You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
253 lines
5.0 KiB
253 lines
5.0 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Implements a moving target that moves along a path of path_tracks
|
|
// and can be shot and killed. When the target it killed it fires an
|
|
// OnDeath output.
|
|
//
|
|
// m_flSpeed is the travel speed
|
|
// m_iHealth is current health
|
|
// m_iMaxHealth is the amount to reset to each time it starts
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "entityoutput.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
#define FGUNTARGET_START_ON 0x0001
|
|
|
|
|
|
class CGunTarget : public CBaseToggle
|
|
{
|
|
DECLARE_CLASS( CGunTarget, CBaseToggle );
|
|
|
|
public:
|
|
|
|
virtual void Spawn( void );
|
|
virtual void Activate( void );
|
|
bool CreateVPhysics( void );
|
|
|
|
virtual int BloodColor( void ) { return DONT_BLEED; }
|
|
|
|
#if defined( HL2_DLL )
|
|
virtual Class_T Classify( void ) { return CLASS_MILITARY; }
|
|
#else
|
|
virtual Class_T Classify( void ) { return CLASS_NONE; }
|
|
#endif
|
|
virtual int OnTakeDamage( const CTakeDamageInfo &info );
|
|
virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ) { return GetAbsOrigin(); }
|
|
|
|
// Input handlers
|
|
void InputStart( inputdata_t &inputdata );
|
|
void InputStop( inputdata_t &inputdata );
|
|
void InputToggle( inputdata_t &inputdata );
|
|
|
|
DECLARE_DATADESC();
|
|
|
|
protected:
|
|
|
|
void Next( void );
|
|
void Start( void );
|
|
void Wait( void );
|
|
void Stop( void );
|
|
|
|
private:
|
|
|
|
bool m_on;
|
|
EHANDLE m_hTargetEnt;
|
|
|
|
// Outputs
|
|
COutputEvent m_OnDeath;
|
|
};
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( func_guntarget, CGunTarget );
|
|
|
|
BEGIN_DATADESC( CGunTarget )
|
|
|
|
DEFINE_FIELD( m_on, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ),
|
|
|
|
// Function Pointers
|
|
DEFINE_FUNCTION( Next ),
|
|
DEFINE_FUNCTION( Start ),
|
|
DEFINE_FUNCTION( Wait ),
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Start", InputStart ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Stop", InputStop ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
|
|
|
|
// Outputs
|
|
DEFINE_OUTPUT(m_OnDeath, "OnDeath"),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
|
|
void CGunTarget::Spawn( void )
|
|
{
|
|
SetSolid( SOLID_BSP );
|
|
SetMoveType( MOVETYPE_PUSH );
|
|
|
|
SetModel( STRING( GetModelName() ) );
|
|
|
|
if ( m_flSpeed == 0 )
|
|
m_flSpeed = 100;
|
|
|
|
// Don't take damage until "on"
|
|
m_takedamage = DAMAGE_NO;
|
|
AddFlag( FL_NPC );
|
|
|
|
m_on = false;
|
|
m_iMaxHealth = m_iHealth;
|
|
|
|
if ( HasSpawnFlags(FGUNTARGET_START_ON) )
|
|
{
|
|
SetMoveDone( &CGunTarget::Start );
|
|
SetMoveDoneTime( 0.3 );
|
|
}
|
|
CreateVPhysics();
|
|
}
|
|
|
|
|
|
bool CGunTarget::CreateVPhysics( void )
|
|
{
|
|
VPhysicsInitShadow( false, false );
|
|
return true;
|
|
}
|
|
|
|
void CGunTarget::Activate( void )
|
|
{
|
|
BaseClass::Activate();
|
|
|
|
CBaseEntity *pTarg;
|
|
// now find our next target
|
|
pTarg = GetNextTarget();
|
|
if ( pTarg )
|
|
{
|
|
m_hTargetEnt = pTarg;
|
|
Vector nextPos = pTarg->GetAbsOrigin();
|
|
Teleport( &nextPos, NULL, NULL );
|
|
}
|
|
}
|
|
|
|
|
|
void CGunTarget::Start( void )
|
|
{
|
|
m_takedamage = DAMAGE_YES;
|
|
AddFlag( FL_AIMTARGET );
|
|
m_hTargetEnt = GetNextTarget();
|
|
if ( m_hTargetEnt == NULL )
|
|
return;
|
|
m_iHealth = m_iMaxHealth;
|
|
Next();
|
|
}
|
|
|
|
|
|
void CGunTarget::Next( void )
|
|
{
|
|
SetThink( NULL );
|
|
|
|
m_hTargetEnt = GetNextTarget();
|
|
CBaseEntity *pTarget = m_hTargetEnt;
|
|
|
|
if ( !pTarget )
|
|
{
|
|
Stop();
|
|
return;
|
|
}
|
|
|
|
SetMoveDone( &CGunTarget::Wait );
|
|
LinearMove( pTarget->GetLocalOrigin(), m_flSpeed );
|
|
}
|
|
|
|
|
|
void CGunTarget::Wait( void )
|
|
{
|
|
CBaseEntity *pTarget = m_hTargetEnt;
|
|
|
|
if ( !pTarget )
|
|
{
|
|
Stop();
|
|
return;
|
|
}
|
|
|
|
variant_t emptyVariant;
|
|
pTarget->AcceptInput( "InPass", this, this, emptyVariant, 0 );
|
|
|
|
m_flWait = pTarget->GetDelay();
|
|
|
|
m_target = pTarget->m_target;
|
|
SetMoveDone( &CGunTarget::Next );
|
|
if (m_flWait != 0)
|
|
{// -1 wait will wait forever!
|
|
SetMoveDoneTime( m_flWait );
|
|
}
|
|
else
|
|
{
|
|
Next();// do it RIGHT now!
|
|
}
|
|
}
|
|
|
|
|
|
void CGunTarget::Stop( void )
|
|
{
|
|
SetAbsVelocity( vec3_origin );
|
|
SetMoveDoneTime( -1 );
|
|
m_takedamage = DAMAGE_NO;
|
|
}
|
|
|
|
|
|
int CGunTarget::OnTakeDamage( const CTakeDamageInfo &info )
|
|
{
|
|
if ( m_iHealth > 0 )
|
|
{
|
|
m_iHealth -= info.GetDamage();
|
|
if ( m_iHealth <= 0 )
|
|
{
|
|
m_iHealth = 0;
|
|
Stop();
|
|
|
|
m_OnDeath.FireOutput( info.GetInflictor(), this );
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handler that starts the target moving.
|
|
//-----------------------------------------------------------------------------
|
|
void CGunTarget::InputStart( inputdata_t &inputdata )
|
|
{
|
|
Start();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handler that stops the target from moving.
|
|
//-----------------------------------------------------------------------------
|
|
void CGunTarget::InputStop( inputdata_t &inputdata )
|
|
{
|
|
Stop();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handler that toggles the start/stop state of the target.
|
|
//-----------------------------------------------------------------------------
|
|
void CGunTarget::InputToggle( inputdata_t &inputdata )
|
|
{
|
|
if ( m_on )
|
|
{
|
|
Stop();
|
|
}
|
|
else
|
|
{
|
|
Start();
|
|
}
|
|
}
|