Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Client side antlion guard. Used to create dlight for the cave guard.
//
//=============================================================================
#include "cbase.h"
#include "c_ai_basenpc.h"
#include "dlight.h"
#include "iefx.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if HL2_EPISODIC
// When enabled, add code to have the antlion bleed profusely as it is badly injured.
#define ANTLIONGUARD_BLOOD_EFFECTS 2
#endif
class C_NPC_AntlionGuard : public C_AI_BaseNPC
{
public:
C_NPC_AntlionGuard() {}
DECLARE_CLASS( C_NPC_AntlionGuard, C_AI_BaseNPC );
DECLARE_CLIENTCLASS();
DECLARE_DATADESC();
virtual void OnDataChanged( DataUpdateType_t type );
virtual void ClientThink();
private:
bool m_bCavernBreed;
bool m_bInCavern;
dlight_t *m_dlight;
#if HL2_EPISODIC
unsigned char m_iBleedingLevel; //< the version coming from the server
unsigned char m_iPerformingBleedingLevel; //< the version we're currently performing (for comparison to one above)
CNewParticleEffect *m_pBleedingFX;
/// update the hemorrhage particle effect
virtual void UpdateBleedingPerformance( void );
#endif
C_NPC_AntlionGuard( const C_NPC_AntlionGuard & );
};
//-----------------------------------------------------------------------------
// Save/restore
//-----------------------------------------------------------------------------
BEGIN_DATADESC( C_NPC_AntlionGuard )
END_DATADESC()
//-----------------------------------------------------------------------------
// Networking
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT(C_NPC_AntlionGuard, DT_NPC_AntlionGuard, CNPC_AntlionGuard)
RecvPropBool( RECVINFO( m_bCavernBreed ) ),
RecvPropBool( RECVINFO( m_bInCavern ) ),
#if ANTLIONGUARD_BLOOD_EFFECTS
RecvPropInt( RECVINFO( m_iBleedingLevel ) ),
#endif
END_RECV_TABLE()
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void C_NPC_AntlionGuard::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
if ( (type == DATA_UPDATE_CREATED) && m_bCavernBreed && m_bInCavern )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
#if HL2_EPISODIC
if (m_iBleedingLevel != m_iPerformingBleedingLevel)
{
UpdateBleedingPerformance();
}
#endif
}
#if HL2_EPISODIC
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void C_NPC_AntlionGuard::UpdateBleedingPerformance()
{
// get my particles
CParticleProperty * pProp = ParticleProp();
// squelch the prior effect if it exists
if (m_pBleedingFX)
{
pProp->StopEmission(m_pBleedingFX);
m_pBleedingFX = NULL;
}
// kick off a new effect
switch (m_iBleedingLevel)
{
case 1: // light bleeding
{
m_pBleedingFX = pProp->Create( "blood_antlionguard_injured_light", PATTACH_ABSORIGIN_FOLLOW );
AssertMsg1( m_pBleedingFX, "Particle system couldn't make %s", "blood_antlionguard_injured_light" );
if ( m_pBleedingFX )
{
pProp->AddControlPoint( m_pBleedingFX, 1, this, PATTACH_ABSORIGIN_FOLLOW );
}
}
break;
case 2: // severe bleeding
{
m_pBleedingFX = pProp->Create( "blood_antlionguard_injured_heavy", PATTACH_ABSORIGIN_FOLLOW );
AssertMsg1( m_pBleedingFX, "Particle system couldn't make %s", "blood_antlionguard_injured_heavy" );
if ( m_pBleedingFX )
{
pProp->AddControlPoint( m_pBleedingFX, 1, this, PATTACH_ABSORIGIN_FOLLOW );
}
}
break;
}
m_iPerformingBleedingLevel = m_iBleedingLevel;
}
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void C_NPC_AntlionGuard::ClientThink()
{
// update the dlight. (always done because clienthink only exists for cavernguard)
if (!m_dlight)
{
m_dlight = effects->CL_AllocDlight( index );
m_dlight->color.r = 220;
m_dlight->color.g = 255;
m_dlight->color.b = 80;
m_dlight->radius = 180;
m_dlight->minlight = 128.0 / 256.0f;
m_dlight->flags = DLIGHT_NO_MODEL_ILLUMINATION;
}
m_dlight->origin = GetAbsOrigin();
// dl->die = gpGlobals->curtime + 0.1f;
BaseClass::ClientThink();
}