID );
TaskComplete();
}
break;
case TASK_ANTLION_BURROW_WAIT:
if ( pTask->flTaskData == 1.0f )
{
//Set our next burrow time
m_flBurrowTime = gpGlobals->curtime + random->RandomFloat( 1, 6 );
}
break;
case TASK_ANTLION_FIND_BURROW_IN_POINT:
if ( FindBurrow( GetAbsOrigin(), pTask->flTaskData, ANTLION_BURROW_IN ) == false )
{
TaskFail( "TASK_ANTLION_FIND_BURROW_IN_POINT: Unable to find burrow in position\n" );
}
else
{
TaskComplete();
}
break;
case TASK_ANTLION_FIND_BURROW_OUT_POINT:
if ( FindBurrow( GetAbsOrigin(), pTask->flTaskData, ANTLION_BURROW_OUT ) == false )
{
TaskFail( "TASK_ANTLION_FIND_BURROW_OUT_POINT: Unable to find burrow out position\n" );
}
else
{
TaskComplete();
}
break;
case TASK_ANTLION_BURROW:
Burrow();
TaskComplete();
break;
case TASK_ANTLION_UNBURROW:
Unburrow();
TaskComplete();
break;
case TASK_ANTLION_VANISH:
AddEffects( EF_NODRAW );
AddFlag( FL_NOTARGET );
m_spawnflags |= SF_NPC_GAG;
// If the task parameter is non-zero, remove us when we vanish
if ( pTask->flTaskData )
{
CBaseEntity *pOwner = GetOwnerEntity();
if( pOwner != NULL )
{
pOwner->DeathNotice( this );
SetOwnerEntity( NULL );
}
// NOTE: We can't UTIL_Remove here, because we're in the middle of running our AI, and
// we'll crash later in the bowels of the AI. Remove ourselves next frame.
SetThink( &CNPC_Antlion::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1 );
}
TaskComplete();
break;
case TASK_ANTLION_GET_THUMPER_ESCAPE_PATH:
{
if ( GetPathToSoundFleePoint( SOUND_THUMPER ) )
{
TaskComplete();
}
else
{
TaskFail( FAIL_NO_REACHABLE_NODE );
}
}
break;
case TASK_ANTLION_GET_PHYSICS_DANGER_ESCAPE_PATH:
{
if ( GetPathToSoundFleePoint( SOUND_PHYSICS_DANGER ) )
{
TaskComplete();
}
else
{
TaskFail( FAIL_NO_REACHABLE_NODE );
}
}
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CNPC_Antlion::RunTask( const Task_t *pTask )
{
// some state that needs be set each frame
#if HL2_EPISODIC
if ( GetFlags() & FL_ONGROUND )
{
m_bHasDoneAirAttack = false;
}
#endif
switch ( pTask->iTask )
{
case TASK_ANTLION_FACE_JUMP:
{
Vector jumpDir = m_vecSavedJump;
VectorNormalize( jumpDir );
QAngle jumpAngles;
VectorAngles( jumpDir, jumpAngles );
GetMotor()->SetIdealYawAndUpdate( jumpAngles[YAW], AI_KEEP_YAW_SPEED );
SetTurnActivity();
if ( GetMotor()->DeltaIdealYaw() < 2 )
{
TaskComplete();
}
}
break;
case TASK_ANTLION_DROWN:
{
if ( gpGlobals->curtime > m_flTimeDrownSplash )
{
float flWaterZ = UTIL_FindWaterSurface( GetAbsOrigin(), GetAbsOrigin().z, GetAbsOrigin().z + NAI_Hull::Maxs( GetHullType() ).z );
CEffectData data;
data.m_fFlags = 0;
data.m_vOrigin = GetAbsOrigin();
data.m_vOrigin.z = flWaterZ;
data.m_vNormal = Vector( 0, 0, 1 );
data.m_flScale = random->RandomFloat( 12.0, 16.0 );
DispatchEffect( "watersplash", data );
m_flTimeDrownSplash = gpGlobals->curtime + random->RandomFloat( 0.5, 2.5 );
}
if ( gpGlobals->curtime > m_flTimeDrown )
{
m_bDontExplode = true;
OnTakeDamage( CTakeDamageInfo( this, this, m_iHealth+1, DMG_DROWN ) );
TaskComplete();
}
break;
}
case TASK_ANTLION_REACH_FIGHT_GOAL:
break;
case TASK_ANTLION_DISMOUNT_NPC:
if ( GetFlags() & FL_ONGROUND )
{
CBaseEntity *pGroundEnt = GetGroundEntity();
if ( ( pGroundEnt != NULL ) && ( ( pGroundEnt->MyNPCPointer() != NULL ) || pGroundEnt->GetSolidFlags() & FSOLID_NOT_STANDABLE ) )
{
// Jump behind the other NPC so I don't block their path.
Vector vecJumpDir;
pGroundEnt->GetVectors( &vecJumpDir, NULL, NULL );
SetGroundEntity( NULL );
// Bump up
UTIL_SetOrigin( this, GetAbsOrigin() + Vector( 0, 0 , 1 ) );
Vector vecRandom = RandomVector( -250.0f, 250.0f );
vecRandom[2] = random->RandomFloat( 100.0f, 200.0f );
SetAbsVelocity( vecRandom );
// Doing ACT_RESET first assures they play the animation, even when in transition
ResetActivity();
SetActivity( (Activity) ACT_ANTLION_FLIP );
}
else if ( IsActivityFinished() )
{
TaskComplete();
}
}
break;
case TASK_ANTLION_FACE_BUGBAIT:
//Must have a saved sound
//FIXME: This isn't assured to be still pointing to the right place, need to protect this
if ( !m_bHasHeardSound )
{
TaskFail( "No remembered bug bait sound to run to!" );
return;
}
GetMotor()->SetIdealYawToTargetAndUpdate( m_vecHeardSound );
if ( FacingIdeal() )
{
TaskComplete();
}
break;
case TASK_ANTLION_WAIT_FOR_TRIGGER:
if ( ( m_flIdleDelay > gpGlobals->curtime ) || GetEntityName() != NULL_STRING )
return;
TaskComplete();
break;
case TASK_ANTLION_JUMP:
if ( CheckLanding() )
{
TaskComplete();
}
break;
case TASK_ANTLION_CHECK_FOR_UNBORROW:
//Must wait for our next check time
if ( m_flBurrowTime > gpGlobals->curtime )
return;
//See if we can pop up
if ( ValidBurrowPoint( GetAbsOrigin() ) )
{
m_spawnflags &= ~SF_NPC_GAG;
RemoveSolidFlags( FSOLID_NOT_SOLID );
TaskComplete();
return;
}
//Try again in a couple of seconds
m_flBurrowTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 1.0f );
m_iUnBurrowAttempts++;
// Robin: If we fail 10 times, kill ourself.
// This deals with issues where the game relies out antlion spawners
// firing their OnBlocked output, but the spawner isn't attempting to
// spawn because it has multiple live children lying around stuck under
// physics props unable to unburrow.
if ( m_iUnBurrowAttempts >= 10 )
{
m_bDontExplode = true;
m_takedamage = DAMAGE_YES;
OnTakeDamage( CTakeDamageInfo( this, this, m_iHealth+1, DMG_GENERIC ) );
}
break;
case TASK_ANTLION_BURROW_WAIT:
//See if enough time has passed
if ( m_flBurrowTime < gpGlobals->curtime )
{
TaskComplete();
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
bool CNPC_Antlion::AllowedToBePushed( void )
{
if ( IsCurSchedule( SCHED_ANTLION_BURROW_WAIT ) ||
IsCurSchedule(SCHED_ANTLION_BURROW_IN) ||
IsCurSchedule(SCHED_ANTLION_BURROW_OUT) ||
IsCurSchedule(SCHED_ANTLION_BURROW_AWAY ) ||
IsCurSchedule( SCHED_ANTLION_RUN_TO_FIGHT_GOAL ) )
return false;
if ( IsRunningDynamicInteraction() )
return false;
if ( IsMoving() == false && IsCurSchedule( SCHED_ANTLION_FLIP ) == false
&& GetNavType() != NAV_JUMP && m_flNextJumpPushTime <= gpGlobals->curtime )
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if a reasonable jumping distance
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Antlion::IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const
{
const float MAX_JUMP_RISE = 512;
const float MAX_JUMP_DROP = 512;
const float MAX_JUMP_DISTANCE = 1024;
const float MIN_JUMP_DISTANCE = 128;
if ( CAntlionRepellant::IsPositionRepellantFree( endPos ) == false )
return false;
//Adrian: Don't try to jump if my destination is right next to me.
if ( ( endPos - GetAbsOrigin()).Length() < MIN_JUMP_DISTANCE )
return false;
if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) && g_test_new_antlion_jump.GetBool() == true )
{
trace_t tr;
AI_TraceHull( endPos, endPos, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.m_pEnt )
{
CAI_BaseNPC *pBlocker = tr.m_pEnt->MyNPCPointer();
if ( pBlocker && pBlocker->Classify() == CLASS_ANTLION )
{
// HACKHACK
CNPC_Antlion *pAntlion = dynamic_cast< CNPC_Antlion * > ( pBlocker );
if ( pAntlion )
{
if ( pAntlion->AllowedToBePushed() == true )
{
// NDebugOverlay::Line( GetAbsOrigin(), endPos, 255, 0, 0, 0, 2 );
// NDebugOverlay::Box( pAntlion->GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0, 0, 255, 0, 2 );
pAntlion->GetMotor()->SetIdealYawToTarget( endPos );
pAntlion->SetSchedule( SCHED_MOVE_AWAY );
pAntlion->m_flNextJumpPushTime = gpGlobals->curtime + 2.0f;
}
}
}
}
}
return BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DROP, MAX_JUMP_DISTANCE );
}
bool CNPC_Antlion::IsFirmlyOnGround( void )
{
if( !( GetFlags()&FL_ONGROUND ) )
return false;
trace_t tr;
float flHeight = fabs( GetHullMaxs().z - GetHullMins().z );
Vector vOrigin = GetAbsOrigin() + Vector( GetHullMins().x, GetHullMins().y, 0 );
// NDebugOverlay::Line( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), 255, 0, 0, true, 5 );
UTIL_TraceLine( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
if ( tr.fraction != 1.0f )
return true;
vOrigin = GetAbsOrigin() - Vector( GetHullMins().x, GetHullMins().y, 0 );
// NDebugOverlay::Line( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), 255, 0, 0, true, 5 );
UTIL_TraceLine( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
if ( tr.fraction != 1.0f )
return true;
vOrigin = GetAbsOrigin() + Vector( GetHullMins().x, -GetHullMins().y, 0 );
// NDebugOverlay::Line( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), 255, 0, 0, true, 5 );
UTIL_TraceLine( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
if ( tr.fraction != 1.0f )
return true;
vOrigin = GetAbsOrigin() + Vector( -GetHullMins().x, GetHullMins().y, 0 );
// NDebugOverlay::Line( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), 255, 0, 0, true, 5 );
UTIL_TraceLine( vOrigin, vOrigin - Vector( 0, 0, flHeight * 0.5 ), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
if ( tr.fraction != 1.0f )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_Antlion::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
{
if ( m_FollowBehavior.GetNumFailedFollowAttempts() >= 2 )
{
if( IsFirmlyOnGround() == false )
{
Vector vecJumpDir;
vecJumpDir.z = 0;
vecJumpDir.x = 0;
vecJumpDir.y = 0;
while( vecJumpDir.x == 0 && vecJumpDir.y == 0 )
{
vecJumpDir.x = random->RandomInt( -1, 1 );
vecJumpDir.y = random->RandomInt( -1, 1 );
}
vecJumpDir.NormalizeInPlace();
SetGroundEntity( NULL );
m_vecSavedJump = vecJumpDir * 512 + Vector( 0, 0, 256 );
m_bForcedStuckJump = true;
return SCHED_ANTLION_JUMP;
}
}
// Catch the LOF failure and choose another route to take
if ( failedSchedule == SCHED_ESTABLISH_LINE_OF_FIRE )
return SCHED_ANTLION_WORKER_FLANK_RANDOM;
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::ShouldJump( void )
{
if ( GetEnemy() == NULL )
return false;
//Too soon to try to jump
if ( m_flJumpTime > gpGlobals->curtime )
return false;
// only jump if you're on the ground
if (!(GetFlags() & FL_ONGROUND) || GetNavType() == NAV_JUMP )
return false;
// Don't jump if I'm not allowed
if ( ( CapabilitiesGet() & bits_CAP_MOVE_JUMP ) == false )
return false;
Vector vEnemyForward, vForward;
GetEnemy()->GetVectors( &vEnemyForward, NULL, NULL );
GetVectors( &vForward, NULL, NULL );
float flDot = DotProduct( vForward, vEnemyForward );
if ( flDot < 0.5f )
flDot = 0.5f;
Vector vecPredictedPos;
//Get our likely position in two seconds
UTIL_PredictedPosition( GetEnemy(), flDot * 2.5f, &vecPredictedPos );
// Don't jump if we're already near the target
if ( ( GetAbsOrigin() - vecPredictedPos ).LengthSqr() < (512*512) )
return false;
//Don't retest if the target hasn't moved enough
//FIXME: Check your own distance from last attempt as well
if ( ( ( m_vecLastJumpAttempt - vecPredictedPos ).LengthSqr() ) < (128*128) )
{
m_flJumpTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 2.0f );
return false;
}
Vector targetDir = ( vecPredictedPos - GetAbsOrigin() );
float flDist = VectorNormalize( targetDir );
// don't jump at target it it's very close
if (flDist < ANTLION_JUMP_MIN)
return false;
Vector targetPos = vecPredictedPos + ( targetDir * (GetHullWidth()*4.0f) );
if ( CAntlionRepellant::IsPositionRepellantFree( targetPos ) == false )
return false;
// Try the jump
AIMoveTrace_t moveTrace;
GetMoveProbe()->MoveLimit( NAV_JUMP, GetAbsOrigin(), targetPos, MASK_NPCSOLID, GetNavTargetEntity(), &moveTrace );
//See if it succeeded
if ( IsMoveBlocked( moveTrace.fStatus ) )
{
if ( g_debug_antlion.GetInt() == 2 )
{
NDebugOverlay::Box( targetPos, GetHullMins(), GetHullMaxs(), 255, 0, 0, 0, 5 );
NDebugOverlay::Line( GetAbsOrigin(), targetPos, 255, 0, 0, 0, 5 );
}
m_flJumpTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 2.0f );
return false;
}
if ( g_debug_antlion.GetInt() == 2 )
{
NDebugOverlay::Box( targetPos, GetHullMins(), GetHullMaxs(), 0, 255, 0, 0, 5 );
NDebugOverlay::Line( GetAbsOrigin(), targetPos, 0, 255, 0, 0, 5 );
}
//Save this jump in case the next time fails
m_vecSavedJump = moveTrace.vJumpVelocity;
m_vecLastJumpAttempt = targetPos;
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Antlion::TranslateSchedule( int scheduleType )
{
if ( ( m_hFollowTarget != NULL ) || IsAllied() )
{
if ( ( scheduleType == SCHED_IDLE_STAND ) || ( scheduleType == SCHED_ALERT_STAND ) )
return SCHED_ANTLION_BUGBAIT_IDLE_STAND;
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Activity CNPC_Antlion::NPC_TranslateActivity( Activity baseAct )
{
// Workers explode as long as they didn't drown.
if ( IsWorker() && ( baseAct == ACT_DIESIMPLE ) && !m_bDontExplode )
{
return ( Activity )ACT_ANTLION_WORKER_EXPLODE;
}
return BaseClass::NPC_TranslateActivity( baseAct );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CNPC_Antlion::ChooseMoveSchedule( void )
{
// See if we need to invalidate our fight goal
if ( ShouldResumeFollow() )
{
// Set us back to following
SetMoveState( ANTLION_MOVE_FOLLOW );
// Tell our parent that we've swapped modes
CAntlionTemplateMaker *pMaker = dynamic_cast<CAntlionTemplateMaker *>(GetOwnerEntity());
if ( pMaker != NULL )
{
pMaker->SetChildMoveState( ANTLION_MOVE_FOLLOW );
}
}
// Figure out our move state
switch( m_MoveState )
{
case ANTLION_MOVE_FREE:
return SCHED_NONE; // Let the base class handle us
break;
// Fighting to a position
case ANTLION_MOVE_FIGHT_TO_GOAL:
{
if ( m_hFightGoalTarget )
{
float targetDist = UTIL_DistApprox( WorldSpaceCenter(), m_hFightGoalTarget->GetAbsOrigin() );
if ( targetDist > 256 )
{
Vector testPos;
Vector targetPos = ( m_hFightGoalTarget ) ? m_hFightGoalTarget->GetAbsOrigin() : m_vSavePosition;
// Find a suitable chase position
if ( FindChasePosition( targetPos, testPos ) )
{
m_vSavePosition = testPos;
return SCHED_ANTLION_RUN_TO_FIGHT_GOAL;
}
}
}
}
break;
// Following a goal
case ANTLION_MOVE_FOLLOW:
{
if ( m_FollowBehavior.CanSelectSchedule() )
{
// See if we should burrow away if our target it too far off
if ( ShouldAbandonFollow() )
return SCHED_ANTLION_BURROW_AWAY;
DeferSchedulingToBehavior( &m_FollowBehavior );
return BaseClass::SelectSchedule();
}
}
break;
}
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::ZapThink( void )
{
CEffectData data;
data.m_nEntIndex = entindex();
data.m_flMagnitude = 4;
data.m_flScale = random->RandomFloat( 0.25f, 1.0f );
DispatchEffect( "TeslaHitboxes", data );
if ( m_flZapDuration > gpGlobals->curtime )
{
SetContextThink( &CNPC_Antlion::ZapThink, gpGlobals->curtime + random->RandomFloat( 0.05f, 0.25f ), "ZapThink" );
}
else
{
SetContextThink( NULL, gpGlobals->curtime, "ZapThink" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CNPC_Antlion::SelectSchedule( void )
{
// Workers explode when killed unless told otherwise by anim events etc.
m_bDontExplode = false;
// Clear out this condition
ClearCondition( COND_ANTLION_RECEIVED_ORDERS );
// If we're supposed to be burrowed, stay there
if ( m_bStartBurrowed )
return SCHED_ANTLION_WAIT_FOR_UNBORROW_TRIGGER;
// See if a friendly player is pushing us away
if ( HasCondition( COND_PLAYER_PUSHING ) )
return SCHED_MOVE_AWAY;
//Flipped?
if ( HasCondition( COND_ANTLION_FLIPPED ) )
{
ClearCondition( COND_ANTLION_FLIPPED );
// See if it's a forced, electrical flip
if ( m_flZapDuration > gpGlobals->curtime )
{
SetContextThink( &CNPC_Antlion::ZapThink, gpGlobals->curtime, "ZapThink" );
return SCHED_ANTLION_ZAP_FLIP;
}
// Regular flip
return SCHED_ANTLION_FLIP;
}
if( HasCondition( COND_ANTLION_IN_WATER ) )
{
// No matter what, drown in water
return SCHED_ANTLION_DROWN;
}
// If we're flagged to burrow away when eluded, do so
if ( ( m_spawnflags & SF_ANTLION_BURROW_ON_ELUDED ) && ( HasCondition( COND_ENEMY_UNREACHABLE ) || HasCondition( COND_ENEMY_TOO_FAR ) ) )
return SCHED_ANTLION_BURROW_AWAY;
//Hear a thumper?
if ( HasCondition( COND_HEAR_THUMPER ) )
{
// Ignore thumpers that aren't visible
CSound *pSound = GetLoudestSoundOfType( SOUND_THUMPER );
if ( pSound )
{
CTakeDamageInfo info;
PainSound( info );
ClearCondition( COND_HEAR_THUMPER );
return SCHED_ANTLION_FLEE_THUMPER;
}
}
//Hear a physics danger sound?
if( HasCondition( COND_HEAR_PHYSICS_DANGER ) )
{
CTakeDamageInfo info;
PainSound( info );
return SCHED_ANTLION_FLEE_PHYSICS_DANGER;
}
//On another NPC's head?
if( HasCondition( COND_ANTLION_ON_NPC ) )
{
// You're on an NPC's head. Get off.
return SCHED_ANTLION_DISMOUNT_NPC;
}
// If we're scripted to jump at a target, do so
if ( HasCondition( COND_ANTLION_CAN_JUMP_AT_TARGET ) )
{
// NDebugOverlay::Cross3D( m_vecSavedJump, 32.0f, 255, 0, 0, true, 2.0f );
ClearCondition( COND_ANTLION_CAN_JUMP_AT_TARGET );
return SCHED_ANTLION_JUMP;
}
//Hear bug bait splattered?
if ( HasCondition( COND_HEAR_BUGBAIT ) && ( m_bIgnoreBugbait == false ) )
{
//Play a special sound
if ( m_flNextAcknowledgeTime < gpGlobals->curtime )
{
EmitSound( "NPC_Antlion.Distracted" );
m_flNextAcknowledgeTime = gpGlobals->curtime + 1.0f;
}
m_flIdleDelay = gpGlobals->curtime + 4.0f;
//If the sound is valid, act upon it
if ( m_bHasHeardSound )
{
//Mark anything in the area as more interesting
CBaseEntity *pTarget = NULL;
CBaseEntity *pNewEnemy = NULL;
Vector soundOrg = m_vecHeardSound;
//Find all entities within that sphere
while ( ( pTarget = gEntList.FindEntityInSphere( pTarget, soundOrg, bugbait_radius.GetInt() ) ) != NULL )
{
CAI_BaseNPC *pNPC = pTarget->MyNPCPointer();
if ( pNPC == NULL )
continue;
if ( pNPC->CanBeAnEnemyOf( this ) == false )
continue;
//Check to see if the default relationship is hatred, and if so intensify that
if ( ( IRelationType( pNPC ) == D_HT ) && ( pNPC->IsPlayer() == false ) )
{
AddEntityRelationship( pNPC, D_HT, 99 );
//Try to spread out the enemy distribution
if ( ( pNewEnemy == NULL ) || ( random->RandomInt( 0, 1 ) ) )
{
pNewEnemy = pNPC;
continue;
}
}
}
// If we have a new enemy, take it
if ( pNewEnemy != NULL )
{
//Setup our ignore info
SetEnemy( pNewEnemy );
}
ClearCondition( COND_HEAR_BUGBAIT );
return SCHED_ANTLION_CHASE_BUGBAIT;
}
}
if( m_AssaultBehavior.CanSelectSchedule() )
{
DeferSchedulingToBehavior( &m_AssaultBehavior );
return BaseClass::SelectSchedule();
}
//Otherwise do basic state schedule selection
switch ( m_NPCState )
{
case NPC_STATE_COMBAT:
{
// Worker-only AI
if ( hl2_episodic.GetBool() && IsWorker() )
{
// Melee attack if we can
if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
return SCHED_MELEE_ATTACK1;
// Pounce if they're too near us
if ( HasCondition( COND_CAN_MELEE_ATTACK2 ) )
{
m_flPounceTime = gpGlobals->curtime + 1.5f;
if ( m_bLeapAttack == true )
return SCHED_ANTLION_POUNCE_MOVING;
return SCHED_ANTLION_POUNCE;
}
// A squadmate died, so run away!
if ( HasCondition( COND_ANTLION_SQUADMATE_KILLED ) )
{
SetNextAttack( gpGlobals->curtime + random->RandomFloat( 2.0f, 4.0f ) );
ClearCondition( COND_ANTLION_SQUADMATE_KILLED );
return SCHED_ANTLION_TAKE_COVER_FROM_ENEMY;
}
// Flee on heavy damage
if ( HasCondition( COND_HEAVY_DAMAGE ) )
{
SetNextAttack( gpGlobals->curtime + random->RandomFloat( 2.0f, 4.0f ) );
return SCHED_ANTLION_TAKE_COVER_FROM_ENEMY;
}
// Range attack if we're able
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
{
if ( OccupyStrategySlot( SQUAD_SLOT_ANTLION_WORKER_FIRE ) )
{
EmitSound( "NPC_Antlion.PoisonBurstScream" );
SetNextAttack( gpGlobals->curtime + random->RandomFloat( 0.5f, 2.5f ) );
if ( GetEnemy() )
{
m_vSavePosition = GetEnemy()->BodyTarget( GetAbsOrigin() );
}
return SCHED_ANTLION_WORKER_RANGE_ATTACK1;
}
}
// Back up, we're too near an enemy or can't see them
if ( HasCondition( COND_TOO_CLOSE_TO_ATTACK ) || HasCondition( COND_ENEMY_OCCLUDED ) )
return SCHED_ESTABLISH_LINE_OF_FIRE;
// See if we need to destroy breakable cover
if ( HasCondition( COND_WEAPON_SIGHT_OCCLUDED ) )
return SCHED_SHOOT_ENEMY_COVER;
// Run around randomly if our target is looking in our direction
if ( HasCondition( COND_BEHIND_ENEMY ) == false )
return SCHED_ANTLION_WORKER_FLANK_RANDOM;
// Face our target and continue to fire
return SCHED_COMBAT_FACE;
}
else
{
// Lunge at the enemy
if ( HasCondition( COND_CAN_MELEE_ATTACK2 ) )
{
m_flPounceTime = gpGlobals->curtime + 1.5f;
if ( m_bLeapAttack == true )
return SCHED_ANTLION_POUNCE_MOVING;
else
return SCHED_ANTLION_POUNCE;
}
// Try to jump
if ( HasCondition( COND_ANTLION_CAN_JUMP ) )
return SCHED_ANTLION_JUMP;
}
}
break;
default:
{
int moveSched = ChooseMoveSchedule();
if ( moveSched != SCHED_NONE )
return moveSched;
if ( GetEnemy() == NULL && ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) ) )
{
Vector vecEnemyLKP;
// Retrieve a memory for the damage taken
// Fill in where we're trying to look
if ( GetEnemies()->Find( AI_UNKNOWN_ENEMY ) )
{
vecEnemyLKP = GetEnemies()->LastKnownPosition( AI_UNKNOWN_ENEMY );
}
else
{
// Don't have an enemy, so face the direction the last attack came from (don't face north)
vecEnemyLKP = WorldSpaceCenter() + ( g_vecAttackDir * 128 );
}
// If we're already facing the attack direction, then take cover from it
if ( FInViewCone( vecEnemyLKP ) )
{
// Save this position for our cover search
m_vSavePosition = vecEnemyLKP;
return SCHED_ANTLION_TAKE_COVER_FROM_SAVEPOSITION;
}
// By default, we'll turn to face the attack
}
}
break;
}
return BaseClass::SelectSchedule();
}
void CNPC_Antlion::Ignite ( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner )
{
#ifdef HL2_EPISODIC
float flDamage = m_iHealth + 1;
CTakeDamageInfo dmgInfo( this, this, flDamage, DMG_GENERIC );
GuessDamageForce( &dmgInfo, Vector( 0, 0, 8 ), GetAbsOrigin() );
TakeDamage( dmgInfo );
#else
BaseClass::Ignite( flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner );
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CNPC_Antlion::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
CTakeDamageInfo newInfo = info;
if( hl2_episodic.GetBool() && antlion_easycrush.GetBool() )
{
if( newInfo.GetDamageType() & DMG_CRUSH )
{
if( newInfo.GetInflictor() && newInfo.GetInflictor()->VPhysicsGetObject() )
{
float flMass = newInfo.GetInflictor()->VPhysicsGetObject()->GetMass();
if( flMass > 250.0f && newInfo.GetDamage() < GetHealth() )
{
newInfo.SetDamage( GetHealth() );
}
}
}
}
// If we're being hoisted by a barnacle, we only take damage from that barnacle (otherwise we can die too early!)
if ( IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) )
{
if ( info.GetAttacker() && info.GetAttacker()->Classify() != CLASS_BARNACLE )
return 0;
}
// Find out how much damage we're about to take
int nDamageTaken = BaseClass::OnTakeDamage_Alive( newInfo );
if ( gpGlobals->curtime - m_flLastDamageTime < 0.5f )
{
// Accumulate it
m_nSustainedDamage += nDamageTaken;
}
else
{
// Reset, it's been too long
m_nSustainedDamage = nDamageTaken;
}
m_flLastDamageTime = gpGlobals->curtime;
return nDamageTaken;
}
//-----------------------------------------------------------------------------
// Purpose: Antlion who are flipped will knock over other antlions behind them!
//-----------------------------------------------------------------------------
void CNPC_Antlion::CascadePush( const Vector &vecForce )
{
// Controlled via this convar until this is proven worthwhile
if ( hl2_episodic.GetBool() == false /*|| g_antlion_cascade_push.GetBool() == false*/ )
return;
Vector vecForceDir = vecForce;
float flMagnitude = VectorNormalize( vecForceDir );
Vector vecPushBack = GetAbsOrigin() + ( vecForceDir * (flMagnitude*0.1f) );
// Make antlions flip all around us!
CBaseEntity *pEnemySearch[32];
int nNumEnemies = UTIL_EntitiesInBox( pEnemySearch, ARRAYSIZE(pEnemySearch), vecPushBack-Vector(48,48,0), vecPushBack+Vector(48,48,64), FL_NPC );
for ( int i = 0; i < nNumEnemies; i++ )
{
// We only care about antlions
if ( pEnemySearch[i] == NULL || pEnemySearch[i]->Classify() != CLASS_ANTLION || pEnemySearch[i] == this )
continue;
CNPC_Antlion *pAntlion = dynamic_cast<CNPC_Antlion *>(pEnemySearch[i]);
if ( pAntlion != NULL )
{
Vector vecDir = ( pAntlion->GetAbsOrigin() - GetAbsOrigin() );
vecDir[2] = 0.0f;
float flDist = VectorNormalize( vecDir );
float flFalloff = RemapValClamped( flDist, 0, 256, 1.0f, 0.1f );
vecDir *= ( flMagnitude * flFalloff );
vecDir[2] += ( (flMagnitude*0.25f) * flFalloff );
pAntlion->ApplyAbsVelocityImpulse( vecDir );
// Turn them over
pAntlion->Flip();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
inline bool CNPC_Antlion::IsFlipped( void )
{
return ( GetActivity() == ACT_ANTLION_FLIP || GetActivity() == ACT_ANTLION_ZAP_FLIP );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
CTakeDamageInfo newInfo = info;
Vector vecShoveDir = vecDir;
vecShoveDir.z = 0.0f;
//Are we already flipped?
if ( IsFlipped() )
{
//If we were hit by physics damage, move with it
if ( newInfo.GetDamageType() & (DMG_CRUSH|DMG_PHYSGUN) )
{
PainSound( newInfo );
Vector vecForce = ( vecShoveDir * random->RandomInt( 500.0f, 1000.0f ) ) + Vector(0,0,64.0f);
CascadePush( vecForce );
ApplyAbsVelocityImpulse( vecForce );
SetGroundEntity( NULL );
}
//More vulnerable when flipped
newInfo.ScaleDamage( 4.0f );
}
else if ( newInfo.GetDamageType() & (DMG_PHYSGUN) ||
( newInfo.GetDamageType() & (DMG_BLAST|DMG_CRUSH) && newInfo.GetDamage() >= 25.0f ) )
{
// Don't do this if we're in an interaction
if ( !IsRunningDynamicInteraction() )
{
//Grenades, physcannons, and physics impacts make us fuh-lip!
if( hl2_episodic.GetBool() )
{
PainSound( newInfo );
if( GetFlags() & FL_ONGROUND )
{
// Only flip if on the ground.
SetCondition( COND_ANTLION_FLIPPED );
}
Vector vecForce = ( vecShoveDir * random->RandomInt( 500.0f, 1000.0f ) ) + Vector(0,0,64.0f);
CascadePush( vecForce );
ApplyAbsVelocityImpulse( vecForce );
SetGroundEntity( NULL );
}
else
{
//Don't flip off the deck
if ( GetFlags() & FL_ONGROUND )
{
PainSound( newInfo );
SetCondition( COND_ANTLION_FLIPPED );
//Get tossed!
ApplyAbsVelocityImpulse( ( vecShoveDir * random->RandomInt( 500.0f, 1000.0f ) ) + Vector(0,0,64.0f) );
SetGroundEntity( NULL );
}
}
}
}
BaseClass::TraceAttack( newInfo, vecDir, ptr, pAccumulator );
}
void CNPC_Antlion::StopLoopingSounds( void )
{
if ( m_bLoopingStarted )
{
StopSound( "NPC_Antlion.WingsOpen" );
m_bLoopingStarted = false;
}
if ( m_bAgitatedSound )
{
StopSound( "NPC_Antlion.LoopingAgitated" );
m_bAgitatedSound = false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::IdleSound( void )
{
EmitSound( "NPC_Antlion.Idle" );
m_flIdleDelay = gpGlobals->curtime + 4.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::PainSound( const CTakeDamageInfo &info )
{
EmitSound( "NPC_Antlion.Pain" );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
float CNPC_Antlion::GetIdealAccel( void ) const
{
return GetIdealSpeed() * 2.0;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CNPC_Antlion::MaxYawSpeed( void )
{
switch ( GetActivity() )
{
case ACT_IDLE:
return 32.0f;
break;
case ACT_WALK:
return 16.0f;
break;
default:
case ACT_RUN:
return 32.0f;
break;
}
return 32.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::ShouldPlayIdleSound( void )
{
//Only do idles in the right states
if ( ( m_NPCState != NPC_STATE_IDLE && m_NPCState != NPC_STATE_ALERT ) )
return false;
//Gagged monsters don't talk
if ( m_spawnflags & SF_NPC_GAG )
return false;
//Don't cut off another sound or play again too soon
if ( m_flIdleDelay > gpGlobals->curtime )
return false;
//Randomize it a bit
if ( random->RandomInt( 0, 20 ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pFriend -
//-----------------------------------------------------------------------------
void CNPC_Antlion::NotifyDeadFriend( CBaseEntity *pFriend )
{
SetCondition( COND_ANTLION_SQUADMATE_KILLED );
BaseClass::NotifyDeadFriend( pFriend );
}
//-----------------------------------------------------------------------------
// Purpose: Determine whether or not to check our attack conditions
//-----------------------------------------------------------------------------
bool CNPC_Antlion::FCanCheckAttacks( void )
{
if ( IsWorker() )
{
// Only do this if we've seen our target recently and our schedule can be interrupted
if ( SeenEnemyWithinTime( 3.0f ) && ConditionInterruptsCurSchedule( COND_CAN_RANGE_ATTACK1 ) )
return FInViewCone( GetEnemy() );
}
return BaseClass::FCanCheckAttacks();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_Antlion::RangeAttack1Conditions( float flDot, float flDist )
{
if ( GetNextAttack() > gpGlobals->curtime )
return COND_NOT_FACING_ATTACK;
if ( flDot < DOT_10DEGREE )
return COND_NOT_FACING_ATTACK;
if ( flDist > (150*12) )
return COND_TOO_FAR_TO_ATTACK;
if ( flDist < (20*12) )
return COND_TOO_CLOSE_TO_ATTACK;
return COND_CAN_RANGE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_Antlion::MeleeAttack1Conditions( float flDot, float flDist )
{
#if 1 //NOTENOTE: Use predicted position melee attacks
//Get our likely position in one half second
Vector vecPrPos;
UTIL_PredictedPosition( GetEnemy(), 0.5f, &vecPrPos );
//Get the predicted distance and direction
float flPrDist = ( vecPrPos - GetAbsOrigin() ).LengthSqr();
if ( flPrDist > Square( ANTLION_MELEE1_RANGE ) )
return COND_TOO_FAR_TO_ATTACK;
// Compare our target direction to our body facing
Vector2D vec2DPrDir = ( vecPrPos - GetAbsOrigin() ).AsVector2D();
Vector2D vec2DBodyDir = BodyDirection2D().AsVector2D();
float flPrDot = DotProduct2D ( vec2DPrDir, vec2DBodyDir );
if ( flPrDot < 0.5f )
return COND_NOT_FACING_ATTACK;
trace_t tr;
AI_TraceHull( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), -Vector(8,8,8), Vector(8,8,8), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
// If the hit entity isn't our target and we don't hate it, don't hit it
if ( tr.m_pEnt != GetEnemy() && tr.fraction < 1.0f && IRelationType( tr.m_pEnt ) != D_HT )
return 0;
#else
if ( flDot < 0.5f )
return COND_NOT_FACING_ATTACK;
float flAdjustedDist = ANTLION_MELEE1_RANGE;
if ( GetEnemy() )
{
// Give us extra space if our enemy is in a vehicle
CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer();
if ( pCCEnemy != NULL && pCCEnemy->IsInAVehicle() )
{
flAdjustedDist *= 2.0f;
}
}
if ( flDist > flAdjustedDist )
return COND_TOO_FAR_TO_ATTACK;
trace_t tr;
AI_TraceHull( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), -Vector(8,8,8), Vector(8,8,8), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f )
return 0;
#endif
return COND_CAN_MELEE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flDot -
// flDist -
// Output : int
//-----------------------------------------------------------------------------
int CNPC_Antlion::MeleeAttack2Conditions( float flDot, float flDist )
{
// See if it's too soon to pounce again
if ( m_flPounceTime > gpGlobals->curtime )
return 0;
float flPrDist, flPrDot;
Vector vecPrPos;
Vector2D vec2DPrDir;
//Get our likely position in one half second
UTIL_PredictedPosition( GetEnemy(), 0.25f, &vecPrPos );
//Get the predicted distance and direction
flPrDist = ( vecPrPos - GetAbsOrigin() ).Length();
vec2DPrDir = ( vecPrPos - GetAbsOrigin() ).AsVector2D();
Vector vecBodyDir = BodyDirection2D();
Vector2D vec2DBodyDir = vecBodyDir.AsVector2D();
flPrDot = DotProduct2D ( vec2DPrDir, vec2DBodyDir );
if ( ( flPrDist > ANTLION_MELEE2_RANGE_MAX ) )
{
m_flPounceTime = gpGlobals->curtime + 0.2f;
return COND_TOO_FAR_TO_ATTACK;
}
else if ( ( flPrDist < ANTLION_MELEE2_RANGE_MIN ) )
{
m_flPounceTime = gpGlobals->curtime + 0.2f;
return COND_TOO_CLOSE_TO_ATTACK;
}
trace_t tr;
AI_TraceHull( WorldSpaceCenter(), GetEnemy()->WorldSpaceCenter(), -Vector(8,8,8), Vector(8,8,8), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f )
return 0;
if ( IsMoving() )
m_bLeapAttack = true;
else
m_bLeapAttack = false;
return COND_CAN_MELEE_ATTACK2;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : interactionType -
// *data -
// *sender -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sender )
{
//Check for a target found while burrowed
if ( interactionType == g_interactionAntlionFoundTarget )
{
CBaseEntity *pOther = (CBaseEntity *) data;
//Randomly delay
m_flBurrowTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 1.0f );
BurrowUse( pOther, pOther, USE_ON, 0.0f );
return true;
}
// fixed for episodic: allow interactions to fall through in the base class. ifdefed away
// for mainline in case anything depends on this bug.
#ifdef HL2_EPISODIC
if ( interactionType == g_interactionAntlionFiredAtTarget )
{
// Bump out our attack time
if ( IsWorker() )
{
float flDuration = *((float *)data);
SetNextAttack( gpGlobals->curtime + flDuration );
}
}
return BaseClass::HandleInteraction( interactionType, data, sender );
#else
return false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::Alone( void )
{
if ( m_pSquad == NULL )
return true;
if ( m_pSquad->NumMembers() <= 1 )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::StartJump( void )
{
if ( m_bForcedStuckJump == false )
{
// FIXME: Why must this be true?
// Must be jumping at an enemy
// if ( GetEnemy() == NULL )
// return;
//Don't jump if we're not on the ground
if ( ( GetFlags() & FL_ONGROUND ) == false )
return;
}
//Take us off the ground
SetGroundEntity( NULL );
SetAbsVelocity( m_vecSavedJump );
m_bForcedStuckJump = false;
#if HL2_EPISODIC
m_bHasDoneAirAttack = false;
#endif
//Setup our jump time so that we don't try it again too soon
m_flJumpTime = gpGlobals->curtime + random->RandomInt( 2, 6 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : sHint -
// nNodeNum -
// Output : bool CAI_BaseNPC::FValidateHintType
//-----------------------------------------------------------------------------
bool CNPC_Antlion::FValidateHintType( CAI_Hint *pHint )
{
switch ( m_iContext )
{
case ANTLION_BURROW_OUT:
{
//See if this is a valid point
Vector vHintPos;
pHint->GetPosition(this,&vHintPos);
if ( ValidBurrowPoint( vHintPos ) == false )
return false;
}
break;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
//-----------------------------------------------------------------------------
void CNPC_Antlion::ClearBurrowPoint( const Vector &origin )
{
CBaseEntity *pEntity = NULL;
float flDist;
Vector vecSpot, vecCenter, vecForce;
bool bPlayerInSphere = false;
//Iterate on all entities in the vicinity.
for ( CEntitySphereQuery sphere( origin, 128 ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if ( pEntity->Classify() == CLASS_PLAYER )
{
bPlayerInSphere = true;
continue;
}
if ( pEntity->m_takedamage != DAMAGE_NO && pEntity->Classify() != CLASS_PLAYER && pEntity->VPhysicsGetObject() )
{
vecSpot = pEntity->BodyTarget( origin );
vecForce = ( vecSpot - origin ) + Vector( 0, 0, 16 );
// decrease damage for an ent that's farther from the bomb.
flDist = VectorNormalize( vecForce );
//float mass = pEntity->VPhysicsGetObject()->GetMass();
CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1.0f, 1.0f, 1.0f ), &vecCenter );
if ( flDist <= 128.0f )
{
pEntity->VPhysicsGetObject()->Wake();
pEntity->VPhysicsGetObject()->ApplyForceOffset( vecForce * 250.0f, vecCenter );
}
}
}
if ( bPlayerInSphere == false )
{
//Cause a ruckus
UTIL_ScreenShake( origin, 1.0f, 80.0f, 1.0f, 256.0f, SHAKE_START );
}
}
bool NPC_CheckBrushExclude( CBaseEntity *pEntity, CBaseEntity *pBrush );
//-----------------------------------------------------------------------------
// traceline methods
//-----------------------------------------------------------------------------
class CTraceFilterSimpleNPCExclude : public CTraceFilterSimple
{
public:
DECLARE_CLASS( CTraceFilterSimpleNPCExclude, CTraceFilterSimple );
CTraceFilterSimpleNPCExclude( const IHandleEntity *passentity, int collisionGroup )
: CTraceFilterSimple( passentity, collisionGroup )
{
}
bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
Assert( dynamic_cast<CBaseEntity*>(pHandleEntity) );
CBaseEntity *pTestEntity = static_cast<CBaseEntity*>(pHandleEntity);
if ( GetPassEntity() )
{
CBaseEntity *pEnt = gEntList.GetBaseEntity( GetPassEntity()->GetRefEHandle() );
if ( pEnt->IsNPC() )
{
if ( NPC_CheckBrushExclude( pEnt, pTestEntity ) == true )
return false;
}
}
return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask );
}
};
//-----------------------------------------------------------------------------
// Purpose: Determine whether a point is valid or not for burrowing up into
// Input : &point - point to test for validity
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::ValidBurrowPoint( const Vector &point )
{
trace_t tr;
CTraceFilterSimpleNPCExclude filter( this, COLLISION_GROUP_NONE );
AI_TraceHull( point, point+Vector(0,0,1), GetHullMins(), GetHullMaxs(),
MASK_NPCSOLID, &filter, &tr );
//See if we were able to get there
if ( ( tr.startsolid ) || ( tr.allsolid ) || ( tr.fraction < 1.0f ) )
{
CBaseEntity *pEntity = tr.m_pEnt;
//If it's a physics object, attempt to knock is away, unless it's a car
if ( ( pEntity ) && ( pEntity->VPhysicsGetObject() ) && ( pEntity->GetServerVehicle() == NULL ) )
{
ClearBurrowPoint( point );
}
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Finds a burrow point for the antlion
// Input : distance - radius to search for burrow spot in
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::FindBurrow( const Vector &origin, float distance, int type, bool excludeNear )
{
//Burrowing in?
if ( type == ANTLION_BURROW_IN )
{
//Attempt to find a burrowing point
CHintCriteria hintCriteria;
hintCriteria.SetHintType( HINT_ANTLION_BURROW_POINT );
hintCriteria.SetFlag( bits_HINT_NODE_NEAREST );
hintCriteria.AddIncludePosition( origin, distance );
if ( excludeNear )
{
hintCriteria.AddExcludePosition( origin, 128 );
}
CAI_Hint *pHint = CAI_HintManager::FindHint( this, hintCriteria );
if ( pHint == NULL )
return false;
//Free up the node for use
if ( GetHintNode() )
{
GetHintNode()->Unlock(0);
}
SetHintNode( pHint );
//Lock the node
pHint->Lock(this);
//Setup our path and attempt to run there
Vector vHintPos;
GetHintNode()->GetPosition( this, &vHintPos );
AI_NavGoal_t goal( vHintPos, ACT_RUN );
return GetNavigator()->SetGoal( goal );
}
//Burrow out
m_iContext = ANTLION_BURROW_OUT;
CHintCriteria hintCriteria;
hintCriteria.SetHintType( HINT_ANTLION_BURROW_POINT );
hintCriteria.SetFlag( bits_HINT_NODE_NEAREST );
if ( GetEnemy() != NULL )
{
hintCriteria.AddIncludePosition( GetEnemy()->GetAbsOrigin(), distance );
}
//Attempt to find an open burrow point
CAI_Hint *pHint = CAI_HintManager::FindHint( this, hintCriteria );
m_iContext = -1;
if ( pHint == NULL )
return false;
//Free up the node for use
if (GetHintNode())
{
GetHintNode()->Unlock(0);
}
SetHintNode( pHint );
pHint->Lock(this);
Vector burrowPoint;
pHint->GetPosition(this,&burrowPoint);
UTIL_SetOrigin( this, burrowPoint );
//Burrowing out
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Cause the antlion to unborrow
// Input : *pActivator -
// *pCaller -
// useType -
// value -
//-----------------------------------------------------------------------------
void CNPC_Antlion::BurrowUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
//Don't allow us to do this again
SetUse( NULL );
//Allow idle sounds again
m_spawnflags &= ~SF_NPC_GAG;
//If the player activated this, then take them as an enemy
if ( ( pCaller != NULL ) && ( pCaller->IsPlayer() ) )
{
SetEnemy( pActivator );
}
//Start trying to surface
SetSchedule( SCHED_ANTLION_WAIT_UNBORROW );
}
//-----------------------------------------------------------------------------
// Purpose: Monitor the antlion's jump to play the proper landing sequence
//-----------------------------------------------------------------------------
bool CNPC_Antlion::CheckLanding( void )
{
trace_t tr;
Vector testPos;
//Amount of time to predict forward
const float timeStep = 0.1f;
//Roughly looks one second into the future
testPos = GetAbsOrigin() + ( GetAbsVelocity() * timeStep );
testPos[2] -= ( 0.5 * GetCurrentGravity() * GetGravity() * timeStep * timeStep);
if ( g_debug_antlion.GetInt() == 2 )
{
NDebugOverlay::Line( GetAbsOrigin(), testPos, 255, 0, 0, 0, 0.5f );
NDebugOverlay::Cross3D( m_vecSavedJump, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, true, 0.5f );
}
// Look below
AI_TraceHull( GetAbsOrigin(), testPos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
//See if we're about to contact, or have already contacted the ground
if ( ( tr.fraction != 1.0f ) || ( GetFlags() & FL_ONGROUND ) )
{
int sequence = SelectWeightedSequence( (Activity)ACT_ANTLION_LAND );
if ( GetSequence() != sequence )
{
SetWings( false );
VacateStrategySlot();
SetIdealActivity( (Activity) ACT_ANTLION_LAND );
CreateDust( false );
EmitSound( "NPC_Antlion.Land" );
if ( GetEnemy() && GetEnemy()->IsPlayer() )
{
CBasePlayer *pPlayer = ToBasePlayer( GetEnemy() );
if ( pPlayer && pPlayer->IsInAVehicle() == false )
{
QAngle qa( 4.0f, 0.0f, 0.0f );
Vector vec( -250.0f, 1.0f, 1.0f );
MeleeAttack( ANTLION_MELEE1_RANGE, sk_antlion_swipe_damage.GetFloat(), qa, vec );
}
}
SetAbsVelocity( GetAbsVelocity() * 0.33f );
return false;
}
return IsActivityFinished();
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC )
{
//If we're under the ground, don't look at enemies
if ( IsEffectActive( EF_NODRAW ) )
return false;
return BaseClass::QuerySeeEntity(pEntity, bOnlyHateOrFearIfNPC);
}
//-----------------------------------------------------------------------------
// Purpose: Turns the antlion's wings on or off
// Input : state - on or off
//-----------------------------------------------------------------------------
void CNPC_Antlion::SetWings( bool state )
{
if ( m_bWingsOpen == state )
return;
m_bWingsOpen = state;
if ( m_bWingsOpen )
{
CPASAttenuationFilter filter( this, "NPC_Antlion.WingsOpen" );
filter.MakeReliable();
EmitSound( filter, entindex(), "NPC_Antlion.WingsOpen" );
SetBodygroup( 1, 1 );
m_bLoopingStarted = true;
}
else
{
StopSound( "NPC_Antlion.WingsOpen" );
SetBodygroup( 1, 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::Burrow( void )
{
SetWings( false );
//Stop us from taking damage and being solid
m_spawnflags |= SF_NPC_GAG;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::Unburrow( void )
{
m_bStartBurrowed = false;
SetWings( false );
//Become solid again and visible
m_spawnflags &= ~SF_NPC_GAG;
RemoveSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_YES;
SetGroundEntity( NULL );
//If we have an enemy, come out facing them
if ( GetEnemy() )
{
Vector dir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize(dir);
QAngle angles = GetAbsAngles();
angles[ YAW ] = UTIL_VecToYaw( dir );
SetLocalAngles( angles );
}
//fire output upon unburrowing
m_OnUnBurrowed.FireOutput( this, this );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputUnburrow( inputdata_t &inputdata )
{
if ( IsAlive() == false )
return;
SetSchedule( SCHED_ANTLION_WAIT_UNBORROW );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputBurrow( inputdata_t &inputdata )
{
if ( IsAlive() == false )
return;
SetSchedule( SCHED_ANTLION_BURROW_IN );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputBurrowAway( inputdata_t &inputdata )
{
if ( IsAlive() == false )
return;
SetSchedule( SCHED_ANTLION_BURROW_AWAY );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::CreateDust( bool placeDecal )
{
trace_t tr;
AI_TraceLine( GetAbsOrigin()+Vector(0,0,1), GetAbsOrigin()-Vector(0,0,64), MASK_SOLID_BRUSHONLY | CONTENTS_PLAYERCLIP | CONTENTS_MONSTERCLIP, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f )
{
const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
if ( hl2_episodic.GetBool() == true || ( pdata->game.material == CHAR_TEX_CONCRETE ) ||
( pdata->game.material == CHAR_TEX_DIRT ) ||
( pdata->game.material == CHAR_TEX_SAND ) )
{
if ( !m_bSuppressUnburrowEffects )
{
UTIL_CreateAntlionDust( tr.endpos + Vector(0,0,24), GetAbsAngles() );
if ( placeDecal )
{
UTIL_DecalTrace( &tr, "Antlion.Unburrow" );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSound -
//-----------------------------------------------------------------------------
bool CNPC_Antlion::QueryHearSound( CSound *pSound )
{
if ( !BaseClass::QueryHearSound( pSound ) )
return false;
if ( pSound->m_iType == SOUND_BUGBAIT )
{
//Must be more recent than the current
if ( pSound->SoundExpirationTime() <= m_flIgnoreSoundTime )
return false;
//If we can hear it, store it
m_bHasHeardSound = (pSound != NULL);
if ( m_bHasHeardSound )
{
m_vecHeardSound = pSound->GetSoundOrigin();
m_flIgnoreSoundTime = pSound->SoundExpirationTime();
}
}
//Do the normal behavior at this point
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Allows for modification of the interrupt mask for the current schedule.
// In the most cases the base implementation should be called first.
//-----------------------------------------------------------------------------
void CNPC_Antlion::BuildScheduleTestBits( void )
{
//Don't allow any modifications when scripted
if ( m_NPCState == NPC_STATE_SCRIPT )
return;
// If we're allied with the player, don't be startled by him
if ( IsAllied() )
{
ClearCustomInterruptCondition( COND_HEAR_PLAYER );
SetCustomInterruptCondition( COND_PLAYER_PUSHING );
}
//Make sure we interrupt a run schedule if we can jump
if ( IsCurSchedule(SCHED_CHASE_ENEMY) )
{
SetCustomInterruptCondition( COND_ANTLION_CAN_JUMP );
SetCustomInterruptCondition( COND_ENEMY_UNREACHABLE );
}
if ( !IsCurSchedule( SCHED_ANTLION_DROWN ) )
{
// Interrupt any schedule unless already drowning.
SetCustomInterruptCondition( COND_ANTLION_IN_WATER );
}
else
{
// Don't stop drowning just because you're in water!
ClearCustomInterruptCondition( COND_ANTLION_IN_WATER );
}
// Make sure we don't stop in midair
/*
if ( GetActivity() == ACT_JUMP || GetActivity() == ACT_GLIDE || GetActivity() == ACT_LAND )
{
ClearCustomInterruptCondition( COND_NEW_ENEMY );
}
*/
//Interrupt any schedule unless already fleeing, burrowing, burrowed, or unburrowing.
if( !IsCurSchedule(SCHED_ANTLION_FLEE_THUMPER) &&
!IsCurSchedule(SCHED_ANTLION_FLEE_PHYSICS_DANGER) &&
!IsCurSchedule(SCHED_ANTLION_BURROW_IN) &&
!IsCurSchedule(SCHED_ANTLION_WAIT_UNBORROW) &&
!IsCurSchedule(SCHED_ANTLION_BURROW_OUT) &&
!IsCurSchedule(SCHED_ANTLION_BURROW_WAIT) &&
!IsCurSchedule(SCHED_ANTLION_WAIT_FOR_UNBORROW_TRIGGER)&&
!IsCurSchedule(SCHED_ANTLION_WAIT_FOR_CLEAR_UNBORROW)&&
!IsCurSchedule(SCHED_ANTLION_WAIT_UNBORROW) &&
!IsCurSchedule(SCHED_ANTLION_JUMP) &&
!IsCurSchedule(SCHED_ANTLION_FLIP) &&
!IsCurSchedule(SCHED_ANTLION_DISMOUNT_NPC) &&
( GetFlags() & FL_ONGROUND ) )
{
// Only do these if not jumping as well
if (!IsCurSchedule(SCHED_ANTLION_JUMP))
{
if ( GetEnemy() == NULL )
{
SetCustomInterruptCondition( COND_HEAR_PHYSICS_DANGER );
}
SetCustomInterruptCondition( COND_HEAR_THUMPER );
SetCustomInterruptCondition( COND_HEAR_BUGBAIT );
SetCustomInterruptCondition( COND_ANTLION_FLIPPED );
SetCustomInterruptCondition( COND_ANTLION_CAN_JUMP_AT_TARGET );
if ( GetNavType() != NAV_JUMP )
SetCustomInterruptCondition( COND_ANTLION_RECEIVED_ORDERS );
}
SetCustomInterruptCondition( COND_ANTLION_ON_NPC );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnemy -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::IsValidEnemy( CBaseEntity *pEnemy )
{
//See if antlions are friendly to the player in this map
if ( IsAllied() && pEnemy->IsPlayer() )
return false;
if ( pEnemy->IsWorld() )
return false;
//If we're chasing bugbait, close to within a certain radius before picking up enemies
if ( IsCurSchedule( GetGlobalScheduleId( SCHED_ANTLION_CHASE_BUGBAIT ) ) && ( GetNavigator() != NULL ) )
{
//If the enemy is without the target radius, then don't allow them
if ( ( GetNavigator()->IsGoalActive() ) && ( GetNavigator()->GetGoalPos() - pEnemy->GetAbsOrigin() ).Length() > bugbait_radius.GetFloat() )
return false;
}
// If we're following an entity we limit our attack distances
if ( m_FollowBehavior.GetFollowTarget() != NULL )
{
float enemyDist = ( pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
if ( m_flObeyFollowTime > gpGlobals->curtime )
{
// Unless we're right next to the enemy, follow our target
if ( enemyDist > (128*128) )
return false;
}
else
{
// Otherwise don't follow if the target is far
if ( enemyDist > (2000*2000) )
return false;
}
}
return BaseClass::IsValidEnemy( pEnemy );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::GatherConditions( void )
{
BaseClass::GatherConditions();
// See if I've landed on an NPC!
CBaseEntity *pGroundEnt = GetGroundEntity();
if ( ( ( pGroundEnt != NULL ) && ( pGroundEnt->GetSolidFlags() & FSOLID_NOT_STANDABLE ) ) && ( GetFlags() & FL_ONGROUND ) && ( !IsEffectActive( EF_NODRAW ) && !pGroundEnt->IsEffectActive( EF_NODRAW ) ) )
{
SetCondition( COND_ANTLION_ON_NPC );
}
else
{
ClearCondition( COND_ANTLION_ON_NPC );
}
// See if our follow target is too far off
/* if ( m_hFollowTarget != NULL )
{
float targetDist = UTIL_DistApprox( WorldSpaceCenter(), m_hFollowTarget->GetAbsOrigin() );
if ( targetDist > 400 )
{
SetCondition( COND_ANTLION_FOLLOW_TARGET_TOO_FAR );
}
else
{
ClearCondition( COND_ANTLION_FOLLOW_TARGET_TOO_FAR );
}
}*/
if ( IsCurSchedule( SCHED_ANTLION_BURROW_WAIT ) == false &&
IsCurSchedule(SCHED_ANTLION_BURROW_IN) == false &&
IsCurSchedule(SCHED_ANTLION_BURROW_OUT) == false &&
IsCurSchedule(SCHED_FALL_TO_GROUND ) == false &&
IsEffectActive( EF_NODRAW ) == false )
{
if( m_lifeState == LIFE_ALIVE && GetWaterLevel() > 1 )
{
// Start Drowning!
SetCondition( COND_ANTLION_IN_WATER );
}
}
//Ignore the player pushing me if I'm flipped over!
if ( IsCurSchedule( SCHED_ANTLION_FLIP ) )
ClearCondition( COND_PLAYER_PUSHING );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::PrescheduleThink( void )
{
UpdateHead();
Activity eActivity = GetActivity();
//See if we need to play their agitated sound
if ( ( eActivity == ACT_ANTLION_RUN_AGITATED ) && ( m_bAgitatedSound == false ) )
{
//Start sound
CPASAttenuationFilter filter( this, "NPC_Antlion.LoopingAgitated" );
filter.MakeReliable();
EmitSound( filter, entindex(), "NPC_Antlion.LoopingAgitated" );
m_bAgitatedSound = true;
}
else if ( ( eActivity != ACT_ANTLION_RUN_AGITATED ) && ( m_bAgitatedSound == true ) )
{
//Stop sound
StopSound( "NPC_Antlion.LoopingAgitated" );
m_bAgitatedSound = false;
}
//See if our wings got interrupted from being turned off
if ( ( m_bWingsOpen ) &&
( eActivity != ACT_ANTLION_JUMP_START ) &&
( eActivity != ACT_JUMP ) &&
( eActivity != ACT_GLIDE ) &&
( eActivity != ACT_ANTLION_LAND ) &&
( eActivity != ACT_ANTLION_DISTRACT ))
{
SetWings( false );
}
// Make sure we've turned off our burrow state if we're not in it
if ( IsEffectActive( EF_NODRAW ) &&
( eActivity != ACT_ANTLION_BURROW_IDLE ) &&
( eActivity != ACT_ANTLION_BURROW_OUT ) &&
( eActivity != ACT_ANTLION_BURROW_IN) )
{
DevMsg( "Antlion failed to unburrow properly!\n" );
Assert( 0 );
RemoveEffects( EF_NODRAW );
RemoveSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_YES;
RemoveFlag( FL_NOTARGET );
m_spawnflags &= ~SF_NPC_GAG;
}
//New Enemy? Try to jump at him.
if ( HasCondition( COND_NEW_ENEMY ) )
{
m_flJumpTime = 0.0f;
}
// See if we should jump because of desirables conditions, or a scripted request
if ( ShouldJump() )
{
SetCondition( COND_ANTLION_CAN_JUMP );
}
else
{
ClearCondition( COND_ANTLION_CAN_JUMP );
}
BaseClass::PrescheduleThink();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flDamage -
// bitsDamageType -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::IsLightDamage( const CTakeDamageInfo &info )
{
if ( ( random->RandomInt( 0, 1 ) ) && ( info.GetDamage() > 3 ) )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::IsAllied( void )
{
return ( GlobalEntity_GetState( "antlion_allied" ) == GLOBAL_ON );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::ShouldResumeFollow( void )
{
if ( IsAllied() == false )
return false;
if ( m_MoveState == ANTLION_MOVE_FOLLOW || m_hFollowTarget == NULL )
return false;
if ( m_flSuppressFollowTime > gpGlobals->curtime )
return false;
if ( GetEnemy() != NULL )
{
m_flSuppressFollowTime = gpGlobals->curtime + random->RandomInt( 5, 10 );
return false;
}
//TODO: See if the follow target has wandered off too far from where we last followed them to
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::ShouldAbandonFollow( void )
{
// Never give up if we can see the goal
if ( m_FollowBehavior.FollowTargetVisible() )
return false;
// Never give up if we're too close
float flDistance = UTIL_DistApprox2D( m_FollowBehavior.GetFollowTarget()->WorldSpaceCenter(), WorldSpaceCenter() );
if ( flDistance < 1500 )
return false;
if ( flDistance > 1500 * 2.0f )
return true;
// If we've failed too many times, give up
if ( m_FollowBehavior.GetNumFailedFollowAttempts() )
return true;
// If the target simply isn't reachable to us, give up
if ( m_FollowBehavior.TargetIsUnreachable() )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
//-----------------------------------------------------------------------------
void CNPC_Antlion::SetFightTarget( CBaseEntity *pTarget )
{
m_hFightGoalTarget = pTarget;
SetCondition( COND_ANTLION_RECEIVED_ORDERS );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputFightToPosition( inputdata_t &inputdata )
{
if ( IsAlive() == false )
return;
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller );
if ( pEntity != NULL )
{
SetFightTarget( pEntity );
SetFollowTarget( NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputStopFightToPosition( inputdata_t &inputdata )
{
SetFightTarget( NULL );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEnemy -
//-----------------------------------------------------------------------------
void CNPC_Antlion::GatherEnemyConditions( CBaseEntity *pEnemy )
{
// Do the base class
BaseClass::GatherEnemyConditions( pEnemy );
// Only continue if we burrow when eluded
if ( ( m_spawnflags & SF_ANTLION_BURROW_ON_ELUDED ) == false )
return;
// If we're not already too far away, check again
//TODO: Check to make sure we don't already have a condition set that removes the need for this
if ( HasCondition( COND_ENEMY_UNREACHABLE ) == false )
{
Vector predPosition;
UTIL_PredictedPosition( GetEnemy(), 1.0f, &predPosition );
Vector predDir = ( predPosition - GetAbsOrigin() );
float predLength = VectorNormalize( predDir );
// See if we'll be outside our effective target range
if ( predLength > m_flEludeDistance )
{
Vector predVelDir = ( predPosition - GetEnemy()->GetAbsOrigin() );
float predSpeed = VectorNormalize( predVelDir );
// See if the enemy is moving mostly away from us
if ( ( predSpeed > 512.0f ) && ( DotProduct( predVelDir, predDir ) > 0.0f ) )
{
// Mark the enemy as eluded and burrow away
ClearEnemyMemory();
SetEnemy( NULL );
SetIdealState( NPC_STATE_ALERT );
SetCondition( COND_ENEMY_UNREACHABLE );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::ShouldGib( const CTakeDamageInfo &info )
{
// If we're being hoisted, we only want to gib when the barnacle hurts us with his bite!
if ( IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) )
{
if ( info.GetAttacker() && info.GetAttacker()->Classify() != CLASS_BARNACLE )
return false;
return true;
}
if ( info.GetDamageType() & (DMG_NEVERGIB|DMG_DISSOLVE) )
return false;
#ifdef HL2_EPISODIC
if ( IsWorker() && ANTLION_WORKERS_BURST() )
return !m_bDontExplode;
#endif
if ( info.GetDamageType() & (DMG_ALWAYSGIB|DMG_BLAST) )
return true;
if ( m_iHealth < -20 )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::CorpseGib( const CTakeDamageInfo &info )
{
#ifdef HL2_EPISODIC
if ( IsWorker() )
{
DoPoisonBurst();
}
else
#endif // HL2_EPISODIC
{
// Use the bone position to handle being moved by an animation (like a dynamic scripted sequence)
static int s_nBodyBone = -1;
if ( s_nBodyBone == -1 )
{
s_nBodyBone = LookupBone( "Antlion.Body_Bone" );
}
Vector vecOrigin;
QAngle angBone;
GetBonePosition( s_nBodyBone, vecOrigin, angBone );
DispatchParticleEffect( "AntlionGib", vecOrigin, QAngle( 0, 0, 0 ) );
}
Vector velocity = vec3_origin;
AngularImpulse angVelocity = RandomAngularImpulse( -150, 150 );
breakablepropparams_t params( EyePosition(), GetAbsAngles(), velocity, angVelocity );
params.impactEnergyScale = 1.0f;
params.defBurstScale = 150.0f;
params.defCollisionGroup = COLLISION_GROUP_DEBRIS;
PropBreakableCreateAll( GetModelIndex(), NULL, params, this, -1, true, true );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CNPC_Antlion::Touch( CBaseEntity *pOther )
{
//See if the touching entity is a vehicle
CBasePlayer *pPlayer = ToBasePlayer( AI_GetSinglePlayer() );
// FIXME: Technically we'll want to check to see if a vehicle has touched us with the player OR NPC driver
if ( pPlayer && pPlayer->IsInAVehicle() )
{
IServerVehicle *pVehicle = pPlayer->GetVehicle();
CBaseEntity *pVehicleEnt = pVehicle->GetVehicleEnt();
if ( pVehicleEnt == pOther )
{
CPropVehicleDriveable *pDrivableVehicle = dynamic_cast<CPropVehicleDriveable *>( pVehicleEnt );
if ( pDrivableVehicle != NULL )
{
//Get tossed!
Vector vecShoveDir = pOther->GetAbsVelocity();
Vector vecTargetDir = GetAbsOrigin() - pOther->GetAbsOrigin();
VectorNormalize( vecShoveDir );
VectorNormalize( vecTargetDir );
bool bBurrowingOut = IsCurSchedule( SCHED_ANTLION_BURROW_OUT );
if ( ( ( pDrivableVehicle->m_nRPM > 75 ) && DotProduct( vecShoveDir, vecTargetDir ) <= 0 ) || bBurrowingOut == true )
{
if ( IsFlipped() || bBurrowingOut == true )
{
float flDamage = m_iHealth;
if ( random->RandomInt( 0, 10 ) > 4 )
flDamage += 25;
CTakeDamageInfo dmgInfo( pVehicleEnt, pPlayer, flDamage, DMG_VEHICLE );
CalculateMeleeDamageForce( &dmgInfo, vecShoveDir, pOther->GetAbsOrigin() );
TakeDamage( dmgInfo );
}
else
{
// We're being shoved
CTakeDamageInfo dmgInfo( pVehicleEnt, pPlayer, 0, DMG_VEHICLE );
PainSound( dmgInfo );
SetCondition( COND_ANTLION_FLIPPED );
vecTargetDir[2] = 0.0f;
ApplyAbsVelocityImpulse( ( vecTargetDir * 250.0f ) + Vector(0,0,64.0f) );
SetGroundEntity( NULL );
CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, GetAbsOrigin(), 256, 0.5f, this );
}
}
}
}
}
BaseClass::Touch( pOther );
// in episodic, an antlion colliding with the player in midair does him damage.
// pursuant bugs 58590, 56960, this happens only once per glide.
#ifdef HL2_EPISODIC
if ( GetActivity() == ACT_GLIDE && IsValidEnemy( pOther ) && !m_bHasDoneAirAttack )
{
CTakeDamageInfo dmgInfo( this, this, sk_antlion_air_attack_dmg.GetInt(), DMG_SLASH );
CalculateMeleeDamageForce( &dmgInfo, Vector( 0, 0, 1 ), GetAbsOrigin() );
pOther->TakeDamage( dmgInfo );
//Kick the player angles
bool bIsPlayer = pOther->IsPlayer();
if ( bIsPlayer && !(pOther->GetFlags() & FL_GODMODE ) && pOther->GetMoveType() != MOVETYPE_NOCLIP )
{
pOther->ViewPunch( QAngle( 4.0f, 0.0f, 0.0f ) );
}
// set my "I have already attacked someone" flag
if ( bIsPlayer || pOther->IsNPC())
{
m_bHasDoneAirAttack = true;
}
}
#endif
// Did the player touch me?
if ( pOther->IsPlayer() )
{
// Don't test for this if the pusher isn't friendly
if ( IsValidEnemy( pOther ) )
return;
// Ignore if pissed at player
if ( m_afMemory & bits_MEMORY_PROVOKED )
return;
if ( !IsCurSchedule( SCHED_MOVE_AWAY ) && !IsCurSchedule( SCHED_ANTLION_BURROW_OUT ) )
TestPlayerPushing( pOther );
}
//Adrian: Explode if hit by gunship!
//Maybe only do this if hit by the propellers?
if ( pOther->IsNPC() )
{
if ( pOther->Classify() == CLASS_COMBINE_GUNSHIP )
{
float flDamage = m_iHealth + 25;
CTakeDamageInfo dmgInfo( pOther, pOther, flDamage, DMG_GENERIC );
GuessDamageForce( &dmgInfo, (pOther->GetAbsOrigin() - GetAbsOrigin()), pOther->GetAbsOrigin() );
TakeDamage( dmgInfo );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: turn in the direction of movement
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Antlion::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval )
{
if ( hl2_episodic.GetBool() )
{
if ( IsWorker() && GetEnemy() )
{
AddFacingTarget( GetEnemy(), GetEnemy()->WorldSpaceCenter(), 1.0f, 0.2f );
return BaseClass::OverrideMoveFacing( move, flInterval );
}
}
//Adrian: Make antlions face the thumper while they flee away.
if ( IsCurSchedule( SCHED_ANTLION_FLEE_THUMPER ) )
{
CSound *pSound = GetLoudestSoundOfType( SOUND_THUMPER );
if ( pSound )
{
AddFacingTarget( pSound->GetSoundOrigin(), 1.0, 0.5f );
}
}
else if ( GetEnemy() && GetNavigator()->GetMovementActivity() == ACT_RUN )
{
// FIXME: this will break scripted sequences that walk when they have an enemy
Vector vecEnemyLKP = GetEnemyLKP();
if ( UTIL_DistApprox( vecEnemyLKP, GetAbsOrigin() ) < 512 )
{
// Only start facing when we're close enough
AddFacingTarget( GetEnemy(), vecEnemyLKP, 1.0, 0.2 );
}
}
return BaseClass::OverrideMoveFacing( move, flInterval );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputDisableJump( inputdata_t &inputdata )
{
m_bDisableJump = true;
CapabilitiesRemove( bits_CAP_MOVE_JUMP );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputEnableJump( inputdata_t &inputdata )
{
m_bDisableJump = false;
CapabilitiesAdd( bits_CAP_MOVE_JUMP );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
//-----------------------------------------------------------------------------
void CNPC_Antlion::SetFollowTarget( CBaseEntity *pTarget )
{
m_FollowBehavior.SetFollowTarget( pTarget );
m_hFollowTarget = pTarget;
m_flObeyFollowTime = gpGlobals->curtime + ANTLION_OBEY_FOLLOW_TIME;
SetCondition( COND_ANTLION_RECEIVED_ORDERS );
// Play an acknowledgement noise
if ( m_flNextAcknowledgeTime < gpGlobals->curtime )
{
EmitSound( "NPC_Antlion.Distracted" );
m_flNextAcknowledgeTime = gpGlobals->curtime + 1.0f;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::CreateBehaviors( void )
{
AddBehavior( &m_FollowBehavior );
AddBehavior( &m_AssaultBehavior );
return BaseClass::CreateBehaviors();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputIgnoreBugbait( inputdata_t &inputdata )
{
m_bIgnoreBugbait = true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputHearBugbait( inputdata_t &inputdata )
{
m_bIgnoreBugbait = false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : state -
//-----------------------------------------------------------------------------
void CNPC_Antlion::SetMoveState( AntlionMoveState_e state )
{
m_MoveState = state;
switch( m_MoveState )
{
case ANTLION_MOVE_FOLLOW:
m_FollowBehavior.SetFollowTarget( m_hFollowTarget );
// Clear any previous state
m_flSuppressFollowTime = 0;
break;
case ANTLION_MOVE_FIGHT_TO_GOAL:
m_FollowBehavior.SetFollowTarget( NULL );
// Keep the time we started this
m_flSuppressFollowTime = gpGlobals->curtime + random->RandomInt( 10, 15 );
break;
default:
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Special version helps other NPCs hit overturned antlion
//-----------------------------------------------------------------------------
Vector CNPC_Antlion::BodyTarget( const Vector &posSrc, bool bNoisy /*= true*/ )
{
// Cache the bone away to avoid future lookups
if ( m_nBodyBone == -1 )
{
CBaseAnimating *pAnimating = GetBaseAnimating();
m_nBodyBone = pAnimating->LookupBone( "Antlion.Body_Bone" );
}
// Get the exact position in our center of mass (thorax)
Vector vecResult;
QAngle vecAngle;
GetBonePosition( m_nBodyBone, vecResult, vecAngle );
if ( bNoisy )
return vecResult + RandomVector( -8, 8 );
return vecResult;
}
//-----------------------------------------------------------------------------
// Purpose: Flip the antlion over
//-----------------------------------------------------------------------------
void CNPC_Antlion::Flip( bool bZapped /*= false*/ )
{
// We can't flip an already flipped antlion
if ( IsFlipped() )
return;
// Must be on the ground
if ( ( GetFlags() & FL_ONGROUND ) == false )
return;
// Can't be in a dynamic interation
if ( IsRunningDynamicInteraction() )
return;
SetCondition( COND_ANTLION_FLIPPED );
if ( bZapped )
{
m_flZapDuration = gpGlobals->curtime + SequenceDuration( SelectWeightedSequence( (Activity) ACT_ANTLION_ZAP_FLIP) ) + 0.1f;
EmitSound( "NPC_Antlion.ZappedFlip" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CNPC_Antlion::InputJumpAtTarget( inputdata_t &inputdata )
{
CBaseEntity *pJumpTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), this, inputdata.pActivator, inputdata.pCaller );
if ( pJumpTarget == NULL )
{
Msg("Unable to find jump target named (%s)\n", inputdata.value.String() );
return;
}
#if HL2_EPISODIC
// Try the jump
AIMoveTrace_t moveTrace;
Vector targetPos = pJumpTarget->GetAbsOrigin();
// initialize jump state
float minJumpHeight = 0.0;
float maxHorzVel = 800.0f;
// initial jump, sets baseline for minJumpHeight
Vector vecApex;
Vector rawJumpVel = GetMoveProbe()->CalcJumpLaunchVelocity(GetAbsOrigin(), targetPos, GetCurrentGravity() * GetJumpGravity(), &minJumpHeight, maxHorzVel, &vecApex );
if ( g_debug_antlion.GetInt() == 2 )
{
NDebugOverlay::Box( targetPos, GetHullMins(), GetHullMaxs(), 0, 255, 0, 0, 5 );
NDebugOverlay::Line( GetAbsOrigin(), targetPos, 0, 255, 0, 0, 5 );
NDebugOverlay::Line( GetAbsOrigin(), rawJumpVel, 255, 255, 0, 0, 5 );
}
m_vecSavedJump = rawJumpVel;
#else
// Get the direction and speed to our target
Vector vecJumpDir = ( pJumpTarget->GetAbsOrigin() - GetAbsOrigin() );
VectorNormalize( vecJumpDir );
vecJumpDir *= 800.0f; // FIXME: We'd like to pass this in as a parameter, but comma delimited lists are bad
m_vecSavedJump = vecJumpDir;
#endif
SetCondition( COND_ANTLION_CAN_JUMP_AT_TARGET );
}
#if HL2_EPISODIC
//-----------------------------------------------------------------------------
// workers can explode.
//-----------------------------------------------------------------------------
void CNPC_Antlion::DoPoisonBurst()
{
if ( GetWaterLevel() < 2 )
{
CTakeDamageInfo info( this, this, sk_antlion_worker_burst_damage.GetFloat(), DMG_BLAST_SURFACE | ( ANTLION_WORKER_BURST_IS_POISONOUS() ? DMG_POISON : DMG_ACID ) );
RadiusDamage( info, GetAbsOrigin(), sk_antlion_worker_burst_radius.GetFloat(), CLASS_NONE, this );
DispatchParticleEffect( "antlion_gib_02", WorldSpaceCenter(), GetAbsAngles() );
}
else
{
CEffectData data;
data.m_vOrigin = WorldSpaceCenter();
data.m_flMagnitude = 100;
data.m_flScale = 128;
data.m_fFlags = ( SF_ENVEXPLOSION_NODAMAGE | SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE );
DispatchEffect( "WaterSurfaceExplosion", data );
}
EmitSound( "NPC_Antlion.PoisonBurstExplode" );
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Antlion::IsHeavyDamage( const CTakeDamageInfo &info )
{
if ( hl2_episodic.GetBool() && IsWorker() )
{
if ( m_nSustainedDamage + info.GetDamage() > 6 )
return true;
}
return BaseClass::IsHeavyDamage( info );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bForced -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Antlion::CanRunAScriptedNPCInteraction( bool bForced /*= false*/ )
{
// Workers shouldn't do DSS's because they explode
if ( IsWorker() )
return false;
return BaseClass::CanRunAScriptedNPCInteraction( bForced );
}
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CAntlionRepellant )
DEFINE_KEYFIELD( m_flRepelRadius, FIELD_FLOAT, "repelradius" ),
DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
END_DATADESC()
static CUtlVector< CHandle< CAntlionRepellant > >m_hRepellantList;
CAntlionRepellant::~CAntlionRepellant()
{
m_hRepellantList.FindAndRemove( this );
}
void CAntlionRepellant::Spawn( void )
{
BaseClass::Spawn();
m_bEnabled = true;
m_hRepellantList.AddToTail( this );
}
void CAntlionRepellant::InputEnable( inputdata_t &inputdata )
{
m_bEnabled = true;
if ( m_hRepellantList.HasElement( this ) == false )
m_hRepellantList.AddToTail( this );
}
void CAntlionRepellant::InputDisable( inputdata_t &inputdata )
{
m_bEnabled = false;
m_hRepellantList.FindAndRemove( this );
}
float CAntlionRepellant::GetRadius( void )
{
if ( m_bEnabled == false )
return 0.0f;
return m_flRepelRadius;
}
void CAntlionRepellant::OnRestore( void )
{
BaseClass::OnRestore();
if ( m_bEnabled == true )
{
if ( m_hRepellantList.HasElement( this ) == false )
m_hRepellantList.AddToTail( this );
}
}
bool CAntlionRepellant::IsPositionRepellantFree( Vector vDesiredPos )
{
for ( int i = 0; i < m_hRepellantList.Count(); i++ )
{
if ( m_hRepellantList[i] )
{
CAntlionRepellant *pRep = m_hRepellantList[i].Get();
if ( pRep )
{
float flDist = (vDesiredPos - pRep->GetAbsOrigin()).Length();
if ( flDist <= pRep->GetRadius() )
return false;
}
}
}
return true;
}
LINK_ENTITY_TO_CLASS( point_antlion_repellant, CAntlionRepellant);
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_antlion, CNPC_Antlion )
//Register our interactions
DECLARE_INTERACTION( g_interactionAntlionFoundTarget )
DECLARE_INTERACTION( g_interactionAntlionFiredAtTarget )
//Conditions
DECLARE_CONDITION( COND_ANTLION_FLIPPED )
DECLARE_CONDITION( COND_ANTLION_ON_NPC )
DECLARE_CONDITION( COND_ANTLION_CAN_JUMP )
DECLARE_CONDITION( COND_ANTLION_FOLLOW_TARGET_TOO_FAR )
DECLARE_CONDITION( COND_ANTLION_RECEIVED_ORDERS )
DECLARE_CONDITION( COND_ANTLION_IN_WATER )
DECLARE_CONDITION( COND_ANTLION_CAN_JUMP_AT_TARGET )
DECLARE_CONDITION( COND_ANTLION_SQUADMATE_KILLED )
//Squad slots
DECLARE_SQUADSLOT( SQUAD_SLOT_ANTLION_JUMP )
DECLARE_SQUADSLOT( SQUAD_SLOT_ANTLION_WORKER_FIRE )
//Tasks
DECLARE_TASK( TASK_ANTLION_SET_CHARGE_GOAL )
DECLARE_TASK( TASK_ANTLION_BURROW )
DECLARE_TASK( TASK_ANTLION_UNBURROW )
DECLARE_TASK( TASK_ANTLION_VANISH )
DECLARE_TASK( TASK_ANTLION_FIND_BURROW_IN_POINT )
DECLARE_TASK( TASK_ANTLION_FIND_BURROW_OUT_POINT )
DECLARE_TASK( TASK_ANTLION_BURROW_WAIT )
DECLARE_TASK( TASK_ANTLION_CHECK_FOR_UNBORROW )
DECLARE_TASK( TASK_ANTLION_JUMP )
DECLARE_TASK( TASK_ANTLION_WAIT_FOR_TRIGGER )
DECLARE_TASK( TASK_ANTLION_GET_THUMPER_ESCAPE_PATH )
DECLARE_TASK( TASK_ANTLION_GET_PATH_TO_BUGBAIT )
DECLARE_TASK( TASK_ANTLION_FACE_BUGBAIT )
DECLARE_TASK( TASK_ANTLION_DISMOUNT_NPC )
DECLARE_TASK( TASK_ANTLION_REACH_FIGHT_GOAL )
DECLARE_TASK( TASK_ANTLION_GET_PHYSICS_DANGER_ESCAPE_PATH )
DECLARE_TASK( TASK_ANTLION_FACE_JUMP )
DECLARE_TASK( TASK_ANTLION_DROWN )
DECLARE_TASK( TASK_ANTLION_GET_PATH_TO_RANDOM_NODE )
DECLARE_TASK( TASK_ANTLION_FIND_COVER_FROM_SAVEPOSITION )
//Activities
DECLARE_ACTIVITY( ACT_ANTLION_DISTRACT )
DECLARE_ACTIVITY( ACT_ANTLION_DISTRACT_ARRIVED )
DECLARE_ACTIVITY( ACT_ANTLION_JUMP_START )
DECLARE_ACTIVITY( ACT_ANTLION_BURROW_IN )
DECLARE_ACTIVITY( ACT_ANTLION_BURROW_OUT )
DECLARE_ACTIVITY( ACT_ANTLION_BURROW_IDLE )
DECLARE_ACTIVITY( ACT_ANTLION_RUN_AGITATED )
DECLARE_ACTIVITY( ACT_ANTLION_FLIP )
DECLARE_ACTIVITY( ACT_ANTLION_POUNCE )
DECLARE_ACTIVITY( ACT_ANTLION_POUNCE_MOVING )
DECLARE_ACTIVITY( ACT_ANTLION_DROWN )
DECLARE_ACTIVITY( ACT_ANTLION_LAND )
DECLARE_ACTIVITY( ACT_ANTLION_WORKER_EXPLODE )
DECLARE_ACTIVITY( ACT_ANTLION_ZAP_FLIP )
//Events
DECLARE_ANIMEVENT( AE_ANTLION_WALK_FOOTSTEP )
DECLARE_ANIMEVENT( AE_ANTLION_MELEE_HIT1 )
DECLARE_ANIMEVENT( AE_ANTLION_MELEE_HIT2 )
DECLARE_ANIMEVENT( AE_ANTLION_MELEE_POUNCE )
DECLARE_ANIMEVENT( AE_ANTLION_FOOTSTEP_SOFT )
DECLARE_ANIMEVENT( AE_ANTLION_FOOTSTEP_HEAVY )
DECLARE_ANIMEVENT( AE_ANTLION_START_JUMP )
DECLARE_ANIMEVENT( AE_ANTLION_BURROW_IN )
DECLARE_ANIMEVENT( AE_ANTLION_BURROW_OUT )
DECLARE_ANIMEVENT( AE_ANTLION_VANISH )
DECLARE_ANIMEVENT( AE_ANTLION_OPEN_WINGS )
DECLARE_ANIMEVENT( AE_ANTLION_CLOSE_WINGS )
DECLARE_ANIMEVENT( AE_ANTLION_MELEE1_SOUND )
DECLARE_ANIMEVENT( AE_ANTLION_MELEE2_SOUND )
DECLARE_ANIMEVENT( AE_ANTLION_WORKER_EXPLODE_SCREAM )
DECLARE_ANIMEVENT( AE_ANTLION_WORKER_EXPLODE_WARN )
DECLARE_ANIMEVENT( AE_ANTLION_WORKER_EXPLODE )
DECLARE_ANIMEVENT( AE_ANTLION_WORKER_SPIT )
DECLARE_ANIMEVENT( AE_ANTLION_WORKER_DONT_EXPLODE )
//Schedules
//==================================================
// Jump
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_JUMP,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_ANTLION_FACE_JUMP 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_JUMP_START"
" TASK_ANTLION_JUMP 0"
""
" Interrupts"
" COND_TASK_FAILED"
)
//==================================================
// Wait for unborrow (once burrow has been triggered)
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_WAIT_UNBORROW,
" Tasks"
" TASK_ANTLION_BURROW_WAIT 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ANTLION_WAIT_FOR_CLEAR_UNBORROW"
""
" Interrupts"
" COND_TASK_FAILED"
)
//==================================================
// Burrow Wait
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_BURROW_WAIT,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLION_BURROW_WAIT"
" TASK_ANTLION_BURROW_WAIT 1"
" TASK_ANTLION_FIND_BURROW_OUT_POINT 1024"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ANTLION_WAIT_FOR_CLEAR_UNBORROW"
""
" Interrupts"
" COND_TASK_FAILED"
)
//==================================================
// Burrow In
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_BURROW_IN,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED"
" TASK_ANTLION_BURROW 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_BURROW_IN"
" TASK_ANTLION_VANISH 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ANTLION_BURROW_WAIT"
""
" Interrupts"
" COND_TASK_FAILED"
)
//==================================================
// Run to burrow in
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_RUN_TO_BURROW_IN,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED"
" TASK_SET_TOLERANCE_DISTANCE 8"
" TASK_ANTLION_FIND_BURROW_IN_POINT 512"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ANTLION_BURROW_IN"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_GIVE_WAY"
" COND_CAN_MELEE_ATTACK1"
" COND_CAN_MELEE_ATTACK2"
)
//==================================================
// Burrow Out
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_BURROW_OUT,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLION_BURROW_WAIT"
" TASK_ANTLION_UNBURROW 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_BURROW_OUT"
""
" Interrupts"
" COND_TASK_FAILED"
)
//==================================================
// Wait for unborrow (triggered)
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_WAIT_FOR_UNBORROW_TRIGGER,
" Tasks"
" TASK_ANTLION_WAIT_FOR_TRIGGER 0"
""
" Interrupts"
" COND_TASK_FAILED"
)
//==================================================
// Wait for clear burrow spot (triggered)
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_WAIT_FOR_CLEAR_UNBORROW,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLION_BURROW_WAIT"
" TASK_ANTLION_CHECK_FOR_UNBORROW 1"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_ANTLION_BURROW_OUT"
""
" Interrupts"
" COND_TASK_FAILED"
)
//==================================================
// Run from the sound of a thumper!
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_FLEE_THUMPER,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_IDLE_STAND"
" TASK_ANTLION_GET_THUMPER_ESCAPE_PATH 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_DISTRACT_ARRIVED"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_ANTLION_FLIPPED"
)
//==================================================
// SCHED_ANTLION_CHASE_BUGBAIT
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_CHASE_BUGBAIT,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_ANTLION_GET_PATH_TO_BUGBAIT 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
" TASK_ANTLION_FACE_BUGBAIT 0"
""
" Interrupts"
" COND_CAN_MELEE_ATTACK1"
" COND_SEE_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
)
//==================================================
// SCHED_ANTLION_ZAP_FLIP
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_ZAP_FLIP,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_RESET_ACTIVITY 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_ZAP_FLIP"
" Interrupts"
" COND_TASK_FAILED"
)
//==================================================
// SCHED_ANTLION_FLIP
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_FLIP,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_RESET_ACTIVITY 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_FLIP"
" Interrupts"
" COND_TASK_FAILED"
)
//=========================================================
// Headcrab has landed atop another NPC. Get down!
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_DISMOUNT_NPC,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_ANTLION_DISMOUNT_NPC 0"
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_ANTLION_RUN_TO_FIGHT_GOAL,
" Tasks"
" TASK_SET_TOLERANCE_DISTANCE 128"
" TASK_GET_PATH_TO_SAVEPOSITION 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_ANTLION_REACH_FIGHT_GOAL 0"
" Interrupts"
" COND_NEW_ENEMY"
" COND_HEAVY_DAMAGE"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_ANTLION_CAN_JUMP"
)
DEFINE_SCHEDULE
(
SCHED_ANTLION_RUN_TO_FOLLOW_GOAL,
" Tasks"
" TASK_SET_TOLERANCE_DISTANCE 128"
" TASK_GET_PATH_TO_SAVEPOSITION 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" Interrupts"
" COND_NEW_ENEMY"
" COND_HEAVY_DAMAGE"
" COND_ANTLION_CAN_JUMP"
" COND_ANTLION_FOLLOW_TARGET_TOO_FAR"
)
DEFINE_SCHEDULE
(
SCHED_ANTLION_BUGBAIT_IDLE_STAND,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_PLAYER 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 2"
" Interrupts"
" COND_NEW_ENEMY"
" COND_HEAVY_DAMAGE"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
" COND_ANTLION_CAN_JUMP"
" COND_ANTLION_FOLLOW_TARGET_TOO_FAR"
" COND_GIVE_WAY"
)
DEFINE_SCHEDULE
(
SCHED_ANTLION_BURROW_AWAY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_ANTLION_BURROW 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_BURROW_IN"
" TASK_ANTLION_VANISH 1"
" Interrupts"
)
//==================================================
// Run from the sound of a physics crash
//==================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_FLEE_PHYSICS_DANGER,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
" TASK_ANTLION_GET_PHYSICS_DANGER_ESCAPE_PATH 1024"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
""
" Interrupts"
" COND_TASK_FAILED"
)
// Pounce forward at our enemy
DEFINE_SCHEDULE
(
SCHED_ANTLION_POUNCE,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1"
" TASK_RESET_ACTIVITY 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_POUNCE"
" Interrupts"
" COND_TASK_FAILED"
)
// Pounce forward at our enemy
DEFINE_SCHEDULE
(
SCHED_ANTLION_POUNCE_MOVING,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1"
" TASK_RESET_ACTIVITY 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_ANTLION_POUNCE_MOVING"
" Interrupts"
" COND_TASK_FAILED"
)
//=========================================================
// The irreversible process of drowning
//=========================================================
DEFINE_SCHEDULE
(
SCHED_ANTLION_DROWN,
" Tasks"
" TASK_SET_ACTIVITY ACTIVITY:ACT_ANTLION_DROWN"
" TASK_ANTLION_DROWN 0"
""
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_ANTLION_WORKER_RANGE_ATTACK1,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_RANGE_ATTACK1 0"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
)
DEFINE_SCHEDULE
(
SCHED_ANTLION_WORKER_FLANK_RANDOM,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLION_WORKER_RUN_RANDOM"
" TASK_SET_TOLERANCE_DISTANCE 48"
" TASK_SET_ROUTE_SEARCH_TIME 1" // Spend 1 second trying to build a path if stuck
" TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS 30"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_HEAVY_DAMAGE"
" COND_ANTLION_SQUADMATE_KILLED"
" COND_CAN_RANGE_ATTACK1"
" COND_CAN_MELEE_ATTACK1"
)
DEFINE_SCHEDULE
(
SCHED_ANTLION_WORKER_RUN_RANDOM,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ANTLION_TAKE_COVER_FROM_ENEMY"
" TASK_SET_TOLERANCE_DISTANCE 48"
" TASK_SET_ROUTE_SEARCH_TIME 1" // Spend 1 second trying to build a path if stuck
" TASK_GET_PATH_TO_RANDOM_NODE 128"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_CAN_RANGE_ATTACK1"
)
DEFINE_SCHEDULE
(
SCHED_ANTLION_TAKE_COVER_FROM_ENEMY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FAIL_TAKE_COVER"
" TASK_FIND_COVER_FROM_ENEMY 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_NEW_ENEMY"
)
DEFINE_SCHEDULE
(
SCHED_ANTLION_TAKE_COVER_FROM_SAVEPOSITION,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_FAIL_TAKE_COVER"
" TASK_ANTLION_FIND_COVER_FROM_SAVEPOSITION 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_STOP_MOVING 0"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_NEW_ENEMY"
)
AI_END_CUSTOM_NPC()
//-----------------------------------------------------------------------------
// Purpose: Whether or not the target is a worker class of antlion
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool IsAntlionWorker( CBaseEntity *pEntity )
{
// Must at least be valid and an antlion
return ( pEntity != NULL &&
pEntity->Classify() == CLASS_ANTLION &&
pEntity->HasSpawnFlags( SF_ANTLION_WORKER ) &&
dynamic_cast<CNPC_Antlion *>(pEntity) != NULL ); // Save this as the last step
}
//-----------------------------------------------------------------------------
// Purpose: Whether or not the entity is a common antlion
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool IsAntlion( CBaseEntity *pEntity )
{
// Must at least be valid and an antlion
return ( pEntity != NULL &&
pEntity->Classify() == CLASS_ANTLION &&
dynamic_cast<CNPC_Antlion *>(pEntity) != NULL ); // Save this as the last step
}
#ifdef HL2_EPISODIC
//-----------------------------------------------------------------------------
// Purpose: Used by other entities to judge the antlion worker's radius of damage
//-----------------------------------------------------------------------------
float AntlionWorkerBurstRadius( void )
{
return sk_antlion_worker_burst_radius.GetFloat();
}
#endif // HL2_EPISODIC