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190 lines
4.4 KiB
190 lines
4.4 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//
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//=============================================================================
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#include "cbase.h"
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#include "particle_parse.h"
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#include "tf/halloween/eyeball_boss/teleport_vortex.h"
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#include "player_vs_environment/monster_resource.h"
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#include "tf_gamerules.h"
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#include "nav_mesh/tf_nav_area.h"
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#include "../merasmus.h"
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#include "merasmus_teleport.h"
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#include "merasmus_aoe_attack.h"
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CMerasmusTeleport::CMerasmusTeleport( bool bShouldAOE, bool bGoToCap )
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: m_bShouldAOE( bShouldAOE ), m_bShouldGoToCap( bGoToCap )
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{
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CMerasmus > CMerasmusTeleport::OnStart( CMerasmus *me, Action< CMerasmus > *priorAction )
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{
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// teleport out
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m_state = TELEPORTING_OUT;
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me->GetBodyInterface()->StartActivity( ACT_SHIELD_DOWN );
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CMerasmus > CMerasmusTeleport::Update( CMerasmus *me, float interval )
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{
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if ( me->IsActivityFinished() )
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{
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switch( m_state )
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{
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case TELEPORTING_OUT:
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{
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DispatchParticleEffect( "merasmus_tp", me->WorldSpaceCenter(), me->GetAbsAngles() );
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me->AddEffects( EF_NOINTERP | EF_NODRAW );
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me->SetAbsOrigin( GetTeleportPosition( me ) );
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// wait on the other side for a moment
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m_state = TELEPORTING_IN;
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}
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break;
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case TELEPORTING_IN:
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{
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me->RemoveEffects( EF_NOINTERP | EF_NODRAW );
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DispatchParticleEffect( "merasmus_tp", me->WorldSpaceCenter(), me->GetAbsAngles() );
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me->GetBodyInterface()->StartActivity( ACT_SHIELD_UP );
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m_state = DONE;
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}
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break;
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case DONE:
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{
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if ( m_bShouldAOE )
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{
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m_bShouldAOE = false;
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return SuspendFor( new CMerasmusAOEAttack, "AOE Attack!" );
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}
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}
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return Done();
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}
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}
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return Continue();
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}
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Vector CMerasmusTeleport::GetTeleportPosition( CMerasmus *me ) const
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{
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Vector vGroundOffset( 0, 0, 75.0f );
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if ( m_bShouldGoToCap )
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{
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return me->GetHomePosition() + vGroundOffset;
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}
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else
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{
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// pick a random spot
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const float goodSize = 100.f;
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CUtlVector< CTFNavArea * > spawnAreaVector;
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for( int i=0; i<TheNavAreas.Count(); ++i )
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{
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CTFNavArea *area = (CTFNavArea *)TheNavAreas[i];
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if ( !area->HasFuncNavPrefer() )
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{
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// don't spawn outside nav prefer
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continue;
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}
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// don't use small nav areas
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if ( area->GetSizeX() < goodSize || area->GetSizeY() < goodSize )
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{
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continue;
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}
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// don't use area containing player
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if ( area->GetPlayerCount( TF_TEAM_BLUE ) || area->GetPlayerCount( TF_TEAM_RED ) )
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{
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continue;
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}
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spawnAreaVector.AddToTail( area );
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}
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if ( spawnAreaVector.Count() )
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{
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int which = RandomInt( 0, spawnAreaVector.Count() - 1 );
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return spawnAreaVector[ which ]->GetCenter();
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}
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else
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{
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return me->GetHomePosition() + vGroundOffset;
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}
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}
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}
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//---------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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ActionResult< CMerasmus > CMerasmusEscape::OnStart( CMerasmus *me, Action< CMerasmus > *priorAction )
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{
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me->GetBodyInterface()->StartActivity( ACT_FLY );
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if (RandomInt(0,10) == 0)
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{
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me->PlayHighPrioritySound( "Halloween.MerasmusDepartRare" );
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}
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else
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{
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me->PlayHighPrioritySound( "Halloween.MerasmusDepart" );
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}
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UTIL_LogPrintf( "HALLOWEEN: merasmus_escaped (max_dps %3.2f) (health %d) (level %d)\n", me->GetMaxInjuryRate(), me->GetHealth(), me->GetLevel() );
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CMerasmus > CMerasmusEscape::Update( CMerasmus *me, float interval )
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{
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if ( me->IsActivityFinished() )
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{
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Vector vPos;
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QAngle qAngles;
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me->GetAttachment( "effect_robe", vPos, qAngles );
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DispatchParticleEffect( "merasmus_tp", vPos, qAngles );
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if ( g_pMonsterResource )
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{
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g_pMonsterResource->HideBossHealthMeter();
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}
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IGameEvent *event = gameeventmanager->CreateEvent( "merasmus_escaped" );
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if ( event )
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{
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event->SetInt( "level", me->GetLevel() );
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gameeventmanager->FireEvent( event );
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}
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me->TriggerLogicRelay( "boss_exit_relay" );
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// reset back to normal level
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me->ResetLevel();
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me->StartRespawnTimer();
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UTIL_Remove( me );
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return Done();
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}
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return Continue();
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}
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