Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "asw_ranger.h"
#include "npcevent.h"
#include "asw_gamerules.h"
#include "asw_shareddefs.h"
#include "asw_fx_shared.h"
#include "asw_grenade_cluster.h"
#include "world.h"
#include "particle_parse.h"
#include "asw_util_shared.h"
#include "ai_squad.h"
#include "asw_marine.h"
#include "gib.h"
#include "te_effect_dispatch.h"
#include "asw_ai_behavior.h"
#include "props_shared.h"
#include "ammodef.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( asw_ranger, CASW_Ranger );
IMPLEMENT_SERVERCLASS_ST( CASW_Ranger, DT_ASW_Ranger )
END_SEND_TABLE()
BEGIN_DATADESC( CASW_Ranger )
DEFINE_EMBEDDEDBYREF( m_pExpresser ),
END_DATADESC()
ConVar asw_ranger_health( "asw_ranger_health", "101.5", FCVAR_CHEAT );
extern ConVar asw_debug_alien_damage;
extern int AE_MORTARBUG_LAUNCH; // actual launch of the projectile
extern ConVar asw_drone_death_force_pitch;
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
CASW_Ranger::CASW_Ranger()
{
m_pszAlienModelName = "models/aliens/mortar3/mortar3.mdl";
}
void CASW_Ranger::SetupRangerShot( CASW_AlienShot &shot )
{
shot.m_flSize = 4;
shot.m_flDamage_direct = 12;
shot.m_flDamage_splash = 0;
shot.m_flSeek_strength = 0;
shot.m_flGravity = 0;
shot.m_flFuse = 5;
shot.m_flBounce = 0;
shot.m_bShootable = false;
shot.m_strModel = "models/aliens/rangerSpit/rangerspit.mdl";
shot.m_strSound_spawn = "ASW_Ranger_Projectile.Spawned";
shot.m_strSound_hitNPC = "Ranger.projectileImpactPlayer";
shot.m_strSound_hitWorld = "Ranger.projectileImpactWorld";
shot.m_strParticles_trail = "ranger_projectile_main_trail";
shot.m_strParticles_hit = "ranger_projectile_hit";
CreateShot( "shot1", &shot );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
void CASW_Ranger::Spawn( void )
{
SetHullType( HULL_MEDIUMBIG );
BaseClass::Spawn();
SetHullType( HULL_MEDIUMBIG );
SetHealthByDifficultyLevel();
SetBloodColor( BLOOD_COLOR_GREEN );
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK1 );
SetIdealState( NPC_STATE_ALERT );
m_bNeverRagdoll = true;
//
// Firing patterns
//
// 3 shots
CASW_AlienVolley volley;
volley.m_rounds.SetCount( 3 );
volley.m_rounds[0].m_flTime = 0;
volley.m_rounds[0].m_nShot_type = GetShotIndex( "shot1" );
volley.m_rounds[0].m_flStartAngle = 0;
volley.m_rounds[0].m_flEndAngle = 0;
volley.m_rounds[0].m_nNumShots = 1;
volley.m_rounds[0].m_flShotDelay = 0;
volley.m_rounds[0].m_flSpeed = 425;
volley.m_rounds[0].m_flHorizontalOffset = 0;
volley.m_rounds[1].m_flTime = 0.1;
volley.m_rounds[1].m_nShot_type = GetShotIndex( "shot1" );
volley.m_rounds[1].m_flStartAngle = -4;
volley.m_rounds[1].m_flEndAngle = 0;
volley.m_rounds[1].m_nNumShots = 1;
volley.m_rounds[1].m_flShotDelay = 0;
volley.m_rounds[1].m_flSpeed = 425;
volley.m_rounds[1].m_flHorizontalOffset = 0;
volley.m_rounds[2].m_flTime = 0.2;
volley.m_rounds[2].m_nShot_type = GetShotIndex( "shot1" );
volley.m_rounds[2].m_flStartAngle = 4;
volley.m_rounds[2].m_flEndAngle = 0;
volley.m_rounds[2].m_nNumShots = 1;
volley.m_rounds[2].m_flShotDelay = 0;
volley.m_rounds[2].m_flSpeed = 425;
volley.m_rounds[2].m_flHorizontalOffset = 0;
CreateVolley( "volley1", &volley );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
void CASW_Ranger::Precache( void )
{
BaseClass::Precache();
PrecacheModel( "models/aliens/rangerSpit/rangerspit.mdl" );
// precache shot model and fx, add shot to list
CASW_AlienShot shot;
SetupRangerShot( shot );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
void CASW_Ranger::SetHealthByDifficultyLevel()
{
int iHealth = MAX( 25, ASWGameRules()->ModifyAlienHealthBySkillLevel( asw_ranger_health.GetInt() ) );
if ( asw_debug_alien_damage.GetBool() )
Msg( "Setting ranger's initial health to %d\n", iHealth );
SetHealth( iHealth );
SetMaxHealth( iHealth );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
float CASW_Ranger::MaxYawSpeed( void )
{
if ( GetActivity() == ACT_STRAFE_LEFT || GetActivity() == ACT_STRAFE_RIGHT )
{
return 0.1f;
}
return 32.0f;// * GetMovementSpeedModifier();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
void CASW_Ranger::HandleAnimEvent( animevent_t *pEvent )
{
int nEvent = pEvent->Event();
if ( nEvent == AE_MORTARBUG_LAUNCH )
{
m_RangedAttackBehavior.HandleBehaviorEvent( this, BEHAVIOR_EVENT_MORTAR_FIRE, 0 );
return;
}
BaseClass::HandleAnimEvent( pEvent );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
int CASW_Ranger::SelectDeadSchedule()
{
if ( m_lifeState == LIFE_DEAD )
{
return SCHED_NONE;
}
CleanupOnDeath();
return SCHED_DIE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
void CASW_Ranger::BuildScheduleTestBits()
{
// Ignore damage if we were recently damaged or we're attacking.
if ( GetActivity() == ACT_MELEE_ATTACK1 )
{
ClearCustomInterruptCondition( COND_LIGHT_DAMAGE );
ClearCustomInterruptCondition( COND_HEAVY_DAMAGE );
}
BaseClass::BuildScheduleTestBits();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
bool CASW_Ranger::CreateBehaviors()
{
AddBehavior( &m_CombatStunBehavior );
m_CombatStunBehavior.Init();
AddBehavior( &m_FlinchBehavior );
m_FlinchBehavior.Init();
//m_PrepareToEngageBehavior.KeyValue( "prepare_radius_min", "300" );
//m_PrepareToEngageBehavior.KeyValue( "prepare_radius_max", "600" );
//AddBehavior( &m_PrepareToEngageBehavior );
//m_PrepareToEngageBehavior.Init();
AddBehavior( &m_RetreatBehavior );
m_RetreatBehavior.Init();
m_RangedAttackBehavior.KeyValue( "minRange", "0" );
m_RangedAttackBehavior.KeyValue( "maxRange", "600" );
m_RangedAttackBehavior.KeyValue( "rate", "4.0" );
m_RangedAttackBehavior.KeyValue( "global_shot_delay", "1" );
m_RangedAttackBehavior.KeyValue( "volley_type", "volley1" );
AddBehavior( &m_RangedAttackBehavior );
m_RangedAttackBehavior.Init();
m_ChaseEnemyBehavior.KeyValue( "chase_distance", "200" );
AddBehavior( &m_ChaseEnemyBehavior );
m_ChaseEnemyBehavior.Init();
AddBehavior( &m_IdleBehavior );
m_IdleBehavior.Init();
return BaseClass::CreateBehaviors();
}
void CASW_Ranger::DeathSound( const CTakeDamageInfo &info )
{
// if we are playing a fancy death animation, don't play death sounds from code
// all death sounds are played from anim events inside the fancy death animation
if ( m_nDeathStyle == kDIE_FANCY )
return;
//EmitSound( "ASW_Drone.Death" );
if ( m_bOnFire )
EmitSound( "ASW_Drone.DeathFireSizzle" );
else
EmitSound( "Ranger.GibSplatHeavy" );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
void CASW_Ranger::Event_Killed( const CTakeDamageInfo &info )
{
CTakeDamageInfo newInfo(info);
// scale up the force if we're shot by a marine, to make our ragdolling more interesting
if (newInfo.GetAttacker() && newInfo.GetAttacker()->Classify() == CLASS_ASW_MARINE)
{
// scale based on the weapon used
if (info.GetAmmoType() == GetAmmoDef()->Index("ASW_R")
|| info.GetAmmoType() == GetAmmoDef()->Index("ASW_AG")
|| info.GetAmmoType() == GetAmmoDef()->Index("ASW_P"))
newInfo.ScaleDamageForce(22.0f);
else if (info.GetAmmoType() == GetAmmoDef()->Index("ASW_PDW")
|| info.GetAmmoType() == GetAmmoDef()->Index("ASW_SG"))
newInfo.ScaleDamageForce(30.0f);
else if (info.GetAmmoType() == GetAmmoDef()->Index("ASW_ASG"))
newInfo.ScaleDamageForce(35.0f);
// tilt the angle up a bit?
Vector vecForceDir = newInfo.GetDamageForce();
float force = vecForceDir.NormalizeInPlace();
QAngle angForce;
VectorAngles(vecForceDir, angForce);
angForce[PITCH] += asw_drone_death_force_pitch.GetFloat();
AngleVectors(angForce, &vecForceDir);
vecForceDir *= force;
newInfo.SetDamageForce(vecForceDir);
}
trace_t tr;
UTIL_TraceLine( GetAbsOrigin() + Vector( 0, 0, 16 ), GetAbsOrigin() - Vector( 0, 0, 64 ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
UTIL_DecalTrace( &tr, "GreenBloodBig" );
BaseClass::Event_Killed( newInfo );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input:
// Output:
//-----------------------------------------------------------------------------
bool CASW_Ranger::CorpseGib( const CTakeDamageInfo &info )
{
CEffectData data;
m_LagCompensation.UndoLaggedPosition();
data.m_vOrigin = WorldSpaceCenter();
data.m_vNormal = data.m_vOrigin - info.GetDamagePosition();
VectorNormalize( data.m_vNormal );
data.m_flScale = RemapVal( m_iHealth, 0, -500, 1, 3 );
data.m_flScale = clamp( data.m_flScale, 1, 3 );
data.m_nColor = m_nSkin;
data.m_fFlags = IsOnFire() ? ASW_GIBFLAG_ON_FIRE : 0;
//DispatchEffect( "DroneGib", data );
//CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, GetAbsOrigin(), 256, 0.5f, this );
//EmitSound( "ASW_Drone.Death" );
return true;
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( asw_ranger, CASW_Ranger )
DECLARE_ANIMEVENT( AE_MORTARBUG_LAUNCH )
AI_END_CUSTOM_NPC()