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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base class for helicopters & helicopter-type vehicles
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_network.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_node.h"
#include "ai_task.h"
#include "ai_senses.h"
#include "ai_memory.h"
#include "entitylist.h"
#include "soundenvelope.h"
#include "gamerules.h"
#include "grenade_homer.h"
#include "ndebugoverlay.h"
#include "cbasehelicopter.h"
#include "soundflags.h"
#include "rope.h"
#include "saverestore_utlvector.h"
#include "collisionutils.h"
#include "coordsize.h"
#include "effects.h"
#include "rotorwash.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
void ExpandBBox(Vector &vecMins, Vector &vecMaxs);
#if 0
virtual void NullThink( void ); #endif //0
#define HELICOPTER_THINK_INTERVAL 0.1
#define HELICOPTER_ROTORWASH_THINK_INTERVAL 0.01
#define BASECHOPPER_DEBUG_WASH 1
ConVar g_debug_basehelicopter( "g_debug_basehelicopter", "0", FCVAR_CHEAT );
//---------------------------------------------------------
//---------------------------------------------------------
// TODOs
//
// -Member function: CHANGE MOVE GOAL
//
// -Member function: GET GRAVITY (or GetMaxThrust)
//
//---------------------------------------------------------
//---------------------------------------------------------
static const char *s_pRotorWashThinkContext = "RotorWashThink"; static const char *s_pDelayedKillThinkContext = "DelayedKillThink";
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
BEGIN_DATADESC_NO_BASE( washentity_t ) DEFINE_FIELD( hEntity, FIELD_EHANDLE ), DEFINE_FIELD( flWashStartTime, FIELD_TIME ), END_DATADESC()
BEGIN_DATADESC( CBaseHelicopter )
DEFINE_THINKFUNC( HelicopterThink ), DEFINE_THINKFUNC( RotorWashThink ), DEFINE_THINKFUNC( CallDyingThink ), DEFINE_THINKFUNC( DelayedKillThink ), DEFINE_ENTITYFUNC( CrashTouch ), DEFINE_ENTITYFUNC( FlyTouch ),
DEFINE_SOUNDPATCH( m_pRotorSound ), DEFINE_SOUNDPATCH( m_pRotorBlast ), DEFINE_FIELD( m_flForce, FIELD_FLOAT ), DEFINE_FIELD( m_fHelicopterFlags, FIELD_INTEGER), DEFINE_FIELD( m_vecDesiredFaceDir, FIELD_VECTOR ), DEFINE_FIELD( m_flLastSeen, FIELD_TIME ), DEFINE_FIELD( m_flPrevSeen, FIELD_TIME ), // DEFINE_FIELD( m_iSoundState, FIELD_INTEGER ), // Don't save, precached
DEFINE_FIELD( m_vecTargetPosition, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_hRotorWash, FIELD_EHANDLE ),
DEFINE_FIELD( m_flMaxSpeed, FIELD_FLOAT ), DEFINE_FIELD( m_flMaxSpeedFiring, FIELD_FLOAT ), DEFINE_FIELD( m_flGoalSpeed, FIELD_FLOAT ), DEFINE_KEYFIELD( m_flInitialSpeed, FIELD_FLOAT, "InitialSpeed" ),
DEFINE_FIELD( m_flRandomOffsetTime, FIELD_TIME ), DEFINE_FIELD( m_vecRandomOffset, FIELD_VECTOR ), DEFINE_FIELD( m_flRotorWashEntitySearchTime, FIELD_TIME ), DEFINE_FIELD( m_bSuppressSound, FIELD_BOOLEAN ), DEFINE_FIELD( m_flStartupTime, FIELD_TIME ),
DEFINE_FIELD( m_cullBoxMins, FIELD_VECTOR ), DEFINE_FIELD( m_cullBoxMaxs, FIELD_VECTOR ),
DEFINE_UTLVECTOR( m_hEntitiesPushedByWash, FIELD_EMBEDDED ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate), DEFINE_INPUTFUNC( FIELD_VOID, "GunOn", InputGunOn ), DEFINE_INPUTFUNC( FIELD_VOID, "GunOff", InputGunOff ), DEFINE_INPUTFUNC( FIELD_VOID, "MissileOn", InputMissileOn ), DEFINE_INPUTFUNC( FIELD_VOID, "MissileOff", InputMissileOff ), DEFINE_INPUTFUNC( FIELD_VOID, "EnableRotorWash", InputEnableRotorWash ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableRotorWash", InputDisableRotorWash ), DEFINE_INPUTFUNC( FIELD_VOID, "MoveTopSpeed", InputMoveTopSpeed ), DEFINE_INPUTFUNC( FIELD_FLOAT, "MoveSpecifiedSpeed", InputMoveSpecifiedSpeed ), DEFINE_INPUTFUNC( FIELD_STRING, "SetAngles", InputSetAngles ), DEFINE_INPUTFUNC( FIELD_VOID, "EnableRotorSound", InputEnableRotorSound ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableRotorSound", InputDisableRotorSound ), DEFINE_INPUTFUNC( FIELD_VOID, "Kill", InputKill ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CBaseHelicopter, DT_BaseHelicopter ) SendPropTime( SENDINFO( m_flStartupTime ) ), END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseHelicopter::CBaseHelicopter( void ) { m_cullBoxMins = vec3_origin; m_cullBoxMaxs = vec3_origin;
m_hRotorWash = NULL; }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
// Notes : Have your derived Helicopter's Spawn() function call this one FIRST
//------------------------------------------------------------------------------
void CBaseHelicopter::Precache( void ) { }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
// Notes : Have your derived Helicopter's Spawn() function call this one FIRST
//------------------------------------------------------------------------------
void CBaseHelicopter::Spawn( void ) { Precache( );
SetSolid( SOLID_BBOX ); SetMoveType( MOVETYPE_STEP ); AddFlag( FL_FLY ); SetState( NPC_STATE_IDLE );
m_lifeState = LIFE_ALIVE;
// motor
//******
// All of this stuff is specific to the individual type of aircraft. Handle it yourself.
//******
// m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("AR2");
// SetModel( "models/attack_helicopter.mdl" );
// UTIL_SetSize( this, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) );
// UTIL_SetOrigin( this, GetLocalOrigin() );
// m_iHealth = 100;
// m_flFieldOfView = -0.707; // 270 degrees
// InitBoneControllers();
// m_iRockets = 10;
// Get the rotor sound started up.
// This base class assumes the helicopter has no guns or missiles.
// Set the appropriate flags in your derived class' Spawn() function.
m_fHelicopterFlags &= ~BITS_HELICOPTER_MISSILE_ON; m_fHelicopterFlags &= ~BITS_HELICOPTER_GUN_ON;
m_pRotorSound = NULL; m_pRotorBlast = NULL;
SetCycle( 0 ); ResetSequenceInfo();
AddFlag( FL_NPC );
m_flMaxSpeed = BASECHOPPER_MAX_SPEED; m_flMaxSpeedFiring = BASECHOPPER_MAX_FIRING_SPEED; m_takedamage = DAMAGE_AIM;
// Don't start up if the level designer has asked the
// helicopter to start disabled.
if ( !(m_spawnflags & SF_AWAITINPUT) ) { Startup(); SetNextThink( gpGlobals->curtime + 1.0f ); } else { m_flStartupTime = FLT_MAX; }
InitPathingData( 0, BASECHOPPER_MIN_CHASE_DIST_DIFF, BASECHOPPER_AVOID_DIST );
// Setup collision hull
ExpandBBox( m_cullBoxMins, m_cullBoxMaxs ); CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &m_cullBoxMins, &m_cullBoxMaxs ); AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST ); m_flRandomOffsetTime = -1.0f; m_vecRandomOffset.Init( 0, 0, 0 ); }
//------------------------------------------------------------------------------
// Cleanup
//------------------------------------------------------------------------------
void CBaseHelicopter::UpdateOnRemove() { StopRotorWash(); BaseClass::UpdateOnRemove(); }
//------------------------------------------------------------------------------
// Gets the max speed of the helicopter
//------------------------------------------------------------------------------
float CBaseHelicopter::GetMaxSpeed() { // If our last path_track has specified a speed, use that instead of ours
if ( GetPathMaxSpeed() ) return GetPathMaxSpeed();
return m_flMaxSpeed; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CBaseHelicopter::GetMaxSpeedFiring() { // If our last path_track has specified a speed, use that instead of ours
if ( GetPathMaxSpeed() ) return GetPathMaxSpeed();
return m_flMaxSpeedFiring; }
//------------------------------------------------------------------------------
// Enemy methods
//------------------------------------------------------------------------------
bool CBaseHelicopter::GetTrackPatherTarget( Vector *pPos ) { if ( GetEnemy() ) { *pPos = GetEnemy()->BodyTarget( GetAbsOrigin(), false ); return true; } return false; }
CBaseEntity *CBaseHelicopter::GetTrackPatherTargetEnt() { return GetEnemy(); }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
bool CBaseHelicopter::FireGun( void ) { return true; }
//------------------------------------------------------------------------------
// Purpose : The main think function for the helicopters
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::HelicopterThink( void ) { CheckPVSCondition();
SetNextThink( gpGlobals->curtime + HELICOPTER_THINK_INTERVAL );
// Don't keep this around for more than one frame.
ClearCondition( COND_ENEMY_DEAD );
// Animate and dispatch animation events.
StudioFrameAdvance( ); DispatchAnimEvents( this );
PrescheduleThink();
if ( IsMarkedForDeletion() ) return;
ShowDamage( );
// -----------------------------------------------
// If AI is disabled, kill any motion and return
// -----------------------------------------------
if (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) { SetAbsVelocity( vec3_origin ); SetLocalAngularVelocity( vec3_angle ); SetNextThink( gpGlobals->curtime + HELICOPTER_THINK_INTERVAL ); return; }
Hunt();
// Finally, forget dead enemies, or ones we've been told to ignore.
if( GetEnemy() != NULL && (!GetEnemy()->IsAlive() || GetEnemy()->GetFlags() & FL_NOTARGET || IRelationType( GetEnemy() ) == D_NU ) ) { SetEnemy( NULL ); }
HelicopterPostThink(); }
//-----------------------------------------------------------------------------
// Rotor wash think
//-----------------------------------------------------------------------------
void CBaseHelicopter::RotorWashThink( void ) { if ( m_lifeState == LIFE_ALIVE || m_lifeState == LIFE_DYING ) { DrawRotorWash( BASECHOPPER_WASH_ALTITUDE, GetAbsOrigin() ); SetContextThink( &CBaseHelicopter::RotorWashThink, gpGlobals->curtime + HELICOPTER_ROTORWASH_THINK_INTERVAL, s_pRotorWashThinkContext ); } else { SetContextThink( NULL, gpGlobals->curtime, s_pRotorWashThinkContext ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHelicopter::DrawRotorWash( float flAltitude, const Vector &vecRotorOrigin ) { // Shake any ropes nearby
if ( random->RandomInt( 0, 2 ) == 0 ) { CRopeKeyframe::ShakeRopes( GetAbsOrigin(), flAltitude, 128 ); }
if ( m_spawnflags & SF_NOROTORWASH ) return;
DoRotorPhysicsPush( vecRotorOrigin, flAltitude );
if ( m_flRotorWashEntitySearchTime > gpGlobals->curtime ) return;
// Only push every half second
m_flRotorWashEntitySearchTime = gpGlobals->curtime + 0.5f; }
//-----------------------------------------------------------------------------
// Purpose: Push an airboat in our wash
//-----------------------------------------------------------------------------
#define MAX_AIRBOAT_ROLL_ANGLE 20.0f
#define MAX_AIRBOAT_ROLL_COSANGLE 0.866f
#define MAX_AIRBOAT_ROLL_COSANGLE_X2 0.5f
void CBaseHelicopter::DoWashPushOnAirboat( CBaseEntity *pAirboat, const Vector &vecWashToAirboat, float flWashAmount ) { // For the airboat, simply produce a small roll and a push outwards.
// But don't produce a roll if we're too rolled in that direction already.
// Get the actual up direction vector
Vector vecUp; pAirboat->GetVectors( NULL, NULL, &vecUp ); if ( vecUp.z < MAX_AIRBOAT_ROLL_COSANGLE ) return;
// Compute roll direction so that we get pushed down on the side where the rotor wash is.
Vector vecRollNormal; CrossProduct( vecWashToAirboat, Vector( 0, 0, 1 ), vecRollNormal );
// Project it into the plane of the roll normal
VectorMA( vecUp, -DotProduct( vecUp, vecRollNormal ), vecRollNormal, vecUp ); VectorNormalize( vecUp );
// Compute a vector which is the max direction we can roll given the roll constraint
Vector vecExtremeUp; VMatrix rot; MatrixBuildRotationAboutAxis( rot, vecRollNormal, MAX_AIRBOAT_ROLL_ANGLE ); MatrixGetColumn( rot, 2, &vecExtremeUp );
// Find the angle between how vertical we are and how vertical we should be
float flCosDelta = DotProduct( vecExtremeUp, vecUp ); float flDelta = acos(flCosDelta) * 180.0f / M_PI; flDelta = clamp( flDelta, 0.0f, MAX_AIRBOAT_ROLL_ANGLE ); flDelta = SimpleSplineRemapVal( flDelta, 0.0f, MAX_AIRBOAT_ROLL_ANGLE, 0.0f, 1.0f );
float flForce = 12.0f * flWashAmount * flDelta;
Vector vecWashOrigin; Vector vecForce; VectorMultiply( Vector( 0, 0, -1 ), flForce, vecForce ); VectorMA( pAirboat->GetAbsOrigin(), -200.0f, vecWashToAirboat, vecWashOrigin );
pAirboat->VPhysicsTakeDamage( CTakeDamageInfo( this, this, vecForce, vecWashOrigin, flWashAmount, DMG_BLAST ) ); }
//-----------------------------------------------------------------------------
// Purpose: Push a physics object in our wash. Return false if it's now out of our wash
//-----------------------------------------------------------------------------
bool CBaseHelicopter::DoWashPush( washentity_t *pWash, const Vector &vecWashOrigin ) { if ( !pWash || !pWash->hEntity.Get() ) return false;
// Make sure the entity is still within our wash's radius
CBaseEntity *pEntity = pWash->hEntity;
// This can happen because we can dynamically turn this flag on and off
if ( pEntity->IsEFlagSet( EFL_NO_ROTORWASH_PUSH )) return false;
Vector vecSpot = pEntity->BodyTarget( vecWashOrigin ); Vector vecToSpot = ( vecSpot - vecWashOrigin ); vecToSpot.z = 0; float flDist = VectorNormalize( vecToSpot ); if ( flDist > BASECHOPPER_WASH_RADIUS ) return false;
IRotorWashShooter *pShooter = GetRotorWashShooter( pEntity ); IPhysicsObject *pPhysObject;
float flPushTime = (gpGlobals->curtime - pWash->flWashStartTime); flPushTime = clamp( flPushTime, 0, BASECHOPPER_WASH_RAMP_TIME ); float flWashAmount = RemapVal( flPushTime, 0, BASECHOPPER_WASH_RAMP_TIME, BASECHOPPER_WASH_PUSH_MIN, BASECHOPPER_WASH_PUSH_MAX );
if ( pShooter ) { Vector vecForce = (0.015f / 0.1f) * flWashAmount * vecToSpot * phys_pushscale.GetFloat(); pEntity = pShooter->DoWashPush( pWash->flWashStartTime, vecForce ); if ( !pEntity ) return true;
washentity_t Wash; Wash.hEntity = pEntity; Wash.flWashStartTime = pWash->flWashStartTime; int i = m_hEntitiesPushedByWash.AddToTail( Wash ); pWash = &m_hEntitiesPushedByWash[i]; pPhysObject = pEntity->VPhysicsGetObject(); if ( !pPhysObject ) return true; } else { // Airboat gets special treatment
if ( FClassnameIs( pEntity, "prop_vehicle_airboat" ) ) { DoWashPushOnAirboat( pEntity, vecToSpot, flWashAmount ); return true; }
pPhysObject = pEntity->VPhysicsGetObject(); if ( !pPhysObject ) return false; }
// Push it away from the center of the wash
float flMass = pPhysObject->GetMass();
// This used to be mass independent, which is a bad idea because it blows 200kg engine blocks
// as much as it blows cardboard and soda cans. Make this force mass-independent, but clamp at
// 30kg.
flMass = MIN( flMass, 30.0f );
Vector vecForce = (0.015f / 0.1f) * flWashAmount * flMass * vecToSpot * phys_pushscale.GetFloat(); pEntity->VPhysicsTakeDamage( CTakeDamageInfo( this, this, vecForce, vecWashOrigin, flWashAmount, DMG_BLAST ) );
// Debug
if ( g_debug_basehelicopter.GetInt() == BASECHOPPER_DEBUG_WASH ) { NDebugOverlay::Cross3D( pEntity->GetAbsOrigin(), -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, true, 0.1f ); NDebugOverlay::Line( pEntity->GetAbsOrigin(), pEntity->GetAbsOrigin() + vecForce, 255, 255, 0, true, 0.1f );
IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject(); Msg("Pushed %s (index %d) (mass %f) with force %f (min %.2f max %.2f) at time %.2f\n", pEntity->GetClassname(), pEntity->entindex(), pPhysObject->GetMass(), flWashAmount, BASECHOPPER_WASH_PUSH_MIN * flMass, BASECHOPPER_WASH_PUSH_MAX * flMass, gpGlobals->curtime ); }
// If we've pushed this thing for some time, remove it to give us a chance to find lighter things nearby
if ( flPushTime > 2.0 ) return false;
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHelicopter::DoRotorPhysicsPush( const Vector &vecRotorOrigin, float flAltitude ) { CBaseEntity *pEntity = NULL; trace_t tr;
// First, trace down and find out where the was is hitting the ground
UTIL_TraceLine( vecRotorOrigin, vecRotorOrigin+Vector(0,0,-flAltitude), (MASK_SOLID_BRUSHONLY|CONTENTS_WATER), NULL, COLLISION_GROUP_NONE, &tr ); // Always raise the physics origin a bit
Vector vecPhysicsOrigin = tr.endpos + Vector(0,0,64);
// Debug
if ( g_debug_basehelicopter.GetInt() == BASECHOPPER_DEBUG_WASH ) { NDebugOverlay::Cross3D( vecPhysicsOrigin, -Vector(16,16,16), Vector(16,16,16), 0, 255, 255, true, 0.1f ); }
// Push entities that we've pushed before, and are still within range
// Walk backwards because they may be removed if they're now out of range
int iCount = m_hEntitiesPushedByWash.Count(); bool bWasPushingObjects = (iCount > 0); for ( int i = (iCount-1); i >= 0; i-- ) { if ( !DoWashPush( &(m_hEntitiesPushedByWash[i]), vecPhysicsOrigin ) ) { // Out of range now, so remove
m_hEntitiesPushedByWash.Remove(i); } }
if ( m_flRotorWashEntitySearchTime > gpGlobals->curtime ) return;
// Any spare slots?
iCount = m_hEntitiesPushedByWash.Count(); if ( iCount >= BASECHOPPER_WASH_MAX_OBJECTS ) return;
// Find the lightest physics entity below us and add it to our list to push around
CBaseEntity *pLightestEntity = NULL; float flLightestMass = 9999; while ((pEntity = gEntList.FindEntityInSphere(pEntity, vecPhysicsOrigin, BASECHOPPER_WASH_RADIUS )) != NULL) { IRotorWashShooter *pShooter = GetRotorWashShooter( pEntity );
if ( pEntity->IsEFlagSet( EFL_NO_ROTORWASH_PUSH )) continue;
if ( pShooter || pEntity->GetMoveType() == MOVETYPE_VPHYSICS || (pEntity->VPhysicsGetObject() && !pEntity->IsPlayer()) ) { // Make sure it's not already in our wash
bool bAlreadyPushing = false; for ( int i = 0; i < iCount; i++ ) { if ( m_hEntitiesPushedByWash[i].hEntity == pEntity ) { bAlreadyPushing = true; break; } } if ( bAlreadyPushing ) continue;
float flMass = FLT_MAX; if ( pShooter ) { flMass = 1.0f; } else { // Don't try to push anything too big
IPhysicsObject *pPhysObject = pEntity->VPhysicsGetObject(); if ( pPhysObject ) { flMass = pPhysObject->GetMass(); if ( flMass > BASECHOPPER_WASH_MAX_MASS ) continue; } }
// Ignore anything bigger than the one we've already found
if ( flMass > flLightestMass ) continue;
Vector vecSpot = pEntity->BodyTarget( vecPhysicsOrigin );
// Don't push things too far below our starting point (helps reduce through-roof cases w/o doing a trace)
if ( fabs( vecSpot.z - vecPhysicsOrigin.z ) > 96 ) continue;
Vector vecToSpot = ( vecSpot - vecPhysicsOrigin ); vecToSpot.z = 0; float flDist = VectorNormalize( vecToSpot ); if ( flDist > BASECHOPPER_WASH_RADIUS ) continue;
// Try to cast to the helicopter; if we can't, then we can't be hit.
if ( pEntity->GetServerVehicle() ) { UTIL_TraceLine( vecSpot, vecPhysicsOrigin, MASK_SOLID_BRUSHONLY, pEntity, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction != 1.0f ) continue; }
flLightestMass = flMass; pLightestEntity = pEntity;
washentity_t Wash; Wash.hEntity = pLightestEntity; Wash.flWashStartTime = gpGlobals->curtime; m_hEntitiesPushedByWash.AddToTail( Wash );
// Can we fit more after adding this one? No? Then we are done.
iCount = m_hEntitiesPushedByWash.Count(); if ( iCount >= BASECHOPPER_WASH_MAX_OBJECTS ) break; } }
// Handle sound.
// If we just started pushing objects, ramp the blast sound up.
if ( !bWasPushingObjects && m_hEntitiesPushedByWash.Count() ) { if ( m_pRotorBlast ) { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundChangeVolume( m_pRotorBlast, 1.0, 1.0 ); } } else if ( bWasPushingObjects && m_hEntitiesPushedByWash.Count() == 0 ) { if ( m_pRotorBlast ) { // We just stopped pushing objects, so fade the blast sound out.
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundChangeVolume( m_pRotorBlast, 0, 1.0 ); } } }
//------------------------------------------------------------------------------
// Updates the enemy
//------------------------------------------------------------------------------
float CBaseHelicopter::EnemySearchDistance( ) { return 4092; }
//------------------------------------------------------------------------------
// Updates the enemy
//------------------------------------------------------------------------------
void CBaseHelicopter::UpdateEnemy() { if( HasCondition( COND_ENEMY_DEAD ) ) { SetEnemy( NULL ); }
// Look for my best enemy. If I change enemies,
// be sure and change my prevseen/lastseen timers.
if( m_lifeState == LIFE_ALIVE ) { GetSenses()->Look( EnemySearchDistance() );
GetEnemies()->RefreshMemories(); ChooseEnemy();
if( HasEnemy() ) { CBaseEntity *pEnemy = GetEnemy(); GatherEnemyConditions( pEnemy ); if ( FVisible( pEnemy ) ) { if (m_flLastSeen < gpGlobals->curtime - 2) { m_flPrevSeen = gpGlobals->curtime; }
m_flLastSeen = gpGlobals->curtime; m_vecTargetPosition = pEnemy->WorldSpaceCenter(); } } else { // look at where we're going instead
m_vecTargetPosition = GetDesiredPosition(); } } else { // If we're dead or dying, forget our enemy and don't look for new ones(sjb)
SetEnemy( NULL ); }
}
//------------------------------------------------------------------------------
// Purpose : Override the desired position if your derived helicopter is doing something special
//------------------------------------------------------------------------------
void CBaseHelicopter::UpdateDesiredPosition( void ) { }
//------------------------------------------------------------------------------
// Updates the facing direction
//------------------------------------------------------------------------------
void CBaseHelicopter::UpdateFacingDirection() { if ( 1 ) { Vector targetDir = m_vecTargetPosition - GetAbsOrigin(); Vector desiredDir = GetDesiredPosition() - GetAbsOrigin();
VectorNormalize( targetDir ); VectorNormalize( desiredDir );
if ( !IsCrashing() && m_flLastSeen + 5 > gpGlobals->curtime ) //&& DotProduct( targetDir, desiredDir) > 0.25)
{ // If we've seen the target recently, face the target.
//Msg( "Facing Target \n" );
m_vecDesiredFaceDir = targetDir; } else { // Face our desired position.
// Msg( "Facing Position\n" );
m_vecDesiredFaceDir = desiredDir; } } else { // Face the way the path corner tells us to.
//Msg( "Facing my path corner\n" );
m_vecDesiredFaceDir = GetGoalOrientation(); }
}
//------------------------------------------------------------------------------
// Fire weapons
//------------------------------------------------------------------------------
void CBaseHelicopter::FireWeapons() { // ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->curtime, m_flLastSeen, m_flPrevSeen );
if (m_fHelicopterFlags & BITS_HELICOPTER_GUN_ON) { //if ( (m_flLastSeen + 1 > gpGlobals->curtime) && (m_flPrevSeen + 2 < gpGlobals->curtime) )
{ if (FireGun( )) { // slow down if we're firing
if (m_flGoalSpeed > GetMaxSpeedFiring() ) { m_flGoalSpeed = GetMaxSpeedFiring(); } } } }
if (m_fHelicopterFlags & BITS_HELICOPTER_MISSILE_ON) { AimRocketGun(); } }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::Hunt( void ) { UpdateEnemy();
UpdateTrackNavigation( );
UpdateDesiredPosition();
UpdateFacingDirection();
Flight();
UpdatePlayerDopplerShift( );
FireWeapons(); }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::UpdatePlayerDopplerShift( ) { // -----------------------------
// make rotor, engine sounds
// -----------------------------
if (m_iSoundState == 0) { // Sound startup.
InitializeRotorSound(); } else { CBaseEntity *pPlayer = NULL;
// UNDONE: this needs to send different sounds to every player for multiplayer.
// FIXME: this isn't the correct way to find a player!!!
pPlayer = gEntList.FindEntityByName( NULL, "!player" ); if (pPlayer) { Vector dir; VectorSubtract( pPlayer->GetAbsOrigin(), GetAbsOrigin(), dir ); VectorNormalize(dir);
#if 1
float velReceiver = DotProduct( pPlayer->GetAbsVelocity(), dir ); float velTransmitter = -DotProduct( GetAbsVelocity(), dir ); // speed of sound == 13049in/s
int iPitch = 100 * ((1 - velReceiver / 13049) / (1 + velTransmitter / 13049)); #else
// This is a bogus doppler shift, but I like it better
float relV = DotProduct( GetAbsVelocity() - pPlayer->GetAbsVelocity(), dir ); int iPitch = (int)(100 + relV / 50.0); #endif
// clamp pitch shifts
if (iPitch > 250) { iPitch = 250; } if (iPitch < 50) { iPitch = 50; }
UpdateRotorSoundPitch( iPitch ); // Msg( "Pitch:%d\n", iPitch );
} else { Msg( "Chopper didn't find a player!\n" ); } } }
//-----------------------------------------------------------------------------
// Computes the actual position to fly to
//-----------------------------------------------------------------------------
void CBaseHelicopter::ComputeActualTargetPosition( float flSpeed, float flTime, float flPerpDist, Vector *pDest, bool bApplyNoise ) { // This is used to make the helicopter drift around a bit.
if ( bApplyNoise && m_flRandomOffsetTime <= gpGlobals->curtime ) { m_vecRandomOffset.Random( -25.0f, 25.0f ); m_flRandomOffsetTime = gpGlobals->curtime + 1.0f; }
if ( IsLeading() && GetEnemy() && IsOnPathTrack() ) { ComputePointAlongCurrentPath( flSpeed * flTime, flPerpDist, pDest ); *pDest += m_vecRandomOffset; return; }
*pDest = GetDesiredPosition() - GetAbsOrigin(); float flDistToDesired = pDest->Length(); if (flDistToDesired > flSpeed * flTime) { float scale = flSpeed * flTime / flDistToDesired; *pDest *= scale; } else if ( IsOnPathTrack() ) { // Blend in a fake destination point based on the dest velocity
Vector vecDestVelocity; ComputeNormalizedDestVelocity( &vecDestVelocity ); vecDestVelocity *= flSpeed;
float flBlendFactor = 1.0f - flDistToDesired / (flSpeed * flTime); VectorMA( *pDest, flTime * flBlendFactor, vecDestVelocity, *pDest ); }
*pDest += GetAbsOrigin();
if ( bApplyNoise ) { // ComputePointAlongCurrentPath( flSpeed * flTime, flPerpDist, pDest );
*pDest += m_vecRandomOffset; } }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CBaseHelicopter::Flight( void ) { if( GetFlags() & FL_ONGROUND ) { //This would be really bad.
SetGroundEntity( NULL ); }
// Generic speed up
if (m_flGoalSpeed < GetMaxSpeed()) { m_flGoalSpeed += GetAcceleration(); } //NDebugOverlay::Line(GetAbsOrigin(), m_vecDesiredPosition, 0,0,255, true, 0.1);
// tilt model 5 degrees (why?! sjb)
QAngle vecAdj = QAngle( 5.0, 0, 0 );
// estimate where I'll be facing in one seconds
Vector forward, right, up; AngleVectors( GetLocalAngles() + GetLocalAngularVelocity() * 2 + vecAdj, &forward, &right, &up );
// Vector vecEst1 = GetLocalOrigin() + GetAbsVelocity() + up * m_flForce - Vector( 0, 0, 384 );
// float flSide = DotProduct( m_vecDesiredPosition - vecEst1, right );
QAngle angVel = GetLocalAngularVelocity(); float flSide = DotProduct( m_vecDesiredFaceDir, right ); if (flSide < 0) { if (angVel.y < 60) { angVel.y += 8; } } else { if (angVel.y > -60) { angVel.y -= 8; } }
angVel.y *= ( 0.98 ); // why?! (sjb)
// estimate where I'll be in two seconds
AngleVectors( GetLocalAngles() + angVel * 1 + vecAdj, NULL, NULL, &up ); Vector vecEst = GetAbsOrigin() + GetAbsVelocity() * 2.0 + up * m_flForce * 20 - Vector( 0, 0, 384 * 2 );
// add immediate force
AngleVectors( GetLocalAngles() + vecAdj, &forward, &right, &up ); Vector vecImpulse( 0, 0, 0 ); vecImpulse.x += up.x * m_flForce; vecImpulse.y += up.y * m_flForce; vecImpulse.z += up.z * m_flForce;
// add gravity
vecImpulse.z -= 38.4; // 32ft/sec
ApplyAbsVelocityImpulse( vecImpulse );
float flSpeed = GetAbsVelocity().Length(); float flDir = DotProduct( Vector( forward.x, forward.y, 0 ), Vector( GetAbsVelocity().x, GetAbsVelocity().y, 0 ) ); if (flDir < 0) { flSpeed = -flSpeed; }
float flDist = DotProduct( GetDesiredPosition() - vecEst, forward );
// float flSlip = DotProduct( GetAbsVelocity(), right );
float flSlip = -DotProduct( GetDesiredPosition() - vecEst, right );
// fly sideways
if (flSlip > 0) { if (GetLocalAngles().z > -30 && angVel.z > -15) angVel.z -= 4; else angVel.z += 2; } else { if (GetLocalAngles().z < 30 && angVel.z < 15) angVel.z += 4; else angVel.z -= 2; }
// These functions contain code Ken wrote that used to be right here as part of the flight model,
// but we want different helicopter vehicles to have different drag characteristics, so I made
// them virtual functions (sjb)
ApplySidewaysDrag( right ); ApplyGeneralDrag(); // apply power to stay correct height
// FIXME: these need to be per class variables
#define MAX_FORCE 80
#define FORCE_POSDELTA 12
#define FORCE_NEGDELTA 8
if (m_flForce < MAX_FORCE && vecEst.z < GetDesiredPosition().z) { m_flForce += FORCE_POSDELTA; } else if (m_flForce > 30) { if (vecEst.z > GetDesiredPosition().z) m_flForce -= FORCE_NEGDELTA; } // pitch forward or back to get to target
//-----------------------------------------
// Pitch is reversed since Half-Life! (sjb)
//-----------------------------------------
if (flDist > 0 && flSpeed < m_flGoalSpeed /* && flSpeed < flDist */ && GetLocalAngles().x + angVel.x < 40) { // ALERT( at_console, "F " );
// lean forward
angVel.x += 12.0; } else if (flDist < 0 && flSpeed > -50 && GetLocalAngles().x + angVel.x > -20) { // ALERT( at_console, "B " );
// lean backward
angVel.x -= 12.0; } else if (GetLocalAngles().x + angVel.x < 0) { // ALERT( at_console, "f " );
angVel.x += 4.0; } else if (GetLocalAngles().x + angVel.x > 0) { // ALERT( at_console, "b " );
angVel.x -= 4.0; }
SetLocalAngularVelocity( angVel ); // ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", GetAbsOrigin().x, GetAbsVelocity().x, flDist, flSpeed, GetLocalAngles().x, m_vecAngVelocity.x, m_flForce );
// ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", GetAbsOrigin().z, GetAbsVelocity().z, vecEst.z, m_vecDesiredPosition.z, m_flForce );
}
//------------------------------------------------------------------------------
// Updates the rotor wash volume
//------------------------------------------------------------------------------
void CBaseHelicopter::UpdateRotorWashVolume() { if ( !m_pRotorSound ) return;
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); float flVolDelta = GetRotorVolume() - controller.SoundGetVolume( m_pRotorSound ); if ( flVolDelta ) { // We can change from 0 to 1 in 3 seconds.
// Figure out how many seconds flVolDelta will take.
float flRampTime = fabs( flVolDelta ) * 3.0f; controller.SoundChangeVolume( m_pRotorSound, GetRotorVolume(), flRampTime ); } }
//------------------------------------------------------------------------------
// For scripted times where it *has* to shoot
//------------------------------------------------------------------------------
float CBaseHelicopter::GetRotorVolume( void ) { return m_bSuppressSound ? 0.0f : 1.0f; }
//-----------------------------------------------------------------------------
// Rotor sound
//-----------------------------------------------------------------------------
void CBaseHelicopter::InputEnableRotorSound( inputdata_t &inputdata ) { m_bSuppressSound = false; }
void CBaseHelicopter::InputDisableRotorSound( inputdata_t &inputdata ) { m_bSuppressSound = true; }
//-----------------------------------------------------------------------------
// Purpose: Marks the entity for deletion
//-----------------------------------------------------------------------------
void CBaseHelicopter::InputKill( inputdata_t &inputdata ) { StopRotorWash();
m_bSuppressSound = true; SetContextThink( &CBaseHelicopter::DelayedKillThink, gpGlobals->curtime + 3.0f, s_pDelayedKillThinkContext ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHelicopter::StopRotorWash( void ) { if ( m_hRotorWash ) { UTIL_Remove( m_hRotorWash ); m_hRotorWash = NULL; } }
//-----------------------------------------------------------------------------
// Purpose: Marks the entity for deletion
//-----------------------------------------------------------------------------
void CBaseHelicopter::DelayedKillThink( ) { // tell owner ( if any ) that we're dead.This is mostly for NPCMaker functionality.
CBaseEntity *pOwner = GetOwnerEntity(); if ( pOwner ) { pOwner->DeathNotice( this ); SetOwnerEntity( NULL ); }
UTIL_Remove( this ); }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::InitializeRotorSound( void ) { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
if ( m_pRotorSound ) { // Get the rotor sound started up.
controller.Play( m_pRotorSound, 0.0, 100 ); UpdateRotorWashVolume(); }
if ( m_pRotorBlast ) { // Start the blast sound and then immediately drop it to 0 (starting it at 0 wouldn't start it)
controller.Play( m_pRotorBlast, 1.0, 100 ); controller.SoundChangeVolume(m_pRotorBlast, 0, 0.0); }
m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::UpdateRotorSoundPitch( int iPitch ) { if (m_pRotorSound) { CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundChangePitch( m_pRotorSound, iPitch, 0.1 ); UpdateRotorWashVolume(); } }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::FlyTouch( CBaseEntity *pOther ) { // bounce if we hit something solid
if ( pOther->GetSolid() == SOLID_BSP) { // trace_t tr;
// tr = CBaseEntity::GetTouchTrace();
// UNDONE, do a real bounce
// FIXME: This causes bad problems, so we just ignore it right now
//ApplyAbsVelocityImpulse( tr.plane.normal * (GetAbsVelocity().Length() + 200) );
} }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::CrashTouch( CBaseEntity *pOther ) { // only crash if we hit something solid
if ( pOther->GetSolid() == SOLID_BSP) { SetTouch( NULL ); SetNextThink( gpGlobals->curtime ); } }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::DyingThink( void ) { StudioFrameAdvance( ); SetNextThink( gpGlobals->curtime + 0.1f );
SetLocalAngularVelocity( GetLocalAngularVelocity() * 1.02 ); }
//-----------------------------------------------------------------------------
// Purpose: Override base class to add display of fly direction
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseHelicopter::DrawDebugGeometryOverlays(void) { if (m_pfnThink!= NULL) { // ------------------------------
// Draw route if requested
// ------------------------------
if (m_debugOverlays & OVERLAY_NPC_ROUTE_BIT) { NDebugOverlay::Line(GetAbsOrigin(), GetDesiredPosition(), 0,0,255, true, 0); } } BaseClass::DrawDebugGeometryOverlays(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseHelicopter::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { // Take no damage from trace attacks unless it's blast damage. RadiusDamage() sometimes calls
// TraceAttack() as a means for delivering blast damage. Usually when the explosive penetrates
// the target. (RPG missiles do this sometimes).
if( info.GetDamageType() & (DMG_BLAST|DMG_AIRBOAT) ) { BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator ); } }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHelicopter::NullThink( void ) { StudioFrameAdvance( ); SetNextThink( gpGlobals->curtime + 0.5f ); }
void CBaseHelicopter::Startup( void ) { StopRotorWash();
if ( !( m_spawnflags & SF_NOROTORWASH ) ) { m_hRotorWash = CreateRotorWashEmitter( GetAbsOrigin(), GetAbsAngles(), this, BASECHOPPER_WASH_ALTITUDE ); }
// Fade in the blades
m_flStartupTime = gpGlobals->curtime;
m_flGoalSpeed = m_flInitialSpeed; SetThink( &CBaseHelicopter::HelicopterThink ); SetTouch( &CBaseHelicopter::FlyTouch ); SetNextThink( gpGlobals->curtime + 0.1f );
m_flRotorWashEntitySearchTime = gpGlobals->curtime; SetContextThink( &CBaseHelicopter::RotorWashThink, gpGlobals->curtime, s_pRotorWashThinkContext ); }
void CBaseHelicopter::StopLoopingSounds() { // Kill the rotor sounds
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundDestroy( m_pRotorSound ); controller.SoundDestroy( m_pRotorBlast ); m_pRotorSound = NULL; m_pRotorBlast = NULL;
BaseClass::StopLoopingSounds(); }
void CBaseHelicopter::Event_Killed( const CTakeDamageInfo &info ) { m_lifeState = LIFE_DYING;
SetMoveType( MOVETYPE_FLYGRAVITY ); SetGravity( UTIL_ScaleForGravity( 240 ) ); // use a lower gravity
StopLoopingSounds();
UTIL_SetSize( this, Vector( -32, -32, -64), Vector( 32, 32, 0) ); SetThink( &CBaseHelicopter::CallDyingThink ); SetTouch( &CBaseHelicopter::CrashTouch );
SetNextThink( gpGlobals->curtime + 0.1f ); m_iHealth = 0; m_takedamage = DAMAGE_NO;
/*
if (m_spawnflags & SF_NOWRECKAGE) { m_flNextRocket = gpGlobals->curtime + 4.0; } else { m_flNextRocket = gpGlobals->curtime + 15.0; } */ StopRotorWash();
m_OnDeath.FireOutput( info.GetAttacker(), this ); }
void CBaseHelicopter::GibMonster( void ) { }
//-----------------------------------------------------------------------------
// Purpose: Call Startup for a helicopter that's been flagged to start disabled
//-----------------------------------------------------------------------------
void CBaseHelicopter::InputActivate( inputdata_t &inputdata ) { if( m_spawnflags & SF_AWAITINPUT ) { Startup();
// Now clear the spawnflag to protect from
// subsequent calls.
m_spawnflags &= ~SF_AWAITINPUT; } }
//------------------------------------------------------------------------------
// Purpose : Turn the gun on
//------------------------------------------------------------------------------
void CBaseHelicopter::InputGunOn( inputdata_t &inputdata ) { m_fHelicopterFlags |= BITS_HELICOPTER_GUN_ON; }
//-----------------------------------------------------------------------------
// Purpose: Turn the gun off
//-----------------------------------------------------------------------------
void CBaseHelicopter::InputGunOff( inputdata_t &inputdata ) { m_fHelicopterFlags &= ~BITS_HELICOPTER_GUN_ON; }
//------------------------------------------------------------------------------
// Purpose : Turn the missile on
//------------------------------------------------------------------------------
void CBaseHelicopter::InputMissileOn( inputdata_t &inputdata ) { m_fHelicopterFlags |= BITS_HELICOPTER_MISSILE_ON; }
//-----------------------------------------------------------------------------
// Purpose: Turn the missile off
//-----------------------------------------------------------------------------
void CBaseHelicopter::InputMissileOff( inputdata_t &inputdata ) { m_fHelicopterFlags &= ~BITS_HELICOPTER_MISSILE_ON; }
//-----------------------------------------------------------------------------
// Enable, disable rotor wash
//-----------------------------------------------------------------------------
void CBaseHelicopter::InputEnableRotorWash( inputdata_t &inputdata ) { m_spawnflags &= ~SF_NOROTORWASH; }
void CBaseHelicopter::InputDisableRotorWash( inputdata_t &inputdata ) { m_spawnflags |= SF_NOROTORWASH; }
//-----------------------------------------------------------------------------
// Causes the helicopter to immediately accelerate to its desired velocity
//-----------------------------------------------------------------------------
void CBaseHelicopter::InputMoveTopSpeed( inputdata_t &inputdata ) { Vector vecVelocity; ComputeActualTargetPosition( GetMaxSpeed(), 1.0f, 0.0f, &vecVelocity, false ); vecVelocity -= GetAbsOrigin();
float flLength = VectorNormalize( vecVelocity ); if (flLength < 1e-3) { GetVectors( &vecVelocity, NULL, NULL ); }
vecVelocity *= GetMaxSpeed(); SetAbsVelocity( vecVelocity ); }
//-----------------------------------------------------------------------------
// Cause helicopter to immediately accelerate to specified velocity
//-----------------------------------------------------------------------------
void CBaseHelicopter::InputMoveSpecifiedSpeed( inputdata_t &inputdata ) { Vector vecVelocity; ComputeActualTargetPosition( GetMaxSpeed(), 1.0f, 0.0f, &vecVelocity, false ); vecVelocity -= GetAbsOrigin();
float flLength = VectorNormalize( vecVelocity ); if (flLength < 1e-3) { GetVectors( &vecVelocity, NULL, NULL ); }
float flSpeed = inputdata.value.Float();
vecVelocity *= flSpeed; SetAbsVelocity( vecVelocity ); }
//------------------------------------------------------------------------------
// Input values
//------------------------------------------------------------------------------
void CBaseHelicopter::InputSetAngles( inputdata_t &inputdata ) { const char *pAngles = inputdata.value.String();
QAngle angles; UTIL_StringToVector( angles.Base(), pAngles ); SetAbsAngles( angles ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseHelicopter::ApplySidewaysDrag( const Vector &vecRight ) { Vector vecNewVelocity = GetAbsVelocity(); vecNewVelocity.x *= 1.0 - fabs( vecRight.x ) * 0.05; vecNewVelocity.y *= 1.0 - fabs( vecRight.y ) * 0.05; vecNewVelocity.z *= 1.0 - fabs( vecRight.z ) * 0.05; SetAbsVelocity( vecNewVelocity ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseHelicopter::ApplyGeneralDrag( void ) { Vector vecNewVelocity = GetAbsVelocity(); vecNewVelocity *= 0.995; SetAbsVelocity( vecNewVelocity ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CBaseHelicopter::ChooseEnemy( void ) { // See if there's a new enemy.
CBaseEntity *pNewEnemy;
pNewEnemy = BestEnemy();
if ( pNewEnemy != GetEnemy() ) { if ( pNewEnemy != NULL ) { // New enemy! Clear the timers and set conditions.
SetEnemy( pNewEnemy ); m_flLastSeen = m_flPrevSeen = gpGlobals->curtime; } else { SetEnemy( NULL ); SetState( NPC_STATE_ALERT ); } return true; } else { ClearCondition( COND_NEW_ENEMY ); return false; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseHelicopter::GatherEnemyConditions( CBaseEntity *pEnemy ) { // -------------------
// If enemy is dead
// -------------------
if ( !pEnemy->IsAlive() ) { SetCondition( COND_ENEMY_DEAD ); ClearCondition( COND_SEE_ENEMY ); ClearCondition( COND_ENEMY_OCCLUDED ); return; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pInfo -
// bAlways -
//-----------------------------------------------------------------------------
void CBaseHelicopter::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ) { // Are we already marked for transmission?
if ( pInfo->m_pTransmitEdict->Get( entindex() ) ) return;
BaseClass::SetTransmit( pInfo, bAlways ); // Make our smoke trail always come with us
if ( m_hRotorWash ) { m_hRotorWash->SetTransmit( pInfo, bAlways ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ExpandBBox(Vector &vecMins, Vector &vecMaxs) { // expand for *any* rotation
float maxval = 0; for (int i = 0; i < 3; i++) { float v = fabs( vecMins[i]); if (v > maxval) maxval = v;
v = fabs( vecMaxs[i]); if (v > maxval) maxval = v; }
vecMins.Init(-maxval, -maxval, -maxval); vecMaxs.Init(maxval, maxval, maxval); }
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