You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
173 lines
4.8 KiB
173 lines
4.8 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
#include "cbase.h" |
|
#include "c_AI_BaseNPC.h" |
|
#include "engine/IVDebugOverlay.h" |
|
|
|
#if defined( HL2_DLL ) || defined( HL2_EPISODIC ) |
|
#include "c_basehlplayer.h" |
|
#endif |
|
|
|
#include "death_pose.h" |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
#define PING_MAX_TIME 2.0 |
|
|
|
IMPLEMENT_CLIENTCLASS_DT( C_AI_BaseNPC, DT_AI_BaseNPC, CAI_BaseNPC ) |
|
RecvPropInt( RECVINFO( m_lifeState ) ), |
|
RecvPropBool( RECVINFO( m_bPerformAvoidance ) ), |
|
RecvPropBool( RECVINFO( m_bIsMoving ) ), |
|
RecvPropBool( RECVINFO( m_bFadeCorpse ) ), |
|
RecvPropInt( RECVINFO ( m_iDeathPose) ), |
|
RecvPropInt( RECVINFO( m_iDeathFrame) ), |
|
RecvPropInt( RECVINFO( m_iSpeedModRadius ) ), |
|
RecvPropInt( RECVINFO( m_iSpeedModSpeed ) ), |
|
RecvPropInt( RECVINFO( m_bSpeedModActive ) ), |
|
RecvPropBool( RECVINFO( m_bImportanRagdoll ) ), |
|
RecvPropFloat( RECVINFO( m_flTimePingEffect ) ), |
|
END_RECV_TABLE() |
|
|
|
extern ConVar cl_npc_speedmod_intime; |
|
|
|
bool NPC_IsImportantNPC( C_BaseAnimating *pAnimating ) |
|
{ |
|
C_AI_BaseNPC *pBaseNPC = pAnimating->MyNPCPointer(); |
|
if ( pBaseNPC == NULL ) |
|
return false; |
|
|
|
return pBaseNPC->ImportantRagdoll(); |
|
} |
|
|
|
C_AI_BaseNPC::C_AI_BaseNPC() |
|
{ |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Makes ragdolls ignore npcclip brushes |
|
//----------------------------------------------------------------------------- |
|
unsigned int C_AI_BaseNPC::PhysicsSolidMaskForEntity( void ) const |
|
{ |
|
// This allows ragdolls to move through npcclip brushes |
|
if ( !IsRagdoll() ) |
|
{ |
|
return MASK_NPCSOLID; |
|
} |
|
return MASK_SOLID; |
|
} |
|
|
|
|
|
void C_AI_BaseNPC::ClientThink( void ) |
|
{ |
|
BaseClass::ClientThink(); |
|
|
|
#ifdef HL2_DLL |
|
C_BaseHLPlayer *pPlayer = dynamic_cast<C_BaseHLPlayer*>( C_BasePlayer::GetLocalPlayer() ); |
|
|
|
if ( ShouldModifyPlayerSpeed() == true ) |
|
{ |
|
if ( pPlayer ) |
|
{ |
|
float flDist = (GetAbsOrigin() - pPlayer->GetAbsOrigin()).LengthSqr(); |
|
|
|
if ( flDist <= GetSpeedModifyRadius() ) |
|
{ |
|
if ( pPlayer->m_hClosestNPC ) |
|
{ |
|
if ( pPlayer->m_hClosestNPC != this ) |
|
{ |
|
float flDistOther = (pPlayer->m_hClosestNPC->GetAbsOrigin() - pPlayer->GetAbsOrigin()).Length(); |
|
|
|
//If I'm closer than the other NPC then replace it with myself. |
|
if ( flDist < flDistOther ) |
|
{ |
|
pPlayer->m_hClosestNPC = this; |
|
pPlayer->m_flSpeedModTime = gpGlobals->curtime + cl_npc_speedmod_intime.GetFloat(); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
pPlayer->m_hClosestNPC = this; |
|
pPlayer->m_flSpeedModTime = gpGlobals->curtime + cl_npc_speedmod_intime.GetFloat(); |
|
} |
|
} |
|
} |
|
} |
|
#endif // HL2_DLL |
|
|
|
#ifdef HL2_EPISODIC |
|
C_BaseHLPlayer *pPlayer = dynamic_cast<C_BaseHLPlayer*>( C_BasePlayer::GetLocalPlayer() ); |
|
|
|
if ( pPlayer && m_flTimePingEffect > gpGlobals->curtime ) |
|
{ |
|
float fPingEffectTime = m_flTimePingEffect - gpGlobals->curtime; |
|
|
|
if ( fPingEffectTime > 0.0f ) |
|
{ |
|
Vector vRight, vUp; |
|
Vector vMins, vMaxs; |
|
|
|
float fFade; |
|
|
|
if( fPingEffectTime <= 1.0f ) |
|
{ |
|
fFade = 1.0f - (1.0f - fPingEffectTime); |
|
} |
|
else |
|
{ |
|
fFade = 1.0f; |
|
} |
|
|
|
GetRenderBounds( vMins, vMaxs ); |
|
AngleVectors (pPlayer->GetAbsAngles(), NULL, &vRight, &vUp ); |
|
Vector p1 = GetAbsOrigin() + vRight * vMins.x + vUp * vMins.z; |
|
Vector p2 = GetAbsOrigin() + vRight * vMaxs.x + vUp * vMins.z; |
|
Vector p3 = GetAbsOrigin() + vUp * vMaxs.z; |
|
|
|
int r = 0 * fFade; |
|
int g = 255 * fFade; |
|
int b = 0 * fFade; |
|
|
|
debugoverlay->AddLineOverlay( p1, p2, r, g, b, true, 0.05f ); |
|
debugoverlay->AddLineOverlay( p2, p3, r, g, b, true, 0.05f ); |
|
debugoverlay->AddLineOverlay( p3, p1, r, g, b, true, 0.05f ); |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
void C_AI_BaseNPC::OnDataChanged( DataUpdateType_t type ) |
|
{ |
|
BaseClass::OnDataChanged( type ); |
|
|
|
if ( ( ShouldModifyPlayerSpeed() == true ) || ( m_flTimePingEffect > gpGlobals->curtime ) ) |
|
{ |
|
SetNextClientThink( CLIENT_THINK_ALWAYS ); |
|
} |
|
} |
|
|
|
void C_AI_BaseNPC::GetRagdollInitBoneArrays( matrix3x4a_t *pDeltaBones0, matrix3x4a_t *pDeltaBones1, matrix3x4a_t *pCurrentBones, float boneDt ) |
|
{ |
|
ForceSetupBonesAtTime( pDeltaBones0, gpGlobals->curtime - boneDt ); |
|
GetRagdollCurSequenceWithDeathPose( this, pDeltaBones1, gpGlobals->curtime, m_iDeathPose, m_iDeathFrame ); |
|
float ragdollCreateTime = PhysGetSyncCreateTime(); |
|
if ( ragdollCreateTime != gpGlobals->curtime ) |
|
{ |
|
// The next simulation frame begins before the end of this frame |
|
// so initialize the ragdoll at that time so that it will reach the current |
|
// position at curtime. Otherwise the ragdoll will simulate forward from curtime |
|
// and pop into the future a bit at this point of transition |
|
ForceSetupBonesAtTime( pCurrentBones, ragdollCreateTime ); |
|
} |
|
else |
|
{ |
|
SetupBones( pCurrentBones, MAXSTUDIOBONES, BONE_USED_BY_ANYTHING, gpGlobals->curtime ); |
|
} |
|
} |
|
|
|
|