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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// TODO:
// Take advantage of new NPC fields like GetEnemy() and get rid of that OFFSET() stuff
// Revisit enemy validation stuff, maybe it's not necessary with the newest NPC code
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "Sprite.h"
#include "basecombatweapon.h"
#include "ai_basenpc.h"
#include "AI_Senses.h"
#include "AI_Memory.h"
#include "gamerules.h"
#include "ammodef.h"
#include "ndebugoverlay.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
class CSprite;
#define TURRET_RANGE (100 * 12)
#define TURRET_SPREAD VECTOR_CONE_5DEGREES
#define TURRET_TURNRATE 360 // max angles per second
#define TURRET_MAXWAIT 15 // seconds turret will stay active w/o a target
#define TURRET_MAXSPIN 5 // seconds turret barrel will spin w/o a target
#define TURRET_MACHINE_VOLUME 0.5
#define TURRET_BC_YAW "aim_yaw"
#define TURRET_BC_PITCH "aim_pitch"
#define TURRET_ORIENTATION_FLOOR 0
#define TURRET_ORIENTATION_CEILING 1
//=========================================================
// private activities
//=========================================================
int ACT_TURRET_OPEN; int ACT_TURRET_CLOSE; int ACT_TURRET_OPEN_IDLE; int ACT_TURRET_CLOSED_IDLE; int ACT_TURRET_FIRE; int ACT_TURRET_RELOAD;
// ===============================================
// Private spawn flags (must be above (1<<15))
// ===============================================
#define SF_NPC_TURRET_AUTOACTIVATE 0x00000020
#define SF_NPC_TURRET_STARTINACTIVE 0x00000040
extern short g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud
ConVar sk_miniturret_health( "sk_miniturret_health","0"); ConVar sk_sentry_health( "sk_sentry_health","0"); ConVar sk_turret_health( "sk_turret_health","0");
class CBaseTurret : public CAI_BaseNPC { DECLARE_CLASS( CBaseTurret, CAI_BaseNPC ); public: void Spawn(void); virtual void Precache(void); bool KeyValue( const char *szKeyName, const char *szValue ); //void TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); virtual int OnTakeDamage( const CTakeDamageInfo &info ); virtual Class_T Classify(void);
int BloodColor( void ) { return DONT_BLEED; } bool Event_Gibbed( void ) { return FALSE; } // UNDONE: Throw turret gibs?
Vector EyeOffset( Activity nActivity ); Vector EyePosition( void );
// Inputs
void InputToggle( inputdata_t &inputdata );
// Think functions
void ActiveThink(void); void SearchThink(void); void AutoSearchThink(void); void TurretDeath(void);
void Deploy(void); void Retire(void); void Initialize(void);
virtual void Ping(void); virtual void EyeOn(void); virtual void EyeOff(void);
DECLARE_DATADESC();
// other functions
int MoveTurret(void); virtual void Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy) { };
CSprite *m_pEyeGlow; int m_eyeBrightness;
int m_iDeployHeight; int m_iRetractHeight; int m_iMinPitch;
int m_iBaseTurnRate; // angles per second
float m_fTurnRate; // actual turn rate
int m_iOn; int m_fBeserk; // Sometimes this bitch will just freak out
int m_iAutoStart; // true if the turret auto deploys when a target
// enters its range
Vector m_vecLastSight; // Last seen position
float m_flLastSight; // Last time we saw a target
float m_flMaxWait; // Max time to search w/o a target
// movement
float m_flStartYaw; QAngle m_vecGoalAngles;
int m_iAmmoType;
float m_flPingTime; // Time until the next ping, used when searching
float m_flDamageTime; // Time we last took damage.
COutputEvent m_OnDeploy; COutputEvent m_OnRetire;
// external
//COutputEvent m_OnDamaged;
//COutputEvent m_OnDeath;
//COutputEvent m_OnHalfHealth;
//COutputEHANDLE m_OnFoundEnemy;
//COutputEvent m_OnLostEnemyLOS;
//COutputEvent m_OnLostEnemy;
//COutputEHANDLE m_OnFoundPlayer;
//COutputEvent m_OnLostPlayerLOS;
//COutputEvent m_OnLostPlayer;
//COutputEvent m_OnHearWorld;
//COutputEvent m_OnHearPlayer;
//COutputEvent m_OnHearCombat;
};
BEGIN_DATADESC( CBaseTurret )
DEFINE_FIELD( m_pEyeGlow, FIELD_CLASSPTR ), DEFINE_FIELD( m_eyeBrightness, FIELD_INTEGER ), DEFINE_FIELD( m_iDeployHeight, FIELD_INTEGER ), DEFINE_FIELD( m_iRetractHeight, FIELD_INTEGER ), DEFINE_FIELD( m_iMinPitch, FIELD_INTEGER ),
DEFINE_FIELD( m_iBaseTurnRate, FIELD_INTEGER ), DEFINE_FIELD( m_fTurnRate, FIELD_FLOAT ), DEFINE_FIELD( m_iOn, FIELD_INTEGER ), DEFINE_FIELD( m_fBeserk, FIELD_INTEGER ), DEFINE_FIELD( m_iAutoStart, FIELD_INTEGER ),
DEFINE_FIELD( m_vecLastSight, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_flLastSight, FIELD_TIME ), DEFINE_FIELD( m_flMaxWait, FIELD_FLOAT ),
DEFINE_FIELD( m_flStartYaw, FIELD_FLOAT ), DEFINE_FIELD( m_vecGoalAngles, FIELD_VECTOR ),
DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ),
DEFINE_FIELD( m_flPingTime, FIELD_TIME ), DEFINE_FIELD( m_flDamageTime, FIELD_TIME ),
// Function pointers
//DEFINE_USEFUNC( TurretUse ),
DEFINE_THINKFUNC( ActiveThink ), DEFINE_THINKFUNC( SearchThink ), DEFINE_THINKFUNC( AutoSearchThink ), DEFINE_THINKFUNC( TurretDeath ), DEFINE_THINKFUNC( Deploy ), DEFINE_THINKFUNC( Retire ), DEFINE_THINKFUNC( Initialize ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), // Outputs
DEFINE_OUTPUT(m_OnDeploy, "OnDeploy"), DEFINE_OUTPUT(m_OnRetire, "OnRetire"),
END_DATADESC()
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
Vector CBaseTurret::EyeOffset( Activity nActivity ) { return Vector( 0, 0, -20 ); }
Vector CBaseTurret::EyePosition( void ) { Vector vecOrigin; QAngle vecAngles;
GetAttachment( "eyes", vecOrigin, vecAngles ); return vecOrigin; }
bool CBaseTurret::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq(szKeyName, "maxsleep")) { m_flMaxWait = atof(szValue); } else if (FStrEq(szKeyName, "turnrate")) { m_iBaseTurnRate = atoi(szValue); } else if (FStrEq(szKeyName, "style") || FStrEq(szKeyName, "height") || FStrEq(szKeyName, "value1") || FStrEq(szKeyName, "value2") || FStrEq(szKeyName, "value3")) { } else return BaseClass::KeyValue( szKeyName, szValue );
return true; }
void CBaseTurret::Spawn() { Precache( ); SetNextThink( gpGlobals->curtime + 1 ); SetMoveType( MOVETYPE_FLY ); m_nSequence = 0; m_flCycle = 0; SetSolid( SOLID_SLIDEBOX ); m_takedamage = DAMAGE_YES; AddFlag( FL_AIMTARGET );
m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("SMG1");
AddFlag( FL_NPC );
if (( m_spawnflags & SF_NPC_TURRET_AUTOACTIVATE ) && !( m_spawnflags & SF_NPC_TURRET_STARTINACTIVE )) { m_iAutoStart = true; }
ResetSequenceInfo( );
SetPoseParameter( TURRET_BC_YAW, 0 ); SetPoseParameter( TURRET_BC_PITCH, 0 );
// Activities
ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_OPEN ); ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_CLOSE ); ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_CLOSED_IDLE ); ADD_CUSTOM_ACTIVITY( CBase`matTurret, ACT_TURRET_OPEN_IDLE ); ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_FIRE ); ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_RELOAD ); }
void CBaseTurret::Precache( ) { BaseClass::Precache();
PrecacheScriptSound( "NPC_Turret.Ping" ); PrecacheScriptSound( "NPC_Turret.Deploy" ); PrecacheScriptSound( "NPC_Turret.Retire" ); PrecacheScriptSound( "NPC_Turret.Alert" ); PrecacheScriptSound( "NPC_Turret.Die" ); }
void CBaseTurret::Initialize(void) { m_iOn = 0; m_fBeserk = 0;
SetPoseParameter( TURRET_BC_YAW, 0 ); SetPoseParameter( TURRET_BC_PITCH, 0 );
if (m_iBaseTurnRate == 0) m_iBaseTurnRate = TURRET_TURNRATE; if (m_flMaxWait == 0) m_flMaxWait = TURRET_MAXWAIT;
m_vecGoalAngles = GetAngles();
if (m_iAutoStart) { m_flLastSight = gpGlobals->curtime + m_flMaxWait; SetThink(AutoSearchThink); SetNextThink( gpGlobals->curtime + .1 ); } else SetThink(SUB_DoNothing); }
//-----------------------------------------------------------------------------
// Purpose: Input handler for toggling the turret on/off.
//-----------------------------------------------------------------------------
void CBaseTurret::InputToggle( inputdata_t &inputdata ) { //if ( !ShouldToggle( useType, m_iOn ) )
// return;
if (m_iOn) { SetEnemy( NULL ); SetNextThink( gpGlobals->curtime + 0.1f ); m_iAutoStart = FALSE;// switching off a turret disables autostart
//!!!! this should spin down first!!BUGBUG
SetThink(Retire); } else { SetNextThink( gpGlobals->curtime + 0.1f ); // turn on delay
// if the turret is flagged as an autoactivate turret, re-enable its ability open self.
if ( m_spawnflags & SF_NPC_TURRET_AUTOACTIVATE ) { m_iAutoStart = TRUE; } SetThink(Deploy); } }
void CBaseTurret::Ping( void ) { // make the pinging noise every second while searching
if (m_flPingTime == 0) m_flPingTime = gpGlobals->curtime + 1; else if (m_flPingTime <= gpGlobals->curtime) { m_flPingTime = gpGlobals->curtime + 1; EmitSound( "NPC_Turret.Ping" ); EyeOn( ); } else if (m_eyeBrightness > 0) { EyeOff( ); } }
void CBaseTurret::EyeOn( ) { if (m_pEyeGlow) { if (m_eyeBrightness != 255) { m_eyeBrightness = 255; } m_pEyeGlow->SetBrightness( m_eyeBrightness ); } }
void CBaseTurret::EyeOff( ) { if (m_pEyeGlow) { if (m_eyeBrightness > 0) { m_eyeBrightness = MAX( 0, m_eyeBrightness - 30 ); m_pEyeGlow->SetBrightness( m_eyeBrightness ); } } }
void CBaseTurret::ActiveThink(void) { int fAttack = 0; Vector vecDirToEnemy;
SetNextThink( gpGlobals->curtime + 0.1f ); StudioFrameAdvance( );
if ((!m_iOn) || (GetEnemy() == NULL)) { SetEnemy( NULL ); m_flLastSight = gpGlobals->curtime + m_flMaxWait; SetThink(SearchThink); return; } // if it's dead, look for something new
if ( !GetEnemy()->IsAlive() ) { if (!m_flLastSight) { m_flLastSight = gpGlobals->curtime + 0.5; // continue-shooting timeout
} else { if (gpGlobals->curtime > m_flLastSight) { SetEnemy( NULL ); m_flLastSight = gpGlobals->curtime + m_flMaxWait; SetThink(SearchThink); return; } } }
Vector vecMid = EyePosition( ); Vector vecMidEnemy = GetEnemy()->BodyTarget(vecMid);
// g_pEffects->Sparks( vecMid );
// g_pEffects->Sparks( vecMidEnemy );
// Look for our current enemy
//int fEnemyVisible = FBoxVisible( this, GetEnemy(), vecMidEnemy );
int fEnemyVisible = FInViewCone( GetEnemy() ) && FVisible( GetEnemy() );
vecDirToEnemy = vecMidEnemy - vecMid; // calculate dir and dist to enemy
// NDebugOverlay::Line( vecMid, vecMidEnemy, 0, 255, 0, false, 0.1 );
float flDistToEnemy = vecDirToEnemy.Length();
QAngle vecAnglesToEnemy; VectorNormalize( vecDirToEnemy ); VectorAngles( vecDirToEnemy, vecAnglesToEnemy );
// Current enmey is not visible.
if (!fEnemyVisible || (flDistToEnemy > TURRET_RANGE)) { // DevMsg( "lost you\n" );
if (!m_flLastSight) { m_flLastSight = gpGlobals->curtime + 0.5; } else { // Should we look for a new target?
if (gpGlobals->curtime > m_flLastSight) { ClearEnemyMemory(); SetEnemy( NULL ); m_flLastSight = gpGlobals->curtime + m_flMaxWait; SetThink(SearchThink); return; } } fEnemyVisible = 0; } else { m_vecLastSight = vecMidEnemy; }
Vector vecLOS = vecDirToEnemy; //vecMid - m_vecLastSight;
VectorNormalize( vecLOS );
Vector vecMuzzle, vecMuzzleDir; QAngle vecMuzzleAng; GetAttachment( "eyes", vecMuzzle, vecMuzzleAng );
AngleVectors( vecMuzzleAng, &vecMuzzleDir ); // Is the Gun looking at the target
if (DotProduct(vecLOS, vecMuzzleDir) <= 0.9848) // 10 degree slop
{ fAttack = FALSE; } else { fAttack = TRUE; }
// fire the gun
if (fAttack || m_fBeserk) { m_Activity = ACT_RESET; SetActivity( (Activity)ACT_TURRET_FIRE ); Shoot(vecMuzzle, vecMuzzleDir ); } else { SetActivity( (Activity)ACT_TURRET_OPEN_IDLE ); }
//move the gun
if (m_fBeserk) { // DevMsg( "berserk" );
if (random->RandomInt(0,9) == 0) { m_vecGoalAngles.y = random->RandomFloat(-180,180); m_vecGoalAngles.x = random->RandomFloat(-90,90); OnTakeDamage( CTakeDamageInfo( this, this, 1, DMG_GENERIC ) ); // don't beserk forever
return; } } else if (fEnemyVisible) { // DevMsg( "->[%.2f]\n", vec.x);
m_vecGoalAngles.y = vecAnglesToEnemy.y; m_vecGoalAngles.x = vecAnglesToEnemy.x;
}
MoveTurret(); }
void CBaseTurret::Deploy(void) { SetNextThink( gpGlobals->curtime + 0.1f ); StudioFrameAdvance( );
if ( m_Activity != ACT_TURRET_OPEN ) { m_iOn = 1; SetActivity( (Activity)ACT_TURRET_OPEN ); EmitSound( "NPC_Turret.Deploy" );
m_OnDeploy.FireOutput(NULL, this); }
if (m_fSequenceFinished) { Vector curmins, curmaxs; curmins = WorldAlignMins(); curmaxs = WorldAlignMaxs();
curmaxs.z = m_iDeployHeight; curmins.z = -m_iDeployHeight;
SetCollisionBounds( curmins, curmaxs );
Relink();
SetActivity( (Activity)ACT_TURRET_OPEN_IDLE );
m_flPlaybackRate = 0; SetThink(SearchThink); }
m_flLastSight = gpGlobals->curtime + m_flMaxWait; }
void CBaseTurret::Retire(void) { // make the turret level
m_vecGoalAngles = GetAngles( );
SetNextThink( gpGlobals->curtime + 0.1f );
StudioFrameAdvance( );
EyeOff( );
if ( m_Activity != ACT_TURRET_CLOSE ) { SetActivity( (Activity)ACT_TURRET_OPEN_IDLE ); if (!MoveTurret()) { SetActivity( (Activity)ACT_TURRET_CLOSE ); EmitSound( "NPC_Turret.Retire" );
m_OnRetire.FireOutput(NULL, this); } } else if (m_fSequenceFinished) { m_iOn = 0; m_flLastSight = 0;
SetActivity( (Activity)ACT_TURRET_CLOSED_IDLE );
Vector curmins, curmaxs; curmins = WorldAlignMins(); curmaxs = WorldAlignMaxs();
curmaxs.z = m_iRetractHeight; curmins.z = -m_iRetractHeight;
SetCollisionBounds( curmins, curmaxs ); Relink();
if (m_iAutoStart) { SetThink(AutoSearchThink); SetNextThink( gpGlobals->curtime + .1 ); } else { SetThink(SUB_DoNothing); } } }
//
// This search function will sit with the turret deployed and look for a new target.
// After a set amount of time, the barrel will spin down. After m_flMaxWait, the turret will
// retact.
//
void CBaseTurret::SearchThink(void) { // ensure rethink
SetActivity( (Activity)ACT_TURRET_OPEN_IDLE );
StudioFrameAdvance( ); SetNextThink( gpGlobals->curtime + 0.1f );
Ping( );
// If we have a target and we're still healthy
if (GetEnemy() != NULL) { if (!GetEnemy()->IsAlive() ) SetEnemy( NULL );// Dead enemy forces a search for new one
}
// Acquire Target
if (GetEnemy() == NULL) { GetSenses()->Look(TURRET_RANGE); SetEnemy( BestEnemy() ); }
// If we've found a target, spin up the barrel and start to attack
if (GetEnemy() != NULL) { m_flLastSight = 0; SetThink(ActiveThink); } else { // Are we out of time, do we need to retract?
if (gpGlobals->curtime > m_flLastSight) { //Before we retrace, make sure that we are spun down.
m_flLastSight = 0; SetThink(Retire); } // generic hunt for new victims
m_vecGoalAngles.y = (m_vecGoalAngles.y + 0.1 * m_iBaseTurnRate); if (m_vecGoalAngles.y >= 360) m_vecGoalAngles.y -= 360;
MoveTurret(); } }
//
// This think function will deploy the turret when something comes into range. This is for
// automatically activated turrets.
//
void CBaseTurret::AutoSearchThink(void) { // ensure rethink
StudioFrameAdvance( ); SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.2, 0.3 ) );
// If we have a target and we're still healthy
if (GetEnemy() != NULL) { if (!GetEnemy()->IsAlive() ) SetEnemy( NULL );// Dead enemy forces a search for new one
}
// Acquire Target
if (GetEnemy() == NULL) { GetSenses()->Look( TURRET_RANGE ); SetEnemy( BestEnemy() ); }
if (GetEnemy() != NULL) { SetThink(Deploy); EmitSound( "NPC_Turret.Alert" ); } }
void CBaseTurret :: TurretDeath( void ) { StudioFrameAdvance( ); SetNextThink( gpGlobals->curtime + 0.1f );
if (m_lifeState != LIFE_DEAD) { m_lifeState = LIFE_DEAD;
EmitSound( "NPC_Turret.Die" );
SetActivity( (Activity)ACT_TURRET_CLOSE );
EyeOn( ); }
EyeOff( );
if (m_flDamageTime + random->RandomFloat( 0, 2 ) > gpGlobals->curtime) { // lots of smoke
Vector pos; CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &pos ); pos.z = CollisionProp()->GetCollisionOrigin().z; CBroadcastRecipientFilter filter; te->Smoke( filter, 0.0, &pos, g_sModelIndexSmoke, 2.5, 10 ); } if (m_flDamageTime + random->RandomFloat( 0, 5 ) > gpGlobals->curtime) { Vector vecSrc; CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &vecSrc ); g_pEffects->Sparks( vecSrc ); }
if (m_fSequenceFinished && !MoveTurret( ) && m_flDamageTime + 5 < gpGlobals->curtime) { m_flPlaybackRate = 0; SetThink( NULL ); } }
void CBaseTurret::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr ) { CTakeDamageInfo info = inputInfo;
if ( ptr->hitgroup == 10 ) { // hit armor
if ( m_flDamageTime != gpGlobals->curtime || (random->RandomInt(0,10) < 1) ) { g_pEffects->Ricochet( ptr->endpos, (vecDir*-1.0f) ); m_flDamageTime = gpGlobals->curtime; }
info.SetDamage( 0.1 );// don't hurt the NPC much, but allow bits_COND_LIGHT_DAMAGE to be generated
}
if ( !m_takedamage ) return;
AddMultiDamage( info, this ); }
int CBaseTurret::OnTakeDamage( const CTakeDamageInfo &inputInfo ) { if ( !m_takedamage ) return 0;
CTakeDamageInfo info = inputInfo;
if (!m_iOn) info.ScaleDamage( 0.1f );
m_iHealth -= info.GetDamage(); if (m_iHealth <= 0) { m_iHealth = 0; m_takedamage = DAMAGE_NO; m_flDamageTime = gpGlobals->curtime;
RemoveFlag( FL_NPC ); // why are they set in the first place???
SetThink(TurretDeath);
m_OnDamaged.FireOutput( info.GetInflictor(), this );
SetNextThink( gpGlobals->curtime + 0.1f );
return 0; }
if (m_iHealth <= 10) { if (m_iOn && (1 || random->RandomInt(0, 0x7FFF) > 800)) { m_fBeserk = 1; SetThink(SearchThink); } }
return 1; }
int CBaseTurret::MoveTurret(void) { bool bDidMove = false; int iPose;
matrix3x4_t localToWorld; GetAttachment( LookupAttachment( "eyes" ), localToWorld );
Vector vecGoalDir; AngleVectors( m_vecGoalAngles, &vecGoalDir );
Vector vecGoalLocalDir; VectorIRotate( vecGoalDir, localToWorld, vecGoalLocalDir );
QAngle vecGoalLocalAngles; VectorAngles( vecGoalLocalDir, vecGoalLocalAngles );
float flDiff; QAngle vecNewAngles;
// update pitch
flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.x, 0.0, 0.1 * m_iBaseTurnRate ) ); iPose = LookupPoseParameter( TURRET_BC_PITCH ); SetPoseParameter( iPose, GetPoseParameter( iPose ) + flDiff / 1.5 );
if (fabs(flDiff) > 0.1) { bDidMove = true; }
// update yaw, with acceleration
#if 0
float flDist = AngleNormalize( vecGoalLocalAngles.y ); float flNewDist; float flNewTurnRate;
ChangeDistance( 0.1, flDist, 0.0, m_fTurnRate, m_iBaseTurnRate, m_iBaseTurnRate * 4, flNewDist, flNewTurnRate ); m_fTurnRate = flNewTurnRate; flDiff = flDist - flNewDist; #else
flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.y, 0.0, 0.1 * m_iBaseTurnRate ) ); #endif
iPose = LookupPoseParameter( TURRET_BC_YAW ); SetPoseParameter( iPose, GetPoseParameter( iPose ) + flDiff / 1.5 ); if (fabs(flDiff) > 0.1) { bDidMove = true; }
if (bDidMove) { // DevMsg( "(%.2f, %.2f)\n", AngleNormalize( vecGoalLocalAngles.x ), AngleNormalize( vecGoalLocalAngles.y ) );
} return bDidMove; }
//
// ID as a machine
//
Class_T CBaseTurret::Classify ( void )
{ if (m_iOn || m_iAutoStart) { return CLASS_MILITARY; }
return CLASS_MILITARY; }
//////////////////////////////////////////////////////////////////////////////////////////////////////
class CCeilingTurret : public CBaseTurret { DECLARE_CLASS( CCeilingTurret, CBaseTurret ); public: void Spawn(void); void Precache(void);
// other functions
void Shoot( const Vector &vecSrc, const Vector &vecDirToEnemy ); };
#define TURRET_GLOW_SPRITE "sprites/glow01.vmt"
LINK_ENTITY_TO_CLASS( npc_turret_ceiling, CCeilingTurret );
void CCeilingTurret::Spawn() { Precache( );
SetModel( "models/combine_turrets/ceiling_turret.mdl" ); BaseClass::Spawn( );
m_iHealth = sk_turret_health.GetFloat(); m_HackedGunPos = Vector( 0, 0, 12.75 );
AngleVectors( GetAngles(), NULL, NULL, &m_vecViewOffset ); m_vecViewOffset = m_vecViewOffset * Vector( 0, 0, -64 );
m_flFieldOfView = VIEW_FIELD_FULL;
m_iRetractHeight = 16; m_iDeployHeight = 32; m_iMinPitch = -45; UTIL_SetSize(this, Vector(-32, -32, -m_iRetractHeight), Vector(32, 32, m_iRetractHeight)); SetThink(Initialize);
m_pEyeGlow = CSprite::SpriteCreate( TURRET_GLOW_SPRITE, GetOrigin(), FALSE ); m_pEyeGlow->SetTransparency( kRenderGlow, 255, 0, 0, 0, kRenderFxNoDissipation ); m_pEyeGlow->SetAttachment( this, 2 ); m_eyeBrightness = 0;
SetNextThink( gpGlobals->curtime + 0.3; ); }
void CCeilingTurret::Precache() { PrecacheModel( "models/combine_turrets/ceiling_turret.mdl"); PrecacheModel( TURRET_GLOW_SPRITE );
PrecacheScriptSound( "CeilingTurret.Shoot" ); BaseClass::Precache(); }
void CCeilingTurret::Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy) { //NDebugOverlay::Line( vecSrc, vecSrc + vecDirToEnemy * 512, 0, 255, 255, false, 0.1 );
FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, m_iAmmoType, 1 ); EmitSound( "CeilingTurret.Shoot" ); DoMuzzleFlash(); }
//////////////////////////////////////////////////////////////////////////////////////////////////////
#if 0
class CMiniTurret : public CBaseTurret { DECLARE_CLASS( CMiniTurret, CBaseTurret ); public: void Spawn( ); void Precache(void); // other functions
void Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy); };
LINK_ENTITY_TO_CLASS( npc_miniturret, CMiniTurret );
void CMiniTurret::Spawn() { Precache( ); SetModel( "models/miniturret.mdl" ); m_iHealth = sk_miniturret_health.GetFloat(); m_HackedGunPos = Vector( 0, 0, 12.75 ); m_vecViewOffset.z = 12.75; m_flFieldOfView = VIEW_FIELD_NARROW;
CBaseTurret::Spawn( );
m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("Pistol");
m_iRetractHeight = 16; m_iDeployHeight = 32; m_iMinPitch = -45; UTIL_SetSize(this, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight));
SetThink(Initialize); SetNextThink( gpGlobals->curtime + 0.3; ); }
void CMiniTurret::Precache() { PrecacheModel ("models/miniturret.mdl");
PrecacheScriptSound( "MiniTurret.Shoot" );
BaseClass::Precache(); }
void CMiniTurret::Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy) { FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, m_iAmmoType, 1 );
EmitSound( "MiniTurret.Shoot" );
DoMuzzleFlash(); }
#endif
//=========================================================
// Sentry gun - smallest turret, placed near grunt entrenchments
//=========================================================
class CSentry : public CBaseTurret { DECLARE_CLASS( CSentry, CBaseTurret ); public: void Spawn( ); void Precache(void); // other functions
void Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy); int OnTakeDamage( const CTakeDamageInfo &info ); void SentryTouch( CBaseEntity *pOther ); void SentryDeath( void );
protected:
DECLARE_DATADESC(); };
BEGIN_DATADESC( CSentry )
// Function pointers
DEFINE_ENTITYFUNC( SentryTouch ), DEFINE_THINKFUNC( SentryDeath ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( NPC_sentry, CSentry );
void CSentry::Precache() { PrecacheModel ("models/sentry.mdl");
PrecacheScriptSound( "Sentry.Shoot" ); PrecacheScriptSound( "Sentry.Die" );
BaseClass::Precache(); }
void CSentry::Spawn() { Precache( ); SetModel( "models/sentry.mdl" ); m_iHealth = sk_sentry_health.GetFloat(); m_HackedGunPos = Vector( 0, 0, 48 ); m_vecViewOffset.z = 48; m_flMaxWait = 1E6;
CBaseTurret::Spawn(); m_iRetractHeight = 64; m_iDeployHeight = 64; m_iMinPitch = -60; UTIL_SetSize(this, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight));
SetTouch(SentryTouch); SetThink(Initialize); SetNextThink( gpGlobals->curtime + 0.3; ); }
void CSentry::Shoot(const Vector &vecSrc, const Vector &vecDirToEnemy) { FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, m_iAmmoType, 1 );
EmitSound( "Sentry.Shoot" );
DoMuzzleFlash(); }
int CSentry::OnTakeDamage( const CTakeDamageInfo &info ) { if ( !m_takedamage ) return 0;
if (!m_iOn) { SetThink( Deploy ); SetNextThink( gpGlobals->curtime + 0.1f ); }
m_iHealth -= info.GetDamage(); if (m_iHealth <= 0) { m_iHealth = 0; m_takedamage = DAMAGE_NO; m_flDamageTime = gpGlobals->curtime;
RemoveFlag( FL_NPC ); // why are they set in the first place???
SetThink(SentryDeath); m_OnDamaged.FireOutput( info.GetInflictor(), this ); SetNextThink( gpGlobals->curtime + 0.1f );
return 0; }
return 1; }
void CSentry::SentryTouch( CBaseEntity *pOther ) { if ( pOther && (pOther->IsPlayer() || (pOther->GetFlags() & FL_NPC)) ) { OnTakeDamage( CTakeDamageInfo( pOther, pOther, 0, 0 ) ); } }
void CSentry :: SentryDeath( void ) { StudioFrameAdvance( ); SetNextThink( gpGlobals->curtime + 0.1f );
if (m_lifeState != LIFE_DEAD) { m_lifeState = LIFE_DEAD;
EmitSound( "Sentry.Die" );
SetPoseParameter( TURRET_BC_YAW, 0 ); SetPoseParameter( TURRET_BC_PITCH, 0 );
SetActivity( (Activity)ACT_TURRET_CLOSE );
SetSolid( SOLID_NOT ); QAngle angles = GetAngles(); angles.y = UTIL_AngleMod( GetAngles().y + random->RandomInt( 0, 2 ) * 120 ); SetAngles( angles );
EyeOn( ); }
EyeOff( );
Vector vecSrc; QAngle vecAng; GetAttachment( "eyes", vecSrc, vecAng );
if (m_flDamageTime + random->RandomFloat( 0, 2 ) > gpGlobals->curtime) { // lots of smoke
Vector pos = vecSrc + Vector( random->RandomFloat( -16, 16 ), random->RandomFloat( -16, 16 ), -32 );
CBroadcastRecipientFilter filter; te->Smoke( filter, 0.0, &pos, g_sModelIndexSmoke, 1.5, 8 ); } if (m_flDamageTime + random->RandomFloat( 0, 8 ) > gpGlobals->curtime) { g_pEffects->Sparks( vecSrc ); }
if (m_fSequenceFinished && m_flDamageTime + 5 < gpGlobals->curtime) { m_flPlaybackRate = 0; SetThink( NULL ); } }
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