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255 lines
5.0 KiB
255 lines
5.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Implements a moving target that moves along a path of path_tracks |
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// and can be shot and killed. When the target it killed it fires an |
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// OnDeath output. |
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// |
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// m_flSpeed is the travel speed |
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// m_iHealth is current health |
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// m_iMaxHealth is the amount to reset to each time it starts |
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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 "entityoutput.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 FGUNTARGET_START_ON 0x0001 |
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class CGunTarget : public CBaseToggle |
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{ |
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DECLARE_CLASS( CGunTarget, CBaseToggle ); |
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public: |
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virtual void Spawn( void ); |
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virtual void Activate( void ); |
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bool CreateVPhysics( void ); |
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virtual int BloodColor( void ) { return DONT_BLEED; } |
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#if defined( HL2_DLL ) |
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virtual Class_T Classify( void ) { return CLASS_MILITARY; } |
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#elif defined( HL1_DLL ) |
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virtual Class_T Classify( void ) { return CLASS_MACHINE; } |
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#else |
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virtual Class_T Classify( void ) { return CLASS_NONE; } |
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#endif |
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virtual int OnTakeDamage( const CTakeDamageInfo &info ); |
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virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ) { return GetAbsOrigin(); } |
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// Input handlers |
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void InputStart( inputdata_t &inputdata ); |
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void InputStop( inputdata_t &inputdata ); |
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void InputToggle( inputdata_t &inputdata ); |
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DECLARE_DATADESC(); |
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protected: |
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void Next( void ); |
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void Start( void ); |
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void Wait( void ); |
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void Stop( void ); |
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private: |
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bool m_on; |
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EHANDLE m_hTargetEnt; |
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// Outputs |
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COutputEvent m_OnDeath; |
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}; |
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LINK_ENTITY_TO_CLASS( func_guntarget, CGunTarget ); |
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BEGIN_DATADESC( CGunTarget ) |
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DEFINE_FIELD( m_on, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ), |
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// Function Pointers |
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DEFINE_FUNCTION( Next ), |
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DEFINE_FUNCTION( Start ), |
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DEFINE_FUNCTION( Wait ), |
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// Inputs |
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DEFINE_INPUTFUNC( FIELD_VOID, "Start", InputStart ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Stop", InputStop ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), |
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// Outputs |
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DEFINE_OUTPUT(m_OnDeath, "OnDeath"), |
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END_DATADESC() |
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void CGunTarget::Spawn( void ) |
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{ |
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SetSolid( SOLID_BSP ); |
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SetMoveType( MOVETYPE_PUSH ); |
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SetModel( STRING( GetModelName() ) ); |
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if ( m_flSpeed == 0 ) |
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m_flSpeed = 100; |
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// Don't take damage until "on" |
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m_takedamage = DAMAGE_NO; |
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AddFlag( FL_NPC ); |
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m_on = false; |
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m_iMaxHealth = m_iHealth; |
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if ( HasSpawnFlags(FGUNTARGET_START_ON) ) |
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{ |
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SetMoveDone( &CGunTarget::Start ); |
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SetMoveDoneTime( 0.3 ); |
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} |
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CreateVPhysics(); |
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} |
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bool CGunTarget::CreateVPhysics( void ) |
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{ |
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VPhysicsInitShadow( false, false ); |
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return true; |
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} |
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void CGunTarget::Activate( void ) |
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{ |
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BaseClass::Activate(); |
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CBaseEntity *pTarg; |
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// now find our next target |
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pTarg = GetNextTarget(); |
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if ( pTarg ) |
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{ |
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m_hTargetEnt = pTarg; |
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Vector nextPos = pTarg->GetAbsOrigin(); |
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Teleport( &nextPos, NULL, NULL ); |
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} |
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} |
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void CGunTarget::Start( void ) |
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{ |
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m_takedamage = DAMAGE_YES; |
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AddFlag( FL_AIMTARGET ); |
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m_hTargetEnt = GetNextTarget(); |
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if ( m_hTargetEnt == NULL ) |
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return; |
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m_iHealth = m_iMaxHealth; |
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Next(); |
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} |
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void CGunTarget::Next( void ) |
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{ |
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SetThink( NULL ); |
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m_hTargetEnt = GetNextTarget(); |
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CBaseEntity *pTarget = m_hTargetEnt; |
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if ( !pTarget ) |
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{ |
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Stop(); |
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return; |
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} |
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SetMoveDone( &CGunTarget::Wait ); |
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LinearMove( pTarget->GetLocalOrigin(), m_flSpeed ); |
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} |
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void CGunTarget::Wait( void ) |
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{ |
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CBaseEntity *pTarget = m_hTargetEnt; |
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if ( !pTarget ) |
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{ |
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Stop(); |
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return; |
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} |
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variant_t emptyVariant; |
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pTarget->AcceptInput( "InPass", this, this, emptyVariant, 0 ); |
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m_flWait = pTarget->GetDelay(); |
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m_target = pTarget->m_target; |
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SetMoveDone( &CGunTarget::Next ); |
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if (m_flWait != 0) |
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{// -1 wait will wait forever! |
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SetMoveDoneTime( m_flWait ); |
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} |
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else |
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{ |
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Next();// do it RIGHT now! |
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} |
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} |
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void CGunTarget::Stop( void ) |
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{ |
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SetAbsVelocity( vec3_origin ); |
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SetMoveDoneTime( -1 ); |
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m_takedamage = DAMAGE_NO; |
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} |
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int CGunTarget::OnTakeDamage( const CTakeDamageInfo &info ) |
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{ |
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if ( m_iHealth > 0 ) |
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{ |
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m_iHealth -= info.GetDamage(); |
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if ( m_iHealth <= 0 ) |
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{ |
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m_iHealth = 0; |
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Stop(); |
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m_OnDeath.FireOutput( info.GetInflictor(), this ); |
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} |
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} |
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return 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Input handler that starts the target moving. |
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//----------------------------------------------------------------------------- |
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void CGunTarget::InputStart( inputdata_t &inputdata ) |
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{ |
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Start(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Input handler that stops the target from moving. |
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//----------------------------------------------------------------------------- |
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void CGunTarget::InputStop( inputdata_t &inputdata ) |
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{ |
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Stop(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Input handler that toggles the start/stop state of the target. |
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//----------------------------------------------------------------------------- |
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void CGunTarget::InputToggle( inputdata_t &inputdata ) |
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{ |
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if ( m_on ) |
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{ |
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Stop(); |
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} |
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else |
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{ |
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Start(); |
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} |
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}
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