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: Implements the headcrab, a tiny, jumpy alien parasite.
//
// TODO: make poison headcrab hop in response to nearby bullet impacts?
//
//=============================================================================//
#include "cbase.h"
#include "game.h"
#include "antlion_dust.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_hint.h"
#include "ai_hull.h"
#include "ai_navigator.h"
#include "ai_moveprobe.h"
#include "ai_memory.h"
#include "bitstring.h"
#include "hl2_shareddefs.h"
#include "npcevent.h"
#include "soundent.h"
#include "npc_headcrab.h"
#include "gib.h"
#include "ai_interactions.h"
#include "ndebugoverlay.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "movevars_shared.h"
#include "world.h"
#include "npc_bullseye.h"
#include "physics_npc_solver.h"
#include "hl2_gamerules.h"
#include "decals.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define CRAB_ATTN_IDLE (float)1.5
#define HEADCRAB_GUTS_GIB_COUNT 1
#define HEADCRAB_LEGS_GIB_COUNT 3
#define HEADCRAB_ALL_GIB_COUNT 5
#define HEADCRAB_RUNMODE_ACCELERATE 1
#define HEADCRAB_RUNMODE_IDLE 2
#define HEADCRAB_RUNMODE_DECELERATE 3
#define HEADCRAB_RUNMODE_FULLSPEED 4
#define HEADCRAB_RUNMODE_PAUSE 5
#define HEADCRAB_RUN_MINSPEED 0.5
#define HEADCRAB_RUN_MAXSPEED 1.0
const float HEADCRAB_BURROWED_FOV = -1.0f;
const float HEADCRAB_UNBURROWED_FOV = 0.5f;
#define HEADCRAB_IGNORE_WORLD_COLLISION_TIME 0.5
const int HEADCRAB_MIN_JUMP_DIST = 48;
const int HEADCRAB_MAX_JUMP_DIST = 256;
#define HEADCRAB_BURROW_POINT_SEARCH_RADIUS 256.0
// Debugging
#define HEADCRAB_DEBUG_HIDING 1
#define HEADCRAB_BURN_SOUND_FREQUENCY 10
ConVar g_debug_headcrab( "g_debug_headcrab", "0", FCVAR_CHEAT );
//------------------------------------
// Spawnflags
//------------------------------------
#define SF_HEADCRAB_START_HIDDEN (1 << 16)
#define SF_HEADCRAB_START_HANGING (1 << 17)
//-----------------------------------------------------------------------------
// Think contexts.
//-----------------------------------------------------------------------------
static const char *s_pPitchContext = "PitchContext";
//-----------------------------------------------------------------------------
// Animation events.
//-----------------------------------------------------------------------------
int AE_HEADCRAB_JUMPATTACK;
int AE_HEADCRAB_JUMP_TELEGRAPH;
int AE_POISONHEADCRAB_FLINCH_HOP;
int AE_POISONHEADCRAB_FOOTSTEP;
int AE_POISONHEADCRAB_THREAT_SOUND;
int AE_HEADCRAB_BURROW_IN;
int AE_HEADCRAB_BURROW_IN_FINISH;
int AE_HEADCRAB_BURROW_OUT;
int AE_HEADCRAB_CEILING_DETACH;
//-----------------------------------------------------------------------------
// Custom schedules.
//-----------------------------------------------------------------------------
enum
{
SCHED_HEADCRAB_RANGE_ATTACK1 = LAST_SHARED_SCHEDULE,
SCHED_HEADCRAB_WAKE_ANGRY,
SCHED_HEADCRAB_WAKE_ANGRY_NO_DISPLAY,
SCHED_HEADCRAB_DROWN,
SCHED_HEADCRAB_FAIL_DROWN,
SCHED_HEADCRAB_AMBUSH,
SCHED_HEADCRAB_HOP_RANDOMLY, // get off something you're not supposed to be on.
SCHED_HEADCRAB_BARNACLED,
SCHED_HEADCRAB_UNHIDE,
SCHED_HEADCRAB_HARASS_ENEMY,
SCHED_HEADCRAB_FALL_TO_GROUND,
SCHED_HEADCRAB_RUN_TO_BURROW_IN,
SCHED_HEADCRAB_RUN_TO_SPECIFIC_BURROW,
SCHED_HEADCRAB_BURROW_IN,
SCHED_HEADCRAB_BURROW_WAIT,
SCHED_HEADCRAB_BURROW_OUT,
SCHED_HEADCRAB_WAIT_FOR_CLEAR_UNBURROW,
SCHED_HEADCRAB_CRAWL_FROM_CANISTER,
SCHED_FAST_HEADCRAB_RANGE_ATTACK1,
SCHED_HEADCRAB_CEILING_WAIT,
SCHED_HEADCRAB_CEILING_DROP,
};
//=========================================================
// tasks
//=========================================================
enum
{
TASK_HEADCRAB_HOP_ASIDE = LAST_SHARED_TASK,
TASK_HEADCRAB_HOP_OFF_NPC,
TASK_HEADCRAB_DROWN,
TASK_HEADCRAB_WAIT_FOR_BARNACLE_KILL,
TASK_HEADCRAB_UNHIDE,
TASK_HEADCRAB_HARASS_HOP,
TASK_HEADCRAB_FIND_BURROW_IN_POINT,
TASK_HEADCRAB_BURROW,
TASK_HEADCRAB_UNBURROW,
TASK_HEADCRAB_BURROW_WAIT,
TASK_HEADCRAB_CHECK_FOR_UNBURROW,
TASK_HEADCRAB_JUMP_FROM_CANISTER,
TASK_HEADCRAB_CLIMB_FROM_CANISTER,
TASK_HEADCRAB_CEILING_WAIT,
TASK_HEADCRAB_CEILING_POSITION,
TASK_HEADCRAB_CEILING_DETACH,
TASK_HEADCRAB_CEILING_FALL,
TASK_HEADCRAB_CEILING_LAND,
};
//=========================================================
// conditions
//=========================================================
enum
{
COND_HEADCRAB_IN_WATER = LAST_SHARED_CONDITION,
COND_HEADCRAB_ILLEGAL_GROUNDENT,
COND_HEADCRAB_BARNACLED,
COND_HEADCRAB_UNHIDE,
};
//=========================================================
// private activities
//=========================================================
int ACT_HEADCRAB_THREAT_DISPLAY;
int ACT_HEADCRAB_HOP_LEFT;
int ACT_HEADCRAB_HOP_RIGHT;
int ACT_HEADCRAB_DROWN;
int ACT_HEADCRAB_BURROW_IN;
int ACT_HEADCRAB_BURROW_OUT;
int ACT_HEADCRAB_BURROW_IDLE;
int ACT_HEADCRAB_CRAWL_FROM_CANISTER_LEFT;
int ACT_HEADCRAB_CRAWL_FROM_CANISTER_CENTER;
int ACT_HEADCRAB_CRAWL_FROM_CANISTER_RIGHT;
int ACT_HEADCRAB_CEILING_IDLE;
int ACT_HEADCRAB_CEILING_DETACH;
int ACT_HEADCRAB_CEILING_FALL;
int ACT_HEADCRAB_CEILING_LAND;
//-----------------------------------------------------------------------------
// Skill settings.
//-----------------------------------------------------------------------------
ConVar sk_headcrab_health( "sk_headcrab_health","0");
ConVar sk_headcrab_fast_health( "sk_headcrab_fast_health","0");
ConVar sk_headcrab_poison_health( "sk_headcrab_poison_health","0");
ConVar sk_headcrab_melee_dmg( "sk_headcrab_melee_dmg","0");
ConVar sk_headcrab_poison_npc_damage( "sk_headcrab_poison_npc_damage", "0" );
BEGIN_DATADESC( CBaseHeadcrab )
// m_nGibCount - don't save
DEFINE_FIELD( m_bHidden, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flTimeDrown, FIELD_TIME ),
DEFINE_FIELD( m_bCommittedToJump, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vecCommittedJumpPos, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_flNextNPCThink, FIELD_TIME ),
DEFINE_FIELD( m_flIgnoreWorldCollisionTime, FIELD_TIME ),
DEFINE_KEYFIELD( m_bStartBurrowed, FIELD_BOOLEAN, "startburrowed" ),
DEFINE_FIELD( m_bBurrowed, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flBurrowTime, FIELD_TIME ),
DEFINE_FIELD( m_nContext, FIELD_INTEGER ),
DEFINE_FIELD( m_bCrawlFromCanister, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bMidJump, FIELD_BOOLEAN ),
DEFINE_FIELD( m_nJumpFromCanisterDir, FIELD_INTEGER ),
DEFINE_FIELD( m_bHangingFromCeiling, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flIlluminatedTime, FIELD_TIME ),
DEFINE_INPUTFUNC( FIELD_VOID, "Burrow", InputBurrow ),
DEFINE_INPUTFUNC( FIELD_VOID, "BurrowImmediate", InputBurrowImmediate ),
DEFINE_INPUTFUNC( FIELD_VOID, "Unburrow", InputUnburrow ),
DEFINE_INPUTFUNC( FIELD_VOID, "StartHangingFromCeiling", InputStartHangingFromCeiling ),
DEFINE_INPUTFUNC( FIELD_VOID, "DropFromCeiling", InputDropFromCeiling ),
// Function Pointers
DEFINE_THINKFUNC( EliminateRollAndPitch ),
DEFINE_THINKFUNC( ThrowThink ),
DEFINE_ENTITYFUNC( LeapTouch ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHeadcrab::Spawn( void )
{
//Precache();
//SetModel( "models/headcrab.mdl" );
//m_iHealth = sk_headcrab_health.GetFloat();
#ifdef _XBOX
// Always fade the corpse
AddSpawnFlags( SF_NPC_FADE_CORPSE );
#endif // _XBOX
SetHullType(HULL_TINY);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
SetCollisionGroup( HL2COLLISION_GROUP_HEADCRAB );
SetViewOffset( Vector(6, 0, 11) ) ; // Position of the eyes relative to NPC's origin.
SetBloodColor( BLOOD_COLOR_GREEN );
m_flFieldOfView = 0.5;
m_NPCState = NPC_STATE_NONE;
m_nGibCount = HEADCRAB_ALL_GIB_COUNT;
// Are we starting hidden?
if ( m_spawnflags & SF_HEADCRAB_START_HIDDEN )
{
m_bHidden = true;
AddSolidFlags( FSOLID_NOT_SOLID );
SetRenderColorA( 0 );
m_nRenderMode = kRenderTransTexture;
AddEffects( EF_NODRAW );
}
else
{
m_bHidden = false;
}
CapabilitiesClear();
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 );
CapabilitiesAdd( bits_CAP_SQUAD );
// headcrabs get to cheat for 5 seconds (sjb)
GetEnemies()->SetFreeKnowledgeDuration( 5.0 );
m_bHangingFromCeiling = false;
m_flIlluminatedTime = -1;
}
//-----------------------------------------------------------------------------
// Purpose: Stuff that must happen after NPCInit is called.
//-----------------------------------------------------------------------------
void CBaseHeadcrab::HeadcrabInit()
{
// See if we're supposed to start burrowed
if ( m_bStartBurrowed )
{
SetBurrowed( true );
SetSchedule( SCHED_HEADCRAB_BURROW_WAIT );
}
if ( GetSpawnFlags() & SF_HEADCRAB_START_HANGING )
{
SetSchedule( SCHED_HEADCRAB_CEILING_WAIT );
m_flIlluminatedTime = -1;
}
}
//-----------------------------------------------------------------------------
// Purpose: Precaches all resources this monster needs.
//-----------------------------------------------------------------------------
void CBaseHeadcrab::Precache( void )
{
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// The headcrab will crawl from the cannister, then jump to a burrow point
//-----------------------------------------------------------------------------
void CBaseHeadcrab::CrawlFromCanister()
{
// This is necessary to prevent ground computations, etc. from happening
// while the crawling animation is occuring
AddFlag( FL_FLY );
m_bCrawlFromCanister = true;
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : NewActivity -
//-----------------------------------------------------------------------------
void CBaseHeadcrab::OnChangeActivity( Activity NewActivity )
{
bool fRandomize = false;
float flRandomRange = 0.0;
// If this crab is starting to walk or idle, pick a random point within
// the animation to begin. This prevents lots of crabs being in lockstep.
if ( NewActivity == ACT_IDLE )
{
flRandomRange = 0.75;
fRandomize = true;
}
else if ( NewActivity == ACT_RUN )
{
flRandomRange = 0.25;
fRandomize = true;
}
BaseClass::OnChangeActivity( NewActivity );
if( fRandomize )
{
SetCycle( random->RandomFloat( 0.0, flRandomRange ) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Indicates this monster's place in the relationship table.
// Output :
//-----------------------------------------------------------------------------
Class_T CBaseHeadcrab::Classify( void )
{
if( m_bHidden )
{
// Effectively invisible to other AI's while hidden.
return( CLASS_NONE );
}
else
{
return( CLASS_HEADCRAB );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &posSrc -
// Output : Vector
//-----------------------------------------------------------------------------
Vector CBaseHeadcrab::BodyTarget( const Vector &posSrc, bool bNoisy )
{
Vector vecResult;
vecResult = GetAbsOrigin();
vecResult.z += 6;
return vecResult;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CBaseHeadcrab::GetAutoAimRadius()
{
if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE )
{
return 24.0f;
}
return 12.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Allows each sequence to have a different turn rate associated with it.
// Output : float
//-----------------------------------------------------------------------------
float CBaseHeadcrab::MaxYawSpeed( void )
{
return BaseClass::MaxYawSpeed();
}
//-----------------------------------------------------------------------------
// Because the AI code does a tracehull to find the ground under an NPC, headcrabs
// can often be seen standing with one edge of their box perched on a ledge and
// 80% or more of their body hanging out over nothing. This is often a case
// where a headcrab will be unable to pathfind out of its location. This heuristic
// very crudely tries to determine if this is the case by casting a simple ray
// down from the center of the headcrab.
//-----------------------------------------------------------------------------
#define HEADCRAB_MAX_LEDGE_HEIGHT 12.0f
bool CBaseHeadcrab::IsFirmlyOnGround()
{
if( !(GetFlags()&FL_ONGROUND) )
return false;
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, HEADCRAB_MAX_LEDGE_HEIGHT ), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
return tr.fraction != 1.0;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseHeadcrab::MoveOrigin( const Vector &vecDelta )
{
UTIL_SetOrigin( this, GetLocalOrigin() + vecDelta );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : vecPos -
//-----------------------------------------------------------------------------
void CBaseHeadcrab::ThrowAt( const Vector &vecPos )
{
JumpAttack( false, vecPos, true );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : vecPos -
//-----------------------------------------------------------------------------
void CBaseHeadcrab::JumpToBurrowHint( CAI_Hint *pHint )
{
Vector vecVel = VecCheckToss( this, GetAbsOrigin(), pHint->GetAbsOrigin(), 0.5f, 1.0f, false, NULL, NULL );
// Undershoot by a little because it looks bad if we overshoot and turn around to burrow.
vecVel *= 0.9f;
Leap( vecVel );
GrabHintNode( pHint );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : vecVel -
//-----------------------------------------------------------------------------
void CBaseHeadcrab::Leap( const Vector &vecVel )
{
SetTouch( &CBaseHeadcrab::LeapTouch );
SetCondition( COND_FLOATING_OFF_GROUND );
SetGroundEntity( NULL );
m_flIgnoreWorldCollisionTime = gpGlobals->curtime + HEADCRAB_IGNORE_WORLD_COLLISION_TIME;
if( HasHeadroom() )
{
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
MoveOrigin( Vector( 0, 0, 1 ) );
}
SetAbsVelocity( vecVel );
// Think every frame so the player sees the headcrab where he actually is...
m_bMidJump = true;
SetThink( &CBaseHeadcrab::ThrowThink );
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHeadcrab::ThrowThink( void )
{
if (gpGlobals->curtime > m_flNextNPCThink)
{
NPCThink();
m_flNextNPCThink = gpGlobals->curtime + 0.1;
}
if( GetFlags() & FL_ONGROUND )
{
SetThink( &CBaseHeadcrab::CallNPCThink );
SetNextThink( gpGlobals->curtime + 0.1 );
return;
}
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose: Does a jump attack at the given position.
// Input : bRandomJump - Just hop in a random direction.
// vecPos - Position to jump at, ignored if bRandom is set to true.
// bThrown -
//-----------------------------------------------------------------------------
void CBaseHeadcrab::JumpAttack( bool bRandomJump, const Vector &vecPos, bool bThrown )
{
Vector vecJumpVel;
if ( !bRandomJump )
{
float gravity = GetCurrentGravity();
if ( gravity <= 1 )
{
gravity = 1;
}
// How fast does the headcrab need to travel to reach the position given gravity?
float flActualHeight = vecPos.z - GetAbsOrigin().z;
float height = flActualHeight;
if ( height < 16 )
{
height = 16;
}
else
{
float flMaxHeight = bThrown ? 400 : 120;
if ( height > flMaxHeight )
{
height = flMaxHeight;
}
}
// overshoot the jump by an additional 8 inches
// NOTE: This calculation jumps at a position INSIDE the box of the enemy (player)
// so if you make the additional height too high, the crab can land on top of the
// enemy's head. If we want to jump high, we'll need to move vecPos to the surface/outside
// of the enemy's box.
float additionalHeight = 0;
if ( height < 32 )
{
additionalHeight = 8;
}
height += additionalHeight;
// NOTE: This equation here is from vf^2 = vi^2 + 2*a*d
float speed = sqrt( 2 * gravity * height );
float time = speed / gravity;
// add in the time it takes to fall the additional height
// So the impact takes place on the downward slope at the original height
time += sqrt( (2 * additionalHeight) / gravity );
// Scale the sideways velocity to get there at the right time
VectorSubtract( vecPos, GetAbsOrigin(), vecJumpVel );
vecJumpVel /= time;
// Speed to offset gravity at the desired height.
vecJumpVel.z = speed;
// Don't jump too far/fast.
float flJumpSpeed = vecJumpVel.Length();
float flMaxSpeed = bThrown ? 1000.0f : 650.0f;
if ( flJumpSpeed > flMaxSpeed )
{
vecJumpVel *= flMaxSpeed / flJumpSpeed;
}
}
else
{
//
// Jump hop, don't care where.
//
Vector forward, up;
AngleVectors( GetLocalAngles(), &forward, NULL, &up );
vecJumpVel = Vector( forward.x, forward.y, up.z ) * 350;
}
AttackSound();
Leap( vecJumpVel );
}
//-----------------------------------------------------------------------------
// Purpose: Catches the monster-specific messages that occur when tagged
// animation frames are played.
// Input : *pEvent -
//-----------------------------------------------------------------------------
void CBaseHeadcrab::HandleAnimEvent( animevent_t *pEvent )
{
if ( pEvent->event == AE_HEADCRAB_JUMPATTACK )
{
// Ignore if we're in mid air
if ( m_bMidJump )
return;
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy )
{
if ( m_bCommittedToJump )
{
JumpAttack( false, m_vecCommittedJumpPos );
}
else
{
// Jump at my enemy's eyes.
JumpAttack( false, pEnemy->EyePosition() );
}
m_bCommittedToJump = false;
}
else
{
// Jump hop, don't care where.
JumpAttack( true );
}
return;
}
if ( pEvent->event == AE_HEADCRAB_CEILING_DETACH )
{
SetMoveType( MOVETYPE_STEP );
RemoveFlag( FL_ONGROUND );
RemoveFlag( FL_FLY );
SetAbsVelocity( Vector ( 0, 0, -128 ) );
return;
}
if ( pEvent->event == AE_HEADCRAB_JUMP_TELEGRAPH )
{
TelegraphSound();
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy )
{
// Once we telegraph, we MUST jump. This is also when commit to what point
// we jump at. Jump at our enemy's eyes.
m_vecCommittedJumpPos = pEnemy->EyePosition();
m_bCommittedToJump = true;
}
return;
}
if ( pEvent->event == AE_HEADCRAB_BURROW_IN )
{
EmitSound( "NPC_Headcrab.BurrowIn" );
CreateDust();
return;
}
if ( pEvent->event == AE_HEADCRAB_BURROW_IN_FINISH )
{
SetBurrowed( true );
return;
}
if ( pEvent->event == AE_HEADCRAB_BURROW_OUT )
{
Assert( m_bBurrowed );
if ( m_bBurrowed )
{
EmitSound( "NPC_Headcrab.BurrowOut" );
CreateDust();
SetBurrowed( false );
// We're done with this burrow hint node. It might be NULL here
// because we may have started burrowed (no hint node in that case).
GrabHintNode( NULL );
}
return;
}
CAI_BaseNPC::HandleAnimEvent( pEvent );
}
//-----------------------------------------------------------------------------
// Purpose: Does all the fixup for going to/from the burrowed state.
//-----------------------------------------------------------------------------
void CBaseHeadcrab::SetBurrowed( bool bBurrowed )
{
if ( bBurrowed )
{
AddEffects( EF_NODRAW );
AddFlag( FL_NOTARGET );
m_spawnflags |= SF_NPC_GAG;
AddSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_NO;
m_flFieldOfView = HEADCRAB_BURROWED_FOV;
SetState( NPC_STATE_IDLE );
SetActivity( (Activity) ACT_HEADCRAB_BURROW_IDLE );
}
else
{
RemoveEffects( EF_NODRAW );
RemoveFlag( FL_NOTARGET );
m_spawnflags &= ~SF_NPC_GAG;
RemoveSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_YES;
m_flFieldOfView = HEADCRAB_UNBURROWED_FOV;
}
m_bBurrowed = bBurrowed;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CBaseHeadcrab::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_HEADCRAB_CLIMB_FROM_CANISTER:
AutoMovement( );
if ( IsActivityFinished() )
{
TaskComplete();
}
break;
case TASK_HEADCRAB_JUMP_FROM_CANISTER:
GetMotor()->UpdateYaw();
if ( FacingIdeal() )
{
TaskComplete();
}
break;
case TASK_HEADCRAB_WAIT_FOR_BARNACLE_KILL:
if ( m_flNextFlinchTime < gpGlobals->curtime )
{
m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 2.0f );
CTakeDamageInfo info;
PainSound( info );
}
break;
case TASK_HEADCRAB_HOP_OFF_NPC:
if( GetFlags() & FL_ONGROUND )
{
TaskComplete();
}
else
{
// Face the direction I've been forced to jump.
GetMotor()->SetIdealYawToTargetAndUpdate( GetAbsOrigin() + GetAbsVelocity() );
}
break;
case TASK_HEADCRAB_DROWN:
if( gpGlobals->curtime > m_flTimeDrown )
{
OnTakeDamage( CTakeDamageInfo( this, this, m_iHealth * 2, DMG_DROWN ) );
}
break;
case TASK_RANGE_ATTACK1:
case TASK_RANGE_ATTACK2:
case TASK_HEADCRAB_HARASS_HOP:
{
if ( IsActivityFinished() )
{
TaskComplete();
m_bMidJump = false;
SetTouch( NULL );
SetThink( &CBaseHeadcrab::CallNPCThink );
SetIdealActivity( ACT_IDLE );
if ( m_bAttackFailed )
{
// our attack failed because we just ran into something solid.
// delay attacking for a while so we don't just repeatedly leap
// at the enemy from a bad location.
m_bAttackFailed = false;
m_flNextAttack = gpGlobals->curtime + 1.2f;
}
}
break;
}
case TASK_HEADCRAB_CHECK_FOR_UNBURROW:
{
// Must wait for our next check time
if ( m_flBurrowTime > gpGlobals->curtime )
return;
// See if we can pop up
if ( ValidBurrowPoint( GetAbsOrigin() ) )
{
m_spawnflags &= ~SF_NPC_GAG;
RemoveSolidFlags( FSOLID_NOT_SOLID );
TaskComplete();
return;
}
// Try again in a couple of seconds
m_flBurrowTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 1.0f );
break;
}
case TASK_HEADCRAB_BURROW_WAIT:
{
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) || HasCondition( COND_CAN_RANGE_ATTACK2 ) )
{
TaskComplete();
}
break;
}
case TASK_HEADCRAB_CEILING_WAIT:
{
#ifdef HL2_EPISODIC
if ( DarknessLightSourceWithinRadius( this, DARKNESS_LIGHTSOURCE_SIZE ) )
{
DropFromCeiling();
}
#endif
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) || HasCondition( COND_CAN_RANGE_ATTACK2 ) )
{
TaskComplete();
}
break;
}
case TASK_HEADCRAB_CEILING_DETACH:
{
if ( IsActivityFinished() )
{
ClearCondition( COND_CAN_RANGE_ATTACK1 );
RemoveFlag(FL_FLY);
TaskComplete();
}
}
break;
case TASK_HEADCRAB_CEILING_FALL:
{
Vector vecPrPos;
trace_t tr;
//Figure out where the headcrab is going to be in quarter of a second.
vecPrPos = GetAbsOrigin() + ( GetAbsVelocity() * 0.25f );
UTIL_TraceHull( vecPrPos, vecPrPos, GetHullMins(), GetHullMaxs(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.startsolid == true || GetFlags() & FL_ONGROUND )
{
RemoveSolidFlags( FSOLID_NOT_SOLID );
TaskComplete();
}
}
break;
case TASK_HEADCRAB_CEILING_LAND:
{
if ( IsActivityFinished() )
{
RemoveSolidFlags( FSOLID_NOT_SOLID ); //double-dog verify that we're solid.
TaskComplete();
m_bHangingFromCeiling = false;
}
}
break;
default:
{
BaseClass::RunTask( pTask );
}
}
}
//-----------------------------------------------------------------------------
// Before jumping, headcrabs usually use SetOrigin() to lift themselves off the
// ground. If the headcrab doesn't have the clearance to so, they'll be stuck
// in the world. So this function makes sure there's headroom first.
//-----------------------------------------------------------------------------
bool CBaseHeadcrab::HasHeadroom()
{
trace_t tr;
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, 1 ), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
#if 0
if( tr.fraction == 1.0f )
{
Msg("Headroom\n");
}
else
{
Msg("NO Headroom\n");
}
#endif
return (tr.fraction == 1.0);
}
//-----------------------------------------------------------------------------
// Purpose: LeapTouch - this is the headcrab's touch function when it is in the air.
// Input : *pOther -
//-----------------------------------------------------------------------------
void CBaseHeadcrab::LeapTouch( CBaseEntity *pOther )
{
m_bMidJump = false;
if ( IRelationType( pOther ) == D_HT )
{
// Don't hit if back on ground
if ( !( GetFlags() & FL_ONGROUND ) )
{
if ( pOther->m_takedamage != DAMAGE_NO )
{
BiteSound();
TouchDamage( pOther );
// attack succeeded, so don't delay our next attack if we previously thought we failed
m_bAttackFailed = false;
}
else
{
ImpactSound();
}
}
else
{
ImpactSound();
}
}
else if( !(GetFlags() & FL_ONGROUND) )
{
// Still in the air...
if( !pOther->IsSolid() )
{
// Touching a trigger or something.
return;
}
// just ran into something solid, so the attack probably failed. make a note of it
// so that when the attack is done, we'll delay attacking for a while so we don't
// just repeatedly leap at the enemy from a bad location.
m_bAttackFailed = true;
if( gpGlobals->curtime < m_flIgnoreWorldCollisionTime )
{
// Headcrabs try to ignore the world, static props, and friends for a
// fraction of a second after they jump. This is because they often brush
// doorframes or props as they leap, and touching those objects turns off
// this touch function, which can cause them to hit the player and not bite.
// A timer probably isn't the best way to fix this, but it's one of our
// safer options at this point (sjb).
return;
}
}
// Shut off the touch function.
SetTouch( NULL );
SetThink ( &CBaseHeadcrab::CallNPCThink );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CBaseHeadcrab::CalcDamageInfo( CTakeDamageInfo *pInfo )
{
pInfo->Set( this, this, sk_headcrab_melee_dmg.GetFloat(), DMG_SLASH );
CalculateMeleeDamageForce( pInfo, GetAbsVelocity(), GetAbsOrigin() );
return pInfo->GetDamage();
}
//-----------------------------------------------------------------------------
// Purpose: Deal the damage from the headcrab's touch attack.
//-----------------------------------------------------------------------------
void CBaseHeadcrab::TouchDamage( CBaseEntity *pOther )
{
CTakeDamageInfo info;
CalcDamageInfo( &info );
pOther->TakeDamage( info );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CBaseHeadcrab::GatherConditions( void )
{
// If we're hidden, just check to see if we should unhide
if ( m_bHidden )
{
// See if there's enough room for our hull to fit here. If so, unhide.
trace_t tr;
AI_TraceHull( GetAbsOrigin(), GetAbsOrigin(),GetHullMins(), GetHullMaxs(), MASK_SHOT, this, GetCollisionGroup(), &tr );
if ( tr.fraction == 1.0 )
{
SetCondition( COND_PROVOKED );
SetCondition( COND_HEADCRAB_UNHIDE );
if ( g_debug_headcrab.GetInt() == HEADCRAB_DEBUG_HIDING )
{
NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 0,255,0, true, 1.0 );
}
}
else if ( g_debug_headcrab.GetInt() == HEADCRAB_DEBUG_HIDING )
{
NDebugOverlay::Box( GetAbsOrigin(), GetHullMins(), GetHullMaxs(), 255,0,0, true, 0.1 );
}
// Prevent baseclass thinking, so we don't respond to enemy fire, etc.
return;
}
BaseClass::GatherConditions();
if( m_lifeState == LIFE_ALIVE && GetWaterLevel() > 1 )
{
// Start Drowning!
SetCondition( COND_HEADCRAB_IN_WATER );
}
// See if I've landed on an NPC or player or something else illegal
ClearCondition( COND_HEADCRAB_ILLEGAL_GROUNDENT );
CBaseEntity *ground = GetGroundEntity();
if( (GetFlags() & FL_ONGROUND) && ground && !ground->IsWorld() )
{
if ( IsHangingFromCeiling() == false )
{
if( ( ground->IsNPC() || ground->IsPlayer() ) )
{
SetCondition( COND_HEADCRAB_ILLEGAL_GROUNDENT );
}
else if( ground->VPhysicsGetObject() && (ground->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) )
{
SetCondition( COND_HEADCRAB_ILLEGAL_GROUNDENT );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHeadcrab::PrescheduleThink( void )
{
BaseClass::PrescheduleThink();
// Are we fading in after being hidden?
if ( !m_bHidden && (m_nRenderMode != kRenderNormal) )
{
int iNewAlpha = MIN( 255, GetRenderColor().a + 120 );
if ( iNewAlpha >= 255 )
{
m_nRenderMode = kRenderNormal;
SetRenderColorA( 0 );
}
else
{
SetRenderColorA( iNewAlpha );
}
}
//
// Make the crab coo a little bit in combat state.
//
if (( m_NPCState == NPC_STATE_COMBAT ) && ( random->RandomFloat( 0, 5 ) < 0.1 ))
{
IdleSound();
}
// Make sure we've turned off our burrow state if we're not in it
Activity eActivity = GetActivity();
if ( m_bBurrowed &&
( eActivity != ACT_HEADCRAB_BURROW_IDLE ) &&
( eActivity != ACT_HEADCRAB_BURROW_OUT ) &&
( eActivity != ACT_HEADCRAB_BURROW_IN) )
{
DevMsg( "Headcrab failed to unburrow properly!\n" );
Assert( 0 );
SetBurrowed( false );
}
}
//-----------------------------------------------------------------------------
// Eliminates roll + pitch from the headcrab
//-----------------------------------------------------------------------------
#define HEADCRAB_ROLL_ELIMINATION_TIME 0.3f
#define HEADCRAB_PITCH_ELIMINATION_TIME 0.3f
//-----------------------------------------------------------------------------
// Eliminates roll + pitch potentially in the headcrab at canister jump time
//-----------------------------------------------------------------------------
void CBaseHeadcrab::EliminateRollAndPitch()
{
QAngle angles = GetAbsAngles();
angles.x = AngleNormalize( angles.x );
angles.z = AngleNormalize( angles.z );
if ( ( angles.x == 0.0f ) && ( angles.z == 0.0f ) )
return;
float flPitchRate = 90.0f / HEADCRAB_PITCH_ELIMINATION_TIME;
float flPitchDelta = flPitchRate * TICK_INTERVAL;
if ( fabs( angles.x ) <= flPitchDelta )
{
angles.x = 0.0f;
}
else
{
flPitchDelta *= (angles.x > 0.0f) ? -1.0f : 1.0f;
angles.x += flPitchDelta;
}
float flRollRate = 180.0f / HEADCRAB_ROLL_ELIMINATION_TIME;
float flRollDelta = flRollRate * TICK_INTERVAL;
if ( fabs( angles.z ) <= flRollDelta )
{
angles.z = 0.0f;
}
else
{
flRollDelta *= (angles.z > 0.0f) ? -1.0f : 1.0f;
angles.z += flRollDelta;
}
SetAbsAngles( angles );
SetContextThink( &CBaseHeadcrab::EliminateRollAndPitch, gpGlobals->curtime + TICK_INTERVAL, s_pPitchContext );
}
//-----------------------------------------------------------------------------
// Begins the climb from the canister
//-----------------------------------------------------------------------------
void CBaseHeadcrab::BeginClimbFromCanister()
{
Assert( GetMoveParent() );
// Compute a desired position or hint
Vector vecForward, vecActualForward;
AngleVectors( GetMoveParent()->GetAbsAngles(), &vecActualForward );
vecForward = vecActualForward;
vecForward.z = 0.0f;
VectorNormalize( vecForward );
Vector vecSearchCenter = GetAbsOrigin();
CAI_Hint *pHint = CAI_HintManager::FindHint( this, HINT_HEADCRAB_BURROW_POINT, 0, HEADCRAB_BURROW_POINT_SEARCH_RADIUS, &vecSearchCenter );
if( !pHint && hl2_episodic.GetBool() )
{
// Look for exit points within 10 feet.
pHint = CAI_HintManager::FindHint( this, HINT_HEADCRAB_EXIT_POD_POINT, 0, 120.0f, &vecSearchCenter );
}
if ( pHint && ( !pHint->IsLocked() ) )
{
// Claim the hint node so other headcrabs don't try to take it!
GrabHintNode( pHint );
// Compute relative yaw..
Vector vecDelta;
VectorSubtract( pHint->GetAbsOrigin(), vecSearchCenter, vecDelta );
vecDelta.z = 0.0f;
VectorNormalize( vecDelta );
float flAngle = DotProduct( vecDelta, vecForward );
if ( flAngle >= 0.707f )
{
m_nJumpFromCanisterDir = 1;
}
else
{
// Check the cross product to see if it's on the left or right.
// All we care about is the sign of the z component. If it's +, the hint is on the left.
// If it's -, then the hint is on the right.
float flCrossZ = vecForward.x * vecDelta.y - vecDelta.x * vecForward.y;
m_nJumpFromCanisterDir = ( flCrossZ > 0 ) ? 0 : 2;
}
}
else
{
// Choose a random direction (forward, left, or right)
m_nJumpFromCanisterDir = random->RandomInt( 0, 2 );
}
Activity act;
switch( m_nJumpFromCanisterDir )
{
case 0:
act = (Activity)ACT_HEADCRAB_CRAWL_FROM_CANISTER_LEFT;
break;
default:
case 1:
act = (Activity)ACT_HEADCRAB_CRAWL_FROM_CANISTER_CENTER;
break;
case 2:
act = (Activity)ACT_HEADCRAB_CRAWL_FROM_CANISTER_RIGHT;
break;
}
SetIdealActivity( act );
}
//-----------------------------------------------------------------------------
// Jumps from the canister
//-----------------------------------------------------------------------------
#define HEADCRAB_ATTACK_PLAYER_FROM_CANISTER_DIST 250.0f
#define HEADCRAB_ATTACK_PLAYER_FROM_CANISTER_COSANGLE 0.866f
void CBaseHeadcrab::JumpFromCanister()
{
Assert( GetMoveParent() );
Vector vecForward, vecActualForward, vecActualRight;
AngleVectors( GetMoveParent()->GetAbsAngles(), &vecActualForward, &vecActualRight, NULL );
switch( m_nJumpFromCanisterDir )
{
case 0:
VectorMultiply( vecActualRight, -1.0f, vecForward );
break;
case 1:
vecForward = vecActualForward;
break;
case 2:
vecForward = vecActualRight;
break;
}
vecForward.z = 0.0f;
VectorNormalize( vecForward );
QAngle headCrabAngles;
VectorAngles( vecForward, headCrabAngles );
SetActivity( ACT_RANGE_ATTACK1 );
StudioFrameAdvanceManual( 0.0 );
SetParent( NULL );
RemoveFlag( FL_FLY );
IncrementInterpolationFrame();
GetMotor()->SetIdealYaw( headCrabAngles.y );
// Check to see if the player is within jump range. If so, jump at him!
bool bJumpedAtEnemy = false;
// FIXME: Can't use GetEnemy() here because enemy only updates during
// schedules which are interruptible by COND_NEW_ENEMY or COND_LOST_ENEMY
CBaseEntity *pEnemy = BestEnemy();
if ( pEnemy )
{
Vector vecDirToEnemy;
VectorSubtract( pEnemy->GetAbsOrigin(), GetAbsOrigin(), vecDirToEnemy );
vecDirToEnemy.z = 0.0f;
float flDist = VectorNormalize( vecDirToEnemy );
if ( ( flDist < HEADCRAB_ATTACK_PLAYER_FROM_CANISTER_DIST ) &&
( DotProduct( vecDirToEnemy, vecForward ) >= HEADCRAB_ATTACK_PLAYER_FROM_CANISTER_COSANGLE ) )
{
GrabHintNode( NULL );
JumpAttack( false, pEnemy->EyePosition(), false );
bJumpedAtEnemy = true;
}
}
if ( !bJumpedAtEnemy )
{
if ( GetHintNode() )
{
JumpToBurrowHint( GetHintNode() );
}
else
{
vecForward *= 100.0f;
vecForward += GetAbsOrigin();
JumpAttack( false, vecForward, false );
}
}
EliminateRollAndPitch();
}
#define HEADCRAB_ILLUMINATED_TIME 0.15f
void CBaseHeadcrab::DropFromCeiling( void )
{
#ifdef HL2_EPISODIC
if ( HL2GameRules()->IsAlyxInDarknessMode() )
{
if ( IsHangingFromCeiling() )
{
if ( m_flIlluminatedTime == -1 )
{
m_flIlluminatedTime = gpGlobals->curtime + HEADCRAB_ILLUMINATED_TIME;
return;
}
if ( m_flIlluminatedTime <= gpGlobals->curtime )
{
if ( IsCurSchedule( SCHED_HEADCRAB_CEILING_DROP ) == false )
{
SetSchedule( SCHED_HEADCRAB_CEILING_DROP );
CBaseEntity *pPlayer = AI_GetSinglePlayer();
if ( pPlayer )
{
SetEnemy( pPlayer ); //Is this a bad thing to do?
UpdateEnemyMemory( pPlayer, pPlayer->GetAbsOrigin());
}
}
}
}
}
#endif // HL2_EPISODIC
}
//-----------------------------------------------------------------------------
// Purpose: Player has illuminated this NPC with the flashlight
//-----------------------------------------------------------------------------
void CBaseHeadcrab::PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot )
{
if ( flDot < 0.97387f )
return;
DropFromCeiling();
}
bool CBaseHeadcrab::CanBeAnEnemyOf( CBaseEntity *pEnemy )
{
#ifdef HL2_EPISODIC
if ( IsHangingFromCeiling() )
return false;
#endif
return BaseClass::CanBeAnEnemyOf( pEnemy );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pTask -
//-----------------------------------------------------------------------------
void CBaseHeadcrab::StartTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_HEADCRAB_WAIT_FOR_BARNACLE_KILL:
break;
case TASK_HEADCRAB_BURROW_WAIT:
break;
case TASK_HEADCRAB_CLIMB_FROM_CANISTER:
BeginClimbFromCanister();
break;
case TASK_HEADCRAB_JUMP_FROM_CANISTER:
JumpFromCanister();
break;
case TASK_HEADCRAB_CEILING_POSITION:
{
trace_t tr;
UTIL_TraceHull( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, 512 ), NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
// SetMoveType( MOVETYPE_NONE );
AddFlag(FL_FLY);
m_bHangingFromCeiling = true;
//Don't need this anymore
RemoveSpawnFlags( SF_HEADCRAB_START_HANGING );
SetAbsOrigin( tr.endpos );
TaskComplete();
}
break;
case TASK_HEADCRAB_CEILING_WAIT:
break;
case TASK_HEADCRAB_CEILING_DETACH:
{
SetIdealActivity( (Activity)ACT_HEADCRAB_CEILING_DETACH );
}
break;
case TASK_HEADCRAB_CEILING_FALL:
{
SetIdealActivity( (Activity)ACT_HEADCRAB_CEILING_FALL );
}
break;
case TASK_HEADCRAB_CEILING_LAND:
{
SetIdealActivity( (Activity)ACT_HEADCRAB_CEILING_LAND );
}
break;
case TASK_HEADCRAB_HARASS_HOP:
{
// Just pop up into the air like you're trying to get at the
// enemy, even though it's known you can't reach them.
if ( GetEnemy() )
{
Vector forward, up;
GetVectors( &forward, NULL, &up );
m_vecCommittedJumpPos = GetAbsOrigin();
m_vecCommittedJumpPos += up * random->RandomFloat( 80, 150 );
m_vecCommittedJumpPos += forward * random->RandomFloat( 32, 80 );
m_bCommittedToJump = true;
SetIdealActivity( ACT_RANGE_ATTACK1 );
}
else
{
TaskFail( "No enemy" );
}
}
break;
case TASK_HEADCRAB_HOP_OFF_NPC:
{
CBaseEntity *ground = GetGroundEntity();
if( ground )
{
// If jumping off of a physics object that the player is holding, create a
// solver to prevent the headcrab from colliding with that object for a
// short time.
if( ground && ground->VPhysicsGetObject() )
{
if( ground->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
{
NPCPhysics_CreateSolver( this, ground, true, 0.5 );
}
}
Vector vecJumpDir;
// Jump in some random direction. This way if the person I'm standing on is
// against a wall, I'll eventually get away.
vecJumpDir.z = 0;
vecJumpDir.x = 0;
vecJumpDir.y = 0;
while( vecJumpDir.x == 0 && vecJumpDir.y == 0 )
{
vecJumpDir.x = random->RandomInt( -1, 1 );
vecJumpDir.y = random->RandomInt( -1, 1 );
}
vecJumpDir.NormalizeInPlace();
SetGroundEntity( NULL );
if( HasHeadroom() )
{
// Bump up
MoveOrigin( Vector( 0, 0, 1 ) );
}
SetAbsVelocity( vecJumpDir * 200 + Vector( 0, 0, 200 ) );
}
else
{
// *shrug* I guess they're gone now. Or dead.
TaskComplete();
}
}
break;
case TASK_HEADCRAB_DROWN:
{
// Set the gravity really low here! Sink slowly
SetGravity( UTIL_ScaleForGravity( 80 ) );
m_flTimeDrown = gpGlobals->curtime + 4;
break;
}
case TASK_RANGE_ATTACK1:
{
#ifdef WEDGE_FIX_THIS
CPASAttenuationFilter filter( this, ATTN_IDLE );
EmitSound( filter, entindex(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolume(), ATTN_IDLE, 0, GetVoicePitch() );
#endif
SetIdealActivity( ACT_RANGE_ATTACK1 );
break;
}
case TASK_HEADCRAB_UNHIDE:
{
m_bHidden = false;
RemoveSolidFlags( FSOLID_NOT_SOLID );
RemoveEffects( EF_NODRAW );
TaskComplete();
break;
}
case TASK_HEADCRAB_CHECK_FOR_UNBURROW:
{
if ( ValidBurrowPoint( GetAbsOrigin() ) )
{
m_spawnflags &= ~SF_NPC_GAG;
RemoveSolidFlags( FSOLID_NOT_SOLID );
TaskComplete();
}
break;
}
case TASK_HEADCRAB_FIND_BURROW_IN_POINT:
{
if ( FindBurrow( GetAbsOrigin(), pTask->flTaskData, true ) == false )
{
TaskFail( "TASK_HEADCRAB_FIND_BURROW_IN_POINT: Unable to find burrow in position\n" );
}
else
{
TaskComplete();
}
break;
}
case TASK_HEADCRAB_BURROW:
{
Burrow();
TaskComplete();
break;
}
case TASK_HEADCRAB_UNBURROW:
{
Unburrow();
TaskComplete();
break;
}
default:
{
BaseClass::StartTask( pTask );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: For innate melee attack
// Input :
// Output :
//-----------------------------------------------------------------------------
float CBaseHeadcrab::InnateRange1MinRange( void )
{
return HEADCRAB_MIN_JUMP_DIST;
}
float CBaseHeadcrab::InnateRange1MaxRange( void )
{
return HEADCRAB_MAX_JUMP_DIST;
}
int CBaseHeadcrab::RangeAttack1Conditions( float flDot, float flDist )
{
if ( gpGlobals->curtime < m_flNextAttack )
return 0;
if ( ( GetFlags() & FL_ONGROUND ) == false )
return 0;
// When we're burrowed ignore facing, because when we unburrow we'll cheat and face our enemy.
if ( !m_bBurrowed && ( flDot < 0.65 ) )
return COND_NOT_FACING_ATTACK;
// This code stops lots of headcrabs swarming you and blocking you
// whilst jumping up and down in your face over and over. It forces
// them to back up a bit. If this causes problems, consider using it
// for the fast headcrabs only, rather than just removing it.(sjb)
if ( flDist < HEADCRAB_MIN_JUMP_DIST )
return COND_TOO_CLOSE_TO_ATTACK;
if ( flDist > HEADCRAB_MAX_JUMP_DIST )
return COND_TOO_FAR_TO_ATTACK;
// Make sure the way is clear!
CBaseEntity *pEnemy = GetEnemy();
if( pEnemy )
{
bool bEnemyIsBullseye = ( dynamic_cast<CNPC_Bullseye *>(pEnemy) != NULL );
trace_t tr;
AI_TraceLine( EyePosition(), pEnemy->EyePosition(), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.m_pEnt != GetEnemy() )
{
if ( !bEnemyIsBullseye || tr.m_pEnt != NULL )
return COND_NONE;
}
if( GetEnemy()->EyePosition().z - 36.0f > GetAbsOrigin().z )
{
// Only run this test if trying to jump at a player who is higher up than me, else this
// code will always prevent a headcrab from jumping down at an enemy, and sometimes prevent it
// jumping just slightly up at an enemy.
Vector vStartHullTrace = GetAbsOrigin();
vStartHullTrace.z += 1.0;
Vector vEndHullTrace = GetEnemy()->EyePosition() - GetAbsOrigin();
vEndHullTrace.NormalizeInPlace();
vEndHullTrace *= 8.0;
vEndHullTrace += GetAbsOrigin();
AI_TraceHull( vStartHullTrace, vEndHullTrace,GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
if ( tr.m_pEnt != NULL && tr.m_pEnt != GetEnemy() )
{
return COND_TOO_CLOSE_TO_ATTACK;
}
}
}
return COND_CAN_RANGE_ATTACK1;
}
//------------------------------------------------------------------------------
// Purpose: Override to do headcrab specific gibs
// Output :
//------------------------------------------------------------------------------
bool CBaseHeadcrab::CorpseGib( const CTakeDamageInfo &info )
{
EmitSound( "NPC_HeadCrab.Gib" );
return BaseClass::CorpseGib( info );
}
//------------------------------------------------------------------------------
// Purpose:
// Input :
//------------------------------------------------------------------------------
void CBaseHeadcrab::Touch( CBaseEntity *pOther )
{
// If someone has smacked me into a wall then gib!
if (m_NPCState == NPC_STATE_DEAD)
{
if (GetAbsVelocity().Length() > 250)
{
trace_t tr;
Vector vecDir = GetAbsVelocity();
VectorNormalize(vecDir);
AI_TraceLine(GetAbsOrigin(), GetAbsOrigin() + vecDir * 100,
MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr);
float dotPr = DotProduct(vecDir,tr.plane.normal);
if ((tr.fraction != 1.0) &&
(dotPr < -0.8) )
{
CTakeDamageInfo info( GetWorldEntity(), GetWorldEntity(), 100.0f, DMG_CRUSH );
info.SetDamagePosition( tr.endpos );
Event_Gibbed( info );
}
}
}
BaseClass::Touch(pOther);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pevInflictor -
// pevAttacker -
// flDamage -
// bitsDamageType -
// Output :
//-----------------------------------------------------------------------------
int CBaseHeadcrab::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
{
CTakeDamageInfo info = inputInfo;
//
// Don't take any acid damage.
//
if ( info.GetDamageType() & DMG_ACID )
{
info.SetDamage( 0 );
}
//
// Certain death from melee bludgeon weapons!
//
if ( info.GetDamageType() & DMG_CLUB )
{
info.SetDamage( m_iHealth );
}
if( info.GetDamageType() & DMG_BLAST )
{
if( random->RandomInt( 0 , 1 ) == 0 )
{
// Catch on fire randomly if damaged in a blast.
Ignite( 30 );
}
}
if( info.GetDamageType() & DMG_BURN )
{
// Slow down burn damage so that headcrabs live longer while on fire.
info.ScaleDamage( 0.25 );
#define HEADCRAB_SCORCH_RATE 5
#define HEADCRAB_SCORCH_FLOOR 30
if( IsOnFire() )
{
Scorch( HEADCRAB_SCORCH_RATE, HEADCRAB_SCORCH_FLOOR );
if( m_iHealth <= 1 && (entindex() % 2) )
{
// Some headcrabs leap at you with their dying breath
if( !IsCurSchedule( SCHED_HEADCRAB_RANGE_ATTACK1 ) && !IsRunningDynamicInteraction() )
{
SetSchedule( SCHED_HEADCRAB_RANGE_ATTACK1 );
}
}
}
Ignite( 30 );
}
return CAI_BaseNPC::OnTakeDamage_Alive( info );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseHeadcrab::ClampRagdollForce( const Vector &vecForceIn, Vector *vecForceOut )
{
// Assumes the headcrab mass is 5kg (100 feet per second)
float MAX_HEADCRAB_RAGDOLL_SPEED = 100.0f * 12.0f * 5.0f;
Vector vecClampedForce;
BaseClass::ClampRagdollForce( vecForceIn, &vecClampedForce );
// Copy the force to vecForceOut, in case we don't change it.
*vecForceOut = vecClampedForce;
float speed = VectorNormalize( vecClampedForce );
if( speed > MAX_HEADCRAB_RAGDOLL_SPEED )
{
// Don't let the ragdoll go as fast as it was going to.
vecClampedForce *= MAX_HEADCRAB_RAGDOLL_SPEED;
*vecForceOut = vecClampedForce;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseHeadcrab::Event_Killed( const CTakeDamageInfo &info )
{
// Create a little decal underneath the headcrab
// This type of damage combination happens from dynamic scripted sequences
if ( info.GetDamageType() & (DMG_GENERIC | DMG_PREVENT_PHYSICS_FORCE) )
{
trace_t tr;
AI_TraceLine( GetAbsOrigin()+Vector(0,0,1), GetAbsOrigin()-Vector(0,0,64), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
UTIL_DecalTrace( &tr, "YellowBlood" );
}
BaseClass::Event_Killed( info );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : Type -
//-----------------------------------------------------------------------------
int CBaseHeadcrab::TranslateSchedule( int scheduleType )
{
switch( scheduleType )
{
case SCHED_FALL_TO_GROUND:
return SCHED_HEADCRAB_FALL_TO_GROUND;
case SCHED_WAKE_ANGRY:
{
if ( HaveSequenceForActivity((Activity)ACT_HEADCRAB_THREAT_DISPLAY) )
return SCHED_HEADCRAB_WAKE_ANGRY;
else
return SCHED_HEADCRAB_WAKE_ANGRY_NO_DISPLAY;
}
case SCHED_RANGE_ATTACK1:
return SCHED_HEADCRAB_RANGE_ATTACK1;
case SCHED_FAIL_TAKE_COVER:
return SCHED_ALERT_FACE;
case SCHED_CHASE_ENEMY_FAILED:
{
if( !GetEnemy() )
break;
if( !HasCondition( COND_SEE_ENEMY ) )
break;
float flZDiff;
flZDiff = GetEnemy()->GetAbsOrigin().z - GetAbsOrigin().z;
// Make sure the enemy isn't so high above me that this would look silly.
if( flZDiff < 128.0f || flZDiff > 512.0f )
return SCHED_COMBAT_PATROL;
float flDist;
flDist = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ).Length2D();
// Maybe a patrol will bring me closer.
if( flDist > 384.0f )
{
return SCHED_COMBAT_PATROL;
}
return SCHED_HEADCRAB_HARASS_ENEMY;
}
break;
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseHeadcrab::SelectSchedule( void )
{
if ( m_bCrawlFromCanister )
{
m_bCrawlFromCanister = false;
return SCHED_HEADCRAB_CRAWL_FROM_CANISTER;
}
// If we're hidden or waiting until seen, don't do much at all
if ( m_bHidden || HasSpawnFlags(SF_NPC_WAIT_TILL_SEEN) )
{
if( HasCondition( COND_HEADCRAB_UNHIDE ) )
{
// We've decided to unhide
return SCHED_HEADCRAB_UNHIDE;
}
return m_bBurrowed ? ( int )SCHED_HEADCRAB_BURROW_WAIT : ( int )SCHED_IDLE_STAND;
}
if ( GetSpawnFlags() & SF_HEADCRAB_START_HANGING && IsHangingFromCeiling() == false )
{
return SCHED_HEADCRAB_CEILING_WAIT;
}
if ( IsHangingFromCeiling() )
{
bool bIsAlyxInDarknessMode = false;
#ifdef HL2_EPISODIC
bIsAlyxInDarknessMode = HL2GameRules()->IsAlyxInDarknessMode();
#endif // HL2_EPISODIC
if ( bIsAlyxInDarknessMode == false && ( HasCondition( COND_CAN_RANGE_ATTACK1 ) || HasCondition( COND_NEW_ENEMY ) ) )
return SCHED_HEADCRAB_CEILING_DROP;
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
return SCHED_HEADCRAB_CEILING_DROP;
return SCHED_HEADCRAB_CEILING_WAIT;
}
if ( m_bBurrowed )
{
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
return SCHED_HEADCRAB_BURROW_OUT;
return SCHED_HEADCRAB_BURROW_WAIT;
}
if( HasCondition( COND_HEADCRAB_IN_WATER ) )
{
// No matter what, drown in water
return SCHED_HEADCRAB_DROWN;
}
if( HasCondition( COND_HEADCRAB_ILLEGAL_GROUNDENT ) )
{
// You're on an NPC's head. Get off.
return SCHED_HEADCRAB_HOP_RANDOMLY;
}
if ( HasCondition( COND_HEADCRAB_BARNACLED ) )
{
// Caught by a barnacle!
return SCHED_HEADCRAB_BARNACLED;
}
switch ( m_NPCState )
{
case NPC_STATE_ALERT:
{
if (HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ))
{
if ( fabs( GetMotor()->DeltaIdealYaw() ) < ( 1.0 - m_flFieldOfView) * 60 ) // roughly in the correct direction
{
return SCHED_TAKE_COVER_FROM_ORIGIN;
}
else if ( SelectWeightedSequence( ACT_SMALL_FLINCH ) != -1 )
{
m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 1, 3 );
return SCHED_SMALL_FLINCH;
}
}
else if (HasCondition( COND_HEAR_DANGER ) ||
HasCondition( COND_HEAR_PLAYER ) ||
HasCondition( COND_HEAR_WORLD ) ||
HasCondition( COND_HEAR_COMBAT ))
{
return SCHED_ALERT_FACE_BESTSOUND;
}
else
{
return SCHED_PATROL_WALK;
}
break;
}
}
if ( HasCondition( COND_FLOATING_OFF_GROUND ) )
{
SetGravity( 1.0 );
SetGroundEntity( NULL );
return SCHED_FALL_TO_GROUND;
}
if ( GetHintNode() && GetHintNode()->HintType() == HINT_HEADCRAB_BURROW_POINT )
{
// Only burrow if we're not within leap attack distance of our enemy.
if ( ( GetEnemy() == NULL ) || ( ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ).Length() > HEADCRAB_MAX_JUMP_DIST ) )
{
return SCHED_HEADCRAB_RUN_TO_SPECIFIC_BURROW;
}
else
{
// Forget about burrowing, we've got folks to leap at!
GrabHintNode( NULL );
}
}
int nSchedule = BaseClass::SelectSchedule();
if ( nSchedule == SCHED_SMALL_FLINCH )
{
m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 1, 3 );
}
return nSchedule;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CBaseHeadcrab::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
{
if ( failedSchedule == SCHED_BACK_AWAY_FROM_ENEMY && failedTask == TASK_FIND_BACKAWAY_FROM_SAVEPOSITION )
{
if ( HasCondition( COND_SEE_ENEMY ) )
{
return SCHED_RANGE_ATTACK1;
}
}
if ( failedSchedule == SCHED_BACK_AWAY_FROM_ENEMY || failedSchedule == SCHED_PATROL_WALK || failedSchedule == SCHED_COMBAT_PATROL )
{
if( !IsFirmlyOnGround() )
{
return SCHED_HEADCRAB_HOP_RANDOMLY;
}
}
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// &vecDir -
// *ptr -
//-----------------------------------------------------------------------------
void CBaseHeadcrab::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
CTakeDamageInfo newInfo = info;
// Ignore if we're in a dynamic scripted sequence
if ( info.GetDamageType() & DMG_PHYSGUN && !IsRunningDynamicInteraction() )
{
Vector puntDir = ( info.GetDamageForce() * 1000.0f );
newInfo.SetDamage( m_iMaxHealth / 3.0f );
if( info.GetDamage() >= GetHealth() )
{
// This blow will be fatal, so scale the damage force
// (it's a unit vector) so that the ragdoll will be
// affected.
newInfo.SetDamageForce( info.GetDamageForce() * 3000.0f );
}
PainSound( newInfo );
SetGroundEntity( NULL );
ApplyAbsVelocityImpulse( puntDir );
}
BaseClass::TraceAttack( newInfo, vecDir, ptr, pAccumulator );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseHeadcrab::Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner )
{
// Can't start on fire if we're burrowed
if ( m_bBurrowed )
return;
bool bWasOnFire = IsOnFire();
#ifdef HL2_EPISODIC
if( GetHealth() > flFlameLifetime )
{
// Add some burn time to very healthy headcrabs to fix a bug where
// black headcrabs would sometimes spontaneously extinguish (and survive)
flFlameLifetime += 10.0f;
}
#endif// HL2_EPISODIC
BaseClass::Ignite( flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner );
if( !bWasOnFire )
{
#ifdef HL2_EPISODIC
if ( HL2GameRules()->IsAlyxInDarknessMode() == true )
{
GetEffectEntity()->AddEffects( EF_DIMLIGHT );
}
#endif // HL2_EPISODIC
// For the poison headcrab, who runs around when ignited
SetActivity( TranslateActivity(GetIdealActivity()) );
}
}
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : Constant for the type of interaction
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CBaseHeadcrab::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
{
if (interactionType == g_interactionBarnacleVictimDangle)
{
// Die instantly
return false;
}
else if (interactionType == g_interactionVortigauntStomp)
{
SetIdealState( NPC_STATE_PRONE );
return true;
}
else if (interactionType == g_interactionVortigauntStompFail)
{
SetIdealState( NPC_STATE_COMBAT );
return true;
}
else if (interactionType == g_interactionVortigauntStompHit)
{
// Gib the existing guy, but only with legs and guts
m_nGibCount = HEADCRAB_LEGS_GIB_COUNT;
OnTakeDamage ( CTakeDamageInfo( sourceEnt, sourceEnt, m_iHealth, DMG_CRUSH|DMG_ALWAYSGIB ) );
// Create dead headcrab in its place
CBaseHeadcrab *pEntity = (CBaseHeadcrab*) CreateEntityByName( "npc_headcrab" );
pEntity->Spawn();
pEntity->SetLocalOrigin( GetLocalOrigin() );
pEntity->SetLocalAngles( GetLocalAngles() );
pEntity->m_NPCState = NPC_STATE_DEAD;
return true;
}
else if ( interactionType == g_interactionVortigauntKick
/* || (interactionType == g_interactionBullsquidThrow) */
)
{
SetIdealState( NPC_STATE_PRONE );
if( HasHeadroom() )
{
MoveOrigin( Vector( 0, 0, 1 ) );
}
Vector vHitDir = GetLocalOrigin() - sourceEnt->GetLocalOrigin();
VectorNormalize(vHitDir);
CTakeDamageInfo info( sourceEnt, sourceEnt, m_iHealth+1, DMG_CLUB );
CalculateMeleeDamageForce( &info, vHitDir, GetAbsOrigin() );
TakeDamage( info );
return true;
}
return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseHeadcrab::FValidateHintType( CAI_Hint *pHint )
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
//-----------------------------------------------------------------------------
void CBaseHeadcrab::ClearBurrowPoint( const Vector &origin )
{
CBaseEntity *pEntity = NULL;
float flDist;
Vector vecSpot, vecCenter, vecForce;
//Cause a ruckus
UTIL_ScreenShake( origin, 1.0f, 80.0f, 1.0f, 256.0f, SHAKE_START );
//Iterate on all entities in the vicinity.
for ( CEntitySphereQuery sphere( origin, 128 ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if ( pEntity->m_takedamage != DAMAGE_NO && pEntity->Classify() != CLASS_PLAYER && pEntity->VPhysicsGetObject() )
{
vecSpot = pEntity->BodyTarget( origin );
vecForce = ( vecSpot - origin ) + Vector( 0, 0, 16 );
// decrease damage for an ent that's farther from the bomb.
flDist = VectorNormalize( vecForce );
//float mass = pEntity->VPhysicsGetObject()->GetMass();
CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1.0f, 1.0f, 1.0f ), &vecCenter );
if ( flDist <= 128.0f )
{
pEntity->VPhysicsGetObject()->Wake();
pEntity->VPhysicsGetObject()->ApplyForceOffset( vecForce * 250.0f, vecCenter );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Determine whether a point is valid or not for burrowing up into
// Input : &point - point to test for validity
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseHeadcrab::ValidBurrowPoint( const Vector &point )
{
trace_t tr;
AI_TraceHull( point, point+Vector(0,0,1), GetHullMins(), GetHullMaxs(),
MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
// See if we were able to get there
if ( ( tr.startsolid ) || ( tr.allsolid ) || ( tr.fraction < 1.0f ) )
{
CBaseEntity *pEntity = tr.m_pEnt;
//If it's a physics object, attempt to knock is away, unless it's a car
if ( ( pEntity ) && ( pEntity->VPhysicsGetObject() ) && ( pEntity->GetServerVehicle() == NULL ) )
{
ClearBurrowPoint( point );
}
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHeadcrab::GrabHintNode( CAI_Hint *pHint )
{
// Free up the node for use
ClearHintNode();
if ( pHint )
{
SetHintNode( pHint );
pHint->Lock( this );
}
}
//-----------------------------------------------------------------------------
// Purpose: Finds a point where the headcrab can burrow underground.
// Input : distance - radius to search for burrow spot in
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseHeadcrab::FindBurrow( const Vector &origin, float distance, bool excludeNear )
{
// Attempt to find a burrowing point
CHintCriteria hintCriteria;
hintCriteria.SetHintType( HINT_HEADCRAB_BURROW_POINT );
hintCriteria.SetFlag( bits_HINT_NODE_NEAREST );
hintCriteria.AddIncludePosition( origin, distance );
if ( excludeNear )
{
hintCriteria.AddExcludePosition( origin, 128 );
}
CAI_Hint *pHint = CAI_HintManager::FindHint( this, hintCriteria );
if ( pHint == NULL )
return false;
GrabHintNode( pHint );
// Setup our path and attempt to run there
Vector vHintPos;
pHint->GetPosition( this, &vHintPos );
AI_NavGoal_t goal( vHintPos, ACT_RUN );
return GetNavigator()->SetGoal( goal );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHeadcrab::Burrow( void )
{
// Stop us from taking damage and being solid
m_spawnflags |= SF_NPC_GAG;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHeadcrab::Unburrow( void )
{
// Become solid again and visible
m_spawnflags &= ~SF_NPC_GAG;
RemoveSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_YES;
SetGroundEntity( NULL );
// If we have an enemy, come out facing them
if ( GetEnemy() )
{
Vector dir = GetEnemy()->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize(dir);
GetMotor()->SetIdealYaw( dir );
QAngle angles = GetLocalAngles();
angles[YAW] = UTIL_VecToYaw( dir );
SetLocalAngles( angles );
}
}
//-----------------------------------------------------------------------------
// Purpose: Tells the headcrab to unburrow as soon the space is clear.
//-----------------------------------------------------------------------------
void CBaseHeadcrab::InputUnburrow( inputdata_t &inputdata )
{
if ( IsAlive() == false )
return;
SetSchedule( SCHED_HEADCRAB_WAIT_FOR_CLEAR_UNBURROW );
}
//-----------------------------------------------------------------------------
// Purpose: Tells the headcrab to run to a nearby burrow point and burrow.
//-----------------------------------------------------------------------------
void CBaseHeadcrab::InputBurrow( inputdata_t &inputdata )
{
if ( IsAlive() == false )
return;
SetSchedule( SCHED_HEADCRAB_RUN_TO_BURROW_IN );
}
//-----------------------------------------------------------------------------
// Purpose: Tells the headcrab to burrow right where he is.
//-----------------------------------------------------------------------------
void CBaseHeadcrab::InputBurrowImmediate( inputdata_t &inputdata )
{
if ( IsAlive() == false )
return;
SetSchedule( SCHED_HEADCRAB_BURROW_IN );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHeadcrab::InputStartHangingFromCeiling( inputdata_t &inputdata )
{
if ( IsAlive() == false )
return;
SetSchedule( SCHED_HEADCRAB_CEILING_WAIT );
m_flIlluminatedTime = -1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHeadcrab::InputDropFromCeiling( inputdata_t &inputdata )
{
if ( IsAlive() == false )
return;
if ( IsHangingFromCeiling() == false )
return;
SetSchedule( SCHED_HEADCRAB_CEILING_DROP );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHeadcrab::CreateDust( bool placeDecal )
{
trace_t tr;
AI_TraceLine( GetAbsOrigin()+Vector(0,0,1), GetAbsOrigin()-Vector(0,0,64), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f )
{
const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
if ( ( (char) pdata->game.material == CHAR_TEX_CONCRETE ) || ( (char) pdata->game.material == CHAR_TEX_DIRT ) )
{
UTIL_CreateAntlionDust( tr.endpos + Vector(0, 0, 24), GetLocalAngles() );
//CEffectData data;
//data.m_vOrigin = GetAbsOrigin();
//data.m_vNormal = tr.plane.normal;
//DispatchEffect( "headcrabdust", data );
if ( placeDecal )
{
UTIL_DecalTrace( &tr, "Headcrab.Unburrow" );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHeadcrab::Precache( void )
{
PrecacheModel( "models/headcrabclassic.mdl" );
PrecacheScriptSound( "NPC_HeadCrab.Gib" );
PrecacheScriptSound( "NPC_HeadCrab.Idle" );
PrecacheScriptSound( "NPC_HeadCrab.Alert" );
PrecacheScriptSound( "NPC_HeadCrab.Pain" );
PrecacheScriptSound( "NPC_HeadCrab.Die" );
PrecacheScriptSound( "NPC_HeadCrab.Attack" );
PrecacheScriptSound( "NPC_HeadCrab.Bite" );
PrecacheScriptSound( "NPC_Headcrab.BurrowIn" );
PrecacheScriptSound( "NPC_Headcrab.BurrowOut" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHeadcrab::Spawn( void )
{
Precache();
SetModel( "models/headcrabclassic.mdl" );
BaseClass::Spawn();
m_iHealth = sk_headcrab_health.GetFloat();
m_flBurrowTime = 0.0f;
m_bCrawlFromCanister = false;
m_bMidJump = false;
NPCInit();
HeadcrabInit();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Activity CHeadcrab::NPC_TranslateActivity( Activity eNewActivity )
{
if ( eNewActivity == ACT_WALK )
return ACT_RUN;
return BaseClass::NPC_TranslateActivity( eNewActivity );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHeadcrab::IdleSound( void )
{
EmitSound( "NPC_HeadCrab.Idle" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHeadcrab::AlertSound( void )
{
EmitSound( "NPC_HeadCrab.Alert" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHeadcrab::PainSound( const CTakeDamageInfo &info )
{
if( IsOnFire() && random->RandomInt( 0, HEADCRAB_BURN_SOUND_FREQUENCY ) > 0 )
{
// Don't squeak every think when burning.
return;
}
EmitSound( "NPC_HeadCrab.Pain" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHeadcrab::DeathSound( const CTakeDamageInfo &info )
{
EmitSound( "NPC_HeadCrab.Die" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHeadcrab::TelegraphSound( void )
{
//FIXME: Need a real one
EmitSound( "NPC_HeadCrab.Alert" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHeadcrab::AttackSound( void )
{
EmitSound( "NPC_Headcrab.Attack" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHeadcrab::BiteSound( void )
{
EmitSound( "NPC_HeadCrab.Bite" );
}
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CFastHeadcrab )
DEFINE_FIELD( m_iRunMode, FIELD_INTEGER ),
DEFINE_FIELD( m_flRealGroundSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_flSlowRunTime, FIELD_TIME ),
DEFINE_FIELD( m_flPauseTime, FIELD_TIME ),
DEFINE_FIELD( m_vecJumpVel, FIELD_VECTOR ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFastHeadcrab::Precache( void )
{
PrecacheModel( "models/headcrab.mdl" );
PrecacheScriptSound( "NPC_FastHeadcrab.Idle" );
PrecacheScriptSound( "NPC_FastHeadcrab.Alert" );
PrecacheScriptSound( "NPC_FastHeadcrab.Pain" );
PrecacheScriptSound( "NPC_FastHeadcrab.Die" );
PrecacheScriptSound( "NPC_FastHeadcrab.Bite" );
PrecacheScriptSound( "NPC_FastHeadcrab.Attack" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFastHeadcrab::Spawn( void )
{
Precache();
SetModel( "models/headcrab.mdl" );
BaseClass::Spawn();
m_iHealth = sk_headcrab_health.GetFloat();
m_iRunMode = HEADCRAB_RUNMODE_IDLE;
m_flPauseTime = 999999;
NPCInit();
HeadcrabInit();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFastHeadcrab::IdleSound( void )
{
EmitSound( "NPC_FastHeadcrab.Idle" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFastHeadcrab::AlertSound( void )
{
EmitSound( "NPC_FastHeadcrab.Alert" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFastHeadcrab::PainSound( const CTakeDamageInfo &info )
{
if( IsOnFire() && random->RandomInt( 0, HEADCRAB_BURN_SOUND_FREQUENCY ) > 0 )
{
// Don't squeak every think when burning.
return;
}
EmitSound( "NPC_FastHeadcrab.Pain" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFastHeadcrab::DeathSound( const CTakeDamageInfo &info )
{
EmitSound( "NPC_FastHeadcrab.Die" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFastHeadcrab::PrescheduleThink( void )
{
#if 1 // #IF 0 this to stop the accelrating/decelerating movement.
#define HEADCRAB_ACCELERATION 0.1
if( IsAlive() && GetNavigator()->IsGoalActive() )
{
switch( m_iRunMode )
{
case HEADCRAB_RUNMODE_IDLE:
if ( GetActivity() == ACT_RUN )
{
m_flRealGroundSpeed = m_flGroundSpeed;
m_iRunMode = HEADCRAB_RUNMODE_ACCELERATE;
m_flPlaybackRate = HEADCRAB_RUN_MINSPEED;
}
break;
case HEADCRAB_RUNMODE_FULLSPEED:
if( gpGlobals->curtime > m_flSlowRunTime )
{
m_iRunMode = HEADCRAB_RUNMODE_DECELERATE;
}
break;
case HEADCRAB_RUNMODE_ACCELERATE:
if( m_flPlaybackRate < HEADCRAB_RUN_MAXSPEED )
{
m_flPlaybackRate += HEADCRAB_ACCELERATION;
}
if( m_flPlaybackRate >= HEADCRAB_RUN_MAXSPEED )
{
m_flPlaybackRate = HEADCRAB_RUN_MAXSPEED;
m_iRunMode = HEADCRAB_RUNMODE_FULLSPEED;
m_flSlowRunTime = gpGlobals->curtime + random->RandomFloat( 0.1, 1.0 );
}
break;
case HEADCRAB_RUNMODE_DECELERATE:
m_flPlaybackRate -= HEADCRAB_ACCELERATION;
if( m_flPlaybackRate <= HEADCRAB_RUN_MINSPEED )
{
m_flPlaybackRate = HEADCRAB_RUN_MINSPEED;
// Now stop the crab.
m_iRunMode = HEADCRAB_RUNMODE_PAUSE;
SetActivity( ACT_IDLE );
GetNavigator()->SetMovementActivity(ACT_IDLE);
m_flPauseTime = gpGlobals->curtime + random->RandomFloat( 0.2, 0.5 );
m_flRealGroundSpeed = 0.0;
}
break;
case HEADCRAB_RUNMODE_PAUSE:
{
if( gpGlobals->curtime > m_flPauseTime )
{
m_iRunMode = HEADCRAB_RUNMODE_IDLE;
SetActivity( ACT_RUN );
GetNavigator()->SetMovementActivity(ACT_RUN);
m_flPauseTime = gpGlobals->curtime - 1;
m_flRealGroundSpeed = m_flGroundSpeed;
}
}
break;
default:
Warning( "BIG TIME HEADCRAB ERROR\n" );
break;
}
m_flGroundSpeed = m_flRealGroundSpeed * m_flPlaybackRate;
}
else
{
m_flPauseTime = gpGlobals->curtime - 1;
}
#endif
BaseClass::PrescheduleThink();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : scheduleType -
//-----------------------------------------------------------------------------
int CFastHeadcrab::SelectSchedule( void )
{
if ( HasSpawnFlags(SF_NPC_WAIT_TILL_SEEN) )
{
return SCHED_IDLE_STAND;
}
if ( HasCondition(COND_CAN_RANGE_ATTACK1) && IsHangingFromCeiling() == false )
{
if ( OccupyStrategySlotRange( SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2 ) )
return SCHED_RANGE_ATTACK1;
ClearCondition(COND_CAN_RANGE_ATTACK1);
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : scheduleType -
//-----------------------------------------------------------------------------
int CFastHeadcrab::TranslateSchedule( int scheduleType )
{
switch( scheduleType )
{
case SCHED_IDLE_STAND:
return SCHED_PATROL_WALK;
break;
case SCHED_RANGE_ATTACK1:
return SCHED_FAST_HEADCRAB_RANGE_ATTACK1;
break;
case SCHED_CHASE_ENEMY:
if ( !OccupyStrategySlotRange( SQUAD_SLOT_ENGAGE1, SQUAD_SLOT_ENGAGE4 ) )
return SCHED_PATROL_WALK;
break;
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTask -
//-----------------------------------------------------------------------------
void CFastHeadcrab::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
case TASK_RANGE_ATTACK2:
if ( GetEnemy() )
// Fast headcrab faces the target in flight.
GetMotor()->SetIdealYawAndUpdate( GetEnemy()->GetAbsOrigin() - GetAbsOrigin(), AI_KEEP_YAW_SPEED );
// Call back up into base headcrab for collision.
BaseClass::RunTask( pTask );
break;
case TASK_HEADCRAB_HOP_ASIDE:
if ( GetEnemy() )
GetMotor()->SetIdealYawAndUpdate( GetEnemy()->GetAbsOrigin() - GetAbsOrigin(), AI_KEEP_YAW_SPEED );
if( GetFlags() & FL_ONGROUND )
{
SetGravity(1.0);
SetMoveType( MOVETYPE_STEP );
if( GetEnemy() && ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ).Length() > HEADCRAB_MAX_JUMP_DIST )
{
TaskFail( "");
}
TaskComplete();
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pTask -
//-----------------------------------------------------------------------------
void CFastHeadcrab::StartTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_HEADCRAB_HOP_ASIDE:
{
Vector vecDir, vecForward, vecRight;
bool fJumpIsLeft;
trace_t tr;
GetVectors( &vecForward, &vecRight, NULL );
fJumpIsLeft = false;
if( random->RandomInt( 0, 100 ) < 50 )
{
fJumpIsLeft = true;
vecRight.Negate();
}
vecDir = ( vecRight + ( vecForward * 2 ) );
VectorNormalize( vecDir );
vecDir *= 150.0;
// This could be a problem. Since I'm adjusting the headcrab's gravity for flight, this check actually
// checks farther ahead than the crab will actually jump. (sjb)
AI_TraceHull( GetAbsOrigin(), GetAbsOrigin() + vecDir,GetHullMins(), GetHullMaxs(), MASK_SHOT, this, GetCollisionGroup(), &tr );
//NDebugOverlay::Line( tr.startpos, tr.endpos, 0, 255, 0, false, 1.0 );
if( tr.fraction == 1.0 )
{
AIMoveTrace_t moveTrace;
GetMoveProbe()->MoveLimit( NAV_JUMP, GetAbsOrigin(), tr.endpos, MASK_NPCSOLID, GetEnemy(), &moveTrace );
// FIXME: Where should this happen?
m_vecJumpVel = moveTrace.vJumpVelocity;
if( !IsMoveBlocked( moveTrace ) )
{
SetAbsVelocity( m_vecJumpVel );// + 0.5f * Vector(0,0,GetCurrentGravity()) * flInterval;
SetGravity( UTIL_ScaleForGravity( 1600 ) );
SetGroundEntity( NULL );
SetNavType( NAV_JUMP );
if( fJumpIsLeft )
{
SetIdealActivity( (Activity)ACT_HEADCRAB_HOP_LEFT );
GetNavigator()->SetMovementActivity( (Activity) ACT_HEADCRAB_HOP_LEFT );
}
else
{
SetIdealActivity( (Activity)ACT_HEADCRAB_HOP_RIGHT );
GetNavigator()->SetMovementActivity( (Activity) ACT_HEADCRAB_HOP_RIGHT );
}
}
else
{
// Can't jump, just fall through.
TaskComplete();
}
}
else
{
// Can't jump, just fall through.
TaskComplete();
}
}
break;
default:
{
BaseClass::StartTask( pTask );
}
}
}
LINK_ENTITY_TO_CLASS( npc_headcrab, CHeadcrab );
LINK_ENTITY_TO_CLASS( npc_headcrab_fast, CFastHeadcrab );
//-----------------------------------------------------------------------------
// Purpose: Make the sound of this headcrab chomping a target.
// Input :
//-----------------------------------------------------------------------------
void CFastHeadcrab::BiteSound( void )
{
EmitSound( "NPC_FastHeadcrab.Bite" );
}
void CFastHeadcrab::AttackSound( void )
{
EmitSound( "NPC_FastHeadcrab.Attack" );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
float CHeadcrab::MaxYawSpeed ( void )
{
switch ( GetActivity() )
{
case ACT_IDLE:
return 30;
case ACT_RUN:
case ACT_WALK:
return 20;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
return 15;
case ACT_RANGE_ATTACK1:
{
const Task_t *pCurTask = GetTask();
if ( pCurTask && pCurTask->iTask == TASK_HEADCRAB_JUMP_FROM_CANISTER )
return 15;
}
return 30;
default:
return 30;
}
return BaseClass::MaxYawSpeed();
}
//-----------------------------------------------------------------------------
// Purpose: Allows for modification of the interrupt mask for the current schedule.
// In the most cases the base implementation should be called first.
//-----------------------------------------------------------------------------
void CBaseHeadcrab::BuildScheduleTestBits( void )
{
if ( !IsCurSchedule(SCHED_HEADCRAB_DROWN) )
{
// Interrupt any schedule unless already drowning.
SetCustomInterruptCondition( COND_HEADCRAB_IN_WATER );
}
else
{
// Don't stop drowning just because you're in water!
ClearCustomInterruptCondition( COND_HEADCRAB_IN_WATER );
}
if( !IsCurSchedule(SCHED_HEADCRAB_HOP_RANDOMLY) )
{
SetCustomInterruptCondition( COND_HEADCRAB_ILLEGAL_GROUNDENT );
}
else
{
ClearCustomInterruptCondition( COND_HEADCRAB_ILLEGAL_GROUNDENT );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CFastHeadcrab::MaxYawSpeed( void )
{
switch ( GetActivity() )
{
case ACT_IDLE:
{
return( 120 );
}
case ACT_RUN:
case ACT_WALK:
{
return( 150 );
}
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
{
return( 120 );
}
case ACT_RANGE_ATTACK1:
{
return( 120 );
}
default:
{
return( 120 );
}
}
}
bool CFastHeadcrab::QuerySeeEntity(CBaseEntity *pSightEnt, bool bOnlyHateOrFearIfNPC )
{
if ( IsHangingFromCeiling() == true )
return BaseClass::QuerySeeEntity(pSightEnt, bOnlyHateOrFearIfNPC);
if( m_NPCState != NPC_STATE_COMBAT )
{
if( fabs( pSightEnt->GetAbsOrigin().z - GetAbsOrigin().z ) >= 150 )
{
// Don't see things much higher or lower than me unless
// I'm already pissed.
return false;
}
}
return BaseClass::QuerySeeEntity(pSightEnt, bOnlyHateOrFearIfNPC);
}
//-----------------------------------------------------------------------------
// Black headcrab stuff
//-----------------------------------------------------------------------------
int ACT_BLACKHEADCRAB_RUN_PANIC;
BEGIN_DATADESC( CBlackHeadcrab )
DEFINE_FIELD( m_bPanicState, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flPanicStopTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextHopTime, FIELD_TIME ),
DEFINE_ENTITYFUNC( EjectTouch ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_headcrab_black, CBlackHeadcrab );
LINK_ENTITY_TO_CLASS( npc_headcrab_poison, CBlackHeadcrab );
//-----------------------------------------------------------------------------
// Purpose: Make the sound of this headcrab chomping a target.
//-----------------------------------------------------------------------------
void CBlackHeadcrab::BiteSound( void )
{
EmitSound( "NPC_BlackHeadcrab.Bite" );
}
//-----------------------------------------------------------------------------
// Purpose: The sound we make when leaping at our enemy.
//-----------------------------------------------------------------------------
void CBlackHeadcrab::AttackSound( void )
{
EmitSound( "NPC_BlackHeadcrab.Attack" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBlackHeadcrab::TelegraphSound( void )
{
EmitSound( "NPC_BlackHeadcrab.Telegraph" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBlackHeadcrab::Spawn( void )
{
Precache();
SetModel( "models/headcrabblack.mdl" );
BaseClass::Spawn();
m_bPanicState = false;
m_iHealth = sk_headcrab_poison_health.GetFloat();
NPCInit();
HeadcrabInit();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBlackHeadcrab::Precache( void )
{
PrecacheModel( "models/headcrabblack.mdl" );
PrecacheScriptSound( "NPC_BlackHeadcrab.Telegraph" );
PrecacheScriptSound( "NPC_BlackHeadcrab.Attack" );
PrecacheScriptSound( "NPC_BlackHeadcrab.Bite" );
PrecacheScriptSound( "NPC_BlackHeadcrab.Threat" );
PrecacheScriptSound( "NPC_BlackHeadcrab.Alert" );
PrecacheScriptSound( "NPC_BlackHeadcrab.Idle" );
PrecacheScriptSound( "NPC_BlackHeadcrab.Talk" );
PrecacheScriptSound( "NPC_BlackHeadcrab.AlertVoice" );
PrecacheScriptSound( "NPC_BlackHeadcrab.Pain" );
PrecacheScriptSound( "NPC_BlackHeadcrab.Die" );
PrecacheScriptSound( "NPC_BlackHeadcrab.Impact" );
PrecacheScriptSound( "NPC_BlackHeadcrab.ImpactAngry" );
PrecacheScriptSound( "NPC_BlackHeadcrab.FootstepWalk" );
PrecacheScriptSound( "NPC_BlackHeadcrab.Footstep" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: Returns the max yaw speed for the current activity.
//-----------------------------------------------------------------------------
float CBlackHeadcrab::MaxYawSpeed( void )
{
// Not a constant, can't be in a switch statement.
if ( GetActivity() == ACT_BLACKHEADCRAB_RUN_PANIC )
{
return 30;
}
switch ( GetActivity() )
{
case ACT_WALK:
case ACT_RUN:
{
return 10;
}
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
{
return( 30 );
}
case ACT_RANGE_ATTACK1:
{
return( 30 );
}
default:
{
return( 30 );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Activity CBlackHeadcrab::NPC_TranslateActivity( Activity eNewActivity )
{
if ( eNewActivity == ACT_RUN || eNewActivity == ACT_WALK )
{
if( m_bPanicState || IsOnFire() )
{
return ( Activity )ACT_BLACKHEADCRAB_RUN_PANIC;
}
}
return BaseClass::NPC_TranslateActivity( eNewActivity );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBlackHeadcrab::PrescheduleThink( void )
{
BaseClass::PrescheduleThink();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBlackHeadcrab::TranslateSchedule( int scheduleType )
{
switch ( scheduleType )
{
// Keep trying to take cover for at least a few seconds.
case SCHED_FAIL_TAKE_COVER:
{
if ( ( m_bPanicState ) && ( gpGlobals->curtime > m_flPanicStopTime ) )
{
//DevMsg( "I'm sick of panicking\n" );
m_bPanicState = false;
return SCHED_CHASE_ENEMY;
}
break;
}
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
// Purpose: Allows for modification of the interrupt mask for the current schedule.
// In the most cases the base implementation should be called first.
//-----------------------------------------------------------------------------
void CBlackHeadcrab::BuildScheduleTestBits( void )
{
// Ignore damage if we're attacking or are fleeing and recently flinched.
if ( IsCurSchedule( SCHED_HEADCRAB_CRAWL_FROM_CANISTER ) || IsCurSchedule( SCHED_RANGE_ATTACK1 ) || ( IsCurSchedule( SCHED_TAKE_COVER_FROM_ENEMY ) && HasMemory( bits_MEMORY_FLINCHED ) ) )
{
ClearCustomInterruptCondition( COND_LIGHT_DAMAGE );
ClearCustomInterruptCondition( COND_HEAVY_DAMAGE );
}
else
{
SetCustomInterruptCondition( COND_LIGHT_DAMAGE );
SetCustomInterruptCondition( COND_HEAVY_DAMAGE );
}
// If we're committed to jump, carry on even if our enemy hides behind a crate. Or a barrel.
if ( IsCurSchedule( SCHED_RANGE_ATTACK1 ) && m_bCommittedToJump )
{
ClearCustomInterruptCondition( COND_ENEMY_OCCLUDED );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
int CBlackHeadcrab::SelectSchedule( void )
{
// don't override inherited behavior when hanging from ceiling
if ( !IsHangingFromCeiling() )
{
if ( HasSpawnFlags(SF_NPC_WAIT_TILL_SEEN) )
{
return SCHED_IDLE_STAND;
}
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
{
if ( ( gpGlobals->curtime >= m_flNextHopTime ) && SelectWeightedSequence( ACT_SMALL_FLINCH ) != -1 )
{
m_flNextHopTime = gpGlobals->curtime + random->RandomFloat( 1, 3 );
return SCHED_SMALL_FLINCH;
}
}
if ( m_bPanicState )
{
// We're looking for a place to hide, and we've found one. Lurk!
if ( HasMemory( bits_MEMORY_INCOVER ) )
{
m_bPanicState = false;
m_flPanicStopTime = gpGlobals->curtime;
return SCHED_HEADCRAB_AMBUSH;
}
return SCHED_TAKE_COVER_FROM_ENEMY;
}
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
// Purpose: Black headcrab's touch attack damage. Evil!
//-----------------------------------------------------------------------------
void CBlackHeadcrab::TouchDamage( CBaseEntity *pOther )
{
if ( pOther->m_iHealth > 1 )
{
CTakeDamageInfo info;
if ( CalcDamageInfo( &info ) >= pOther->m_iHealth )
info.SetDamage( pOther->m_iHealth - 1 );
pOther->TakeDamage( info );
if ( pOther->IsAlive() && pOther->m_iHealth > 1)
{
// Episodic change to avoid NPCs dying too quickly from poison bites
if ( hl2_episodic.GetBool() )
{
if ( pOther->IsPlayer() )
{
// That didn't finish them. Take them down to one point with poison damage. It'll heal.
pOther->TakeDamage( CTakeDamageInfo( this, this, pOther->m_iHealth - 1, DMG_POISON ) );
}
else
{
// Just take some amount of slash damage instead
pOther->TakeDamage( CTakeDamageInfo( this, this, sk_headcrab_poison_npc_damage.GetFloat(), DMG_SLASH ) );
}
}
else
{
// That didn't finish them. Take them down to one point with poison damage. It'll heal.
pOther->TakeDamage( CTakeDamageInfo( this, this, pOther->m_iHealth - 1, DMG_POISON ) );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Bails out of our host zombie, either because he died or was blown
// into two pieces by an explosion.
// Input : vecAngles - The yaw direction we should face.
// flVelocityScale - A multiplier for our ejection velocity.
// pEnemy - Who we should acquire as our enemy. Usually our zombie host's enemy.
//-----------------------------------------------------------------------------
void CBlackHeadcrab::Eject( const QAngle &vecAngles, float flVelocityScale, CBaseEntity *pEnemy )
{
SetGroundEntity( NULL );
m_spawnflags |= SF_NPC_FALL_TO_GROUND;
SetIdealState( NPC_STATE_ALERT );
if ( pEnemy )
{
SetEnemy( pEnemy );
UpdateEnemyMemory(pEnemy, pEnemy->GetAbsOrigin());
}
SetActivity( ACT_RANGE_ATTACK1 );
SetNextThink( gpGlobals->curtime );
PhysicsSimulate();
GetMotor()->SetIdealYaw( vecAngles.y );
SetAbsVelocity( flVelocityScale * random->RandomInt( 20, 50 ) *
Vector( random->RandomFloat( -1.0, 1.0 ), random->RandomFloat( -1.0, 1.0 ), random->RandomFloat( 0.5, 1.0 ) ) );
m_bMidJump = false;
SetTouch( &CBlackHeadcrab::EjectTouch );
}
//-----------------------------------------------------------------------------
// Purpose: Touch function for when we are ejected from the poison zombie.
// Panic when we hit the ground.
//-----------------------------------------------------------------------------
void CBlackHeadcrab::EjectTouch( CBaseEntity *pOther )
{
LeapTouch( pOther );
if ( GetFlags() & FL_ONGROUND )
{
// Keep trying to take cover for at least a few seconds.
Panic( random->RandomFloat( 2, 8 ) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Puts us in a state in which we just want to hide. We'll stop
// hiding after the given duration.
//-----------------------------------------------------------------------------
void CBlackHeadcrab::Panic( float flDuration )
{
m_flPanicStopTime = gpGlobals->curtime + flDuration;
m_bPanicState = true;
}
#if HL2_EPISODIC
//-----------------------------------------------------------------------------
// Purpose: Black headcrabs have 360-degree vision when they are in the ambush
// schedule. This is because they ignore sounds when in ambush, and
// you could walk up behind them without having them attack you.
// This vision extends only 24 feet.
//-----------------------------------------------------------------------------
#define CRAB_360_VIEW_DIST_SQR (12 * 12 * 24 * 24)
bool CBlackHeadcrab::FInViewCone( CBaseEntity *pEntity )
{
if( IsCurSchedule( SCHED_HEADCRAB_AMBUSH ) &&
(( pEntity->IsNPC() || pEntity->IsPlayer() ) && pEntity->GetAbsOrigin().DistToSqr(GetAbsOrigin()) <= CRAB_360_VIEW_DIST_SQR ) )
{
// Only see players and NPC's with 360 cone
// For instance, DON'T tell the eyeball/head tracking code that you can see an object that is behind you!
return true;
}
else
{
return BaseClass::FInViewCone( pEntity );
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Does a spastic hop in a random or provided direction.
// Input : pvecDir - 2D direction to hop, NULL picks a random direction.
//-----------------------------------------------------------------------------
void CBlackHeadcrab::JumpFlinch( const Vector *pvecDir )
{
SetGroundEntity( NULL );
//
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
//
if( HasHeadroom() )
{
MoveOrigin( Vector( 0, 0, 1 ) );
}
//
// Jump in a random direction.
//
Vector up;
AngleVectors( GetLocalAngles(), NULL, NULL, &up );
if (pvecDir)
{
SetAbsVelocity( Vector( pvecDir->x * 4, pvecDir->y * 4, up.z ) * random->RandomFloat( 40, 80 ) );
}
else
{
SetAbsVelocity( Vector( random->RandomFloat( -4, 4 ), random->RandomFloat( -4, 4 ), up.z ) * random->RandomFloat( 40, 80 ) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Catches the monster-specific messages that occur when tagged
// animation frames are played.
// Input : pEvent -
//-----------------------------------------------------------------------------
void CBlackHeadcrab::HandleAnimEvent( animevent_t *pEvent )
{
if ( pEvent->event == AE_POISONHEADCRAB_FOOTSTEP )
{
bool walk = ( GetActivity() == ACT_WALK ); // ? 1.0 : 0.6; !!cgreen! old code had bug
if ( walk )
{
EmitSound( "NPC_BlackHeadcrab.FootstepWalk" );
}
else
{
EmitSound( "NPC_BlackHeadcrab.Footstep" );
}
return;
}
if ( pEvent->event == AE_HEADCRAB_JUMP_TELEGRAPH )
{
EmitSound( "NPC_BlackHeadcrab.Telegraph" );
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy )
{
// Once we telegraph, we MUST jump. This is also when commit to what point
// we jump at. Jump at our enemy's eyes.
m_vecCommittedJumpPos = pEnemy->EyePosition();
m_bCommittedToJump = true;
}
return;
}
if ( pEvent->event == AE_POISONHEADCRAB_THREAT_SOUND )
{
EmitSound( "NPC_BlackHeadcrab.Threat" );
EmitSound( "NPC_BlackHeadcrab.Alert" );
return;
}
if ( pEvent->event == AE_POISONHEADCRAB_FLINCH_HOP )
{
//
// Hop in a random direction, then run and hide. If we're already running
// to hide, jump forward -- hopefully that will take us closer to a hiding spot.
//
if (m_bPanicState)
{
Vector vecForward;
AngleVectors( GetLocalAngles(), &vecForward );
JumpFlinch( &vecForward );
}
else
{
JumpFlinch( NULL );
}
Panic( random->RandomFloat( 2, 5 ) );
return;
}
BaseClass::HandleAnimEvent( pEvent );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CBlackHeadcrab::IsHeavyDamage( const CTakeDamageInfo &info )
{
if ( !HasMemory(bits_MEMORY_FLINCHED) && info.GetDamage() > 1.0f )
{
// If I haven't flinched lately, any amount of damage is interpreted as heavy.
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBlackHeadcrab::IdleSound( void )
{
// TODO: hook up "Marco" / "Polo" talking with nearby buddies
if ( m_NPCState == NPC_STATE_IDLE )
{
EmitSound( "NPC_BlackHeadcrab.Idle" );
}
else if ( m_NPCState == NPC_STATE_ALERT )
{
EmitSound( "NPC_BlackHeadcrab.Talk" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBlackHeadcrab::AlertSound( void )
{
EmitSound( "NPC_BlackHeadcrab.AlertVoice" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBlackHeadcrab::PainSound( const CTakeDamageInfo &info )
{
if( IsOnFire() && random->RandomInt( 0, HEADCRAB_BURN_SOUND_FREQUENCY ) > 0 )
{
// Don't squeak every think when burning.
return;
}
EmitSound( "NPC_BlackHeadcrab.Pain" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBlackHeadcrab::DeathSound( const CTakeDamageInfo &info )
{
EmitSound( "NPC_BlackHeadcrab.Die" );
}
//-----------------------------------------------------------------------------
// Purpose: Played when we jump and hit something that we can't bite.
//-----------------------------------------------------------------------------
void CBlackHeadcrab::ImpactSound( void )
{
EmitSound( "NPC_BlackHeadcrab.Impact" );
if ( !( GetFlags() & FL_ONGROUND ) )
{
// Hit a wall - make a pissed off sound.
EmitSound( "NPC_BlackHeadcrab.ImpactAngry" );
}
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_headcrab, CBaseHeadcrab )
DECLARE_TASK( TASK_HEADCRAB_HOP_ASIDE )
DECLARE_TASK( TASK_HEADCRAB_DROWN )
DECLARE_TASK( TASK_HEADCRAB_HOP_OFF_NPC )
DECLARE_TASK( TASK_HEADCRAB_WAIT_FOR_BARNACLE_KILL )
DECLARE_TASK( TASK_HEADCRAB_UNHIDE )
DECLARE_TASK( TASK_HEADCRAB_HARASS_HOP )
DECLARE_TASK( TASK_HEADCRAB_BURROW )
DECLARE_TASK( TASK_HEADCRAB_UNBURROW )
DECLARE_TASK( TASK_HEADCRAB_FIND_BURROW_IN_POINT )
DECLARE_TASK( TASK_HEADCRAB_BURROW_WAIT )
DECLARE_TASK( TASK_HEADCRAB_CHECK_FOR_UNBURROW )
DECLARE_TASK( TASK_HEADCRAB_JUMP_FROM_CANISTER )
DECLARE_TASK( TASK_HEADCRAB_CLIMB_FROM_CANISTER )
DECLARE_TASK( TASK_HEADCRAB_CEILING_POSITION )
DECLARE_TASK( TASK_HEADCRAB_CEILING_WAIT )
DECLARE_TASK( TASK_HEADCRAB_CEILING_DETACH )
DECLARE_TASK( TASK_HEADCRAB_CEILING_FALL )
DECLARE_TASK( TASK_HEADCRAB_CEILING_LAND )
DECLARE_ACTIVITY( ACT_HEADCRAB_THREAT_DISPLAY )
DECLARE_ACTIVITY( ACT_HEADCRAB_HOP_LEFT )
DECLARE_ACTIVITY( ACT_HEADCRAB_HOP_RIGHT )
DECLARE_ACTIVITY( ACT_HEADCRAB_DROWN )
DECLARE_ACTIVITY( ACT_HEADCRAB_BURROW_IN )
DECLARE_ACTIVITY( ACT_HEADCRAB_BURROW_OUT )
DECLARE_ACTIVITY( ACT_HEADCRAB_BURROW_IDLE )
DECLARE_ACTIVITY( ACT_HEADCRAB_CRAWL_FROM_CANISTER_LEFT )
DECLARE_ACTIVITY( ACT_HEADCRAB_CRAWL_FROM_CANISTER_CENTER )
DECLARE_ACTIVITY( ACT_HEADCRAB_CRAWL_FROM_CANISTER_RIGHT )
DECLARE_ACTIVITY( ACT_HEADCRAB_CEILING_FALL )
DECLARE_ACTIVITY( ACT_HEADCRAB_CEILING_IDLE )
DECLARE_ACTIVITY( ACT_HEADCRAB_CEILING_DETACH )
DECLARE_ACTIVITY( ACT_HEADCRAB_CEILING_LAND )
DECLARE_CONDITION( COND_HEADCRAB_IN_WATER )
DECLARE_CONDITION( COND_HEADCRAB_ILLEGAL_GROUNDENT )
DECLARE_CONDITION( COND_HEADCRAB_BARNACLED )
DECLARE_CONDITION( COND_HEADCRAB_UNHIDE )
//Adrian: events go here
DECLARE_ANIMEVENT( AE_HEADCRAB_JUMPATTACK )
DECLARE_ANIMEVENT( AE_HEADCRAB_JUMP_TELEGRAPH )
DECLARE_ANIMEVENT( AE_HEADCRAB_BURROW_IN )
DECLARE_ANIMEVENT( AE_HEADCRAB_BURROW_IN_FINISH )
DECLARE_ANIMEVENT( AE_HEADCRAB_BURROW_OUT )
DECLARE_ANIMEVENT( AE_HEADCRAB_CEILING_DETACH )
//=========================================================
// > SCHED_HEADCRAB_RANGE_ATTACK1
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_RANGE_ATTACK1,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_RANGE_ATTACK1 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_FACE_IDEAL 0"
" TASK_WAIT_RANDOM 0.5"
""
" Interrupts"
" COND_ENEMY_OCCLUDED"
" COND_NO_PRIMARY_AMMO"
)
//=========================================================
//
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_WAKE_ANGRY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE "
" TASK_FACE_IDEAL 0"
" TASK_SOUND_WAKE 0"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_HEADCRAB_THREAT_DISPLAY"
""
" Interrupts"
)
//=========================================================
//
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_WAKE_ANGRY_NO_DISPLAY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE "
" TASK_FACE_IDEAL 0"
" TASK_SOUND_WAKE 0"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
)
//=========================================================
// > SCHED_FAST_HEADCRAB_RANGE_ATTACK1
//=========================================================
DEFINE_SCHEDULE
(
SCHED_FAST_HEADCRAB_RANGE_ATTACK1,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_RANGE_ATTACK1 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_FACE_IDEAL 0"
" TASK_WAIT_RANDOM 0.5"
""
" Interrupts"
)
//=========================================================
// The irreversible process of drowning
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_DROWN,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HEADCRAB_FAIL_DROWN"
" TASK_SET_ACTIVITY ACTIVITY:ACT_HEADCRAB_DROWN"
" TASK_HEADCRAB_DROWN 0"
""
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_FAIL_DROWN,
" Tasks"
" TASK_HEADCRAB_DROWN 0"
""
" Interrupts"
)
//=========================================================
// Headcrab lurks in place and waits for a chance to jump on
// some unfortunate soul.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_AMBUSH,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT_INDEFINITE 0"
" Interrupts"
" COND_SEE_ENEMY"
" COND_SEE_HATE"
" COND_CAN_RANGE_ATTACK1"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_PROVOKED"
)
//=========================================================
// Headcrab has landed atop another NPC or has landed on
// a ledge. Get down!
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_HOP_RANDOMLY,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_HEADCRAB_HOP_OFF_NPC 0"
" Interrupts"
)
//=========================================================
// Headcrab is in the clutches of a barnacle
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_BARNACLED,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_HEADCRAB_DROWN"
" TASK_HEADCRAB_WAIT_FOR_BARNACLE_KILL 0"
" Interrupts"
)
//=========================================================
// Headcrab is unhiding
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_UNHIDE,
" Tasks"
" TASK_HEADCRAB_UNHIDE 0"
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_HARASS_ENEMY,
" Tasks"
" TASK_FACE_ENEMY 0"
" TASK_HEADCRAB_HARASS_HOP 0"
" TASK_WAIT_FACE_ENEMY 1"
" TASK_SET_ROUTE_SEARCH_TIME 2" // Spend 2 seconds trying to build a path if stuck
" TASK_GET_PATH_TO_RANDOM_NODE 300"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" Interrupts"
" COND_NEW_ENEMY"
)
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_FALL_TO_GROUND,
" Tasks"
" TASK_SET_ACTIVITY ACTIVITY:ACT_HEADCRAB_DROWN"
" TASK_FALL_TO_GROUND 0"
""
" Interrupts"
)
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_CRAWL_FROM_CANISTER,
" Tasks"
" TASK_HEADCRAB_CLIMB_FROM_CANISTER 0"
" TASK_HEADCRAB_JUMP_FROM_CANISTER 0"
""
" Interrupts"
)
//==================================================
// Burrow In
//==================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_BURROW_IN,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED"
" TASK_HEADCRAB_BURROW 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_HEADCRAB_BURROW_IN"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_HEADCRAB_BURROW_IDLE"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HEADCRAB_BURROW_WAIT"
""
" Interrupts"
" COND_TASK_FAILED"
)
//==================================================
// Run to a nearby burrow hint and burrow there
//==================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_RUN_TO_BURROW_IN,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED"
" TASK_HEADCRAB_FIND_BURROW_IN_POINT 512"
" TASK_SET_TOLERANCE_DISTANCE 8"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HEADCRAB_BURROW_IN"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_GIVE_WAY"
" COND_CAN_RANGE_ATTACK1"
)
//==================================================
// Run to m_pHintNode and burrow there
//==================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_RUN_TO_SPECIFIC_BURROW,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY_FAILED"
" TASK_SET_TOLERANCE_DISTANCE 8"
" TASK_GET_PATH_TO_HINTNODE 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HEADCRAB_BURROW_IN"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_GIVE_WAY"
)
//==================================================
// Wait until we can unburrow and attack something
//==================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_BURROW_WAIT,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HEADCRAB_BURROW_WAIT"
" TASK_HEADCRAB_BURROW_WAIT 1"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_NEW_ENEMY" // HACK: We don't actually choose a new schedule on new enemy, but
// we need this interrupt so that the headcrab actually acquires
// new enemies while burrowed. (look in ai_basenpc.cpp for "DO NOT mess")
" COND_CAN_RANGE_ATTACK1"
)
//==================================================
// Burrow Out
//==================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_BURROW_OUT,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HEADCRAB_BURROW_WAIT"
" TASK_HEADCRAB_UNBURROW 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_HEADCRAB_BURROW_OUT"
""
" Interrupts"
" COND_TASK_FAILED"
)
//==================================================
// Wait for it to be clear for unburrowing
//==================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_WAIT_FOR_CLEAR_UNBURROW,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HEADCRAB_BURROW_WAIT"
" TASK_HEADCRAB_CHECK_FOR_UNBURROW 1"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_HEADCRAB_BURROW_OUT"
""
" Interrupts"
" COND_TASK_FAILED"
)
//==================================================
// Wait until we can drop.
//==================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_CEILING_WAIT,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HEADCRAB_CEILING_DROP"
" TASK_SET_ACTIVITY ACTIVITY:ACT_HEADCRAB_CEILING_IDLE"
" TASK_HEADCRAB_CEILING_POSITION 0"
" TASK_HEADCRAB_CEILING_WAIT 1"
""
" Interrupts"
" COND_TASK_FAILED"
" COND_NEW_ENEMY"
" COND_CAN_RANGE_ATTACK1"
)
//==================================================
// Deatch from ceiling.
//==================================================
DEFINE_SCHEDULE
(
SCHED_HEADCRAB_CEILING_DROP,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_HEADCRAB_CEILING_WAIT"
" TASK_HEADCRAB_CEILING_DETACH 0"
" TASK_HEADCRAB_CEILING_FALL 0"
" TASK_HEADCRAB_CEILING_LAND 0"
""
" Interrupts"
" COND_TASK_FAILED"
)
AI_END_CUSTOM_NPC()
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_headcrab_poison, CBlackHeadcrab )
DECLARE_ACTIVITY( ACT_BLACKHEADCRAB_RUN_PANIC )
//Adrian: events go here
DECLARE_ANIMEVENT( AE_POISONHEADCRAB_FLINCH_HOP )
DECLARE_ANIMEVENT( AE_POISONHEADCRAB_FOOTSTEP )
DECLARE_ANIMEVENT( AE_POISONHEADCRAB_THREAT_SOUND )
AI_END_CUSTOM_NPC()
AI_BEGIN_CUSTOM_NPC( npc_headcrab_fast, CFastHeadcrab )
DECLARE_SQUADSLOT( SQUAD_SLOT_ENGAGE1 )
DECLARE_SQUADSLOT( SQUAD_SLOT_ENGAGE2 )
DECLARE_SQUADSLOT( SQUAD_SLOT_ENGAGE3 )
DECLARE_SQUADSLOT( SQUAD_SLOT_ENGAGE4 )
AI_END_CUSTOM_NPC()