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: Dr. Eli Vance, earths last great hope, single-handedly fighting
// off both an evil alien invasion, as well as trying to stop
// that idiot lab assistant from putting the moves on his daughter.
//=============================================================================//
//-----------------------------------------------------------------------------
// Generic NPC - purely for scripted sequence work.
//-----------------------------------------------------------------------------
#include "cbase.h"
#include "npcevent.h"
#include "ai_basenpc.h"
#include "ai_hull.h"
#include "ai_baseactor.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// NPC's Anim Events Go Here
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CNPC_Eli : public CAI_BaseActor
{
public:
DECLARE_CLASS( CNPC_Eli, CAI_BaseActor );
void Spawn( void );
void Precache( void );
Class_T Classify ( void );
void HandleAnimEvent( animevent_t *pEvent );
int GetSoundInterests( void );
void SetupWithoutParent( void );
void PrescheduleThink( void );
};
LINK_ENTITY_TO_CLASS( npc_eli, CNPC_Eli );
//-----------------------------------------------------------------------------
// Classify - indicates this NPC's place in the
// relationship table.
//-----------------------------------------------------------------------------
Class_T CNPC_Eli::Classify ( void )
{
return CLASS_PLAYER_ALLY_VITAL;
}
//-----------------------------------------------------------------------------
// HandleAnimEvent - catches the NPC-specific messages
// that occur when tagged animation frames are played.
//-----------------------------------------------------------------------------
void CNPC_Eli::HandleAnimEvent( animevent_t *pEvent )
{
switch( pEvent->event )
{
case 1:
default:
BaseClass::HandleAnimEvent( pEvent );
break;
}
}
//-----------------------------------------------------------------------------
// GetSoundInterests - generic NPC can't hear.
//-----------------------------------------------------------------------------
int CNPC_Eli::GetSoundInterests ( void )
{
return NULL;
}
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CNPC_Eli::Spawn()
{
// Eli is allowed to use multiple models, because he appears in the pod.
// He defaults to his normal model.
char *szModel = (char *)STRING( GetModelName() );
if (!szModel || !*szModel)
{
szModel = "models/eli.mdl";
SetModelName( AllocPooledString(szModel) );
}
Precache();
SetModel( szModel );
BaseClass::Spawn();
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
// If Eli has a parent, he's currently inside a pod. Prevent him from moving.
if ( GetMoveParent() )
{
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_NONE );
CapabilitiesAdd( bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
}
else
{
SetupWithoutParent();
}
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
SetBloodColor( BLOOD_COLOR_RED );
m_iHealth = 8;
m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
NPCInit();
}
//-----------------------------------------------------------------------------
// Precache - precaches all resources this NPC needs
//-----------------------------------------------------------------------------
void CNPC_Eli::Precache()
{
PrecacheModel( STRING( GetModelName() ) );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Eli::SetupWithoutParent( void )
{
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Eli::PrescheduleThink( void )
{
BaseClass::PrescheduleThink();
// Figure out if Eli has just been removed from his parent
if ( GetMoveType() == MOVETYPE_NONE && !GetMoveParent() )
{
SetupWithoutParent();
SetupVPhysicsHull();
}
}
//-----------------------------------------------------------------------------
// AI Schedules Specific to this NPC
//-----------------------------------------------------------------------------