Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

151 lines
4.6 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Dr. Mossman, stalwart heroine, doing what is right in the face of
// near certain doom, all while fighting off the clumsy advances of her
// misogynistic colleges.
//=============================================================================//
//-----------------------------------------------------------------------------
// 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"
#include "ai_playerally.h"
#include "ai_behavior_follow.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_Mossman : public CAI_PlayerAlly
{
public:
DECLARE_CLASS( CNPC_Mossman, CAI_PlayerAlly );
DECLARE_DATADESC();
void Spawn( void );
void Precache( void );
Class_T Classify ( void );
void HandleAnimEvent( animevent_t *pEvent );
int GetSoundInterests ( void );
bool CreateBehaviors( void );
int SelectSchedule( void );
private:
CAI_FollowBehavior m_FollowBehavior;
};
LINK_ENTITY_TO_CLASS( npc_mossman, CNPC_Mossman );
BEGIN_DATADESC( CNPC_Mossman )
// DEFINE_FIELD( m_FollowBehavior, FIELD_EMBEDDED ), (auto saved by AI)
END_DATADESC()
//-----------------------------------------------------------------------------
// Classify - indicates this NPC's place in the
// relationship table.
//-----------------------------------------------------------------------------
Class_T CNPC_Mossman::Classify ( void )
{
return CLASS_PLAYER_ALLY_VITAL;
}
//-----------------------------------------------------------------------------
// HandleAnimEvent - catches the NPC-specific messages
// that occur when tagged animation frames are played.
//-----------------------------------------------------------------------------
void CNPC_Mossman::HandleAnimEvent( animevent_t *pEvent )
{
switch( pEvent->event )
{
case 1:
default:
BaseClass::HandleAnimEvent( pEvent );
break;
}
}
//-----------------------------------------------------------------------------
// GetSoundInterests - generic NPC can't hear.
//-----------------------------------------------------------------------------
int CNPC_Mossman::GetSoundInterests ( void )
{
return NULL;
}
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CNPC_Mossman::Spawn()
{
Precache();
BaseClass::Spawn();
SetModel( "models/mossman.mdl" );
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
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;
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
NPCInit();
}
//-----------------------------------------------------------------------------
// Precache - precaches all resources this NPC needs
//-----------------------------------------------------------------------------
void CNPC_Mossman::Precache()
{
PrecacheModel( "models/mossman.mdl" );
BaseClass::Precache();
}
//=========================================================
// Purpose:
//=========================================================
bool CNPC_Mossman::CreateBehaviors()
{
AddBehavior( &m_FollowBehavior );
return BaseClass::CreateBehaviors();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_Mossman::SelectSchedule( void )
{
if ( !BehaviorSelectSchedule() )
{
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
// AI Schedules Specific to this NPC
//-----------------------------------------------------------------------------