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//========= Copyright 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; } #elif defined( HL1_DLL )
virtual Class_T Classify( void ) { return CLASS_MACHINE; } #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(); } }
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