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1545 lines
45 KiB
1545 lines
45 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_basenpc.h"
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#include "AI_Default.h"
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#include "AI_Senses.h"
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#include "ai_node.h" // for hint defintions
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#include "ai_network.h"
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#include "AI_Hint.h"
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#include "ai_squad.h"
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#include "beam_shared.h"
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#include "globalstate.h"
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#include "soundent.h"
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#include "ndebugoverlay.h"
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#include "entitylist.h"
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#include "npc_citizen17.h"
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#include "scriptedtarget.h"
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#include "ai_interactions.h"
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#include "spotlightend.h"
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#include "beam_flags.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define SPOTLIGHT_SWING_FORWARD 1
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#define SPOTLIGHT_SWING_BACK -1
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//------------------------------------
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// Spawnflags
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//------------------------------------
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#define SF_SPOTLIGHT_START_TRACK_ON (1 << 16)
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#define SF_SPOTLIGHT_START_LIGHT_ON (1 << 17)
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#define SF_SPOTLIGHT_NO_DYNAMIC_LIGHT (1 << 18)
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#define SF_SPOTLIGHT_NEVER_MOVE (1 << 19)
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//-----------------------------------------------------------------------------
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// Parameters for how the spotlight behaves
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//-----------------------------------------------------------------------------
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#define SPOTLIGHT_ENTITY_INSPECT_LENGTH 15 // How long does the inspection last
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#define SPOTLIGHT_HINT_INSPECT_LENGTH 15 // How long does the inspection last
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#define SPOTLIGHT_SOUND_INSPECT_LENGTH 1 // How long does the inspection last
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#define SPOTLIGHT_HINT_INSPECT_DELAY 20 // Check for hint nodes this often
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#define SPOTLIGHT_ENTITY_INSPECT_DELAY 1 // Check for citizens this often
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#define SPOTLIGHT_HINT_SEARCH_DIST 1000 // How far from self do I look for hints?
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#define SPOTLIGHT_ENTITY_SEARCH_DIST 100 // How far from spotlight do I look for entities?
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#define SPOTLIGHT_ACTIVE_SEARCH_DIST 200 // How far from spotlight do I look when already have entity
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#define SPOTLIGHT_BURN_TARGET_THRESH 60 // How close need to get to burn target
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#define SPOTLIGHT_MAX_SPEED_SCALE 2
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//#define SPOTLIGHT_DEBUG
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// -----------------------------------
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// Spotlight flags
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// -----------------------------------
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enum SpotlightFlags_t
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{
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BITS_SPOTLIGHT_LIGHT_ON = 0x00000001, // Light is on
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BITS_SPOTLIGHT_TRACK_ON = 0x00000002, // Tracking targets / scanning
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BITS_SPOTLIGHT_SMOOTH_RETURN = 0x00001000, // If out of range, don't pop back to position
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};
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class CBeam;
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class CNPC_Spotlight : public CAI_BaseNPC
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{
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DECLARE_CLASS( CNPC_Spotlight, CAI_BaseNPC );
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public:
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CNPC_Spotlight();
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Class_T Classify(void);
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int UpdateTransmitState(void);
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void Event_Killed( const CTakeDamageInfo &info );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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int GetSoundInterests( void );
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bool FValidateHintType(CAI_Hint *pHint);
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Disposition_t IRelationType(CBaseEntity *pTarget);
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float HearingSensitivity( void ) { return 4.0; };
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void NPCThink(void);
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bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
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void UpdateTargets(void);
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void Precache(void);
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void Spawn(void);
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public:
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int m_fSpotlightFlags;
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// ------------------------------
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// Scripted Spotlight Motion
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// ------------------------------
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CScriptedTarget* m_pScriptedTarget; // My current scripted target
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void SetScriptedTarget( CScriptedTarget *pScriptedTarget );
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// ------------------------------
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// Inspecting
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// ------------------------------
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Vector m_vInspectPos;
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float m_flInspectEndTime;
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float m_flNextEntitySearchTime;
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float m_flNextHintSearchTime; // Time to look for hints to inspect
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void SetInspectTargetToEntity(CBaseEntity *pEntity, float fInspectDuration);
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void SetInspectTargetToEnemy(CBaseEntity *pEntity);
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void SetInspectTargetToPos(const Vector &vInspectPos, float fInspectDuration);
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void SetInspectTargetToHint(CAI_Hint *pHint, float fInspectDuration);
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void ClearInspectTarget(void);
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bool HaveInspectTarget(void);
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Vector InspectTargetPosition(void);
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CBaseEntity* BestInspectTarget(void);
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void RequestInspectSupport(void);
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// -------------------------------
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// Outputs
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// -------------------------------
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bool m_bHadEnemy; // Had an enemy
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COutputEvent m_pOutputAlert; // Alerted by sound
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COutputEHANDLE m_pOutputDetect; // Found enemy, output it's name
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COutputEHANDLE m_pOutputLost; // Lost enemy
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COutputEHANDLE m_pOutputSquadDetect; // Squad Found enemy
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COutputEHANDLE m_pOutputSquadLost; // Squad Lost enemy
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COutputVector m_pOutputPosition; // End position of spotlight beam
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// ------------------------------
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// Spotlight
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// ------------------------------
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float m_flYaw;
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float m_flYawCenter;
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float m_flYawRange; // +/- around center
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float m_flYawSpeed;
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float m_flYawDir;
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float m_flPitch;
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float m_flPitchCenter;
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float m_flPitchMin;
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float m_flPitchMax;
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float m_flPitchSpeed;
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float m_flPitchDir;
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float m_flIdleSpeed; // Speed when no enemy
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float m_flAlertSpeed; // Speed when found enemy
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Vector m_vSpotlightTargetPos;
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Vector m_vSpotlightCurrentPos;
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CBeam* m_pSpotlight;
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CSpotlightEnd* m_pSpotlightTarget;
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Vector m_vSpotlightDir;
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int m_nHaloSprite;
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float m_flSpotlightMaxLength;
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float m_flSpotlightCurLength;
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float m_flSpotlightGoalWidth;
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void SpotlightUpdate(void);
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Vector SpotlightCurrentPos(void);
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void SpotlightSetTargetYawAndPitch(void);
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float SpotlightSpeed(void);
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void SpotlightCreate(void);
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void SpotlightDestroy(void);
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bool SpotlightIsPositionLegal(const Vector &vTestPos);
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// ------------------------------
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// Inputs
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// ------------------------------
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void InputLightOn( inputdata_t &inputdata );
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void InputLightOff( inputdata_t &inputdata );
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void InputTrackOn( inputdata_t &inputdata );
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void InputTrackOff( inputdata_t &inputdata );
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protected:
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DECLARE_DATADESC();
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};
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BEGIN_DATADESC( CNPC_Spotlight )
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DEFINE_FIELD( m_vInspectPos, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_flYaw, FIELD_FLOAT ),
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DEFINE_FIELD( m_flYawCenter, FIELD_FLOAT ),
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DEFINE_FIELD( m_flYawSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_flYawDir, FIELD_FLOAT ),
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DEFINE_FIELD( m_flPitch, FIELD_FLOAT ),
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DEFINE_FIELD( m_flPitchCenter, FIELD_FLOAT ),
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DEFINE_FIELD( m_flPitchSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_flPitchDir, FIELD_FLOAT ),
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DEFINE_FIELD( m_flSpotlightCurLength, FIELD_FLOAT ),
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DEFINE_FIELD( m_fSpotlightFlags, FIELD_INTEGER ),
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DEFINE_FIELD( m_flInspectEndTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextEntitySearchTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextHintSearchTime, FIELD_TIME ),
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DEFINE_FIELD( m_bHadEnemy, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_vSpotlightTargetPos, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vSpotlightCurrentPos, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_pSpotlight, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_pSpotlightTarget, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_vSpotlightDir, FIELD_VECTOR ),
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DEFINE_FIELD( m_nHaloSprite, FIELD_INTEGER ),
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DEFINE_FIELD( m_pScriptedTarget, FIELD_CLASSPTR ),
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DEFINE_KEYFIELD( m_flYawRange, FIELD_FLOAT, "YawRange"),
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DEFINE_KEYFIELD( m_flPitchMin, FIELD_FLOAT, "PitchMin"),
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DEFINE_KEYFIELD( m_flPitchMax, FIELD_FLOAT, "PitchMax"),
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DEFINE_KEYFIELD( m_flIdleSpeed, FIELD_FLOAT, "IdleSpeed"),
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DEFINE_KEYFIELD( m_flAlertSpeed, FIELD_FLOAT, "AlertSpeed"),
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DEFINE_KEYFIELD( m_flSpotlightMaxLength,FIELD_FLOAT, "SpotlightLength"),
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DEFINE_KEYFIELD( m_flSpotlightGoalWidth,FIELD_FLOAT, "SpotlightWidth"),
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// DEBUG m_pScriptedTarget
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "LightOn", InputLightOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "LightOff", InputLightOff ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TrackOn", InputTrackOn ),
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DEFINE_INPUTFUNC( FIELD_VOID, "TrackOff", InputTrackOff ),
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// Outputs
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DEFINE_OUTPUT(m_pOutputAlert, "OnAlert" ),
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DEFINE_OUTPUT(m_pOutputDetect, "DetectedEnemy" ),
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DEFINE_OUTPUT(m_pOutputLost, "LostEnemy" ),
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DEFINE_OUTPUT(m_pOutputSquadDetect, "SquadDetectedEnemy" ),
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DEFINE_OUTPUT(m_pOutputSquadLost, "SquadLostEnemy" ),
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DEFINE_OUTPUT(m_pOutputPosition, "LightPosition" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS(npc_spotlight, CNPC_Spotlight);
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CNPC_Spotlight::CNPC_Spotlight()
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{
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#ifdef _DEBUG
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m_vInspectPos.Init();
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m_vSpotlightTargetPos.Init();
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m_vSpotlightCurrentPos.Init();
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m_vSpotlightDir.Init();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Indicates this NPC's place in the relationship table.
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//-----------------------------------------------------------------------------
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Class_T CNPC_Spotlight::Classify(void)
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{
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return(CLASS_MILITARY);
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}
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//-------------------------------------------------------------------------------------
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// Purpose : Send even though we don't have a model so spotlight gets proper position
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// Input :
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// Output :
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//-------------------------------------------------------------------------------------
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int CNPC_Spotlight::UpdateTransmitState(void)
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{
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return SetTransmitState( FL_EDICT_PVSCHECK );
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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int CNPC_Spotlight::GetSoundInterests( void )
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{
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return (SOUND_COMBAT | SOUND_DANGER);
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}
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//------------------------------------------------------------------------------
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// Purpose : Override to split in two when attacked
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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int CNPC_Spotlight::OnTakeDamage_Alive( const CTakeDamageInfo &info )
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{
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// Deflect spotlight
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Vector vCrossProduct;
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CrossProduct(m_vSpotlightDir,g_vecAttackDir, vCrossProduct);
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if (vCrossProduct.y > 0)
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{
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m_flYaw += random->RandomInt(10,20);
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}
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else
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{
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m_flYaw -= random->RandomInt(10,20);
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}
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return (BaseClass::OnTakeDamage_Alive( info ));
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pInflictor -
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// pAttacker -
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// flDamage -
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// bitsDamageType -
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//-----------------------------------------------------------------------------
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void CNPC_Spotlight::Event_Killed( const CTakeDamageInfo &info )
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{
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// Interrupt whatever schedule I'm on
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SetCondition(COND_SCHEDULE_DONE);
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// Remove spotlight
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SpotlightDestroy();
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// Otherwise, turn into a physics object and fall to the ground
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CBaseCombatCharacter::Event_Killed( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Tells use whether or not the NPC cares about a given type of hint node.
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// Input : sHint -
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// Output : TRUE if the NPC is interested in this hint type, FALSE if not.
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//-----------------------------------------------------------------------------
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bool CNPC_Spotlight::FValidateHintType(CAI_Hint *pHint)
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{
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if (pHint->HintType() == HINT_WORLD_WINDOW)
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{
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Vector vHintPos;
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pHint->GetPosition(this,&vHintPos);
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if (SpotlightIsPositionLegal(vHintPos))
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{
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return true;
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Plays the engine sound.
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//-----------------------------------------------------------------------------
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void CNPC_Spotlight::NPCThink(void)
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{
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SetNextThink( gpGlobals->curtime + 0.1f );// keep npc thinking.
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if (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI)
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{
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if (m_pSpotlightTarget)
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{
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m_pSpotlightTarget->SetAbsVelocity( vec3_origin );
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}
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}
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else if (IsAlive())
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{
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GetSenses()->Listen();
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UpdateTargets();
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SpotlightUpdate();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Spotlight::Precache(void)
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{
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//
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// Model.
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//
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PrecacheModel("models/combot.mdl");
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PrecacheModel("models/gibs/combot_gibs.mdl");
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//
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// Sprites.
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//
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PrecacheModel("sprites/spotlight.vmt");
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m_nHaloSprite = PrecacheModel("sprites/blueflare1.vmt");
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BaseClass::Precache();
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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CBaseEntity* CNPC_Spotlight::BestInspectTarget(void)
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{
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// Only look for inspect targets when spotlight it on
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if (m_pSpotlightTarget == NULL)
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{
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return NULL;
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}
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float fBestDistance = MAX_COORD_RANGE;
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int nBestPriority = -1000;
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int nBestRelationship = D_NU;
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// Get my best enemy first
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CBaseEntity* pBestEntity = BestEnemy();
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if (pBestEntity)
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{
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// If the enemy isn't visibile
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if (!FVisible(pBestEntity))
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{
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// If he hasn't been seen in a while and hasn't already eluded
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// the squad, make the enemy as eluded and fire a lost squad output
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float flTimeLastSeen = GetEnemies()->LastTimeSeen(pBestEntity);
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if (!GetEnemies()->HasEludedMe(pBestEntity) &&
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flTimeLastSeen + 0.5 < gpGlobals->curtime)
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{
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GetEnemies()->MarkAsEluded(pBestEntity);
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m_pOutputSquadLost.Set(*((EHANDLE *)pBestEntity),this,this);
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}
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pBestEntity = NULL;
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}
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// If he has eluded me or isn't in the legal range of my spotligth reject
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else if (GetEnemies()->HasEludedMe(pBestEntity) ||
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!SpotlightIsPositionLegal(GetEnemies()->LastKnownPosition(pBestEntity)) )
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{
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pBestEntity = NULL;
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}
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}
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CBaseEntity *pEntity = NULL;
|
||
|
|
||
|
// Search from the spotlight position
|
||
|
Vector vSearchOrigin = m_pSpotlightTarget->GetAbsOrigin();
|
||
|
float flSearchDist;
|
||
|
if (HaveInspectTarget())
|
||
|
{
|
||
|
flSearchDist = SPOTLIGHT_ACTIVE_SEARCH_DIST;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flSearchDist = SPOTLIGHT_ENTITY_SEARCH_DIST;
|
||
|
}
|
||
|
for ( CEntitySphereQuery sphere( vSearchOrigin, SPOTLIGHT_ENTITY_SEARCH_DIST ); pEntity = sphere.GetCurrentEntity(); sphere.NextEntity() )
|
||
|
{
|
||
|
if (pEntity->GetFlags() & (FL_CLIENT|FL_NPC))
|
||
|
{
|
||
|
|
||
|
if (pEntity->GetFlags() & FL_NOTARGET)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
|
||
|
if (!pEntity->IsAlive())
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ((pEntity->Classify() == CLASS_MILITARY)||
|
||
|
(pEntity->Classify() == CLASS_BULLSEYE))
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if (m_pSquad && m_pSquad->SquadIsMember(pEntity))
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Disregard if the entity is out of the view cone, occluded,
|
||
|
if( !FVisible( pEntity ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// If it's a new enemy or one that had eluded me
|
||
|
if (!GetEnemies()->HasMemory(pEntity) ||
|
||
|
GetEnemies()->HasEludedMe(pEntity) )
|
||
|
{
|
||
|
m_pOutputSquadDetect.Set(*((EHANDLE *)pEntity),this,this);
|
||
|
}
|
||
|
UpdateEnemyMemory(pEntity,pEntity->GetAbsOrigin());
|
||
|
|
||
|
CBaseCombatCharacter* pBCC = (CBaseCombatCharacter*)pEntity;
|
||
|
float fTestDistance = (GetAbsOrigin() - pBCC->EyePosition()).Length();
|
||
|
int nTestRelationship = IRelationType(pBCC);
|
||
|
int nTestPriority = IRelationPriority ( pBCC );
|
||
|
|
||
|
// Only follow hated entities if I'm not in idle state
|
||
|
if (nTestRelationship != D_HT && m_NPCState != NPC_STATE_IDLE)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// -------------------------------------------
|
||
|
// Choose hated entites over everything else
|
||
|
// -------------------------------------------
|
||
|
if (nTestRelationship == D_HT && nBestRelationship != D_HT)
|
||
|
{
|
||
|
pBestEntity = pBCC;
|
||
|
fBestDistance = fTestDistance;
|
||
|
nBestPriority = nTestPriority;
|
||
|
nBestRelationship = nTestRelationship;
|
||
|
}
|
||
|
// -------------------------------------------
|
||
|
// If both are hated, or both are not
|
||
|
// -------------------------------------------
|
||
|
else if( (nTestRelationship != D_HT && nBestRelationship != D_HT) ||
|
||
|
(nTestRelationship == D_HT && nBestRelationship == D_HT) )
|
||
|
{
|
||
|
// --------------------------------------
|
||
|
// Pick one with the higher priority
|
||
|
// --------------------------------------
|
||
|
if (nTestPriority > nBestPriority)
|
||
|
{
|
||
|
pBestEntity = pBCC;
|
||
|
fBestDistance = fTestDistance;
|
||
|
nBestPriority = nTestPriority;
|
||
|
nBestRelationship = nTestRelationship;
|
||
|
}
|
||
|
// -----------------------------------------
|
||
|
// If priority the same pick best distance
|
||
|
// -----------------------------------------
|
||
|
else if (nTestPriority == nBestPriority)
|
||
|
{
|
||
|
if (fTestDistance < fBestDistance)
|
||
|
{
|
||
|
pBestEntity = pBCC;
|
||
|
fBestDistance = fTestDistance;
|
||
|
nBestPriority = nTestPriority;
|
||
|
nBestRelationship = nTestRelationship;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return pBestEntity;
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Clears any previous inspect target and set inspect target to
|
||
|
// the given entity and set the durection of the inspection
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_Spotlight::SetInspectTargetToEntity(CBaseEntity *pEntity, float fInspectDuration)
|
||
|
{
|
||
|
ClearInspectTarget();
|
||
|
SetTarget(pEntity);
|
||
|
m_flInspectEndTime = gpGlobals->curtime + fInspectDuration;
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Clears any previous inspect target and set inspect target to
|
||
|
// the given entity and set the durection of the inspection
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_Spotlight::SetInspectTargetToEnemy(CBaseEntity *pEntity)
|
||
|
{
|
||
|
ClearInspectTarget();
|
||
|
SetEnemy( pEntity );
|
||
|
m_bHadEnemy = true;
|
||
|
m_flInspectEndTime = 0;
|
||
|
SetState(NPC_STATE_COMBAT);
|
||
|
|
||
|
EHANDLE hEnemy;
|
||
|
hEnemy.Set( GetEnemy() );
|
||
|
m_pOutputDetect.Set(hEnemy, NULL, this);
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Clears any previous inspect target and set inspect target to
|
||
|
// the given hint node and set the durection of the inspection
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_Spotlight::SetInspectTargetToHint(CAI_Hint *pHintNode, float fInspectDuration)
|
||
|
{
|
||
|
ClearInspectTarget();
|
||
|
|
||
|
// --------------------------------------------
|
||
|
// Figure out the location that the hint hits
|
||
|
// --------------------------------------------
|
||
|
float fHintYaw = DEG2RAD(pHintNode->Yaw());
|
||
|
Vector vHintDir = Vector(cos(fHintYaw),sin(fHintYaw),0);
|
||
|
Vector vHintOrigin;
|
||
|
pHintNode->GetPosition(this,&vHintOrigin);
|
||
|
Vector vHintEnd = vHintOrigin + (vHintDir * 500);
|
||
|
trace_t tr;
|
||
|
AI_TraceLine ( vHintOrigin, vHintEnd, MASK_OPAQUE, this, COLLISION_GROUP_NONE, &tr);
|
||
|
if (tr.fraction == 1.0)
|
||
|
{
|
||
|
DevMsg("ERROR: Scanner hint node not facing a surface!\n");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetHintNode( pHintNode );
|
||
|
m_vInspectPos = tr.endpos;
|
||
|
pHintNode->Lock(this);
|
||
|
|
||
|
m_flInspectEndTime = gpGlobals->curtime + fInspectDuration;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Clears any previous inspect target and set inspect target to
|
||
|
// the given position and set the durection of the inspection
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_Spotlight::SetInspectTargetToPos(const Vector &vInspectPos, float fInspectDuration)
|
||
|
{
|
||
|
ClearInspectTarget();
|
||
|
m_vInspectPos = vInspectPos;
|
||
|
|
||
|
m_flInspectEndTime = gpGlobals->curtime + fInspectDuration;
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Clears out any previous inspection targets
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_Spotlight::ClearInspectTarget(void)
|
||
|
{
|
||
|
// If I'm losing an enemy, fire a message
|
||
|
if (m_bHadEnemy)
|
||
|
{
|
||
|
m_bHadEnemy = false;
|
||
|
|
||
|
EHANDLE hEnemy;
|
||
|
hEnemy.Set( GetEnemy() );
|
||
|
|
||
|
m_pOutputLost.Set(hEnemy,this,this);
|
||
|
}
|
||
|
|
||
|
// If I'm in combat state, go to alert
|
||
|
if (m_NPCState == NPC_STATE_COMBAT)
|
||
|
{
|
||
|
SetState(NPC_STATE_ALERT);
|
||
|
}
|
||
|
|
||
|
SetTarget( NULL );
|
||
|
SetEnemy( NULL );
|
||
|
ClearHintNode( SPOTLIGHT_HINT_INSPECT_LENGTH );
|
||
|
m_vInspectPos = vec3_origin;
|
||
|
m_flYawDir = random->RandomInt(0,1) ? 1 : -1;
|
||
|
m_flPitchDir = random->RandomInt(0,1) ? 1 : -1;
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Returns true if there is a position to be inspected and sets
|
||
|
// vTargetPos to the inspection position
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
bool CNPC_Spotlight::HaveInspectTarget(void)
|
||
|
{
|
||
|
if (GetEnemy() != NULL)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else if (GetTarget() != NULL)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
if (m_vInspectPos != vec3_origin)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Returns true if there is a position to be inspected and sets
|
||
|
// vTargetPos to the inspection position
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
Vector CNPC_Spotlight::InspectTargetPosition(void)
|
||
|
{
|
||
|
if (GetEnemy() != NULL)
|
||
|
{
|
||
|
// If in spotlight mode, aim for ground below target unless is client
|
||
|
if (!(GetEnemy()->GetFlags() & FL_CLIENT))
|
||
|
{
|
||
|
Vector vInspectPos;
|
||
|
vInspectPos.x = GetEnemy()->GetAbsOrigin().x;
|
||
|
vInspectPos.y = GetEnemy()->GetAbsOrigin().y;
|
||
|
vInspectPos.z = GetFloorZ(GetEnemy()->GetAbsOrigin()+Vector(0,0,1));
|
||
|
return vInspectPos;
|
||
|
}
|
||
|
// Otherwise aim for eyes
|
||
|
else
|
||
|
{
|
||
|
return GetEnemy()->EyePosition();
|
||
|
}
|
||
|
}
|
||
|
else if (GetTarget() != NULL)
|
||
|
{
|
||
|
// If in spotlight mode, aim for ground below target unless is client
|
||
|
if (!(GetTarget()->GetFlags() & FL_CLIENT))
|
||
|
{
|
||
|
Vector vInspectPos;
|
||
|
vInspectPos.x = GetTarget()->GetAbsOrigin().x;
|
||
|
vInspectPos.y = GetTarget()->GetAbsOrigin().y;
|
||
|
vInspectPos.z = GetFloorZ(GetTarget()->GetAbsOrigin());
|
||
|
return vInspectPos;
|
||
|
}
|
||
|
// Otherwise aim for eyes
|
||
|
else
|
||
|
{
|
||
|
return GetTarget()->EyePosition();
|
||
|
}
|
||
|
}
|
||
|
else if (m_vInspectPos != vec3_origin)
|
||
|
{
|
||
|
return m_vInspectPos;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DevMsg("InspectTargetPosition called with no target!\n");
|
||
|
return m_vInspectPos;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose :
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_Spotlight::UpdateTargets(void)
|
||
|
{
|
||
|
if (m_fSpotlightFlags & BITS_SPOTLIGHT_TRACK_ON)
|
||
|
{
|
||
|
// --------------------------------------------------------------------------
|
||
|
// Look for a nearby entity to inspect
|
||
|
// --------------------------------------------------------------------------
|
||
|
CBaseEntity *pBestEntity = BestInspectTarget();
|
||
|
|
||
|
// If I found one
|
||
|
if (pBestEntity)
|
||
|
{
|
||
|
// If it's an enemy
|
||
|
if (IRelationType(pBestEntity) == D_HT)
|
||
|
{
|
||
|
// If I'm not already inspecting an enemy take it
|
||
|
if (GetEnemy() == NULL)
|
||
|
{
|
||
|
SetInspectTargetToEnemy(pBestEntity);
|
||
|
if (m_pSquad)
|
||
|
{
|
||
|
AISquadIter_t iter;
|
||
|
for (CAI_BaseNPC *pSquadMember = m_pSquad->GetFirstMember( &iter ); pSquadMember; pSquadMember = m_pSquad->GetNextMember( &iter ) )
|
||
|
{
|
||
|
// reset members who aren't activly engaged in fighting
|
||
|
if (pSquadMember->GetEnemy() != pBestEntity && !pSquadMember->HasCondition( COND_SEE_ENEMY))
|
||
|
{
|
||
|
// give them a new enemy
|
||
|
pSquadMember->SetLastAttackTime( 0 );
|
||
|
pSquadMember->SetCondition ( COND_NEW_ENEMY );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// If I am inspecting an enemy, take it if priority is higher
|
||
|
else
|
||
|
{
|
||
|
if (IRelationPriority(pBestEntity) > IRelationPriority(GetEnemy()))
|
||
|
{
|
||
|
SetInspectTargetToEnemy(pBestEntity);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// If its not an enemy
|
||
|
else
|
||
|
{
|
||
|
// If I'm not already inspeting something take it
|
||
|
if (GetTarget() == NULL)
|
||
|
{
|
||
|
SetInspectTargetToEntity(pBestEntity,SPOTLIGHT_ENTITY_INSPECT_LENGTH);
|
||
|
}
|
||
|
// If I am inspecting somethin, take if priority is higher
|
||
|
else
|
||
|
{
|
||
|
if (IRelationPriority(pBestEntity) > IRelationPriority(GetTarget()))
|
||
|
{
|
||
|
SetInspectTargetToEntity(pBestEntity,SPOTLIGHT_ENTITY_INSPECT_LENGTH);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ---------------------------------------
|
||
|
// If I'm not current inspecting an enemy
|
||
|
// ---------------------------------------
|
||
|
if (GetEnemy() == NULL)
|
||
|
{
|
||
|
// -----------------------------------------------------------
|
||
|
// If my inspection over clear my inspect target.
|
||
|
// -----------------------------------------------------------
|
||
|
if (HaveInspectTarget() &&
|
||
|
gpGlobals->curtime > m_flInspectEndTime )
|
||
|
{
|
||
|
m_flNextEntitySearchTime = gpGlobals->curtime + SPOTLIGHT_ENTITY_INSPECT_DELAY;
|
||
|
m_flNextHintSearchTime = gpGlobals->curtime + SPOTLIGHT_HINT_INSPECT_DELAY;
|
||
|
ClearInspectTarget();
|
||
|
}
|
||
|
|
||
|
// --------------------------------------------------------------
|
||
|
// If I heard a sound inspect it
|
||
|
// --------------------------------------------------------------
|
||
|
if (HasCondition(COND_HEAR_COMBAT) || HasCondition(COND_HEAR_DANGER) )
|
||
|
{
|
||
|
CSound *pSound = GetBestSound();
|
||
|
if (pSound)
|
||
|
{
|
||
|
Vector vSoundPos = pSound->GetSoundOrigin();
|
||
|
// Only alert to sound if in my swing range
|
||
|
if (SpotlightIsPositionLegal(vSoundPos))
|
||
|
{
|
||
|
SetInspectTargetToPos(vSoundPos,SPOTLIGHT_SOUND_INSPECT_LENGTH);
|
||
|
|
||
|
// Fire alert output
|
||
|
m_pOutputAlert.FireOutput(NULL,this);
|
||
|
|
||
|
SetState(NPC_STATE_ALERT);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// --------------------------------------
|
||
|
// Check for hints to inspect
|
||
|
// --------------------------------------
|
||
|
if (gpGlobals->curtime > m_flNextHintSearchTime &&
|
||
|
!HaveInspectTarget() )
|
||
|
{
|
||
|
SetHintNode(CAI_HintManager::FindHint(this, HINT_NONE, 0, SPOTLIGHT_HINT_SEARCH_DIST));
|
||
|
|
||
|
if (GetHintNode())
|
||
|
{
|
||
|
m_flNextHintSearchTime = gpGlobals->curtime + SPOTLIGHT_HINT_INSPECT_LENGTH;
|
||
|
SetInspectTargetToHint(GetHintNode(),SPOTLIGHT_HINT_INSPECT_LENGTH);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// -------------------------------------------------------
|
||
|
// Make sure inspect target is still in a legal position
|
||
|
// (Don't care about enemies)
|
||
|
// -------------------------------------------------------
|
||
|
if (GetTarget())
|
||
|
{
|
||
|
if (!SpotlightIsPositionLegal(GetEnemies()->LastKnownPosition(GetTarget())))
|
||
|
{
|
||
|
ClearInspectTarget();
|
||
|
}
|
||
|
else if (!FVisible(GetTarget()))
|
||
|
{
|
||
|
ClearInspectTarget();
|
||
|
}
|
||
|
}
|
||
|
if (GetEnemy())
|
||
|
{
|
||
|
if (!FVisible(GetEnemy()))
|
||
|
{
|
||
|
ClearInspectTarget();
|
||
|
}
|
||
|
// If enemy is dead inspect for a couple of seconds on move on
|
||
|
else if (!GetEnemy()->IsAlive())
|
||
|
{
|
||
|
SetInspectTargetToPos( GetEnemy()->GetAbsOrigin(), 1.0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
UpdateEnemyMemory(GetEnemy(),GetEnemy()->GetAbsOrigin());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// -----------------------------------------
|
||
|
// See if I'm at my burn target
|
||
|
// ------------------------------------------
|
||
|
if (!HaveInspectTarget() &&
|
||
|
m_pScriptedTarget &&
|
||
|
m_pSpotlightTarget != NULL )
|
||
|
{
|
||
|
float fTargetDist = (m_vSpotlightTargetPos - m_vSpotlightCurrentPos).Length();
|
||
|
if (fTargetDist < SPOTLIGHT_BURN_TARGET_THRESH )
|
||
|
{
|
||
|
// Update scripted target
|
||
|
SetScriptedTarget( m_pScriptedTarget->NextScriptedTarget());
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector vTargetDir = m_vSpotlightTargetPos - m_vSpotlightCurrentPos;
|
||
|
VectorNormalize(vTargetDir);
|
||
|
float flDot = DotProduct(m_vSpotlightDir,vTargetDir);
|
||
|
if (flDot > 0.99 )
|
||
|
{
|
||
|
// Update scripted target
|
||
|
SetScriptedTarget( m_pScriptedTarget->NextScriptedTarget());
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Overridden because if the player is a criminal, we hate them.
|
||
|
// Input : pTarget - Entity with which to determine relationship.
|
||
|
// Output : Returns relationship value.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Disposition_t CNPC_Spotlight::IRelationType(CBaseEntity *pTarget)
|
||
|
{
|
||
|
//
|
||
|
// If it's the player and they are a criminal, we hate them.
|
||
|
//
|
||
|
if (pTarget->Classify() == CLASS_PLAYER)
|
||
|
{
|
||
|
if (GlobalEntity_GetState("gordon_precriminal") == GLOBAL_ON)
|
||
|
{
|
||
|
return(D_NU);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return(CBaseCombatCharacter::IRelationType(pTarget));
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose :
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_Spotlight::SpotlightDestroy(void)
|
||
|
{
|
||
|
if (m_pSpotlight)
|
||
|
{
|
||
|
UTIL_Remove(m_pSpotlight);
|
||
|
m_pSpotlight = NULL;
|
||
|
|
||
|
UTIL_Remove(m_pSpotlightTarget);
|
||
|
m_pSpotlightTarget = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose :
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_Spotlight::SpotlightCreate(void)
|
||
|
{
|
||
|
|
||
|
// If I have an enemy, start spotlight on my enemy
|
||
|
if (GetEnemy() != NULL)
|
||
|
{
|
||
|
Vector vEnemyPos = GetEnemyLKP();
|
||
|
Vector vTargetPos = vEnemyPos;
|
||
|
vTargetPos.z = GetFloorZ(vEnemyPos);
|
||
|
m_vSpotlightDir = vTargetPos - GetAbsOrigin();
|
||
|
VectorNormalize(m_vSpotlightDir);
|
||
|
}
|
||
|
// If I have an target, start spotlight on my target
|
||
|
else if (GetTarget() != NULL)
|
||
|
{
|
||
|
Vector vTargetPos = GetTarget()->GetAbsOrigin();
|
||
|
vTargetPos.z = GetFloorZ(GetTarget()->GetAbsOrigin());
|
||
|
m_vSpotlightDir = vTargetPos - GetAbsOrigin();
|
||
|
VectorNormalize(m_vSpotlightDir);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AngleVectors( GetAbsAngles(), &m_vSpotlightDir );
|
||
|
}
|
||
|
|
||
|
trace_t tr;
|
||
|
AI_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + m_vSpotlightDir * m_flSpotlightMaxLength,
|
||
|
MASK_OPAQUE, this, COLLISION_GROUP_NONE, &tr);
|
||
|
|
||
|
m_pSpotlightTarget = (CSpotlightEnd*)CreateEntityByName( "spotlight_end" );
|
||
|
m_pSpotlightTarget->Spawn();
|
||
|
m_pSpotlightTarget->SetLocalOrigin( tr.endpos );
|
||
|
m_pSpotlightTarget->SetOwnerEntity( this );
|
||
|
m_pSpotlightTarget->m_clrRender = m_clrRender;
|
||
|
m_pSpotlightTarget->m_Radius = m_flSpotlightMaxLength;
|
||
|
|
||
|
if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) )
|
||
|
{
|
||
|
m_pSpotlightTarget->m_flLightScale = 0.0;
|
||
|
}
|
||
|
|
||
|
m_pSpotlight = CBeam::BeamCreate( "sprites/spotlight.vmt", 2.0 );
|
||
|
m_pSpotlight->SetColor( m_clrRender->r, m_clrRender->g, m_clrRender->b );
|
||
|
m_pSpotlight->SetHaloTexture(m_nHaloSprite);
|
||
|
m_pSpotlight->SetHaloScale(40);
|
||
|
m_pSpotlight->SetEndWidth(m_flSpotlightGoalWidth);
|
||
|
m_pSpotlight->SetBeamFlags(FBEAM_SHADEOUT);
|
||
|
m_pSpotlight->SetBrightness( 80 );
|
||
|
m_pSpotlight->SetNoise( 0 );
|
||
|
m_pSpotlight->EntsInit( this, m_pSpotlightTarget );
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Returns true is spotlight can reach position
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
bool CNPC_Spotlight::SpotlightIsPositionLegal(const Vector &vTestPos)
|
||
|
{
|
||
|
Vector vTargetDir = vTestPos - GetAbsOrigin();
|
||
|
VectorNormalize(vTargetDir);
|
||
|
QAngle vTargetAngles;
|
||
|
VectorAngles(vTargetDir,vTargetAngles);
|
||
|
|
||
|
// Make sure target is in a legal position
|
||
|
if (UTIL_AngleDistance( vTargetAngles[YAW], m_flYawCenter ) > m_flYawRange)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
else if (UTIL_AngleDistance( vTargetAngles[YAW], m_flYawCenter ) < -m_flYawRange)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if (UTIL_AngleDistance( vTargetAngles[PITCH], m_flPitchCenter ) > m_flPitchMax)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
else if (UTIL_AngleDistance( vTargetAngles[PITCH], m_flPitchCenter ) < m_flPitchMin)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Converts spotlight target position into desired yaw and pitch
|
||
|
// directions to reach target
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_Spotlight::SpotlightSetTargetYawAndPitch(void)
|
||
|
{
|
||
|
Vector vTargetDir = m_vSpotlightTargetPos - GetAbsOrigin();
|
||
|
VectorNormalize(vTargetDir);
|
||
|
QAngle vTargetAngles;
|
||
|
VectorAngles(vTargetDir,vTargetAngles);
|
||
|
|
||
|
float flYawDiff = UTIL_AngleDistance(vTargetAngles[YAW], m_flYaw);
|
||
|
if ( flYawDiff > 0)
|
||
|
{
|
||
|
m_flYawDir = SPOTLIGHT_SWING_FORWARD;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flYawDir = SPOTLIGHT_SWING_BACK;
|
||
|
}
|
||
|
|
||
|
//DevMsg("%f %f (%f)\n",vTargetAngles[YAW], m_flYaw,flYawDiff);
|
||
|
|
||
|
float flPitchDiff = UTIL_AngleDistance(vTargetAngles[PITCH], m_flPitch);
|
||
|
if (flPitchDiff > 0)
|
||
|
{
|
||
|
m_flPitchDir = SPOTLIGHT_SWING_FORWARD;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flPitchDir = SPOTLIGHT_SWING_BACK;
|
||
|
}
|
||
|
|
||
|
//DevMsg("%f %f (%f)\n",vTargetAngles[PITCH], m_flPitch,flPitchDiff);
|
||
|
|
||
|
|
||
|
if ( fabs(flYawDiff) < 2)
|
||
|
{
|
||
|
m_flYawDir *= 0.5;
|
||
|
}
|
||
|
if ( fabs(flPitchDiff) < 2)
|
||
|
{
|
||
|
m_flPitchDir *= 0.5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose :
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
float CNPC_Spotlight::SpotlightSpeed(void)
|
||
|
{
|
||
|
float fSpeedScale = 1.0;
|
||
|
float fInspectDist = (m_vSpotlightTargetPos - m_vSpotlightCurrentPos).Length();
|
||
|
if (fInspectDist < 100)
|
||
|
{
|
||
|
fSpeedScale = 0.25;
|
||
|
}
|
||
|
|
||
|
if (!HaveInspectTarget() && m_pScriptedTarget)
|
||
|
{
|
||
|
return (fSpeedScale * m_pScriptedTarget->MoveSpeed());
|
||
|
}
|
||
|
else if (m_NPCState == NPC_STATE_COMBAT ||
|
||
|
m_NPCState == NPC_STATE_ALERT )
|
||
|
{
|
||
|
return (fSpeedScale * m_flAlertSpeed);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return (fSpeedScale * m_flIdleSpeed);
|
||
|
}
|
||
|
}
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose :
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
Vector CNPC_Spotlight::SpotlightCurrentPos(void)
|
||
|
{
|
||
|
if (!m_pSpotlight)
|
||
|
{
|
||
|
DevMsg("Spotlight pos. called w/o spotlight!\n");
|
||
|
return vec3_origin;
|
||
|
}
|
||
|
|
||
|
if (HaveInspectTarget())
|
||
|
{
|
||
|
m_vSpotlightTargetPos = InspectTargetPosition();
|
||
|
SpotlightSetTargetYawAndPitch();
|
||
|
}
|
||
|
else if (m_pScriptedTarget)
|
||
|
{
|
||
|
m_vSpotlightTargetPos = m_pScriptedTarget->GetAbsOrigin();
|
||
|
SpotlightSetTargetYawAndPitch();
|
||
|
|
||
|
// I'm allowed to move outside my normal range when
|
||
|
// tracking burn targets. Return smoothly when I'm done
|
||
|
m_fSpotlightFlags |= BITS_SPOTLIGHT_SMOOTH_RETURN;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Make random movement frame independent
|
||
|
if (random->RandomInt(0,10) == 0)
|
||
|
{
|
||
|
m_flYawDir *= -1;
|
||
|
}
|
||
|
if (random->RandomInt(0,10) == 0)
|
||
|
{
|
||
|
m_flPitchDir *= -1;
|
||
|
}
|
||
|
}
|
||
|
// Calculate new pitch and yaw velocity
|
||
|
float flSpeed = SpotlightSpeed();
|
||
|
float flNewYawSpeed = m_flYawDir * flSpeed;
|
||
|
float flNewPitchSpeed = m_flPitchDir * flSpeed;
|
||
|
|
||
|
// Adjust current velocity
|
||
|
float myYawDecay = 0.8;
|
||
|
float myPitchDecay = 0.7;
|
||
|
m_flYawSpeed = (myYawDecay * m_flYawSpeed + (1-myYawDecay) * flNewYawSpeed );
|
||
|
m_flPitchSpeed = (myPitchDecay * m_flPitchSpeed + (1-myPitchDecay) * flNewPitchSpeed);
|
||
|
|
||
|
// Keep speed with in bounds
|
||
|
float flMaxSpeed = SPOTLIGHT_MAX_SPEED_SCALE * SpotlightSpeed();
|
||
|
if (m_flYawSpeed > flMaxSpeed) m_flYawSpeed = flMaxSpeed;
|
||
|
else if (m_flYawSpeed < -flMaxSpeed) m_flYawSpeed = -flMaxSpeed;
|
||
|
if (m_flPitchSpeed > flMaxSpeed) m_flPitchSpeed = flMaxSpeed;
|
||
|
else if (m_flPitchSpeed < -flMaxSpeed) m_flPitchSpeed = -flMaxSpeed;
|
||
|
|
||
|
// Calculate new pitch and yaw positions
|
||
|
m_flYaw += m_flYawSpeed;
|
||
|
m_flPitch += m_flPitchSpeed;
|
||
|
|
||
|
// Keep yaw in 0/360 range
|
||
|
if (m_flYaw < 0 ) m_flYaw +=360;
|
||
|
if (m_flYaw > 360) m_flYaw -=360;
|
||
|
|
||
|
// ---------------------------------------------
|
||
|
// Check yaw and pitch boundaries unless I have
|
||
|
// a burn target, or an enemy
|
||
|
// ---------------------------------------------
|
||
|
if (( HaveInspectTarget() && GetEnemy() == NULL ) ||
|
||
|
(!HaveInspectTarget() && !m_pScriptedTarget ) )
|
||
|
{
|
||
|
bool bInRange = true;
|
||
|
if (UTIL_AngleDistance( m_flYaw, m_flYawCenter ) > m_flYawRange)
|
||
|
{
|
||
|
if (m_fSpotlightFlags & BITS_SPOTLIGHT_SMOOTH_RETURN)
|
||
|
{
|
||
|
bInRange = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flYaw = m_flYawCenter + m_flYawRange;
|
||
|
}
|
||
|
m_flYawDir = SPOTLIGHT_SWING_BACK;
|
||
|
}
|
||
|
else if (UTIL_AngleDistance( m_flYaw, m_flYawCenter ) < -m_flYawRange)
|
||
|
{
|
||
|
if (m_fSpotlightFlags & BITS_SPOTLIGHT_SMOOTH_RETURN)
|
||
|
{
|
||
|
bInRange = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flYaw = m_flYawCenter - m_flYawRange;
|
||
|
}
|
||
|
m_flYawDir = SPOTLIGHT_SWING_FORWARD;
|
||
|
}
|
||
|
if (UTIL_AngleDistance( m_flPitch, m_flPitchCenter ) > m_flPitchMax)
|
||
|
{
|
||
|
if (m_fSpotlightFlags & BITS_SPOTLIGHT_SMOOTH_RETURN)
|
||
|
{
|
||
|
bInRange = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flPitch = m_flPitchCenter + m_flPitchMax;
|
||
|
}
|
||
|
m_flPitchDir = SPOTLIGHT_SWING_BACK;
|
||
|
}
|
||
|
else if (UTIL_AngleDistance( m_flPitch, m_flPitchCenter ) < m_flPitchMin)
|
||
|
{
|
||
|
if (m_fSpotlightFlags & BITS_SPOTLIGHT_SMOOTH_RETURN)
|
||
|
{
|
||
|
bInRange = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flPitch = m_flPitchCenter + m_flPitchMin;
|
||
|
}
|
||
|
m_flPitchDir = SPOTLIGHT_SWING_FORWARD;
|
||
|
}
|
||
|
|
||
|
// If in range I'm done doing a smooth return
|
||
|
if (bInRange)
|
||
|
{
|
||
|
m_fSpotlightFlags &= ~BITS_SPOTLIGHT_SMOOTH_RETURN;
|
||
|
}
|
||
|
}
|
||
|
// Convert pitch and yaw to forward angle
|
||
|
QAngle vAngle = vec3_angle;
|
||
|
vAngle[YAW] = m_flYaw;
|
||
|
vAngle[PITCH] = m_flPitch;
|
||
|
AngleVectors( vAngle, &m_vSpotlightDir );
|
||
|
|
||
|
// ---------------------------------------------
|
||
|
// Get beam end point. Only collide with
|
||
|
// solid objects, not npcs
|
||
|
// ---------------------------------------------
|
||
|
trace_t tr;
|
||
|
AI_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + (m_vSpotlightDir * 2 * m_flSpotlightMaxLength),
|
||
|
(CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_DEBRIS),
|
||
|
this, COLLISION_GROUP_NONE, &tr);
|
||
|
|
||
|
return (tr.endpos);
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Update the direction and position of my spotlight
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_Spotlight::SpotlightUpdate(void)
|
||
|
{
|
||
|
// ---------------------------------------------------
|
||
|
// Go back to idle state after a while
|
||
|
// ---------------------------------------------------
|
||
|
if (m_NPCState == NPC_STATE_ALERT &&
|
||
|
m_flLastStateChangeTime + 30 < gpGlobals->curtime )
|
||
|
{
|
||
|
SetState(NPC_STATE_IDLE);
|
||
|
}
|
||
|
|
||
|
// ---------------------------------------------------
|
||
|
// If I don't have a spotlight attempt to create one
|
||
|
// ---------------------------------------------------
|
||
|
if (!m_pSpotlight &&
|
||
|
m_fSpotlightFlags & BITS_SPOTLIGHT_LIGHT_ON )
|
||
|
{
|
||
|
SpotlightCreate();
|
||
|
}
|
||
|
if (!m_pSpotlight)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// -----------------------------------------------------
|
||
|
// If spotlight flag is off destroy spotlight and exit
|
||
|
// -----------------------------------------------------
|
||
|
if (!(m_fSpotlightFlags & BITS_SPOTLIGHT_LIGHT_ON))
|
||
|
{
|
||
|
if (m_pSpotlight)
|
||
|
{
|
||
|
SpotlightDestroy();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (m_fSpotlightFlags & BITS_SPOTLIGHT_TRACK_ON)
|
||
|
{
|
||
|
// -------------------------------------------
|
||
|
// Calculate the new spotlight position
|
||
|
// --------------------------------------------
|
||
|
m_vSpotlightCurrentPos = SpotlightCurrentPos();
|
||
|
}
|
||
|
// --------------------------------------------------------------
|
||
|
// Update spotlight target velocity
|
||
|
// --------------------------------------------------------------
|
||
|
Vector vTargetDir = (m_vSpotlightCurrentPos - m_pSpotlightTarget->GetAbsOrigin());
|
||
|
float vTargetDist = vTargetDir.Length();
|
||
|
|
||
|
Vector vecNewVelocity = vTargetDir;
|
||
|
VectorNormalize(vecNewVelocity);
|
||
|
vecNewVelocity *= (10 * vTargetDist);
|
||
|
|
||
|
// If a large move is requested, just jump to final spot as we
|
||
|
// probably hit a discontinuity
|
||
|
if (vecNewVelocity.Length() > 200)
|
||
|
{
|
||
|
VectorNormalize(vecNewVelocity);
|
||
|
vecNewVelocity *= 200;
|
||
|
VectorNormalize(vTargetDir);
|
||
|
m_pSpotlightTarget->SetLocalOrigin( m_vSpotlightCurrentPos );
|
||
|
}
|
||
|
m_pSpotlightTarget->SetAbsVelocity( vecNewVelocity );
|
||
|
m_pSpotlightTarget->m_vSpotlightOrg = GetAbsOrigin();
|
||
|
|
||
|
// Avoid sudden change in where beam fades out when cross disconinuities
|
||
|
m_pSpotlightTarget->m_vSpotlightDir = m_pSpotlightTarget->GetLocalOrigin() - m_pSpotlightTarget->m_vSpotlightOrg;
|
||
|
float flBeamLength = VectorNormalize( m_pSpotlightTarget->m_vSpotlightDir );
|
||
|
m_flSpotlightCurLength = (0.60*m_flSpotlightCurLength) + (0.4*flBeamLength);
|
||
|
|
||
|
// Fade out spotlight end if past max length.
|
||
|
if (m_flSpotlightCurLength > 2*m_flSpotlightMaxLength)
|
||
|
{
|
||
|
m_pSpotlightTarget->SetRenderColorA( 0 );
|
||
|
m_pSpotlight->SetFadeLength(m_flSpotlightMaxLength);
|
||
|
}
|
||
|
else if (m_flSpotlightCurLength > m_flSpotlightMaxLength)
|
||
|
{
|
||
|
m_pSpotlightTarget->SetRenderColorA( (1-((m_flSpotlightCurLength-m_flSpotlightMaxLength)/m_flSpotlightMaxLength)) );
|
||
|
m_pSpotlight->SetFadeLength(m_flSpotlightMaxLength);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pSpotlightTarget->SetRenderColorA( 1.0 );
|
||
|
m_pSpotlight->SetFadeLength(m_flSpotlightCurLength);
|
||
|
}
|
||
|
|
||
|
|
||
|
// Adjust end width to keep beam width constant
|
||
|
float flNewWidth = m_flSpotlightGoalWidth*(flBeamLength/m_flSpotlightMaxLength);
|
||
|
m_pSpotlight->SetEndWidth(flNewWidth);
|
||
|
|
||
|
// Adjust width of light on the end.
|
||
|
if ( FBitSet (m_spawnflags, SF_SPOTLIGHT_NO_DYNAMIC_LIGHT) )
|
||
|
{
|
||
|
m_pSpotlightTarget->m_flLightScale = 0.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// <<TODO>> - magic number 1.8 depends on sprite size
|
||
|
m_pSpotlightTarget->m_flLightScale = 1.8*flNewWidth;
|
||
|
}
|
||
|
|
||
|
m_pOutputPosition.Set(m_pSpotlightTarget->GetLocalOrigin(),this,this);
|
||
|
|
||
|
#ifdef SPOTLIGHT_DEBUG
|
||
|
NDebugOverlay::Cross3D(m_vSpotlightCurrentPos,Vector(-5,-5,-5),Vector(5,5,5),0,255,0,true,0.1);
|
||
|
NDebugOverlay::Cross3D(m_vSpotlightTargetPos,Vector(-5,-5,-5),Vector(5,5,5),255,0,0,true,0.1);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CNPC_Spotlight::Spawn(void)
|
||
|
{
|
||
|
// Check for user error
|
||
|
if (m_flSpotlightMaxLength <= 0)
|
||
|
{
|
||
|
DevMsg("CNPC_Spotlight::Spawn: Invalid spotlight length <= 0, setting to 500\n");
|
||
|
m_flSpotlightMaxLength = 500;
|
||
|
}
|
||
|
|
||
|
if (m_flSpotlightGoalWidth <= 0)
|
||
|
{
|
||
|
DevMsg("CNPC_Spotlight::Spawn: Invalid spotlight width <= 0, setting to 10\n");
|
||
|
m_flSpotlightGoalWidth = 10;
|
||
|
}
|
||
|
|
||
|
if (m_flSpotlightGoalWidth > MAX_BEAM_WIDTH)
|
||
|
{
|
||
|
DevMsg("CNPC_Spotlight::Spawn: Invalid spotlight width %.1f (max %.1f)\n", m_flSpotlightGoalWidth, MAX_BEAM_WIDTH );
|
||
|
m_flSpotlightGoalWidth = MAX_BEAM_WIDTH;
|
||
|
}
|
||
|
|
||
|
Precache();
|
||
|
|
||
|
// This is a dummy model that is never used!
|
||
|
SetModel( "models/player.mdl" );
|
||
|
|
||
|
// No Hull for now
|
||
|
UTIL_SetSize(this,vec3_origin,vec3_origin);
|
||
|
|
||
|
SetSolid( SOLID_BBOX );
|
||
|
AddSolidFlags( FSOLID_NOT_STANDABLE );
|
||
|
m_bloodColor = DONT_BLEED;
|
||
|
SetViewOffset( Vector(0, 0, 10) ); // Position of the eyes relative to NPC's origin.
|
||
|
m_flFieldOfView = VIEW_FIELD_FULL;
|
||
|
m_NPCState = NPC_STATE_IDLE;
|
||
|
|
||
|
CapabilitiesAdd( bits_CAP_SQUAD);
|
||
|
|
||
|
// ------------------------------------
|
||
|
// Init all class vars
|
||
|
// ------------------------------------
|
||
|
m_vInspectPos = vec3_origin;
|
||
|
m_flInspectEndTime = 0;
|
||
|
m_flNextEntitySearchTime= gpGlobals->curtime + SPOTLIGHT_ENTITY_INSPECT_DELAY;
|
||
|
m_flNextHintSearchTime = gpGlobals->curtime + SPOTLIGHT_HINT_INSPECT_DELAY;
|
||
|
m_bHadEnemy = false;
|
||
|
|
||
|
m_vSpotlightTargetPos = vec3_origin;
|
||
|
m_vSpotlightCurrentPos = vec3_origin;
|
||
|
m_pSpotlight = NULL;
|
||
|
m_pSpotlightTarget = NULL;
|
||
|
m_vSpotlightDir = vec3_origin;
|
||
|
//m_nHaloSprite // Set in precache
|
||
|
m_flSpotlightCurLength = m_flSpotlightMaxLength;
|
||
|
|
||
|
m_flYaw = 0;
|
||
|
m_flYawSpeed = 0;
|
||
|
m_flYawCenter = GetLocalAngles().y;
|
||
|
m_flYawDir = random->RandomInt(0,1) ? 1 : -1;
|
||
|
//m_flYawRange = 90; // Keyfield in WC
|
||
|
|
||
|
m_flPitch = 0;
|
||
|
m_flPitchSpeed = 0;
|
||
|
m_flPitchCenter = GetLocalAngles().x;
|
||
|
m_flPitchDir = random->RandomInt(0,1) ? 1 : -1;
|
||
|
//m_flPitchMin = 35; // Keyfield in WC
|
||
|
//m_flPitchMax = 50; // Keyfield in WC
|
||
|
//m_flIdleSpeed = 2; // Keyfield in WC
|
||
|
//m_flAlertSpeed = 5; // Keyfield in WC
|
||
|
|
||
|
m_fSpotlightFlags = 0;
|
||
|
if (FBitSet ( m_spawnflags, SF_SPOTLIGHT_START_TRACK_ON ))
|
||
|
{
|
||
|
m_fSpotlightFlags |= BITS_SPOTLIGHT_TRACK_ON;
|
||
|
}
|
||
|
if (FBitSet ( m_spawnflags, SF_SPOTLIGHT_START_LIGHT_ON ))
|
||
|
{
|
||
|
m_fSpotlightFlags |= BITS_SPOTLIGHT_LIGHT_ON;
|
||
|
}
|
||
|
|
||
|
// If I'm never moving just turn on the spotlight and don't think again
|
||
|
if (FBitSet ( m_spawnflags, SF_SPOTLIGHT_NEVER_MOVE ))
|
||
|
{
|
||
|
SpotlightCreate();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
NPCInit();
|
||
|
SetThink(CallNPCThink);
|
||
|
}
|
||
|
|
||
|
AddEffects( EF_NODRAW );
|
||
|
SetMoveType( MOVETYPE_NONE );
|
||
|
SetGravity( 0.0 );
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose: Inputs
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_Spotlight::InputLightOn( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_fSpotlightFlags |= BITS_SPOTLIGHT_LIGHT_ON;
|
||
|
}
|
||
|
|
||
|
void CNPC_Spotlight::InputLightOff( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_fSpotlightFlags &= ~BITS_SPOTLIGHT_LIGHT_ON;
|
||
|
}
|
||
|
|
||
|
void CNPC_Spotlight::InputTrackOn( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_fSpotlightFlags |= BITS_SPOTLIGHT_TRACK_ON;
|
||
|
}
|
||
|
|
||
|
void CNPC_Spotlight::InputTrackOff( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_fSpotlightFlags &= ~BITS_SPOTLIGHT_TRACK_ON;
|
||
|
}
|
||
|
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose : Starts cremator doing scripted burn to a location
|
||
|
//------------------------------------------------------------------------------
|
||
|
void CNPC_Spotlight::SetScriptedTarget( CScriptedTarget *pScriptedTarget )
|
||
|
{
|
||
|
if (pScriptedTarget)
|
||
|
{
|
||
|
m_pScriptedTarget = pScriptedTarget;
|
||
|
m_vSpotlightTargetPos = m_pScriptedTarget->GetAbsOrigin();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pScriptedTarget = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: This is a generic function (to be implemented by sub-classes) to
|
||
|
// handle specific interactions between different types of characters
|
||
|
// (For example the barnacle grabbing an NPC)
|
||
|
// Input : Constant for the type of interaction
|
||
|
// Output : true - if sub-class has a response for the interaction
|
||
|
// false - if sub-class has no response
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CNPC_Spotlight::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
|
||
|
{
|
||
|
if (interactionType == g_interactionScriptedTarget)
|
||
|
{
|
||
|
// If I already have a scripted target, reject the new one
|
||
|
if (m_pScriptedTarget && sourceEnt)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetScriptedTarget((CScriptedTarget*)sourceEnt);
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|