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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
// events
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_route.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "animation.h"
#include "basecombatweapon.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "hl1_ai_basenpc.h"
#define AFLOCK_MAX_RECRUIT_RADIUS 1024
#define AFLOCK_FLY_SPEED 125
#define AFLOCK_TURN_RATE 75
#define AFLOCK_ACCELERATE 10
#define AFLOCK_CHECK_DIST 192
#define AFLOCK_TOO_CLOSE 100
#define AFLOCK_TOO_FAR 256
//=========================================================
//=========================================================
class CNPC_FlockingFlyerFlock : public CHL1BaseNPC { DECLARE_CLASS( CNPC_FlockingFlyerFlock, CHL1BaseNPC ); public:
void Spawn( void ); void Precache( void ); bool KeyValue( const char *szKeyName, const char *szValue ); void SpawnFlock( void );
// Sounds are shared by the flock
static void PrecacheFlockSounds( void ); DECLARE_DATADESC();
int m_cFlockSize; float m_flFlockRadius; };
BEGIN_DATADESC( CNPC_FlockingFlyerFlock ) DEFINE_FIELD( m_cFlockSize, FIELD_INTEGER ), DEFINE_FIELD( m_flFlockRadius, FIELD_FLOAT ), END_DATADESC()
class CNPC_FlockingFlyer : public CHL1BaseNPC { DECLARE_CLASS( CNPC_FlockingFlyer, CHL1BaseNPC ); public: void Spawn( void ); void Precache( void ); void SpawnCommonCode( void ); void IdleThink( void ); void BoidAdvanceFrame( void ); void Start( void ); bool FPathBlocked( void ); void FlockLeaderThink( void ); void SpreadFlock( void ); void SpreadFlock2( void ); void MakeSound( void ); void FlockFollowerThink( void ); void Event_Killed( const CTakeDamageInfo &info ); void FallHack( void ); //void Poop ( void ); Adrian - wtf?!
int IsLeader( void ) { return m_pSquadLeader == this; } int InSquad( void ) { return m_pSquadLeader != NULL; } int SquadCount( void ); void SquadRemove( CNPC_FlockingFlyer *pRemove ); void SquadUnlink( void ); void SquadAdd( CNPC_FlockingFlyer *pAdd ); void SquadDisband( void );
CNPC_FlockingFlyer *m_pSquadLeader; CNPC_FlockingFlyer *m_pSquadNext; bool m_fTurning;// is this boid turning?
bool m_fCourseAdjust;// followers set this flag TRUE to override flocking while they avoid something
bool m_fPathBlocked;// TRUE if there is an obstacle ahead
Vector m_vecReferencePoint;// last place we saw leader
Vector m_vecAdjustedVelocity;// adjusted velocity (used when fCourseAdjust is TRUE)
float m_flGoalSpeed; float m_flLastBlockedTime; float m_flFakeBlockedTime; float m_flAlertTime; float m_flFlockNextSoundTime; float m_flTempVar;
DECLARE_DATADESC(); };
BEGIN_DATADESC( CNPC_FlockingFlyer ) DEFINE_FIELD( m_pSquadLeader, FIELD_CLASSPTR ), DEFINE_FIELD( m_pSquadNext, FIELD_CLASSPTR ), DEFINE_FIELD( m_fTurning, FIELD_BOOLEAN ), DEFINE_FIELD( m_fCourseAdjust, FIELD_BOOLEAN ), DEFINE_FIELD( m_fPathBlocked, FIELD_BOOLEAN ), DEFINE_FIELD( m_vecReferencePoint, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_vecAdjustedVelocity, FIELD_VECTOR ), DEFINE_FIELD( m_flGoalSpeed, FIELD_FLOAT ), DEFINE_FIELD( m_flLastBlockedTime, FIELD_TIME ), DEFINE_FIELD( m_flFakeBlockedTime, FIELD_TIME ), DEFINE_FIELD( m_flAlertTime, FIELD_TIME ), DEFINE_THINKFUNC( IdleThink ), DEFINE_THINKFUNC( Start ), DEFINE_THINKFUNC( FlockLeaderThink ), DEFINE_THINKFUNC( FlockFollowerThink ), DEFINE_THINKFUNC( FallHack ),
DEFINE_FIELD( m_flFlockNextSoundTime, FIELD_TIME ), DEFINE_FIELD( m_flTempVar, FIELD_FLOAT ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( monster_flyer, CNPC_FlockingFlyer ); LINK_ENTITY_TO_CLASS( monster_flyer_flock, CNPC_FlockingFlyerFlock );
bool CNPC_FlockingFlyerFlock::KeyValue( const char *szKeyName, const char *szValue ) { if ( FStrEq( szKeyName, "iFlockSize" ) ) { m_cFlockSize = atoi( szValue ); return true; } else if ( FStrEq( szKeyName, "flFlockRadius" ) ) { m_flFlockRadius = atof( szValue ); return true; } else BaseClass::KeyValue( szKeyName, szValue );
return false; }
//=========================================================
//=========================================================
void CNPC_FlockingFlyerFlock::Spawn( void ) { Precache( );
SetRenderColor( 255, 255, 255, 255 ); SpawnFlock();
SetThink( &CBaseEntity::SUB_Remove ); SetNextThink( gpGlobals->curtime + 0.1f ); }
//=========================================================
//=========================================================
void CNPC_FlockingFlyerFlock::Precache( void ) { //PRECACHE_MODEL("models/aflock.mdl");
PrecacheModel("models/boid.mdl");
PrecacheFlockSounds(); }
void CNPC_FlockingFlyerFlock::SpawnFlock( void ) { float R = m_flFlockRadius; int iCount; Vector vecSpot; CNPC_FlockingFlyer *pBoid, *pLeader;
pLeader = pBoid = NULL;
for ( iCount = 0 ; iCount < m_cFlockSize ; iCount++ ) { pBoid = CREATE_ENTITY( CNPC_FlockingFlyer, "monster_flyer" ); if ( !pLeader ) { // make this guy the leader.
pLeader = pBoid; pLeader->m_pSquadLeader = pLeader; pLeader->m_pSquadNext = NULL; }
vecSpot.x = random->RandomFloat( -R, R ); vecSpot.y = random->RandomFloat( -R, R ); vecSpot.z = random->RandomFloat( 0, 16 ); vecSpot = GetAbsOrigin() + vecSpot;
UTIL_SetOrigin( pBoid, vecSpot); pBoid->SetMoveType( MOVETYPE_FLY ); pBoid->SpawnCommonCode(); pBoid->SetGroundEntity( NULL ); pBoid->SetAbsVelocity( Vector ( 0, 0, 0 ) ); pBoid->SetAbsAngles( GetAbsAngles() ); pBoid->SetCycle( 0 ); pBoid->SetThink( &CNPC_FlockingFlyer::IdleThink ); pBoid->SetNextThink( gpGlobals->curtime + 0.2 );
if ( pBoid != pLeader ) { pLeader->SquadAdd( pBoid ); } } }
void CNPC_FlockingFlyerFlock::PrecacheFlockSounds( void ) { }
//=========================================================
//=========================================================
void CNPC_FlockingFlyer::Spawn( ) { Precache( ); SpawnCommonCode(); SetCycle( 0 ); SetNextThink( gpGlobals->curtime + 0.1f ); SetThink( &CNPC_FlockingFlyer::IdleThink ); }
//=========================================================
//=========================================================
void CNPC_FlockingFlyer::SpawnCommonCode( ) { m_lifeState = LIFE_ALIVE; SetClassname( "monster_flyer" ); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_FLY ); m_takedamage = DAMAGE_NO; m_iHealth = 1;
m_fPathBlocked = FALSE;// obstacles will be detected
m_flFieldOfView = 0.2; m_flTempVar = 0;
//SET_MODEL(ENT(pev), "models/aflock.mdl");
SetModel( "models/boid.mdl" );
// UTIL_SetSize(this, Vector(0,0,0), Vector(0,0,0));
UTIL_SetSize(this, Vector(-5,-5,0), Vector(5,5,2)); }
//=========================================================
//=========================================================
void CNPC_FlockingFlyer::Precache( ) { //PRECACHE_MODEL("models/aflock.mdl");
PrecacheModel("models/boid.mdl"); CNPC_FlockingFlyerFlock::PrecacheFlockSounds();
PrecacheScriptSound( "FlockingFlyer.Alert" ); PrecacheScriptSound( "FlockingFlyer.Idle" ); }
//=========================================================
//=========================================================
void CNPC_FlockingFlyer::IdleThink( void ) { SetNextThink( gpGlobals->curtime + 0.2 );
// see if there's a client in the same pvs as the monster
if ( !FNullEnt( UTIL_FindClientInPVS( edict() ) ) ) { SetThink( &CNPC_FlockingFlyer::Start ); SetNextThink( gpGlobals->curtime + 0.1f ); } }
//=========================================================
//
// SquadUnlink(), Unlink the squad pointers.
//
//=========================================================
void CNPC_FlockingFlyer::SquadUnlink( void ) { m_pSquadLeader = NULL; m_pSquadNext = NULL; }
//=========================================================
//
// SquadAdd(), add pAdd to my squad
//
//=========================================================
void CNPC_FlockingFlyer::SquadAdd( CNPC_FlockingFlyer *pAdd ) { ASSERT( pAdd!=NULL ); ASSERT( !pAdd->InSquad() ); ASSERT( this->IsLeader() );
pAdd->m_pSquadNext = m_pSquadNext; m_pSquadNext = pAdd; pAdd->m_pSquadLeader = this; } //=========================================================
//
// SquadRemove(), remove pRemove from my squad.
// If I am pRemove, promote m_pSquadNext to leader
//
//=========================================================
void CNPC_FlockingFlyer::SquadRemove( CNPC_FlockingFlyer *pRemove ) { ASSERT( pRemove!=NULL ); ASSERT( this->IsLeader() ); ASSERT( pRemove->m_pSquadLeader == this );
if ( SquadCount() > 2 ) { // Removing the leader, promote m_pSquadNext to leader
if ( pRemove == this ) { CNPC_FlockingFlyer *pLeader = m_pSquadNext; // copy the enemy LKP to the new leader
// if ( GetEnemy() )
// pLeader->m_vecEnemyLKP = m_vecEnemyLKP;
if ( pLeader ) { CNPC_FlockingFlyer *pList = pLeader;
while ( pList ) { pList->m_pSquadLeader = pLeader; pList = pList->m_pSquadNext; }
} SquadUnlink(); } else // removing a node
{ CNPC_FlockingFlyer *pList = this;
// Find the node before pRemove
while ( pList->m_pSquadNext != pRemove ) { // assert to test valid list construction
ASSERT( pList->m_pSquadNext != NULL ); pList = pList->m_pSquadNext; } // List validity
ASSERT( pList->m_pSquadNext == pRemove );
// Relink without pRemove
pList->m_pSquadNext = pRemove->m_pSquadNext;
// Unlink pRemove
pRemove->SquadUnlink(); } } else SquadDisband(); } //=========================================================
//
// SquadCount(), return the number of members of this squad
// callable from leaders & followers
//
//=========================================================
int CNPC_FlockingFlyer::SquadCount( void ) { CNPC_FlockingFlyer *pList = m_pSquadLeader; int squadCount = 0; while ( pList ) { squadCount++; pList = pList->m_pSquadNext; }
return squadCount; }
//=========================================================
//
// SquadDisband(), Unlink all squad members
//
//=========================================================
void CNPC_FlockingFlyer::SquadDisband( void ) { CNPC_FlockingFlyer *pList = m_pSquadLeader; CNPC_FlockingFlyer *pNext;
while ( pList ) { pNext = pList->m_pSquadNext; pList->SquadUnlink(); pList = pNext; } }
//=========================================================
// Start - player enters the pvs, so get things going.
//=========================================================
void CNPC_FlockingFlyer::Start( void ) { SetNextThink( gpGlobals->curtime + 0.1f );
if ( IsLeader() ) { SetThink( &CNPC_FlockingFlyer::FlockLeaderThink ); } else { SetThink( &CNPC_FlockingFlyer::FlockFollowerThink ); }
SetActivity ( ACT_FLY ); ResetSequenceInfo( ); BoidAdvanceFrame( );
m_flSpeed = AFLOCK_FLY_SPEED;// no delay!
}
//=========================================================
//=========================================================
void CNPC_FlockingFlyer::BoidAdvanceFrame ( void ) { float flapspeed = ( m_flSpeed - m_flTempVar ) / AFLOCK_ACCELERATE; m_flTempVar = m_flTempVar * .8 + m_flSpeed * .2;
if (flapspeed < 0) flapspeed = -flapspeed; if (flapspeed < 0.25) flapspeed = 0.25; if (flapspeed > 1.9) flapspeed = 1.9;
m_flPlaybackRate = flapspeed;
QAngle angVel = GetLocalAngularVelocity();
// lean
angVel.x = - GetAbsAngles().x + flapspeed * 5;
// bank
angVel.z = - GetAbsAngles().z + angVel.y;
SetLocalAngularVelocity( angVel );
// pev->framerate = flapspeed;
StudioFrameAdvance(); }
//=========================================================
// Leader boids use this think every tenth
//=========================================================
void CNPC_FlockingFlyer::FlockLeaderThink( void ) { trace_t tr; Vector vecDist;// used for general measurements
Vector vecDir;// used for general measurements
float flLeftSide; float flRightSide; Vector vForward, vRight, vUp;
SetNextThink( gpGlobals->curtime + 0.1f ); AngleVectors ( GetAbsAngles(), &vForward, &vRight, &vUp );
// is the way ahead clear?
if ( !FPathBlocked () ) { // if the boid is turning, stop the trend.
if ( m_fTurning ) { m_fTurning = FALSE;
QAngle angVel = GetLocalAngularVelocity(); angVel.y = 0; SetLocalAngularVelocity( angVel ); }
m_fPathBlocked = FALSE;
if ( m_flSpeed <= AFLOCK_FLY_SPEED ) m_flSpeed += 5;
SetAbsVelocity( vForward * m_flSpeed );
BoidAdvanceFrame( );
return; } // IF we get this far in the function, the leader's path is blocked!
m_fPathBlocked = TRUE;
if ( !m_fTurning)// something in the way and boid is not already turning to avoid
{ // measure clearance on left and right to pick the best dir to turn
UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() + vRight * AFLOCK_CHECK_DIST, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); vecDist = (tr.endpos - GetAbsOrigin()); flRightSide = vecDist.Length();
UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() - vRight * AFLOCK_CHECK_DIST, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); vecDist = (tr.endpos - GetAbsOrigin()); flLeftSide = vecDist.Length();
// turn right if more clearance on right side
if ( flRightSide > flLeftSide ) { QAngle angVel = GetLocalAngularVelocity(); angVel.y = -AFLOCK_TURN_RATE; SetLocalAngularVelocity( angVel );
m_fTurning = TRUE; } // default to left turn :)
else if ( flLeftSide > flRightSide ) { QAngle angVel = GetLocalAngularVelocity(); angVel.y = AFLOCK_TURN_RATE; SetLocalAngularVelocity( angVel );
m_fTurning = TRUE; } else { // equidistant. Pick randomly between left and right.
m_fTurning = TRUE;
QAngle angVel = GetLocalAngularVelocity();
if ( random->RandomInt( 0, 1 ) == 0 ) { angVel.y = AFLOCK_TURN_RATE; } else { angVel.y = -AFLOCK_TURN_RATE; }
SetLocalAngularVelocity( angVel ); } }
SpreadFlock( );
SetAbsVelocity( vForward * m_flSpeed ); // check and make sure we aren't about to plow into the ground, don't let it happen
UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() - vUp * 16, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); if (tr.fraction != 1.0 && GetAbsVelocity().z < 0 ) { Vector vecVel = GetAbsVelocity(); vecVel.z = 0; SetAbsVelocity( vecVel ); }
// maybe it did, though.
if ( GetFlags() & FL_ONGROUND ) { UTIL_SetOrigin( this, GetAbsOrigin() + Vector ( 0 , 0 , 1 ) ); Vector vecVel = GetAbsVelocity(); vecVel.z = 0; SetAbsVelocity( vecVel ); }
if ( m_flFlockNextSoundTime < gpGlobals->curtime ) { // MakeSound();
m_flFlockNextSoundTime = gpGlobals->curtime + random->RandomFloat( 1, 3 ); }
BoidAdvanceFrame( ); return; }
//=========================================================
// FBoidPathBlocked - returns TRUE if there is an obstacle ahead
//=========================================================
bool CNPC_FlockingFlyer::FPathBlocked( void ) { trace_t tr; Vector vecDist;// used for general measurements
Vector vecDir;// used for general measurements
bool fBlocked; Vector vForward, vRight, vUp;
if ( m_flFakeBlockedTime > gpGlobals->curtime ) { m_flLastBlockedTime = gpGlobals->curtime; return TRUE; }
// use VELOCITY, not angles, not all boids point the direction they are flying
//vecDir = UTIL_VecToAngles( pevBoid->velocity );
AngleVectors ( GetAbsAngles(), &vForward, &vRight, &vUp );
fBlocked = FALSE;// assume the way ahead is clear
// check for obstacle ahead
UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() + vForward * AFLOCK_CHECK_DIST, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); if (tr.fraction != 1.0) { m_flLastBlockedTime = gpGlobals->curtime; fBlocked = TRUE; }
// extra wide checks
UTIL_TraceLine(GetAbsOrigin() + vRight * 12, GetAbsOrigin() + vRight * 12 + vForward * AFLOCK_CHECK_DIST, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); if (tr.fraction != 1.0) { m_flLastBlockedTime = gpGlobals->curtime; fBlocked = TRUE; }
UTIL_TraceLine(GetAbsOrigin() - vRight * 12, GetAbsOrigin() - vRight * 12 + vForward * AFLOCK_CHECK_DIST, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); if (tr.fraction != 1.0) { m_flLastBlockedTime = gpGlobals->curtime; fBlocked = TRUE; }
if ( !fBlocked && gpGlobals->curtime - m_flLastBlockedTime > 6 ) { // not blocked, and it's been a few seconds since we've actually been blocked.
m_flFakeBlockedTime = gpGlobals->curtime + random->RandomInt(1, 3); }
return fBlocked; }
//=========================================================
// Searches for boids that are too close and pushes them away
//=========================================================
void CNPC_FlockingFlyer::SpreadFlock( ) { Vector vecDir; float flSpeed;// holds vector magnitude while we fiddle with the direction
CNPC_FlockingFlyer *pList = m_pSquadLeader; while ( pList ) { if ( pList != this && ( GetAbsOrigin() - pList->GetAbsOrigin() ).Length() <= AFLOCK_TOO_CLOSE ) { // push the other away
vecDir = ( pList->GetAbsOrigin() - GetAbsOrigin() ); VectorNormalize( vecDir );
// store the magnitude of the other boid's velocity, and normalize it so we
// can average in a course that points away from the leader.
flSpeed = pList->GetAbsVelocity().Length();
Vector vecVel = pList->GetAbsVelocity(); VectorNormalize( vecVel ); pList->SetAbsVelocity( ( vecVel + vecDir ) * 0.5 * flSpeed ); }
pList = pList->m_pSquadNext; } }
//=========================================================
// Alters the caller's course if he's too close to others
//
// This function should **ONLY** be called when Caller's velocity is normalized!!
//=========================================================
void CNPC_FlockingFlyer::SpreadFlock2 ( ) { Vector vecDir; CNPC_FlockingFlyer *pList = m_pSquadLeader;
while ( pList ) { if ( pList != this && ( GetAbsOrigin() - pList->GetAbsOrigin() ).Length() <= AFLOCK_TOO_CLOSE ) { vecDir = ( GetAbsOrigin() - pList->GetAbsOrigin() ); VectorNormalize( vecDir );
SetAbsVelocity( ( GetAbsVelocity() + vecDir ) ); }
pList = pList->m_pSquadNext; } }
//=========================================================
//=========================================================
void CNPC_FlockingFlyer::MakeSound( void ) { if ( m_flAlertTime > gpGlobals->curtime ) { CPASAttenuationFilter filter1( this );
// make agitated sounds
EmitSound( filter1, entindex(), "FlockingFlyer.Alert" ); return; }
// make normal sound
CPASAttenuationFilter filter2( this );
EmitSound( filter2, entindex(), "FlockingFlyer.Idle" ); }
//=========================================================
// follower boids execute this code when flocking
//=========================================================
void CNPC_FlockingFlyer::FlockFollowerThink( void ) { Vector vecDist; Vector vecDir; Vector vecDirToLeader; float flDistToLeader;
SetNextThink( gpGlobals->curtime + 0.1f );
if ( IsLeader() || !InSquad() ) { // the leader has been killed and this flyer suddenly finds himself the leader.
SetThink ( &CNPC_FlockingFlyer::FlockLeaderThink ); return; }
vecDirToLeader = ( m_pSquadLeader->GetAbsOrigin() - GetAbsOrigin() ); flDistToLeader = vecDirToLeader.Length(); // match heading with leader
SetAbsAngles( m_pSquadLeader->GetAbsAngles() );
//
// We can see the leader, so try to catch up to it
//
if ( FInViewCone ( m_pSquadLeader ) ) { // if we're too far away, speed up
if ( flDistToLeader > AFLOCK_TOO_FAR ) { m_flGoalSpeed = m_pSquadLeader->GetAbsVelocity().Length() * 1.5; }
// if we're too close, slow down
else if ( flDistToLeader < AFLOCK_TOO_CLOSE ) { m_flGoalSpeed = m_pSquadLeader->GetAbsVelocity().Length() * 0.5; } } else { // wait up! the leader isn't out in front, so we slow down to let him pass
m_flGoalSpeed = m_pSquadLeader->GetAbsVelocity().Length() * 0.5; }
SpreadFlock2();
Vector vecVel = GetAbsVelocity(); m_flSpeed = vecVel.Length(); VectorNormalize( vecVel );
// if we are too far from leader, average a vector towards it into our current velocity
if ( flDistToLeader > AFLOCK_TOO_FAR ) { VectorNormalize( vecDirToLeader ); vecVel = (vecVel + vecDirToLeader) * 0.5; }
// clamp speeds and handle acceleration
if ( m_flGoalSpeed > AFLOCK_FLY_SPEED * 2 ) { m_flGoalSpeed = AFLOCK_FLY_SPEED * 2; }
if ( m_flSpeed < m_flGoalSpeed ) { m_flSpeed += AFLOCK_ACCELERATE; } else if ( m_flSpeed > m_flGoalSpeed ) { m_flSpeed -= AFLOCK_ACCELERATE; }
SetAbsVelocity( vecVel * m_flSpeed );
BoidAdvanceFrame( ); }
//=========================================================
//=========================================================
void CNPC_FlockingFlyer::Event_Killed( const CTakeDamageInfo &info ) { CNPC_FlockingFlyer *pSquad; pSquad = (CNPC_FlockingFlyer *)m_pSquadLeader;
while ( pSquad ) { pSquad->m_flAlertTime = gpGlobals->curtime + 15; pSquad = (CNPC_FlockingFlyer *)pSquad->m_pSquadNext; }
if ( m_pSquadLeader ) { m_pSquadLeader->SquadRemove( this ); }
m_lifeState = LIFE_DEAD;
m_flPlaybackRate = 0; IncrementInterpolationFrame();
UTIL_SetSize( this, Vector(0,0,0), Vector(0,0,0) ); SetMoveType( MOVETYPE_FLYGRAVITY );
SetThink ( &CNPC_FlockingFlyer::FallHack ); SetNextThink( gpGlobals->curtime + 0.1f ); }
void CNPC_FlockingFlyer::FallHack( void ) { if ( GetFlags() & FL_ONGROUND ) { CBaseEntity *groundentity = GetContainingEntity( GetGroundEntity()->edict() );
if ( !FClassnameIs ( groundentity, "worldspawn" ) ) { SetGroundEntity( NULL ); SetNextThink( gpGlobals->curtime + 0.1f ); } else { SetAbsVelocity( Vector( 0, 0, 0 ) ); SetThink( NULL ); } } }
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