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:
//
//=============================================================================//
#include "cbase.h"
#include "ai_goal_police.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// ai_goal_police
// Used by police to define a region they should keep a target outside of
LINK_ENTITY_TO_CLASS( ai_goal_police, CAI_PoliceGoal );
BEGIN_DATADESC( CAI_PoliceGoal )
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "PoliceRadius" ),
DEFINE_KEYFIELD( m_iszTarget, FIELD_STRING, "PoliceTarget" ),
DEFINE_FIELD( m_bOverrideKnockOut, FIELD_BOOLEAN ),
// m_hTarget
DEFINE_INPUTFUNC( FIELD_VOID, "EnableKnockOut", InputEnableKnockOut ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableKnockOut", InputDisableKnockOut ),
DEFINE_OUTPUT( m_OnKnockOut, "OnKnockOut" ),
DEFINE_OUTPUT( m_OnFirstWarning, "OnFirstWarning" ),
DEFINE_OUTPUT( m_OnSecondWarning, "OnSecondWarning" ),
DEFINE_OUTPUT( m_OnLastWarning, "OnLastWarning" ),
DEFINE_OUTPUT( m_OnSupressingTarget,"OnSupressingTarget" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAI_PoliceGoal::CAI_PoliceGoal( void )
{
m_hTarget = NULL;
m_bOverrideKnockOut = false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CAI_PoliceGoal::GetRadius( void )
{
return m_flRadius;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBaseEntity
//-----------------------------------------------------------------------------
CBaseEntity *CAI_PoliceGoal::GetTarget( void )
{
if ( m_hTarget == NULL )
{
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, m_iszTarget );
if ( pTarget == NULL )
{
DevMsg( "Unable to find ai_goal_police target: %s\n", STRING(m_iszTarget) );
return NULL;
}
m_hTarget = pTarget;
}
return m_hTarget;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &targetPos -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PoliceGoal::ShouldKnockOutTarget( const Vector &targetPos, bool bTargetVisible )
{
if ( m_bOverrideKnockOut )
return true;
// Must be flagged to do it
if ( HasSpawnFlags( SF_POLICE_GOAL_KNOCKOUT_BEHIND ) == false )
return false;
// If the target's not visible, we don't care about him
if ( !bTargetVisible )
return false;
Vector targetDir = targetPos - GetAbsOrigin();
VectorNormalize( targetDir );
Vector facingDir;
AngleVectors( GetAbsAngles(), &facingDir );
// See if it's behind us
if ( DotProduct( facingDir, targetDir ) < 0 )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
//-----------------------------------------------------------------------------
void CAI_PoliceGoal::KnockOutTarget( CBaseEntity *pTarget )
{
m_OnKnockOut.FireOutput( pTarget, this );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_PoliceGoal::ShouldRemainAtPost( void )
{
return HasSpawnFlags( SF_POLICE_GOAL_DO_NOT_LEAVE_POST );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : level -
//-----------------------------------------------------------------------------
void CAI_PoliceGoal::FireWarningLevelOutput( int level )
{
switch( level )
{
case 1:
m_OnFirstWarning.FireOutput( this, this );
break;
case 2:
m_OnSecondWarning.FireOutput( this, this );
break;
case 3:
m_OnLastWarning.FireOutput( this, this );
break;
default:
m_OnSupressingTarget.FireOutput( this, this );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CAI_PoliceGoal::InputEnableKnockOut( inputdata_t &data )
{
m_bOverrideKnockOut = true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CAI_PoliceGoal::InputDisableKnockOut( inputdata_t &data )
{
m_bOverrideKnockOut = false;
}