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3245 lines
94 KiB
3245 lines
94 KiB
//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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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 "baseanimating.h" |
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#include "ai_network.h" |
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#include "ai_default.h" |
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#include "ai_schedule.h" |
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#include "ai_hull.h" |
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#include "ai_node.h" |
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#include "ai_task.h" |
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#include "ai_motor.h" |
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#include "entitylist.h" |
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#include "basecombatweapon.h" |
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#include "soundenvelope.h" |
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#include "gib.h" |
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#include "gamerules.h" |
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#include "ammodef.h" |
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#include "cbasehelicopter.h" |
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#include "npcevent.h" |
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#include "ndebugoverlay.h" |
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#include "decals.h" |
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#include "explode.h" // temp (sjb) |
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#include "smoke_trail.h" // temp (sjb) |
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#include "IEffects.h" |
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#include "vstdlib/random.h" |
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#include "engine/IEngineSound.h" |
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#include "ar2_explosion.h" |
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#include "te_effect_dispatch.h" |
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#include "rope.h" |
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#include "effect_dispatch_data.h" |
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#include "trains.h" |
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#include "globals.h" |
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#include "physics_prop_ragdoll.h" |
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#include "iservervehicle.h" |
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#include "soundent.h" |
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#include "npc_citizen17.h" |
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#include "physics_saverestore.h" |
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#include "hl2_shareddefs.h" |
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#include "props.h" |
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#include "npc_attackchopper.h" |
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#include "citadel_effects_shared.h" |
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#include "eventqueue.h" |
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#include "beam_flags.h" |
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#include "ai_eventresponse.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 GUNSHIP_MSG_BIG_SHOT 1 |
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#define GUNSHIP_MSG_STREAKS 2 |
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#define GUNSHIP_NUM_DAMAGE_OUTPUTS 4 |
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extern int g_sModelIndexFireball; // holds the index for the fireball |
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int g_iGunshipEffectIndex = -1; |
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#define GUNSHIP_ACCEL_RATE 500 |
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// Spawnflags |
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#define SF_GUNSHIP_NO_GROUND_ATTACK ( 1 << 12 ) |
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#define SF_GUNSHIP_USE_CHOPPER_MODEL ( 1 << 13 ) |
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ConVar sk_gunship_burst_size("sk_gunship_burst_size", "15" ); |
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ConVar sk_gunship_burst_min("sk_gunship_burst_min", "800" ); |
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ConVar sk_gunship_burst_dist("sk_gunship_burst_dist", "768" ); |
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// Number of times the gunship must be struck by explosive damage |
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ConVar sk_gunship_health_increments( "sk_gunship_health_increments", "0" ); |
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/* |
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Wedge's notes: |
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Gunship should move its head according to flight model when the target is behind the gunship, |
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or when the target is too far away to shoot at. Otherwise, the head should aim at the target. |
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Negative angvelocity.y is a RIGHT turn. |
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Negative angvelocity.x is UP |
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*/ |
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#define GUNSHIP_AP_MUZZLE 5 |
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#define GUNSHIP_MAX_SPEED 1056.0f |
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#define GUNSHIP_MAX_FIRING_SPEED 200.0f |
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#define GUNSHIP_MIN_ROCKET_DIST 1000.0f |
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#define GUNSHIP_MAX_GUN_DIST 2000.0f |
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#define GUNSHIP_ARRIVE_DIST 128.0f |
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#define GUNSHIP_HOVER_SPEED 300.0f // play hover animation if moving slower than this. |
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#define GUNSHIP_AE_THRUST 1 |
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#define GUNSHIP_HEAD_MAX_UP -65 |
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#define GUNSHIP_HEAD_MAX_DOWN 60 |
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#define GUNSHIP_HEAD_MAX_LEFT 60 |
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#define GUNSHIP_HEAD_MAX_RIGHT -60 |
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#define BASE_STITCH_VELOCITY 800 //Units per second |
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#define MAX_STITCH_VELOCITY 1000 //Units per second |
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#define GUNSHIP_LEAD_DISTANCE 800.0f |
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#define GUNSHIP_AVOID_DIST 512.0f |
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#define GUNSHIP_STITCH_MIN 512.0f |
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#define GUNSHIP_MIN_CHASE_DIST_DIFF 128.0f // Distance threshold used to determine when a target has moved enough to update our navigation to it |
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#define MIN_GROUND_ATTACK_DIST 500.0f // Minimum distance a target has to be for the gunship to consider using the ground attack weapon |
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#define MIN_GROUND_ATTACK_HEIGHT_DIFF 128.0f // Target's position and hit position must be within this threshold vertically |
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#define GUNSHIP_WASH_ALTITUDE 1024.0f |
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#define GUNSHIP_MIN_DAMAGE_THRESHOLD 50.0f |
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#define GUNSHIP_INNER_NAV_DIST 400.0f |
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#define GUNSHIP_OUTER_NAV_DIST 800.0f |
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#define GUNSHIP_BELLYBLAST_TARGET_HEIGHT 512.0 // Height above targets that the gunship wants to be when bellyblasting |
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#define GUNSHIP_MISSILE_MAX_RESPONSE_TIME 0.4 |
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#define GUNSHIP_MAX_HITS_PER_BURST 5 |
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#define GUNSHIP_FLARE_IGNORE_TIME 6.0 |
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//===================================== |
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// Custom activities |
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//===================================== |
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Activity ACT_GUNSHIP_PATROL; |
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Activity ACT_GUNSHIP_HOVER; |
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Activity ACT_GUNSHIP_CRASH; |
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#define GUNSHIP_DEBUG_LEADING 1 |
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#define GUNSHIP_DEBUG_PATH 2 |
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#define GUNSHIP_DEBUG_STITCHING 3 |
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#define GUNSHIP_DEBUG_BELLYBLAST 4 |
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ConVar g_debug_gunship( "g_debug_gunship", "0", FCVAR_CHEAT ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Dying gunship ragdoll controller |
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//----------------------------------------------------------------------------- |
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class CGunshipRagdollMotion : public IMotionEvent |
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{ |
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DECLARE_SIMPLE_DATADESC(); |
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public: |
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virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular ) |
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{ |
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linear = Vector(0,0,400); |
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angular = Vector(0,600,100); |
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return SIM_GLOBAL_ACCELERATION; |
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} |
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}; |
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BEGIN_SIMPLE_DATADESC( CGunshipRagdollMotion ) |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CTargetGunshipCrash : public CPointEntity |
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{ |
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DECLARE_CLASS( CTargetGunshipCrash, CPointEntity ); |
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public: |
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DECLARE_DATADESC(); |
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void InputEnable( inputdata_t &inputdata ) |
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{ |
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m_bDisabled = false; |
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} |
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void InputDisable( inputdata_t &inputdata ) |
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{ |
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m_bDisabled = true; |
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} |
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bool IsDisabled( void ) |
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{ |
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return m_bDisabled; |
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} |
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void GunshipCrashedOnTarget( void ) |
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{ |
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m_OnCrashed.FireOutput( this, this ); |
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} |
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private: |
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bool m_bDisabled; |
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COutputEvent m_OnCrashed; |
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}; |
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LINK_ENTITY_TO_CLASS( info_target_gunshipcrash, CTargetGunshipCrash ); |
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BEGIN_DATADESC( CTargetGunshipCrash ) |
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DEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN ), |
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// Inputs |
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), |
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// Outputs |
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DEFINE_OUTPUT( m_OnCrashed, "OnCrashed" ), |
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END_DATADESC() |
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//=================================================================== |
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// Gunship - the combine dugongic like attack vehicle. |
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//=================================================================== |
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class CNPC_CombineGunship : public CBaseHelicopter |
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{ |
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public: |
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DECLARE_CLASS( CNPC_CombineGunship, CBaseHelicopter ); |
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CNPC_CombineGunship( void ); |
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~CNPC_CombineGunship( void ); |
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DECLARE_DATADESC(); |
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DECLARE_SERVERCLASS(); |
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DEFINE_CUSTOM_AI; |
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void PlayPatrolLoop( void ); |
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void PlayAngryLoop( void ); |
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void Spawn( void ); |
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void Precache( void ); |
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void OnRestore( void ); |
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void PrescheduleThink( void ); |
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void HelicopterPostThink( void ); |
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void StopLoopingSounds( void ); |
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bool IsValidEnemy( CBaseEntity *pEnemy ); |
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void GatherEnemyConditions( CBaseEntity *pEnemy ); |
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void Flight( void ); |
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bool FVisible( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL ); |
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int OnTakeDamage_Alive( const CTakeDamageInfo &info ); |
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void FireDamageOutputsUpto( int iDamageNumber ); |
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virtual float GetAcceleration( void ) { return 15; } |
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virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ); |
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virtual void DoImpactEffect( trace_t &tr, int nDamageType ); |
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void MoveHead( void ); |
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void UpdateDesiredPosition( void ); |
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void DoCombat( void ); |
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bool ChooseEnemy( void ); |
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void DoMuzzleFlash( void ); |
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void Ping( void ); |
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void FireCannonRound( void ); |
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// Gunship death process |
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void Event_Killed( const CTakeDamageInfo &info ); |
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void BeginCrash( void ); // I'm going to go to a crash point and die there |
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void BeginDestruct( void ); // I want to die now, so create my ragdoll |
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void SelfDestruct( void ); // I'm now fully dead, so remove myself. |
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void CreateSmokeTrail( void ); |
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bool FindNearestGunshipCrash( void ); |
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int BloodColor( void ) { return DONT_BLEED; } |
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void GibMonster( void ); |
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void UpdateRotorSoundPitch( int iPitch ); |
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void InitializeRotorSound( void ); |
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void ApplyGeneralDrag( void ); |
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void ApplySidewaysDrag( const Vector &vecRight ); |
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); |
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void UpdateEnemyTarget( void ); |
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Vector GetEnemyTarget( void ); |
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Vector GetMissileTarget( void ); |
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float GroundDistToPosition( const Vector &pos ); |
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bool FireGun( void ); |
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bool IsTargettingMissile( void ); |
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Class_T Classify( void ) { return CLASS_COMBINE_GUNSHIP; } // for now |
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float GetAutoAimRadius() { return 144.0f; } |
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// Input functions |
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void InputSetPenetrationDepth( inputdata_t &inputdata ); |
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void InputOmniscientOn( inputdata_t &inputdata ); |
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void InputOmniscientOff( inputdata_t &inputdata ); |
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void InputBlindfireOn( inputdata_t &inputdata ); |
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void InputBlindfireOff( inputdata_t &inputdata ); |
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void InputSelfDestruct( inputdata_t &inputdata ); |
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void InputSetDockingBBox( inputdata_t &inputdata ); |
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void InputSetNormalBBox( inputdata_t &inputdata ); |
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void InputEnableGroundAttack( inputdata_t &inputdata ); |
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void InputDisableGroundAttack( inputdata_t &inputdata ); |
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void InputDoGroundAttack( inputdata_t &inputdata ); |
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//NOTENOTE: I'm rather queasy about adding these, as they can lead to nasty bugs... |
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void InputBecomeInvulnerable( inputdata_t &inputdata ); |
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void InputBecomeVulnerable( inputdata_t &inputdata ); |
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bool PoseGunTowardTargetDirection( const Vector &vTargetDir ); |
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void StartCannonBurst( int iBurstSize ); |
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void StopCannonBurst( void ); |
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bool CheckGroundAttack( void ); |
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void StartGroundAttack( void ); |
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void StopGroundAttack( bool bDoAttack ); |
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Vector GetGroundAttackHitPosition( void ); |
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void DoGroundAttackExplosion( void ); |
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void DrawRotorWash( float flAltitude, const Vector &vecRotorOrigin ); |
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void ManageWarningBeam( void ); |
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void DoBellyBlastDamage( trace_t &tr, Vector vMins, Vector vMaxs ); |
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// Updates the facing direction |
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void UpdateFacingDirection( void ); |
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void CreateBellyBlastEnergyCore( void ); |
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protected: |
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// Because the combine gunship is a leaf class, we can use |
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// static variables to store this information, and save some memory. |
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// Should the gunship end up having inheritors, their activate may |
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// stomp these numbers, in which case you should make these ordinary members |
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// again. |
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static int m_poseFlex_Horz, m_poseFlex_Vert, m_posePitch, m_poseYaw, m_poseFin_Accel, m_poseFin_Sway; |
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static int m_poseWeapon_Pitch, m_poseWeapon_Yaw; |
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static bool m_sbStaticPoseParamsLoaded; |
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virtual void PopulatePoseParameters( void ); |
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private: |
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// Outputs |
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COutputEvent m_OnFireCannon; |
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COutputEvent m_OnCrashed; |
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COutputEvent m_OnFirstDamage; // First damage tick |
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COutputEvent m_OnSecondDamage; |
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COutputEvent m_OnThirdDamage; |
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COutputEvent m_OnFourthDamage; |
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// Keep track of which damage outputs we've fired. This is necessary |
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// to ensure that the game doesn't break if a mapmaker has outputs that |
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// must be fired on gunships, and the player switches skill levels |
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// midway through a gunship battle. |
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bool m_bDamageOutputsFired[GUNSHIP_NUM_DAMAGE_OUTPUTS]; |
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float m_flNextGroundAttack; // Time to wait before the next ground attack |
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bool m_bIsGroundAttacking; // Denotes that we are ground attacking |
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bool m_bCanGroundAttack; // Denotes whether we can ground attack or not |
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float m_flGroundAttackTime; // Delay before blast happens from ground attack |
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CHandle<SmokeTrail> m_pSmokeTrail; |
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EHANDLE m_hGroundAttackTarget; |
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CSoundPatch *m_pAirExhaustSound; |
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CSoundPatch *m_pAirBlastSound; |
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CSoundPatch *m_pCannonSound; |
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CBaseEntity *m_pRotorWashModel; |
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QAngle m_vecAngAcceleration; |
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float m_fMaxAngAcceleration; |
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Vector m_vMaxAngVelocity; |
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float m_flEndDestructTime; |
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int m_iDoSmokePuff; |
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int m_iAmmoType; |
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int m_iBurstSize; |
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bool m_fBlindfire; |
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bool m_fOmniscient; |
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bool m_bIsFiring; |
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int m_iBurstHits; |
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bool m_bPreFire; |
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bool m_bInvulnerable; |
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float m_flTimeNextPing; |
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float m_flPenetrationDepth; |
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float m_flDeltaT; |
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float m_flTimeNextAttack; |
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float m_flNextSeeEnemySound; |
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float m_flNextRocket; |
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float m_flBurstDelay; |
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Vector m_vecAttackPosition; |
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Vector m_vecAttackVelocity; |
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// Used when the gunships using the chopper model |
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Vector m_angGun; |
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// For my death throes |
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IPhysicsMotionController *m_pCrashingController; |
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CGunshipRagdollMotion m_crashCallback; |
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EHANDLE m_hRagdoll; |
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CHandle<CTargetGunshipCrash> m_hCrashTarget; |
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float m_flNextGunshipCrashFind; |
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CHandle<CCitadelEnergyCore> m_hEnergyCore; |
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CNetworkVector( m_vecHitPos ); |
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// If true, playing patrol loop. |
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// Else, playing angry. |
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bool m_fPatrolLoopPlaying; |
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}; |
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LINK_ENTITY_TO_CLASS( npc_combinegunship, CNPC_CombineGunship ); |
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IMPLEMENT_SERVERCLASS_ST( CNPC_CombineGunship, DT_CombineGunship ) |
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SendPropVector(SENDINFO(m_vecHitPos), -1, SPROP_COORD), |
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END_SEND_TABLE() |
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BEGIN_DATADESC( CNPC_CombineGunship ) |
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DEFINE_ENTITYFUNC( FlyTouch ), |
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DEFINE_FIELD( m_flNextGroundAttack,FIELD_TIME ), |
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DEFINE_FIELD( m_bIsGroundAttacking,FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bCanGroundAttack, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_flGroundAttackTime,FIELD_TIME ), |
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DEFINE_FIELD( m_pRotorWashModel, FIELD_CLASSPTR ), |
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DEFINE_FIELD( m_pSmokeTrail, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_hGroundAttackTarget, FIELD_EHANDLE ), |
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DEFINE_SOUNDPATCH( m_pAirExhaustSound ), |
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DEFINE_SOUNDPATCH( m_pAirBlastSound ), |
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DEFINE_SOUNDPATCH( m_pCannonSound ), |
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DEFINE_FIELD( m_vecAngAcceleration,FIELD_VECTOR ), |
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DEFINE_KEYFIELD( m_fMaxAngAcceleration, FIELD_FLOAT, "MaxAngAccel" ), |
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DEFINE_KEYFIELD( m_vMaxAngVelocity, FIELD_VECTOR, "MaxAngVelocity" ), |
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DEFINE_FIELD( m_flDeltaT, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flTimeNextAttack, FIELD_TIME ), |
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DEFINE_FIELD( m_flNextSeeEnemySound, FIELD_TIME ), |
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DEFINE_FIELD( m_flEndDestructTime, FIELD_TIME ), |
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DEFINE_FIELD( m_flNextRocket, FIELD_TIME ), |
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DEFINE_FIELD( m_iDoSmokePuff, FIELD_INTEGER ), |
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DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ), |
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DEFINE_FIELD( m_iBurstSize, FIELD_INTEGER ), |
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DEFINE_FIELD( m_flBurstDelay, FIELD_FLOAT ), |
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DEFINE_FIELD( m_fBlindfire, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_fOmniscient, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bIsFiring, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_iBurstHits, FIELD_INTEGER ), |
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DEFINE_FIELD( m_flTimeNextPing, FIELD_TIME ), |
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DEFINE_FIELD( m_flPenetrationDepth,FIELD_FLOAT ), |
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DEFINE_FIELD( m_vecAttackPosition, FIELD_VECTOR ), |
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DEFINE_FIELD( m_vecAttackVelocity, FIELD_VECTOR ), |
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DEFINE_FIELD( m_angGun, FIELD_VECTOR ), |
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DEFINE_PHYSPTR( m_pCrashingController ), |
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DEFINE_EMBEDDED( m_crashCallback ), |
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DEFINE_FIELD( m_hRagdoll, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_hCrashTarget, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_vecHitPos, FIELD_VECTOR ), |
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DEFINE_FIELD( m_fPatrolLoopPlaying,FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bPreFire, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bInvulnerable, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_flNextGunshipCrashFind, FIELD_TIME ), |
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DEFINE_FIELD( m_hEnergyCore, FIELD_EHANDLE ), |
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DEFINE_ARRAY( m_bDamageOutputsFired, FIELD_BOOLEAN, GUNSHIP_NUM_DAMAGE_OUTPUTS ), |
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// Function pointers |
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DEFINE_INPUTFUNC( FIELD_VOID, "OmniscientOn", InputOmniscientOn ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "OmniscientOff", InputOmniscientOff ), |
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPenetrationDepth", InputSetPenetrationDepth ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "BlindfireOn", InputBlindfireOn ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "BlindfireOff", InputBlindfireOff ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "SelfDestruct", InputSelfDestruct ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "SetDockingBBox", InputSetDockingBBox ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "SetNormalBBox", InputSetNormalBBox ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableGroundAttack", InputEnableGroundAttack ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableGroundAttack", InputDisableGroundAttack ), |
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DEFINE_INPUTFUNC( FIELD_STRING, "DoGroundAttack", InputDoGroundAttack ), |
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DEFINE_OUTPUT( m_OnFireCannon, "OnFireCannon" ), |
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DEFINE_OUTPUT( m_OnFirstDamage, "OnFirstDamage" ), |
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DEFINE_OUTPUT( m_OnSecondDamage, "OnSecondDamage" ), |
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DEFINE_OUTPUT( m_OnThirdDamage, "OnThirdDamage" ), |
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DEFINE_OUTPUT( m_OnFourthDamage, "OnFourthDamage" ), |
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DEFINE_OUTPUT( m_OnCrashed, "OnCrashed" ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Constructor |
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//----------------------------------------------------------------------------- |
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CNPC_CombineGunship::CNPC_CombineGunship( void ) |
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{ |
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m_hGroundAttackTarget = NULL; |
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m_pSmokeTrail = NULL; |
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m_iAmmoType = -1; |
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m_pCrashingController = NULL; |
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m_hRagdoll = NULL; |
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m_hCrashTarget = NULL; |
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m_fMaxAngAcceleration = 1000.0f; |
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m_vMaxAngVelocity = Vector( 300.0f, 120.0f, 300.0f ); |
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} |
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void CNPC_CombineGunship::CreateBellyBlastEnergyCore( void ) |
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{ |
|
CCitadelEnergyCore *pCore = static_cast<CCitadelEnergyCore*>( CreateEntityByName( "env_citadel_energy_core" ) ); |
|
|
|
if ( pCore == NULL ) |
|
return; |
|
|
|
m_hEnergyCore = pCore; |
|
|
|
int iAttachment = LookupAttachment( "BellyGun" ); |
|
|
|
Vector vOrigin; |
|
QAngle vAngle; |
|
|
|
GetAttachment( iAttachment, vOrigin, vAngle ); |
|
|
|
pCore->SetAbsOrigin( vOrigin ); |
|
pCore->SetAbsAngles( vAngle ); |
|
|
|
DispatchSpawn( pCore ); |
|
pCore->Activate(); |
|
|
|
pCore->SetParent( this, iAttachment ); |
|
pCore->SetScale( 4.0f ); |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose: |
|
//------------------------------------------------------------------------------ |
|
void CNPC_CombineGunship::Spawn( void ) |
|
{ |
|
Precache( ); |
|
|
|
if ( HasSpawnFlags( SF_GUNSHIP_USE_CHOPPER_MODEL ) ) |
|
{ |
|
SetModel( "models/combine_helicopter.mdl" ); |
|
} |
|
else |
|
{ |
|
SetModel( "models/gunship.mdl" ); |
|
} |
|
|
|
ExtractBbox( SelectHeaviestSequence( ACT_GUNSHIP_PATROL ), m_cullBoxMins, m_cullBoxMaxs ); |
|
BaseClass::Spawn(); |
|
|
|
InitPathingData( GUNSHIP_ARRIVE_DIST, GUNSHIP_MIN_CHASE_DIST_DIFF, sk_gunship_burst_min.GetFloat() ); |
|
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION ); |
|
|
|
m_takedamage = DAMAGE_YES; |
|
|
|
SetHullType(HULL_LARGE_CENTERED); |
|
SetHullSizeNormal(); |
|
|
|
m_iMaxHealth = m_iHealth = 100; |
|
|
|
m_flFrozenMax = 0.0f; |
|
|
|
m_flFieldOfView = -0.707; // 270 degrees |
|
|
|
m_fHelicopterFlags |= BITS_HELICOPTER_GUN_ON; |
|
|
|
InitBoneControllers(); |
|
|
|
InitCustomSchedules(); |
|
|
|
SetActivity( (Activity)ACT_GUNSHIP_PATROL ); |
|
SetCollisionGroup( HL2COLLISION_GROUP_GUNSHIP ); |
|
|
|
m_flMaxSpeed = GUNSHIP_MAX_SPEED; |
|
m_flMaxSpeedFiring = GUNSHIP_MAX_SPEED; |
|
|
|
m_flTimeNextAttack = gpGlobals->curtime; |
|
m_flNextSeeEnemySound = gpGlobals->curtime; |
|
|
|
// Init the pose parameters |
|
SetPoseParameter( "flex_horz", 0 ); |
|
SetPoseParameter( "flex_vert", 0 ); |
|
SetPoseParameter( "fin_accel", 0 ); |
|
SetPoseParameter( "fin_sway", 0 ); |
|
|
|
if( m_iAmmoType == -1 ) |
|
{ |
|
// Since there's no weapon to index the ammo type, |
|
// do it manually here. |
|
m_iAmmoType = GetAmmoDef()->Index("CombineCannon"); |
|
} |
|
|
|
//!!!HACKHACK |
|
// This tricks the AI code that constantly complains that the gunship has no schedule. |
|
SetSchedule( SCHED_IDLE_STAND ); |
|
|
|
AddRelationship( "env_flare D_LI 9", NULL ); |
|
AddRelationship( "rpg_missile D_HT 99", NULL ); |
|
|
|
m_flTimeNextPing = gpGlobals->curtime + 2; |
|
|
|
m_flPenetrationDepth = 24; |
|
m_flBurstDelay = 2.0f; |
|
|
|
// Blindfire and Omniscience default to off |
|
m_fBlindfire = false; |
|
m_fOmniscient = false; |
|
m_bIsFiring = false; |
|
m_bPreFire = false; |
|
m_bInvulnerable = false; |
|
|
|
// See if we should start being able to attack |
|
m_bCanGroundAttack = ( m_spawnflags & SF_GUNSHIP_NO_GROUND_ATTACK ) ? false : true; |
|
|
|
m_flEndDestructTime = 0; |
|
|
|
m_iBurstSize = 0; |
|
m_iBurstHits = 0; |
|
|
|
// Do not dissolve |
|
AddEFlags( EFL_NO_DISSOLVE ); |
|
|
|
for ( int i = 0; i < GUNSHIP_NUM_DAMAGE_OUTPUTS; i++ ) |
|
{ |
|
m_bDamageOutputsFired[i] = false; |
|
} |
|
|
|
CapabilitiesAdd( bits_CAP_SQUAD); |
|
|
|
if ( hl2_episodic.GetBool() == true ) |
|
{ |
|
CreateBellyBlastEnergyCore(); |
|
} |
|
|
|
// Allows autoaim to help attack the gunship. |
|
if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE ) |
|
{ |
|
AddFlag( FL_AIMTARGET ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Restore the motion controller |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::OnRestore( void ) |
|
{ |
|
BaseClass::OnRestore(); |
|
|
|
if ( m_pCrashingController ) |
|
{ |
|
m_pCrashingController->SetEventHandler( &m_crashCallback ); |
|
} |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose: |
|
//------------------------------------------------------------------------------ |
|
void CNPC_CombineGunship::Precache( void ) |
|
{ |
|
if ( HasSpawnFlags( SF_GUNSHIP_USE_CHOPPER_MODEL ) ) |
|
{ |
|
PrecacheModel( "models/combine_helicopter.mdl" ); |
|
Chopper_PrecacheChunks( this ); |
|
} |
|
else |
|
{ |
|
PrecacheModel("models/gunship.mdl"); |
|
} |
|
|
|
PrecacheModel("sprites/lgtning.vmt"); |
|
|
|
PrecacheMaterial( "effects/ar2ground2" ); |
|
PrecacheMaterial( "effects/blueblackflash" ); |
|
|
|
PrecacheScriptSound( "NPC_CombineGunship.SearchPing" ); |
|
PrecacheScriptSound( "NPC_CombineGunship.PatrolPing" ); |
|
PrecacheScriptSound( "NPC_Strider.Charge" ); |
|
PrecacheScriptSound( "NPC_Strider.Shoot" ); |
|
PrecacheScriptSound( "NPC_CombineGunship.SeeEnemy" ); |
|
PrecacheScriptSound( "NPC_CombineGunship.CannonStartSound" ); |
|
PrecacheScriptSound( "NPC_CombineGunship.Explode"); |
|
PrecacheScriptSound( "NPC_CombineGunship.Pain" ); |
|
PrecacheScriptSound( "NPC_CombineGunship.CannonStopSound" ); |
|
|
|
PrecacheScriptSound( "NPC_CombineGunship.DyingSound" ); |
|
PrecacheScriptSound( "NPC_CombineGunship.CannonSound" ); |
|
PrecacheScriptSound( "NPC_CombineGunship.RotorSound" ); |
|
PrecacheScriptSound( "NPC_CombineGunship.ExhaustSound" ); |
|
PrecacheScriptSound( "NPC_CombineGunship.RotorBlastSound" ); |
|
|
|
PrecacheEffect( "ImpactGunship" ); |
|
PrecacheEffect( "AR2Explosion" ); |
|
PrecacheEffect( "GunshipMuzzleFlash" ); |
|
PrecacheEffect( "GunshipTracer" ); |
|
|
|
if ( hl2_episodic.GetBool() == true ) |
|
{ |
|
UTIL_PrecacheOther( "env_citadel_energy_core" ); |
|
g_iGunshipEffectIndex = PrecacheModel( "sprites/physbeam.vmt" ); |
|
} |
|
|
|
PropBreakablePrecacheAll( MAKE_STRING("models/gunship.mdl") ); |
|
|
|
BaseClass::Precache(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Cache whatever pose parameters we intend to use |
|
//----------------------------------------------------------------------------- |
|
bool CNPC_CombineGunship::m_sbStaticPoseParamsLoaded = false; |
|
int CNPC_CombineGunship::m_poseFlex_Horz = 0; |
|
int CNPC_CombineGunship::m_poseFlex_Vert = 0; |
|
int CNPC_CombineGunship::m_posePitch = 0; |
|
int CNPC_CombineGunship::m_poseYaw = 0; |
|
int CNPC_CombineGunship::m_poseFin_Accel = 0; |
|
int CNPC_CombineGunship::m_poseFin_Sway = 0; |
|
int CNPC_CombineGunship::m_poseWeapon_Pitch = 0; |
|
int CNPC_CombineGunship::m_poseWeapon_Yaw = 0; |
|
void CNPC_CombineGunship::PopulatePoseParameters( void ) |
|
{ |
|
if (!m_sbStaticPoseParamsLoaded) |
|
{ |
|
m_poseFlex_Horz = LookupPoseParameter( "flex_horz"); |
|
m_poseFlex_Vert = LookupPoseParameter( "flex_vert" ); |
|
m_posePitch = LookupPoseParameter( "pitch" ); |
|
m_poseYaw = LookupPoseParameter( "yaw" ); |
|
m_poseFin_Accel = LookupPoseParameter( "fin_accel" ); |
|
m_poseFin_Sway = LookupPoseParameter( "fin_sway" ); |
|
|
|
m_poseWeapon_Pitch = LookupPoseParameter( "weapon_pitch" ); |
|
m_poseWeapon_Yaw = LookupPoseParameter( "weapon_yaw" ); |
|
|
|
m_sbStaticPoseParamsLoaded = true; |
|
} |
|
|
|
BaseClass::PopulatePoseParameters(); |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : |
|
//------------------------------------------------------------------------------ |
|
CNPC_CombineGunship::~CNPC_CombineGunship(void) |
|
{ |
|
StopLoopingSounds(); |
|
|
|
if ( m_pCrashingController ) |
|
{ |
|
physenv->DestroyMotionController( m_pCrashingController ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::Ping( void ) |
|
{ |
|
if( IsCrashing() ) |
|
return; |
|
|
|
if( GetEnemy() != NULL ) |
|
{ |
|
if( !HasCondition(COND_SEE_ENEMY) && gpGlobals->curtime > m_flTimeNextPing ) |
|
{ |
|
EmitSound( "NPC_CombineGunship.SearchPing" ); |
|
m_flTimeNextPing = gpGlobals->curtime + 3; |
|
} |
|
} |
|
else |
|
{ |
|
if( gpGlobals->curtime > m_flTimeNextPing ) |
|
{ |
|
EmitSound( "NPC_CombineGunship.PatrolPing" ); |
|
m_flTimeNextPing = gpGlobals->curtime + 3; |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &pos - |
|
// Output : float |
|
//----------------------------------------------------------------------------- |
|
float CNPC_CombineGunship::GroundDistToPosition( const Vector &pos ) |
|
{ |
|
Vector vecDiff; |
|
VectorSubtract( GetAbsOrigin(), pos, vecDiff ); |
|
|
|
// Only interested in the 2d dist |
|
vecDiff.z = 0; |
|
|
|
return vecDiff.Length(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::PlayPatrolLoop( void ) |
|
{ |
|
m_fPatrolLoopPlaying = true; |
|
/* |
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); |
|
controller.SoundChangeVolume( m_pPatrolSound, 1.0, 1.0 ); |
|
controller.SoundChangeVolume( m_pAngrySound, 0.0, 1.0 ); |
|
*/ |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::PlayAngryLoop( void ) |
|
{ |
|
m_fPatrolLoopPlaying = false; |
|
/* |
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); |
|
controller.SoundChangeVolume( m_pPatrolSound, 0.0, 1.0 ); |
|
controller.SoundChangeVolume( m_pAngrySound, 1.0, 1.0 ); |
|
*/ |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::HelicopterPostThink( void ) |
|
{ |
|
// After HelicopterThink() |
|
if ( HasCondition( COND_ENEMY_DEAD ) ) |
|
{ |
|
if ( m_bIsFiring ) |
|
{ |
|
// Fire more shots at the dead body for effect |
|
if ( m_iBurstSize > 8 ) |
|
{ |
|
m_iBurstSize = 8; |
|
} |
|
} |
|
|
|
// Fade out search sound, fade in patrol sound. |
|
PlayPatrolLoop(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Vector |
|
//----------------------------------------------------------------------------- |
|
Vector CNPC_CombineGunship::GetGroundAttackHitPosition( void ) |
|
{ |
|
trace_t tr; |
|
Vector vecShootPos, vecShootDir; |
|
|
|
GetAttachment( "BellyGun", vecShootPos, &vecShootDir, NULL, NULL ); |
|
|
|
AI_TraceLine( vecShootPos, vecShootPos + Vector( 0, 0, -MAX_TRACE_LENGTH ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); |
|
|
|
if ( m_hGroundAttackTarget ) |
|
{ |
|
return Vector( tr.endpos.x, tr.endpos.y, m_hGroundAttackTarget->WorldSpaceCenter().z ); |
|
} |
|
return tr.endpos; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CNPC_CombineGunship::CheckGroundAttack( void ) |
|
{ |
|
if ( m_bCanGroundAttack == false ) |
|
return false; |
|
|
|
if ( m_bIsGroundAttacking ) |
|
return false; |
|
|
|
// Must have an enemy |
|
if ( GetEnemy() == NULL ) |
|
return false; |
|
|
|
// Must not have done it too recently |
|
if ( m_flNextGroundAttack > gpGlobals->curtime ) |
|
return false; |
|
|
|
Vector predPos, predDest; |
|
|
|
// Find where the enemy is most likely to be in two seconds |
|
UTIL_PredictedPosition( GetEnemy(), 1.0f, &predPos ); |
|
UTIL_PredictedPosition( this, 1.0f, &predDest ); |
|
|
|
Vector predGap = ( predDest - predPos ); |
|
predGap.z = 0; |
|
|
|
float predDistance = predGap.Length(); |
|
|
|
// Must be within distance |
|
if ( predDistance > MIN_GROUND_ATTACK_DIST ) |
|
return false; |
|
|
|
// Can't ground attack missiles |
|
if ( IsTargettingMissile() ) |
|
return false; |
|
|
|
//FIXME: Check to make sure we're not firing too far above or below the target |
|
if ( fabs( GetGroundAttackHitPosition().z - GetEnemy()->WorldSpaceCenter().z ) > MIN_GROUND_ATTACK_HEIGHT_DIFF ) |
|
return false; |
|
|
|
//FIXME: Check for ground movement capabilities? |
|
|
|
//TODO: Check for friendly-fire |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::StartGroundAttack( void ) |
|
{ |
|
// Mark us as attacking |
|
m_bIsGroundAttacking = true; |
|
m_flGroundAttackTime = gpGlobals->curtime + 3.0f; |
|
|
|
// Setup the attack effects |
|
Vector vecShootPos; |
|
|
|
GetAttachment( "BellyGun", vecShootPos ); |
|
|
|
EntityMessageBegin( this, true ); |
|
WRITE_BYTE( GUNSHIP_MSG_STREAKS ); |
|
WRITE_VEC3COORD( vecShootPos ); |
|
MessageEnd(); |
|
|
|
CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" ); |
|
EmitSound( filter2, entindex(), "NPC_Strider.Charge" ); |
|
|
|
Vector endpos = GetGroundAttackHitPosition(); |
|
|
|
CSoundEnt::InsertSound ( SOUND_DANGER, endpos, 1024, 0.5f ); |
|
|
|
if ( hl2_episodic.GetBool() == true ) |
|
{ |
|
if ( m_hEnergyCore ) |
|
{ |
|
variant_t value; |
|
value.SetFloat( 3.0f ); |
|
|
|
g_EventQueue.AddEvent( m_hEnergyCore, "StartCharge", value, 0, this, this ); |
|
} |
|
} |
|
} |
|
|
|
#define GUNSHIP_BELLY_BLAST_RADIUS 256.0f |
|
#define BELLY_BLAST_MAX_PUNCH 5 |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::ManageWarningBeam( void ) |
|
{ |
|
Vector vecSrc, vecShootDir; |
|
GetAttachment( "BellyGun", vecSrc, NULL, NULL, NULL ); |
|
|
|
trace_t tr; |
|
CTraceFilterSkipTwoEntities filter( m_hGroundAttackTarget, this, COLLISION_GROUP_NONE ); |
|
|
|
UTIL_TraceLine( vecSrc, m_vecHitPos, MASK_SOLID, &filter, &tr ); |
|
|
|
int iPunch = 0; |
|
|
|
while ( tr.endpos != m_vecHitPos ) |
|
{ |
|
iPunch++; |
|
|
|
if ( iPunch > BELLY_BLAST_MAX_PUNCH ) |
|
break; |
|
|
|
if ( tr.fraction != 1.0 ) |
|
{ |
|
if ( tr.m_pEnt ) |
|
{ |
|
CTakeDamageInfo info( this, this, 1.0f, DMG_ENERGYBEAM ); |
|
|
|
Vector vTargetDir = tr.m_pEnt->BodyTarget( tr.endpos, false ) - tr.endpos; |
|
|
|
VectorNormalize( vTargetDir ); |
|
|
|
info.SetDamagePosition( tr.endpos + ( tr.plane.normal * 64.0f ) ); |
|
info.SetDamageForce( vTargetDir * 100 ); |
|
|
|
if ( tr.m_pEnt->m_takedamage != DAMAGE_NO ) |
|
{ |
|
// Deal damage |
|
tr.m_pEnt->TakeDamage( info ); |
|
} |
|
} |
|
|
|
Vector vDir = m_vecHitPos - vecSrc; |
|
VectorNormalize( vDir ); |
|
|
|
Vector vStartPunch = tr.endpos + vDir * 1; |
|
|
|
UTIL_TraceLine( vStartPunch, m_vecHitPos, MASK_SOLID, &filter, &tr ); |
|
|
|
if ( tr.startsolid ) |
|
{ |
|
float flLength = (vStartPunch - tr.endpos).Length(); |
|
|
|
Vector vEndPunch = vStartPunch + vDir * ( flLength * tr.fractionleftsolid ); |
|
|
|
UTIL_TraceLine( vEndPunch, m_vecHitPos, MASK_SOLID, &filter, &tr ); |
|
|
|
trace_t tr2; |
|
UTIL_TraceLine( vEndPunch, vEndPunch - vDir * 2, MASK_SOLID, &filter, &tr2 ); |
|
|
|
if ( (m_flGroundAttackTime - gpGlobals->curtime) <= 2.0f ) |
|
{ |
|
g_pEffects->EnergySplash( tr2.endpos + vDir * 8, tr2.plane.normal, true ); |
|
} |
|
|
|
g_pEffects->Sparks( tr2.endpos, 3.0f - (m_flGroundAttackTime-gpGlobals->curtime), 3.5f - (m_flGroundAttackTime-gpGlobals->curtime), &tr2.plane.normal ); |
|
|
|
} |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::DoBellyBlastDamage( trace_t &tr, Vector vMins, Vector vMaxs ) |
|
{ |
|
CBaseEntity* pList[100]; |
|
|
|
if ( g_debug_gunship.GetInt() == GUNSHIP_DEBUG_BELLYBLAST ) |
|
{ |
|
NDebugOverlay::Box( tr.endpos, vMins, vMaxs, 255, 255, 0, true, 5.0f ); |
|
} |
|
|
|
int count = UTIL_EntitiesInBox( pList, 100, tr.endpos + vMins, tr.endpos + vMaxs, 0 ); |
|
|
|
for ( int i = 0; i < count; i++ ) |
|
{ |
|
CBaseEntity *pEntity = pList[i]; |
|
|
|
if ( pEntity == this ) |
|
continue; |
|
|
|
if ( pEntity->m_takedamage == DAMAGE_NO ) |
|
continue; |
|
|
|
float damage = 150; |
|
|
|
if ( pEntity->IsPlayer() ) |
|
{ |
|
float damageDist = ( pEntity->GetAbsOrigin() - tr.endpos ).Length(); |
|
damage = RemapValClamped( damageDist, 0, 300, 200, 0 ); |
|
} |
|
|
|
CTakeDamageInfo info( this, this, damage, DMG_DISSOLVE ); |
|
|
|
Vector vTargetDir = pEntity->BodyTarget( tr.endpos, false ) - tr.endpos; |
|
|
|
VectorNormalize( vTargetDir ); |
|
|
|
info.SetDamagePosition( tr.endpos + ( tr.plane.normal * 64.0f ) ); |
|
info.SetDamageForce( vTargetDir * 25000 ); |
|
|
|
// Deal damage |
|
pEntity->TakeDamage( info ); |
|
|
|
trace_t groundTrace; |
|
UTIL_TraceLine( pEntity->GetAbsOrigin(), pEntity->GetAbsOrigin() - Vector( 0, 0, 256 ), MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &groundTrace ); |
|
|
|
if ( tr.fraction < 1.0f ) |
|
{ |
|
CEffectData data; |
|
|
|
// Find the floor and add a dissolve explosion at that point |
|
data.m_flRadius = GUNSHIP_BELLY_BLAST_RADIUS * 0.5f; |
|
data.m_vNormal = groundTrace.plane.normal; |
|
data.m_vOrigin = groundTrace.endpos; |
|
|
|
DispatchEffect( "AR2Explosion", data ); |
|
} |
|
|
|
// If the creature was killed, then dissolve it |
|
if ( pEntity->GetHealth() <= 0.0f ) |
|
{ |
|
if ( pEntity->GetBaseAnimating() != NULL && !pEntity->IsEFlagSet( EFL_NO_DISSOLVE ) ) |
|
{ |
|
pEntity->GetBaseAnimating()->Dissolve( NULL, gpGlobals->curtime ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::DoGroundAttackExplosion( void ) |
|
{ |
|
// Fire the bullets |
|
Vector vecSrc, vecShootDir; |
|
Vector vecAttachmentOrigin; |
|
GetAttachment( "BellyGun", vecAttachmentOrigin, &vecShootDir, NULL, NULL ); |
|
|
|
vecSrc = vecAttachmentOrigin; |
|
|
|
if ( m_hGroundAttackTarget ) |
|
{ |
|
vecSrc = m_hGroundAttackTarget->GetAbsOrigin(); |
|
} |
|
|
|
Vector impactPoint = vecSrc + ( Vector( 0, 0, -1 ) * MAX_TRACE_LENGTH ); |
|
|
|
trace_t tr; |
|
UTIL_TraceLine( vecSrc, impactPoint, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); |
|
UTIL_DecalTrace( &tr, "Scorch" ); |
|
|
|
if ( hl2_episodic.GetBool() == true ) |
|
{ |
|
g_pEffects->EnergySplash( tr.endpos, tr.plane.normal ); |
|
|
|
CBroadcastRecipientFilter filter; |
|
te->BeamRingPoint( filter, 0.0, |
|
tr.endpos, //origin |
|
0, //start radius |
|
GUNSHIP_BELLY_BLAST_RADIUS, //end radius |
|
g_iGunshipEffectIndex, //texture |
|
0, //halo index |
|
0, //start frame |
|
0, //framerate |
|
0.2, //life |
|
10, //width |
|
0, //spread |
|
0, //amplitude |
|
255, //r |
|
255, //g |
|
255, //b |
|
50, //a |
|
0, //speed |
|
FBEAM_FADEOUT |
|
); |
|
} |
|
|
|
// Send the effect over |
|
CEffectData data; |
|
|
|
// Do an extra effect if we struck the world |
|
if ( tr.m_pEnt && tr.m_pEnt->IsWorld() ) |
|
{ |
|
data.m_flRadius = GUNSHIP_BELLY_BLAST_RADIUS; |
|
data.m_vNormal = tr.plane.normal; |
|
data.m_vOrigin = tr.endpos; |
|
|
|
DispatchEffect( "AR2Explosion", data ); |
|
} |
|
|
|
float flZLength = vecAttachmentOrigin.z - tr.endpos.z; |
|
|
|
Vector vBeamMins = Vector( -16, -16, 0 ); |
|
Vector vBeamMaxs = Vector( 16, 16, flZLength ); |
|
|
|
DoBellyBlastDamage( tr, vBeamMins, vBeamMaxs ); |
|
|
|
Vector vBlastMins = Vector( -GUNSHIP_BELLY_BLAST_RADIUS, -GUNSHIP_BELLY_BLAST_RADIUS, 0 ); |
|
Vector vBlastMaxs = Vector( GUNSHIP_BELLY_BLAST_RADIUS, GUNSHIP_BELLY_BLAST_RADIUS, 96 ); |
|
|
|
DoBellyBlastDamage( tr, vBlastMins, vBlastMaxs ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::StopGroundAttack( bool bDoAttack ) |
|
{ |
|
if ( !m_bIsGroundAttacking ) |
|
return; |
|
|
|
// Mark us as no longer attacking |
|
m_bIsGroundAttacking = false; |
|
m_flNextGroundAttack = gpGlobals->curtime + 4.0f; |
|
m_flTimeNextAttack = gpGlobals->curtime + 2.0f; |
|
|
|
Vector hitPos = GetGroundAttackHitPosition(); |
|
|
|
// tell the client side effect to complete |
|
EntityMessageBegin( this, true ); |
|
WRITE_BYTE( GUNSHIP_MSG_BIG_SHOT ); |
|
WRITE_VEC3COORD( hitPos ); |
|
MessageEnd(); |
|
|
|
if ( hl2_episodic.GetBool() == true ) |
|
{ |
|
if ( m_hEnergyCore ) |
|
{ |
|
variant_t value; |
|
value.SetFloat( 1.0f ); |
|
|
|
g_EventQueue.AddEvent( m_hEnergyCore, "Stop", value, 0, this, this ); |
|
} |
|
} |
|
|
|
// Only attack if told to |
|
if ( bDoAttack ) |
|
{ |
|
CPASAttenuationFilter filter2( this, "NPC_Strider.Shoot" ); |
|
EmitSound( filter2, entindex(), "NPC_Strider.Shoot"); |
|
|
|
ApplyAbsVelocityImpulse( Vector( 0, 0, 200.0f ) ); |
|
|
|
//ExplosionCreate( hitPos, QAngle( 0, 0, 1 ), this, 500, 500, true ); |
|
DoGroundAttackExplosion(); |
|
} |
|
|
|
// If we were attacking a target, revert to our previous target |
|
if ( m_hGroundAttackTarget ) |
|
{ |
|
m_hGroundAttackTarget = NULL; |
|
if ( GetDestPathTarget() ) |
|
{ |
|
// Return to our old path |
|
SetupNewCurrentTarget( GetDestPathTarget() ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::DrawRotorWash( float flAltitude, const Vector &vecRotorOrigin ) |
|
{ |
|
// If we have a ragdoll, we want the wash under that, not me |
|
if ( m_hRagdoll ) |
|
{ |
|
BaseClass::DrawRotorWash( flAltitude, m_hRagdoll->GetAbsOrigin() ); |
|
return; |
|
} |
|
|
|
BaseClass::DrawRotorWash( flAltitude, vecRotorOrigin ); |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : Override the desired position if your derived helicopter is doing something special |
|
//------------------------------------------------------------------------------ |
|
void CNPC_CombineGunship::UpdateDesiredPosition( void ) |
|
{ |
|
if ( m_hCrashTarget ) |
|
{ |
|
SetDesiredPosition( m_hCrashTarget->WorldSpaceCenter() + Vector(0,0,128) ); |
|
} |
|
else if ( m_hGroundAttackTarget ) |
|
{ |
|
SetDesiredPosition( m_hGroundAttackTarget->GetAbsOrigin() + Vector(0,0,GUNSHIP_BELLYBLAST_TARGET_HEIGHT) ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: do all of the stuff related to having an enemy, attacking, etc. |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::DoCombat( void ) |
|
{ |
|
// Check for enemy change-overs |
|
if ( HasEnemy() ) |
|
{ |
|
if ( HasCondition( COND_NEW_ENEMY ) ) |
|
{ |
|
if ( GetEnemy() && GetEnemy()->IsPlayer() && m_flNextSeeEnemySound < gpGlobals->curtime ) |
|
{ |
|
m_flNextSeeEnemySound = gpGlobals->curtime + 5.0; |
|
|
|
if ( !HasSpawnFlags( SF_GUNSHIP_USE_CHOPPER_MODEL ) ) |
|
{ |
|
EmitSound( "NPC_CombineGunship.SeeEnemy" ); |
|
} |
|
} |
|
|
|
// If we're shooting at a missile, do it immediately! |
|
if ( IsTargettingMissile() ) |
|
{ |
|
EmitSound( "NPC_CombineGunship.SeeMissile" ); |
|
|
|
// Allow the gunship to attack again immediately |
|
if ( ( m_flTimeNextAttack > gpGlobals->curtime ) && ( ( m_flTimeNextAttack - gpGlobals->curtime ) > GUNSHIP_MISSILE_MAX_RESPONSE_TIME ) ) |
|
{ |
|
m_flTimeNextAttack = gpGlobals->curtime + GUNSHIP_MISSILE_MAX_RESPONSE_TIME; |
|
m_iBurstSize = sk_gunship_burst_size.GetInt(); |
|
} |
|
} |
|
|
|
// Fade in angry sound, fade out patrol sound. |
|
PlayAngryLoop(); |
|
} |
|
} |
|
|
|
// Do we have a belly blast target? |
|
if ( m_hGroundAttackTarget && !m_bIsGroundAttacking ) |
|
{ |
|
// If we're over it, blast. Can't use GetDesiredPosition() because it's not updated yet. |
|
Vector vecTarget = m_hGroundAttackTarget->GetAbsOrigin() + Vector(0,0,GUNSHIP_BELLYBLAST_TARGET_HEIGHT); |
|
Vector vecToTarget = (vecTarget - GetAbsOrigin()); |
|
float flDistance = vecToTarget.Length(); |
|
|
|
// Get the difference between our velocity & the target's velocity |
|
Vector vec2DVelocity = GetAbsVelocity(); |
|
Vector vec2DTargetVelocity = m_hGroundAttackTarget->GetAbsVelocity(); |
|
vec2DVelocity.z = vec2DTargetVelocity.z = 0; |
|
float flVelocityDiff = (vec2DVelocity - vec2DTargetVelocity).Length(); |
|
if ( flDistance < 100 && flVelocityDiff < 200 ) |
|
{ |
|
StartGroundAttack(); |
|
} |
|
} |
|
|
|
// Update our firing |
|
if ( m_bIsFiring ) |
|
{ |
|
// Fire if we have rounds remaining in this burst |
|
if ( ( m_iBurstSize > 0 ) && ( gpGlobals->curtime > m_flTimeNextAttack ) ) |
|
{ |
|
UpdateEnemyTarget(); |
|
FireCannonRound(); |
|
} |
|
else if ( m_iBurstSize < 1 ) |
|
{ |
|
// We're done firing |
|
StopCannonBurst(); |
|
|
|
if ( IsTargettingMissile() ) |
|
{ |
|
m_flTimeNextAttack = gpGlobals->curtime + 0.5f; |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
// If we're not firing, look at the enemy |
|
if ( GetEnemy() ) |
|
{ |
|
m_vecAttackPosition = GetEnemy()->EyePosition(); |
|
} |
|
|
|
#ifdef BELLYBLAST |
|
// Check for a ground attack |
|
if ( CheckGroundAttack() ) |
|
{ |
|
StartGroundAttack(); |
|
} |
|
#endif |
|
|
|
// See if we're attacking |
|
if ( m_bIsGroundAttacking ) |
|
{ |
|
m_vecHitPos = GetGroundAttackHitPosition(); |
|
|
|
ManageWarningBeam(); |
|
|
|
// If our time is up, fire the blast and be done |
|
if ( m_flGroundAttackTime < gpGlobals->curtime ) |
|
{ |
|
// Fire! |
|
StopGroundAttack( true ); |
|
} |
|
} |
|
} |
|
|
|
// If we're using the chopper model, align the gun towards the target |
|
if ( HasSpawnFlags( SF_GUNSHIP_USE_CHOPPER_MODEL ) ) |
|
{ |
|
Vector vGunPosition; |
|
GetAttachment( "gun", vGunPosition ); |
|
Vector vecToAttackPos = (m_vecAttackPosition - vGunPosition); |
|
PoseGunTowardTargetDirection( vecToAttackPos ); |
|
} |
|
|
|
// Forget flares once I've seen them for a while |
|
float flDeltaSeen = m_flLastSeen - m_flPrevSeen; |
|
if ( GetEnemy() != NULL && GetEnemy()->Classify() == CLASS_FLARE && flDeltaSeen > GUNSHIP_FLARE_IGNORE_TIME ) |
|
{ |
|
AddEntityRelationship( GetEnemy(), D_NU, 5 ); |
|
|
|
PlayPatrolLoop(); |
|
|
|
// Forget the flare now. |
|
SetEnemy( NULL ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CNPC_CombineGunship::ChooseEnemy( void ) |
|
{ |
|
// If we're firing, don't switch enemies. This stops the gunship occasionally |
|
// stopping a burst before he's really fired at all, which makes him look indecisive. |
|
if ( m_bIsFiring ) |
|
return true; |
|
|
|
return BaseClass::ChooseEnemy(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: There's a lot of code in here now. We should consider moving |
|
// helicopters and such to scheduled AI. (sjb) |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::MoveHead( void ) |
|
{ |
|
float flYaw = GetPoseParameter( m_poseFlex_Horz ); |
|
float flPitch = GetPoseParameter( m_poseFlex_Vert ); |
|
|
|
/* |
|
This head-turning code will cause the head to POP when switching from looking at the enemy |
|
to looking according to the flight model. I will fix this later. Right now I'm turning |
|
the code over to Ken for some aiming fixups. (sjb) |
|
*/ |
|
|
|
while( 1 ) |
|
{ |
|
if ( GetEnemy() != NULL ) |
|
{ |
|
Vector vecToEnemy, vecAimDir; |
|
float flDot; |
|
|
|
Vector vTargetPos, vGunPosition; |
|
Vector vecTargetOffset; |
|
QAngle vGunAngles; |
|
|
|
GetAttachment( "muzzle", vGunPosition, vGunAngles ); |
|
|
|
vTargetPos = GetEnemyTarget(); |
|
|
|
VectorSubtract( vTargetPos, vGunPosition, vecToEnemy ); |
|
VectorNormalize( vecToEnemy ); |
|
|
|
// get angles relative to body position |
|
AngleVectors( GetAbsAngles(), &vecAimDir ); |
|
flDot = DotProduct( vecAimDir, vecToEnemy ); |
|
|
|
// Look at Enemy!! |
|
if ( flDot > 0.3f ) |
|
{ |
|
float flDiff; |
|
|
|
float flDesiredYaw = VecToYaw(vTargetPos - vGunPosition); |
|
flDiff = UTIL_AngleDiff( flDesiredYaw, vGunAngles.y ) * 0.90; |
|
flYaw = UTIL_Approach( flYaw + flDiff, flYaw, 5.0 ); |
|
|
|
float flDesiredPitch = UTIL_VecToPitch(vTargetPos - vGunPosition); |
|
flDiff = UTIL_AngleDiff( flDesiredPitch, vGunAngles.x ) * 0.90; |
|
flPitch = UTIL_Approach( flPitch + flDiff, flPitch, 5.0 ); |
|
|
|
break; |
|
} |
|
} |
|
|
|
// Look where going! |
|
#if 1 // old way- look according to rotational velocity |
|
flYaw = UTIL_Approach( GetLocalAngularVelocity().y, flYaw, 2.0 * 10 * m_flDeltaT ); |
|
flPitch = UTIL_Approach( GetLocalAngularVelocity().x, flPitch, 2.0 * 10 * m_flDeltaT ); |
|
#else // new way- look towards the next waypoint? |
|
// !!!UNDONE |
|
#endif |
|
break; |
|
} |
|
|
|
// Set the body flexes |
|
SetPoseParameter( m_poseFlex_Vert, flPitch ); |
|
SetPoseParameter( m_poseFlex_Horz, flYaw ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: There's a lot of code in here now. We should consider moving |
|
// helicopters and such to scheduled AI. (sjb) |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::PrescheduleThink( void ) |
|
{ |
|
m_flDeltaT = gpGlobals->curtime - GetLastThink(); |
|
|
|
// Are we crashing? |
|
if ( m_flEndDestructTime && gpGlobals->curtime > m_flEndDestructTime ) |
|
{ |
|
// We're dead, remove ourselves |
|
SelfDestruct(); |
|
return; |
|
} |
|
|
|
if( m_lifeState == LIFE_ALIVE ) |
|
{ |
|
// Chopper doesn't ping |
|
if ( !HasSpawnFlags( SF_GUNSHIP_USE_CHOPPER_MODEL ) ) |
|
{ |
|
Ping(); |
|
} |
|
|
|
DoCombat(); |
|
MoveHead(); |
|
} |
|
else if( m_lifeState == LIFE_DYING ) |
|
{ |
|
// Increase the number of explosions as he gets closer to death |
|
bool bCreateExplosion = false; |
|
float flTimeLeft = m_flEndDestructTime - gpGlobals->curtime; |
|
if ( flTimeLeft > 1.5 ) |
|
{ |
|
bCreateExplosion = (random->RandomInt( 0, 3 ) == 0); |
|
} |
|
else |
|
{ |
|
bCreateExplosion = (random->RandomInt( 0, 2 ) == 0); |
|
} |
|
|
|
if ( bCreateExplosion ) |
|
{ |
|
Vector explodePoint; |
|
if ( m_hRagdoll ) |
|
{ |
|
m_hRagdoll->CollisionProp()->RandomPointInBounds( Vector(0.25,0.25,0.25), Vector(0.75,0.75,0.75), &explodePoint ); |
|
} |
|
else |
|
{ |
|
CollisionProp()->RandomPointInBounds( Vector(0.25,0.25,0.25), Vector(0.75,0.75,0.75), &explodePoint ); |
|
|
|
// Knock the gunship a little, but not if we're trying to fly to a point |
|
if ( !m_hCrashTarget ) |
|
{ |
|
Vector vecPush = (GetAbsOrigin() - explodePoint); |
|
VectorNormalize( vecPush ); |
|
ApplyAbsVelocityImpulse( vecPush * 128 ); |
|
} |
|
} |
|
|
|
ExplosionCreate( explodePoint, QAngle(0,0,1), this, 100, 128, false ); |
|
} |
|
|
|
// Have we reached our crash point? |
|
if ( m_flNextGunshipCrashFind && !m_hRagdoll ) |
|
{ |
|
// Update nearest crash point. The RPG that killed us may have knocked us |
|
// closer to a different point than the one we were near when we first died. |
|
if ( m_flNextGunshipCrashFind < gpGlobals->curtime ) |
|
{ |
|
FindNearestGunshipCrash(); |
|
} |
|
|
|
if ( m_hCrashTarget ) |
|
{ |
|
MoveHead(); |
|
|
|
UpdateDesiredPosition(); |
|
|
|
// If we're over it, destruct |
|
Vector vecToTarget = (GetDesiredPosition() - GetAbsOrigin()); |
|
if ( vecToTarget.LengthSqr() < (384 * 384) ) |
|
{ |
|
BeginDestruct(); |
|
m_OnCrashed.FireOutput( this, this ); |
|
m_hCrashTarget->GunshipCrashedOnTarget(); |
|
return; |
|
} |
|
} |
|
} |
|
} |
|
|
|
BaseClass::PrescheduleThink(); |
|
|
|
#ifdef JACOBS_GUNSHIP |
|
SetPoseParameter( m_posePitch, random->RandomFloat( GUNSHIP_HEAD_MAX_LEFT, GUNSHIP_HEAD_MAX_RIGHT ) ); |
|
SetPoseParameter( m_poseYaw, random->RandomFloat( GUNSHIP_HEAD_MAX_UP, GUNSHIP_HEAD_MAX_DOWN ) ); |
|
#endif |
|
|
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : If the enemy is in front of the gun, load up a burst. |
|
// Actual gunfire is handled in PrescheduleThink |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
bool CNPC_CombineGunship::FireGun( void ) |
|
{ |
|
if ( m_lifeState != LIFE_ALIVE ) |
|
return false; |
|
|
|
if ( m_bIsGroundAttacking ) |
|
return false; |
|
|
|
if ( GetEnemy() && !m_bIsFiring && gpGlobals->curtime > m_flTimeNextAttack ) |
|
{ |
|
// We want to decelerate to attack |
|
if (m_flGoalSpeed > GetMaxSpeedFiring() ) |
|
{ |
|
m_flGoalSpeed = GetMaxSpeedFiring(); |
|
} |
|
|
|
bool bTargetingMissile = IsTargettingMissile(); |
|
if ( !bTargetingMissile && !m_bPreFire ) |
|
{ |
|
m_bPreFire = true; |
|
m_flTimeNextAttack = gpGlobals->curtime + 0.5f; |
|
|
|
EmitSound( "NPC_CombineGunship.CannonStartSound" ); |
|
return false; |
|
} |
|
|
|
//TODO: Emit the danger noise and wait until it's finished |
|
|
|
// Don't fire at an occluded enemy unless blindfire is on. |
|
if ( HasCondition( COND_ENEMY_OCCLUDED ) && ( m_fBlindfire == false ) ) |
|
return false; |
|
|
|
// Don't shoot if the enemy is too close |
|
if ( !bTargetingMissile && GroundDistToPosition( GetEnemy()->GetAbsOrigin() ) < GUNSHIP_STITCH_MIN ) |
|
return false; |
|
|
|
Vector vecAimDir, vecToEnemy; |
|
Vector vecMuzzle, vecEnemyTarget; |
|
|
|
GetAttachment( "muzzle", vecMuzzle, &vecAimDir, NULL, NULL ); |
|
vecEnemyTarget = GetEnemyTarget(); |
|
|
|
// Aim with the muzzle's attachment point. |
|
VectorSubtract( vecEnemyTarget, vecMuzzle, vecToEnemy ); |
|
|
|
VectorNormalize( vecToEnemy ); |
|
VectorNormalize( vecAimDir ); |
|
|
|
if ( DotProduct( vecToEnemy, vecAimDir ) > 0.9 ) |
|
{ |
|
StartCannonBurst( sk_gunship_burst_size.GetInt() ); |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose: Fire a round from the cannon |
|
// Notes: Only call this if you have an enemy. |
|
//------------------------------------------------------------------------------ |
|
void CNPC_CombineGunship::FireCannonRound( void ) |
|
{ |
|
Vector vecPenetrate; |
|
trace_t tr; |
|
|
|
Vector vecToEnemy, vecEnemyTarget; |
|
Vector vecMuzzle; |
|
Vector vecAimDir; |
|
|
|
GetAttachment( "muzzle", vecMuzzle, &vecAimDir ); |
|
vecEnemyTarget = GetEnemyTarget(); |
|
|
|
// Aim with the muzzle's attachment point. |
|
VectorSubtract( vecEnemyTarget, vecMuzzle, vecToEnemy ); |
|
VectorNormalize( vecToEnemy ); |
|
|
|
// If the gun is wildly off target, stop firing! |
|
// FIXME - this should use a vector pointing |
|
// to the enemy's location PLUS the stitching |
|
// error! (sjb) !!!BUGBUG |
|
|
|
if ( g_debug_gunship.GetInt() == GUNSHIP_DEBUG_STITCHING ) |
|
{ |
|
QAngle vecAimAngle; |
|
Vector vForward, vRight, vUp; |
|
GetAttachment( "muzzle", vecMuzzle, &vForward, &vRight, &vUp ); |
|
AngleVectors( vecAimAngle, &vForward, &vRight, &vUp ); |
|
NDebugOverlay::Line( vecMuzzle, vecEnemyTarget, 255, 255, 0, true, 1.0f ); |
|
|
|
NDebugOverlay::Line( vecMuzzle, vecMuzzle + ( vForward * 64.0f ), 255, 0, 0, true, 1.0f ); |
|
NDebugOverlay::Line( vecMuzzle, vecMuzzle + ( vRight * 32.0f ), 0, 255, 0, true, 1.0f ); |
|
NDebugOverlay::Line( vecMuzzle, vecMuzzle + ( vUp * 32.0f ), 0, 0, 255, true, 1.0f ); |
|
} |
|
|
|
// Robin: Check the dotproduct to the enemy, NOT to the offsetted firing angle |
|
// Fixes problems firing at close enemies, where the enemy is valid but |
|
// the offset firing stitch isn't. |
|
Vector vecDotCheck = vecToEnemy; |
|
if ( GetEnemy() ) |
|
{ |
|
VectorSubtract( GetEnemy()->GetAbsOrigin(), vecMuzzle, vecDotCheck ); |
|
VectorNormalize( vecDotCheck ); |
|
} |
|
|
|
if ( DotProduct( vecDotCheck, vecAimDir ) < 0.8f ) |
|
{ |
|
StopCannonBurst(); |
|
return; |
|
} |
|
|
|
DoMuzzleFlash(); |
|
|
|
m_OnFireCannon.FireOutput( this, this, 0 ); |
|
|
|
m_flTimeNextAttack = gpGlobals->curtime + 0.05f; |
|
|
|
float flPrevHealth = 0; |
|
if ( GetEnemy() ) |
|
{ |
|
flPrevHealth = GetEnemy()->GetHealth(); |
|
} |
|
|
|
// Make sure we hit missiles |
|
if ( IsTargettingMissile() ) |
|
{ |
|
// Fire a fake shot |
|
FireBullets( 1, vecMuzzle, vecToEnemy, VECTOR_CONE_5DEGREES, 8192, m_iAmmoType, 1 ); |
|
|
|
CBaseEntity *pMissile = GetEnemy(); |
|
|
|
Vector missileDir, threatDir; |
|
|
|
AngleVectors( pMissile->GetAbsAngles(), &missileDir ); |
|
|
|
threatDir = ( WorldSpaceCenter() - pMissile->GetAbsOrigin() ); |
|
float threatDist = VectorNormalize( threatDir ); |
|
|
|
// Check that the target is within some threshold |
|
if ( ( DotProduct( threatDir, missileDir ) > 0.95f ) && ( threatDist < 1024.0f ) ) |
|
{ |
|
if ( random->RandomInt( 0, 1 ) == 0 ) |
|
{ |
|
CTakeDamageInfo info( this, this, 200, DMG_MISSILEDEFENSE ); |
|
CalculateBulletDamageForce( &info, m_iAmmoType, -threatDir, WorldSpaceCenter() ); |
|
GetEnemy()->TakeDamage( info ); |
|
} |
|
} |
|
else |
|
{ |
|
//FIXME: Some other metric |
|
} |
|
} |
|
else |
|
{ |
|
m_iBurstSize--; |
|
|
|
// Fire directly at the target |
|
FireBulletsInfo_t info( 1, vecMuzzle, vecToEnemy, vec3_origin, MAX_COORD_RANGE, m_iAmmoType ); |
|
info.m_iTracerFreq = 1; |
|
CAmmoDef *pAmmoDef = GetAmmoDef(); |
|
info.m_flPlayerDamage = pAmmoDef->PlrDamage( m_iAmmoType ); |
|
|
|
// If we've already hit the player, do 0 damage. This ensures we don't hit the |
|
// player multiple times during a single burst. |
|
if ( m_iBurstHits >= GUNSHIP_MAX_HITS_PER_BURST ) |
|
{ |
|
info.m_flPlayerDamage = 1.0f; |
|
} |
|
|
|
FireBullets( info ); |
|
|
|
if ( GetEnemy() && flPrevHealth != GetEnemy()->GetHealth() ) |
|
{ |
|
m_iBurstHits++; |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::DoMuzzleFlash( void ) |
|
{ |
|
BaseClass::DoMuzzleFlash(); |
|
|
|
CEffectData data; |
|
|
|
data.m_nAttachmentIndex = LookupAttachment( "muzzle" ); |
|
data.m_nEntIndex = entindex(); |
|
DispatchEffect( "GunshipMuzzleFlash", data ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CNPC_CombineGunship::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) |
|
{ |
|
bool fReturn = BaseClass::FVisible( pEntity, traceMask, ppBlocker ); |
|
|
|
if( m_fOmniscient ) |
|
{ |
|
if( !fReturn ) |
|
{ |
|
// Set this condition so that we can check it later and know that the |
|
// enemy truly is occluded, but the gunship regards it as visible due |
|
// to omniscience. |
|
SetCondition( COND_ENEMY_OCCLUDED ); |
|
} |
|
else |
|
{ |
|
ClearCondition( COND_ENEMY_OCCLUDED ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
if( fReturn ) |
|
{ |
|
ClearCondition( COND_ENEMY_OCCLUDED ); |
|
} |
|
else |
|
{ |
|
SetCondition( COND_ENEMY_OCCLUDED ); |
|
} |
|
|
|
return fReturn; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Change the depth that gunship bullets can penetrate through solids |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::InputSetPenetrationDepth( inputdata_t &inputdata ) |
|
{ |
|
m_flPenetrationDepth = inputdata.value.Float(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Allow the gunship to sense its enemy's location even when enemy |
|
// is hidden from sight. |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::InputOmniscientOn( inputdata_t &inputdata ) |
|
{ |
|
m_fOmniscient = true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns the gunship to its default requirement that it see the |
|
// enemy to know its current position |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::InputOmniscientOff( inputdata_t &inputdata ) |
|
{ |
|
m_fOmniscient = false; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Allows the gunship to fire at an unseen enemy. The gunship is relying |
|
// on hitting the target with bullets that will punch through the |
|
// cover that the enemy is hiding behind. (Such as the Depot lighthouse) |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::InputBlindfireOn( inputdata_t &inputdata ) |
|
{ |
|
m_fBlindfire = true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns the gunship to default rules for attacking the enemy. The |
|
// enemy must be seen to be fired at. |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::InputBlindfireOff( inputdata_t &inputdata ) |
|
{ |
|
m_fBlindfire = false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Set the gunship's paddles flailing! |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::Event_Killed( const CTakeDamageInfo &info ) |
|
{ |
|
m_takedamage = DAMAGE_NO; |
|
|
|
StopCannonBurst(); |
|
|
|
// Replace the rotor sound with broken engine sound. |
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); |
|
controller.SoundDestroy( m_pRotorSound ); |
|
|
|
// BUGBUG: Isn't this sound just going to get stomped when the base class calls StopLoopingSounds() ?? |
|
CPASAttenuationFilter filter2( this ); |
|
m_pRotorSound = controller.SoundCreate( filter2, entindex(), "NPC_CombineGunship.DyingSound" ); |
|
controller.Play( m_pRotorSound, 1.0, 100 ); |
|
|
|
m_OnDeath.FireOutput( info.GetAttacker(), this ); |
|
SendOnKilledGameEvent( info ); |
|
|
|
BeginCrash(); |
|
|
|
// we deliberately do not call BaseClass::EventKilled |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::BeginCrash( void ) |
|
{ |
|
m_lifeState = LIFE_DYING; |
|
StopGroundAttack( false ); |
|
|
|
// Increase our smoke trail |
|
CreateSmokeTrail(); |
|
if ( m_pSmokeTrail ) |
|
{ |
|
m_pSmokeTrail->SetLifetime( -1 ); |
|
m_pSmokeTrail->m_StartSize = 64; |
|
m_pSmokeTrail->m_EndSize = 128; |
|
m_pSmokeTrail->m_Opacity = 0.5f; |
|
} |
|
|
|
if ( !FindNearestGunshipCrash() ) |
|
{ |
|
// We couldn't find a crash target, so just die right here. |
|
BeginDestruct(); |
|
return; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CNPC_CombineGunship::FindNearestGunshipCrash( void ) |
|
{ |
|
// Find the nearest crash point. If we find one, we'll try to fly to it and die. |
|
// If we can't find one, we'll die right here. |
|
bool bFoundAnyCrashTargets = false; |
|
float flNearest = MAX_TRACE_LENGTH * MAX_TRACE_LENGTH; |
|
CTargetGunshipCrash *pNearest = NULL; |
|
CBaseEntity *pEnt = NULL; |
|
while( (pEnt = gEntList.FindEntityByClassname(pEnt, "info_target_gunshipcrash")) != NULL ) |
|
{ |
|
CTargetGunshipCrash *pCrashTarget = assert_cast<CTargetGunshipCrash*>(pEnt); |
|
if ( pCrashTarget->IsDisabled() ) |
|
continue; |
|
|
|
bFoundAnyCrashTargets = true; |
|
|
|
float flDist = ( pEnt->WorldSpaceCenter() - WorldSpaceCenter() ).LengthSqr(); |
|
if( flDist < flNearest ) |
|
{ |
|
trace_t tr; |
|
UTIL_TraceLine( WorldSpaceCenter(), pEnt->WorldSpaceCenter(), MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr ); |
|
if( tr.fraction == 1.0 ) |
|
{ |
|
pNearest = pCrashTarget; |
|
flNearest = flDist; |
|
} |
|
else if ( g_debug_gunship.GetInt() ) |
|
{ |
|
NDebugOverlay::Line( WorldSpaceCenter(), tr.endpos, 255,0,0, true, 99); |
|
} |
|
} |
|
} |
|
|
|
if ( !pNearest ) |
|
{ |
|
// If we found a gunship crash, but none near enough, claim we did find one, so that we |
|
// don't blow up yet. This will give us 3 seconds to attempt to find one before dying. |
|
if ( !m_hCrashTarget && bFoundAnyCrashTargets ) |
|
{ |
|
m_flNextGunshipCrashFind = gpGlobals->curtime + 0.5; |
|
m_flEndDestructTime = gpGlobals->curtime + 3.0; |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
// Fly to the crash point and destruct there |
|
m_hCrashTarget = pNearest; |
|
m_flNextGunshipCrashFind = gpGlobals->curtime + 0.5; |
|
m_flEndDestructTime = 0; |
|
|
|
if ( g_debug_gunship.GetInt() ) |
|
{ |
|
NDebugOverlay::Line(GetAbsOrigin(), m_hCrashTarget->GetAbsOrigin(), 0,255,0, true, 0.5); |
|
NDebugOverlay::Box( m_hCrashTarget->GetAbsOrigin(), -Vector(200,200,200), Vector(200,200,200), 0,255,0, 128, 0.5 ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: I'm now ready to die. Create my ragdoll & hide myself. |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::BeginDestruct( void ) |
|
{ |
|
m_flEndDestructTime = gpGlobals->curtime + 3.0; |
|
|
|
// Clamp velocity |
|
if( hl2_episodic.GetBool() && GetAbsVelocity().Length() > 700.0f ) |
|
{ |
|
Vector vecVelocity = GetAbsVelocity(); |
|
VectorNormalize( vecVelocity ); |
|
SetAbsVelocity( vecVelocity * 700.0f ); |
|
} |
|
|
|
CTakeDamageInfo info; |
|
info.SetDamage( 40000 ); |
|
CalculateExplosiveDamageForce( &info, GetAbsVelocity(), GetAbsOrigin() ); |
|
|
|
// Don't create a ragdoll if we're going to explode into gibs |
|
if ( !m_hCrashTarget ) |
|
return; |
|
|
|
// Switch to damaged skin |
|
m_nSkin = 1; |
|
|
|
if ( HasSpawnFlags( SF_GUNSHIP_USE_CHOPPER_MODEL ) ) |
|
{ |
|
Chopper_BecomeChunks( this ); |
|
SetThink( &CNPC_CombineGunship::SUB_Remove ); |
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
AddEffects( EF_NODRAW ); |
|
return; |
|
} |
|
|
|
// Create the ragdoll |
|
m_hRagdoll = CreateServerRagdoll( this, 0, info, COLLISION_GROUP_NONE ); |
|
if ( !m_hRagdoll ) |
|
{ |
|
// Failed, just explode |
|
SelfDestruct(); |
|
return; |
|
} |
|
|
|
m_hRagdoll->SetName( AllocPooledString( UTIL_VarArgs("%s_ragdoll", STRING(GetEntityName()) ) ) ); |
|
|
|
// Tell the smoke trail to follow the ragdoll |
|
CreateSmokeTrail(); |
|
if ( m_pSmokeTrail ) |
|
{ |
|
// Force the smoke trail to stay on, and tell it to follow the ragdoll |
|
m_pSmokeTrail->SetLifetime( -1 ); |
|
m_pSmokeTrail->FollowEntity( m_hRagdoll ); |
|
|
|
m_pSmokeTrail->m_StartSize = 64; |
|
m_pSmokeTrail->m_EndSize = 128; |
|
m_pSmokeTrail->m_Opacity = 0.5f; |
|
} |
|
|
|
/* |
|
// ROBIN: Disabled this for now. |
|
// |
|
// Create the crashing controller and attach it to the ragdoll physics objects |
|
m_pCrashingController = physenv->CreateMotionController( &m_crashCallback ); |
|
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT]; |
|
int count = m_hRagdoll->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) ); |
|
for ( int i = 0; i < count; i++ ) |
|
{ |
|
m_pCrashingController->AttachObject( pList[i], false ); |
|
} |
|
*/ |
|
|
|
// Hide myself, because the ragdoll's now taken my place |
|
AddEffects( EF_NODRAW ); |
|
AddSolidFlags( FSOLID_NOT_SOLID ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Create a smoke trail |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::CreateSmokeTrail( void ) |
|
{ |
|
if ( m_pSmokeTrail ) |
|
return; |
|
|
|
m_pSmokeTrail = SmokeTrail::CreateSmokeTrail(); |
|
|
|
if ( m_pSmokeTrail ) |
|
{ |
|
m_pSmokeTrail->m_SpawnRate = 48; |
|
m_pSmokeTrail->m_ParticleLifetime = 2.5f; |
|
|
|
m_pSmokeTrail->m_StartColor.Init( 0.25f, 0.25f, 0.25f ); |
|
m_pSmokeTrail->m_EndColor.Init( 0.0, 0.0, 0.0 ); |
|
|
|
m_pSmokeTrail->m_StartSize = 24; |
|
m_pSmokeTrail->m_EndSize = 128; |
|
m_pSmokeTrail->m_SpawnRadius = 4; |
|
m_pSmokeTrail->m_MinSpeed = 8; |
|
m_pSmokeTrail->m_MaxSpeed = 64; |
|
m_pSmokeTrail->m_Opacity = 0.2f; |
|
|
|
m_pSmokeTrail->SetLifetime( -1 ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::ApplyGeneralDrag( void ) |
|
{ |
|
Vector vecNewVelocity = GetAbsVelocity(); |
|
|
|
// See if we need to stop more quickly |
|
if ( m_bIsGroundAttacking ) |
|
{ |
|
vecNewVelocity *= 0.95f; |
|
} |
|
else |
|
{ |
|
vecNewVelocity *= 0.995; |
|
} |
|
|
|
SetAbsVelocity( vecNewVelocity ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
|
|
void CNPC_CombineGunship::Flight( void ) |
|
{ |
|
if( GetFlags() & FL_ONGROUND ) |
|
{ |
|
//This would be really bad. |
|
SetGroundEntity( NULL ); |
|
} |
|
|
|
if ( g_debug_gunship.GetInt() == GUNSHIP_DEBUG_PATH ) |
|
{ |
|
NDebugOverlay::Line(GetLocalOrigin(), GetDesiredPosition(), 0,0,255, true, 0.1); |
|
} |
|
|
|
// calc desired acceleration |
|
float dt = 1.0f; |
|
|
|
Vector accel; |
|
float accelRate = GUNSHIP_ACCEL_RATE; |
|
float maxSpeed = GetMaxSpeed(); |
|
|
|
if ( m_lifeState == LIFE_DYING && m_hCrashTarget != NULL ) |
|
{ |
|
// Gunship can fly faster to the place where it's supposed to crash, but |
|
// maintain normal speeds if we haven't found a place to crash. |
|
accelRate *= 2.0; |
|
maxSpeed *= 4.0; |
|
} |
|
|
|
float flCurrentSpeed = GetAbsVelocity().Length(); |
|
float flDist = MIN( flCurrentSpeed + accelRate, maxSpeed ); |
|
|
|
Vector deltaPos; |
|
if ( m_lifeState == LIFE_DYING || m_hGroundAttackTarget ) |
|
{ |
|
// Move directly to the target point |
|
deltaPos = GetDesiredPosition(); |
|
} |
|
else |
|
{ |
|
ComputeActualTargetPosition( flDist, dt, 0.0f, &deltaPos ); |
|
} |
|
deltaPos -= GetAbsOrigin(); |
|
|
|
// calc goal linear accel to hit deltaPos in dt time. |
|
accel.x = 2.0 * (deltaPos.x - GetAbsVelocity().x * dt) / (dt * dt); |
|
accel.y = 2.0 * (deltaPos.y - GetAbsVelocity().y * dt) / (dt * dt); |
|
accel.z = 2.0 * (deltaPos.z - GetAbsVelocity().z * dt + 0.5 * 384 * dt * dt) / (dt * dt); |
|
|
|
float flDistFromPath = 0.0f; |
|
Vector vecPoint, vecDelta; |
|
if ( m_lifeState != LIFE_DYING && IsOnPathTrack() ) |
|
{ |
|
// Also, add in a little force to get us closer to our current line segment if we can |
|
ClosestPointToCurrentPath( &vecPoint ); |
|
VectorSubtract( vecPoint, GetAbsOrigin(), vecDelta ); |
|
flDistFromPath = VectorNormalize( vecDelta ); |
|
if ( flDistFromPath > GUNSHIP_OUTER_NAV_DIST ) |
|
{ |
|
// Strongly constrain to an n unit pipe around the current path |
|
// by damping out all impulse forces that would push us further from the pipe |
|
float flAmount = (flDistFromPath - GUNSHIP_OUTER_NAV_DIST) / 200.0f; |
|
flAmount = clamp( flAmount, 0, 1 ); |
|
VectorMA( accel, flAmount * 200.0f, vecDelta, accel ); |
|
} |
|
} |
|
|
|
Vector vecAvoidForce; |
|
CAvoidSphere::ComputeAvoidanceForces( this, 350.0f, 2.0f, &vecAvoidForce ); |
|
accel += vecAvoidForce; |
|
CAvoidBox::ComputeAvoidanceForces( this, 350.0f, 2.0f, &vecAvoidForce ); |
|
accel += vecAvoidForce; |
|
|
|
if ( m_lifeState != LIFE_DYING || m_hCrashTarget == NULL ) |
|
{ |
|
// don't fall faster than 0.2G or climb faster than 2G |
|
accel.z = clamp( accel.z, 384 * 0.2, 384 * 2.0 ); |
|
} |
|
|
|
Vector forward, right, up; |
|
GetVectors( &forward, &right, &up ); |
|
|
|
Vector goalUp = accel; |
|
VectorNormalize( goalUp ); |
|
|
|
// calc goal orientation to hit linear accel forces |
|
float goalPitch = RAD2DEG( asin( DotProduct( forward, goalUp ) ) ); |
|
float goalYaw = UTIL_VecToYaw( m_vecDesiredFaceDir ); |
|
float goalRoll = RAD2DEG( asin( DotProduct( right, goalUp ) ) ); |
|
|
|
// clamp goal orientations |
|
goalPitch = clamp( goalPitch, -45, 60 ); |
|
goalRoll = clamp( goalRoll, -45, 45 ); |
|
|
|
// calc angular accel needed to hit goal pitch in dt time. |
|
dt = 0.6; |
|
QAngle goalAngAccel; |
|
goalAngAccel.x = 2.0 * (AngleDiff( goalPitch, AngleNormalize( GetLocalAngles().x ) ) - GetLocalAngularVelocity().x * dt) / (dt * dt); |
|
goalAngAccel.y = 2.0 * (AngleDiff( goalYaw, AngleNormalize( GetLocalAngles().y ) ) - GetLocalAngularVelocity().y * dt) / (dt * dt); |
|
goalAngAccel.z = 2.0 * (AngleDiff( goalRoll, AngleNormalize( GetLocalAngles().z ) ) - GetLocalAngularVelocity().z * dt) / (dt * dt); |
|
|
|
goalAngAccel.x = clamp( goalAngAccel.x, -300, 300 ); |
|
goalAngAccel.y = clamp( goalAngAccel.y, -120, 120 ); |
|
goalAngAccel.z = clamp( goalAngAccel.z, -300, 300 ); |
|
|
|
// limit angular accel changes to similate mechanical response times |
|
dt = 0.1; |
|
QAngle angAccelAccel; |
|
angAccelAccel.x = (goalAngAccel.x - m_vecAngAcceleration.x) / dt; |
|
angAccelAccel.y = (goalAngAccel.y - m_vecAngAcceleration.y) / dt; |
|
angAccelAccel.z = (goalAngAccel.z - m_vecAngAcceleration.z) / dt; |
|
|
|
angAccelAccel.x = clamp( angAccelAccel.x, -m_fMaxAngAcceleration, m_fMaxAngAcceleration ); |
|
angAccelAccel.y = clamp( angAccelAccel.y, -m_fMaxAngAcceleration, m_fMaxAngAcceleration ); |
|
angAccelAccel.z = clamp( angAccelAccel.z, -m_fMaxAngAcceleration, m_fMaxAngAcceleration ); |
|
|
|
m_vecAngAcceleration += angAccelAccel * 0.1; |
|
|
|
// DevMsg( "pitch %6.1f (%6.1f:%6.1f) ", goalPitch, GetLocalAngles().x, m_vecAngVelocity.x ); |
|
// DevMsg( "roll %6.1f (%6.1f:%6.1f) : ", goalRoll, GetLocalAngles().z, m_vecAngVelocity.z ); |
|
// DevMsg( "%6.1f %6.1f %6.1f : ", goalAngAccel.x, goalAngAccel.y, goalAngAccel.z ); |
|
// DevMsg( "%6.0f %6.0f %6.0f\n", angAccelAccel.x, angAccelAccel.y, angAccelAccel.z ); |
|
|
|
ApplySidewaysDrag( right ); |
|
ApplyGeneralDrag(); |
|
|
|
QAngle angVel = GetLocalAngularVelocity(); |
|
angVel += m_vecAngAcceleration * 0.1; |
|
|
|
angVel.x = clamp( angVel.x, -m_vMaxAngVelocity.x, m_vMaxAngVelocity.x ); |
|
angVel.y = clamp( angVel.y, -m_vMaxAngVelocity.y, m_vMaxAngVelocity.y ); |
|
angVel.z = clamp( angVel.z, -m_vMaxAngVelocity.z, m_vMaxAngVelocity.z ); |
|
|
|
SetLocalAngularVelocity( angVel ); |
|
|
|
m_flForce = m_flForce * 0.8 + (accel.z + fabs( accel.x ) * 0.1 + fabs( accel.y ) * 0.1) * 0.1 * 0.2; |
|
|
|
Vector vecImpulse = m_flForce * up; |
|
|
|
if ( !m_hCrashTarget && m_lifeState == LIFE_DYING && !hl2_episodic.GetBool() ) |
|
{ |
|
// Force gunship to the ground if it doesn't have a specific place to crash. |
|
// EXCEPT In episodic, where forcing it to the ground means it crashes where the player can't see (attic showdown) (sjb) |
|
vecImpulse.z = -10; |
|
} |
|
else |
|
{ |
|
vecImpulse.z -= 38.4; // 32ft/sec |
|
} |
|
|
|
// Find our current velocity |
|
Vector vecVelDir = GetAbsVelocity(); |
|
VectorNormalize( vecVelDir ); |
|
|
|
if ( flDistFromPath > GUNSHIP_INNER_NAV_DIST ) |
|
{ |
|
// Strongly constrain to an n unit pipe around the current path |
|
// by damping out all impulse forces that would push us further from the pipe |
|
float flDot = DotProduct( vecImpulse, vecDelta ); |
|
if ( flDot < 0.0f ) |
|
{ |
|
VectorMA( vecImpulse, -flDot * 0.1f, vecDelta, vecImpulse ); |
|
} |
|
|
|
// Also apply an extra impulse to compensate for the current velocity |
|
flDot = DotProduct( vecVelDir, vecDelta ); |
|
if ( flDot < 0.0f ) |
|
{ |
|
VectorMA( vecImpulse, -flDot * 0.1f, vecDelta, vecImpulse ); |
|
} |
|
} |
|
|
|
// Find our acceleration direction |
|
Vector vecAccelDir = vecImpulse; |
|
VectorNormalize( vecAccelDir ); |
|
|
|
// Level out our plane of movement |
|
vecAccelDir.z = 0.0f; |
|
vecVelDir.z = 0.0f; |
|
forward.z = 0.0f; |
|
right.z = 0.0f; |
|
|
|
// Find out how "fast" we're moving in relation to facing and acceleration |
|
float speed = m_flForce * DotProduct( vecVelDir, vecAccelDir );// * DotProduct( forward, vecVelDir ); |
|
|
|
// Apply the acceleration blend to the fins |
|
float finAccelBlend = SimpleSplineRemapVal( speed, -60, 60, -1, 1 ); |
|
float curFinAccel = GetPoseParameter( m_poseFin_Accel ); |
|
|
|
curFinAccel = UTIL_Approach( finAccelBlend, curFinAccel, 0.5f ); |
|
SetPoseParameter( m_poseFin_Accel, curFinAccel ); |
|
|
|
speed = m_flForce * DotProduct( vecVelDir, right ); |
|
|
|
// Apply the spin sway to the fins |
|
float finSwayBlend = SimpleSplineRemapVal( speed, -60, 60, -1, 1 ); |
|
float curFinSway = GetPoseParameter( m_poseFin_Sway ); |
|
|
|
curFinSway = UTIL_Approach( finSwayBlend, curFinSway, 0.5f ); |
|
SetPoseParameter( m_poseFin_Sway, curFinSway ); |
|
|
|
if ( g_debug_gunship.GetInt() == GUNSHIP_DEBUG_PATH ) |
|
{ |
|
NDebugOverlay::Line(GetLocalOrigin(), GetLocalOrigin() + vecImpulse, 255,0,0, true, 0.1); |
|
} |
|
|
|
// Add in our velocity pulse for this frame |
|
ApplyAbsVelocityImpulse( vecImpulse ); |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Updates the facing direction |
|
//------------------------------------------------------------------------------ |
|
void CNPC_CombineGunship::UpdateFacingDirection( void ) |
|
{ |
|
if ( GetEnemy() ) |
|
{ |
|
if ( !IsCrashing() && m_flLastSeen + 5 > gpGlobals->curtime ) |
|
{ |
|
// If we've seen the target recently, face the target. |
|
//Msg( "Facing Target \n" ); |
|
m_vecDesiredFaceDir = m_vecTargetPosition - GetAbsOrigin(); |
|
} |
|
else |
|
{ |
|
// Remain facing the way you were facing... |
|
} |
|
} |
|
else |
|
{ |
|
// Face our desired position. |
|
if ( GetDesiredPosition().DistToSqr( GetAbsOrigin() ) > 1 ) |
|
{ |
|
m_vecDesiredFaceDir = GetDesiredPosition() - GetAbsOrigin(); |
|
} |
|
else |
|
{ |
|
GetVectors( &m_vecDesiredFaceDir, NULL, NULL ); |
|
} |
|
} |
|
VectorNormalize( m_vecDesiredFaceDir ); |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : Fire up the Gunships 'second' rotor sound. The Search sound. |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
void CNPC_CombineGunship::InitializeRotorSound( void ) |
|
{ |
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); |
|
|
|
CPASAttenuationFilter filter( this ); |
|
|
|
m_pCannonSound = controller.SoundCreate( filter, entindex(), "NPC_CombineGunship.CannonSound" ); |
|
m_pRotorSound = controller.SoundCreate( filter, entindex(), "NPC_CombineGunship.RotorSound" ); |
|
m_pAirExhaustSound = controller.SoundCreate( filter, entindex(), "NPC_CombineGunship.ExhaustSound" ); |
|
m_pAirBlastSound = controller.SoundCreate( filter, entindex(), "NPC_CombineGunship.RotorBlastSound" ); |
|
|
|
controller.Play( m_pCannonSound, 0.0, 100 ); |
|
controller.Play( m_pAirExhaustSound, 0.0, 100 ); |
|
controller.Play( m_pAirBlastSound, 0.0, 100 ); |
|
|
|
BaseClass::InitializeRotorSound(); |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
void CNPC_CombineGunship::UpdateRotorSoundPitch( int iPitch ) |
|
{ |
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); |
|
|
|
// Apply the pitch to both sounds. |
|
controller.SoundChangePitch( m_pAirExhaustSound, iPitch, 0.1 ); |
|
|
|
// FIXME: Doesn't work in multiplayer |
|
CBaseEntity *pPlayer = UTIL_PlayerByIndex(1); |
|
if (pPlayer) |
|
{ |
|
Vector pos; |
|
Vector up; |
|
GetAttachment( "rotor", pos, NULL, NULL, &up ); |
|
|
|
float flDistance = (pPlayer->WorldSpaceCenter() - pos).Length2DSqr(); |
|
|
|
// Fade in exhaust when we're far from the player |
|
float flVolume = clamp( RemapVal( flDistance, (900*900), (1800*1800), 1, 0 ), 0, 1 ); |
|
controller.SoundChangeVolume( m_pAirExhaustSound, flVolume * GetRotorVolume(), 0.1 ); |
|
|
|
// Fade in the blast when it's close to the player (in 2D) |
|
flVolume = clamp( RemapVal( flDistance, (600*600), (700*700), 1, 0 ), 0, 1 ); |
|
controller.SoundChangeVolume( m_pAirBlastSound, flVolume * GetRotorVolume(), 0.1 ); |
|
} |
|
|
|
BaseClass::UpdateRotorSoundPitch( iPitch ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : |
|
// Output : |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::ApplySidewaysDrag( const Vector &vecRight ) |
|
{ |
|
Vector vecVelocity = GetAbsVelocity(); |
|
if( m_lifeState == LIFE_ALIVE ) |
|
{ |
|
vecVelocity.x *= (1.0 - fabs( vecRight.x ) * 0.04); |
|
vecVelocity.y *= (1.0 - fabs( vecRight.y ) * 0.04); |
|
vecVelocity.z *= (1.0 - fabs( vecRight.z ) * 0.04); |
|
} |
|
else |
|
{ |
|
vecVelocity.x *= (1.0 - fabs( vecRight.x ) * 0.03); |
|
vecVelocity.y *= (1.0 - fabs( vecRight.y ) * 0.03); |
|
vecVelocity.z *= (1.0 - fabs( vecRight.z ) * 0.09); |
|
} |
|
SetAbsVelocity( vecVelocity ); |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose: Explode the gunship. |
|
//------------------------------------------------------------------------------ |
|
void CNPC_CombineGunship::SelfDestruct( void ) |
|
{ |
|
SetThink( NULL ); |
|
m_lifeState = LIFE_DEAD; |
|
|
|
StopLoopingSounds(); |
|
StopCannonBurst(); |
|
|
|
Vector vecVelocity = GetAbsVelocity(); |
|
vecVelocity.z = 0.0; // stop falling. |
|
SetAbsVelocity( vecVelocity ); |
|
|
|
CBaseEntity *pBreakEnt = this; |
|
|
|
// If we've ragdolled, play the explosions on the ragdoll instead |
|
Vector vecOrigin; |
|
if ( m_hRagdoll ) |
|
{ |
|
m_hRagdoll->EmitSound( "NPC_CombineGunship.Explode" ); |
|
vecOrigin = m_hRagdoll->GetAbsOrigin(); |
|
pBreakEnt = m_hRagdoll; |
|
} |
|
else |
|
{ |
|
EmitSound( "NPC_CombineGunship.Explode" ); |
|
vecOrigin = GetAbsOrigin(); |
|
} |
|
|
|
// Create some explosions on the gunship body |
|
Vector vecDelta; |
|
for( int i = 0 ; i < 6 ; i++ ) |
|
{ |
|
vecDelta = RandomVector( -200,200 ); |
|
ExplosionCreate( vecOrigin + vecDelta, QAngle( -90, 0, 0 ), this, 10, 10, false ); |
|
} |
|
|
|
AR2Explosion *pExplosion = AR2Explosion::CreateAR2Explosion( vecOrigin ); |
|
if ( pExplosion ) |
|
{ |
|
pExplosion->SetLifetime( 10 ); |
|
} |
|
|
|
// If we don't have a crash target, explode into chunks |
|
if ( !m_hCrashTarget ) |
|
{ |
|
Vector angVelocity; |
|
QAngleToAngularImpulse( pBreakEnt->GetLocalAngularVelocity(), angVelocity ); |
|
PropBreakableCreateAll( pBreakEnt->GetModelIndex(), pBreakEnt->VPhysicsGetObject(), pBreakEnt->GetAbsOrigin(), pBreakEnt->GetAbsAngles(), pBreakEnt->GetAbsVelocity(), angVelocity, 1.0, 800, COLLISION_GROUP_NPC, pBreakEnt ); |
|
|
|
// Throw out some small chunks too |
|
CPVSFilter filter( GetAbsOrigin() ); |
|
for ( int i = 0; i < 20; i++ ) |
|
{ |
|
Vector gibVelocity = RandomVector(-100,100) * 10; |
|
int iModelIndex = modelinfo->GetModelIndex( g_PropDataSystem.GetRandomChunkModel( "MetalChunks" ) ); |
|
te->BreakModel( filter, 0.0, GetAbsOrigin(), vec3_angle, Vector(40,40,40), gibVelocity, iModelIndex, 400, 1, 2.5, BREAK_METAL ); |
|
} |
|
|
|
if ( m_hRagdoll ) |
|
{ |
|
UTIL_Remove( m_hRagdoll ); |
|
} |
|
} |
|
else |
|
{ |
|
if ( m_pSmokeTrail ) |
|
{ |
|
// If we have a ragdoll, let it smoke for a few more seconds |
|
if ( m_hRagdoll ) |
|
{ |
|
m_pSmokeTrail->SetLifetime(3.0f); |
|
} |
|
else |
|
{ |
|
m_pSmokeTrail->SetLifetime(0.1f); |
|
} |
|
m_pSmokeTrail = NULL; |
|
} |
|
} |
|
|
|
UTIL_Remove( this ); |
|
|
|
#ifndef INFESTED_DLL |
|
// Record this so a nearby citizen can respond. |
|
if ( GetCitizenResponse() ) |
|
{ |
|
GetCitizenResponse()->AddResponseTrigger( CR_PLAYER_KILLED_GUNSHIP ); |
|
} |
|
#endif |
|
|
|
#ifdef HL2_EPISODIC |
|
NPCEventResponse()->TriggerEvent( "TLK_CITIZEN_RESPONSE_KILLED_GUNSHIP", false, false ); |
|
#endif |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : Explode the gunship. |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
void CNPC_CombineGunship::InputSelfDestruct( inputdata_t &inputdata ) |
|
{ |
|
BeginCrash(); |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : Shrink the gunship's bbox so that it fits in docking bays |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
void CNPC_CombineGunship::InputSetDockingBBox( inputdata_t &inputdata ) |
|
{ |
|
Vector vecSize( 32, 32, 32 ); |
|
|
|
UTIL_SetSize( this, vecSize * -1, vecSize ); |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : Set the gunship BBox to normal size |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
void CNPC_CombineGunship::InputSetNormalBBox( inputdata_t &inputdata ) |
|
{ |
|
Vector vecBBMin, vecBBMax; |
|
|
|
ExtractBbox( SelectHeaviestSequence( ACT_GUNSHIP_PATROL ), vecBBMin, vecBBMax ); |
|
|
|
// Trim the bounding box a bit. It's huge. |
|
#define GUNSHIP_TRIM_BOX 38 |
|
vecBBMin.x += GUNSHIP_TRIM_BOX; |
|
vecBBMax.x -= GUNSHIP_TRIM_BOX; |
|
vecBBMin.y += GUNSHIP_TRIM_BOX; |
|
vecBBMax.y -= GUNSHIP_TRIM_BOX; |
|
|
|
UTIL_SetSize( this, vecBBMin, vecBBMax ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &inputdata - |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::InputEnableGroundAttack( inputdata_t &inputdata ) |
|
{ |
|
m_bCanGroundAttack = true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &inputdata - |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::InputDisableGroundAttack( inputdata_t &inputdata ) |
|
{ |
|
m_bCanGroundAttack = false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &inputdata - |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::InputDoGroundAttack( inputdata_t &inputdata ) |
|
{ |
|
// Was a target node specified? |
|
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, inputdata.value.StringID(), NULL, inputdata.pActivator, inputdata.pCaller ); |
|
if ( pEntity ) |
|
{ |
|
// Mapmaker wants us to ground attack a specific target |
|
m_hGroundAttackTarget = pEntity; |
|
} |
|
else |
|
{ |
|
StartGroundAttack(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &vGunPosition - |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::UpdateEnemyTarget( void ) |
|
{ |
|
Vector vGunPosition; |
|
|
|
GetAttachment( "muzzle", vGunPosition ); |
|
|
|
// Follow mode |
|
Vector enemyPos; |
|
bool bTargettingPlayer; |
|
|
|
if ( GetEnemy() != NULL ) |
|
{ |
|
CBaseCombatCharacter *pCCEnemy = GetEnemy()->MyCombatCharacterPointer(); |
|
if ( pCCEnemy != NULL && pCCEnemy->IsInAVehicle() ) |
|
{ |
|
// Update against a driving target |
|
enemyPos = GetEnemy()->WorldSpaceCenter(); |
|
} |
|
else |
|
{ |
|
enemyPos = GetEnemy()->EyePosition(); |
|
} |
|
bTargettingPlayer = GetEnemy()->IsPlayer(); |
|
} |
|
else |
|
{ |
|
enemyPos = m_vecAttackPosition; |
|
bTargettingPlayer = false; |
|
} |
|
|
|
// Direction towards the enemy |
|
Vector targetDir = enemyPos - m_vecAttackPosition; |
|
VectorNormalize( targetDir ); |
|
|
|
// Direction from the gunship to the enemy |
|
Vector enemyDir = enemyPos - vGunPosition; |
|
VectorNormalize( enemyDir ); |
|
|
|
float lastSpeed = VectorNormalize( m_vecAttackVelocity ); |
|
QAngle chaseAngles, lastChaseAngles; |
|
|
|
VectorAngles( targetDir, chaseAngles ); |
|
VectorAngles( m_vecAttackVelocity, lastChaseAngles ); |
|
|
|
// Debug info |
|
if ( g_debug_gunship.GetInt() == GUNSHIP_DEBUG_STITCHING ) |
|
{ |
|
// Final position |
|
NDebugOverlay::Cross3D( m_vecAttackPosition, -Vector(2,2,2), Vector(2,2,2), 0, 0, 255, true, 4.0f ); |
|
} |
|
|
|
float yawDiff = UTIL_AngleDiff( lastChaseAngles[YAW], chaseAngles[YAW] ); |
|
|
|
int maxYaw; |
|
if ( bTargettingPlayer ) |
|
{ |
|
maxYaw = 6; |
|
} |
|
else |
|
{ |
|
maxYaw = 30; |
|
} |
|
|
|
yawDiff = clamp( yawDiff, -maxYaw, maxYaw ); |
|
|
|
chaseAngles[PITCH] = 0.0f; |
|
chaseAngles[ROLL] = 0.0f; |
|
|
|
bool bMaxHits = ( m_iBurstHits >= GUNSHIP_MAX_HITS_PER_BURST || (GetEnemy() && !GetEnemy()->IsAlive()) ); |
|
|
|
if ( bMaxHits ) |
|
{ |
|
// We've hit our target. Stop chasing, and return to max speed. |
|
chaseAngles[YAW] = lastChaseAngles[YAW]; |
|
lastSpeed = BASE_STITCH_VELOCITY; |
|
} |
|
else |
|
{ |
|
// Move towards the target yaw |
|
chaseAngles[YAW] = UTIL_AngleMod( lastChaseAngles[YAW] - yawDiff ); |
|
} |
|
|
|
// If we've hit the target already, or we're not close enough to it, then just stitch along |
|
if ( bMaxHits || ( m_vecAttackPosition - enemyPos ).LengthSqr() > (64 * 64) ) |
|
{ |
|
AngleVectors( chaseAngles, &targetDir ); |
|
|
|
// Update our new velocity |
|
m_vecAttackVelocity = targetDir * lastSpeed; |
|
|
|
if ( g_debug_gunship.GetInt() == GUNSHIP_DEBUG_STITCHING ) |
|
{ |
|
NDebugOverlay::Line( m_vecAttackPosition, m_vecAttackPosition + (m_vecAttackVelocity * 0.1), 255, 0, 0, true, 4.0f ); |
|
} |
|
|
|
// Move along that velocity for this step in time |
|
m_vecAttackPosition += ( m_vecAttackVelocity * 0.1f ); |
|
m_vecAttackPosition.z = enemyPos.z; |
|
} |
|
else |
|
{ |
|
// Otherwise always continue to hit an NPC when close enough |
|
m_vecAttackPosition = enemyPos; |
|
} |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose: Utility function to aim the helicopter gun at the direction |
|
//------------------------------------------------------------------------------ |
|
bool CNPC_CombineGunship::PoseGunTowardTargetDirection( const Vector &vTargetDir ) |
|
{ |
|
Vector vecOut; |
|
VectorIRotate( vTargetDir, EntityToWorldTransform(), vecOut ); |
|
|
|
QAngle angles; |
|
VectorAngles(vecOut, angles); |
|
angles.y = AngleNormalize( angles.y ); |
|
angles.x = AngleNormalize( angles.x ); |
|
|
|
if (angles.x > m_angGun.x) |
|
{ |
|
m_angGun.x = MIN( angles.x, m_angGun.x + 12 ); |
|
} |
|
if (angles.x < m_angGun.x) |
|
{ |
|
m_angGun.x = MAX( angles.x, m_angGun.x - 12 ); |
|
} |
|
if (angles.y > m_angGun.y) |
|
{ |
|
m_angGun.y = MIN( angles.y, m_angGun.y + 12 ); |
|
} |
|
if (angles.y < m_angGun.y) |
|
{ |
|
m_angGun.y = MAX( angles.y, m_angGun.y - 12 ); |
|
} |
|
|
|
SetPoseParameter( m_poseWeapon_Pitch, -m_angGun.x ); |
|
SetPoseParameter( m_poseWeapon_Yaw, m_angGun.y ); |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Vector |
|
//----------------------------------------------------------------------------- |
|
Vector CNPC_CombineGunship::GetMissileTarget( void ) |
|
{ |
|
return GetEnemy()->GetAbsOrigin(); |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : Get the target position for the enemy- the position we fire upon. |
|
// this is often modified by m_flAttackOffset to provide the 'stitching' |
|
// behavior that's so popular with the kids these days (sjb) |
|
// |
|
// Input : vGunPosition - location of gunship's muzzle |
|
// : pTarget = vector to paste enemy target into. |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
Vector CNPC_CombineGunship::GetEnemyTarget( void ) |
|
{ |
|
// Make sure we have an enemy |
|
if ( GetEnemy() == NULL ) |
|
return m_vecAttackPosition; |
|
|
|
// If we're locked onto a missile, use special code to try and destroy it |
|
if ( IsTargettingMissile() ) |
|
return GetMissileTarget(); |
|
|
|
return m_vecAttackPosition; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &tr - |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::DoImpactEffect( trace_t &tr, int nDamageType ) |
|
{ |
|
UTIL_ImpactTrace( &tr, nDamageType, "ImpactGunship" ); |
|
|
|
// These glow effects don't sort properly, so they're cut for E3 2003 (sjb) |
|
#if 0 |
|
CEffectData data; |
|
|
|
data.m_vOrigin = tr.endpos; |
|
data.m_vNormal = vec3_origin; |
|
data.m_vAngles = vec3_angle; |
|
|
|
DispatchEffect( "GunshipImpact", data ); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Make the gunship's signature blue tracer! |
|
// Input : &vecTracerSrc - |
|
// &tr - |
|
// iTracerType - |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ) |
|
{ |
|
switch ( iTracerType ) |
|
{ |
|
case TRACER_LINE: |
|
{ |
|
float flTracerDist; |
|
Vector vecDir; |
|
Vector vecEndPos; |
|
|
|
vecDir = tr.endpos - vecTracerSrc; |
|
|
|
flTracerDist = VectorNormalize( vecDir ); |
|
|
|
UTIL_Tracer( vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 8000, true, "GunshipTracer" ); |
|
} |
|
break; |
|
|
|
default: |
|
BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType ); |
|
break; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &info - |
|
// &vecDir - |
|
// *ptr - |
|
// Output : int |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ) |
|
{ |
|
// Reflect bullets |
|
if ( info.GetDamageType() & DMG_BULLET ) |
|
{ |
|
if ( random->RandomInt( 0, 2 ) == 0 ) |
|
{ |
|
Vector vecRicochetDir = vecDir * -1; |
|
|
|
vecRicochetDir.x += random->RandomFloat( -0.5, 0.5 ); |
|
vecRicochetDir.y += random->RandomFloat( -0.5, 0.5 ); |
|
vecRicochetDir.z += random->RandomFloat( -0.5, 0.5 ); |
|
|
|
VectorNormalize( vecRicochetDir ); |
|
|
|
Vector end = ptr->endpos + vecRicochetDir * 1024; |
|
UTIL_Tracer( ptr->endpos, end, entindex(), TRACER_DONT_USE_ATTACHMENT, 3500 ); |
|
} |
|
|
|
// If this is from a player, record it so a nearby citizen can respond. |
|
if ( info.GetAttacker()->IsPlayer() ) |
|
{ |
|
#ifndef INFESTED_DLL |
|
if ( GetCitizenResponse() ) |
|
{ |
|
GetCitizenResponse()->AddResponseTrigger( CR_PLAYER_SHOT_GUNSHIP ); |
|
} |
|
#endif |
|
|
|
#ifdef HL2_EPISODIC |
|
NPCEventResponse()->TriggerEvent( "TLK_CITIZEN_RESPONSE_SHOT_GUNSHIP", false, false ); |
|
#endif |
|
} |
|
|
|
return; |
|
} |
|
|
|
BaseClass::TraceAttack( info, vecDir, ptr ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: This is necessary to ensure that the game doesn't break if a mapmaker has outputs that |
|
// must be fired on gunships, and the player switches skill levels |
|
// midway through a gunship battle. |
|
// Input : iDamageNumber - |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::FireDamageOutputsUpto( int iDamageNumber ) |
|
{ |
|
for ( int i = 0; i <= iDamageNumber; i++ ) |
|
{ |
|
if ( !m_bDamageOutputsFired[i] ) |
|
{ |
|
m_bDamageOutputsFired[i] = true; |
|
|
|
switch ( i ) |
|
{ |
|
case 0: |
|
//Msg("Fired first\n"); |
|
m_OnFirstDamage.FireOutput( this, this ); |
|
break; |
|
|
|
case 1: |
|
//Msg("Fired second\n"); |
|
m_OnSecondDamage.FireOutput( this, this ); |
|
break; |
|
|
|
case 2: |
|
//Msg("Fired third\n"); |
|
m_OnThirdDamage.FireOutput( this, this ); |
|
break; |
|
|
|
case 3: |
|
//Msg("Fired fourth\n"); |
|
m_OnFourthDamage.FireOutput( this, this ); |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Damage filtering |
|
//------------------------------------------------------------------------------ |
|
int CNPC_CombineGunship::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo ) |
|
{ |
|
// Allow npc_kill to kill me |
|
if ( inputInfo.GetDamageType() != DMG_GENERIC ) |
|
{ |
|
// Ignore mundane bullet damage. |
|
if ( ( inputInfo.GetDamageType() & DMG_BLAST ) == false ) |
|
return 0; |
|
|
|
// Ignore blasts less than this amount |
|
if ( inputInfo.GetDamage() < GUNSHIP_MIN_DAMAGE_THRESHOLD ) |
|
return 0; |
|
} |
|
|
|
// Only take blast damage |
|
CTakeDamageInfo info = inputInfo; |
|
|
|
// Make a pain sound |
|
if ( !HasSpawnFlags( SF_GUNSHIP_USE_CHOPPER_MODEL ) ) |
|
{ |
|
EmitSound( "NPC_CombineGunship.Pain" ); |
|
} |
|
|
|
Vector damageDir = info.GetDamageForce(); |
|
VectorNormalize( damageDir ); |
|
|
|
// Don't get knocked around if I'm ground attacking |
|
if ( !m_bIsGroundAttacking ) |
|
{ |
|
ApplyAbsVelocityImpulse( damageDir * 200.0f ); |
|
} |
|
|
|
if ( m_bInvulnerable == false ) |
|
{ |
|
// Take a percentage of our health away |
|
// Adjust health for damage |
|
int iHealthIncrements = sk_gunship_health_increments.GetInt(); |
|
if ( g_pGameRules->IsSkillLevel( SKILL_EASY ) ) |
|
{ |
|
iHealthIncrements = ceil( iHealthIncrements * 0.5 ); |
|
} |
|
else if ( g_pGameRules->IsSkillLevel( SKILL_HARD ) ) |
|
{ |
|
iHealthIncrements = floor( iHealthIncrements * 1.5 ); |
|
} |
|
info.SetDamage( ( GetMaxHealth() / (float)iHealthIncrements ) + 1 ); |
|
|
|
// Find out which "stage" we're at in our health |
|
int healthIncrement = iHealthIncrements - ( GetHealth() / (float)(( GetMaxHealth() / (float)iHealthIncrements )) ); |
|
switch ( healthIncrement ) |
|
{ |
|
case 1: |
|
// If we're on Easy, we're half dead now, so fire the rest of our outputs too |
|
// This is done in case the mapmaker's connected those inputs to something important |
|
// that has to happen before the gunship dies. |
|
if ( g_pGameRules->IsSkillLevel( SKILL_EASY ) ) |
|
{ |
|
FireDamageOutputsUpto( 3 ); |
|
} |
|
else |
|
{ |
|
FireDamageOutputsUpto( 1 ); |
|
} |
|
break; |
|
|
|
default: |
|
FireDamageOutputsUpto( healthIncrement ); |
|
break; |
|
} |
|
|
|
// Start smoking when we're almost dead |
|
CreateSmokeTrail(); |
|
|
|
if ( m_pSmokeTrail ) |
|
{ |
|
if ( healthIncrement < 2 ) |
|
{ |
|
m_pSmokeTrail->SetLifetime( 8.0 ); |
|
} |
|
|
|
m_pSmokeTrail->FollowEntity( this, "exhaustl" ); |
|
} |
|
|
|
// Move with the target |
|
Vector gibVelocity = GetAbsVelocity() + (-damageDir * 200.0f); |
|
|
|
// Dump out metal gibs |
|
CPVSFilter filter( GetAbsOrigin() ); |
|
for ( int i = 0; i < 10; i++ ) |
|
{ |
|
int iModelIndex = modelinfo->GetModelIndex( g_PropDataSystem.GetRandomChunkModel( "MetalChunks" ) ); |
|
te->BreakModel( filter, 0.0, GetAbsOrigin(), vec3_angle, Vector(40,40,40), gibVelocity, iModelIndex, 400, 1, 2.5, BREAK_METAL ); |
|
} |
|
} |
|
|
|
return BaseClass::OnTakeDamage_Alive( info ); |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : The proper way to begin the gunship cannon firing at the enemy. |
|
// Input : iBurstSize - the size of the burst, in rounds. |
|
//------------------------------------------------------------------------------ |
|
void CNPC_CombineGunship::StartCannonBurst( int iBurstSize ) |
|
{ |
|
m_iBurstSize = iBurstSize; |
|
m_iBurstHits = 0; |
|
|
|
m_flTimeNextAttack = gpGlobals->curtime; |
|
|
|
// Start up the cannon sound. |
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); |
|
controller.SoundChangeVolume( m_pCannonSound, 1.0, 0 ); |
|
|
|
m_bIsFiring = true; |
|
|
|
// Setup the initial position of the burst |
|
if ( GetEnemy() ) |
|
{ |
|
// Follow mode |
|
Vector enemyPos; |
|
UTIL_PredictedPosition( GetEnemy(), 2.0f, &enemyPos ); |
|
|
|
QAngle offsetAngles; |
|
Vector offsetDir = ( WorldSpaceCenter() - enemyPos ); |
|
VectorNormalize( offsetDir ); |
|
VectorAngles( offsetDir, offsetAngles ); |
|
|
|
int angleOffset = random->RandomInt( 15, 30 ); |
|
if ( random->RandomInt( 0, 1 ) ) |
|
{ |
|
angleOffset *= -1; |
|
} |
|
offsetAngles[YAW] += angleOffset; |
|
offsetAngles[PITCH] = 0; |
|
offsetAngles[ROLL] = 0; |
|
|
|
AngleVectors( offsetAngles, &offsetDir ); |
|
|
|
float stitchOffset; |
|
float enemyDist = GroundDistToPosition( GetEnemy()->GetAbsOrigin() ); |
|
if ( enemyDist < ( sk_gunship_burst_dist.GetFloat() + GUNSHIP_STITCH_MIN ) ) |
|
{ |
|
stitchOffset = GUNSHIP_STITCH_MIN; |
|
} |
|
else |
|
{ |
|
stitchOffset = sk_gunship_burst_dist.GetFloat(); |
|
} |
|
|
|
// Move out to the start of our stitch run |
|
m_vecAttackPosition = enemyPos + ( offsetDir * stitchOffset ); |
|
m_vecAttackPosition.z = enemyPos.z; |
|
|
|
// Point at our target |
|
m_vecAttackVelocity = -offsetDir * BASE_STITCH_VELOCITY; |
|
|
|
CSoundEnt::InsertSound( SOUND_DANGER | SOUND_CONTEXT_REACT_TO_SOURCE, enemyPos, 512, 0.2f, this ); |
|
} |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : The proper way to cease the gunship cannon firing. |
|
//------------------------------------------------------------------------------ |
|
void CNPC_CombineGunship::StopCannonBurst( void ) |
|
{ |
|
m_iBurstHits = 0; |
|
m_bIsFiring = false; |
|
m_bPreFire = false; |
|
|
|
// Reduce the burst time when we get lower in health |
|
float flPerc = (float)GetHealth() / (float)GetMaxHealth(); |
|
float flDelay = clamp( flPerc * m_flBurstDelay, 0.5, m_flBurstDelay ); |
|
|
|
// If we didn't finish the burst, don't wait so long |
|
flPerc = 1.0 - (m_iBurstSize / sk_gunship_burst_size.GetFloat()); |
|
flDelay *= flPerc; |
|
|
|
m_flTimeNextAttack = gpGlobals->curtime + flDelay; |
|
m_iBurstSize = 0; |
|
|
|
// Stop the cannon sound. |
|
if ( m_pCannonSound != NULL ) |
|
{ |
|
CSoundEnvelopeController::GetController().SoundChangeVolume( m_pCannonSound, 0.0, 0.05 ); |
|
} |
|
|
|
EmitSound( "NPC_CombineGunship.CannonStopSound" ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::StopLoopingSounds( void ) |
|
{ |
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); |
|
|
|
if ( m_pCannonSound ) |
|
{ |
|
controller.SoundDestroy( m_pCannonSound ); |
|
m_pCannonSound = NULL; |
|
} |
|
|
|
if ( m_pRotorSound ) |
|
{ |
|
controller.SoundDestroy( m_pRotorSound ); |
|
m_pRotorSound = NULL; |
|
} |
|
|
|
if ( m_pAirExhaustSound ) |
|
{ |
|
controller.SoundDestroy( m_pAirExhaustSound ); |
|
m_pAirExhaustSound = NULL; |
|
} |
|
|
|
if ( m_pAirBlastSound ) |
|
{ |
|
controller.SoundDestroy( m_pAirBlastSound ); |
|
m_pAirBlastSound = NULL; |
|
} |
|
|
|
BaseClass::StopLoopingSounds(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pEnemy - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CNPC_CombineGunship::IsValidEnemy( CBaseEntity *pEnemy ) |
|
{ |
|
// Always track missiles |
|
if ( pEnemy->IsAlive() && !pEnemy->MyNPCPointer() && FClassnameIs( pEnemy, "rpg_missile" ) ) |
|
return true; |
|
|
|
// If we're shooting off a burst, don't pick up a new enemy |
|
if ( ( m_bIsFiring ) && ( ( GetEnemy() == NULL ) || ( GetEnemy() != pEnemy ) ) ) |
|
return false; |
|
|
|
return BaseClass::IsValidEnemy( pEnemy ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::GatherEnemyConditions( CBaseEntity *pEnemy ) |
|
{ |
|
BaseClass::GatherEnemyConditions(pEnemy); |
|
|
|
// If we can't see the enemy for a few seconds, consider him unreachable |
|
if ( !HasCondition(COND_SEE_ENEMY) ) |
|
{ |
|
if ( gpGlobals->curtime - GetEnemyLastTimeSeen() >= 3.0f ) |
|
{ |
|
MarkEnemyAsEluded(); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Tells us whether or not we're targetting an incoming missile |
|
//----------------------------------------------------------------------------- |
|
bool CNPC_CombineGunship::IsTargettingMissile( void ) |
|
{ |
|
if ( GetEnemy() == NULL ) |
|
return false; |
|
|
|
if ( FClassnameIs( GetEnemy(), "rpg_missile" ) == false ) |
|
return false; |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::InputBecomeInvulnerable( inputdata_t &input ) |
|
{ |
|
m_bInvulnerable = true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CNPC_CombineGunship::InputBecomeVulnerable( inputdata_t &input ) |
|
{ |
|
m_bInvulnerable = false; |
|
} |
|
|
|
AI_BEGIN_CUSTOM_NPC( npc_combinegunship, CNPC_CombineGunship ) |
|
|
|
// DECLARE_TASK( ) |
|
|
|
DECLARE_ACTIVITY( ACT_GUNSHIP_PATROL ); |
|
DECLARE_ACTIVITY( ACT_GUNSHIP_HOVER ); |
|
DECLARE_ACTIVITY( ACT_GUNSHIP_CRASH ); |
|
|
|
//DECLARE_CONDITION( COND_ ) |
|
|
|
//========================================================= |
|
// DEFINE_SCHEDULE |
|
// ( |
|
// SCHED_DUMMY, |
|
// |
|
// " Tasks" |
|
// " TASK_FACE_ENEMY 0" |
|
// " " |
|
// " Interrupts" |
|
// ) |
|
|
|
|
|
AI_END_CUSTOM_NPC() |
|
|
|
|