csgo-2018-source/game/server/basecombatcharacter.cpp
2021-07-24 21:11:47 -07:00

3887 lines
112 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Base combat character with no AI
//
//=============================================================================//
#include "cbase.h"
#include "basecombatcharacter.h"
#include "basecombatweapon.h"
#include "animation.h"
#include "gib.h"
#include "entitylist.h"
#include "gamerules.h"
#include "ai_basenpc.h"
#include "ai_squadslot.h"
#include "ammodef.h"
#include "ndebugoverlay.h"
#include "player.h"
#include "physics.h"
#include "engine/IEngineSound.h"
#include "tier1/strtools.h"
#include "sendproxy.h"
#include "EntityFlame.h"
#include "CRagdollMagnet.h"
#include "IEffects.h"
#include "iservervehicle.h"
#include "igamesystem.h"
#include "globals.h"
#include "physics_prop_ragdoll.h"
#include "physics_impact_damage.h"
#include "saverestore_utlvector.h"
#include "eventqueue.h"
#include "world.h"
#include "globalstate.h"
#include "items.h"
#include "movevars_shared.h"
#include "RagdollBoogie.h"
#include "rumble_shared.h"
#include "saverestoretypes.h"
#include "nav_mesh.h"
#ifdef HL2_DLL
#include "weapon_physcannon.h"
#include "hl2_gamerules.h"
#endif
#ifdef PORTAL
#include "portal_util_shared.h"
#include "portal_base2d_shared.h"
#include "portal_shareddefs.h"
#include "npc_portal_turret_floor.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if defined( HL2_DLL )
extern int g_interactionBarnacleVictimReleased;
#endif //HL2_DLL
extern ConVar weapon_showproficiency;
ConVar ai_show_hull_attacks( "ai_show_hull_attacks", "0" );
ConVar ai_force_serverside_ragdoll( "ai_force_serverside_ragdoll", "0" );
#ifndef _RETAIL
ConVar ai_use_visibility_cache( "ai_use_visibility_cache", "1" );
#define ShouldUseVisibilityCache() ai_use_visibility_cache.GetBool()
#else
#define ShouldUseVisibilityCache() true
#endif
BEGIN_DATADESC( CBaseCombatCharacter )
DEFINE_UTLVECTOR( m_hTriggerFogList, FIELD_EHANDLE ),
DEFINE_FIELD( m_hLastFogTrigger, FIELD_EHANDLE ),
DEFINE_FIELD( m_flNextAttack, FIELD_TIME ),
DEFINE_KEYFIELD( m_eHull, FIELD_INTEGER, "HullType" ),
DEFINE_KEYFIELD( m_bloodColor, FIELD_INTEGER, "BloodColor" ),
DEFINE_FIELD( m_iDamageCount, FIELD_INTEGER ),
DEFINE_FIELD( m_flFieldOfView, FIELD_FLOAT ),
DEFINE_FIELD( m_HackedGunPos, FIELD_VECTOR ),
DEFINE_KEYFIELD( m_RelationshipString, FIELD_STRING, "Relationship" ),
DEFINE_FIELD( m_LastHitGroup, FIELD_INTEGER ),
DEFINE_FIELD( m_flDamageAccumulator, FIELD_FLOAT ),
DEFINE_INPUT( m_impactEnergyScale, FIELD_FLOAT, "physdamagescale" ),
DEFINE_FIELD( m_CurrentWeaponProficiency, FIELD_INTEGER),
DEFINE_UTLVECTOR( m_Relationship, FIELD_EMBEDDED),
DEFINE_FIELD( m_nFaction, FIELD_INTEGER ),
DEFINE_AUTO_ARRAY( m_iAmmo, FIELD_INTEGER ),
DEFINE_AUTO_ARRAY( m_hMyWeapons, FIELD_EHANDLE ),
DEFINE_FIELD( m_hActiveWeapon, FIELD_EHANDLE ),
DEFINE_FIELD( m_flTimeOfLastInjury, FIELD_FLOAT ),
DEFINE_FIELD( m_nRelativeDirectionOfLastInjury, FIELD_INTEGER ),
// DEFINE_FIELD( m_uiLastDamageTypeFlags, FIELD_INTEGER ),
DEFINE_FIELD( m_bForceServerRagdoll, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bPreventWeaponPickup, FIELD_BOOLEAN ),
DEFINE_INPUTFUNC( FIELD_VOID, "KilledNPC", InputKilledNPC ),
END_DATADESC()
BEGIN_SIMPLE_DATADESC( Relationship_t )
DEFINE_FIELD( entity, FIELD_EHANDLE ),
DEFINE_FIELD( classType, FIELD_INTEGER ),
DEFINE_FIELD( faction, FIELD_INTEGER ),
DEFINE_FIELD( disposition, FIELD_INTEGER ),
DEFINE_FIELD( priority, FIELD_INTEGER ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Init static variables
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::m_lastInteraction = 0;
Relationship_t** CBaseCombatCharacter::m_DefaultRelationship = NULL;
Relationship_t** CBaseCombatCharacter::m_FactionRelationship = NULL;
CUtlVector< CUtlVector< EHANDLE> > CBaseCombatCharacter::m_aFactions;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CCleanupDefaultRelationShips : public CAutoGameSystem
{
public:
CCleanupDefaultRelationShips( char const *name ) : CAutoGameSystem( name )
{
}
virtual void Shutdown()
{
if ( CBaseCombatCharacter::m_DefaultRelationship != NULL )
{
int iNumClasses = GameRules() ? GameRules()->NumEntityClasses() : LAST_SHARED_ENTITY_CLASS;
for ( int i=0; i<iNumClasses; ++i )
{
delete[] CBaseCombatCharacter::m_DefaultRelationship[ i ];
}
delete[] CBaseCombatCharacter::m_DefaultRelationship;
CBaseCombatCharacter::m_DefaultRelationship = NULL;
}
if ( CBaseCombatCharacter::m_FactionRelationship != NULL )
{
for( int i = 0; i < CBaseCombatCharacter::m_aFactions.Count(); i++ )
{
delete[] CBaseCombatCharacter::m_FactionRelationship[ i ];
CBaseCombatCharacter::m_aFactions[ i ].Purge();
}
CBaseCombatCharacter::m_aFactions.Purge();
delete[] CBaseCombatCharacter::m_FactionRelationship;
CBaseCombatCharacter::m_FactionRelationship = NULL;
}
}
};
static CCleanupDefaultRelationShips g_CleanupDefaultRelationships( "CCleanupDefaultRelationShips" );
void *SendProxy_SendBaseCombatCharacterLocalDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
{
// Only send to local player if this is a player
pRecipients->ClearAllRecipients();
CBaseCombatCharacter *pBCC = ( CBaseCombatCharacter * )pStruct;
if ( pBCC != NULL)
{
if ( pBCC->IsPlayer() )
{
pRecipients->SetOnly( pBCC->entindex() - 1 );
}
else
{
// If it's a vehicle, send to "driver" (e.g., operator of tf2 manned guns)
IServerVehicle *pVehicle = pBCC->GetServerVehicle();
if ( pVehicle != NULL )
{
CBaseCombatCharacter *pDriver = pVehicle->GetPassenger();
if ( pDriver != NULL )
{
pRecipients->SetOnly( pDriver->entindex() - 1 );
}
}
}
}
return ( void * )pVarData;
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendBaseCombatCharacterLocalDataTable );
void *SendProxy_SendBaseCombatCharacterNonLocalDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
{
// Send to all players except itself
CBaseCombatCharacter *pBCC = ( CBaseCombatCharacter * )pStruct;
if ( pBCC != NULL)
{
if ( pBCC->IsPlayer() )
{
pRecipients->ExcludeOnly( pBCC->entindex() - 1 );
}
}
return ( void * )pVarData;
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendBaseCombatCharacterNonLocalDataTable );
// Only send active weapon index to local player
BEGIN_SEND_TABLE_NOBASE( CBaseCombatCharacter, DT_BCCLocalPlayerExclusive )
SendPropTime( SENDINFO( m_flNextAttack ) ),
END_SEND_TABLE();
BEGIN_SEND_TABLE_NOBASE( CBaseCombatCharacter, DT_BCCNonLocalPlayerExclusive )
END_SEND_TABLE();
//-----------------------------------------------------------------------------
// This table encodes the CBaseCombatCharacter
//-----------------------------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST(CBaseCombatCharacter, DT_BaseCombatCharacter)
// Data that only gets sent to the local player.
SendPropDataTable( "bcc_localdata", 0, &REFERENCE_SEND_TABLE(DT_BCCLocalPlayerExclusive), SendProxy_SendBaseCombatCharacterLocalDataTable ),
SendPropDataTable( "bcc_nonlocaldata", 0, &REFERENCE_SEND_TABLE(DT_BCCNonLocalPlayerExclusive), SendProxy_SendBaseCombatCharacterNonLocalDataTable ),
SendPropInt( SENDINFO( m_LastHitGroup ), 4, SPROP_UNSIGNED ),
SendPropEHandle( SENDINFO( m_hActiveWeapon ) ),
SendPropTime( SENDINFO( m_flTimeOfLastInjury ) ),
SendPropInt( SENDINFO( m_nRelativeDirectionOfLastInjury ), 3, SPROP_UNSIGNED ),
// SendPropInt( SENDINFO( m_uiLastDamageTypeFlags ), 0, SPROP_UNSIGNED ),
SendPropArray3( SENDINFO_ARRAY3(m_hMyWeapons), SendPropEHandle( SENDINFO_ARRAY(m_hMyWeapons) ) ),
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Interactions
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::InitInteractionSystem()
{
// interaction ids continue to go up with every map load, otherwise you get
// collisions if a future map has a different set of NPCs from a current map
}
//-----------------------------------------------------------------------------
// Purpose: Return an interaction ID (so we have no collisions)
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::GetInteractionID(void)
{
m_lastInteraction++;
return (m_lastInteraction);
}
// ============================================================================
bool CBaseCombatCharacter::HasHumanGibs( void )
{
#if defined( HL2_DLL )
Class_T myClass = Classify();
if ( myClass == CLASS_CITIZEN_PASSIVE ||
myClass == CLASS_CITIZEN_REBEL ||
myClass == CLASS_COMBINE ||
myClass == CLASS_CONSCRIPT ||
myClass == CLASS_METROPOLICE ||
myClass == CLASS_PLAYER )
return true;
#elif defined( CSPORT_DLL )
Class_T myClass = Classify();
if ( myClass == CLASS_PLAYER )
{
return true;
}
#endif
return false;
}
bool CBaseCombatCharacter::HasAlienGibs( void )
{
#if defined( HL2_DLL )
Class_T myClass = Classify();
if ( myClass == CLASS_BARNACLE ||
myClass == CLASS_STALKER ||
myClass == CLASS_ZOMBIE ||
myClass == CLASS_VORTIGAUNT ||
myClass == CLASS_HEADCRAB )
{
return true;
}
#endif
return false;
}
void CBaseCombatCharacter::CorpseFade( void )
{
StopAnimation();
SetAbsVelocity( vec3_origin );
SetMoveType( MOVETYPE_NONE );
SetLocalAngularVelocity( vec3_angle );
m_flAnimTime = gpGlobals->curtime;
AddEffects( EF_NOINTERP );
SUB_StartFadeOut();
}
//-----------------------------------------------------------------------------
// Visibility caching
//-----------------------------------------------------------------------------
struct VisibilityCacheEntry_t
{
CBaseEntity *pEntity1;
CBaseEntity *pEntity2;
EHANDLE pBlocker;
float time;
};
class CVisibilityCacheEntryLess
{
public:
CVisibilityCacheEntryLess( int ) {}
bool operator!() const { return false; }
bool operator()( const VisibilityCacheEntry_t &lhs, const VisibilityCacheEntry_t &rhs ) const
{
return ( memcmp( &lhs, &rhs, offsetof( VisibilityCacheEntry_t, pBlocker ) ) < 0 );
}
};
static CUtlRBTree<VisibilityCacheEntry_t, unsigned short, CVisibilityCacheEntryLess> g_VisibilityCache;
const float VIS_CACHE_ENTRY_LIFE = .090;
bool CBaseCombatCharacter::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
{
VPROF( "CBaseCombatCharacter::FVisible" );
if ( traceMask != MASK_BLOCKLOS || !ShouldUseVisibilityCache() || pEntity == this
#if defined(HL2_DLL)
|| Classify() == CLASS_BULLSEYE || pEntity->Classify() == CLASS_BULLSEYE
#endif
)
{
return BaseClass::FVisible( pEntity, traceMask, ppBlocker );
}
VisibilityCacheEntry_t cacheEntry;
if ( this < pEntity )
{
cacheEntry.pEntity1 = this;
cacheEntry.pEntity2 = pEntity;
}
else
{
cacheEntry.pEntity1 = pEntity;
cacheEntry.pEntity2 = this;
}
int iCache = g_VisibilityCache.Find( cacheEntry );
if ( iCache != g_VisibilityCache.InvalidIndex() )
{
if ( gpGlobals->curtime - g_VisibilityCache[iCache].time < VIS_CACHE_ENTRY_LIFE )
{
bool bBlockerValid = g_VisibilityCache[iCache].pBlocker.IsValid();
if ( bBlockerValid )
{
if ( ppBlocker )
{
*ppBlocker = g_VisibilityCache[iCache].pBlocker;
if ( !*ppBlocker )
{
*ppBlocker = GetWorldEntity();
}
}
}
else
{
if ( ppBlocker )
{
*ppBlocker = NULL;
}
}
return !bBlockerValid;
}
}
else
{
if ( g_VisibilityCache.Count() != g_VisibilityCache.InvalidIndex() )
{
iCache = g_VisibilityCache.Insert( cacheEntry );
}
else
{
return BaseClass::FVisible( pEntity, traceMask, ppBlocker );
}
}
CBaseEntity *pBlocker = NULL;
if ( ppBlocker == NULL )
{
ppBlocker = &pBlocker;
}
bool bResult = BaseClass::FVisible( pEntity, traceMask, ppBlocker );
if ( !bResult )
{
g_VisibilityCache[iCache].pBlocker = *ppBlocker;
}
else
{
g_VisibilityCache[iCache].pBlocker = NULL;
}
g_VisibilityCache[iCache].time = gpGlobals->curtime;
return bResult;
}
void CBaseCombatCharacter::ResetVisibilityCache( CBaseCombatCharacter *pBCC )
{
VPROF( "CBaseCombatCharacter::ResetVisibilityCache" );
if ( !pBCC )
{
g_VisibilityCache.RemoveAll();
return;
}
int i = g_VisibilityCache.FirstInorder();
CUtlVector<unsigned short> removals;
while ( i != g_VisibilityCache.InvalidIndex() )
{
if ( g_VisibilityCache[i].pEntity1 == pBCC || g_VisibilityCache[i].pEntity2 == pBCC )
{
removals.AddToTail( i );
}
i = g_VisibilityCache.NextInorder( i );
}
for ( i = 0; i < removals.Count(); i++ )
{
g_VisibilityCache.RemoveAt( removals[i] );
}
}
#ifdef PORTAL
bool CBaseCombatCharacter::FVisibleThroughPortal( const CPortal_Base2D *pPortal, CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
{
VPROF( "CBaseCombatCharacter::FVisible" );
if ( pPortal && IsPlayerNearTargetPortal( pPortal->m_hLinkedPortal.Get() ) == false )
return false;
if ( pEntity->GetFlags() & FL_NOTARGET )
return false;
Vector vecLookerOrigin = EyePosition();//look through the caller's 'eyes'
Vector vecTargetOrigin = pEntity->EyePosition();
// Use the custom LOS trace filter
CTraceFilterLOS traceFilter( this, COLLISION_GROUP_NONE, pEntity );
Vector vecTranslatedTargetOrigin;
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecTargetOrigin, vecTranslatedTargetOrigin );
Ray_t ray;
ray.Init( vecLookerOrigin, vecTranslatedTargetOrigin );
trace_t tr;
// If we're doing an opaque search, include NPCs.
if ( traceMask == MASK_BLOCKLOS )
{
traceMask = MASK_BLOCKLOS_AND_NPCS;
}
UTIL_Portal_TraceRay_Bullets( pPortal, ray, traceMask, &traceFilter, &tr );
if (tr.fraction != 1.0 || tr.startsolid )
{
// If we hit the entity we're looking for, it's visible
if ( tr.m_pEnt == pEntity )
return true;
// Got line of sight on the vehicle the player is driving!
if ( pEntity && pEntity->IsPlayer() )
{
CBasePlayer *pPlayer = assert_cast<CBasePlayer*>( pEntity );
if ( tr.m_pEnt == pPlayer->GetVehicleEntity() )
return true;
}
if (ppBlocker)
{
*ppBlocker = tr.m_pEnt;
}
return false;// Line of sight is not established
}
return true;// line of sight is valid.
}
#endif
//-----------------------------------------------------------------------------
//=========================================================
// FInViewCone - returns true is the passed ent is in
// the caller's forward view cone. The dot product is performed
// in 2d, making the view cone infinitely tall.
//=========================================================
bool CBaseCombatCharacter::FInViewCone( CBaseEntity *pEntity )
{
return FInViewCone( pEntity->WorldSpaceCenter() );
}
//=========================================================
// FInViewCone - returns true is the passed Vector is in
// the caller's forward view cone. The dot product is performed
// in 2d, making the view cone infinitely tall.
//=========================================================
bool CBaseCombatCharacter::FInViewCone( const Vector &vecSpot )
{
Vector eyepos = EyePosition();
// do this in 2D
eyepos.z = vecSpot.z;
return PointWithinViewAngle( eyepos, vecSpot, EyeDirection2D(), m_flFieldOfView );
}
#ifdef PORTAL
//=========================================================
// FInViewCone - returns true is the passed ent is in
// the caller's forward view cone. The dot product is performed
// in 2d, making the view cone infinitely tall.
//=========================================================
CPortal_Base2D* CBaseCombatCharacter::FInViewConeThroughPortal( CBaseEntity *pEntity )
{
return FInViewConeThroughPortal( pEntity->WorldSpaceCenter() );
}
//=========================================================
// FInViewCone - returns true is the passed Vector is in
// the caller's forward view cone. The dot product is performed
// in 2d, making the view cone infinitely tall.
//=========================================================
CPortal_Base2D* CBaseCombatCharacter::FInViewConeThroughPortal( const Vector &vecSpot )
{
int iPortalCount = CPortal_Base2D_Shared::AllPortals.Count();
if( iPortalCount == 0 )
return NULL;
const Vector ptEyePosition = EyePosition();
float fDistToBeat = 1e20; //arbitrarily high number
CPortal_Base2D *pBestPortal = NULL;
CPortal_Base2D **pPortals = CPortal_Base2D_Shared::AllPortals.Base();
// Check through both portals
for ( int iPortal = 0; iPortal < iPortalCount; ++iPortal )
{
CPortal_Base2D *pPortal = pPortals[iPortal];
// Check if this portal is active, linked, and in the view cone
if( pPortal->IsActivedAndLinked() && FInViewCone( pPortal ) )
{
// The facing direction is the eye to the portal to set up a proper FOV through the relatively small portal hole
Vector facingDir = pPortal->GetAbsOrigin() - ptEyePosition;
// If the portal isn't facing the eye, bail
if ( facingDir.Dot( pPortal->m_plane_Origin.normal ) > 0.0f )
continue;
// If the point is behind the linked portal, bail
if ( ( vecSpot - pPortal->m_hLinkedPortal->GetAbsOrigin() ).Dot( pPortal->m_hLinkedPortal->m_plane_Origin.normal ) < 0.0f )
continue;
// Remove height from the equation
facingDir.z = 0.0f;
float fPortalDist = VectorNormalize( facingDir );
// Translate the target spot across the portal
Vector vTranslatedVecSpot;
UTIL_Portal_PointTransform( pPortal->m_hLinkedPortal->MatrixThisToLinked(), vecSpot, vTranslatedVecSpot );
// do this in 2D
Vector los = ( vTranslatedVecSpot - ptEyePosition );
los.z = 0.0f;
float fSpotDist = VectorNormalize( los );
if( fSpotDist > fDistToBeat )
continue; //no point in going further, we already have a better portal
// If the target point is closer than the portal (banana juice), bail
// HACK: Extra 32 is a fix for the player who's origin can be on one side of a portal while his center mirrored across is closer than the portal.
if ( fPortalDist > fSpotDist + 32.0f )
continue;
// Get the worst case FOV from the portal's corners
float fFOVThroughPortal = 1.0f;
for ( int i = 0; i < 4; ++i )
{
//Vector vPortalCorner = pPortal->GetAbsOrigin() + vPortalRight * PORTAL_HALF_WIDTH * ( ( i / 2 == 0 ) ? ( 1.0f ) : ( -1.0f ) ) +
// vPortalUp * PORTAL_HALF_HEIGHT * ( ( i % 2 == 0 ) ? ( 1.0f ) : ( -1.0f ) );
Vector vEyeToCorner = pPortal->m_vPortalCorners[i] - ptEyePosition;
vEyeToCorner.z = 0.0f;
VectorNormalize( vEyeToCorner );
float flCornerDot = DotProduct( vEyeToCorner, facingDir );
if ( flCornerDot < fFOVThroughPortal )
fFOVThroughPortal = flCornerDot;
}
float flDot = DotProduct( los, facingDir );
// Use the tougher FOV of either the standard FOV or FOV clipped to the portal hole
if ( flDot > MAX( fFOVThroughPortal, m_flFieldOfView ) )
{
float fActualDist = ptEyePosition.DistToSqr( vTranslatedVecSpot );
if( fActualDist < fDistToBeat )
{
fDistToBeat = fActualDist;
pBestPortal = pPortal;
}
}
}
}
return pBestPortal;
}
#endif
//=========================================================
// FInAimCone - returns true is the passed ent is in
// the caller's forward aim cone. The dot product is performed
// in 2d, making the aim cone infinitely tall.
//=========================================================
bool CBaseCombatCharacter::FInAimCone( CBaseEntity *pEntity )
{
return FInAimCone( pEntity->BodyTarget( EyePosition() ) );
}
//=========================================================
// FInAimCone - returns true is the passed Vector is in
// the caller's forward aim cone. The dot product is performed
// in 2d, making the view cone infinitely tall. By default, the
// callers aim cone is assumed to be very narrow
//=========================================================
bool CBaseCombatCharacter::FInAimCone( const Vector &vecSpot )
{
Vector los = ( vecSpot - GetAbsOrigin() );
// do this in 2D
los.z = 0;
VectorNormalize( los );
Vector facingDir = BodyDirection2D( );
float flDot = DotProduct( los, facingDir );
if ( flDot > 0.994 )//!!!BUGBUG - magic number same as FacingIdeal(), what is this?
return true;
return false;
}
//-----------------------------------------------------------------------------
// 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 : The type of interaction, extra info pointer, and who started it
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt )
{
#if defined( HL2_DLL )
if ( interactionType == g_interactionBarnacleVictimReleased )
{
// For now, throw away the NPC and leave the ragdoll.
UTIL_Remove( this );
return true;
}
#endif // HL2_DLL
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor : Initialize some fields
//-----------------------------------------------------------------------------
CBaseCombatCharacter::CBaseCombatCharacter( void )
{
#ifdef _DEBUG
// necessary since in debug, we initialize vectors to NAN for debugging
m_HackedGunPos.Init();
#endif
// Zero the damage accumulator.
m_flDamageAccumulator = 0.0f;
// Init weapon and Ammo data
m_hActiveWeapon = NULL;
m_uiLastDamageTypeFlags = 0;
// Init faction
m_nFaction = FACTION_NONE;
// reset all ammo values to 0
RemoveAllAmmo();
// not alive yet
m_aliveTimer.Invalidate();
m_hasBeenInjured = 0;
for( int t=0; t<MAX_DAMAGE_TEAMS; ++t )
{
m_damageHistory[t].team = TEAM_INVALID;
}
m_flTimeOfLastInjury = 0.0f;
// not standing on a nav area yet
m_lastNavArea = NULL;
m_registeredNavTeam = TEAM_INVALID;
m_LastHitGroup = HITGROUP_GENERIC;
for (int i = 0; i < MAX_WEAPONS; i++)
{
m_hMyWeapons.Set( i, INVALID_EHANDLE );
}
V_memset( m_weaponIDToIndex, 0, sizeof(m_weaponIDToIndex) );
// Default so that spawned entities have this set
m_impactEnergyScale = 1.0f;
m_bForceServerRagdoll = ai_force_serverside_ragdoll.GetBool();
}
//------------------------------------------------------------------------------
// Purpose : Destructor
// Input :
// Output :
//------------------------------------------------------------------------------
CBaseCombatCharacter::~CBaseCombatCharacter( void )
{
if ( ( m_nFaction != FACTION_NONE ) && ( m_aFactions.Count() != 0 ) )
{
m_aFactions[ m_nFaction ].FindAndFastRemove( this );
}
ResetVisibilityCache( this );
ClearLastKnownArea();
}
//-----------------------------------------------------------------------------
// Purpose: Put the combat character into the environment
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Spawn( void )
{
BaseClass::Spawn();
SetBlocksLOS( false );
m_aliveTimer.Start();
m_hasBeenInjured = 0;
for( int t=0; t<MAX_DAMAGE_TEAMS; ++t )
{
m_damageHistory[t].team = TEAM_INVALID;
}
m_flTimeOfLastInjury = 0.0f;
m_LastHitGroup = HITGROUP_GENERIC;
// not standing on a nav area yet
ClearLastKnownArea();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Precache()
{
VPROF( "CBaseCombatCharacter::Precache" );
BaseClass::Precache();
PrecacheScriptSound( "BaseCombatCharacter.CorpseGib" );
PrecacheScriptSound( "BaseCombatCharacter.StopWeaponSounds" );
PrecacheScriptSound( "BaseCombatCharacter.AmmoPickup" );
for ( int i = m_Relationship.Count() - 1; i >= 0 ; i--)
{
if ( !m_Relationship[i].entity && m_Relationship[i].classType == CLASS_NONE )
{
DevMsg( 2, "Removing relationship for lost entity\n" );
m_Relationship.FastRemove( i );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::Restore( IRestore &restore )
{
int status = BaseClass::Restore(restore);
if ( !status )
return 0;
// restore faction information
ChangeFaction( m_nFaction );
if ( gpGlobals->eLoadType == MapLoad_Transition )
{
DevMsg( 2, "%s (%s) removing class relationships due to level transition\n", STRING( GetEntityName() ), GetClassname() );
for ( int i = m_Relationship.Count() - 1; i >= 0; --i )
{
if ( !m_Relationship[i].entity && m_Relationship[i].classType != CLASS_NONE )
{
m_Relationship.FastRemove( i );
}
}
}
return status;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::UpdateOnRemove( void )
{
int i;
// Make sure any weapons I didn't drop get removed.
for (i=0;i<MAX_WEAPONS;i++)
{
if (m_hMyWeapons[i])
{
UTIL_Remove( m_hMyWeapons[i] );
}
}
V_memset( m_weaponIDToIndex, 0, sizeof(m_weaponIDToIndex) );
// tell owner ( if any ) that we're dead.This is mostly for NPCMaker functionality.
CBaseEntity *pOwner = GetOwnerEntity();
if ( pOwner )
{
pOwner->DeathNotice( this );
SetOwnerEntity( NULL );
}
RemoveAllWearables();
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove();
}
//=========================================================
// CorpseGib - create some gore and get rid of a character's
// model.
//=========================================================
bool CBaseCombatCharacter::CorpseGib( const CTakeDamageInfo &info )
{
trace_t tr;
bool gibbed = false;
EmitSound( "BaseCombatCharacter.CorpseGib" );
// only humans throw skulls !!!UNDONE - eventually NPCs will have their own sets of gibs
if ( HasHumanGibs() )
{
CGib::SpawnHeadGib( this );
CGib::SpawnRandomGibs( this, 4, GIB_HUMAN ); // throw some human gibs.
gibbed = true;
}
else if ( HasAlienGibs() )
{
CGib::SpawnRandomGibs( this, 4, GIB_ALIEN ); // Throw alien gibs
gibbed = true;
}
return gibbed;
}
//=========================================================
// GetDeathActivity - determines the best type of death
// anim to play.
//=========================================================
Activity CBaseCombatCharacter::GetDeathActivity ( void )
{
Activity deathActivity;
bool fTriedDirection;
float flDot;
trace_t tr;
Vector vecSrc;
if (IsPlayer())
{
// die in an interesting way
switch( random->RandomInt(0,7) )
{
case 0: return ACT_DIESIMPLE;
case 1: return ACT_DIEBACKWARD;
case 2: return ACT_DIEFORWARD;
case 3: return ACT_DIEVIOLENT;
case 4: return ACT_DIE_HEADSHOT;
case 5: return ACT_DIE_CHESTSHOT;
case 6: return ACT_DIE_GUTSHOT;
case 7: return ACT_DIE_BACKSHOT;
}
}
vecSrc = WorldSpaceCenter();
fTriedDirection = false;
deathActivity = ACT_DIESIMPLE;// in case we can't find any special deaths to do.
Vector forward;
AngleVectors( GetLocalAngles(), &forward );
flDot = -DotProduct( forward, g_vecAttackDir );
switch ( m_LastHitGroup )
{
// try to pick a region-specific death.
case HITGROUP_HEAD:
deathActivity = ACT_DIE_HEADSHOT;
break;
case HITGROUP_STOMACH:
deathActivity = ACT_DIE_GUTSHOT;
break;
case HITGROUP_GENERIC:
// try to pick a death based on attack direction
fTriedDirection = true;
if ( flDot > 0.3 )
{
deathActivity = ACT_DIEFORWARD;
}
else if ( flDot <= -0.3 )
{
deathActivity = ACT_DIEBACKWARD;
}
break;
default:
// try to pick a death based on attack direction
fTriedDirection = true;
if ( flDot > 0.3 )
{
deathActivity = ACT_DIEFORWARD;
}
else if ( flDot <= -0.3 )
{
deathActivity = ACT_DIEBACKWARD;
}
break;
}
// can we perform the prescribed death?
if ( SelectWeightedSequence ( deathActivity ) == ACTIVITY_NOT_AVAILABLE )
{
// no! did we fail to perform a directional death?
if ( fTriedDirection )
{
// if yes, we're out of options. Go simple.
deathActivity = ACT_DIESIMPLE;
}
else
{
// cannot perform the ideal region-specific death, so try a direction.
if ( flDot > 0.3 )
{
deathActivity = ACT_DIEFORWARD;
}
else if ( flDot <= -0.3 )
{
deathActivity = ACT_DIEBACKWARD;
}
}
}
if ( SelectWeightedSequence ( deathActivity ) == ACTIVITY_NOT_AVAILABLE )
{
// if we're still invalid, simple is our only option.
deathActivity = ACT_DIESIMPLE;
if ( SelectWeightedSequence ( deathActivity ) == ACTIVITY_NOT_AVAILABLE )
{
Msg( "ERROR! %s missing ACT_DIESIMPLE\n", STRING(GetModelName()) );
}
}
if ( deathActivity == ACT_DIEFORWARD )
{
// make sure there's room to fall forward
UTIL_TraceHull ( vecSrc, vecSrc + forward * 64, Vector(-16,-16,-18),
Vector(16,16,18), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 )
{
deathActivity = ACT_DIESIMPLE;
}
}
if ( deathActivity == ACT_DIEBACKWARD )
{
// make sure there's room to fall backward
UTIL_TraceHull ( vecSrc, vecSrc - forward * 64, Vector(-16,-16,-18),
Vector(16,16,18), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 )
{
deathActivity = ACT_DIESIMPLE;
}
}
return deathActivity;
}
// UNDONE: Should these operate on a list of weapon/items
Activity CBaseCombatCharacter::Weapon_TranslateActivity( Activity baseAct, bool *pRequired )
{
Activity translated = baseAct;
if ( m_hActiveWeapon )
{
translated = m_hActiveWeapon->ActivityOverride( baseAct, pRequired );
}
else if (pRequired)
{
*pRequired = false;
}
return translated;
}
//-----------------------------------------------------------------------------
// Purpose: NPCs should override this function to translate activities
// such as ACT_WALK, etc.
// Input :
// Output :
//-----------------------------------------------------------------------------
Activity CBaseCombatCharacter::NPC_TranslateActivity( Activity baseAct )
{
return baseAct;
}
void CBaseCombatCharacter::Weapon_SetActivity( Activity newActivity, float duration )
{
if ( m_hActiveWeapon )
{
m_hActiveWeapon->SetActivity( newActivity, duration );
}
}
void CBaseCombatCharacter::Weapon_FrameUpdate( void )
{
if ( m_hActiveWeapon )
{
m_hActiveWeapon->Operator_FrameUpdate( this );
}
}
//------------------------------------------------------------------------------
// Purpose : expects a length to trace, amount
// of damage to do, and damage type. Returns a pointer to
// the damaged entity in case the NPC wishes to do
// other stuff to the victim (punchangle, etc)
//
// Used for many contact-range melee attacks. Bites, claws, etc.
// Input :
// Output :
//------------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::CheckTraceHullAttack( float flDist, const Vector &mins, const Vector &maxs, float flDamage, int iDmgType, float forceScale, bool bDamageAnyNPC )
{
// If only a length is given assume we want to trace in our facing direction
Vector forward;
AngleVectors( GetAbsAngles(), &forward );
Vector vStart = GetAbsOrigin();
// The ideal place to start the trace is in the center of the attacker's bounding box.
// however, we need to make sure there's enough clearance. Some of the smaller monsters aren't
// as big as the hull we try to trace with. (SJB)
float flVerticalOffset = WorldAlignSize().z * 0.5;
if( flVerticalOffset < maxs.z )
{
// There isn't enough room to trace this hull, it's going to drag the ground.
// so make the vertical offset just enough to clear the ground.
flVerticalOffset = maxs.z + 1.0;
}
vStart.z += flVerticalOffset;
Vector vEnd = vStart + (forward * flDist );
return CheckTraceHullAttack( vStart, vEnd, mins, maxs, flDamage, iDmgType, forceScale, bDamageAnyNPC );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pHandleEntity -
// contentsMask -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CTraceFilterMelee::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
if ( !StandardFilterRules( pHandleEntity, contentsMask ) )
return false;
if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) )
return false;
// Don't test if the game code tells us we should ignore this collision...
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
if ( pEntity )
{
if ( !pEntity->ShouldCollide( m_collisionGroup, contentsMask ) )
return false;
if ( !g_pGameRules->ShouldCollide( m_collisionGroup, pEntity->GetCollisionGroup() ) )
return false;
if ( pEntity->m_takedamage == DAMAGE_NO )
return false;
// FIXME: Do not translate this to the driver because the driver only accepts damage from the vehicle
// Translate the vehicle into its driver for damage
/*
if ( pEntity->GetServerVehicle() != NULL )
{
CBaseEntity *pDriver = pEntity->GetServerVehicle()->GetPassenger();
if ( pDriver != NULL )
{
pEntity = pDriver;
}
}
*/
Vector attackDir = pEntity->WorldSpaceCenter() - m_dmgInfo->GetAttacker()->WorldSpaceCenter();
VectorNormalize( attackDir );
CTakeDamageInfo info = (*m_dmgInfo);
CalculateMeleeDamageForce( &info, attackDir, info.GetAttacker()->WorldSpaceCenter(), m_flForceScale );
CBaseCombatCharacter *pBCC = info.GetAttacker()->MyCombatCharacterPointer();
CBaseCombatCharacter *pVictimBCC = pEntity->MyCombatCharacterPointer();
// Only do these comparisons between NPCs
if ( pBCC && pVictimBCC )
{
// Can only damage other NPCs that we hate
if ( m_bDamageAnyNPC || pBCC->IRelationType( pEntity ) == D_HT )
{
if ( info.GetDamage() )
{
pEntity->TakeDamage( info );
}
// Put a combat sound in
CSoundEnt::InsertSound( SOUND_COMBAT, info.GetDamagePosition(), 200, 0.2f, info.GetAttacker() );
m_pHit = pEntity;
return true;
}
}
else
{
m_pHit = pEntity;
// Make sure if the player is holding this, he drops it
Pickup_ForcePlayerToDropThisObject( pEntity );
// Otherwise just damage passive objects in our way
if ( info.GetDamage() )
{
pEntity->TakeDamage( info );
}
}
}
return false;
}
//------------------------------------------------------------------------------
// Purpose : start and end trace position, amount
// of damage to do, and damage type. Returns a pointer to
// the damaged entity in case the NPC wishes to do
// other stuff to the victim (punchangle, etc)
//
// Used for many contact-range melee attacks. Bites, claws, etc.
// Input :
// Output :
//------------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::CheckTraceHullAttack( const Vector &vStart, const Vector &vEnd, const Vector &mins, const Vector &maxs, float flDamage, int iDmgType, float flForceScale, bool bDamageAnyNPC )
{
// Handy debuging tool to visualize HullAttack trace
if ( ai_show_hull_attacks.GetBool() )
{
float length = (vEnd - vStart ).Length();
Vector direction = (vEnd - vStart );
VectorNormalize( direction );
Vector hullMaxs = maxs;
hullMaxs.x = length + hullMaxs.x;
NDebugOverlay::BoxDirection(vStart, mins, hullMaxs, direction, 100,255,255,20,1.0);
NDebugOverlay::BoxDirection(vStart, mins, maxs, direction, 255,0,0,20,1.0);
}
#if 1
CTakeDamageInfo dmgInfo( this, this, flDamage, iDmgType );
// COLLISION_GROUP_PROJECTILE does some handy filtering that's very appropriate for this type of attack, as well. (sjb) 7/25/2007
CTraceFilterMelee traceFilter( this, COLLISION_GROUP_PROJECTILE, &dmgInfo, flForceScale, bDamageAnyNPC );
Ray_t ray;
ray.Init( vStart, vEnd, mins, maxs );
trace_t tr;
enginetrace->TraceRay( ray, MASK_SHOT_HULL, &traceFilter, &tr );
CBaseEntity *pEntity = traceFilter.m_pHit;
if ( pEntity == NULL )
{
// See if perhaps I'm trying to claw/bash someone who is standing on my head.
Vector vecTopCenter;
Vector vecEnd;
Vector vecMins, vecMaxs;
// Do a tracehull from the top center of my bounding box.
vecTopCenter = GetAbsOrigin();
CollisionProp()->WorldSpaceAABB( &vecMins, &vecMaxs );
vecTopCenter.z = vecMaxs.z + 1.0f;
vecEnd = vecTopCenter;
vecEnd.z += 2.0f;
ray.Init( vecTopCenter, vEnd, mins, maxs );
enginetrace->TraceRay( ray, MASK_SHOT_HULL, &traceFilter, &tr );
pEntity = traceFilter.m_pHit;
}
if( pEntity && !pEntity->CanBeHitByMeleeAttack(this) )
{
// If we touched something, but it shouldn't be hit, return nothing.
pEntity = NULL;
}
return pEntity;
#else
trace_t tr;
UTIL_TraceHull( vStart, vEnd, mins, maxs, MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr );
CBaseEntity *pEntity = tr.m_pEnt;
if ( !pEntity )
{
// See if perhaps I'm trying to claw/bash someone who is standing on my head.
Vector vecTopCenter;
Vector vecEnd;
Vector vecMins, vecMaxs;
// Do a tracehull from the top center of my bounding box.
vecTopCenter = GetAbsOrigin();
CollisionProp()->WorldSpaceAABB( &vecMins, &vecMaxs );
vecTopCenter.z = vecMaxs.z + 1.0f;
vecEnd = vecTopCenter;
vecEnd.z += 2.0f;
UTIL_TraceHull( vecTopCenter, vecEnd, mins, maxs, MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr );
pEntity = tr.m_pEnt;
}
if ( !pEntity || !pEntity->m_takedamage || !pEntity->IsAlive() )
return NULL;
// Translate the vehicle into its driver for damage
if ( pEntity->GetServerVehicle() != NULL )
{
CBaseEntity *pDriver = pEntity->GetServerVehicle()->GetPassenger();
if ( pDriver != NULL )
{
pEntity = pDriver;
//FIXME: Hook for damage scale in car here
}
}
// Must hate the hit entity
if ( IRelationType( pEntity ) == D_HT )
{
if ( iDamage > 0 )
{
CTakeDamageInfo info( this, this, flDamage, iDmgType );
CalculateMeleeDamageForce( &info, (vEnd - vStart), vStart, forceScale );
pEntity->TakeDamage( info );
}
}
return pEntity;
#endif
}
bool CBaseCombatCharacter::Event_Gibbed( const CTakeDamageInfo &info )
{
bool fade = false;
if ( HasHumanGibs() )
{
ConVarRef violence_hgibs( "violence_hgibs" );
if ( violence_hgibs.IsValid() && violence_hgibs.GetInt() == 0 )
{
fade = true;
}
}
else if ( HasAlienGibs() )
{
ConVarRef violence_agibs( "violence_agibs" );
if ( violence_agibs.IsValid() && violence_agibs.GetInt() == 0 )
{
fade = true;
}
}
m_takedamage = DAMAGE_NO;
AddSolidFlags( FSOLID_NOT_SOLID );
m_lifeState = LIFE_DEAD;
if ( fade )
{
CorpseFade();
return false;
}
else
{
AddEffects( EF_NODRAW ); // make the model invisible.
return CorpseGib( info );
}
}
Vector CBaseCombatCharacter::CalcDeathForceVector( const CTakeDamageInfo &info )
{
// Already have a damage force in the data, use that.
bool bNoPhysicsForceDamage = g_pGameRules->Damage_NoPhysicsForce( info.GetDamageType() );
if ( info.GetDamageForce() != vec3_origin || bNoPhysicsForceDamage )
{
if( info.GetDamageType() & DMG_BLAST )
{
// Fudge blast forces a little bit, so that each
// victim gets a slightly different trajectory.
// This simulates features that usually vary from
// person-to-person variables such as bodyweight,
// which are all indentical for characters using the same model.
float scale = random->RandomFloat( 0.85, 1.15 );
Vector force = info.GetDamageForce();
force.x *= scale;
force.y *= scale;
// Try to always exaggerate the upward force because we've got pretty harsh gravity
force.z *= (force.z > 0) ? 1.15 : scale;
return force;
}
return info.GetDamageForce();
}
CBaseEntity *pForce = info.GetInflictor();
if ( !pForce )
{
pForce = info.GetAttacker();
}
if ( pForce )
{
// Calculate an impulse large enough to push a 75kg man 4 in/sec per point of damage
float forceScale = info.GetDamage() * 75 * 4;
Vector forceVector;
// If the damage is a blast, point the force vector higher than usual, this gives
// the ragdolls a bodacious "really got blowed up" look.
if( info.GetDamageType() & DMG_BLAST )
{
// exaggerate the force from explosions a little (37.5%)
forceVector = (GetLocalOrigin() + Vector(0, 0, WorldAlignSize().z) ) - pForce->GetLocalOrigin();
VectorNormalize(forceVector);
forceVector *= 1.375f;
}
else
{
// taking damage from self? Take a little random force, but still try to collapse on the spot.
if ( this == pForce )
{
forceVector.x = random->RandomFloat( -1.0f, 1.0f );
forceVector.y = random->RandomFloat( -1.0f, 1.0f );
forceVector.z = 0.0;
forceScale = random->RandomFloat( 1000.0f, 2000.0f );
}
else
{
// UNDONE: Collision forces are baked in to CTakeDamageInfo now
// UNDONE: Is this MOVETYPE_VPHYSICS code still necessary?
if ( pForce->GetMoveType() == MOVETYPE_VPHYSICS )
{
// killed by a physics object
IPhysicsObject *pPhysics = VPhysicsGetObject();
if ( !pPhysics )
{
pPhysics = pForce->VPhysicsGetObject();
}
pPhysics->GetVelocity( &forceVector, NULL );
forceScale = pPhysics->GetMass();
}
else
{
forceVector = GetLocalOrigin() - pForce->GetLocalOrigin();
VectorNormalize(forceVector);
}
}
}
return forceVector * forceScale;
}
return vec3_origin;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::FixupBurningServerRagdoll( CBaseEntity *pRagdoll )
{
if ( !IsOnFire() )
return;
// Move the fire effects entity to the ragdoll
CEntityFlame *pFireChild = dynamic_cast<CEntityFlame *>( GetEffectEntity() );
if ( pFireChild )
{
SetEffectEntity( NULL );
pRagdoll->AddFlag( FL_ONFIRE );
pFireChild->SetAbsOrigin( pRagdoll->GetAbsOrigin() );
pFireChild->AttachToEntity( pRagdoll );
pFireChild->AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
pRagdoll->SetEffectEntity( pFireChild );
color24 color = GetRenderColor();
pRagdoll->SetRenderColor( color.r, color.g, color.b );
}
}
bool CBaseCombatCharacter::BecomeRagdollBoogie( CBaseEntity *pKiller, const Vector &forceVector, float duration, int flags )
{
Assert( CanBecomeRagdoll() );
CTakeDamageInfo info( pKiller, pKiller, 1.0f, DMG_GENERIC );
info.SetDamageForce( forceVector );
CBaseEntity *pRagdoll = CreateServerRagdoll( this, 0, info, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
pRagdoll->SetCollisionBounds( CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs() );
CRagdollBoogie::Create( pRagdoll, 200, gpGlobals->curtime, duration, flags );
CTakeDamageInfo ragdollInfo( pKiller, pKiller, 10000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL );
ragdollInfo.SetDamagePosition(WorldSpaceCenter());
ragdollInfo.SetDamageForce( Vector( 0, 0, 1) );
TakeDamage( ragdollInfo );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector )
{
if ( (info.GetDamageType() & DMG_VEHICLE) && !g_pGameRules->IsMultiplayer() )
{
CTakeDamageInfo info2 = info;
info2.SetDamageForce( forceVector );
Vector pos = info2.GetDamagePosition();
float flAbsMinsZ = GetAbsOrigin().z + WorldAlignMins().z;
if ( (pos.z - flAbsMinsZ) < 24 )
{
// HACKHACK: Make sure the vehicle impact is at least 2ft off the ground
pos.z = flAbsMinsZ + 24;
info2.SetDamagePosition( pos );
}
// in single player create ragdolls on the server when the player hits someone
// with their vehicle - for more dramatic death/collisions
CBaseEntity *pRagdoll = CreateServerRagdoll( this, m_nForceBone, info2, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
FixupBurningServerRagdoll( pRagdoll );
RemoveDeferred();
return true;
}
//Fix up the force applied to server side ragdolls. This fixes magnets not affecting them.
CTakeDamageInfo newinfo = info;
newinfo.SetDamageForce( forceVector );
#ifdef HL2_EPISODIC
// Burning corpses are server-side in episodic, if we're in darkness mode
if ( IsOnFire() && HL2GameRules()->IsAlyxInDarknessMode() )
{
CBaseEntity *pRagdoll = CreateServerRagdoll( this, m_nForceBone, newinfo, COLLISION_GROUP_DEBRIS );
FixupBurningServerRagdoll( pRagdoll );
RemoveDeferred();
return true;
}
#endif
#if defined( HL2_DLL )
// Mega physgun requires everything to be a server-side ragdoll
if ( m_bForceServerRagdoll == true || ( HL2GameRules()->MegaPhyscannonActive() == true ) && !IsPlayer() && Classify() != CLASS_PLAYER_ALLY_VITAL && Classify() != CLASS_PLAYER_ALLY )
{
if ( CanBecomeServerRagdoll() == false )
return false;
//FIXME: This is fairly leafy to be here, but time is short!
CBaseEntity *pRagdoll = CreateServerRagdoll( this, m_nForceBone, newinfo, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
FixupBurningServerRagdoll( pRagdoll );
PhysSetEntityGameFlags( pRagdoll, FVPHYSICS_NO_SELF_COLLISIONS );
RemoveDeferred();
return true;
}
if( hl2_episodic.GetBool() && Classify() == CLASS_PLAYER_ALLY_VITAL )
{
CreateServerRagdoll( this, m_nForceBone, newinfo, COLLISION_GROUP_INTERACTIVE_DEBRIS, true );
RemoveDeferred();
return true;
}
#endif //HL2_DLL
return BecomeRagdollOnClient( forceVector );
}
/*
============
Killed
============
*/
void CBaseCombatCharacter::Event_Killed( const CTakeDamageInfo &info )
{
extern ConVar npc_vphysics;
// Advance life state to dying
m_lifeState = LIFE_DYING;
// Calculate death force
Vector forceVector = CalcDeathForceVector( info );
// See if there's a ragdoll magnet that should influence our force.
CRagdollMagnet *pMagnet = CRagdollMagnet::FindBestMagnet( this );
if( pMagnet )
{
forceVector += pMagnet->GetForceVector( this );
}
CBaseCombatWeapon *pDroppedWeapon = NULL;
if ( ShouldDropActiveWeaponWhenKilled() )
{
pDroppedWeapon = m_hActiveWeapon.Get();
// Drop any weapon that I own
if ( VPhysicsGetObject() )
{
Vector weaponForce = forceVector * VPhysicsGetObject()->GetInvMass();
Weapon_Drop( m_hActiveWeapon, NULL, &weaponForce );
}
else
{
Weapon_Drop( m_hActiveWeapon );
}
}
// if flagged to drop a health kit
if (HasSpawnFlags(SF_NPC_DROP_HEALTHKIT))
{
CBaseEntity::Create( "item_healthvial", GetAbsOrigin(), GetAbsAngles() );
}
// clear the deceased's sound channels.(may have been firing or reloading when killed)
EmitSound( "BaseCombatCharacter.StopWeaponSounds" );
// Tell my killer that he got me!
if( info.GetAttacker() )
{
info.GetAttacker()->Event_KilledOther(this, info);
g_EventQueue.AddEvent( info.GetAttacker(), "KilledNPC", 0.3, this, this );
}
SendOnKilledGameEvent( info );
// Ragdoll unless we've gibbed
if ( ShouldGib( info ) == false )
{
bool bRagdollCreated = false;
if ( (info.GetDamageType() & DMG_DISSOLVE) && CanBecomeRagdoll() )
{
int nDissolveType = ENTITY_DISSOLVE_NORMAL;
if ( info.GetDamageType() & DMG_SHOCK )
{
nDissolveType = ENTITY_DISSOLVE_ELECTRICAL;
}
bRagdollCreated = Dissolve( NULL, gpGlobals->curtime, false, nDissolveType );
// Also dissolve any weapons we dropped
if ( pDroppedWeapon )
{
pDroppedWeapon->Dissolve( NULL, gpGlobals->curtime, false, nDissolveType );
}
}
#ifdef HL2_DLL
else if ( PlayerHasMegaPhysCannon() )
{
if ( pDroppedWeapon )
{
pDroppedWeapon->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
}
}
#endif
if ( !bRagdollCreated && ( info.GetDamageType() & DMG_REMOVENORAGDOLL ) == 0 )
{
BecomeRagdoll( info, forceVector );
}
}
// no longer standing on a nav area
ClearLastKnownArea();
}
void CBaseCombatCharacter::Event_Dying( void )
{
}
// ===========================================================================
// > Weapons
// ===========================================================================
bool CBaseCombatCharacter::Weapon_Detach( CBaseCombatWeapon *pWeapon )
{
for ( int i = 0; i < MAX_WEAPONS; i++ )
{
if ( pWeapon == m_hMyWeapons[i] )
{
m_hMyWeapons.Set( i, INVALID_EHANDLE );
int slotID = (i+1);
for (int j = 0; j < ARRAYSIZE(m_weaponIDToIndex); j++ )
{
if ( m_weaponIDToIndex[j] == slotID )
{
m_weaponIDToIndex[j] = 0;
break;
}
}
pWeapon->SetOwner( NULL );
if ( pWeapon == m_hActiveWeapon )
ClearActiveWeapon();
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// For weapon strip
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ThrowDirForWeaponStrip( CBaseCombatWeapon *pWeapon, const Vector &vecForward, Vector *pVecThrowDir )
{
// HACK! Always throw the physcannon directly in front of the player
// This is necessary for the physgun upgrade scene.
if ( FClassnameIs( pWeapon, "weapon_physcannon" ) )
{
if( hl2_episodic.GetBool() )
{
// It has been discovered that it's possible to throw the physcannon out of the world this way.
// So try to find a direction to throw the physcannon that's legal.
Vector vecOrigin = EyePosition();
Vector vecRight;
CrossProduct( vecForward, Vector( 0, 0, 1), vecRight );
Vector vecTest[ 4 ];
vecTest[0] = vecForward;
vecTest[1] = -vecForward;
vecTest[2] = vecRight;
vecTest[3] = -vecRight;
trace_t tr;
int i;
for( i = 0 ; i < 4 ; i++ )
{
UTIL_TraceLine( vecOrigin, vecOrigin + vecTest[ i ] * 48.0f, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( !tr.startsolid && tr.fraction == 1.0f )
{
*pVecThrowDir = vecTest[ i ];
return;
}
}
}
// Well, fall through to what we did before we tried to make this a bit more robust.
*pVecThrowDir = vecForward;
}
else
{
// Nowhere in particular; just drop it.
VMatrix zRot;
MatrixBuildRotateZ( zRot, random->RandomFloat( -60.0f, 60.0f ) );
Vector vecThrow;
Vector3DMultiply( zRot, vecForward, *pVecThrowDir );
pVecThrowDir->z = random->RandomFloat( -0.5f, 0.5f );
VectorNormalize( *pVecThrowDir );
}
}
//-----------------------------------------------------------------------------
// For weapon strip
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::DropWeaponForWeaponStrip( CBaseCombatWeapon *pWeapon,
const Vector &vecForward, const QAngle &vecAngles, float flDiameter )
{
Vector vecOrigin;
CollisionProp()->RandomPointInBounds( Vector( 0.5f, 0.5f, 0.5f ), Vector( 0.5f, 0.5f, 1.0f ), &vecOrigin );
// Nowhere in particular; just drop it.
Vector vecThrow;
ThrowDirForWeaponStrip( pWeapon, vecForward, &vecThrow );
Vector vecOffsetOrigin;
VectorMA( vecOrigin, flDiameter, vecThrow, vecOffsetOrigin );
trace_t tr;
UTIL_TraceLine( vecOrigin, vecOffsetOrigin, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.startsolid || tr.allsolid || ( tr.fraction < 1.0f && tr.m_pEnt != pWeapon ) )
{
//FIXME: Throw towards a known safe spot?
vecThrow.Negate();
VectorMA( vecOrigin, flDiameter, vecThrow, vecOffsetOrigin );
}
vecThrow *= random->RandomFloat( 400.0f, 600.0f );
pWeapon->SetAbsOrigin( vecOrigin );
pWeapon->SetAbsAngles( vecAngles );
pWeapon->Drop( vecThrow );
pWeapon->SetRemoveable( false );
Weapon_Detach( pWeapon );
}
//-----------------------------------------------------------------------------
// For weapon strip
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_DropAll( bool bDisallowWeaponPickup )
{
if ( GetFlags() & FL_NPC )
{
for (int i=0; i<MAX_WEAPONS; ++i)
{
CBaseCombatWeapon *pWeapon = m_hMyWeapons[i];
if (!pWeapon)
continue;
Weapon_Drop( pWeapon );
}
return;
}
QAngle gunAngles;
VectorAngles( BodyDirection2D(), gunAngles );
Vector vecForward;
AngleVectors( gunAngles, &vecForward, NULL, NULL );
float flDiameter = sqrt( CollisionProp()->OBBSize().x * CollisionProp()->OBBSize().x +
CollisionProp()->OBBSize().y * CollisionProp()->OBBSize().y );
CBaseCombatWeapon *pActiveWeapon = GetActiveWeapon();
for (int i=0; i<MAX_WEAPONS; ++i)
{
CBaseCombatWeapon *pWeapon = m_hMyWeapons[i];
if (!pWeapon)
continue;
// Have to drop this after we've dropped everything else, so autoswitch doesn't happen
if ( pWeapon == pActiveWeapon )
continue;
DropWeaponForWeaponStrip( pWeapon, vecForward, gunAngles, flDiameter );
// HACK: This hack is required to allow weapons to be disintegrated
// in the citadel weapon-strip scene
// Make them not pick-uppable again. This also has the effect of allowing weapons
// to collide with triggers.
if ( bDisallowWeaponPickup )
{
pWeapon->RemoveSolidFlags( FSOLID_TRIGGER );
IPhysicsObject *pObj = pWeapon->VPhysicsGetObject();
if ( pObj != NULL )
{
pObj->SetGameFlags( FVPHYSICS_NO_PLAYER_PICKUP );
}
}
}
// Drop the active weapon normally...
if ( pActiveWeapon )
{
// Nowhere in particular; just drop it.
Vector vecThrow;
ThrowDirForWeaponStrip( pActiveWeapon, vecForward, &vecThrow );
// Throw a little more vigorously; it starts closer to the player
vecThrow *= random->RandomFloat( 800.0f, 1000.0f );
Weapon_Drop( pActiveWeapon, NULL, &vecThrow );
pActiveWeapon->SetRemoveable( false );
// HACK: This hack is required to allow weapons to be disintegrated
// in the citadel weapon-strip scene
// Make them not pick-uppable again. This also has the effect of allowing weapons
// to collide with triggers.
if ( bDisallowWeaponPickup )
{
pActiveWeapon->RemoveSolidFlags( FSOLID_TRIGGER );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Drop the active weapon, optionally throwing it at the given target position.
// Input : pWeapon - Weapon to drop/throw.
// pvecTarget - Position to throw it at, NULL for none.
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget /* = NULL */, const Vector *pVelocity /* = NULL */ )
{
if ( !pWeapon )
return;
// If I'm an NPC, fill the weapon with ammo before I drop it.
if ( GetFlags() & FL_NPC )
{
if ( pWeapon->UsesClipsForAmmo1() )
{
pWeapon->m_iClip1 = pWeapon->GetDefaultClip1();
if( FClassnameIs( pWeapon, "weapon_smg1" ) )
{
if ( CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 ) )
{
// Drop enough ammo to kill 2 of me.
// Figure out how much damage one piece of this type of ammo does to this type of enemy.
float flAmmoDamage = g_pGameRules->GetAmmoDamage( UTIL_PlayerByIndex(1), this, pWeapon->GetPrimaryAmmoType() );
pWeapon->m_iClip1 = (GetMaxHealth() / flAmmoDamage) * 2;
}
else
{
pWeapon->m_iClip1 = pWeapon->GetMaxClip1();
}
}
}
if ( pWeapon->UsesClipsForAmmo2() )
{
pWeapon->m_iClip2 = pWeapon->GetDefaultClip2();
}
}
if ( IsPlayer() )
{
Vector vThrowPos = Weapon_ShootPosition() - Vector(0,0,12);
if( UTIL_PointContents(vThrowPos, CONTENTS_SOLID) & CONTENTS_SOLID )
{
Msg("Weapon spawning in solid!\n");
}
pWeapon->SetAbsOrigin( vThrowPos );
QAngle gunAngles;
VectorAngles( BodyDirection2D(), gunAngles );
pWeapon->SetAbsAngles( gunAngles );
}
else
{
int iBIndex = -1;
int iWeaponBoneIndex = -1;
CStudioHdr *hdr = pWeapon->GetModelPtr();
// If I have a hand, set the weapon position to my hand bone position.
if ( hdr && hdr->numbones() > 0 )
{
// Assume bone zero is the root
for ( iWeaponBoneIndex = 0; iWeaponBoneIndex < hdr->numbones(); ++iWeaponBoneIndex )
{
iBIndex = LookupBone( hdr->pBone( iWeaponBoneIndex )->pszName() );
// Found one!
if ( iBIndex != -1 )
{
break;
}
}
if ( iBIndex == -1 )
{
iBIndex = LookupBone( "ValveBiped.weapon_bone" );
}
}
else
{
iBIndex = LookupBone( "ValveBiped.weapon_bone" );
}
if ( iBIndex != -1)
{
Vector origin;
QAngle angles;
matrix3x4_t transform;
// Get the transform for the weapon bonetoworldspace in the NPC
GetBoneTransform( iBIndex, transform );
// find offset of root bone from origin in local space
// Make sure we're detached from hierarchy before doing this!!!
pWeapon->StopFollowingEntity();
pWeapon->SetAbsOrigin( Vector( 0, 0, 0 ) );
pWeapon->SetAbsAngles( QAngle( 0, 0, 0 ) );
pWeapon->InvalidateBoneCache();
matrix3x4_t rootLocal;
pWeapon->GetBoneTransform( iWeaponBoneIndex, rootLocal );
// invert it
matrix3x4_t rootInvLocal;
MatrixInvert( rootLocal, rootInvLocal );
matrix3x4_t weaponMatrix;
ConcatTransforms( transform, rootInvLocal, weaponMatrix );
MatrixAngles( weaponMatrix, angles, origin );
pWeapon->Teleport( &origin, &angles, NULL );
}
// Otherwise just set in front of me.
else
{
Vector vFacingDir = BodyDirection2D();
vFacingDir = vFacingDir * 10.0;
pWeapon->SetAbsOrigin( Weapon_ShootPosition() + vFacingDir );
}
}
Vector vecThrow;
if (pvecTarget)
{
// I've been told to throw it somewhere specific.
vecThrow = VecCheckToss( this, pWeapon->GetAbsOrigin(), *pvecTarget, 0.2, 1.0, false );
}
else
{
if ( pVelocity )
{
vecThrow = *pVelocity;
float flLen = vecThrow.Length();
if (flLen > 400)
{
VectorNormalize(vecThrow);
vecThrow *= 400;
}
}
else
{
// Nowhere in particular; just drop it.
float throwForce = ( IsPlayer() ) ? 400.0f : random->RandomInt( 64, 128 );
vecThrow = BodyDirection3D() * throwForce;
}
}
pWeapon->Drop( vecThrow );
Weapon_Detach( pWeapon );
if ( HasSpawnFlags( SF_NPC_NO_WEAPON_DROP ) )
{
// Don't drop weapons when the super physgun is happening.
UTIL_Remove( pWeapon );
}
}
//-----------------------------------------------------------------------------
// Lighting origin
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::SetLightingOriginRelative( CBaseEntity *pLightingOrigin )
{
BaseClass::SetLightingOriginRelative( pLightingOrigin );
if ( GetActiveWeapon() )
{
GetActiveWeapon()->SetLightingOriginRelative( pLightingOrigin );
}
}
//-----------------------------------------------------------------------------
// Purpose: Add new weapon to the character
// Input : New weapon
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_Equip( CBaseCombatWeapon *pWeapon )
{
// Add the weapon to my weapon inventory
for (int i=0;i<MAX_WEAPONS;i++)
{
if (!m_hMyWeapons[i])
{
m_hMyWeapons.Set( i, pWeapon );
m_weaponIDToIndex[pWeapon->GetWeaponID()] = (i+1);
break;
}
}
// Weapon is now on my team
pWeapon->ChangeTeam( GetTeamNumber() );
// ----------------------
// Give Primary Ammo
// ----------------------
// If gun doesn't use clips, just give ammo
if ( !pWeapon->UsesClipsForAmmo1() )
{
#ifdef HL2_DLL
if( FStrEq(STRING(gpGlobals->mapname), "d3_c17_09") && FClassnameIs(pWeapon, "weapon_rpg") && pWeapon->NameMatches("player_spawn_items") )
{
// !!!HACK - Don't give any ammo with the spawn equipment RPG in d3_c17_09. This is a chapter
// start and the map is way to easy if you start with 3 RPG rounds. It's fine if a player conserves
// them and uses them here, but it's not OK to start with enough ammo to bypass the snipers completely.
GiveAmmo( 0, pWeapon->m_iPrimaryAmmoType);
}
else
#endif // HL2_DLL
{
// non-clip, exhaustible ammo ( such as grenades ) is still held on player.
CBaseCombatCharacter * pOwner = NULL;
if ( pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE )
{
pOwner = this;
pWeapon->SetReserveAmmoCount( AMMO_POSITION_PRIMARY, pWeapon->GetDefaultClip1(), ShouldPickupItemSilently( this ), pOwner );
}
}
}
// If default ammo given is greater than clip
// size, fill clips and give extra ammo
// else if (pWeapon->GetDefaultClip1() > pWeapon->GetMaxClip1() )
// {
// pWeapon->m_iClip1 = pWeapon->GetMaxClip1();
// pWeapon->SetReserveAmmoCount( AMMO_POSITION_PRIMARY, (pWeapon->GetDefaultClip1() - pWeapon->GetMaxClip1()));
// }
// ----------------------
// Give Secondary Ammo
// ----------------------
// If gun doesn't use clips, just give ammo
if ( !pWeapon->UsesClipsForAmmo2() )
{
// non-clip, exhaustible ammo ( such as grenades ) is still held on player.
CBaseCombatCharacter * pOwner = NULL;
if ( pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE )
{
pOwner = this;
pWeapon->SetReserveAmmoCount( AMMO_POSITION_SECONDARY, pWeapon->GetDefaultClip2(), ShouldPickupItemSilently( this ), pOwner );
}
}
// If default ammo given is greater than clip
// size, fill clips and give extra ammo
// else if ( pWeapon->GetDefaultClip2() > pWeapon->GetMaxClip2() )
// {
// pWeapon->m_iClip2 = pWeapon->GetMaxClip2();
// pWeapon->SetReserveAmmoCount( AMMO_POSITION_SECONDARY, ( pWeapon->GetDefaultClip2() - pWeapon->GetMaxClip2() ) );
// }
pWeapon->Equip( this );
// Players don't automatically holster their current weapon
if ( IsPlayer() == false )
{
if ( m_hActiveWeapon )
{
m_hActiveWeapon->Holster();
// FIXME: isn't this handeled by the weapon?
m_hActiveWeapon->AddEffects( EF_NODRAW );
}
SetActiveWeapon( pWeapon );
m_hActiveWeapon->RemoveEffects( EF_NODRAW );
}
// Gotta do this *after* Equip because it may whack maxRange
if ( IsPlayer() == false )
{
// If SF_NPC_LONG_RANGE spawn flags is set let weapon work from any distance
if ( HasSpawnFlags(SF_NPC_LONG_RANGE) )
{
m_hActiveWeapon->m_fMaxRange1 = 999999999;
m_hActiveWeapon->m_fMaxRange2 = 999999999;
}
}
WeaponProficiency_t proficiency;
proficiency = CalcWeaponProficiency( pWeapon );
if( weapon_showproficiency.GetBool() != 0 )
{
Msg("%s equipped with %s, proficiency is %s\n", GetClassname(), pWeapon->GetClassname(), GetWeaponProficiencyName( proficiency ) );
}
SetCurrentWeaponProficiency( proficiency );
// Pass the lighting origin over to the weapon if we have one
pWeapon->SetLightingOriginRelative( GetLightingOriginRelative() );
}
//-----------------------------------------------------------------------------
// Purpose: Leaves weapon, giving only ammo to the character
// Input : Weapon
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::Weapon_EquipAmmoOnly( CBaseCombatWeapon *pWeapon )
{
// Check for duplicates
for (int i=0;i<MAX_WEAPONS;i++)
{
if ( m_hMyWeapons[i].Get() && FClassnameIs(m_hMyWeapons[i], pWeapon->GetClassname()) )
{
// Just give the ammo from the clip
int primaryGiven = (pWeapon->UsesClipsForAmmo1()) ? pWeapon->m_iClip1 : pWeapon->GetPrimaryAmmoCount();
int secondaryGiven = (pWeapon->UsesClipsForAmmo2()) ? pWeapon->m_iClip2 : pWeapon->GetSecondaryAmmoCount();
bool bSuppressSound = false;
#if defined (CSTRIKE15)
bSuppressSound = ShouldPickupItemSilently( this );
#endif
CBaseCombatCharacter * pOwner = NULL;
if ( pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE )
pOwner = this;
int takenPrimary = pWeapon->GiveReserveAmmo( AMMO_POSITION_PRIMARY, primaryGiven, bSuppressSound, pOwner );
int takenSecondary = pWeapon->GiveReserveAmmo( AMMO_POSITION_SECONDARY, secondaryGiven, bSuppressSound, pOwner );
if( pWeapon->UsesClipsForAmmo1() )
{
pWeapon->m_iClip1 -= takenPrimary;
}
else
{
pWeapon->SetPrimaryAmmoCount( pWeapon->GetPrimaryAmmoCount() - takenPrimary );
}
if( pWeapon->UsesClipsForAmmo2() )
{
pWeapon->m_iClip2 -= takenSecondary;
}
else
{
pWeapon->SetSecondaryAmmoCount( pWeapon->GetSecondaryAmmoCount() - takenSecondary );
}
//Only succeed if we've taken ammo from the weapon
if ( takenPrimary > 0 || takenSecondary > 0 )
{
#if defined (CSTRIKE15)
IGameEvent * event = gameeventmanager->CreateEvent( "ammo_pickup" );
if( event )
{
const char *weaponName = pWeapon->GetClassname();
if ( IsWeaponClassname( weaponName ) )
{
weaponName += WEAPON_CLASSNAME_PREFIX_LENGTH;
}
event->SetInt( "userid", engine->GetPlayerUserId( edict() ) );
event->SetString( "item", weaponName );
event->SetInt( "index", m_hMyWeapons[i].Get()->entindex() );
gameeventmanager->FireEvent( event );
}
#endif
return true;
}
return false;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether the weapon passed in would occupy a slot already occupied by the carrier
// Input : *pWeapon - weapon to test for
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::Weapon_SlotOccupied( CBaseCombatWeapon *pWeapon )
{
if ( pWeapon == NULL )
return false;
//Check to see if there's a resident weapon already in this slot
if ( Weapon_GetSlot( pWeapon->GetSlot() ) == NULL )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Get a pointer to a weapon this character has that uses the specified ammo
//-----------------------------------------------------------------------------
CBaseCombatWeapon *CBaseCombatCharacter::Weapon_GetWpnForAmmo( int iAmmoIndex )
{
for ( int i = 0; i < MAX_WEAPONS; i++ )
{
CBaseCombatWeapon *weapon = GetWeapon( i );
if ( !weapon )
continue;
if ( weapon->GetPrimaryAmmoType() == iAmmoIndex )
return weapon;
if ( weapon->GetSecondaryAmmoType() == iAmmoIndex )
return weapon;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Can this character operate this weapon?
// Input : A weapon
// Output : true or false
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::Weapon_CanUse( CBaseCombatWeapon *pWeapon )
{
acttable_t *pTable = pWeapon->ActivityList();
int actCount = pWeapon->ActivityListCount();
if( actCount < 1 )
{
// If the weapon has no activity table, it definitely cannot be used.
return false;
}
for ( int i = 0; i < actCount; i++, pTable++ )
{
if ( pTable->required )
{
// The NPC might translate the weapon activity into another activity
Activity translatedActivity = NPC_TranslateActivity( (Activity)(pTable->weaponAct) );
if ( SelectWeightedSequence(translatedActivity) == ACTIVITY_NOT_AVAILABLE )
{
return false;
}
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
CBaseCombatWeapon *CBaseCombatCharacter::Weapon_Create( const char *pWeaponName )
{
CBaseCombatWeapon *pWeapon = static_cast<CBaseCombatWeapon *>( Create( pWeaponName, GetLocalOrigin(), GetLocalAngles(), this ) );
return pWeapon;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::Weapon_HandleAnimEvent( animevent_t *pEvent )
{
// UNDONE: Some check to make sure that pEvent->pSource is a weapon I'm holding?
if ( m_hActiveWeapon )
{
// UNDONE: Pass to pEvent->pSource instead?
m_hActiveWeapon->Operator_HandleAnimEvent( pEvent, this );
}
}
void CBaseCombatCharacter::RemoveAllWeapons()
{
ClearActiveWeapon();
for (int i = 0; i < MAX_WEAPONS; i++)
{
if ( m_hMyWeapons[i] )
{
m_hMyWeapons[i]->Delete( );
m_hMyWeapons.Set( i, INVALID_EHANDLE );
}
}
V_memset( m_weaponIDToIndex, 0, sizeof(m_weaponIDToIndex) );
}
void CBaseCombatCharacter::RemoveAllWearables( void )
{
}
void CBaseCombatCharacter::RemoveWeaponOnPlayer( CBaseCombatWeapon *pWeapon )
{
ClearActiveWeapon();
for (int i = 0; i < MAX_WEAPONS; i++)
{
if ( m_hMyWeapons[i].Get() == pWeapon )
{
m_hMyWeapons[i]->Delete( );
m_hMyWeapons.Set( i, INVALID_EHANDLE );
}
}
V_memset( m_weaponIDToIndex, 0, sizeof(m_weaponIDToIndex) );
}
// take health
int CBaseCombatCharacter::TakeHealth (float flHealth, int bitsDamageType)
{
if (!m_takedamage)
return 0;
return BaseClass::TakeHealth(flHealth, bitsDamageType);
}
/*
============
OnTakeDamage
The damage is coming from inflictor, but get mad at attacker
This should be the only function that ever reduces health.
bitsDamageType indicates the type of damage sustained, ie: DMG_SHOCK
Time-based damage: only occurs while the NPC is within the trigger_hurt.
When a NPC is poisoned via an arrow etc it takes all the poison damage at once.
GLOBALS ASSUMED SET: g_iSkillLevel
============
*/
int CBaseCombatCharacter::OnTakeDamage( const CTakeDamageInfo &info )
{
int retVal = 0;
if (!m_takedamage)
return 0;
if( IsPlayer() )
{
CBasePlayer *pPlayer = assert_cast<CBasePlayer *>(this);
pPlayer->RumbleEffect( RUMBLE_DMG_LOW, 0, RUMBLE_FLAG_RESTART );
}
m_iDamageCount++;
m_uiLastDamageTypeFlags = info.GetDamageType();
if ( info.GetDamageType() & DMG_SHOCK )
{
g_pEffects->Sparks( info.GetDamagePosition(), 2, 2 );
UTIL_Smoke( info.GetDamagePosition(), random->RandomInt( 10, 15 ), 10 );
}
// track damage history
if ( info.GetAttacker() )
{
int attackerTeam = info.GetAttacker()->GetTeamNumber();
m_hasBeenInjured |= ( 1 << attackerTeam );
for( int i=0; i<MAX_DAMAGE_TEAMS; ++i )
{
if ( m_damageHistory[i].team == attackerTeam )
{
// restart the injury timer
m_damageHistory[i].interval.Start();
break;
}
if ( m_damageHistory[i].team == TEAM_INVALID )
{
// team not registered yet
m_damageHistory[i].team = attackerTeam;
m_damageHistory[i].interval.Start();
break;
}
}
m_flTimeOfLastInjury = gpGlobals->curtime;
// Figure out what relative direction it hit from
Vector vDamageDirection = info.GetDamageForce();
VectorNormalize( vDamageDirection );
Vector vForward, vRight;
if( IsPlayer() )
{
AngleVectors( EyeAngles(), &vForward, &vRight, NULL );
}
else
{
GetVectors( &vForward, &vRight, NULL );
}
// Try front and back
float flDamageDirectionDot = vForward.Dot( vDamageDirection );
if ( flDamageDirectionDot <= -0.5f )
{
m_nRelativeDirectionOfLastInjury = DAMAGED_DIR_FRONT;
}
else if ( flDamageDirectionDot >= 0.5f )
{
m_nRelativeDirectionOfLastInjury = DAMAGED_DIR_BACK;
}
else
{
// Try left and right sides
float flDamageDirectionDot = vRight.Dot( vDamageDirection );
if ( flDamageDirectionDot <= -0.5f )
{
m_nRelativeDirectionOfLastInjury = DAMAGED_DIR_RIGHT;
}
else if ( flDamageDirectionDot >= 0.5f )
{
m_nRelativeDirectionOfLastInjury = DAMAGED_DIR_LEFT;
}
else
{
m_nRelativeDirectionOfLastInjury = DAMAGED_DIR_NONE;
}
}
}
switch( m_lifeState )
{
case LIFE_ALIVE:
retVal = OnTakeDamage_Alive( info );
if ( m_iHealth <= 0 )
{
IPhysicsObject *pPhysics = VPhysicsGetObject();
if ( pPhysics )
{
pPhysics->EnableCollisions( false );
}
bool bGibbed = false;
Event_Killed( info );
// Only classes that specifically request it are gibbed
if ( ShouldGib( info ) )
{
bGibbed = Event_Gibbed( info );
}
if ( bGibbed == false )
{
Event_Dying();
}
}
return retVal;
break;
case LIFE_DYING:
return OnTakeDamage_Dying( info );
default:
case LIFE_DEAD:
retVal = OnTakeDamage_Dead( info );
if ( m_iHealth <= 0 && g_pGameRules->Damage_ShouldGibCorpse( info.GetDamageType() ) && ShouldGib( info ) )
{
Event_Gibbed( info );
retVal = 0;
}
return retVal;
}
}
int CBaseCombatCharacter::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
if ( GetFlags() & FL_GODMODE )
return 0;
// grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit).
Vector vecDir = vec3_origin;
if (info.GetInflictor())
{
vecDir = info.GetInflictor()->WorldSpaceCenter() - Vector ( 0, 0, 10 ) - WorldSpaceCenter();
VectorNormalize(vecDir);
}
g_vecAttackDir = vecDir;
//!!!LATER - make armor consideration here!
// do the damage
if ( m_takedamage != DAMAGE_EVENTS_ONLY )
{
// Separate the fractional amount of damage from the whole
float flFractionalDamage = info.GetDamage() - floor( info.GetDamage() );
float flIntegerDamage = info.GetDamage() - flFractionalDamage;
// Add fractional damage to the accumulator
m_flDamageAccumulator += flFractionalDamage;
// If the accumulator is holding a full point of damage, move that point
// of damage into the damage we're about to inflict.
if( m_flDamageAccumulator >= 1.0 )
{
flIntegerDamage += 1.0;
m_flDamageAccumulator -= 1.0;
}
if ( flIntegerDamage <= 0 )
return 0;
SetHealth( m_iHealth - flIntegerDamage );
}
return 1;
}
int CBaseCombatCharacter::OnTakeDamage_Dying( const CTakeDamageInfo &info )
{
return 1;
}
int CBaseCombatCharacter::OnTakeDamage_Dead( const CTakeDamageInfo &info )
{
// do the damage
if ( m_takedamage != DAMAGE_EVENTS_ONLY )
{
m_iHealth -= info.GetDamage();
}
if( IsPlayer() )
{
CBasePlayer *pPlayer = assert_cast<CBasePlayer *>(this);
pPlayer->RumbleEffect( RUMBLE_DMG_HIGH, 0, RUMBLE_FLAG_RESTART );
}
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Sets vBodyDir to the body direction (2D) of the combat character.
// Used as NPC's and players extract facing direction differently
// Input :
// Output :
//-----------------------------------------------------------------------------
QAngle CBaseCombatCharacter::BodyAngles()
{
return GetAbsAngles();
}
Vector CBaseCombatCharacter::BodyDirection2D( void )
{
Vector vBodyDir = BodyDirection3D( );
vBodyDir.z = 0;
vBodyDir.AsVector2D().NormalizeInPlace();
return vBodyDir;
}
Vector CBaseCombatCharacter::BodyDirection3D( void )
{
QAngle angles = BodyAngles();
// FIXME: cache this
Vector vBodyDir;
AngleVectors( angles, &vBodyDir );
return vBodyDir;
}
void CBaseCombatCharacter::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
{
// Skip this work if we're already marked for transmission.
if ( pInfo->m_pTransmitEdict->Get( entindex() ) )
return;
BaseClass::SetTransmit( pInfo, bAlways );
bool bLocalPlayer = ( pInfo->m_pClientEnt == edict() );
if ( IsPlayer() && !bLocalPlayer )
{
if ( ToBasePlayer( this )->IsSplitScreenUserOnEdict( pInfo->m_pClientEnt ) )
bLocalPlayer = true;
}
if ( bLocalPlayer )
{
for ( int i=0; i < MAX_WEAPONS; i++ )
{
CBaseCombatWeapon *pWeapon = m_hMyWeapons[i];
if ( !pWeapon )
continue;
// The local player is sent all of his weapons.
pWeapon->SetTransmit( pInfo, bAlways );
}
}
else
{
// The check for EF_NODRAW is useless because the weapon will be networked anyway. In CBaseCombatWeapon::
// UpdateTransmitState all weapons with owners will transmit to clients in the PVS.
if ( m_hActiveWeapon && !m_hActiveWeapon->IsEffectActive( EF_NODRAW ) )
m_hActiveWeapon->SetTransmit( pInfo, bAlways );
}
}
//-----------------------------------------------------------------------------
// Purpose: Fetch the default team relationship
// Input :
// Output :
//-----------------------------------------------------------------------------
Disposition_t CBaseCombatCharacter::GetFactionRelationshipDisposition( int nFaction )
{
Assert( m_FactionRelationship != NULL );
return m_FactionRelationship[ GetFaction() ][ nFaction ].disposition;
}
//-----------------------------------------------------------------------------
// Purpose: Add or Change a class relationship for this entity
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AddClassRelationship ( Class_T class_type, Disposition_t disposition, int priority )
{
// First check to see if a relationship has already been declared for this class
// If so, update it with the new relationship
for (int i=m_Relationship.Count()-1;i >= 0;i--)
{
if (m_Relationship[i].classType == class_type)
{
m_Relationship[i].disposition = disposition;
if ( priority != DEF_RELATIONSHIP_PRIORITY )
m_Relationship[i].priority = priority;
return;
}
}
int index = m_Relationship.AddToTail();
// Add the new class relationship to our relationship table
m_Relationship[index].classType = class_type;
m_Relationship[index].entity = NULL;
m_Relationship[index].faction = FACTION_NONE;
m_Relationship[index].disposition = disposition;
m_Relationship[index].priority = ( priority != DEF_RELATIONSHIP_PRIORITY ) ? priority : 0;
}
//-----------------------------------------------------------------------------
// Purpose: Add or Change a entity relationship for this entity
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AddEntityRelationship ( CBaseEntity* pEntity, Disposition_t disposition, int priority )
{
// First check to see if a relationship has already been declared for this entity
// If so, update it with the new relationship
for (int i=m_Relationship.Count()-1;i >= 0;i--)
{
if (m_Relationship[i].entity == pEntity)
{
m_Relationship[i].disposition = disposition;
if ( priority != DEF_RELATIONSHIP_PRIORITY )
m_Relationship[i].priority = priority;
return;
}
}
int index = m_Relationship.AddToTail();
// Add the new class relationship to our relationship table
m_Relationship[index].classType = CLASS_NONE;
m_Relationship[index].entity = pEntity;
m_Relationship[index].faction = FACTION_NONE;
m_Relationship[index].disposition = disposition;
m_Relationship[index].priority = ( priority != DEF_RELATIONSHIP_PRIORITY ) ? priority : 0;
}
//-----------------------------------------------------------------------------
// Purpose: Removes an entity relationship from our list
// Input : *pEntity - Entity with whom the relationship should be ended
// Output : True is entity was removed, false if it was not found
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::RemoveEntityRelationship( CBaseEntity *pEntity )
{
// Find the entity in our list, if it exists
for ( int i = m_Relationship.Count()-1; i >= 0; i-- )
{
if ( m_Relationship[i].entity == pEntity )
{
// Done, remove it
m_Relationship.Remove( i );
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AddFactionRelationship(int nFaction, Disposition_t disposition, int priority )
{
// First check to see if a relationship has already been declared for this faction
// If so, update it with the new relationship
for (int i=m_Relationship.Count()-1;i >= 0;i--)
{
if (m_Relationship[i].faction == nFaction)
{
m_Relationship[i].disposition = disposition;
if ( priority != DEF_RELATIONSHIP_PRIORITY )
m_Relationship[i].priority = priority;
return;
}
}
int index = m_Relationship.AddToTail();
// Add the new class relationship to our relationship table
m_Relationship[index].classType = CLASS_NONE;
m_Relationship[index].entity = NULL;
m_Relationship[index].faction = nFaction;
m_Relationship[index].disposition = disposition;
m_Relationship[index].priority = ( priority != DEF_RELATIONSHIP_PRIORITY ) ? priority : 0;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ChangeFaction( int nNewFaction ) {
int nOldFaction = m_nFaction;
if ( ( m_nFaction != FACTION_NONE ) && ( m_aFactions.Count() != 0 ) )
{
m_aFactions[ m_nFaction ].FindAndFastRemove( this );
}
m_nFaction = nNewFaction;
if ( m_nFaction != FACTION_NONE )
{
if ( !m_aFactions.Count() )
{
AllocateDefaultFactionRelationships();
}
m_aFactions[ m_nFaction ].AddToTail( this );
}
// remove any relationship to entities where the relationship may change due to the faction change
if ( ( m_FactionRelationship ) && ( m_nFaction != FACTION_NONE ) )
{
for(int i = 0; i < m_Relationship.Count(); i++ )
{
if ( (CBaseEntity *)m_Relationship[ i ].entity && ( (CBaseEntity *)m_Relationship[ i ].entity )->IsNPC() )
{
int nFaction = ( (CBaseEntity *)m_Relationship[ i ].entity )->MyNPCPointer()->GetFaction();
if ( m_FactionRelationship[ m_nFaction ][ nFaction ].disposition != m_FactionRelationship[ nOldFaction ][ nFaction ].disposition )
{
m_Relationship.FastRemove( i );
i--;
continue;
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::GetNumFactions( void ) {
if ( !m_aFactions.Count() )
{
AllocateDefaultFactionRelationships();
}
return m_aFactions.Count();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
CUtlVector<EHANDLE> *CBaseCombatCharacter::GetEntitiesInFaction( int nFaction ) {
if ( !m_aFactions.Count() )
{
return NULL;
}
return &m_aFactions[ nFaction ];
}
//-----------------------------------------------------------------------------
// Allocates default relationships
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AllocateDefaultRelationships( )
{
if (!m_DefaultRelationship)
{
int iNumClasses = GameRules() ? GameRules()->NumEntityClasses() : LAST_SHARED_ENTITY_CLASS;
m_DefaultRelationship = new Relationship_t*[iNumClasses];
for (int i=0; i<iNumClasses; ++i)
{
// Be default all relationships are neutral of priority zero
m_DefaultRelationship[i] = new Relationship_t[iNumClasses];
}
}
}
//-----------------------------------------------------------------------------
// Allocates default faction relationships
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::AllocateDefaultFactionRelationships( )
{
if (!m_FactionRelationship)
{
int nNumFactions = GameRules() ? GameRules()->NumFactions() : NUM_SHARED_FACTIONS;
m_aFactions.SetCount( nNumFactions );
m_FactionRelationship = new Relationship_t*[nNumFactions];
for (int i=0; i<nNumFactions; ++i)
{
// Be default all relationships are neutral of priority zero
m_FactionRelationship[i] = new Relationship_t[nNumFactions];
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::SetDefaultRelationship(Class_T nClass, Class_T nClassTarget, Disposition_t nDisposition, int nPriority)
{
if (m_DefaultRelationship)
{
m_DefaultRelationship[nClass][nClassTarget].disposition = nDisposition;
m_DefaultRelationship[nClass][nClassTarget].priority = nPriority;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::SetDefaultFactionRelationship(int nFaction, int nFactionTarget, Disposition_t nDisposition, int nPriority)
{
if (!m_FactionRelationship)
{
AllocateDefaultFactionRelationships();
}
m_FactionRelationship[nFaction][nFactionTarget].disposition = nDisposition;
m_FactionRelationship[nFaction][nFactionTarget].priority = nPriority;
}
//-----------------------------------------------------------------------------
// Purpose: Fetch the default (ignore ai_relationship changes) relationship
// Input :
// Output :
//-----------------------------------------------------------------------------
Disposition_t CBaseCombatCharacter::GetDefaultRelationshipDisposition( Class_T nClassTarget )
{
Assert( m_DefaultRelationship != NULL );
return m_DefaultRelationship[Classify()][nClassTarget].disposition;
}
//-----------------------------------------------------------------------------
// Purpose: describes the relationship between two types of NPC.
// Input :
// Output :
//-----------------------------------------------------------------------------
Relationship_t *CBaseCombatCharacter::FindEntityRelationship( CBaseEntity *pTarget )
{
if ( !pTarget )
{
static Relationship_t dummy;
return &dummy;
}
// First check for specific relationship with this edict
int i;
for (i=0;i<m_Relationship.Count();i++)
{
if (pTarget == (CBaseEntity *)m_Relationship[i].entity)
{
return &m_Relationship[i];
}
}
if (pTarget->Classify() != CLASS_NONE)
{
// Then check for relationship with this edict's class
for (i=0;i<m_Relationship.Count();i++)
{
if (pTarget->Classify() == m_Relationship[i].classType)
{
return &m_Relationship[i];
}
}
}
CBaseCombatCharacter *pBaseCombatCharacter = ToBaseCombatCharacter( pTarget );
if (pBaseCombatCharacter)
{
int nFaction = pBaseCombatCharacter->GetFaction();
if ( nFaction != FACTION_NONE )
{
// Then check for relationship with this edict's faction
for (i=0;i<m_Relationship.Count();i++)
{
if (nFaction == m_Relationship[i].faction)
{
return &m_Relationship[i];
}
}
if ( ( m_FactionRelationship ) && ( GetFaction() != FACTION_NONE ) )
{
return &m_FactionRelationship[ GetFaction() ][ nFaction ];
}
}
}
AllocateDefaultRelationships();
// If none found return the default
return &m_DefaultRelationship[ Classify() ][ pTarget->Classify() ];
}
Disposition_t CBaseCombatCharacter::IRelationType ( CBaseEntity *pTarget )
{
if ( pTarget )
return FindEntityRelationship( pTarget )->disposition;
return D_NU;
}
//-----------------------------------------------------------------------------
// Purpose: describes the relationship between two types of NPC.
// Input :
// Output :
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::IRelationPriority( CBaseEntity *pTarget )
{
if ( pTarget )
return FindEntityRelationship( pTarget )->priority;
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Get shoot position of BCC at current position/orientation
// Input :
// Output :
//-----------------------------------------------------------------------------
Vector CBaseCombatCharacter::Weapon_ShootPosition( )
{
Vector forward, right, up;
AngleVectors( GetAbsAngles(), &forward, &right, &up );
Vector vecSrc = GetAbsOrigin()
+ forward * m_HackedGunPos.y
+ right * m_HackedGunPos.x
+ up * m_HackedGunPos.z;
return vecSrc;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::FindHealthItem( const Vector &vecPosition, const Vector &range )
{
CBaseEntity *list[1024];
int count = UTIL_EntitiesInBox( list, 1024, vecPosition - range, vecPosition + range, 0 );
for ( int i = 0; i < count; i++ )
{
CItem *pItem = dynamic_cast<CItem *>(list[ i ]);
if( pItem )
{
// Healthkits and healthvials
if( pItem->ClassMatches( "item_health*" ) && FVisible( pItem ) )
{
return pItem;
}
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Compares the weapon's center with this character's current origin, so it
// will not give reliable results for weapons that are visible to the NPC
// but are upstairs/downstairs, etc.
//
// A weapon is said to be on the ground if it is no more than 12 inches above
// or below the caller's feet.
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::Weapon_IsOnGround( CBaseCombatWeapon *pWeapon )
{
if( pWeapon->IsConstrained() )
{
// Constrained to a rack.
return false;
}
if( fabs(pWeapon->WorldSpaceCenter().z - GetAbsOrigin().z) >= 12.0f )
{
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &range -
// Output : CBaseEntity
//-----------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::Weapon_FindUsable( const Vector &range )
{
bool bConservative = false;
#ifdef HL2_DLL
if( hl2_episodic.GetBool() && !GetActiveWeapon() )
{
// Unarmed citizens are conservative in their weapon finding
if ( Classify() != CLASS_PLAYER_ALLY_VITAL )
{
bConservative = true;
}
}
#endif
CBaseCombatWeapon *weaponList[64];
CBaseCombatWeapon *pBestWeapon = NULL;
Vector mins = GetAbsOrigin() - range;
Vector maxs = GetAbsOrigin() + range;
int listCount = CBaseCombatWeapon::GetAvailableWeaponsInBox( weaponList, ARRAYSIZE(weaponList), mins, maxs );
float fBestDist = 1e6;
for ( int i = 0; i < listCount; i++ )
{
// Make sure not moving (ie flying through the air)
Vector velocity;
CBaseCombatWeapon *pWeapon = weaponList[i];
Assert(pWeapon);
pWeapon->GetVelocity( &velocity, NULL );
if ( pWeapon->CanBePickedUpByNPCs() == false )
continue;
if ( velocity.LengthSqr() > 1 || !Weapon_CanUse(pWeapon) )
continue;
if ( pWeapon->IsLocked(this) )
continue;
if ( GetActiveWeapon() )
{
// Already armed. Would picking up this weapon improve my situation?
if( GetActiveWeapon()->m_iClassname == pWeapon->m_iClassname )
{
// No, I'm already using this type of weapon.
continue;
}
if( FClassnameIs( pWeapon, "weapon_pistol" ) )
{
// No, it's a pistol.
continue;
}
}
float fCurDist = (pWeapon->GetLocalOrigin() - GetLocalOrigin()).Length();
// Give any reserved weapon a bonus
if( pWeapon->HasSpawnFlags( SF_WEAPON_NO_PLAYER_PICKUP ) )
{
fCurDist *= 0.5f;
}
if ( pBestWeapon )
{
// UNDONE: Better heuristic needed here
// Need to pick by power of weapons
// Don't want to pick a weapon right next to a NPC!
// Give the AR2 a bonus to be selected by making it seem closer.
if( FClassnameIs( pWeapon, "weapon_ar2" ) )
{
fCurDist *= 0.5;
}
// choose the last range attack weapon you find or the first available other weapon
if ( ! (pWeapon->CapabilitiesGet() & bits_CAP_RANGE_ATTACK_GROUP) )
{
continue;
}
else if (fCurDist > fBestDist )
{
continue;
}
}
if( Weapon_IsOnGround(pWeapon) )
{
// Weapon appears to be lying on the ground. Make sure this weapon is reachable
// by tracing out a human sized hull just above the weapon. If not, reject
trace_t tr;
Vector vAboveWeapon = pWeapon->GetAbsOrigin();
UTIL_TraceEntity( this, vAboveWeapon, vAboveWeapon + Vector( 0, 0, 1 ), MASK_SOLID, pWeapon, COLLISION_GROUP_NONE, &tr );
if ( tr.startsolid || (tr.fraction < 1.0) )
continue;
}
else if( bConservative )
{
// Skip it.
continue;
}
if( FVisible(pWeapon) )
{
fBestDist = fCurDist;
pBestWeapon = pWeapon;
}
}
if( pBestWeapon )
{
// Lock this weapon for my exclusive use. Lock it for just a couple of seconds because my AI
// might not actually be able to go pick it up right now.
pBestWeapon->Lock( 2.0, this );
}
return pBestWeapon;
}
//-----------------------------------------------------------------------------
// Purpose: Give the player some ammo.
// Input : iCount - Amount of ammo to give.
// iAmmoIndex - Index of the ammo into the AmmoInfoArray
// iMax - Max carrying capability of the player
// Output : Amount of ammo actually given
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::GiveAmmo( int iCount, int iAmmoIndex, bool bSuppressSound)
{
if (iCount <= 0)
return 0;
if ( !g_pGameRules->CanHaveAmmo( this, iAmmoIndex ) )
{
// game rules say I can't have any more of this ammo type.
return 0;
}
if ( iAmmoIndex < 0 || iAmmoIndex >= MAX_AMMO_SLOTS )
return 0;
int iMax = GetAmmoDef()->MaxCarry(iAmmoIndex, this);
int iAdd = MIN( iCount, iMax - m_iAmmo[iAmmoIndex] );
if ( iAdd < 1 )
return 0;
// Ammo pickup sound
if ( !bSuppressSound )
{
EmitSound( "BaseCombatCharacter.AmmoPickup" );
}
m_iAmmo.Set( iAmmoIndex, m_iAmmo[iAmmoIndex] + iAdd );
return iAdd;
}
//-----------------------------------------------------------------------------
// Purpose: Give the player some ammo.
//-----------------------------------------------------------------------------
int CBaseCombatCharacter::GiveAmmo( int iCount, const char *szName, bool bSuppressSound )
{
int iAmmoType = GetAmmoDef()->Index(szName);
if (iAmmoType == -1)
{
Msg("ERROR: Attempting to give unknown ammo type (%s)\n",szName);
return 0;
}
return GiveAmmo( iCount, iAmmoType, bSuppressSound );
}
ConVar phys_stressbodyweights( "phys_stressbodyweights", "5.0" );
// disabled stress damage to save CPU, none of the NPCs really use it and the player has a different codepath
#if !defined( PORTAL2 )
void CBaseCombatCharacter::VPhysicsUpdate( IPhysicsObject *pPhysics )
{
ApplyStressDamage( pPhysics, false );
BaseClass::VPhysicsUpdate( pPhysics );
}
#endif
float CBaseCombatCharacter::CalculatePhysicsStressDamage( vphysics_objectstress_t *pStressOut, IPhysicsObject *pPhysics )
{
// stress damage hack.
float mass = pPhysics->GetMass();
CalculateObjectStress( pPhysics, this, pStressOut );
float stress = (pStressOut->receivedStress * m_impactEnergyScale) / mass;
// Make sure the stress isn't from being stuck inside some static object.
// how many times your own weight can you hold up?
if ( pStressOut->hasNonStaticStress && stress > phys_stressbodyweights.GetFloat() )
{
// if stuck, don't do this!
if ( !(pPhysics->GetGameFlags() & FVPHYSICS_PENETRATING) )
return 200;
}
return 0;
}
void CBaseCombatCharacter::ApplyStressDamage( IPhysicsObject *pPhysics, bool bRequireLargeObject )
{
#ifdef HL2_DLL
if( Classify() == CLASS_PLAYER_ALLY || Classify() == CLASS_PLAYER_ALLY_VITAL )
{
// Bypass stress completely for allies and vitals.
if( hl2_episodic.GetBool() )
return;
}
#endif//HL2_DLL
vphysics_objectstress_t stressOut;
float damage = CalculatePhysicsStressDamage( &stressOut, pPhysics );
if ( damage > 0 )
{
if ( bRequireLargeObject && !stressOut.hasLargeObjectContact )
return;
//Msg("Stress! %.2f / %.2f\n", stressOut.exertedStress, stressOut.receivedStress );
CTakeDamageInfo dmgInfo( GetWorldEntity(), GetWorldEntity(), vec3_origin, vec3_origin, damage, DMG_CRUSH );
dmgInfo.SetDamageForce( Vector( 0, 0, -stressOut.receivedStress * sv_gravity.GetFloat() * gpGlobals->frametime ) );
dmgInfo.SetDamagePosition( GetAbsOrigin() );
TakeDamage( dmgInfo );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const impactdamagetable_t
//-----------------------------------------------------------------------------
const impactdamagetable_t &CBaseCombatCharacter::GetPhysicsImpactDamageTable( void )
{
return gDefaultNPCImpactDamageTable;
}
// how much to amplify impact forces
// This is to account for the ragdolls responding differently than
// the shadow objects. Also this makes the impacts more dramatic.
ConVar phys_impactforcescale( "phys_impactforcescale", "1.0" );
ConVar phys_upimpactforcescale( "phys_upimpactforcescale", "0.375" );
void CBaseCombatCharacter::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent )
{
int otherIndex = !index;
CBaseEntity *pOther = pEvent->pEntities[otherIndex];
IPhysicsObject *pOtherPhysics = pEvent->pObjects[otherIndex];
if ( !pOther )
return;
// Ragdolls are marked as dying.
if ( pOther->m_lifeState == LIFE_DYING )
return;
if ( pOther->GetMoveType() != MOVETYPE_VPHYSICS )
return;
if ( !pOtherPhysics->IsMoveable() )
return;
if ( pOther == GetGroundEntity() )
return;
// Player can't damage himself if he's was physics attacker *on this frame*
// which can occur owing to ordering issues it appears.
float flOtherAttackerTime = 0.0f;
#if defined( HL2_DLL )
if ( HL2GameRules()->MegaPhyscannonActive() == true )
{
flOtherAttackerTime = 1.0f;
}
#endif
if ( this == pOther->HasPhysicsAttacker( flOtherAttackerTime ) )
return;
int damageType = 0;
float damage = 0;
damage = CalculatePhysicsImpactDamage( index, pEvent, GetPhysicsImpactDamageTable(), m_impactEnergyScale, false, damageType );
if ( damage <= 0 )
return;
// NOTE: We really need some rotational motion for some of these collisions.
// REVISIT: Maybe resolve this collision on death with a different (not approximately infinite like AABB tensor)
// inertia tensor to get torque?
Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass() * phys_impactforcescale.GetFloat();
IServerVehicle *vehicleOther = pOther->GetServerVehicle();
if ( vehicleOther )
{
CBaseCombatCharacter *pPassenger = vehicleOther->GetPassenger();
if ( pPassenger != NULL )
{
// flag as vehicle damage
damageType |= DMG_VEHICLE;
// if hit by vehicle driven by player, add some upward velocity to force
float len = damageForce.Length();
damageForce.z += len*phys_upimpactforcescale.GetFloat();
//Msg("Force %.1f / %.1f\n", damageForce.Length(), damageForce.z );
if ( pPassenger->IsPlayer() )
{
CBasePlayer *pPlayer = assert_cast<CBasePlayer *>(pPassenger);
if( damage >= GetMaxHealth() )
{
pPlayer->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAG_RESTART );
}
else
{
pPlayer->RumbleEffect( RUMBLE_PISTOL, 0, RUMBLE_FLAG_RESTART );
}
}
}
}
Vector damagePos;
pEvent->pInternalData->GetContactPoint( damagePos );
CTakeDamageInfo dmgInfo( pOther, pOther, damageForce, damagePos, damage, damageType );
// FIXME: is there a better way for physics objects to keep track of what root entity responsible for them moving?
CBasePlayer *pPlayer = pOther->HasPhysicsAttacker( 1.0 );
if (pPlayer)
{
dmgInfo.SetAttacker( pPlayer );
}
// UNDONE: Find one near damagePos?
m_nForceBone = 0;
PhysCallbackDamage( this, dmgInfo, *pEvent, index );
}
//-----------------------------------------------------------------------------
// Purpose: this entity is exploding, or otherwise needs to inflict damage upon
// entities within a certain range. only damage ents that can clearly
// be seen by the explosion!
// Input :
// Output :
//-----------------------------------------------------------------------------
void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore )
{
// NOTE: I did this this way so I wouldn't have to change a whole bunch of
// code unnecessarily. We need TF2 specific rules for RadiusDamage, so I moved
// the implementation of radius damage into gamerules. All existing code calls
// this method, which calls the game rules method
g_pGameRules->RadiusDamage( info, vecSrc, flRadius, iClassIgnore, pEntityIgnore );
// Let the world know if this was an explosion.
if( info.GetDamageType() & DMG_BLAST )
{
// Even the tiniest explosion gets attention. Don't let the radius
// be less than 128 units.
float soundRadius = MAX( 128.0f, flRadius * 1.5 );
CSoundEnt::InsertSound( SOUND_COMBAT | SOUND_CONTEXT_EXPLOSION, vecSrc, soundRadius, 0.25, info.GetInflictor() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Change active weapon and notify derived classes
//
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::SetActiveWeapon( CBaseCombatWeapon *pNewWeapon )
{
CBaseCombatWeapon *pOldWeapon = m_hActiveWeapon;
if ( pNewWeapon != pOldWeapon )
{
m_hActiveWeapon = pNewWeapon;
OnChangeActiveWeapon( pOldWeapon, pNewWeapon );
}
}
//-----------------------------------------------------------------------------
// Consider the weapon's built-in accuracy, this character's proficiency with
// the weapon, and the status of the target. Use this information to determine
// how accurately to shoot at the target.
//-----------------------------------------------------------------------------
Vector CBaseCombatCharacter::GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget )
{
if ( pWeapon )
return pWeapon->GetBulletSpread(GetCurrentWeaponProficiency());
return VECTOR_CONE_15DEGREES;
}
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetSpreadBias( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget )
{
if ( pWeapon )
return pWeapon->GetSpreadBias(GetCurrentWeaponProficiency());
return 1.0;
}
//-----------------------------------------------------------------------------
// Assume everyone is average with every weapon. Override this to make exceptions.
//-----------------------------------------------------------------------------
WeaponProficiency_t CBaseCombatCharacter::CalcWeaponProficiency( CBaseCombatWeapon *pWeapon )
{
return WEAPON_PROFICIENCY_AVERAGE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#define MAX_MISS_CANDIDATES 16
CBaseEntity *CBaseCombatCharacter::FindMissTarget( void )
{
CBaseEntity *pMissCandidates[ MAX_MISS_CANDIDATES ];
int numMissCandidates = 0;
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
CBaseEntity *pEnts[256];
Vector radius( 100, 100, 100);
Vector vecSource = GetAbsOrigin();
int numEnts = UTIL_EntitiesInBox( pEnts, 256, vecSource-radius, vecSource+radius, 0 );
for ( int i = 0; i < numEnts; i++ )
{
if ( pEnts[i] == NULL )
continue;
// New rule for this system. Don't shoot what the player won't see.
if ( pPlayer && !pPlayer->FInViewCone( pEnts[ i ] ) )
continue;
if ( numMissCandidates >= MAX_MISS_CANDIDATES )
break;
//See if it's a good target candidate
if ( FClassnameIs( pEnts[i], "prop_dynamic" ) ||
FClassnameIs( pEnts[i], "prop_physics" ) ||
FClassnameIs( pEnts[i], "physics_prop" ) )
{
pMissCandidates[numMissCandidates++] = pEnts[i];
continue;
}
}
if( numMissCandidates == 0 )
return NULL;
return pMissCandidates[ random->RandomInt( 0, numMissCandidates - 1 ) ];
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::ShouldShootMissTarget( CBaseCombatCharacter *pAttacker )
{
// Don't shoot at NPC's right now.
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::InputKilledNPC( inputdata_t &inputdata )
{
OnKilledNPC( inputdata.pActivator ? inputdata.pActivator->MyCombatCharacterPointer() : NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Overload our muzzle flash and send it to any actively held weapon
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::DoMuzzleFlash()
{
// Our weapon takes our muzzle flash command
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
{
pWeapon->DoMuzzleFlash();
//NOTENOTE: We do not chain to the base here
}
else
{
BaseClass::DoMuzzleFlash();
}
}
//-----------------------------------------------------------------------------
// Purpose: track the last trigger_fog touched by this character
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::OnFogTriggerStartTouch( CBaseEntity *fogTrigger )
{
m_hTriggerFogList.AddToHead( fogTrigger );
}
//-----------------------------------------------------------------------------
// Purpose: track the last trigger_fog touched by this character
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::OnFogTriggerEndTouch( CBaseEntity *fogTrigger )
{
m_hTriggerFogList.FindAndRemove( fogTrigger );
}
//-----------------------------------------------------------------------------
// Purpose: track the last trigger_fog touched by this character
//-----------------------------------------------------------------------------
CBaseEntity *CBaseCombatCharacter::GetFogTrigger( void )
{
float bestDist = 999999.0f;
CBaseEntity *bestTrigger = NULL;
for ( int i=0; i<m_hTriggerFogList.Count(); ++i )
{
CBaseEntity *fogTrigger = m_hTriggerFogList[i];
if ( fogTrigger != NULL )
{
float dist = WorldSpaceCenter().DistTo( fogTrigger->WorldSpaceCenter() );
if ( dist < bestDist )
{
bestDist = dist;
bestTrigger = fogTrigger;
}
}
}
if ( bestTrigger )
{
m_hLastFogTrigger = bestTrigger;
}
return m_hLastFogTrigger;
}
//-----------------------------------------------------------------------------
// Purpose: return true if given target cant be seen because of fog
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsHiddenByFog( const Vector &target ) const
{
float range = EyePosition().DistTo( target );
return IsHiddenByFog( range );
}
//-----------------------------------------------------------------------------
// Purpose: return true if given target cant be seen because of fog
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsHiddenByFog( CBaseEntity *target ) const
{
if ( !target )
return false;
float range = EyePosition().DistTo( target->WorldSpaceCenter() );
return IsHiddenByFog( range );
}
//-----------------------------------------------------------------------------
// Purpose: return true if given target cant be seen because of fog
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsHiddenByFog( float range ) const
{
if ( GetFogObscuredRatio( range ) >= 1.0f )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: return 0-1 ratio where zero is not obscured, and 1 is completely obscured
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetFogObscuredRatio( const Vector &target ) const
{
float range = EyePosition().DistTo( target );
return GetFogObscuredRatio( range );
}
//-----------------------------------------------------------------------------
// Purpose: return 0-1 ratio where zero is not obscured, and 1 is completely obscured
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetFogObscuredRatio( CBaseEntity *target ) const
{
if ( !target )
return false;
float range = EyePosition().DistTo( target->WorldSpaceCenter() );
return GetFogObscuredRatio( range );
}
//-----------------------------------------------------------------------------
// Purpose: return 0-1 ratio where zero is not obscured, and 1 is completely obscured
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetFogObscuredRatio( float range ) const
{
fogparams_t fog;
GetFogParams( &fog );
if ( !fog.enable )
return 0.0f;
if ( range <= fog.start )
return 0.0f;
if ( range >= fog.end )
return 1.0f;
float ratio = (range - fog.start) / (fog.end - fog.start);
ratio = Min( ratio, fog.maxdensity.Get() );
return ratio;
}
//-----------------------------------------------------------------------------
// Purpose: return the current fog parameters
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::GetFogParams( fogparams_t *fog ) const
{
if ( !fog )
return false;
return GetWorldFogParams( const_cast< CBaseCombatCharacter * >( this ), *fog );
}
//-----------------------------------------------------------------------------
// Purpose: Invoke this to update our last known nav area
// (since there is no think method chained to CBaseCombatCharacter)
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::UpdateLastKnownArea( void )
{
#if !defined(CSTRIKE_DLL)
VPROF_BUDGET( "CBaseCombatCharacter::UpdateLastKnownArea", "NextBot" );
if ( TheNavMesh->IsGenerating() )
{
ClearLastKnownArea();
return;
}
/*
if ( z_last_area_update_tolerance.GetFloat() > 0.0f )
{
// skip this test if we're not standing on the world (ie: elevators that move us)
if ( GetGroundEntity() == NULL || GetGroundEntity()->IsWorld() )
{
if ( m_lastNavArea && m_NavAreaUpdateMonitor.IsMarkSet() && !m_NavAreaUpdateMonitor.TargetMoved( this ) )
return;
m_NavAreaUpdateMonitor.SetMark( this, z_last_area_update_tolerance.GetFloat() );
}
}
*/
// find the area we are directly standing in
CNavArea *area = TheNavMesh->GetNearestNavArea( this, GETNAVAREA_CHECK_GROUND | GETNAVAREA_CHECK_LOS, 50.0f );
if ( !area )
return;
// make sure we can actually use this area - if not, consider ourselves off the mesh
if ( !IsAreaTraversable( area ) )
return;
if ( area != m_lastNavArea )
{
// player entered a new nav area
if ( m_lastNavArea && m_registeredNavTeam != TEAM_INVALID )
{
m_lastNavArea->DecrementPlayerCount( m_registeredNavTeam, entindex() );
m_lastNavArea->OnExit( this, area );
}
m_registeredNavTeam = GetTeamNumber();
if ( m_registeredNavTeam != TEAM_INVALID )
{
area->IncrementPlayerCount( m_registeredNavTeam, entindex() );
area->OnEnter( this, m_lastNavArea );
}
OnNavAreaChanged( area, m_lastNavArea );
m_lastNavArea = area;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Return true if we can use (walk through) the given area
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsAreaTraversable( const CNavArea *area ) const
{
return area ? !area->IsBlocked( GetTeamNumber() ) : false;
}
//-----------------------------------------------------------------------------
// Purpose: Leaving the nav mesh
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ClearLastKnownArea( void )
{
OnNavAreaChanged( NULL, m_lastNavArea );
if ( m_lastNavArea )
{
if ( m_registeredNavTeam != TEAM_INVALID )
{
m_lastNavArea->DecrementPlayerCount( m_registeredNavTeam, entindex() );
m_lastNavArea->OnExit( this, NULL );
m_registeredNavTeam = TEAM_INVALID;
}
m_lastNavArea = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose: Handling editor removing the area we're standing upon
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::OnNavAreaRemoved( CNavArea *removedArea )
{
if ( m_lastNavArea == removedArea )
{
ClearLastKnownArea();
}
}
//-----------------------------------------------------------------------------
// Purpose: Changing team, maintain associated data
//-----------------------------------------------------------------------------
void CBaseCombatCharacter::ChangeTeam( int iTeamNum )
{
// old team member no longer in the nav mesh
ClearLastKnownArea();
BaseClass::ChangeTeam( iTeamNum );
}
//-----------------------------------------------------------------------------
// Return true if we have ever been injured by a member of the given team
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::HasEverBeenInjured( int team /*= TEAM_ANY */ ) const
{
if ( team == TEAM_ANY )
{
return ( m_hasBeenInjured == 0 ) ? false : true;
}
int teamMask = 1 << team;
if ( m_hasBeenInjured & teamMask )
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Return time since we were hurt by a member of the given team
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetTimeSinceLastInjury( int team /*= TEAM_ANY */ ) const
{
const float never = 999999999999.9f;
if ( team == TEAM_ANY )
{
float time = never;
// find most recent injury time
for( int i=0; i<MAX_DAMAGE_TEAMS; ++i )
{
if ( m_damageHistory[i].team != TEAM_INVALID )
{
if ( m_damageHistory[i].interval.GetElapsedTime() < time )
{
time = m_damageHistory[i].interval.GetElapsedTime();
}
}
}
return time;
}
else
{
for( int i=0; i<MAX_DAMAGE_TEAMS; ++i )
{
if ( m_damageHistory[i].team == team )
{
return m_damageHistory[i].interval.GetElapsedTime();
}
}
}
return never;
}