mirror of
https://github.com/alliedmodders/hl2sdk.git
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117 lines
3.1 KiB
C++
117 lines
3.1 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_AI_BaseNPC.h"
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#include "engine/IVDebugOverlay.h"
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#ifdef HL2_DLL
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#include "c_basehlplayer.h"
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#endif
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#include "death_pose.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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IMPLEMENT_CLIENTCLASS_DT( C_AI_BaseNPC, DT_AI_BaseNPC, CAI_BaseNPC )
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RecvPropInt( RECVINFO( m_lifeState ) ),
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RecvPropBool( RECVINFO( m_bPerformAvoidance ) ),
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RecvPropBool( RECVINFO( m_bIsMoving ) ),
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RecvPropBool( RECVINFO( m_bFadeCorpse ) ),
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RecvPropInt( RECVINFO ( m_iDeathPose) ),
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RecvPropInt( RECVINFO( m_iDeathFrame) ),
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RecvPropInt( RECVINFO( m_iSpeedModRadius ) ),
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RecvPropInt( RECVINFO( m_iSpeedModSpeed ) ),
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RecvPropInt( RECVINFO( m_bSpeedModActive ) ),
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RecvPropBool( RECVINFO( m_bImportanRagdoll ) ),
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END_RECV_TABLE()
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extern ConVar cl_npc_speedmod_intime;
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bool NPC_IsImportantNPC( C_BaseAnimating *pAnimating )
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{
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C_AI_BaseNPC *pBaseNPC = dynamic_cast < C_AI_BaseNPC* > ( pAnimating );
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if ( pBaseNPC == NULL )
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return false;
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return pBaseNPC->ImportantRagdoll();
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}
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C_AI_BaseNPC::C_AI_BaseNPC()
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{
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}
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//-----------------------------------------------------------------------------
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// Makes ragdolls ignore npcclip brushes
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//-----------------------------------------------------------------------------
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unsigned int C_AI_BaseNPC::PhysicsSolidMaskForEntity( void ) const
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{
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// This allows ragdolls to move through npcclip brushes
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if ( !IsRagdoll() )
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{
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return MASK_NPCSOLID;
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}
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return MASK_SOLID;
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}
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void C_AI_BaseNPC::ClientThink( void )
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{
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BaseClass::ClientThink();
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#ifdef HL2_DLL
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C_BaseHLPlayer *pPlayer = dynamic_cast<C_BaseHLPlayer*>( C_BasePlayer::GetLocalPlayer() );
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if ( ShouldModifyPlayerSpeed() == true )
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{
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if ( pPlayer )
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{
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float flDist = (GetAbsOrigin() - pPlayer->GetAbsOrigin()).LengthSqr();
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if ( flDist <= GetSpeedModifyRadius() )
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{
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if ( pPlayer->m_hClosestNPC )
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{
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if ( pPlayer->m_hClosestNPC != this )
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{
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float flDistOther = (pPlayer->m_hClosestNPC->GetAbsOrigin() - pPlayer->GetAbsOrigin()).Length();
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//If I'm closer than the other NPC then replace it with myself.
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if ( flDist < flDistOther )
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{
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pPlayer->m_hClosestNPC = this;
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pPlayer->m_flSpeedModTime = gpGlobals->curtime + cl_npc_speedmod_intime.GetFloat();
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}
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}
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}
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else
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{
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pPlayer->m_hClosestNPC = this;
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pPlayer->m_flSpeedModTime = gpGlobals->curtime + cl_npc_speedmod_intime.GetFloat();
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}
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}
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}
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}
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#endif // HL2_DLL
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}
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void C_AI_BaseNPC::OnDataChanged( DataUpdateType_t type )
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{
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BaseClass::OnDataChanged( type );
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if ( ShouldModifyPlayerSpeed() == true )
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{
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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}
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void C_AI_BaseNPC::GetRagdollCurSequence( matrix3x4_t *curBones, float flTime )
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{
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GetRagdollCurSequenceWithDeathPose( this, curBones, flTime, m_iDeathPose, m_iDeathFrame );
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}
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