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. ============//
// c_eyeball_boss.cpp
#include "cbase.h"
#include "NextBot/C_NextBot.h"
#include "c_eyeball_boss.h"
#include "tf_shareddefs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#undef NextBot
#ifdef STAGING_ONLY
static ConVar cl_eyeball_boss_debug( "cl_eyeball_boss_debug", "0" );
#endif
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT( C_EyeballBoss, DT_EyeballBoss, CEyeballBoss )
RecvPropVector( RECVINFO( m_lookAtSpot ) ),
RecvPropInt( RECVINFO( m_attitude ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
C_EyeballBoss::C_EyeballBoss()
{
m_ghostEffect = NULL;
m_auraEffect = NULL;
m_attitude = EYEBALL_CALM;
m_priorAttitude = m_attitude;
}
//-----------------------------------------------------------------------------
C_EyeballBoss::~C_EyeballBoss()
{
if ( m_ghostEffect )
{
ParticleProp()->StopEmission( m_ghostEffect );
m_ghostEffect = NULL;
}
if ( m_auraEffect )
{
ParticleProp()->StopEmission( m_auraEffect );
m_auraEffect = NULL;
}
}
//-----------------------------------------------------------------------------
void C_EyeballBoss::Spawn( void )
{
BaseClass::Spawn();
m_leftRightPoseParameter = -1;
m_upDownPoseParameter = -1;
m_myAngles = vec3_angle;
m_attitude = EYEBALL_CALM;
m_priorAttitude = m_attitude;
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
//-----------------------------------------------------------------------------
void C_EyeballBoss::OnPreDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnPreDataChanged( updateType );
m_priorAttitude = m_attitude;
}
//-----------------------------------------------------------------------------
void C_EyeballBoss::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
const char *pszMaterial = NULL;
const char *pszAuraEffect = "eyeboss_aura_calm";
switch ( GetTeamNumber() )
{
case TF_TEAM_RED:
{
pszAuraEffect = "eyeboss_team_red";
//pszMaterial = "models/effects/invulnfx_red.vmt";
}
break;
case TF_TEAM_BLUE:
{
pszAuraEffect = "eyeboss_team_blue";
//pszMaterial = "models/effects/invulnfx_blue.vmt";
}
break;
default:
{
if ( !m_ghostEffect )
{
m_ghostEffect = ParticleProp()->Create( "ghost_pumpkin", PATTACH_ABSORIGIN_FOLLOW );
}
}
break;
}
if ( !m_auraEffect )
{
m_auraEffect = ParticleProp()->Create( pszAuraEffect, PATTACH_ABSORIGIN_FOLLOW );
}
if ( pszMaterial )
{
m_InvulnerableMaterial.Init( pszMaterial, TEXTURE_GROUP_CLIENT_EFFECTS );
}
else
{
m_InvulnerableMaterial.Shutdown();
}
}
else if ( GetTeamNumber() == TF_TEAM_HALLOWEEN )
{
// update eyeball aura
if ( m_attitude != m_priorAttitude )
{
// kill the old aura
if ( m_auraEffect )
{
ParticleProp()->StopEmission( m_auraEffect );
}
switch( m_attitude )
{
case EYEBALL_CALM:
m_auraEffect = ParticleProp()->Create( "eyeboss_aura_calm", PATTACH_ABSORIGIN_FOLLOW );
break;
case EYEBALL_GRUMPY:
m_auraEffect = ParticleProp()->Create( "eyeboss_aura_grumpy", PATTACH_ABSORIGIN_FOLLOW );
break;
case EYEBALL_ANGRY:
m_auraEffect = ParticleProp()->Create( "eyeboss_aura_angry", PATTACH_ABSORIGIN_FOLLOW );
break;
}
m_priorAttitude = m_attitude;
}
}
}
//-----------------------------------------------------------------------------
void C_EyeballBoss::ClientThink( void )
{
// update eyeball aim
if ( m_leftRightPoseParameter < 0 )
{
m_leftRightPoseParameter = LookupPoseParameter( "left_right" );
}
if ( m_upDownPoseParameter < 0 )
{
m_upDownPoseParameter = LookupPoseParameter( "up_down" );
}
Vector myForward, myRight, myUp;
AngleVectors( m_myAngles, &myForward, &myRight, &myUp );
#ifdef STAGING_ONLY
if ( cl_eyeball_boss_debug.GetBool() )
{
QAngle myAbsAngles = GetAbsAngles();
DevMsg( "%3.2f: EYEBALL BEFORE AIM m_myAngles( %f, %f, %f ), myForward( %f, %f, %f ), GetAbsAngles( %f, %f, %f )\n",
gpGlobals->curtime, m_myAngles.x, m_myAngles.y, m_myAngles.z, myForward.x, myForward.y, myForward.z,
myAbsAngles.x, myAbsAngles.y, myAbsAngles.z );
}
#endif
const float myApproachRate = 3.0f; // 1.0f;
Vector toTarget = m_lookAtSpot - WorldSpaceCenter();
toTarget.NormalizeInPlace();
myForward += toTarget * myApproachRate * gpGlobals->frametime;
myForward.NormalizeInPlace();
QAngle myNewAngles;
VectorAngles( myForward, myNewAngles );
SetAbsAngles( myNewAngles );
m_myAngles = myNewAngles;
#ifdef STAGING_ONLY
if ( cl_eyeball_boss_debug.GetBool() )
{
QAngle myAbsAngles = GetAbsAngles();
DevMsg( "%3.2f: EYEBALL AFTER AIM m_myAngles( %f, %f, %f ), myForward( %f, %f, %f ), GetAbsAngles( %f, %f, %f )\n",
gpGlobals->curtime, m_myAngles.x, m_myAngles.y, m_myAngles.z, myForward.x, myForward.y, myForward.z,
myAbsAngles.x, myAbsAngles.y, myAbsAngles.z );
}
#endif
// set pose parameters to aim pupil directly at target
float toTargetRight = DotProduct( myRight, toTarget );
float toTargetUp = DotProduct( myUp, toTarget );
if ( m_leftRightPoseParameter >= 0 )
{
int angle = -50 * toTargetRight;
SetPoseParameter( m_leftRightPoseParameter, angle );
}
if ( m_upDownPoseParameter >= 0 )
{
int angle = -50 * toTargetUp;
SetPoseParameter( m_upDownPoseParameter, angle );
}
}
//-----------------------------------------------------------------------------
void C_EyeballBoss::SetDormant( bool bDormant )
{
BaseClass::SetDormant( bDormant );
}
//-----------------------------------------------------------------------------
void C_EyeballBoss::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
}
//-----------------------------------------------------------------------------
QAngle const &C_EyeballBoss::GetRenderAngles( void )
{
return m_myAngles;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_EyeballBoss::InternalDrawModel( int flags )
{
bool bUseInvulnMaterial = ( GetTeamNumber() == TF_TEAM_RED ) || ( GetTeamNumber() == TF_TEAM_BLUE );
if ( bUseInvulnMaterial )
{
modelrender->ForcedMaterialOverride( m_InvulnerableMaterial );
}
int ret = BaseClass::InternalDrawModel( flags );
if ( bUseInvulnMaterial )
{
modelrender->ForcedMaterialOverride( NULL );
}
return ret;
}