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255 lines
5.8 KiB
255 lines
5.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Combine gun turret that emerges from a trapdoor in the ground. |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "npc_turret_ground.h" |
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#include "ammodef.h" |
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#include "IEffects.h" |
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#include "te_effect_dispatch.h" |
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extern ConVar ai_newgroundturret; |
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ConVar turret_ground_damage_multiplier( "turret_ground_damage_multiplier", "8.0", FCVAR_CHEAT ); |
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class CNPC_Portal_GroundTurret : public CNPC_GroundTurret |
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{ |
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DECLARE_CLASS( CNPC_Portal_GroundTurret, CNPC_GroundTurret ); |
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DECLARE_DATADESC(); |
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private: |
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float m_fViewconeDegrees; |
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public: |
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virtual void Spawn( void ); |
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virtual float GetAttackDamageScale( CBaseEntity *pVictim ); |
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virtual void Shoot(); |
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virtual void Scan(); |
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info ); |
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}; |
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BEGIN_DATADESC( CNPC_Portal_GroundTurret ) |
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DEFINE_KEYFIELD( m_fViewconeDegrees, FIELD_FLOAT, "ConeOfFire" ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( npc_portal_turret_ground, CNPC_Portal_GroundTurret ); |
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void CNPC_Portal_GroundTurret::Spawn( void ) |
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{ |
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Precache(); |
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UTIL_SetModel( this, "models/combine_turrets/ground_turret.mdl" ); |
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SetNavType( NAV_FLY ); |
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SetSolid( SOLID_VPHYSICS ); |
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SetBloodColor( DONT_BLEED ); |
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m_iHealth = 125; |
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m_flFieldOfView = cos( ((m_fViewconeDegrees / 2.0f) * M_PI / 180.0f) ); |
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m_NPCState = NPC_STATE_NONE; |
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m_vecSpread.x = 0.5; |
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m_vecSpread.y = 0.5; |
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m_vecSpread.z = 0.5; |
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CapabilitiesClear(); |
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AddEFlags( EFL_NO_DISSOLVE ); |
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NPCInit(); |
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CapabilitiesAdd( bits_CAP_SIMPLE_RADIUS_DAMAGE ); |
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m_iAmmoType = GetAmmoDef()->Index( "PISTOL" ); |
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m_pSmoke = NULL; |
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m_bHasExploded = false; |
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m_bEnabled = false; |
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if( ai_newgroundturret.GetBool() ) |
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{ |
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m_flSensingDist = 384; |
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SetDistLook( m_flSensingDist ); |
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} |
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else |
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{ |
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m_flSensingDist = 2048; |
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} |
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if( !GetParent() ) |
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{ |
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DevMsg("ERROR! npc_ground_turret with no parent!\n"); |
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UTIL_Remove(this); |
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return; |
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} |
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m_flTimeNextShoot = gpGlobals->curtime; |
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m_flTimeNextPing = gpGlobals->curtime; |
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m_vecClosedPos = GetAbsOrigin(); |
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StudioFrameAdvance(); |
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Vector vecPos; |
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GetAttachment( "eyes", vecPos ); |
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SetViewOffset( vecPos - GetAbsOrigin() ); |
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GetAttachment( "light", vecPos ); |
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m_vecLightOffset = vecPos - GetAbsOrigin(); |
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} |
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float CNPC_Portal_GroundTurret::GetAttackDamageScale( CBaseEntity *pVictim ) |
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{ |
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CBaseCombatCharacter *pBCC = pVictim->MyCombatCharacterPointer(); |
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// Do extra damage to antlions & combine |
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if ( pBCC ) |
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{ |
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if ( pBCC->Classify() == CLASS_PLAYER ) |
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return turret_ground_damage_multiplier.GetFloat(); |
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} |
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return BaseClass::GetAttackDamageScale( pVictim ); |
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} |
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void CNPC_Portal_GroundTurret::Shoot() |
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{ |
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FireBulletsInfo_t info; |
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Vector vecSrc = EyePosition(); |
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Vector vecDir; |
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GetVectors( &vecDir, NULL, NULL ); |
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for( int i = 0 ; i < 1 ; i++ ) |
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{ |
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info.m_vecSrc = vecSrc; |
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if( i > 0 || !GetEnemy()->IsPlayer() ) |
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{ |
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// Subsequent shots or shots at non-players random |
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GetVectors( &info.m_vecDirShooting, NULL, NULL ); |
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info.m_vecSpread = m_vecSpread; |
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} |
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else |
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{ |
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// First shot is at the enemy. |
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info.m_vecDirShooting = GetActualShootTrajectory( vecSrc ); |
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info.m_vecSpread = VECTOR_CONE_PRECALCULATED; |
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} |
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info.m_iTracerFreq = 1; |
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info.m_iShots = 1; |
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info.m_pAttacker = this; |
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info.m_flDistance = MAX_COORD_RANGE; |
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info.m_iAmmoType = m_iAmmoType; |
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FireBullets( info ); |
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trace_t tr; |
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CTraceFilterSkipTwoEntities traceFilter( this, info.m_pAdditionalIgnoreEnt, COLLISION_GROUP_NONE ); |
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Vector vecEnd = info.m_vecSrc + vecDir * info.m_flDistance; |
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AI_TraceLine( info.m_vecSrc, vecEnd, MASK_SHOT, &traceFilter, &tr ); |
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if ( tr.m_pEnt && !tr.m_pEnt->IsPlayer() && ( vecDir * info.m_flDistance * tr.fraction ).Length() < 16.0f ) |
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{ |
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CTakeDamageInfo damageInfo; |
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damageInfo.SetAttacker( this ); |
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damageInfo.SetDamageType( DMG_BULLET ); |
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damageInfo.SetDamage( 20.0f ); |
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TakeDamage( damageInfo ); |
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EmitSound( "NPC_FloorTurret.DryFire" ); |
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} |
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} |
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// Do the AR2 muzzle flash |
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CEffectData data; |
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data.m_nEntIndex = entindex(); |
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data.m_nAttachmentIndex = LookupAttachment( "eyes" ); |
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data.m_flScale = 1.0f; |
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data.m_fFlags = MUZZLEFLASH_COMBINE; |
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DispatchEffect( "MuzzleFlash", data ); |
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EmitSound( "NPC_FloorTurret.ShotSounds" ); |
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m_flTimeNextShoot = gpGlobals->curtime + 0.09; |
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} |
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void CNPC_Portal_GroundTurret::Scan( void ) |
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{ |
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if( m_bSeeEnemy ) |
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{ |
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// Using a bool for this check because the condition gets wiped out by changing schedules. |
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return; |
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} |
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if( IsOpeningOrClosing() ) |
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{ |
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// Moving. |
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return; |
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} |
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if( !IsOpen() ) |
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{ |
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// Closed |
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return; |
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} |
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if( !UTIL_FindClientInPVS(edict()) ) |
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{ |
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return; |
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} |
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if( gpGlobals->curtime >= m_flTimeNextPing ) |
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{ |
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EmitSound( "NPC_FloorTurret.Ping" ); |
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m_flTimeNextPing = gpGlobals->curtime + 1.0f; |
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} |
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QAngle scanAngle; |
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Vector forward; |
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Vector vecEye = GetAbsOrigin() + m_vecLightOffset; |
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// Draw the outer extents |
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scanAngle = GetAbsAngles(); |
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scanAngle.y += (m_fViewconeDegrees / 2.0f); |
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AngleVectors( scanAngle, &forward, NULL, NULL ); |
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ProjectBeam( vecEye, forward, 1, 30, 0.1 ); |
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scanAngle = GetAbsAngles(); |
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scanAngle.y -= (m_fViewconeDegrees / 2.0f); |
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AngleVectors( scanAngle, &forward, NULL, NULL ); |
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ProjectBeam( vecEye, forward, 1, 30, 0.1 ); |
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// Draw a sweeping beam |
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scanAngle = GetAbsAngles(); |
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scanAngle.y += (m_fViewconeDegrees / 2.0f) * sin( gpGlobals->curtime * 6.0f ); |
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AngleVectors( scanAngle, &forward, NULL, NULL ); |
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ProjectBeam( vecEye, forward, 1, 30, 0.3 ); |
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} |
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int CNPC_Portal_GroundTurret::OnTakeDamage_Alive( const CTakeDamageInfo &info ) |
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{ |
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// Taking damage from myself, make sure it's fatal. |
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CTakeDamageInfo infoCopy = info; |
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if ( infoCopy.GetDamageType() == DMG_CRUSH ) |
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{ |
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infoCopy.SetDamage( GetHealth() ); |
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infoCopy.SetDamageType( DMG_REMOVENORAGDOLL | DMG_GENERIC ); |
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} |
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return BaseClass::BaseClass::OnTakeDamage_Alive( infoCopy ); |
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}
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