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270 lines
7.3 KiB
270 lines
7.3 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// crybaby_boss_attack.cpp
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// Halloween Boss 2011 chase and attack behavior
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// Michael Booth, October 2011
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_gamerules.h"
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#include "tf_team.h"
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#include "nav_mesh/tf_nav_area.h"
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#include "particle_parse.h"
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#include "team_control_point_master.h"
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#include "../headless_hatman.h"
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#include "crybaby_boss_attack.h"
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//----------------------------------------------------------------------------------
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CCryBabyBossAttack::CCryBabyBossAttack( CTFPlayer *victim )
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{
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m_victim = victim;
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}
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//----------------------------------------------------------------------------------
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ActionResult< CHeadlessHatman > CCryBabyBossAttack::OnStart( CHeadlessHatman *me, Action< CHeadlessHatman > *priorAction )
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{
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// start animation
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me->GetBodyInterface()->StartActivity( ACT_MP_RUN_ITEM1 );
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m_axeSwingTimer.Invalidate();
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m_attackTimer.Invalidate();
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m_attackTarget = NULL;
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m_attackTargetFocusTimer.Invalidate();
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return Continue();
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}
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//----------------------------------------------------------------------------------
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bool CCryBabyBossAttack::IsSwingingAxe( void ) const
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{
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return !m_axeSwingTimer.IsElapsed();
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}
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//----------------------------------------------------------------------------------
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void CCryBabyBossAttack::UpdateAxeSwing( CHeadlessHatman *me )
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{
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if ( m_axeSwingTimer.HasStarted() )
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{
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// continue axe swing
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if ( m_axeSwingTimer.IsElapsed() )
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{
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// moment of impact - did axe swing hit?
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m_axeSwingTimer.Invalidate();
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if ( m_attackTarget != NULL )
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{
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Vector forward;
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me->GetVectors( &forward, NULL, NULL );
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Vector toVictim = m_attackTarget->WorldSpaceCenter() - me->WorldSpaceCenter();
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toVictim.NormalizeInPlace();
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// looser tolerance as victim gets closer
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const float closeRange = 100.0f;
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float range = me->GetRangeTo( m_attackTarget );
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float closeness = ( range < closeRange ) ? 0.0f : ( range - closeRange ) / ( tf_halloween_bot_attack_range.GetFloat() - closeRange );
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float hitAngle = 0.0f + closeness * 0.27f;
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if ( DotProduct( forward, toVictim ) > hitAngle )
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{
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if ( me->IsRangeLessThan( m_attackTarget, 0.9f * tf_halloween_bot_attack_range.GetFloat() ) )
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{
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if ( me->IsLineOfSightClear( m_attackTarget ) )
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{
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// CHOP!
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CTakeDamageInfo info( me, me, 2.0f * m_attackTarget->GetHealth(), DMG_CLUB, TF_DMG_CUSTOM_DECAPITATION_BOSS );
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CalculateMeleeDamageForce( &info, toVictim, me->WorldSpaceCenter(), 5.0f );
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m_attackTarget->TakeDamage( info );
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me->EmitSound( "Halloween.HeadlessBossAxeHitFlesh" );
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}
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}
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}
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}
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// always playe the axe-hit-world impact sound, since it carries through the world better
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me->EmitSound( "Halloween.HeadlessBossAxeHitWorld" );
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UTIL_ScreenShake( me->GetAbsOrigin(), 15.0f, 5.0f, 1.0f, 1000.0f, SHAKE_START );
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Vector bladePos;
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QAngle bladeAngle;
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if ( me->GetAxe() && me->GetAxe()->GetAttachment( "axe_blade", bladePos, bladeAngle ) )
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{
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DispatchParticleEffect( "halloween_boss_axe_hit_world", bladePos, bladeAngle );
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}
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}
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}
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}
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//----------------------------------------------------------------------------------
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// Validate that our victim is still alive and someplace we can actually get to
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bool CCryBabyBossAttack::IsVictimChaseable( CHeadlessHatman *me )
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{
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if ( m_victim == NULL )
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{
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return false;
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}
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if ( !m_victim->IsAlive() )
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{
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return false;
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}
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CTFNavArea *victimArea = (CTFNavArea *)m_victim->GetLastKnownArea();
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if ( !victimArea || victimArea->HasAttributeTF( TF_NAV_SPAWN_ROOM_BLUE | TF_NAV_SPAWN_ROOM_RED ) )
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{
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// unreachable
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return false;
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}
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if ( m_victim->GetGroundEntity() != NULL )
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{
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Vector victimAreaPos;
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victimArea->GetClosestPointOnArea( m_victim->GetAbsOrigin(), &victimAreaPos );
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if ( ( m_victim->GetAbsOrigin() - victimAreaPos ).AsVector2D().IsLengthGreaterThan( 50.0f ) )
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{
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// off the mesh and unreachable
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return false;
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}
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}
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return true;
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}
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//----------------------------------------------------------------------------------
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ActionResult< CHeadlessHatman > CCryBabyBossAttack::Update( CHeadlessHatman *me, float interval )
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{
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if ( !me->IsAlive() )
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{
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return Done();
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}
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if ( !IsVictimChaseable( me ) )
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{
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return Done( "Victim is dead or unreachable" );
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}
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if ( !IsSwingingAxe() && m_laughTimer.IsElapsed() )
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{
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me->EmitSound( "Halloween.HeadlessBossLaugh" );
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m_laughTimer.Start( RandomFloat( 3.0f, 5.0f ) );
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}
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// chase after our chase victim
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const float standAndSwingRange = 100.0f;
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if ( me->IsRangeGreaterThan( m_victim, standAndSwingRange ) || !me->IsLineOfSightClear( m_victim ) )
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{
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CHeadlessHatmanPathCost cost( me );
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m_chasePath.Update( me, m_victim, cost );
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}
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if ( m_attackTargetFocusTimer.IsElapsed() || m_attackTarget == NULL )
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{
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m_attackTarget = m_victim.Get();
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}
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// swing our axe at our attack target if they are in range
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if ( m_attackTarget != NULL && m_attackTarget->IsAlive() )
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{
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if ( me->IsRangeLessThan( m_attackTarget, tf_halloween_bot_attack_range.GetFloat() ) )
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{
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if ( m_attackTimer.IsElapsed() )
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{
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if ( !IsSwingingAxe() )
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{
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me->AddGesture( ACT_MP_ATTACK_STAND_ITEM1 );
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m_axeSwingTimer.Start( 0.58f );
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me->EmitSound( "Halloween.HeadlessBossAttack" );
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m_attackTimer.Start( 1.0f );
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}
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}
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me->GetLocomotionInterface()->FaceTowards( m_attackTarget->WorldSpaceCenter() );
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}
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}
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// finish axe swing once it has begun
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UpdateAxeSwing( me );
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if ( me->GetLocomotionInterface()->IsAttemptingToMove() )
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{
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// play running animation
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int healthRatio = 100 * me->GetHealth() / me->GetMaxHealth();
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if ( healthRatio > 50 )
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{
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if ( !me->GetBodyInterface()->IsActivity( ACT_MP_RUN_ITEM1 ) )
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{
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me->GetBodyInterface()->StartActivity( ACT_MP_RUN_ITEM1 );
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}
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}
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else
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{
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if ( !me->GetBodyInterface()->IsActivity( ACT_MP_RUN_MELEE ) )
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{
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me->GetBodyInterface()->StartActivity( ACT_MP_RUN_MELEE );
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}
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}
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if ( m_footfallTimer.IsElapsed() )
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{
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m_footfallTimer.Start( 0.25f );
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// periodically shake nearby players' screens when we're moving
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UTIL_ScreenShake( me->GetAbsOrigin(), 15.0f, 5.0f, 1.0f, 1000.0f, SHAKE_START );
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}
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}
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else
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{
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// standing still
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if ( !me->GetBodyInterface()->IsActivity( ACT_MP_STAND_ITEM1 ) )
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{
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me->GetBodyInterface()->StartActivity( ACT_MP_STAND_ITEM1 );
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}
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CHeadlessHatman > CCryBabyBossAttack::OnStuck( CHeadlessHatman *me )
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{
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// we're stuck - just warp to the our next path goal
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if ( m_chasePath.GetCurrentGoal() )
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{
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me->SetAbsOrigin( m_chasePath.GetCurrentGoal()->pos + Vector( 0, 0, 10.0f ) );
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}
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return TryContinue( RESULT_TRY );
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CHeadlessHatman > CCryBabyBossAttack::OnContact( CHeadlessHatman *me, CBaseEntity *other, CGameTrace *result )
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{
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if ( other )
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{
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CBaseCombatCharacter *combatChar = dynamic_cast< CBaseCombatCharacter * >( other );
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if ( combatChar && combatChar->IsAlive() )
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{
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// force attack the thing we bumped into
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// this prevents us from being stuck on dispensers, for example
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m_attackTarget = combatChar;
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m_attackTargetFocusTimer.Start( 3.0f );
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}
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}
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return TryContinue( RESULT_TRY );
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}
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