mirror of
https://github.com/alliedmodders/hl2sdk.git
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2139 lines
62 KiB
C++
2139 lines
62 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ====
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//
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// Purpose: Vortigaunt - now much friendlier!
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//
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//=============================================================================
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#include "cbase.h"
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#include "beam_shared.h"
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#include "globalstate.h"
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#include "npcevent.h"
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#include "Sprite.h"
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#include "IEffects.h"
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#include "te_effect_dispatch.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "physics_prop_ragdoll.h"
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#include "RagdollBoogie.h"
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#include "ai_squadslot.h"
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#include "npc_vortigaunt_episodic.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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#define VORTIGAUNT_LIMP_HEALTH 20
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#define VORTIGAUNT_SENTENCE_VOLUME (float)0.35 // volume of vortigaunt sentences
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#define VORTIGAUNT_VOL 0.35 // volume of vortigaunt sounds
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#define VORTIGAUNT_ATTN ATTN_NORM // attenutation of vortigaunt sentences
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#define VORTIGAUNT_HEAL_RECHARGE 15.0 // How long to rest between heals
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#define VORTIGAUNT_ZAP_GLOWGROW_TIME 0.5 // How long does glow last
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#define VORTIGAUNT_HEAL_GLOWGROW_TIME 1.4 // How long does glow last
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#define VORTIGAUNT_GLOWFADE_TIME 0.5 // How long does it fade
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#define VORTIGAUNT_BEAM_HURT 0
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#define VORTIGAUNT_BEAM_HEAL 1
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#define PLAYER_CRITICAL_HEALTH_PERC 0.3f
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static const char *VORTIGAUNT_LEFT_CLAW = "leftclaw";
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static const char *VORTIGAUNT_RIGHT_CLAW = "rightclaw";
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static const char *VORT_CURE = "VORT_CURE";
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static const char *VORT_CURESTOP = "VORT_CURESTOP";
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static const char *VORT_CURE_INTERRUPT = "VORT_CURE_INTERRUPT";
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static const char *VORT_ATTACK = "VORT_ATTACK";
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static const char *VORT_MAD = "VORT_MAD";
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static const char *VORT_SHOT = "VORT_SHOT";
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static const char *VORT_PAIN = "VORT_PAIN";
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static const char *VORT_DIE = "VORT_DIE";
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static const char *VORT_KILL = "VORT_KILL";
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static const char *VORT_LINE_FIRE = "VORT_LINE_FIRE";
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static const char *VORT_POK = "VORT_POK";
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static const char *VORT_EXTRACT_START = "VORT_EXTRACT_START";
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static const char *VORT_EXTRACT_FINISH = "VORT_EXTRACT_FINISH";
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// Target must be within this range to heal
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#define HEAL_RANGE (15*12) //ft
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#define HEAL_SEARCH_RANGE (40*12) //ft
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ConVar sk_vortigaunt_health( "sk_vortigaunt_health","0");
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ConVar sk_vortigaunt_armor_charge( "sk_vortigaunt_armor_charge","30");
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ConVar sk_vortigaunt_dmg_claw( "sk_vortigaunt_dmg_claw","0");
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ConVar sk_vortigaunt_dmg_rake( "sk_vortigaunt_dmg_rake","0");
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ConVar sk_vortigaunt_dmg_zap( "sk_vortigaunt_dmg_zap","0");
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//-----------------------------------------------------------------------------
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// Interactions
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//-----------------------------------------------------------------------------
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int g_interactionVortigauntStomp = 0;
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int g_interactionVortigauntStompFail = 0;
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int g_interactionVortigauntStompHit = 0;
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int g_interactionVortigauntKick = 0;
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int g_interactionVortigauntClaw = 0;
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//=========================================================
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// Vortigaunt activities
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//=========================================================
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int ACT_VORTIGAUNT_AIM;
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int ACT_VORTIGAUNT_START_HEAL;
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int ACT_VORTIGAUNT_HEAL_LOOP;
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int ACT_VORTIGAUNT_END_HEAL;
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int ACT_VORTIGAUNT_TO_ACTION;
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int ACT_VORTIGAUNT_TO_IDLE;
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int ACT_VORTIGAUNT_HEAL; // Heal gesture
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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int AE_VORTIGAUNT_CLAW_LEFT;
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int AE_VORTIGAUNT_CLAW_RIGHT;
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int AE_VORTIGAUNT_ZAP_POWERUP;
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int AE_VORTIGAUNT_ZAP_SHOOT;
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int AE_VORTIGAUNT_ZAP_DONE;
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int AE_VORTIGAUNT_HEAL_STARTGLOW;
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int AE_VORTIGAUNT_HEAL_STARTBEAMS;
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int AE_VORTIGAUNT_HEAL_STARTSOUND;
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int AE_VORTIGAUNT_SWING_SOUND;
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int AE_VORTIGAUNT_SHOOT_SOUNDSTART;
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int AE_VORTIGAUNT_HEAL_PAUSE;
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//-----------------------------------------------------------------------------
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// Squad slots
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//-----------------------------------------------------------------------------
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enum SquadSlot_T
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{
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SQUAD_SLOT_HEAL_PLAYER = LAST_SHARED_SQUADSLOT,
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};
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CNPC_Vortigaunt )
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DEFINE_FIELD( m_flHealHinderedTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_bHealBeamActive, FIELD_BOOLEAN ),
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DEFINE_ARRAY( m_pBeam, FIELD_EHANDLE, VORTIGAUNT_MAX_BEAMS ),
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DEFINE_FIELD( m_iBeams, FIELD_INTEGER),
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DEFINE_FIELD( m_nLightningSprite, FIELD_INTEGER),
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DEFINE_FIELD( m_fGlowAge, FIELD_FLOAT),
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DEFINE_FIELD( m_fGlowScale, FIELD_FLOAT),
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DEFINE_FIELD( m_fGlowChangeTime, FIELD_FLOAT),
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DEFINE_FIELD( m_bGlowTurningOn, FIELD_BOOLEAN),
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DEFINE_FIELD( m_nCurGlowIndex, FIELD_INTEGER),
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DEFINE_FIELD( m_pLeftHandGlow, FIELD_EHANDLE),
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DEFINE_FIELD( m_pRightHandGlow, FIELD_EHANDLE),
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DEFINE_FIELD( m_flNextHealTime, FIELD_TIME),
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DEFINE_FIELD( m_nCurrentHealAmt, FIELD_INTEGER),
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DEFINE_FIELD( m_nLastArmorAmt, FIELD_INTEGER),
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DEFINE_FIELD( m_iSuitSound, FIELD_INTEGER),
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DEFINE_FIELD( m_flSuitSoundTime, FIELD_TIME),
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DEFINE_FIELD( m_flPainTime, FIELD_TIME),
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DEFINE_FIELD( m_nextLineFireTime, FIELD_TIME),
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DEFINE_KEYFIELD( m_bArmorRechargeEnabled,FIELD_BOOLEAN, "ArmorRechargeEnabled" ),
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DEFINE_FIELD( m_bForceArmorRecharge, FIELD_BOOLEAN),
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DEFINE_FIELD( m_iCurrentRechargeGoal, FIELD_INTEGER ),
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DEFINE_FIELD( m_bExtractingBugbait, FIELD_BOOLEAN),
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DEFINE_FIELD( m_iLeftHandAttachment, FIELD_INTEGER ),
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DEFINE_FIELD( m_iRightHandAttachment, FIELD_INTEGER ),
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DEFINE_FIELD( m_hHealTarget, FIELD_EHANDLE ),
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DEFINE_KEYFIELD( m_bRegenerateHealth, FIELD_BOOLEAN, "HealthRegenerateEnabled" ),
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// m_AssaultBehavior (auto saved by AI)
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// m_LeadBehavior
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// DEFINE_FIELD( m_bStopLoopingSounds, FIELD_BOOLEAN ),
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// Function Pointers
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DEFINE_USEFUNC( Use ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableArmorRecharge", InputEnableArmorRecharge ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableArmorRecharge", InputDisableArmorRecharge ),
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DEFINE_INPUTFUNC( FIELD_STRING, "ChargeTarget", InputChargeTarget ),
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DEFINE_INPUTFUNC( FIELD_STRING, "ExtractBugbait", InputExtractBugbait ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableHealthRegeneration", InputEnableHealthRegeneration ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableHealthRegeneration",InputDisableHealthRegeneration ),
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// Outputs
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DEFINE_OUTPUT(m_OnFinishedExtractingBugbait, "OnFinishedExtractingBugbait"),
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DEFINE_OUTPUT(m_OnFinishedChargingTarget, "OnFinishedChargingTarget"),
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DEFINE_OUTPUT(m_OnPlayerUse, "OnPlayerUse" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( npc_vortigaunt, CNPC_Vortigaunt );
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// for special behavior with rollermines
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static bool IsRoller( CBaseEntity *pRoller )
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{
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return FClassnameIs( pRoller, "npc_rollermine" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determines whether or not the player is below a certain percentage
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// of their maximum health
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// Input : flPerc - Percentage to test against
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// Output : Returns true if less than supplied parameter
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//-----------------------------------------------------------------------------
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bool CNPC_Vortigaunt::PlayerBelowHealthPercentage( float flPerc )
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{
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CBasePlayer *pPlayer = AI_GetSinglePlayer();
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if ( pPlayer == NULL )
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return false;
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if ( pPlayer->GetMaxHealth() == 0.0f )
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return false;
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float flHealthPerc = (float) pPlayer->GetHealth() / (float) pPlayer->GetMaxHealth();
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return ( flHealthPerc <= flPerc );
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}
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#define VORT_START_EXTRACT_SENTENCE 500
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#define VORT_FINISH_EXTRACT_SENTENCE 501
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//------------------------------------------------------------------------------
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// Purpose: Make the vort speak a line
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//------------------------------------------------------------------------------
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void CNPC_Vortigaunt::SpeakSentence( int sentenceType )
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{
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if (sentenceType == VORT_START_EXTRACT_SENTENCE)
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{
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Speak( VORT_EXTRACT_START );
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}
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else if (sentenceType == VORT_FINISH_EXTRACT_SENTENCE)
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{
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Speak( VORT_EXTRACT_FINISH );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Vortigaunt::StartTask( const Task_t *pTask )
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{
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switch ( pTask->iTask)
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{
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// Sets our target to the entity that we cached earlier.
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case TASK_VORTIGAUNT_GET_HEAL_TARGET:
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{
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if ( m_hHealTarget == NULL )
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{
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TaskFail( FAIL_NO_TARGET );
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}
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else
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{
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SetTarget( m_hHealTarget );
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TaskComplete();
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}
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break;
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}
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case TASK_VORTIGAUNT_EXTRACT_WARMUP:
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{
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ResetIdealActivity( (Activity) ACT_VORTIGAUNT_TO_ACTION );
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break;
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}
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case TASK_VORTIGAUNT_EXTRACT:
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{
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SetActivity( (Activity) ACT_RANGE_ATTACK1 );
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break;
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}
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case TASK_VORTIGAUNT_EXTRACT_COOLDOWN:
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{
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ResetIdealActivity( (Activity)ACT_VORTIGAUNT_TO_IDLE );
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break;
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}
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case TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT:
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{
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// Cheat, and fire both outputs
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m_OnFinishedExtractingBugbait.FireOutput( this, this );
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TaskComplete();
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break;
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}
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case TASK_VORTIGAUNT_HEAL:
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{
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AddGesture( (Activity) ACT_VORTIGAUNT_HEAL );
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m_eHealState = HEAL_STATE_WARMUP;
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TaskComplete();
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break;
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}
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case TASK_VORTIGAUNT_WAIT_FOR_PLAYER:
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{
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// Wait for the player to get near (before starting the bugbait sequence)
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break;
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}
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default:
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{
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BaseClass::StartTask( pTask );
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Vortigaunt::RunTask( const Task_t *pTask )
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{
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switch ( pTask->iTask )
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{
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case TASK_RANGE_ATTACK1:
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{
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// If our enemy is gone, dead or out of sight, pick a new one
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if ( HasCondition( COND_ENEMY_OCCLUDED ) ||
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GetEnemy() == NULL ||
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GetEnemy()->IsAlive() == false )
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{
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CBaseEntity *pNewEnemy = BestEnemy();
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if ( pNewEnemy != NULL )
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{
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SetEnemy( pNewEnemy );
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SetState( NPC_STATE_COMBAT );
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}
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}
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BaseClass::RunTask( pTask );
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break;
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}
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case TASK_VORTIGAUNT_EXTRACT_WARMUP:
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{
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if ( IsActivityFinished() )
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{
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TaskComplete();
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}
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break;
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}
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case TASK_VORTIGAUNT_EXTRACT:
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{
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if ( IsActivityFinished() )
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{
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TaskComplete();
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}
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break;
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}
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case TASK_VORTIGAUNT_EXTRACT_COOLDOWN:
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{
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if ( IsActivityFinished() )
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{
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m_bExtractingBugbait = false;
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TaskComplete();
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}
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break;
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}
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case TASK_VORTIGAUNT_WAIT_FOR_PLAYER:
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{
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// Wait for the player to get near (before starting the bugbait sequence)
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CBasePlayer *pPlayer = AI_GetSinglePlayer();
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if ( pPlayer != NULL )
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{
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GetMotor()->SetIdealYawToTargetAndUpdate( pPlayer->GetAbsOrigin(), AI_KEEP_YAW_SPEED );
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SetTurnActivity();
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if ( GetMotor()->DeltaIdealYaw() < 10 )
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{
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// Wait for the player to get close enough
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if ( UTIL_DistApprox( GetAbsOrigin(), pPlayer->GetAbsOrigin() ) < 384 )
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{
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TaskComplete();
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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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TaskFail( FAIL_NO_PLAYER );
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}
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break;
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}
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default:
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{
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BaseClass::RunTask( pTask );
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Vortigaunt::AlertSound( void )
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{
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if ( GetEnemy() != NULL && IsOkToCombatSpeak() )
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{
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Speak( VORT_ATTACK );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allows each sequence to have a different turn rate associated with it.
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// Output : float CNPC_Vortigaunt::MaxYawSpeed
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//-----------------------------------------------------------------------------
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float CNPC_Vortigaunt::MaxYawSpeed ( void )
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{
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switch ( GetActivity() )
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{
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case ACT_IDLE:
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return 35;
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break;
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case ACT_WALK:
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return 35;
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break;
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case ACT_RUN:
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return 45;
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break;
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default:
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return 35;
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break;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose : For innate range attack
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//------------------------------------------------------------------------------
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int CNPC_Vortigaunt::RangeAttack1Conditions( float flDot, float flDist )
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{
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if ( GetEnemy() == NULL )
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return( COND_NONE );
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if ( gpGlobals->curtime < m_flNextAttack )
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return( COND_NONE );
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// dvs: Allow up-close range attacks for episodic as the vort's melee
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// attack is rather ineffective.
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#ifndef HL2_EPISODIC
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if ( flDist <= 70 )
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{
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return( COND_TOO_CLOSE_TO_ATTACK );
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}
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else
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#endif // HL2_EPISODIC
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if ( flDist > 1500 * 12 ) // 1500ft max
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{
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return( COND_TOO_FAR_TO_ATTACK );
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}
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else if ( flDot < 0.65 )
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{
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return( COND_NOT_FACING_ATTACK );
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}
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return( COND_CAN_RANGE_ATTACK1 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Vortigaunt::HandleAnimEvent( animevent_t *pEvent )
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{
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// Start of our heal loop
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if ( pEvent->event == AE_VORTIGAUNT_HEAL_PAUSE )
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{
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StartHealing();
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return;
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}
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if ( pEvent->event == AE_VORTIGAUNT_ZAP_POWERUP )
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{
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// speed up attack when on hard
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if ( g_iSkillLevel == SKILL_HARD )
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m_flPlaybackRate = 1.5;
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ArmBeam( -1 ,VORTIGAUNT_BEAM_HURT );
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ArmBeam( 1 ,VORTIGAUNT_BEAM_HURT );
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BeamGlow();
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// Make hands glow if not already glowing
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if ( m_fGlowAge == 0 )
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{
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StartHandGlow( VORTIGAUNT_BEAM_HURT );
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}
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CPASAttenuationFilter filter( this );
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CSoundParameters params;
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if ( GetParametersForSound( "NPC_Vortigaunt.ZapPowerup", params, NULL ) )
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{
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EmitSound_t ep( params );
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ep.m_nPitch = 100 + m_iBeams * 10;
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EmitSound( filter, entindex(), ep );
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m_bStopLoopingSounds = true;
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}
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return;
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}
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if ( pEvent->event == AE_VORTIGAUNT_ZAP_SHOOT )
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{
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ClearBeams();
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ClearMultiDamage();
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ZapBeam( -1 );
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ZapBeam( 1 );
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EndHandGlow();
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EmitSound( "NPC_Vortigaunt.Shoot" );
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m_bStopLoopingSounds = true;
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ApplyMultiDamage();
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if ( m_bExtractingBugbait == true )
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{
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// Spawn bugbait!
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CBaseCombatWeapon *pWeapon = Weapon_Create( "weapon_bugbait" );
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if ( pWeapon )
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{
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// Starting above the body, spawn closer and closer to the vort until it's clear
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Vector vecSpawnOrigin = GetTarget()->WorldSpaceCenter() + Vector(0, 0, 32);
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int iNumAttempts = 4;
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Vector vecToVort = (WorldSpaceCenter() - vecSpawnOrigin);
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float flDistance = VectorNormalize( vecToVort ) / (iNumAttempts-1);
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int i = 0;
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for (; i < iNumAttempts; i++ )
|
|
{
|
|
trace_t tr;
|
|
CTraceFilterSkipTwoEntities traceFilter( GetTarget(), this, COLLISION_GROUP_NONE );
|
|
AI_TraceLine( vecSpawnOrigin, vecSpawnOrigin, MASK_SHOT, &traceFilter, &tr );
|
|
|
|
if ( tr.fraction == 1.0 && !tr.m_pEnt )
|
|
{
|
|
// Make sure it can fit there
|
|
AI_TraceHull( vecSpawnOrigin, vecSpawnOrigin, -Vector(16,16,16), Vector(16,16,48), MASK_SHOT, &traceFilter, &tr );
|
|
if ( tr.fraction == 1.0 && !tr.m_pEnt )
|
|
break;
|
|
}
|
|
|
|
//NDebugOverlay::Box( vecSpawnOrigin, pWeapon->WorldAlignMins(), pWeapon->WorldAlignMins(), 255,0,0, 64, 100 );
|
|
|
|
// Move towards the vort
|
|
vecSpawnOrigin = vecSpawnOrigin + (vecToVort * flDistance);
|
|
}
|
|
|
|
// HACK: If we've still failed, just spawn it on the player
|
|
if ( i == iNumAttempts )
|
|
{
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
if ( pPlayer )
|
|
{
|
|
vecSpawnOrigin = pPlayer->WorldSpaceCenter();
|
|
}
|
|
}
|
|
|
|
//NDebugOverlay::Box( vecSpawnOrigin, -Vector(20,20,20), Vector(20,20,20), 0,255,0, 64, 100 );
|
|
|
|
pWeapon->SetAbsOrigin( vecSpawnOrigin );
|
|
pWeapon->Drop( Vector(0,0,1) );
|
|
}
|
|
|
|
CEffectData data;
|
|
|
|
data.m_vOrigin = GetTarget()->WorldSpaceCenter();
|
|
data.m_vNormal = WorldSpaceCenter() - GetTarget()->WorldSpaceCenter();
|
|
VectorNormalize( data.m_vNormal );
|
|
|
|
data.m_flScale = 4;
|
|
|
|
DispatchEffect( "AntlionGib", data );
|
|
}
|
|
|
|
m_flNextAttack = gpGlobals->curtime + random->RandomFloat( 1.0, 2.0 );
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_VORTIGAUNT_ZAP_DONE )
|
|
{
|
|
ClearBeams();
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_VORTIGAUNT_HEAL_STARTGLOW )
|
|
{
|
|
// Make hands glow
|
|
StartHandGlow( VORTIGAUNT_BEAM_HEAL );
|
|
m_eHealState = HEAL_STATE_WARMUP;
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_VORTIGAUNT_HEAL_STARTBEAMS )
|
|
{
|
|
HealBeam(1);
|
|
m_eHealState = HEAL_STATE_HEALING;
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_VORTIGAUNT_HEAL_STARTSOUND )
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
|
|
CSoundParameters params;
|
|
if ( GetParametersForSound( "NPC_Vortigaunt.StartHealLoop", params, NULL ) )
|
|
{
|
|
EmitSound_t ep( params );
|
|
ep.m_nPitch = 100 + m_iBeams * 10;
|
|
|
|
EmitSound( filter, entindex(), ep );
|
|
m_bStopLoopingSounds = true;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_VORTIGAUNT_SWING_SOUND )
|
|
{
|
|
EmitSound( "NPC_Vortigaunt.Swing" );
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_VORTIGAUNT_SHOOT_SOUNDSTART )
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
CSoundParameters params;
|
|
if ( GetParametersForSound( "NPC_Vortigaunt.StartShootLoop", params, NULL ) )
|
|
{
|
|
EmitSound_t ep( params );
|
|
ep.m_nPitch = 100 + m_iBeams * 10;
|
|
|
|
EmitSound( filter, entindex(), ep );
|
|
m_bStopLoopingSounds = true;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_NPC_LEFTFOOT )
|
|
{
|
|
EmitSound( "NPC_Vortigaunt.FootstepLeft", pEvent->eventtime );
|
|
return;
|
|
}
|
|
|
|
if ( pEvent->event == AE_NPC_RIGHTFOOT )
|
|
{
|
|
EmitSound( "NPC_Vortigaunt.FootstepRight", pEvent->eventtime );
|
|
return;
|
|
}
|
|
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Translate some activites for the Vortigaunt
|
|
//------------------------------------------------------------------------------
|
|
Activity CNPC_Vortigaunt::NPC_TranslateActivity( Activity eNewActivity )
|
|
{
|
|
// NOTE: This is a stand-in until the readiness system can handle non-weapon holding NPC's
|
|
if ( eNewActivity == ACT_IDLE )
|
|
{
|
|
// More than relaxed means we're stimulated
|
|
if ( GetReadinessLevel() >= AIRL_STIMULATED )
|
|
return ACT_IDLE_STIMULATED;
|
|
}
|
|
|
|
return BaseClass::NPC_TranslateActivity( eNewActivity );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::UpdateOnRemove( void)
|
|
{
|
|
ClearBeams();
|
|
ClearHandGlow();
|
|
|
|
// Chain at end to mimic destructor unwind order
|
|
BaseClass::UpdateOnRemove();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::Event_Killed( const CTakeDamageInfo &info )
|
|
{
|
|
ClearBeams();
|
|
ClearHandGlow();
|
|
|
|
BaseClass::Event_Killed( info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::Spawn( void )
|
|
{
|
|
// Allow multiple models (for slaves), but default to vortigaunt.mdl
|
|
char *szModel = (char *)STRING( GetModelName() );
|
|
if (!szModel || !*szModel)
|
|
{
|
|
szModel = "models/vortigaunt.mdl";
|
|
SetModelName( AllocPooledString(szModel) );
|
|
}
|
|
|
|
Precache();
|
|
SetModel( szModel );
|
|
|
|
SetHullType( HULL_WIDE_HUMAN );
|
|
SetHullSizeNormal();
|
|
|
|
SetSolid( SOLID_BBOX );
|
|
AddSolidFlags( FSOLID_NOT_STANDABLE );
|
|
SetMoveType( MOVETYPE_STEP );
|
|
m_bloodColor = BLOOD_COLOR_GREEN;
|
|
m_iHealth = sk_vortigaunt_health.GetFloat();
|
|
SetViewOffset( Vector ( 0, 0, 64 ) );// position of the eyes relative to monster's origin.
|
|
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
|
|
m_NPCState = NPC_STATE_NONE;
|
|
|
|
CapabilitiesClear();
|
|
CapabilitiesAdd( bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP );
|
|
CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_SQUAD );
|
|
CapabilitiesAdd( bits_CAP_NO_HIT_PLAYER | bits_CAP_NO_HIT_SQUADMATES | bits_CAP_FRIENDLY_DMG_IMMUNE );
|
|
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_MOVE_SHOOT );
|
|
|
|
m_flNextHealTime = 0; // Next time allowed to heal player
|
|
m_flEyeIntegRate = 0.6; // Got a big eyeball so turn it slower
|
|
m_bForceArmorRecharge = false;
|
|
m_flHealHinderedTime = 0.0f;
|
|
|
|
m_nCurGlowIndex = 0;
|
|
m_pLeftHandGlow = NULL;
|
|
m_pRightHandGlow = NULL;
|
|
|
|
m_bStopLoopingSounds = false;
|
|
|
|
m_iLeftHandAttachment = LookupAttachment( VORTIGAUNT_LEFT_CLAW );
|
|
m_iRightHandAttachment = LookupAttachment( VORTIGAUNT_RIGHT_CLAW );
|
|
|
|
NPCInit();
|
|
|
|
SetUse( &CNPC_Vortigaunt::Use );
|
|
|
|
// Hold-over until spawn collisions are worked out
|
|
m_bReadinessCapable = IsReadinessCapable();
|
|
SetReadinessValue( 0.0f );
|
|
SetReadinessSensitivity( random->RandomFloat( 0.7, 1.3 ) );
|
|
|
|
// Default to off
|
|
m_bHealBeamActive = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::Precache()
|
|
{
|
|
PrecacheModel( STRING( GetModelName() ) );
|
|
|
|
m_nLightningSprite = PrecacheModel("sprites/lgtning.vmt");
|
|
|
|
PrecacheModel("sprites/physbeam.vmt");
|
|
PrecacheModel("sprites/physring1.vmt");
|
|
PrecacheModel("sprites/vortring1.vmt");
|
|
|
|
PrecacheScriptSound( "NPC_Vortigaunt.SuitOn" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.SuitCharge" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.ZapPowerup" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.Shoot" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.StartHealLoop" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.Swing" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.StartShootLoop" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.FootstepLeft" );
|
|
PrecacheScriptSound( "NPC_Vortigaunt.FootstepRight" );
|
|
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
m_OnPlayerUse.FireOutput( pActivator, pCaller );
|
|
|
|
if ( !IsInAScript() && m_NPCState != NPC_STATE_SCRIPT )
|
|
{
|
|
if ( ShouldHealTarget( pActivator, true ) )
|
|
{
|
|
// We should heal the player. Don't say idle stuff.
|
|
}
|
|
else
|
|
{
|
|
// First, try to speak the +USE concept
|
|
if ( IsOkToSpeakInResponseToPlayer() )
|
|
{
|
|
if ( !Speak( TLK_USE ) )
|
|
{
|
|
// If we haven't said hi, say that first
|
|
if ( !SpokeConcept( TLK_HELLO ) )
|
|
{
|
|
Speak( TLK_HELLO );
|
|
}
|
|
else
|
|
{
|
|
Speak( TLK_IDLE );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Don't say hi after you've said your +USE speech
|
|
SetSpokeConcept( TLK_HELLO, NULL );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// PainSound
|
|
//=========================================================
|
|
void CNPC_Vortigaunt::PainSound( const CTakeDamageInfo &info )
|
|
{
|
|
if ( gpGlobals->curtime < m_flPainTime )
|
|
return;
|
|
|
|
m_flPainTime = gpGlobals->curtime + random->RandomFloat(0.5, 0.75);
|
|
|
|
Speak( VORT_PAIN );
|
|
}
|
|
|
|
//=========================================================
|
|
// DeathSound
|
|
//=========================================================
|
|
void CNPC_Vortigaunt::DeathSound( const CTakeDamageInfo &info )
|
|
{
|
|
Speak( VORT_DIE );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr )
|
|
{
|
|
CTakeDamageInfo info = inputInfo;
|
|
|
|
if ( (info.GetDamageType() & DMG_SHOCK) && FClassnameIs( info.GetAttacker(), GetClassname() ) )
|
|
{
|
|
// mask off damage from other vorts for now
|
|
info.SetDamage( 0.01 );
|
|
}
|
|
|
|
switch( ptr->hitgroup)
|
|
{
|
|
case HITGROUP_CHEST:
|
|
case HITGROUP_STOMACH:
|
|
if (info.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_BLAST))
|
|
{
|
|
info.ScaleDamage( 0.5f );
|
|
}
|
|
break;
|
|
case 10:
|
|
if (info.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_CLUB))
|
|
{
|
|
info.SetDamage( info.GetDamage() - 20 );
|
|
if (info.GetDamage() <= 0)
|
|
{
|
|
g_pEffects->Ricochet( ptr->endpos, (vecDir*-1.0f) );
|
|
info.SetDamage( 0.01 );
|
|
}
|
|
}
|
|
// always a head shot
|
|
ptr->hitgroup = HITGROUP_HEAD;
|
|
break;
|
|
}
|
|
|
|
BaseClass::TraceAttack( info, vecDir, ptr );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Vortigaunt::TranslateSchedule( int scheduleType )
|
|
{
|
|
int baseType;
|
|
|
|
switch( scheduleType )
|
|
{
|
|
case SCHED_RANGE_ATTACK1:
|
|
return SCHED_VORTIGAUNT_RANGE_ATTACK;
|
|
break;
|
|
|
|
case SCHED_FAIL_ESTABLISH_LINE_OF_FIRE:
|
|
{
|
|
// Fail schedule doesn't go through SelectSchedule()
|
|
// So we have to clear beams and glow here
|
|
ClearBeams();
|
|
EndHandGlow();
|
|
|
|
return SCHED_COMBAT_FACE;
|
|
break;
|
|
}
|
|
case SCHED_CHASE_ENEMY_FAILED:
|
|
{
|
|
baseType = BaseClass::TranslateSchedule(scheduleType);
|
|
if ( baseType != SCHED_CHASE_ENEMY_FAILED )
|
|
return baseType;
|
|
|
|
if (HasMemory(bits_MEMORY_INCOVER))
|
|
{
|
|
// Occasionally run somewhere so I don't just
|
|
// stand around forever if my enemy is stationary
|
|
if (random->RandomInt(0,5) == 5)
|
|
{
|
|
return SCHED_PATROL_RUN;
|
|
}
|
|
else
|
|
{
|
|
return SCHED_VORTIGAUNT_STAND;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case SCHED_FAIL_TAKE_COVER:
|
|
{
|
|
// Fail schedule doesn't go through SelectSchedule()
|
|
// So we have to clear beams and glow here
|
|
ClearBeams();
|
|
EndHandGlow();
|
|
|
|
return SCHED_RUN_RANDOM;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::ShouldHealTarget( CBaseEntity *pTarget, bool bResetTimer )
|
|
{
|
|
// Don't bother if we're already healing
|
|
if ( m_eHealState != HEAL_STATE_NONE )
|
|
return false;
|
|
|
|
// Must be allowed to do this
|
|
if ( m_bArmorRechargeEnabled == false )
|
|
return false;
|
|
|
|
// Don't interrupt a script
|
|
if ( IsInAScript() )
|
|
return false;
|
|
|
|
if ( bResetTimer )
|
|
{
|
|
m_flNextHealTime = gpGlobals->curtime;
|
|
}
|
|
else if ( m_flNextHealTime > gpGlobals->curtime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( IsCurSchedule( SCHED_VORTIGAUNT_EXTRACT_BUGBAIT ) )
|
|
return false;
|
|
|
|
// Can't heal if we're leading the player
|
|
if ( IsLeading() )
|
|
return false;
|
|
|
|
// Must be a valid squad activity to do
|
|
if ( IsStrategySlotRangeOccupied( SQUAD_SLOT_HEAL_PLAYER, SQUAD_SLOT_HEAL_PLAYER ) )
|
|
return false;
|
|
|
|
// Only consider things in here if the player is NOT at critical health
|
|
if ( PlayerBelowHealthPercentage( PLAYER_CRITICAL_HEALTH_PERC ) == false )
|
|
{
|
|
// Don't heal when fighting
|
|
if ( m_NPCState == NPC_STATE_COMBAT )
|
|
return false;
|
|
|
|
// No enemies
|
|
if ( GetEnemy() )
|
|
return false;
|
|
|
|
// No recent damage
|
|
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
|
|
return false;
|
|
}
|
|
|
|
CBaseEntity *pEntity;
|
|
if ( pTarget != NULL )
|
|
{
|
|
pEntity = pTarget;
|
|
}
|
|
else
|
|
{
|
|
// Need to be looking at the player to decide to heal them.
|
|
if ( HasCondition( COND_SEE_PLAYER ) == false )
|
|
return false;
|
|
|
|
// Find a likely target in range
|
|
pEntity = PlayerInRange( GetLocalOrigin(), HEAL_SEARCH_RANGE );
|
|
}
|
|
|
|
if ( pEntity != NULL )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( pEntity );
|
|
|
|
// Make sure the player's got a suit
|
|
if ( pPlayer->IsSuitEquipped() == false )
|
|
return false;
|
|
|
|
// FIXME: Huh?
|
|
if ( pPlayer->GetFlags() & FL_NOTARGET )
|
|
return false;
|
|
|
|
// See if the player needs armor, or tau-cannon ammo
|
|
if ( pPlayer->ArmorValue() < sk_vortigaunt_armor_charge.GetInt() )
|
|
{
|
|
OccupyStrategySlot( SQUAD_SLOT_HEAL_PLAYER );
|
|
m_hHealTarget = pEntity;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Vortigaunt::SelectHealSchedule( void )
|
|
{
|
|
// If our lead behavior has a goal, don't wait around to heal anyone
|
|
if ( m_LeadBehavior.HasGoal() )
|
|
return SCHED_NONE;
|
|
|
|
// Cannot already be healing the player
|
|
if ( m_eHealState != HEAL_STATE_NONE )
|
|
{
|
|
// Check for an interruption occuring
|
|
if ( PlayerBelowHealthPercentage( PLAYER_CRITICAL_HEALTH_PERC ) == false &&
|
|
( HasCondition( COND_HEAVY_DAMAGE ) ||
|
|
HasCondition( COND_LIGHT_DAMAGE ) ||
|
|
HasCondition( COND_NEW_ENEMY ) ) )
|
|
{
|
|
StopHealing( true );
|
|
return SCHED_NONE;
|
|
}
|
|
|
|
// Decide if the player is at a valid range. If so, stand and face
|
|
if ( HasCondition( COND_VORTIGAUNT_HEAL_VALID ) )
|
|
return SCHED_IDLE_STAND;
|
|
|
|
// If the player is too far away or blocked, give chase
|
|
if ( HasCondition( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR ) ||
|
|
HasCondition( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED ) )
|
|
{
|
|
return SCHED_VORTIGAUNT_RUN_TO_PLAYER;
|
|
}
|
|
|
|
// If the player is behind us, turn to face him
|
|
if ( HasCondition( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US ) )
|
|
return SCHED_VORTIGAUNT_FACE_PLAYER;
|
|
|
|
return SCHED_NONE;
|
|
}
|
|
|
|
// See if we should heal the player
|
|
if ( ShouldHealTarget( NULL, false ) )
|
|
return SCHED_VORTIGAUNT_HEAL;
|
|
|
|
return SCHED_NONE;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Select a schedule
|
|
//------------------------------------------------------------------------------
|
|
int CNPC_Vortigaunt::SelectSchedule( void )
|
|
{
|
|
// If we're currently supposed to be doing something scripted, do it immediately.
|
|
if ( m_bExtractingBugbait )
|
|
return SCHED_VORTIGAUNT_EXTRACT_BUGBAIT;
|
|
|
|
if ( m_bForceArmorRecharge )
|
|
{
|
|
m_flNextHealTime = 0;
|
|
return SCHED_VORTIGAUNT_HEAL;
|
|
}
|
|
|
|
int schedule = SelectHealSchedule();
|
|
if ( schedule != SCHED_NONE )
|
|
return schedule;
|
|
|
|
if ( HasCondition( COND_PLAYER_PUSHING ) && GlobalEntity_GetState("gordon_precriminal") != GLOBAL_ON )
|
|
return SCHED_MOVE_AWAY;
|
|
|
|
if ( BehaviorSelectSchedule() )
|
|
return BaseClass::SelectSchedule();
|
|
|
|
switch( m_NPCState )
|
|
{
|
|
case NPC_STATE_COMBAT:
|
|
{
|
|
// dead enemy
|
|
if ( HasCondition( COND_ENEMY_DEAD ) )
|
|
{
|
|
// call base class, all code to handle dead enemies is centralized there.
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
if ( HasCondition( COND_HEAVY_DAMAGE ) )
|
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
|
|
|
if ( HasCondition( COND_HEAR_DANGER ) )
|
|
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
|
|
|
|
if ( HasCondition( COND_ENEMY_DEAD ) && IsOkToCombatSpeak() )
|
|
{
|
|
Speak( VORT_KILL );
|
|
}
|
|
|
|
// If I might hit the player shooting...
|
|
else if ( HasCondition( COND_WEAPON_PLAYER_IN_SPREAD ))
|
|
{
|
|
if ( IsOkToCombatSpeak() && m_nextLineFireTime < gpGlobals->curtime)
|
|
{
|
|
Speak( VORT_LINE_FIRE );
|
|
m_nextLineFireTime = gpGlobals->curtime + 3.0f;
|
|
}
|
|
|
|
// Run to a new location or stand and aim
|
|
if ( random->RandomInt( 0, 2 ) == 0 )
|
|
return SCHED_ESTABLISH_LINE_OF_FIRE;
|
|
|
|
return SCHED_COMBAT_FACE;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case NPC_STATE_ALERT:
|
|
case NPC_STATE_IDLE:
|
|
|
|
// Run from danger
|
|
if ( HasCondition( COND_HEAR_DANGER ) )
|
|
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
|
|
|
|
// Heal a player if they can be
|
|
if ( HasCondition( COND_VORTIGAUNT_CAN_HEAL ) )
|
|
return SCHED_VORTIGAUNT_HEAL;
|
|
|
|
if ( HasCondition( COND_ENEMY_DEAD ) && IsOkToCombatSpeak() )
|
|
{
|
|
Speak( VORT_KILL );
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::DeclineFollowing( void )
|
|
{
|
|
Speak( VORT_POK );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if you're willing to be idly talked to by other friends.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::CanBeUsedAsAFriend( void )
|
|
{
|
|
// We don't want to be used if we're busy
|
|
if ( IsCurSchedule( SCHED_VORTIGAUNT_HEAL ) )
|
|
return false;
|
|
|
|
if ( IsCurSchedule( SCHED_VORTIGAUNT_EXTRACT_BUGBAIT ) )
|
|
return false;
|
|
|
|
return BaseClass::CanBeUsedAsAFriend();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Start our heal loop
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::StartHealing( void )
|
|
{
|
|
// Find the layer and stop it from moving forward in the cycle
|
|
int nLayer = FindGestureLayer( (Activity) ACT_VORTIGAUNT_HEAL );
|
|
SetLayerPlaybackRate( nLayer, 0.0f );
|
|
|
|
// We're now in the healing loop
|
|
m_eHealState = HEAL_STATE_HEALING;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::StopHealing( bool bInterrupt )
|
|
{
|
|
m_eHealState = HEAL_STATE_NONE;
|
|
m_bForceArmorRecharge = false;
|
|
|
|
ClearBeams();
|
|
EndHandGlow();
|
|
VacateStrategySlot();
|
|
|
|
// See if we're completely interrupting the heal or just ending normally
|
|
if ( bInterrupt )
|
|
{
|
|
RemoveGesture( (Activity) ACT_VORTIGAUNT_HEAL );
|
|
m_flNextHealTime = gpGlobals->curtime + 2.0f;
|
|
}
|
|
else
|
|
{
|
|
// Start our animation back up again
|
|
int nLayer = FindGestureLayer( (Activity) ACT_VORTIGAUNT_HEAL );
|
|
SetLayerPlaybackRate( nLayer, 1.0f );
|
|
|
|
m_flNextHealTime = gpGlobals->curtime + VORTIGAUNT_HEAL_RECHARGE;
|
|
m_OnFinishedChargingTarget.FireOutput( this, this );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update our heal schedule and gestures if we're currently healing
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::MaintainHealSchedule( void )
|
|
{
|
|
// Need to be healing
|
|
if ( m_eHealState == HEAL_STATE_NONE )
|
|
return;
|
|
|
|
// For now, we only heal the player
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
if ( pPlayer == NULL )
|
|
return;
|
|
|
|
// FIXME: Implement this in the animation
|
|
// SetAimTarget( pPlayer );
|
|
|
|
// If we're in the healing phase, heal our target (if able)
|
|
if ( m_eHealState == HEAL_STATE_HEALING )
|
|
{
|
|
// FIXME: We need to have better logic controlling this
|
|
if ( HasCondition( COND_VORTIGAUNT_HEAL_VALID ) )
|
|
{
|
|
// Clear our timer
|
|
m_flHealHinderedTime = 0.0f;
|
|
|
|
// Turn the heal beam back on if it's not already
|
|
HealBeam( 1 );
|
|
|
|
// Charge the suit's armor
|
|
pPlayer->IncrementArmorValue( 1, sk_vortigaunt_armor_charge.GetInt() );
|
|
|
|
// Stop healing once we've hit the maximum level we'll ever charge the player to.
|
|
if ( pPlayer->ArmorValue() >= sk_vortigaunt_armor_charge.GetInt() )
|
|
{
|
|
SpeakIfAllowed( VORT_CURESTOP );
|
|
StopHealing();
|
|
return;
|
|
}
|
|
|
|
// Play the on sound or the looping charging sound
|
|
if ( m_iSuitSound == 0 )
|
|
{
|
|
m_iSuitSound++;
|
|
EmitSound( "NPC_Vortigaunt.SuitOn" );
|
|
m_flSuitSoundTime = 0.56 + gpGlobals->curtime;
|
|
}
|
|
else if ( m_iSuitSound == 1 && m_flSuitSoundTime <= gpGlobals->curtime )
|
|
{
|
|
m_iSuitSound++;
|
|
|
|
CPASAttenuationFilter filter( this, "NPC_Vortigaunt.SuitCharge" );
|
|
filter.MakeReliable();
|
|
EmitSound( filter, entindex(), "NPC_Vortigaunt.SuitCharge" );
|
|
|
|
m_bStopLoopingSounds = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Turn off the main beam but leave the hand glow active
|
|
ClearBeams();
|
|
|
|
// Increment a counter to let us know how long we've failed
|
|
m_flHealHinderedTime += gpGlobals->curtime - GetLastThink();
|
|
|
|
if ( m_flHealHinderedTime > 2.0f )
|
|
{
|
|
// If too long, stop trying
|
|
StopHealing();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Do various non-schedule specific maintainence
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::PrescheduleThink( void )
|
|
{
|
|
// Update glows
|
|
if ( m_bGlowTurningOn )
|
|
{
|
|
m_bGlowTurningOn = false;
|
|
|
|
if ( m_pLeftHandGlow != NULL )
|
|
{
|
|
m_pLeftHandGlow->SetScale( 0.5f, 1.0f );
|
|
m_pLeftHandGlow->SetBrightness( 200, 1.0f );
|
|
m_pLeftHandGlow->AnimateForTime( random->RandomFloat( 50.0f, 60.0f ), 10.0f );
|
|
}
|
|
|
|
if ( m_pRightHandGlow != NULL )
|
|
{
|
|
m_pRightHandGlow->SetScale( 0.75f, 1.0f );
|
|
m_pRightHandGlow->SetBrightness( 200, 1.0f );
|
|
m_pRightHandGlow->AnimateForTime( random->RandomFloat( 50.0f, 60.0f ), 10.0f );
|
|
}
|
|
}
|
|
|
|
// Update our healing (if active)
|
|
MaintainHealSchedule();
|
|
|
|
// Let the base class have a go
|
|
BaseClass::PrescheduleThink();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::BuildScheduleTestBits( void )
|
|
{
|
|
// Call to base
|
|
BaseClass::BuildScheduleTestBits();
|
|
|
|
// Allow healing to interrupt us if we're standing around
|
|
if ( IsCurSchedule( SCHED_IDLE_STAND ) ||
|
|
IsCurSchedule( SCHED_ALERT_STAND ) )
|
|
{
|
|
SetCustomInterruptCondition( COND_VORTIGAUNT_CAN_HEAL );
|
|
}
|
|
|
|
// Always interrupt when healing
|
|
if ( m_eHealState != HEAL_STATE_NONE )
|
|
{
|
|
// Interrupt if we're not already adjusting
|
|
if ( IsCurSchedule( SCHED_VORTIGAUNT_RUN_TO_PLAYER ) == false )
|
|
{
|
|
SetCustomInterruptCondition( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR );
|
|
SetCustomInterruptCondition( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED );
|
|
}
|
|
|
|
// Interrupt if we're not already turning
|
|
if ( IsCurSchedule( SCHED_VORTIGAUNT_FACE_PLAYER ) == false )
|
|
{
|
|
SetCustomInterruptCondition( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Small beam from arm to nearby geometry
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::ArmBeam( int side, int beamType )
|
|
{
|
|
trace_t tr;
|
|
float flDist = 1.0;
|
|
|
|
if ( m_iBeams >= VORTIGAUNT_MAX_BEAMS )
|
|
return;
|
|
|
|
Vector forward, right, up;
|
|
AngleVectors( GetLocalAngles(), &forward, &right, &up );
|
|
Vector vecSrc = GetLocalOrigin() + up * 36 + right * side * 16 + forward * 32;
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
Vector vecAim = forward * random->RandomFloat( -1, 1 ) + right * side * random->RandomFloat( 0, 1 ) + up * random->RandomFloat( -1, 1 );
|
|
trace_t tr1;
|
|
AI_TraceLine ( vecSrc, vecSrc + vecAim * 512, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr1);
|
|
|
|
// Don't hit the sky
|
|
if ( tr1.surface.flags & SURF_SKY )
|
|
continue;
|
|
|
|
// Choose a farther distance if we have one
|
|
if ( flDist > tr1.fraction )
|
|
{
|
|
tr = tr1;
|
|
flDist = tr.fraction;
|
|
}
|
|
}
|
|
|
|
// Couldn't find anything close enough
|
|
if ( flDist == 1.0 )
|
|
return;
|
|
|
|
// NOTE: We don't want to make the sounds on the walls!
|
|
// UTIL_ImpactTrace( &tr, DMG_CLUB );
|
|
|
|
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.vmt", 3.0 );
|
|
if (!m_pBeam[m_iBeams])
|
|
return;
|
|
|
|
m_pBeam[m_iBeams]->PointEntInit( tr.endpos, this );
|
|
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? m_iLeftHandAttachment : m_iRightHandAttachment );
|
|
|
|
if (beamType == VORTIGAUNT_BEAM_HEAL)
|
|
{
|
|
m_pBeam[m_iBeams]->SetColor( 0, 0, 255 );
|
|
}
|
|
else
|
|
{
|
|
m_pBeam[m_iBeams]->SetColor( 96, 128, 16 );
|
|
}
|
|
m_pBeam[m_iBeams]->SetBrightness( 64 );
|
|
m_pBeam[m_iBeams]->SetNoise( 12.5 );
|
|
m_pBeam[m_iBeams]->SetEndWidth( 6.0f );
|
|
m_pBeam[m_iBeams]->SetWidth( 1.0f );
|
|
m_pBeam[m_iBeams]->LiveForTime( 3.0f ); // Fail-safe
|
|
m_iBeams++;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Put glowing sprites on hands
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::StartHandGlow( int beamType )
|
|
{
|
|
m_bGlowTurningOn = true;
|
|
m_fGlowAge = 0;
|
|
|
|
if (beamType == VORTIGAUNT_BEAM_HEAL)
|
|
{
|
|
m_fGlowChangeTime = VORTIGAUNT_HEAL_GLOWGROW_TIME;
|
|
m_fGlowScale = 0.6f;
|
|
}
|
|
else
|
|
{
|
|
m_fGlowChangeTime = VORTIGAUNT_ZAP_GLOWGROW_TIME;
|
|
m_fGlowScale = 0.8f;
|
|
}
|
|
|
|
if ( m_pLeftHandGlow == NULL )
|
|
{
|
|
if ( beamType == VORTIGAUNT_BEAM_HEAL )
|
|
{
|
|
m_pLeftHandGlow = CSprite::SpriteCreate( "sprites/physring1.vmt", GetLocalOrigin(), FALSE );
|
|
m_pLeftHandGlow->SetAttachment( this, 4 );
|
|
}
|
|
else
|
|
{
|
|
m_pLeftHandGlow = CSprite::SpriteCreate( "sprites/vortring1.vmt", GetLocalOrigin(), FALSE );
|
|
m_pLeftHandGlow->SetAttachment( this, 3 );
|
|
}
|
|
|
|
m_pLeftHandGlow->SetTransparency( kRenderTransAddFrameBlend, 255, 255, 255, 0, kRenderFxNone );
|
|
m_pLeftHandGlow->SetBrightness( 0 );
|
|
m_pLeftHandGlow->SetScale( 0 );
|
|
}
|
|
|
|
if ( beamType != VORTIGAUNT_BEAM_HEAL )
|
|
{
|
|
if ( m_pRightHandGlow == NULL )
|
|
{
|
|
m_pRightHandGlow = CSprite::SpriteCreate( "sprites/vortring1.vmt", GetLocalOrigin(), FALSE );
|
|
m_pRightHandGlow->SetAttachment( this, 4 );
|
|
|
|
m_pRightHandGlow->SetTransparency( kRenderTransAddFrameBlend, 255, 255, 255, 0, kRenderFxNone );
|
|
m_pRightHandGlow->SetBrightness( 0 );
|
|
m_pRightHandGlow->SetScale( 0 );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Fade glow from hands.
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::EndHandGlow()
|
|
{
|
|
m_bGlowTurningOn = false;
|
|
m_fGlowChangeTime = VORTIGAUNT_GLOWFADE_TIME;
|
|
|
|
if ( m_pLeftHandGlow )
|
|
{
|
|
m_pLeftHandGlow->SetScale( 0, 0.4f );
|
|
m_pLeftHandGlow->FadeAndDie( 0.4f );
|
|
}
|
|
|
|
if ( m_pRightHandGlow )
|
|
{
|
|
m_pRightHandGlow->SetScale( 0, 0.4f );
|
|
m_pRightHandGlow->FadeAndDie( 0.4f );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: vortigaunt shoots at noisy body target (fixes problems in cover, etc)
|
|
// NOTE: His weapon doesn't have any error
|
|
//-----------------------------------------------------------------------------
|
|
Vector CNPC_Vortigaunt::GetShootEnemyDir( const Vector &shootOrigin, bool bNoisy )
|
|
{
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
|
|
if ( pEnemy )
|
|
{
|
|
return (pEnemy->BodyTarget(shootOrigin, bNoisy)-shootOrigin);
|
|
}
|
|
else
|
|
{
|
|
Vector forward;
|
|
AngleVectors( GetLocalAngles(), &forward );
|
|
return forward;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::IsValidEnemy( CBaseEntity *pEnemy )
|
|
{
|
|
if ( IsRoller( pEnemy ) )
|
|
{
|
|
CAI_BaseNPC *pNPC = pEnemy->MyNPCPointer();
|
|
if ( pNPC && pNPC->GetEnemy() != NULL )
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::IsValidEnemy( pEnemy );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Brighten all beams
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::BeamGlow( void )
|
|
{
|
|
int b = m_iBeams * 32;
|
|
if (b > 255)
|
|
b = 255;
|
|
|
|
for (int i = 0; i < m_iBeams; i++)
|
|
{
|
|
if (m_pBeam[i]->GetBrightness() != 255)
|
|
{
|
|
m_pBeam[i]->SetBrightness( b );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Creates a blast where the beam has struck a target
|
|
// Input : &vecOrigin - position to eminate from
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::CreateBeamBlast( const Vector &vecOrigin )
|
|
{
|
|
CSprite *pBlastSprite = CSprite::SpriteCreate( "sprites/vortring1.vmt", vecOrigin, true );
|
|
if ( pBlastSprite != NULL )
|
|
{
|
|
pBlastSprite->SetTransparency( kRenderTransAddFrameBlend, 255, 255, 255, 255, kRenderFxNone );
|
|
pBlastSprite->SetBrightness( 255 );
|
|
pBlastSprite->SetScale( random->RandomFloat( 1.0f, 1.5f ) );
|
|
pBlastSprite->AnimateAndDie( 45.0f );
|
|
}
|
|
|
|
CPVSFilter filter( vecOrigin );
|
|
te->GaussExplosion( filter, 0.0f, vecOrigin, Vector( 0, 0, 1 ), 0 );
|
|
}
|
|
|
|
#define COS_60 0.5f // sqrt(1)/2
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Heavy damage directly forward
|
|
// Input : side - Handedness of the beam
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::ZapBeam( int side )
|
|
{
|
|
if ( m_iBeams >= VORTIGAUNT_MAX_BEAMS )
|
|
return;
|
|
|
|
Vector forward, right, up;
|
|
AngleVectors( GetLocalAngles(), &forward, &right, &up );
|
|
|
|
Vector vecSrc = GetLocalOrigin() + up * 36;
|
|
Vector vecAim = GetShootEnemyDir( vecSrc );
|
|
float deflection = 0.01f;
|
|
|
|
// If we're too far off our center, the shot must miss!
|
|
if ( DotProduct( vecAim, forward ) < COS_60 )
|
|
{
|
|
// Missed, so just shoot forward
|
|
vecAim = forward + side * right * random->RandomFloat( 0, deflection ) + up * random->RandomFloat( -deflection, deflection );
|
|
}
|
|
else
|
|
{
|
|
// Within the tolerance, so shoot directly
|
|
vecAim = vecAim + side * right * random->RandomFloat( 0, deflection ) + up * random->RandomFloat( -deflection, deflection );
|
|
}
|
|
|
|
trace_t tr;
|
|
|
|
if ( m_bExtractingBugbait == true )
|
|
{
|
|
CRagdollProp *pTest = dynamic_cast< CRagdollProp *>( GetTarget() );
|
|
|
|
if ( pTest )
|
|
{
|
|
ragdoll_t *m_ragdoll = pTest->GetRagdoll();
|
|
|
|
if ( m_ragdoll )
|
|
{
|
|
Vector vOrigin;
|
|
m_ragdoll->list[0].pObject->GetPosition( &vOrigin, 0 );
|
|
|
|
AI_TraceLine ( vecSrc, vOrigin, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
|
|
}
|
|
|
|
CRagdollBoogie::Create( pTest, 200, gpGlobals->curtime, 1.0f );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AI_TraceLine ( vecSrc, vecSrc + vecAim * 1024, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
|
|
}
|
|
|
|
// Create a dynamic beam that will destroy itself when finished
|
|
CBeam *pBeam = CBeam::BeamCreate( "sprites/lgtning.vmt", 5.0 );
|
|
if ( pBeam == NULL )
|
|
return;
|
|
|
|
pBeam->PointEntInit( tr.endpos, this );
|
|
pBeam->SetEndAttachment( side < 0 ? m_iLeftHandAttachment : m_iRightHandAttachment );
|
|
pBeam->SetColor( 180, 255, 96 );
|
|
pBeam->SetBrightness( 255 );
|
|
pBeam->SetNoise( 3 );
|
|
pBeam->LiveForTime( 0.2f );
|
|
|
|
CBaseEntity *pEntity = tr.m_pEnt;
|
|
if ( pEntity != NULL && m_takedamage )
|
|
{
|
|
CTakeDamageInfo dmgInfo( this, this, sk_vortigaunt_dmg_zap.GetFloat(), DMG_SHOCK );
|
|
dmgInfo.SetDamagePosition( tr.endpos );
|
|
VectorNormalize( vecAim );// not a unit vec yet
|
|
// hit like a 5kg object flying 400 ft/s
|
|
dmgInfo.SetDamageForce( 5 * 400 * 12 * vecAim );
|
|
pEntity->DispatchTraceAttack( dmgInfo, vecAim, &tr );
|
|
}
|
|
|
|
// Create a cover for the end of the beam
|
|
CreateBeamBlast( tr.endpos );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Start the healing beam
|
|
// Input : side - Handedness of the beam
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::HealBeam( int side )
|
|
{
|
|
if ( m_iBeams >= VORTIGAUNT_MAX_BEAMS )
|
|
return;
|
|
|
|
if ( m_bHealBeamActive )
|
|
return;
|
|
|
|
Vector forward, right, up;
|
|
AngleVectors( GetLocalAngles(), &forward, &right, &up );
|
|
|
|
trace_t tr;
|
|
Vector vecSrc = GetLocalOrigin() + up * 36;
|
|
|
|
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/physbeam.vmt", 6.0 );
|
|
if (!m_pBeam[m_iBeams])
|
|
return;
|
|
|
|
m_pBeam[m_iBeams]->EntsInit( GetTarget(), this );
|
|
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? m_iLeftHandAttachment : m_iRightHandAttachment );
|
|
m_pBeam[m_iBeams]->SetColor( 128, 128, 255 );
|
|
|
|
m_pBeam[m_iBeams]->SetBrightness( 255 );
|
|
m_pBeam[m_iBeams]->SetNoise( 2 );
|
|
m_pBeam[m_iBeams]->SetScrollRate( 15 );
|
|
m_iBeams++;
|
|
|
|
m_bHealBeamActive = true;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Clear glow from hands immediately
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::ClearHandGlow( void )
|
|
{
|
|
if ( m_pLeftHandGlow != NULL )
|
|
{
|
|
UTIL_Remove( m_pLeftHandGlow );
|
|
m_pLeftHandGlow = NULL;
|
|
}
|
|
|
|
if ( m_pRightHandGlow != NULL )
|
|
{
|
|
UTIL_Remove( m_pRightHandGlow );
|
|
m_pRightHandGlow = NULL;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: remove all beams
|
|
//------------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::ClearBeams( void )
|
|
{
|
|
for (int i = 0; i < VORTIGAUNT_MAX_BEAMS; i++)
|
|
{
|
|
if (m_pBeam[i])
|
|
{
|
|
UTIL_Remove( m_pBeam[i] );
|
|
m_pBeam[i] = NULL;
|
|
}
|
|
}
|
|
|
|
m_iBeams = 0;
|
|
m_nSkin = 0;
|
|
|
|
// Stop looping suit charge sound.
|
|
if (m_iSuitSound > 1)
|
|
{
|
|
StopSound( "NPC_Vortigaunt.SuitCharge" );
|
|
m_iSuitSound = 0;
|
|
}
|
|
|
|
if ( m_bStopLoopingSounds )
|
|
{
|
|
StopSound( "NPC_Vortigaunt.StartHealLoop" );
|
|
StopSound( "NPC_Vortigaunt.StartShootLoop" );
|
|
StopSound( "NPC_Vortigaunt.SuitCharge" );
|
|
StopSound( "NPC_Vortigaunt.Shoot" );
|
|
StopSound( "NPC_Vortigaunt.ZapPowerup" );
|
|
m_bStopLoopingSounds = false;
|
|
}
|
|
|
|
m_bHealBeamActive = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputEnableArmorRecharge( inputdata_t &data )
|
|
{
|
|
m_bArmorRechargeEnabled = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputDisableArmorRecharge( inputdata_t &data )
|
|
{
|
|
m_bArmorRechargeEnabled = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputChargeTarget( inputdata_t &data )
|
|
{
|
|
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, data.value.String(), NULL, data.pActivator, data.pCaller );
|
|
|
|
// Must be valid
|
|
if ( pTarget == NULL )
|
|
{
|
|
DevMsg( 1, "Unable to charge from unknown entity: %s!\n", data.value.String() );
|
|
return;
|
|
}
|
|
|
|
int playerArmor = (pTarget->IsPlayer()) ? ((CBasePlayer *)pTarget)->ArmorValue() : 0;
|
|
|
|
if ( playerArmor >= 100 || ( pTarget->GetFlags() & FL_NOTARGET ) )
|
|
{
|
|
m_OnFinishedChargingTarget.FireOutput( this, this );
|
|
return;
|
|
}
|
|
|
|
m_hHealTarget = pTarget;
|
|
|
|
m_iCurrentRechargeGoal = playerArmor + sk_vortigaunt_armor_charge.GetInt();
|
|
if ( m_iCurrentRechargeGoal > 100 )
|
|
m_iCurrentRechargeGoal = 100;
|
|
m_bForceArmorRecharge = true;
|
|
|
|
SetCondition( COND_PROVOKED );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputExtractBugbait( inputdata_t &data )
|
|
{
|
|
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, data.value.String(), NULL, data.pActivator, data.pCaller );
|
|
|
|
// Must be valid
|
|
if ( pTarget == NULL )
|
|
{
|
|
DevMsg( 1, "Unable to extract bugbait from unknown entity %s!\n", data.value.String() );
|
|
return;
|
|
}
|
|
|
|
// Keep this as our target
|
|
SetTarget( pTarget );
|
|
|
|
// Start to extract
|
|
m_bExtractingBugbait = true;
|
|
SetSchedule( SCHED_VORTIGAUNT_EXTRACT_BUGBAIT );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// The vort overloads the CNPC_PlayerCompanion version because he uses different
|
|
// rules. The player companion rules looked too sensitive to muck with.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult )
|
|
{
|
|
if ( pMoveGoal->directTrace.flTotalDist - pMoveGoal->directTrace.flDistObstructed < GetHullWidth() * 1.5 )
|
|
{
|
|
CAI_BaseNPC *pBlocker = pMoveGoal->directTrace.pObstruction->MyNPCPointer();
|
|
if ( pBlocker && pBlocker->IsPlayerAlly() && !pBlocker->IsMoving() && !pBlocker->IsInAScript() )
|
|
{
|
|
if ( pBlocker->ConditionInterruptsCurSchedule( COND_GIVE_WAY ) ||
|
|
pBlocker->ConditionInterruptsCurSchedule( COND_PLAYER_PUSHING ) )
|
|
{
|
|
// HACKHACK
|
|
pBlocker->GetMotor()->SetIdealYawToTarget( WorldSpaceCenter() );
|
|
pBlocker->SetSchedule( SCHED_MOVE_AWAY );
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
return BaseClass::OnObstructionPreSteer( pMoveGoal, distClear, pResult );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows the vortigaunt to use health regeneration
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputEnableHealthRegeneration( inputdata_t &data )
|
|
{
|
|
m_bRegenerateHealth = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Stops the vortigaunt from using health regeneration (default)
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::InputDisableHealthRegeneration( inputdata_t &data )
|
|
{
|
|
m_bRegenerateHealth = false;
|
|
}
|
|
|
|
extern int ACT_ANTLION_FLIP;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CNPC_Vortigaunt::IRelationPriority( CBaseEntity *pTarget )
|
|
{
|
|
int priority = BaseClass::IRelationPriority( pTarget );
|
|
|
|
if ( pTarget->Classify() == CLASS_ANTLION )
|
|
{
|
|
// Make vort prefer Antlions that are flipped onto their backs.
|
|
// UNLESS it has a different enemy that could melee attack it while its back is turned.
|
|
CAI_BaseNPC *pNPC = pTarget->MyNPCPointer();
|
|
if ( pNPC && pNPC->GetActivity() == ACT_ANTLION_FLIP )
|
|
{
|
|
if ( GetEnemy() && GetEnemy() != pTarget )
|
|
{
|
|
// I have an enemy that is not this thing. If that enemy is near, I shouldn't become distracted.
|
|
if ( GetAbsOrigin().DistToSqr(GetEnemy()->GetAbsOrigin()) < Square(180) )
|
|
return priority;
|
|
}
|
|
|
|
priority++;
|
|
}
|
|
}
|
|
|
|
return priority;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determines whether the heal gesture can successfully reach the player
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CNPC_Vortigaunt::HealGestureHasLOS( void )
|
|
{
|
|
//For now the player is always our target
|
|
CBaseEntity *pTargetEnt = AI_GetSinglePlayer();
|
|
if ( pTargetEnt == NULL )
|
|
return false;
|
|
|
|
// Find our left hand as the starting point
|
|
Vector vecHandPos;
|
|
QAngle vecHandAngle;
|
|
GetAttachment( "rhand", vecHandPos, vecHandAngle );
|
|
|
|
// Trace to our target, skipping ourselves and the target
|
|
trace_t tr;
|
|
CTraceFilterSkipTwoEntities filter( this, pTargetEnt, COLLISION_GROUP_NONE );
|
|
UTIL_TraceLine( vecHandPos, pTargetEnt->WorldSpaceCenter(), MASK_SHOT, &filter, &tr );
|
|
|
|
// Must be clear
|
|
if ( tr.fraction < 1.0f || tr.startsolid || tr.allsolid )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gather conditions for our healing behavior
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::GatherHealConditions( void )
|
|
{
|
|
// Start assuming that we'll succeed
|
|
ClearCondition( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR );
|
|
ClearCondition( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED );
|
|
ClearCondition( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US );
|
|
SetCondition( COND_VORTIGAUNT_HEAL_VALID );
|
|
|
|
// For now we only act on the player
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
if ( pPlayer != NULL )
|
|
{
|
|
Vector vecToPlayer = ( pPlayer->WorldSpaceCenter() - WorldSpaceCenter() );
|
|
|
|
// Make sure he's still within heal range
|
|
if ( vecToPlayer.LengthSqr() > (HEAL_RANGE*HEAL_RANGE) )
|
|
{
|
|
SetCondition( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR );
|
|
ClearCondition( COND_VORTIGAUNT_HEAL_VALID );
|
|
}
|
|
|
|
vecToPlayer.z = 0.0f;
|
|
VectorNormalize( vecToPlayer );
|
|
Vector facingDir = BodyDirection2D();
|
|
|
|
// Check our direction towards the player
|
|
if ( DotProduct( vecToPlayer, facingDir ) < VIEW_FIELD_NARROW )
|
|
{
|
|
SetCondition( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US );
|
|
ClearCondition( COND_VORTIGAUNT_HEAL_VALID );
|
|
}
|
|
|
|
// Now ensure he's not blocked
|
|
if ( HealGestureHasLOS() == false )
|
|
{
|
|
SetCondition( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED );
|
|
ClearCondition( COND_VORTIGAUNT_HEAL_VALID );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gather conditions specific to this NPC
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Vortigaunt::GatherConditions( void )
|
|
{
|
|
// Call our base
|
|
BaseClass::GatherConditions();
|
|
|
|
ClearCondition( COND_VORTIGAUNT_CAN_HEAL );
|
|
|
|
// See if we're able to heal now
|
|
if ( m_eHealState == HEAL_STATE_NONE )
|
|
{
|
|
if ( ShouldHealTarget( NULL, false ) )
|
|
{
|
|
SetCondition( COND_VORTIGAUNT_CAN_HEAL );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Get our state for healing
|
|
GatherHealConditions();
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//
|
|
// Schedules
|
|
//
|
|
//------------------------------------------------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_NPC( npc_vortigaunt, CNPC_Vortigaunt )
|
|
|
|
DECLARE_USES_SCHEDULE_PROVIDER( CAI_LeadBehavior )
|
|
|
|
DECLARE_TASK(TASK_VORTIGAUNT_HEAL)
|
|
DECLARE_TASK(TASK_VORTIGAUNT_EXTRACT)
|
|
DECLARE_TASK(TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT)
|
|
DECLARE_TASK(TASK_VORTIGAUNT_WAIT_FOR_PLAYER)
|
|
|
|
DECLARE_TASK( TASK_VORTIGAUNT_EXTRACT_WARMUP )
|
|
DECLARE_TASK( TASK_VORTIGAUNT_EXTRACT_COOLDOWN )
|
|
DECLARE_TASK( TASK_VORTIGAUNT_GET_HEAL_TARGET )
|
|
|
|
DECLARE_ACTIVITY(ACT_VORTIGAUNT_AIM)
|
|
DECLARE_ACTIVITY(ACT_VORTIGAUNT_START_HEAL)
|
|
DECLARE_ACTIVITY(ACT_VORTIGAUNT_HEAL_LOOP)
|
|
DECLARE_ACTIVITY(ACT_VORTIGAUNT_END_HEAL)
|
|
DECLARE_ACTIVITY(ACT_VORTIGAUNT_TO_ACTION)
|
|
DECLARE_ACTIVITY(ACT_VORTIGAUNT_TO_IDLE)
|
|
DECLARE_ACTIVITY( ACT_VORTIGAUNT_HEAL )
|
|
|
|
DECLARE_CONDITION( COND_VORTIGAUNT_CAN_HEAL )
|
|
DECLARE_CONDITION( COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR )
|
|
DECLARE_CONDITION( COND_VORTIGAUNT_HEAL_TARGET_BLOCKED )
|
|
DECLARE_CONDITION( COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US )
|
|
DECLARE_CONDITION( COND_VORTIGAUNT_HEAL_VALID )
|
|
|
|
DECLARE_SQUADSLOT( SQUAD_SLOT_HEAL_PLAYER )
|
|
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_CLAW_LEFT )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_CLAW_RIGHT )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_ZAP_POWERUP )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_ZAP_SHOOT )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_ZAP_DONE )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_STARTGLOW )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_STARTBEAMS )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_STARTSOUND )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_SWING_SOUND )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_SHOOT_SOUNDSTART )
|
|
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_PAUSE )
|
|
|
|
//=========================================================
|
|
// > SCHED_VORTIGAUNT_RANGE_ATTACK
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_VORTIGAUNT_RANGE_ATTACK,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_IDEAL 0"
|
|
" TASK_RANGE_ATTACK1 0"
|
|
" TASK_WAIT 0.2" // Wait a sec before killing beams
|
|
""
|
|
" Interrupts"
|
|
);
|
|
|
|
|
|
//=========================================================
|
|
// > SCHED_VORTIGAUNT_HEAL
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_VORTIGAUNT_HEAL,
|
|
|
|
" Tasks"
|
|
" TASK_VORTIGAUNT_GET_HEAL_TARGET 0"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_VORTIGAUNT_STAND"
|
|
" TASK_GET_PATH_TO_TARGET 0"
|
|
" TASK_MOVE_TO_TARGET_RANGE 128" // Move within 128 of target ent (client)
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_PLAYER 0"
|
|
" TASK_VORTIGAUNT_HEAL 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_VORTIGAUNT_STAND
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//=========================================================
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DEFINE_SCHEDULE
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(
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SCHED_VORTIGAUNT_STAND,
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|
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" Tasks"
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" TASK_STOP_MOVING 0"
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" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
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" TASK_WAIT 2" // repick IDLESTAND every two seconds."
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//" TASK_TALKER_HEADRESET 0" // reset head position"
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""
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" Interrupts"
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" COND_NEW_ENEMY"
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" COND_LIGHT_DAMAGE"
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" COND_HEAVY_DAMAGE"
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" COND_SMELL"
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" COND_PROVOKED"
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" COND_HEAR_COMBAT"
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" COND_HEAR_DANGER"
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);
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|
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//=========================================================
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// > SCHED_VORTIGAUNT_EXTRACT_BUGBAIT
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//=========================================================
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DEFINE_SCHEDULE
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|
(
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SCHED_VORTIGAUNT_EXTRACT_BUGBAIT,
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|
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" Tasks"
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|
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_VORTIGAUNT_STAND"
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|
" TASK_STOP_MOVING 0"
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|
" TASK_GET_PATH_TO_TARGET 0"
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|
" TASK_MOVE_TO_TARGET_RANGE 128" // Move within 128 of target ent (client)
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|
" TASK_STOP_MOVING 0"
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|
" TASK_VORTIGAUNT_WAIT_FOR_PLAYER 0"
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|
" TASK_SPEAK_SENTENCE 500" // Start extracting sentence
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|
" TASK_WAIT_FOR_SPEAK_FINISH 1"
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|
" TASK_FACE_TARGET 0"
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|
" TASK_WAIT_FOR_SPEAK_FINISH 1"
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|
" TASK_VORTIGAUNT_EXTRACT_WARMUP 0"
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|
" TASK_VORTIGAUNT_EXTRACT 0"
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|
" TASK_VORTIGAUNT_EXTRACT_COOLDOWN 0"
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|
" TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT 0"
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|
" TASK_SPEAK_SENTENCE 501" // Finish extracting sentence
|
|
" TASK_WAIT_FOR_SPEAK_FINISH 1"
|
|
" TASK_WAIT 2"
|
|
""
|
|
" Interrupts"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_VORTIGAUNT_FACE_PLAYER
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_VORTIGAUNT_FACE_PLAYER,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_TARGET_PLAYER 0"
|
|
" TASK_FACE_PLAYER 0"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
);
|
|
|
|
//=========================================================
|
|
// > SCHED_VORTIGAUNT_RUN_TO_PLAYER
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_VORTIGAUNT_RUN_TO_PLAYER,
|
|
|
|
" Tasks"
|
|
" TASK_TARGET_PLAYER 0"
|
|
" TASK_GET_PATH_TO_TARGET 0"
|
|
" TASK_MOVE_TO_TARGET_RANGE 96"
|
|
""
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
);
|
|
|
|
AI_END_CUSTOM_NPC()
|