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: Bullseyes act as targets for other NPC's to attack and to trigger
// events
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basecombatcharacter.h"
#include "ai_basenpc.h"
#include "decals.h"
#include "IEffects.h"
#include "ai_squad.h"
#include "ai_utils.h"
#include "ai_senses.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_ENEMY_FINDER_CHECK_VIS (1 << 16)
#define SF_ENEMY_FINDER_APC_VIS (1 << 17)
#define SF_ENEMY_FINDER_SHORT_MEMORY (1 << 18)
#define SF_ENEMY_FINDER_ENEMY_ALLOWED (1 << 19)
ConVar ai_debug_enemyfinders( "ai_debug_enemyfinders", "0" );
class CNPC_EnemyFinder : public CAI_BaseNPC
{
public:
DECLARE_CLASS( CNPC_EnemyFinder, CAI_BaseNPC );
CNPC_EnemyFinder()
{
m_PlayerFreePass.SetOuter( this );
}
void Precache( void );
void Spawn( void );
void StartNPC ( void );
void PrescheduleThink();
bool ShouldAlwaysThink();
void UpdateEfficiency( bool bInPVS ) { SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); SetMoveEfficiency( AIME_NORMAL ); }
void GatherConditions( void );
bool ShouldChooseNewEnemy();
bool IsValidEnemy( CBaseEntity *pTarget );
bool CanBeAnEnemyOf( CBaseEntity *pEnemy ) { return HasSpawnFlags( SF_ENEMY_FINDER_ENEMY_ALLOWED ); }
bool FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker );
Class_T Classify( void );
bool CanBeSeenBy( CAI_BaseNPC *pNPC ) { return CanBeAnEnemyOf( pNPC ); } // allows entities to be 'invisible' to NPC senses.
virtual int SelectSchedule( void );
virtual void DrawDebugGeometryOverlays( void );
// Input handlers.
void InputTurnOn( inputdata_t &inputdata );
void InputTurnOff( inputdata_t &inputdata );
virtual void Wake( bool bFireOutput = true );
private:
int m_nStartOn;
float m_flMinSearchDist;
float m_flMaxSearchDist;
CAI_FreePass m_PlayerFreePass;
CSimpleSimTimer m_ChooseEnemyTimer;
bool m_bEnemyStatus;
COutputEvent m_OnLostEnemies;
COutputEvent m_OnAcquireEnemies;
DECLARE_DATADESC();
DEFINE_CUSTOM_AI;
};
LINK_ENTITY_TO_CLASS( npc_enemyfinder, CNPC_EnemyFinder );
//-----------------------------------------------------------------------------
// Custom schedules.
//-----------------------------------------------------------------------------
enum
{
SCHED_EFINDER_SEARCH = LAST_SHARED_SCHEDULE,
};
IMPLEMENT_CUSTOM_AI( npc_enemyfinder, CNPC_EnemyFinder );
BEGIN_DATADESC( CNPC_EnemyFinder )
DEFINE_EMBEDDED( m_PlayerFreePass ),
DEFINE_EMBEDDED( m_ChooseEnemyTimer ),
// Inputs
DEFINE_INPUT( m_nStartOn, FIELD_INTEGER, "StartOn" ),
DEFINE_INPUT( m_flFieldOfView, FIELD_FLOAT, "FieldOfView" ),
DEFINE_INPUT( m_flMinSearchDist, FIELD_FLOAT, "MinSearchDist" ),
DEFINE_INPUT( m_flMaxSearchDist, FIELD_FLOAT, "MaxSearchDist" ),
DEFINE_FIELD( m_bEnemyStatus, FIELD_BOOLEAN ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
DEFINE_OUTPUT( m_OnLostEnemies, "OnLostEnemies"),
DEFINE_OUTPUT( m_OnAcquireEnemies, "OnAcquireEnemies"),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_EnemyFinder::InitCustomSchedules( void )
{
INIT_CUSTOM_AI( CNPC_EnemyFinder );
ADD_CUSTOM_SCHEDULE( CNPC_EnemyFinder, SCHED_EFINDER_SEARCH );
AI_LOAD_SCHEDULE( CNPC_EnemyFinder, SCHED_EFINDER_SEARCH );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for turning the enemy finder on.
//-----------------------------------------------------------------------------
void CNPC_EnemyFinder::InputTurnOn( inputdata_t &inputdata )
{
SetThink( &CNPC_EnemyFinder::CallNPCThink );
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for turning the enemy finder off.
//-----------------------------------------------------------------------------
void CNPC_EnemyFinder::InputTurnOff( inputdata_t &inputdata )
{
SetThink(NULL);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_EnemyFinder::Precache( void )
{
PrecacheModel( "models/player.mdl" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_EnemyFinder::Spawn( void )
{
Precache();
SetModel( "models/player.mdl" );
// This is a dummy model that is never used!
UTIL_SetSize(this, vec3_origin, vec3_origin);
SetMoveType( MOVETYPE_NONE );
SetBloodColor( DONT_BLEED );
SetGravity( 0.0 );
m_iHealth = 1;
AddFlag( FL_NPC );
SetSolid( SOLID_NONE );
m_bEnemyStatus = false;
if (m_flFieldOfView < -1.0)
{
DevMsg("ERROR: EnemyFinder field of view must be between -1.0 and 1.0\n");
m_flFieldOfView = 0.5;
}
else if (m_flFieldOfView > 1.0)
{
DevMsg("ERROR: EnemyFinder field of view must be between -1.0 and 1.0\n");
m_flFieldOfView = 1.0;
}
CapabilitiesAdd ( bits_CAP_SQUAD );
NPCInit();
// Set this after NPCInit()
m_takedamage = DAMAGE_NO;
AddEffects( EF_NODRAW );
m_NPCState = NPC_STATE_ALERT; // always alert
SetViewOffset( vec3_origin );
if ( m_flMaxSearchDist )
{
SetDistLook( m_flMaxSearchDist );
}
if ( HasSpawnFlags( SF_ENEMY_FINDER_SHORT_MEMORY ) )
{
GetEnemies()->SetEnemyDiscardTime( 0.2 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
int CNPC_EnemyFinder::SelectSchedule( void )
{
return SCHED_EFINDER_SEARCH;
}
//------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------
void CNPC_EnemyFinder::Wake( bool bFireOutput )
{
BaseClass::Wake( bFireOutput );
//Enemy finder is not allowed to become visible.
AddEffects( EF_NODRAW );
}
//------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------
bool CNPC_EnemyFinder::FVisible( CBaseEntity *pTarget, int traceMask, CBaseEntity **ppBlocker )
{
float flTargetDist = GetAbsOrigin().DistTo( pTarget->GetAbsOrigin() );
if ( flTargetDist < m_flMinSearchDist)
return false;
if ( m_flMaxSearchDist && flTargetDist > m_flMaxSearchDist)
return false;
if ( !FBitSet( m_spawnflags, SF_ENEMY_FINDER_CHECK_VIS) )
return true;
if ( !HasSpawnFlags(SF_ENEMY_FINDER_APC_VIS) )
{
bool bIsVisible = BaseClass::FVisible( pTarget, traceMask, ppBlocker );
if ( bIsVisible && pTarget == m_PlayerFreePass.GetPassTarget() )
bIsVisible = m_PlayerFreePass.ShouldAllowFVisible( bIsVisible );
return bIsVisible;
}
// Make sure I can see the target from my position
trace_t tr;
// Trace from launch position to target position.
// Use position above actual barral based on vertical launch speed
Vector vStartPos = GetAbsOrigin();
Vector vEndPos = pTarget->EyePosition();
CBaseEntity *pVehicle = NULL;
if ( pTarget->IsPlayer() )
{
CBasePlayer *pPlayer = assert_cast<CBasePlayer*>(pTarget);
pVehicle = pPlayer->GetVehicleEntity();
}
CTraceFilterSkipTwoEntities traceFilter( pTarget, pVehicle, COLLISION_GROUP_NONE );
AI_TraceLine( vStartPos, vEndPos, MASK_SHOT, &traceFilter, &tr );
if ( ppBlocker )
{
*ppBlocker = tr.m_pEnt;
}
return (tr.fraction == 1.0);
}
//------------------------------------------------------------------------------
bool CNPC_EnemyFinder::ShouldChooseNewEnemy()
{
if ( m_ChooseEnemyTimer.Expired() )
{
m_ChooseEnemyTimer.Set( 0.3 );
return true;
}
return false;
}
//------------------------------------------------------------------------------
// Purpose : Override base class to check range and visibility
// Input :
// Output :
//------------------------------------------------------------------------------
bool CNPC_EnemyFinder::IsValidEnemy( CBaseEntity *pTarget )
{
float flTargetDist = GetAbsOrigin().DistTo( pTarget->GetAbsOrigin() );
if (flTargetDist < m_flMinSearchDist)
return false;
if ( m_flMaxSearchDist && flTargetDist > m_flMaxSearchDist)
return false;
if ( !FBitSet( m_spawnflags, SF_ENEMY_FINDER_CHECK_VIS) )
return true;
if ( GetSenses()->DidSeeEntity( pTarget ) )
return true;
// Trace from launch position to target position.
// Use position above actual barral based on vertical launch speed
Vector vStartPos = GetAbsOrigin();
Vector vEndPos = pTarget->EyePosition();
// Test our line of sight to the target
trace_t tr;
AI_TraceLOS( vStartPos, vEndPos, this, &tr );
// If the player is in a vehicle, see if we can see that instead
if ( pTarget->IsPlayer() )
{
CBasePlayer *pPlayer = assert_cast<CBasePlayer*>(pTarget);
if ( tr.m_pEnt == pPlayer->GetVehicleEntity() )
return true;
}
// Line must be clear
if ( tr.fraction == 1.0f || tr.m_pEnt == pTarget )
return true;
// Otherwise we can't see anything
return false;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_EnemyFinder::StartNPC ( void )
{
AddSpawnFlags(SF_NPC_FALL_TO_GROUND); // this prevents CAI_BaseNPC from slamming the finder to
// the ground just because it's not MOVETYPE_FLY
BaseClass::StartNPC();
if ( AI_IsSinglePlayer() && m_PlayerFreePass.GetParams().duration > 0.1 )
{
m_PlayerFreePass.SetPassTarget( UTIL_PlayerByIndex(1) );
AI_FreePassParams_t freePassParams = m_PlayerFreePass.GetParams();
freePassParams.coverDist = 120;
freePassParams.peekEyeDist = 1.75;
freePassParams.peekEyeDistZ = 4;
m_PlayerFreePass.SetParams( freePassParams );
}
if (!m_nStartOn)
{
SetThink(NULL);
}
}
//------------------------------------------------------------------------------
void CNPC_EnemyFinder::PrescheduleThink()
{
BaseClass::PrescheduleThink();
bool bHasEnemies = GetEnemies()->NumEnemies() > 0;
if ( GetEnemies()->NumEnemies() > 0 )
{
//If I haven't seen my enemy in half a second then we'll assume he's gone.
if ( gpGlobals->curtime - GetEnemyLastTimeSeen() >= 0.5f )
{
bHasEnemies = false;
}
}
if ( m_bEnemyStatus != bHasEnemies )
{
if ( bHasEnemies )
{
m_OnAcquireEnemies.FireOutput( this, this );
}
else
{
m_OnLostEnemies.FireOutput( this, this );
}
m_bEnemyStatus = bHasEnemies;
}
if( ai_debug_enemyfinders.GetBool() )
{
m_debugOverlays |= OVERLAY_BBOX_BIT;
if( IsInSquad() && GetSquad()->NumMembers() > 1 )
{
AISquadIter_t iter;
CAI_BaseNPC *pSquadmate = m_pSquad ? m_pSquad->GetFirstMember( &iter ) : NULL;
while ( pSquadmate )
{
NDebugOverlay::Line( WorldSpaceCenter(), pSquadmate->EyePosition(), 255, 255, 0, false, 0.1f );
pSquadmate = m_pSquad->GetNextMember( &iter );
}
}
}
}
//------------------------------------------------------------------------------
bool CNPC_EnemyFinder::ShouldAlwaysThink()
{
if ( BaseClass::ShouldAlwaysThink() )
return true;
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer && IRelationType( pPlayer ) == D_HT )
{
float playerDistSqr = GetAbsOrigin().DistToSqr( pPlayer->GetAbsOrigin() );
if ( !m_flMaxSearchDist || playerDistSqr <= Square(m_flMaxSearchDist) )
{
if ( !FBitSet( m_spawnflags, SF_ENEMY_FINDER_CHECK_VIS) )
return true;
if ( playerDistSqr <= Square( 50 * 12 ) )
return true;
}
}
return false;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_EnemyFinder::GatherConditions()
{
// This works with old data because need to do before base class so as to not choose as enemy
m_PlayerFreePass.Update();
BaseClass::GatherConditions();
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
// Output :
//-----------------------------------------------------------------------------
Class_T CNPC_EnemyFinder::Classify( void )
{
if ( GetSquad() )
{
AISquadIter_t iter;
CAI_BaseNPC *pSquadmate = GetSquad()->GetFirstMember( &iter );
while ( pSquadmate )
{
if ( pSquadmate != this && !pSquadmate->ClassMatches( GetClassname() ) )
{
return pSquadmate->Classify();
}
pSquadmate = GetSquad()->GetNextMember( &iter );
}
}
return CLASS_NONE;
}
//-----------------------------------------------------------------------------
// Purpose: Add a visualizer to the text, if turned on
//-----------------------------------------------------------------------------
void CNPC_EnemyFinder::DrawDebugGeometryOverlays( void )
{
// Turn on npc_relationships if we're displaying text
int oldDebugOverlays = m_debugOverlays;
if ( m_debugOverlays & OVERLAY_TEXT_BIT )
{
m_debugOverlays |= OVERLAY_NPC_RELATION_BIT;
}
// Draw our base overlays
BaseClass::DrawDebugGeometryOverlays();
// Restore the old values
m_debugOverlays = oldDebugOverlays;
}
ConVar ai_ef_hate_npc_frequency( "ai_ef_hate_npc_frequency", "5" );
ConVar ai_ef_hate_npc_duration( "ai_ef_hate_npc_duration", "1.5" );
//-----------------------------------------------------------------------------
// Derived class with a few changes that make the Combine Cannon behave the
// way we want.
//-----------------------------------------------------------------------------
#define EF_COMBINE_CANNON_HATE_TIME_INVALID -1
static CUtlVector<CBaseEntity*> s_ListEnemyfinders;
class CNPC_EnemyFinderCombineCannon : public CNPC_EnemyFinder
{
public:
DECLARE_CLASS( CNPC_EnemyFinderCombineCannon, CNPC_EnemyFinder );
DECLARE_DATADESC();
CNPC_EnemyFinderCombineCannon()
{
m_flTimeNextHateNPC = gpGlobals->curtime;
m_flTimeStopHateNPC = EF_COMBINE_CANNON_HATE_TIME_INVALID;
};
public:
void Spawn();
void Activate();
void UpdateOnRemove();
bool FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker );
bool IsValidEnemy( CBaseEntity *pTarget );
void GatherConditions();
void InputSetWideFOVForSeconds( inputdata_t &inputdata );
public:
float m_flTimeNextHateNPC;
float m_flTimeStopHateNPC;
float m_flOriginalFOV;
float m_flTimeWideFOV; // If this is > gpGlobals->curtime, we have 180 degree viewcone.
string_t m_iszSnapToEnt;
};
LINK_ENTITY_TO_CLASS( npc_enemyfinder_combinecannon, CNPC_EnemyFinderCombineCannon );
BEGIN_DATADESC( CNPC_EnemyFinderCombineCannon )
DEFINE_FIELD( m_flTimeNextHateNPC, FIELD_TIME ),
DEFINE_FIELD( m_flTimeStopHateNPC, FIELD_TIME ),
DEFINE_FIELD( m_flOriginalFOV, FIELD_FLOAT ),
DEFINE_FIELD( m_flTimeWideFOV, FIELD_TIME ),
DEFINE_KEYFIELD( m_iszSnapToEnt, FIELD_STRING, "snaptoent" ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetWideFOVForSeconds", InputSetWideFOVForSeconds ),
END_DATADESC()
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_EnemyFinderCombineCannon::Spawn()
{
BaseClass::Spawn();
m_flOriginalFOV = m_flFieldOfView;
m_flTimeWideFOV = -1.0f;
if( m_iszSnapToEnt != NULL_STRING )
{
CBaseEntity *pSnapToEnt = gEntList.FindEntityByName( NULL, m_iszSnapToEnt );
if( pSnapToEnt != NULL )
{
//!!!HACKHACK - this eight-inch offset puts this enemyfinder perfectly on-bore
// with the prefab for a func_tank_combinecannon
UTIL_SetOrigin( this, pSnapToEnt->WorldSpaceCenter() + Vector( 0, 0, 8) );
}
else
{
DevMsg( this, "Enemyfinder %s can't snap to %s because it doesn't exist\n", GetDebugName(), STRING(m_iszSnapToEnt) );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_EnemyFinderCombineCannon::Activate()
{
BaseClass::Activate();
// See if I'm in the list of Combine enemyfinders
// If not, add me.
if( s_ListEnemyfinders.Find(this) == -1 )
{
s_ListEnemyfinders.AddToTail(this);
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_EnemyFinderCombineCannon::UpdateOnRemove()
{
BaseClass::UpdateOnRemove();
// See if I'm in the list of Combine enemyfinders
int index = s_ListEnemyfinders.Find(this);
if( index != -1 )
{
s_ListEnemyfinders.Remove(index);
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CNPC_EnemyFinderCombineCannon::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
{
#if 1
CBaseEntity *pBlocker = NULL;
bool result;
if(ppBlocker == NULL)
{
// Whoever called this didn't care about the blocker, but we do.
// So substitute our local pBlocker pointer and don't disturb ppBlocker
result = BaseClass::FVisible( pEntity, traceMask, &pBlocker );
}
else
{
// Copy the ppBlocker to our local pBlocker pointer, but do not
// disturb the ppBlocker that was passed to us.
result = BaseClass::FVisible( pEntity, traceMask, ppBlocker );
pBlocker = (*ppBlocker);
}
if(pEntity->IsPlayer() && result == false)
{
// IF we are trying to see the player, but we don't, examine the blocker
// and see the player anyway if we can hurt the blocker.
if(pBlocker != NULL)
{
if( pBlocker->m_takedamage >= DAMAGE_YES ) // also DAMAGE_AIM
{
// Anytime the line of sight is blocked by something I can hurt, I have line of sight.
// This will make the func_tank_combinecannon shoot the blocking object. This will
// continue until the gun bores through to the player or clears all interposing breakables
// and finds its progress impeded by something truly solid. So lie, and say we CAN see the player.
result = true;
}
}
}
return result;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Ignore NPC's most of the time when the player is a potential target.
// Go through short periods of time where NPCs may distract me
//
// ALSO- ignore NPC's (focus only on the player) when I'm in
// wide viewcone mode.
//-----------------------------------------------------------------------------
bool CNPC_EnemyFinderCombineCannon::IsValidEnemy( CBaseEntity *pTarget )
{
if( m_flTimeWideFOV > gpGlobals->curtime && !pTarget->IsPlayer() )
{
// ONLY allowed to hate the player when I'm in hyper-vigilant wide FOV mode.
// This forces all guns in outland_09 to shoot at the player once any
// gun has fired at the player. This allows the other guns to specifically
// kill zombies most of the time, but immediately turn their attention to the
// player when necessary (by ignoring everything else)
return pTarget->IsPlayer();
}
bool bResult = BaseClass::IsValidEnemy( pTarget );
if( bResult && !pTarget->IsPlayer() )
{
// This is a valid enemy, but we have to make sure no other enemyfinders for
// combine cannons are currently attacking it.
int i;
for( i = 0 ; i < s_ListEnemyfinders.Count() ; i++ )
{
if( s_ListEnemyfinders[i] == this )
continue;
if( s_ListEnemyfinders[i]->GetEnemy() == pTarget )
return false;// someone else is already busy with this target.
}
}
/*
CBasePlayer *pPlayer = AI_GetSinglePlayer();
int iPlayerRelationPriority = -1;
if( pPlayer != NULL )
{
iPlayerRelationPriority = IRelationPriority(pPlayer);
}
if( bResult == true && pTarget->IsNPC() && pPlayer != NULL && FInViewCone( pPlayer ) )
{
if( HasCondition(COND_SEE_PLAYER) )
{
// The player is visible! Immediately ignore all NPCs as enemies.
return false;
}
// The base class wants to call this a valid enemy. We may choose to interfere
// If the player is in my viewcone. That means that my func_tank could potentially
// harass the player. This means I should meter the time I spend shooting at npcs
// NPCs so that I can focus on the player.
if( m_flTimeStopHateNPC != EF_COMBINE_CANNON_HATE_TIME_INVALID )
{
// We currently hate NPC's. But is it time to stop?
if( gpGlobals->curtime > m_flTimeStopHateNPC )
{
// Don't interfere with the result
m_flTimeStopHateNPC = EF_COMBINE_CANNON_HATE_TIME_INVALID;
m_flTimeNextHateNPC = gpGlobals->curtime + ai_ef_hate_npc_frequency.GetFloat();
return bResult;
}
}
else
{
// We do not hate NPCs at the moment. Is it time to turn it on?
if( gpGlobals->curtime > m_flTimeNextHateNPC )
{
m_flTimeStopHateNPC = gpGlobals->curtime + ai_ef_hate_npc_duration.GetFloat();
}
else
{
// Stop harassing player to attack something else higher priority.
if( IRelationPriority(pTarget) > iPlayerRelationPriority )
return bResult;
}
// Make this enemy invalid.
return false;
}
}
*/
return bResult;
}
//-----------------------------------------------------------------------------
// Purpose: Control the width of my viewcone
//-----------------------------------------------------------------------------
void CNPC_EnemyFinderCombineCannon::GatherConditions()
{
if( m_flTimeWideFOV > gpGlobals->curtime )
{
// I'm in a hyper-vigilant period of time where I get a 270 degree viewcone
m_flFieldOfView = -0.5f;
}
else
{
m_flFieldOfView = m_flOriginalFOV;
}
BaseClass::GatherConditions();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_EnemyFinderCombineCannon::InputSetWideFOVForSeconds( inputdata_t &inputdata )
{
m_flTimeWideFOV = gpGlobals->curtime + inputdata.value.Float();
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
//=========================================================
// > SCHED_EFINDER_SEARCH
//=========================================================
AI_DEFINE_SCHEDULE
(
SCHED_EFINDER_SEARCH,
" Tasks"
" TASK_WAIT_RANDOM 0.5 "
" "
" Interrupts"
" COND_NEW_ENEMY"
);