Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npc_turret_floor.h"
#include "portal_player.h"
#include "weapon_physcannon.h"
#include "basehlcombatweapon_shared.h"
#include "ammodef.h"
#include "ai_senses.h"
#include "ai_memory.h"
#include "rope.h"
#include "rope_shared.h"
#include "prop_portal_shared.h"
#include "Sprite.h"
#define SF_FLOOR_TURRET_AUTOACTIVATE 0x00000020
#define SF_FLOOR_TURRET_STARTINACTIVE 0x00000040
#define SF_FLOOR_TURRET_OUT_OF_AMMO 0x00000100
#define FLOOR_TURRET_PORTAL_MODEL "models/props/Turret_01.mdl"
#define FLOOR_TURRET_GLOW_SPRITE "sprites/glow1.vmt"
#define FLOOR_TURRET_BC_YAW "aim_yaw"
#define FLOOR_TURRET_BC_PITCH "aim_pitch"
#define PORTAL_FLOOR_TURRET_RANGE 1500
#define PORTAL_FLOOR_TURRET_MAX_SHOT_DELAY 2.5f
#define FLOOR_TURRET_MAX_WAIT 5
#define FLOOR_TURRET_SHORT_WAIT 2.0f // Used for FAST_RETIRE spawnflag
#define SF_FLOOR_TURRET_FASTRETIRE 0x00000080
#define TURRET_FLOOR_DAMAGE_MULTIPLIER 3.0f
#define TURRET_FLOOR_BULLET_FORCE_MULTIPLIER 0.4f
#define TURRET_FLOOR_PHYSICAL_FORCE_MULTIPLIER 135.0f
#define PORTAL_FLOOR_TURRET_NUM_ROPES 4
//Turret states
enum portalTurretState_e
{
PORTAL_TURRET_DISABLED = TURRET_STATE_TOTAL,
PORTAL_TURRET_COLLIDE,
PORTAL_TURRET_PICKUP,
PORTAL_TURRET_SHOTAT,
PORTAL_TURRET_DISSOLVED,
PORTAL_TURRET_STATE_TOTAL
};
//Debug visualization
extern ConVar g_debug_turret;
//Activities
extern int ACT_FLOOR_TURRET_OPEN;
extern int ACT_FLOOR_TURRET_CLOSE;
extern int ACT_FLOOR_TURRET_OPEN_IDLE;
extern int ACT_FLOOR_TURRET_CLOSED_IDLE;
extern int ACT_FLOOR_TURRET_FIRE;
int ACT_FLOOR_TURRET_FIRE2;
const char *g_TalkNames[] =
{
"NPC_FloorTurret.TalkSearch",
"NPC_FloorTurret.TalkAutosearch",
"NPC_FloorTurret.TalkActive",
"NPC_FloorTurret.TalkSupress",
"NPC_FloorTurret.TalkDeploy",
"NPC_FloorTurret.TalkRetire",
"NPC_FloorTurret.TalkTipped",
NULL // Must have NULL at end of list in case more states are added to base turret!
};
const char *g_PortalTalkNames[ PORTAL_TURRET_STATE_TOTAL - TURRET_STATE_TOTAL ] =
{
"NPC_FloorTurret.TalkDisabled",
"NPC_FloorTurret.TalkCollide",
"NPC_FloorTurret.TalkPickup",
"NPC_FloorTurret.TalkShotAt",
"NPC_FloorTurret.TalkDissolved"
};
const char* GetTurretTalkName( int iState )
{
if ( iState < TURRET_STATE_TOTAL )
return g_TalkNames[ iState ];
return g_PortalTalkNames[ iState - TURRET_STATE_TOTAL ];
}
class CNPC_Portal_FloorTurret : public CNPC_FloorTurret
{
DECLARE_CLASS( CNPC_Portal_FloorTurret, CNPC_FloorTurret );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
public:
CNPC_Portal_FloorTurret( void );
virtual void Precache( void );
virtual void Spawn( void );
virtual void Activate( void );
virtual void UpdateOnRemove( void );
virtual int OnTakeDamage( const CTakeDamageInfo &info );
virtual bool ShouldAttractAutoAim( CBaseEntity *pAimingEnt );
virtual float GetAutoAimRadius();
virtual Vector GetAutoAimCenter();
virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
virtual void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t &params );
virtual bool PreThink( turretState_e state );
virtual void Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy, bool bStrict = false );
virtual void SetEyeState( eyeState_t state );
virtual bool OnSide( void );
virtual float GetAttackDamageScale( CBaseEntity *pVictim );
virtual Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget );
// Think functions
virtual void Retire( void );
virtual void Deploy( void );
virtual void ActiveThink( void );
virtual void SearchThink( void );
virtual void AutoSearchThink( void );
virtual void TippedThink( void );
virtual void HeldThink( void );
virtual void InactiveThink( void );
virtual void SuppressThink( void );
virtual void DisabledThink( void );
virtual void HackFindEnemy( void );
virtual void StartTouch( CBaseEntity *pOther );
bool IsLaserOn( void ) { return m_bLaserOn; }
void LaserOff( void );
void LaserOn( void );
void RopesOn();
void RopesOff();
void FireBullet( const char *pTargetName );
// Inputs
void InputFireBullet( inputdata_t &inputdata );
private:
CHandle<CRopeKeyframe> m_hRopes[ PORTAL_FLOOR_TURRET_NUM_ROPES ];
CNetworkVar( bool, m_bOutOfAmmo );
CNetworkVar( bool, m_bLaserOn );
CNetworkVar( int, m_sLaserHaloSprite );
int m_iBarrelAttachments[ 4 ];
bool m_bShootWithBottomBarrels;
bool m_bDamageForce;
float m_fSearchSpeed;
float m_fMovingTargetThreashold;
float m_flDistToEnemy;
turretState_e m_iLastState;
float m_fNextTalk;
bool m_bDelayTippedTalk;
};
LINK_ENTITY_TO_CLASS( npc_portal_turret_floor, CNPC_Portal_FloorTurret );
//Datatable
BEGIN_DATADESC( CNPC_Portal_FloorTurret )
DEFINE_ARRAY( m_hRopes, FIELD_EHANDLE, PORTAL_FLOOR_TURRET_NUM_ROPES ),
DEFINE_FIELD( m_bOutOfAmmo, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bLaserOn, FIELD_BOOLEAN ),
DEFINE_FIELD( m_sLaserHaloSprite, FIELD_INTEGER ),
DEFINE_FIELD( m_flDistToEnemy, FIELD_FLOAT ),
// DEFINE_ARRAY( m_iBarrelAttachments, FIELD_INTEGER, 4 ),
DEFINE_FIELD( m_bShootWithBottomBarrels, FIELD_BOOLEAN ),
DEFINE_FIELD( m_fSearchSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_fMovingTargetThreashold, FIELD_FLOAT ),
DEFINE_FIELD( m_iLastState, FIELD_INTEGER ),
DEFINE_FIELD( m_fNextTalk, FIELD_FLOAT ),
DEFINE_FIELD( m_bDelayTippedTalk, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_bDamageForce, FIELD_BOOLEAN, "DamageForce" ),
DEFINE_THINKFUNC( Retire ),
DEFINE_THINKFUNC( Deploy ),
DEFINE_THINKFUNC( ActiveThink ),
DEFINE_THINKFUNC( SearchThink ),
DEFINE_THINKFUNC( AutoSearchThink ),
DEFINE_THINKFUNC( TippedThink ),
DEFINE_THINKFUNC( HeldThink ),
DEFINE_THINKFUNC( InactiveThink ),
DEFINE_THINKFUNC( SuppressThink ),
DEFINE_THINKFUNC( DisabledThink ),
// Inputs
DEFINE_INPUTFUNC( FIELD_STRING, "FireBullet", InputFireBullet ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CNPC_Portal_FloorTurret, DT_NPC_Portal_FloorTurret)
SendPropBool( SENDINFO( m_bOutOfAmmo ) ),
SendPropBool( SENDINFO( m_bLaserOn ) ),
SendPropInt( SENDINFO( m_sLaserHaloSprite ) ),
END_SEND_TABLE()
CNPC_Portal_FloorTurret::CNPC_Portal_FloorTurret( void )
{
CNPC_FloorTurret::fMaxTipControllerVelocity = 100.0f * 100.0f;
CNPC_FloorTurret::fMaxTipControllerAngularVelocity = 30.0f * 30.0f;
m_bDamageForce = true;
}
void CNPC_Portal_FloorTurret::Precache( void )
{
SetModelName( MAKE_STRING( FLOOR_TURRET_PORTAL_MODEL ) );
BaseClass::Precache();
ADD_CUSTOM_ACTIVITY( CNPC_FloorTurret, ACT_FLOOR_TURRET_FIRE2 );
m_sLaserHaloSprite = PrecacheModel( "sprites/redlaserglow.vmt" );
PrecacheModel("effects/redlaser1.vmt");
for ( int iTalkScript = 0; iTalkScript < PORTAL_TURRET_STATE_TOTAL; ++iTalkScript )
{
if ( iTalkScript < TURRET_STATE_TOTAL )
{
if ( g_TalkNames[ iTalkScript ] )
PrecacheScriptSound( g_TalkNames[ iTalkScript ] );
else
iTalkScript = TURRET_STATE_TOTAL - 1; // We hit the last script item, so jump to the portal only states
}
else
{
PrecacheScriptSound( g_PortalTalkNames[ iTalkScript - TURRET_STATE_TOTAL ] );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Spawn the entity
//-----------------------------------------------------------------------------
void CNPC_Portal_FloorTurret::Spawn( void )
{
BaseClass::Spawn();
m_iBarrelAttachments[ 0 ] = LookupAttachment( "LFT_Gun1_Muzzle" );
m_iBarrelAttachments[ 1 ] = LookupAttachment( "RT_Gun1_Muzzle" );
m_iBarrelAttachments[ 2 ] = LookupAttachment( "LFT_Gun2_Muzzle" );
m_iBarrelAttachments[ 3 ] = LookupAttachment( "RT_Gun2_Muzzle" );
m_fSearchSpeed = RandomFloat( 1.0f, 1.4f );
m_fMovingTargetThreashold = 20.0f;
m_bNoAlarmSounds = true;
m_bOutOfAmmo = ( m_spawnflags & SF_FLOOR_TURRET_OUT_OF_AMMO ) != 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Portal_FloorTurret::Activate( void )
{
BaseClass::Activate();
// Find all nearby physics objects and add them to the list of objects we will sense
CBaseEntity *pObject = gEntList.FindEntityByClassname( NULL, "prop_physics" );
while ( pObject )
{
// Tell the AI sensing list that we want to consider this
g_AI_SensedObjectsManager.AddEntity( pObject );
pObject = gEntList.FindEntityByClassname( pObject, "prop_physics" );
}
pObject = gEntList.FindEntityByClassname( NULL, "func_physbox" );
while ( pObject )
{
// Tell the AI sensing list that we want to consider this
g_AI_SensedObjectsManager.AddEntity( pObject );
pObject = gEntList.FindEntityByClassname( pObject, "func_physbox" );
}
m_iLastState = TURRET_AUTO_SEARCHING;
m_iBarrelAttachments[ 0 ] = LookupAttachment( "LFT_Gun1_Muzzle" );
m_iBarrelAttachments[ 1 ] = LookupAttachment( "RT_Gun1_Muzzle" );
m_iBarrelAttachments[ 2 ] = LookupAttachment( "LFT_Gun2_Muzzle" );
m_iBarrelAttachments[ 3 ] = LookupAttachment( "RT_Gun2_Muzzle" );
}
void CNPC_Portal_FloorTurret::UpdateOnRemove( void )
{
if ( IsDissolving() )
EmitSound( GetTurretTalkName( PORTAL_TURRET_DISSOLVED ) );
LaserOff();
RopesOff();
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
//-----------------------------------------------------------------------------
int CNPC_Portal_FloorTurret::OnTakeDamage( const CTakeDamageInfo &info )
{
if ( m_lifeState == LIFE_ALIVE && ( info.GetDamageType() & DMG_BULLET ) && !info.GetAttacker()->IsPlayer() )
{
if ( gpGlobals->curtime > m_fNextTalk )
{
EmitSound( GetTurretTalkName( PORTAL_TURRET_SHOTAT ) );
m_fNextTalk = gpGlobals->curtime + 3.0f;
}
}
return BaseClass::OnTakeDamage( info );
}
bool CNPC_Portal_FloorTurret::ShouldAttractAutoAim( CBaseEntity *pAimingEnt )
{
return ( m_lifeState == LIFE_ALIVE );
}
float CNPC_Portal_FloorTurret::GetAutoAimRadius()
{
return 64.0f;
}
Vector CNPC_Portal_FloorTurret::GetAutoAimCenter()
{
// We want to shoot portals right under them
return WorldSpaceCenter() + Vector( 0.0f, 0.0f, -18.0f );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Portal_FloorTurret::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
{
if ( m_lifeState == LIFE_ALIVE && m_bEnabled )
{
m_bActive = true;
SetThink( &CNPC_Portal_FloorTurret::HeldThink );
}
BaseClass::OnPhysGunPickup( pPhysGunUser, reason );
}
void CNPC_Portal_FloorTurret::NotifySystemEvent(CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t &params )
{
// On teleport, we record a pointer to the portal we are arriving at
if ( eventType == NOTIFY_EVENT_TELEPORT )
{
RopesOff();
RopesOn();
}
BaseClass::NotifySystemEvent( pNotify, eventType, params );
}
//-----------------------------------------------------------------------------
// Purpose: Allows a generic think function before the others are called
// Input : state - which state the turret is currently in
//-----------------------------------------------------------------------------
bool CNPC_Portal_FloorTurret::PreThink( turretState_e state )
{
// Working 2 enums into one integer
int iNewState = state;
// If the turret is dissolving go to a special state
if ( IsDissolving() )
iNewState = PORTAL_TURRET_DISSOLVED;
// Need to play these sounds immediately
if ( m_iLastState != iNewState && ( ( iNewState == TURRET_TIPPED && !m_bDelayTippedTalk ) ||
iNewState == TURRET_RETIRING ||
iNewState == PORTAL_TURRET_DISSOLVED ||
iNewState == PORTAL_TURRET_PICKUP ) )
{
m_fNextTalk = gpGlobals->curtime -1.0f;
}
// If we've changed states or are in a state with a repeating message
if ( gpGlobals->curtime > m_fNextTalk && m_iLastState != iNewState )
{
m_iLastState = (turretState_e)iNewState;
const char *pchScriptName = GetTurretTalkName( m_iLastState );
switch ( iNewState )
{
case TURRET_SEARCHING:
EmitSound( pchScriptName );
m_fNextTalk = gpGlobals->curtime + 1.75f;
break;
case TURRET_AUTO_SEARCHING:
EmitSound( pchScriptName );
m_fNextTalk = gpGlobals->curtime + 1.75f;
break;
/*case TURRET_ACTIVE:
EmitSound( pchScriptName );
m_fNextTalk = gpGlobals->curtime + 2.5f;
break;*/
// Suppress is too fleeting for a message
/*case TURRET_SUPPRESSING:
EmitSound( pchScriptName );
m_fNextTalk = gpGlobals->curtime + 1.5f;
break;*/
case TURRET_DEPLOYING:
EmitSound( pchScriptName );
m_fNextTalk = gpGlobals->curtime + 1.75f;
break;
case TURRET_RETIRING:
EmitSound( pchScriptName );
m_fNextTalk = gpGlobals->curtime + 3.5f;
break;
case TURRET_TIPPED:
EmitSound( pchScriptName );
m_fNextTalk = gpGlobals->curtime + 1.15f;
break;
case PORTAL_TURRET_PICKUP:
EmitSound( GetTurretTalkName( PORTAL_TURRET_PICKUP ) );
m_fNextTalk = gpGlobals->curtime + 2.25f;
break;
case PORTAL_TURRET_DISSOLVED:
EmitSound( pchScriptName );
m_fNextTalk = gpGlobals->curtime + 10.0f; // Never going to talk again
break;
}
}
// New states are not supported by old turret code
if ( iNewState != TURRET_TIPPED && iNewState < TURRET_STATE_TOTAL )
return BaseClass::PreThink( (turretState_e)iNewState );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Fire!
//-----------------------------------------------------------------------------
void CNPC_Portal_FloorTurret::Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy, bool bStrict )
{
FireBulletsInfo_t info;
//if ( !bStrict && GetEnemy() == UTIL_PlayerByIndex( 1 ) )
CBaseEntity *pEnemy = GetEnemy();
if( !bStrict && (pEnemy && pEnemy->IsPlayer()) )
{
Vector vecDir = GetActualShootTrajectory( vecSrc );
info.m_vecSrc = vecSrc;
info.m_vecDirShooting = vecDir;
info.m_iTracerFreq = 1;
info.m_iShots = 1;
info.m_pAttacker = this;
info.m_vecSpread = GetAttackSpread( NULL, GetEnemy() );
info.m_flDistance = MAX_COORD_RANGE;
info.m_iAmmoType = m_iAmmoType;
}
else
{
// Just shoot where you're facing!
Vector vecMuzzle, vecMuzzleDir;
GetAttachment( m_iMuzzleAttachment, vecMuzzle, &vecMuzzleDir );
info.m_vecSrc = vecSrc;
info.m_vecDirShooting = vecMuzzleDir;
info.m_iTracerFreq = 1;
info.m_iShots = 1;
info.m_pAttacker = this;
info.m_vecSpread = GetAttackSpread( NULL, GetEnemy() );
info.m_flDistance = MAX_COORD_RANGE;
info.m_iAmmoType = m_iAmmoType;
}
info.m_flDamageForceScale = ( ( !m_bDamageForce ) ? ( 0.0f ) : ( TURRET_FLOOR_BULLET_FORCE_MULTIPLIER ) );
int iBarrelIndex = ( m_bShootWithBottomBarrels ) ? ( 2 ) : ( 0 );
QAngle angBarrelDir;
// Shoot out of the left barrel if there's nothing solid between the turret's center and the muzzle
trace_t tr;
GetAttachment( m_iBarrelAttachments[ iBarrelIndex ], info.m_vecSrc, angBarrelDir );
Vector vecCenter = GetAbsOrigin();
UTIL_TraceLine( vecCenter, info.m_vecSrc, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if ( !tr.m_pEnt || !tr.m_pEnt->IsWorld() )
{
FireBullets( info );
}
// Shoot out of the right barrel if there's nothing solid between the turret's center and the muzzle
GetAttachment( m_iBarrelAttachments[ iBarrelIndex + 1 ], info.m_vecSrc, angBarrelDir );
vecCenter = GetAbsOrigin();
UTIL_TraceLine( vecCenter, info.m_vecSrc, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if ( !tr.m_pEnt || !tr.m_pEnt->IsWorld() )
{
FireBullets( info );
}
// Flip shooting from the top or bottom
m_bShootWithBottomBarrels = !m_bShootWithBottomBarrels;
EmitSound( "NPC_FloorTurret.ShotSounds" );
DoMuzzleFlash();
// Make ropes shake if they exist
for ( int iRope = 0; iRope < PORTAL_FLOOR_TURRET_NUM_ROPES; ++iRope )
{
if ( m_hRopes[ iRope ] )
{
m_hRopes[ iRope ]->ShakeRopes( vecSrc, 32.0f, 5.0f );
}
}
// If a turret is partially tipped the recoil with each shot so that it can knock itself over
Vector up;
GetVectors( NULL, NULL, &up );
if ( up.z < 0.9f )
{
m_pMotionController->Suspend( 2.0f );
IPhysicsObject *pTurretPhys = VPhysicsGetObject();
Vector vVelocityImpulse = info.m_vecDirShooting * -35.0f;
pTurretPhys->AddVelocity( &vVelocityImpulse, &vVelocityImpulse );
}
if ( m_iLastState == TURRET_ACTIVE && gpGlobals->curtime > m_fNextTalk )
{
EmitSound( GetTurretTalkName( m_iLastState ) );
m_fNextTalk = gpGlobals->curtime + 2.5f;
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the state of the glowing eye attached to the turret
// Input : state - state the eye should be in
//-----------------------------------------------------------------------------
void CNPC_Portal_FloorTurret::SetEyeState( eyeState_t state )
{
// Must have a valid eye to affect
if ( !m_hEyeGlow )
{
// Create our eye sprite
m_hEyeGlow = CSprite::SpriteCreate( FLOOR_TURRET_GLOW_SPRITE, GetLocalOrigin(), false );
if ( !m_hEyeGlow )
return;
m_hEyeGlow->SetTransparency( kRenderWorldGlow, 255, 0, 0, 128, kRenderFxNoDissipation );
m_hEyeGlow->SetAttachment( this, m_iEyeAttachment );
}
bool bNewState = ( m_iEyeState != state );
m_iEyeState = state;
//Set the state
switch( state )
{
default:
case TURRET_EYE_SEE_TARGET: //Fade in and scale up
m_hEyeGlow->SetColor( 255, 0, 0 );
m_hEyeGlow->SetBrightness( 255, 0.1f );
m_hEyeGlow->SetScale( 0.4f, 0.1f );
break;
case TURRET_EYE_SEEKING_TARGET: //Ping-pongs
//Toggle our state
m_bBlinkState = !m_bBlinkState;
m_hEyeGlow->SetColor( 255, 0, 0 );
if ( m_bBlinkState )
{
//Fade up and scale up
m_hEyeGlow->SetScale( 0.3f, 0.1f );
m_hEyeGlow->SetBrightness( 224, 0.1f );
}
else
{
//Fade down and scale down
m_hEyeGlow->SetScale( 0.2f, 0.1f );
m_hEyeGlow->SetBrightness( 192, 0.1f );
}
break;
case TURRET_EYE_DORMANT: //Fade out and scale down
m_hEyeGlow->SetColor( 255, 0, 0 );
m_hEyeGlow->SetScale( 0.2f, 0.5f );
m_hEyeGlow->SetBrightness( 192, 0.5f );
break;
case TURRET_EYE_DEAD: //Fade out slowly
m_hEyeGlow->SetColor( 255, 0, 0 );
m_hEyeGlow->SetScale( 0.1f, 3.0f );
m_hEyeGlow->SetBrightness( 0, 3.0f );
if ( bNewState )
m_nSkin = 1;
break;
case TURRET_EYE_DISABLED:
m_hEyeGlow->SetColor( 255, 0, 0 );
m_hEyeGlow->SetScale( 0.1f, 1.0f );
m_hEyeGlow->SetBrightness( 0, 1.0f );
break;
}
}
inline bool CNPC_Portal_FloorTurret::OnSide( void )
{
if ( GetWaterLevel() > 0 )
return true;
Vector up;
GetVectors( NULL, NULL, &up );
return ( DotProduct( up, Vector(0,0,1) ) < 0.5f );
}
float CNPC_Portal_FloorTurret::GetAttackDamageScale( CBaseEntity *pVictim )
{
CBaseCombatCharacter *pBCC = pVictim->MyCombatCharacterPointer();
// Do extra damage to antlions & combine
if ( pBCC )
{
if ( pBCC->Classify() == CLASS_PLAYER )
{
// Does normal damage when thrashing
if ( OnSide() )
return 1.0f;
return TURRET_FLOOR_DAMAGE_MULTIPLIER;
}
}
return BaseClass::GetAttackDamageScale( pVictim );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector CNPC_Portal_FloorTurret::GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget )
{
WeaponProficiency_t weaponProficiency = WEAPON_PROFICIENCY_AVERAGE;
// Switch our weapon proficiency based upon our target
if ( pTarget )
{
if ( pTarget->Classify() == CLASS_PLAYER || pTarget->Classify() == CLASS_ANTLION || pTarget->Classify() == CLASS_ZOMBIE )
{
// Make me much more accurate
weaponProficiency = WEAPON_PROFICIENCY_PERFECT;
}
else if ( pTarget->Classify() == CLASS_COMBINE )
{
// Make me more accurate
weaponProficiency = WEAPON_PROFICIENCY_VERY_GOOD;
}
}
return VECTOR_CONE_4DEGREES * ((CBaseHLCombatWeapon::GetDefaultProficiencyValues())[ weaponProficiency ].spreadscale);
}
void CNPC_Portal_FloorTurret::Retire( void )
{
LaserOn();
BaseClass::Retire();
}
void CNPC_Portal_FloorTurret::Deploy( void )
{
LaserOn();
RopesOn();
BaseClass::Deploy();
}
void CNPC_Portal_FloorTurret::ActiveThink( void )
{
LaserOn();
//Allow descended classes a chance to do something before the think function
if ( PreThink( TURRET_ACTIVE ) )
return;
HackFindEnemy();
//Update our think time
SetNextThink( gpGlobals->curtime + 0.1f );
CBaseEntity *pEnemy = GetEnemy();
//If we've become inactive, go back to searching
if ( ( m_bActive == false ) || ( pEnemy == NULL ) )
{
SetEnemy( NULL );
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT;
SetThink( &CNPC_FloorTurret::SearchThink );
m_vecGoalAngles = GetAbsAngles();
return;
}
//Get our shot positions
Vector vecMid = EyePosition();
Vector vecMidEnemy = pEnemy->BodyTarget( vecMid );
// Store off our last seen location so we can suppress it later
m_vecEnemyLKP = vecMidEnemy;
//Look for our current enemy
bool bEnemyInFOV = FInViewCone( pEnemy );
bool bEnemyVisible = FVisible( pEnemy ) && pEnemy->IsAlive();
//Calculate dir and dist to enemy
Vector vecDirToEnemy = vecMidEnemy - vecMid;
m_flDistToEnemy = VectorNormalize( vecDirToEnemy );
// If the enemy isn't in the normal fov, check the fov through portals
CProp_Portal *pPortal = NULL;
if ( pEnemy->IsAlive() )
{
pPortal = FInViewConeThroughPortal( pEnemy );
if ( pPortal && FVisibleThroughPortal( pPortal, pEnemy ) )
{
// Translate our target across the portal
Vector vecMidEnemyTransformed;
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecMidEnemy, vecMidEnemyTransformed );
//Calculate dir and dist to enemy
Vector vecDirToEnemyTransformed = vecMidEnemyTransformed - vecMid;
float flDistToEnemyTransformed = VectorNormalize( vecDirToEnemyTransformed );
// If it's not visible through normal means or the enemy is closer through the portal, use the translated info
if ( !bEnemyInFOV || !bEnemyVisible || flDistToEnemyTransformed < m_flDistToEnemy )
{
bEnemyInFOV = true;
bEnemyVisible = true;
vecMidEnemy = vecMidEnemyTransformed;
vecDirToEnemy = vecDirToEnemyTransformed;
m_flDistToEnemy = flDistToEnemyTransformed;
}
else
{
pPortal = NULL;
}
}
else
{
pPortal = NULL;
}
}
//Draw debug info
if ( g_debug_turret.GetBool() )
{
NDebugOverlay::Cross3D( vecMid, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 );
NDebugOverlay::Cross3D( GetEnemy()->WorldSpaceCenter(), -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 );
NDebugOverlay::Line( vecMid, GetEnemy()->WorldSpaceCenter(), 0, 255, 0, false, 0.05 );
NDebugOverlay::Cross3D( vecMid, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 );
NDebugOverlay::Cross3D( vecMidEnemy, -Vector(2,2,2), Vector(2,2,2), 0, 255, 0, false, 0.05 );
NDebugOverlay::Line( vecMid, vecMidEnemy, 0, 255, 0, false, 0.05f );
}
//See if they're past our FOV of attack
if ( bEnemyInFOV == false )
{
// Should we look for a new target?
ClearEnemyMemory();
SetEnemy( NULL );
if ( m_spawnflags & SF_FLOOR_TURRET_FASTRETIRE )
{
// Retire quickly in this case. (The case where we saw the player, but he hid again).
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_SHORT_WAIT;
}
else
{
m_flLastSight = gpGlobals->curtime + FLOOR_TURRET_MAX_WAIT;
}
SetThink( &CNPC_FloorTurret::SearchThink );
m_vecGoalAngles = GetAbsAngles();
SpinDown();
return;
}
//Current enemy is not visible
if ( ( bEnemyVisible == false ) || ( m_flDistToEnemy > PORTAL_FLOOR_TURRET_RANGE ))
{
m_flLastSight = gpGlobals->curtime + 2.0f;
ClearEnemyMemory();
SetEnemy( NULL );
SetThink( &CNPC_FloorTurret::SuppressThink );
return;
}
if ( g_debug_turret.GetBool() )
{
Vector vecMuzzle, vecMuzzleDir;
UpdateMuzzleMatrix();
MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir );
MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
// Visualize vertical firing ranges
for ( int i = 0; i < 4; i++ )
{
QAngle angMaxDownPitch = GetAbsAngles();
switch( i )
{
case 0: angMaxDownPitch.x -= 15; break;
case 1: angMaxDownPitch.x += 15; break;
case 2: angMaxDownPitch.x -= 25; break;
case 3: angMaxDownPitch.x += 25; break;
default:
break;
}
Vector vecMaxDownPitch;
AngleVectors( angMaxDownPitch, &vecMaxDownPitch );
NDebugOverlay::Line( vecMuzzle, vecMuzzle + (vecMaxDownPitch*256), 255, 255, 255, false, 0.1 );
}
}
if ( m_flShotTime < gpGlobals->curtime )
{
Vector vecMuzzle, vecMuzzleDir;
UpdateMuzzleMatrix();
MatrixGetColumn( m_muzzleToWorld, 0, vecMuzzleDir );
MatrixGetColumn( m_muzzleToWorld, 3, vecMuzzle );
Vector2D vecDirToEnemy2D = vecDirToEnemy.AsVector2D();
Vector2D vecMuzzleDir2D = vecMuzzleDir.AsVector2D();
bool bCanShoot = true;
float minCos3d = DOT_10DEGREE; // 10 degrees slop
if ( m_flDistToEnemy < 60.0 )
{
vecDirToEnemy2D.NormalizeInPlace();
vecMuzzleDir2D.NormalizeInPlace();
bCanShoot = ( vecDirToEnemy2D.Dot(vecMuzzleDir2D) >= DOT_10DEGREE );
minCos3d = 0.7071; // 45 degrees
}
//Fire the gun
if ( bCanShoot ) // 10 degree slop XY
{
float dot3d = DotProduct( vecDirToEnemy, vecMuzzleDir );
if( m_bOutOfAmmo )
{
DryFire();
}
else
{
if ( dot3d >= minCos3d )
{
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
SetActivity( (Activity)( ( m_bShootWithBottomBarrels ) ? ( ACT_FLOOR_TURRET_FIRE2 ) : ( ACT_FLOOR_TURRET_FIRE ) ) );
//Fire the weapon
#if !DISABLE_SHOT
Shoot( vecMuzzle, vecMuzzleDir, (dot3d < DOT_10DEGREE) );
#endif
}
}
}
}
else
{
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
}
//If we can see our enemy, face it
if ( bEnemyVisible )
{
//We want to look at the enemy's eyes so we don't jitter
Vector vEnemyWorldSpaceCenter = pEnemy->WorldSpaceCenter();
if ( pPortal && pPortal->IsActivedAndLinked() )
{
// Translate our target across the portal
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vEnemyWorldSpaceCenter, vEnemyWorldSpaceCenter );
}
Vector vecDirToEnemyEyes = vEnemyWorldSpaceCenter - vecMid;
VectorNormalize( vecDirToEnemyEyes );
QAngle vecAnglesToEnemy;
VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );
m_vecGoalAngles.y = vecAnglesToEnemy.y;
m_vecGoalAngles.x = vecAnglesToEnemy.x;
}
//Turn to face
UpdateFacing();
}
//-----------------------------------------------------------------------------
// Purpose: Target doesn't exist or has eluded us, so search for one
//-----------------------------------------------------------------------------
void CNPC_Portal_FloorTurret::SearchThink( void )
{
//Allow descended classes a chance to do something before the think function
if ( PreThink( TURRET_SEARCHING ) )
return;
SetNextThink( gpGlobals->curtime + 0.05f );
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
//If our enemy has died, pick a new enemy
if ( ( GetEnemy() != NULL ) && ( GetEnemy()->IsAlive() == false ) )
{
SetEnemy( NULL );
}
//Acquire the target
if ( GetEnemy() == NULL )
{
HackFindEnemy();
}
LaserOn();
CBaseEntity *pEnemy = GetEnemy();
//If we've found a target, spin up the barrel and start to attack
if ( pEnemy != NULL )
{
//Get our shot positions
Vector vecMid = EyePosition();
Vector vecMidEnemy = pEnemy->BodyTarget( vecMid );
//Look for our current enemy
bool bEnemyInFOV = FInViewCone( pEnemy );
bool bEnemyVisible = FVisible( pEnemy );
//Calculate dir and dist to enemy
Vector vecDirToEnemy = vecMidEnemy - vecMid;
m_flDistToEnemy = VectorNormalize( vecDirToEnemy );
// If the enemy isn't in the normal fov, check the fov through portals
CProp_Portal *pPortal = NULL;
pPortal = FInViewConeThroughPortal( pEnemy );
if ( pPortal && FVisibleThroughPortal( pPortal, pEnemy ) )
{
// Translate our target across the portal
Vector vecMidEnemyTransformed;
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecMidEnemy, vecMidEnemyTransformed );
//Calculate dir and dist to enemy
Vector vecDirToEnemyTransformed = vecMidEnemyTransformed - vecMid;
float flDistToEnemyTransformed = VectorNormalize( vecDirToEnemyTransformed );
// If it's not visible through normal means or the enemy is closer through the portal, use the translated info
if ( !bEnemyInFOV || !bEnemyVisible || flDistToEnemyTransformed < m_flDistToEnemy )
{
bEnemyInFOV = true;
bEnemyVisible = true;
vecMidEnemy = vecMidEnemyTransformed;
vecDirToEnemy = vecDirToEnemyTransformed;
m_flDistToEnemy = flDistToEnemyTransformed;
}
}
// Give enemies that are farther away a longer grace period
float fDistanceRatio = m_flDistToEnemy / PORTAL_FLOOR_TURRET_RANGE;
m_flShotTime = gpGlobals->curtime + fDistanceRatio * fDistanceRatio * PORTAL_FLOOR_TURRET_MAX_SHOT_DELAY;
m_flLastSight = 0;
SetThink( &CNPC_FloorTurret::ActiveThink );
SetEyeState( TURRET_EYE_SEE_TARGET );
SpinUp();
if ( gpGlobals->curtime > m_flNextActivateSoundTime )
{
EmitSound( "NPC_FloorTurret.Activate" );
m_flNextActivateSoundTime = gpGlobals->curtime + 3.0;
}
return;
}
//Are we out of time and need to retract?
if ( gpGlobals->curtime > m_flLastSight )
{
//Before we retrace, make sure that we are spun down.
m_flLastSight = 0;
SetThink( &CNPC_FloorTurret::Retire );
return;
}
//Display that we're scanning
m_vecGoalAngles.x = GetAbsAngles().x + ( sin( ( m_flLastSight + gpGlobals->curtime * m_fSearchSpeed ) * 1.5f ) * 20.0f );
m_vecGoalAngles.y = GetAbsAngles().y + ( sin( ( m_flLastSight + gpGlobals->curtime * m_fSearchSpeed ) * 2.5f ) * 20.0f );
//Turn and ping
UpdateFacing();
Ping();
// Update rope positions
for ( int iRope = 0; iRope < PORTAL_FLOOR_TURRET_NUM_ROPES; ++iRope )
{
if ( m_hRopes[ iRope ] )
{
m_hRopes[ iRope ]->EndpointsChanged();
}
}
}
void CNPC_Portal_FloorTurret::AutoSearchThink( void )
{
LaserOn();
RopesOff();
BaseClass::AutoSearchThink();
}
//-----------------------------------------------------------------------------
// Purpose: The turret has been tipped over and will thrash for awhile
//-----------------------------------------------------------------------------
void CNPC_Portal_FloorTurret::TippedThink( void )
{
PreThink( TURRET_TIPPED );
SetNextThink( gpGlobals->curtime + 0.05f );
SetEnemy( NULL );
StudioFrameAdvance();
// If we're not on side anymore, stop thrashing
if ( !OnSide() && VPhysicsGetObject()->GetContactPoint( NULL, NULL ) )
{
ReturnToLife();
return;
}
LaserOn();
RopesOn();
//See if we should continue to thrash
if ( gpGlobals->curtime < m_flThrashTime && !IsDissolving() )
{
if ( m_flShotTime < gpGlobals->curtime )
{
if( m_bOutOfAmmo )
{
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
DryFire();
}
else
{
Vector vecMuzzle, vecMuzzleDir;
GetAttachment( m_iMuzzleAttachment, vecMuzzle, &vecMuzzleDir );
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
SetActivity( (Activity)( ( m_bShootWithBottomBarrels ) ? ( ACT_FLOOR_TURRET_FIRE2 ) : ( ACT_FLOOR_TURRET_FIRE ) ) );
#if !DISABLE_SHOT
Shoot( vecMuzzle, vecMuzzleDir );
#endif
}
m_flShotTime = gpGlobals->curtime + 0.05f;
}
m_vecGoalAngles.x = GetAbsAngles().x + random->RandomFloat( -60, 60 );
m_vecGoalAngles.y = GetAbsAngles().y + random->RandomFloat( -60, 60 );
UpdateFacing();
}
else
{
//Face forward
m_vecGoalAngles = GetAbsAngles();
//Set ourselves to close
if ( GetActivity() != ACT_FLOOR_TURRET_CLOSE )
{
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
//If we're done moving to our desired facing, close up
if ( UpdateFacing() == false )
{
//Make any last death noises and anims
EmitSound( "NPC_FloorTurret.Die" );
EmitSound( GetTurretTalkName( PORTAL_TURRET_DISABLED ) );
SpinDown();
SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSE );
EmitSound( "NPC_FloorTurret.Retract" );
CTakeDamageInfo info;
info.SetDamage( 1 );
info.SetDamageType( DMG_CRUSH );
Event_Killed( info );
}
}
else if ( IsActivityFinished() )
{
m_bActive = false;
m_flLastSight = 0;
SetActivity( (Activity) ACT_FLOOR_TURRET_CLOSED_IDLE );
// Don't need to store last NPC anymore, because I've been knocked over
if ( m_hLastNPCToKickMe )
{
m_hLastNPCToKickMe = NULL;
m_flKnockOverFailedTime = 0;
}
//Try to look straight
if ( UpdateFacing() == false )
{
m_OnTipped.FireOutput( this, this );
SetEyeState( TURRET_EYE_DEAD );
//SetCollisionGroup( COLLISION_GROUP_DEBRIS_TRIGGER );
// Start thinking slowly to see if we're ever set upright somehow
SetThink( &CNPC_FloorTurret::InactiveThink );
SetNextThink( gpGlobals->curtime + 1.0f );
RopesOff();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: The turret has been tipped over and will thrash for awhile
//-----------------------------------------------------------------------------
void CNPC_Portal_FloorTurret::HeldThink( void )
{
PreThink( (turretState_e)PORTAL_TURRET_PICKUP );
SetNextThink( gpGlobals->curtime + 0.05f );
SetEnemy( NULL );
StudioFrameAdvance();
IPhysicsObject *pTurretPhys = VPhysicsGetObject();
// If we're not held anymore, stop thrashing
if ( !(pTurretPhys->GetGameFlags() & FVPHYSICS_PLAYER_HELD) )
{
m_fNextTalk = gpGlobals->curtime + 1.25f;
if ( m_lifeState == LIFE_ALIVE )
SetThink( &CNPC_FloorTurret::ActiveThink );
else
SetThink( &CNPC_FloorTurret::InactiveThink );
}
LaserOn();
RopesOn();
//See if we should continue to thrash
if ( !IsDissolving() )
{
if ( m_flShotTime < gpGlobals->curtime )
{
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
DryFire();
m_flShotTime = gpGlobals->curtime + RandomFloat( 0.25f, 0.75f );
m_vecGoalAngles.x = GetAbsAngles().x + RandomFloat( -15, 15 );
m_vecGoalAngles.y = GetAbsAngles().y + RandomFloat( -40, 40 );
}
UpdateFacing();
}
}
void CNPC_Portal_FloorTurret::InactiveThink( void )
{
LaserOff();
RopesOff();
// Update our PVS state
CheckPVSCondition();
SetNextThink( gpGlobals->curtime + 1.0f );
// Wake up if we're not on our side
if ( !OnSide() && VPhysicsGetObject()->GetContactPoint( NULL, NULL ) && m_bEnabled )
{
// Never return to life!
SetCollisionGroup( COLLISION_GROUP_NONE );
//ReturnToLife();
}
else
{
IPhysicsObject *pTurretPhys = VPhysicsGetObject();
if ( !(pTurretPhys->GetGameFlags() & FVPHYSICS_PLAYER_HELD) && pTurretPhys->IsAsleep() )
SetCollisionGroup( COLLISION_GROUP_DEBRIS_TRIGGER );
else
SetCollisionGroup( COLLISION_GROUP_NONE );
}
}
void CNPC_Portal_FloorTurret::SuppressThink( void )
{
LaserOn();
BaseClass::SuppressThink();
}
//-----------------------------------------------------------------------------
// Purpose: The turret is not doing anything at all
//-----------------------------------------------------------------------------
void CNPC_Portal_FloorTurret::DisabledThink( void )
{
LaserOff();
RopesOff();
SetNextThink( gpGlobals->curtime + 0.5 );
if ( OnSide() )
{
m_OnTipped.FireOutput( this, this );
SetEyeState( TURRET_EYE_DEAD );
//SetCollisionGroup( COLLISION_GROUP_DEBRIS_TRIGGER );
SetThink( NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose: The turret doesn't run base AI properly, which is a bad decision.
// As a result, it has to manually find enemies.
//-----------------------------------------------------------------------------
void CNPC_Portal_FloorTurret::HackFindEnemy( void )
{
// We have to refresh our memories before finding enemies, so
// dead enemies are cleared out before new ones are added.
GetEnemies()->RefreshMemories();
GetSenses()->Look( PORTAL_FLOOR_TURRET_RANGE );
SetEnemy( BestEnemy() );
if ( GetEnemy() == NULL )
{
// Look through the list of sensed objects for possible targets
AISightIter_t iter;
CBaseEntity *pObject;
CBaseEntity *pNearest = NULL;
float flClosestDistSqr = PORTAL_FLOOR_TURRET_RANGE * PORTAL_FLOOR_TURRET_RANGE;
for ( pObject = GetSenses()->GetFirstSeenEntity( &iter, SEEN_MISC ); pObject; pObject = GetSenses()->GetNextSeenEntity( &iter ) )
{
Vector vVelocity;
pObject->GetVelocity( &vVelocity );
// Ignore objects going too slowly
if ( vVelocity.LengthSqr() < m_fMovingTargetThreashold )
continue;
float flDistSqr = pObject->WorldSpaceCenter().DistToSqr( GetAbsOrigin() );
if ( flDistSqr < flClosestDistSqr )
{
flClosestDistSqr = flDistSqr;
pNearest = pObject;
}
}
if ( pNearest )
{
SetEnemy( pNearest );
m_fMovingTargetThreashold += gpGlobals->curtime * 15.0f;
if ( m_fMovingTargetThreashold > 800.0f )
{
m_fMovingTargetThreashold = 800.0f;
}
}
}
else
{
m_fMovingTargetThreashold = 20.0f;
}
}
void CNPC_Portal_FloorTurret::StartTouch( CBaseEntity *pOther )
{
BaseClass::StartTouch( pOther );
IPhysicsObject *pOtherPhys = pOther->VPhysicsGetObject();
if ( !pOtherPhys )
return;
if ( !m_pMotionController )
return;
if ( m_pMotionController->Enabled() )
{
m_pMotionController->Suspend( 2.0f );
IPhysicsObject *pTurretPhys = VPhysicsGetObject();
if ( !pOther->IsPlayer() && pOther->GetMoveType() == MOVETYPE_VPHYSICS && !(pTurretPhys && ((pTurretPhys->GetGameFlags() & FVPHYSICS_PLAYER_HELD) != 0)) )
{
// Get a lateral impulse
Vector vVelocityImpulse = GetAbsOrigin() - pOther->GetAbsOrigin();
vVelocityImpulse.z = 0.0f;
if ( vVelocityImpulse.IsZero() )
{
vVelocityImpulse.x = 1.0f;
vVelocityImpulse.y = 1.0f;
}
VectorNormalize( vVelocityImpulse );
// If impulse is too much along the forward or back axis, skew it
Vector vTurretForward, vTurretRight;
GetVectors( &vTurretForward, &vTurretRight, NULL );
float fForwardDotImpulse = vTurretForward.Dot( vVelocityImpulse );
if ( fForwardDotImpulse > 0.7f || fForwardDotImpulse < -0.7f )
{
vVelocityImpulse += vTurretRight;
VectorNormalize( vVelocityImpulse );
}
Vector vAngleImpulse( ( vTurretRight.Dot( vVelocityImpulse ) < 0.0f ) ? ( -1.6f ) : ( 1.6f ), RandomFloat( -0.5f, 0.5f ), RandomFloat( -0.5f, 0.5f ) );
vVelocityImpulse *= TURRET_FLOOR_PHYSICAL_FORCE_MULTIPLIER;
vAngleImpulse *= TURRET_FLOOR_PHYSICAL_FORCE_MULTIPLIER;
pTurretPhys->AddVelocity( &vVelocityImpulse, &vAngleImpulse );
// Check if another turret is hitting us
CNPC_Portal_FloorTurret *pPortalFloor = dynamic_cast<CNPC_Portal_FloorTurret*>( pOther );
if ( pPortalFloor && pPortalFloor->m_lifeState == LIFE_ALIVE )
{
Vector vTurretVelocity, vOtherVelocity;
pTurretPhys->GetVelocity( &vTurretVelocity, NULL );
pOtherPhys->GetVelocity( &vOtherVelocity, NULL );
// If it's moving faster
if ( vOtherVelocity.LengthSqr() > vTurretVelocity.LengthSqr() )
{
// Make the turret falling onto this one talk
pPortalFloor->EmitSound( GetTurretTalkName( PORTAL_TURRET_COLLIDE ) );
pPortalFloor->m_fNextTalk = gpGlobals->curtime + 1.2f;
pPortalFloor->m_bDelayTippedTalk = true;
// Delay out potential tipped talking so we can here the other turret talk
m_fNextTalk = gpGlobals->curtime + 0.6f;
m_bDelayTippedTalk = true;
}
}
if ( pPortalFloor && m_bEnabled && m_bLaserOn && !m_bOutOfAmmo )
{
// Award friendly fire achievement if we're a live turret being knocked over by another turret.
IGameEvent *event = gameeventmanager->CreateEvent( "turret_hit_turret" );
if ( event )
{
gameeventmanager->FireEvent( event );
}
}
}
}
}
void CNPC_Portal_FloorTurret::LaserOff( void )
{
m_bLaserOn = false;
}
void CNPC_Portal_FloorTurret::LaserOn( void )
{
m_bLaserOn = true;
}
void CNPC_Portal_FloorTurret::RopesOn( void )
{
for ( int iRope = 0; iRope < PORTAL_FLOOR_TURRET_NUM_ROPES; ++iRope )
{
// Make a rope if it doesn't exist
if ( !m_hRopes[ iRope ] )
{
CFmtStr str;
int iStartIndex = LookupAttachment( str.sprintf( "Wire%i_start", iRope + 1 ) );
int iEndIndex = LookupAttachment( str.sprintf( "Wire%i_end", iRope + 1 ) );
m_hRopes[ iRope ] = CRopeKeyframe::Create( this, this, iStartIndex, iEndIndex );
if ( m_hRopes[ iRope ] )
{
m_hRopes[ iRope ]->m_Width = 0.7;
m_hRopes[ iRope ]->m_nSegments = ROPE_MAX_SEGMENTS;
m_hRopes[ iRope ]->EnableWind( false );
m_hRopes[ iRope ]->SetupHangDistance( 9.0f );
m_hRopes[ iRope ]->m_bConstrainBetweenEndpoints = true;;
}
}
}
}
void CNPC_Portal_FloorTurret::RopesOff( void )
{
for ( int iRope = 0; iRope < PORTAL_FLOOR_TURRET_NUM_ROPES; ++iRope )
{
// Remove rope if it's alive
if ( m_hRopes[ iRope ] )
{
UTIL_Remove( m_hRopes[ iRope ] );
m_hRopes[ iRope ] = NULL;
}
}
}
void CNPC_Portal_FloorTurret::FireBullet( const char *pTargetName )
{
CBaseEntity *pEnemy = gEntList.FindEntityByName( NULL, pTargetName );
if ( !pEnemy )
return;
//Get our shot positions
Vector vecMid = EyePosition();
Vector vecMidEnemy = pEnemy->BodyTarget( vecMid );
// Store off our last seen location so we can suppress it later
m_vecEnemyLKP = vecMidEnemy;
//Calculate dir and dist to enemy
Vector vecDirToEnemy = vecMidEnemy - vecMid;
m_flDistToEnemy = VectorNormalize( vecDirToEnemy );
//We want to look at the enemy's eyes so we don't jitter
Vector vecDirToEnemyEyes = vecMidEnemy - vecMid;
VectorNormalize( vecDirToEnemyEyes );
QAngle vecAnglesToEnemy;
VectorAngles( vecDirToEnemyEyes, vecAnglesToEnemy );
Vector vecMuzzle, vecMuzzleDir;
GetAttachment( m_iMuzzleAttachment, vecMuzzle, &vecMuzzleDir );
if ( m_flShotTime < gpGlobals->curtime )
{
Vector2D vecDirToEnemy2D = vecDirToEnemy.AsVector2D();
Vector2D vecMuzzleDir2D = vecMuzzleDir.AsVector2D();
if ( m_flDistToEnemy < 60.0 )
{
vecDirToEnemy2D.NormalizeInPlace();
vecMuzzleDir2D.NormalizeInPlace();
}
//Fire the gun
if( m_bOutOfAmmo )
{
DryFire();
}
else
{
SetActivity( (Activity) ACT_FLOOR_TURRET_OPEN_IDLE );
SetActivity( (Activity)( ( m_bShootWithBottomBarrels ) ? ( ACT_FLOOR_TURRET_FIRE2 ) : ( ACT_FLOOR_TURRET_FIRE ) ) );
//Fire the weapon
#if !DISABLE_SHOT
Shoot( vecMuzzle, vecDirToEnemy, true );
#endif
}
//If we can see our enemy, face it
m_vecGoalAngles.y = vecAnglesToEnemy.y;
m_vecGoalAngles.x = vecAnglesToEnemy.x;
//Turn to face
UpdateFacing();
EmitSound( "NPC_FloorTurret.Alert" );
SetThink( &CNPC_FloorTurret::SuppressThink );
}
}
//-----------------------------------------------------------------------------
// Purpose: Fire a bullet in the specified direction
//-----------------------------------------------------------------------------
void CNPC_Portal_FloorTurret::InputFireBullet( inputdata_t &inputdata )
{
FireBullet( inputdata.value.String() );
}