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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_basenpc.h"
#include "ammodef.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_memory.h"
#include "ai_senses.h"
#include "beam_shared.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "soundent.h"
#include "gib.h"
#include "ndebugoverlay.h"
#include "smoke_trail.h"
#include "weapon_rpg.h"
#include "player.h"
#include "mathlib/mathlib.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "IEffects.h"
#include "effect_color_tables.h"
#include "npc_rollermine.h"
#include "eventqueue.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h"
#include "collisionutils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern Vector PointOnLineNearestPoint(const Vector& vStartPos, const Vector& vEndPos, const Vector& vPoint);
ConVar bulletSpeed( "bulletspeed", "6000" ); ConVar sniperLines( "showsniperlines", "0" ); ConVar sniperviewdist("sniperviewdist", "35" ); ConVar showsniperdist("showsniperdist", "0" ); ConVar sniperspeak( "sniperspeak", "0" ); ConVar sniper_xbox_delay( "sniper_xbox_delay", "1" );
// Moved to HL2_SharedGameRules because these are referenced by shared AmmoDef functions
extern ConVar sk_dmg_sniper_penetrate_plr; extern ConVar sk_dmg_sniper_penetrate_npc;
// No model, impervious to damage.
#define SF_SNIPER_HIDDEN (1 << 16)
#define SF_SNIPER_VIEWCONE (1 << 17) ///< when set, sniper only sees in a small cone around the laser.
#define SF_SNIPER_NOCORPSE (1 << 18) ///< when set, no corpse
#define SF_SNIPER_STARTDISABLED (1 << 19)
#define SF_SNIPER_FAST (1 << 20) ///< This is faster-shooting sniper. Paint time is decreased 25%. Bullet speed increases 150%.
#define SF_SNIPER_NOSWEEP (1 << 21) ///< This sniper doesn't sweep to the target or use decoys.
// If the last time I fired at someone was between 0 and this many seconds, draw
// a bead on them much faster. (use subsequent paint time)
#define SNIPER_FASTER_ATTACK_PERIOD 3.0f
// These numbers determine the interval between shots. They used to be constants,
// but are now keyfields. HL2 backwards compatibility was maintained by supplying
// default values in the constructor.
#if 0
// How long to aim at someone before shooting them.
#define SNIPER_PAINT_ENEMY_TIME 1.0f
// ...plus this
#define SNIPER_PAINT_NPC_TIME_NOISE 0.75f
#else
// How long to aim at someone before shooting them.
#define SNIPER_DEFAULT_PAINT_ENEMY_TIME 1.0f
// ...plus this
#define SNIPER_DEFAULT_PAINT_NPC_TIME_NOISE 0.75f
#endif
#define SNIPER_SUBSEQUENT_PAINT_TIME ( ( IsXbox() ) ? 1.0f : 0.4f )
#define SNIPER_FOG_PAINT_ENEMY_TIME 0.25f
#define SNIPER_PAINT_DECOY_TIME 2.0f
#define SNIPER_PAINT_FRUSTRATED_TIME 1.0f
#define SNIPER_QUICKAIM_TIME 0.2f
#define SNIPER_PAINT_NO_SHOT_TIME 0.7f
#define SNIPER_DECOY_MAX_MASS 200.0f
// #def'ing this will turn on heaps of sniper debug messages.
#undef SNIPER_DEBUG
// Target protection
#define SNIPER_PROTECTION_MINDIST (1024.0*1024.0) // Distance around protect target that sniper does priority modification in
#define SNIPER_PROTECTION_PRIORITYCAP 100.0 // Max addition to priority of an enemy right next to the protect target, falls to 0 at SNIPER_PROTECTION_MINDIST.
//---------------------------------------------------------
// Like an infotarget, but shares a spawnflag that has
// relevance to the sniper.
//---------------------------------------------------------
#define SF_SNIPERTARGET_SHOOTME 1
#define SF_SNIPERTARGET_NOINTERRUPT 2
#define SF_SNIPERTARGET_SNAPSHOT 4
#define SF_SNIPERTARGET_RESUME 8
#define SF_SNIPERTARGET_SNAPTO 16
#define SF_SNIPERTARGET_FOCUS 32
#define SNIPER_DECOY_RADIUS 256
#define SNIPER_NUM_DECOYS 5
#define NUM_OLDDECOYS 5
#define NUM_PENETRATIONS 3
#define PENETRATION_THICKNESS 5
#define SNIPER_MAX_GROUP_TARGETS 16
//=========================================================
//=========================================================
class CSniperTarget : public CPointEntity { DECLARE_DATADESC(); public: DECLARE_CLASS( CSniperTarget, CPointEntity );
bool KeyValue( const char *szKeyName, const char *szValue );
string_t m_iszGroupName; };
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CSniperTarget )
DEFINE_FIELD( m_iszGroupName, FIELD_STRING ),
END_DATADESC()
//=========================================================
//=========================================================
class CSniperBullet : public CBaseEntity { public: DECLARE_CLASS( CSniperBullet, CBaseEntity );
CSniperBullet( void ) { Init(); }
Vector m_vecDir;
Vector m_vecStart; Vector m_vecEnd;
float m_flLastThink; float m_SoundTime; int m_AmmoType; int m_PenetratedAmmoType; float m_Speed; bool m_bDirectShot;
void Precache( void ); bool IsActive( void ) { return m_fActive; }
bool Start( const Vector &vecOrigin, const Vector &vecTarget, CBaseEntity *pOwner, bool bDirectShot ); void Stop( void );
void BulletThink( void );
void Init( void );
DECLARE_DATADESC();
private:
// Only one shot per sniper at a time. If a bullet hasn't
// hit, the shooter must wait.
bool m_fActive;
// This tracks how many times this single bullet has
// struck. This is for penetration, so the bullet can
// go through things.
int m_iImpacts; };
//=========================================================
//=========================================================
class CProtoSniper : public CAI_BaseNPC { DECLARE_CLASS( CProtoSniper, CAI_BaseNPC );
public: CProtoSniper( void ); void Precache( void ); void Spawn( void ); Class_T Classify( void ); float MaxYawSpeed( void ); Vector EyePosition( void );
void UpdateEfficiency( bool bInPVS ) { SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); SetMoveEfficiency( AIME_NORMAL ); }
bool IsLaserOn( void ) { return m_pBeam != NULL; }
void Event_Killed( const CTakeDamageInfo &info ); void Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info ); void UpdateOnRemove( void ); int OnTakeDamage_Alive( const CTakeDamageInfo &info ); bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions) {return true;} int IRelationPriority( CBaseEntity *pTarget ); bool IsFastSniper() { return HasSpawnFlags(SF_SNIPER_FAST); }
bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false );
virtual bool FInViewCone( CBaseEntity *pEntity );
void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask ); int RangeAttack1Conditions ( float flDot, float flDist ); bool FireBullet( const Vector &vecTarget, bool bDirectShot ); float GetBulletSpeed(); Vector DesiredBodyTarget( CBaseEntity *pTarget ); Vector LeadTarget( CBaseEntity *pTarget ); CBaseEntity *PickDeadPlayerTarget();
virtual int SelectSchedule( void ); virtual int TranslateSchedule( int scheduleType );
bool KeyValue( const char *szKeyName, const char *szValue );
void PrescheduleThink( void );
static const char *pAttackSounds[];
bool FCanCheckAttacks ( void ); bool FindDecoyObject( void );
void ScopeGlint();
int GetSoundInterests( void ); void OnListened();
Vector GetBulletOrigin( void );
virtual int Restore( IRestore &restore );
virtual void OnScheduleChange( void );
bool FVisible( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL );
bool ShouldNotDistanceCull() { return true; }
int DrawDebugTextOverlays();
void NotifyShotMissedTarget();
private: bool ShouldSnapShot( void ); void ClearTargetGroup( void );
float GetPositionParameter( float flTime, bool fLinear );
void GetPaintAim( const Vector &vecStart, const Vector &vecGoal, float flParameter, Vector *pProgress );
bool IsSweepingRandomly( void ) { return m_iNumGroupTargets > 0; }
void ClearOldDecoys( void ); void AddOldDecoy( CBaseEntity *pDecoy ); bool HasOldDecoy( CBaseEntity *pDecoy ); bool FindFrustratedShot( float flNoise );
bool VerifyShot( CBaseEntity *pTarget );
void SetSweepTarget( const char *pszTarget );
// Inputs
void InputEnableSniper( inputdata_t &inputdata ); void InputDisableSniper( inputdata_t &inputdata ); void InputSetDecoyRadius( inputdata_t &inputdata ); void InputSweepTarget( inputdata_t &inputdata ); void InputSweepTargetHighestPriority( inputdata_t &inputdata ); void InputSweepGroupRandomly( inputdata_t &inputdata ); void InputStopSweeping( inputdata_t &inputdata ); void InputProtectTarget( inputdata_t &inputdata );
#if HL2_EPISODIC
void InputSetPaintInterval( inputdata_t &inputdata ); void InputSetPaintIntervalVariance( inputdata_t &inputdata ); #endif
void LaserOff( void ); void LaserOn( const Vector &vecTarget, const Vector &vecDeviance );
void PaintTarget( const Vector &vecTarget, float flPaintTime );
bool IsPlayerAllySniper();
private:
/// This is the variable from which m_flPaintTime gets set.
/// How long to aim at someone before shooting them.
float m_flKeyfieldPaintTime;
/// A random number from 0 to this is added to m_flKeyfieldPaintTime
/// to yield m_flPaintTime's initial delay.
float m_flKeyfieldPaintTimeNoise;
// This keeps track of the last spot the laser painted. For
// continuous sweeping that changes direction.
Vector m_vecPaintCursor; float m_flPaintTime;
bool m_fWeaponLoaded; bool m_fEnabled; bool m_fIsPatient; float m_flPatience; int m_iMisses; EHANDLE m_hDecoyObject; EHANDLE m_hSweepTarget; Vector m_vecDecoyObjectTarget; Vector m_vecFrustratedTarget; Vector m_vecPaintStart; // used to track where a sweep starts for the purpose of interpolating.
float m_flFrustration;
float m_flThinkInterval;
float m_flDecoyRadius;
CBeam *m_pBeam;
bool m_fSnapShot;
int m_iNumGroupTargets; CBaseEntity *m_pGroupTarget[ SNIPER_MAX_GROUP_TARGETS ];
bool m_bSweepHighestPriority; // My hack :[ (sjb)
int m_iBeamBrightness;
// bullet stopping energy shield effect.
float m_flShieldDist; float m_flShieldRadius;
float m_flTimeLastAttackedPlayer;
// Protection
EHANDLE m_hProtectTarget; // Entity that this sniper is supposed to protect
float m_flDangerEnemyDistance; // Distance to the enemy nearest the protect target
// Have I warned the target that I'm pointing my laser at them?
bool m_bWarnedTargetEntity;
float m_flTimeLastShotMissed; bool m_bKilledPlayer; bool m_bShootZombiesInChest; ///< if true, do not try to shoot zombies in the headcrab
COutputEvent m_OnShotFired; DEFINE_CUSTOM_AI;
DECLARE_DATADESC(); };
//=========================================================
//=========================================================
// NOTES about the Sniper:
//
// PATIENCE:
// The concept of "patience" is simply a restriction placed
// on how close a target has to be to the sniper before the
// sniper will take his first shot at the target. This
// distance is referred to as "patience" is set by the `
// designer in Worldcraft. The sniper won't attack unless
// the target enters this radius. Once the sniper takes
// this first shot, he will not return to a patient state.
// He will then shoot at any/all targets to which there is
// a clear shot, regardless of distance. (sjb)
//
//
// TODO: Sniper accumulates frustration while reloading.
// probably should subtract reload time from frustration.
//=========================================================
//=========================================================
//=========================================================
//=========================================================
short sFlashSprite; short sHaloSprite;
//=========================================================
//=========================================================
BEGIN_DATADESC( CProtoSniper )
DEFINE_FIELD( m_fWeaponLoaded, FIELD_BOOLEAN ), DEFINE_FIELD( m_fEnabled, FIELD_BOOLEAN ), DEFINE_FIELD( m_fIsPatient, FIELD_BOOLEAN ), DEFINE_FIELD( m_flPatience, FIELD_FLOAT ), DEFINE_FIELD( m_iMisses, FIELD_INTEGER ), DEFINE_FIELD( m_hDecoyObject, FIELD_EHANDLE ), DEFINE_FIELD( m_hSweepTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_vecDecoyObjectTarget, FIELD_VECTOR ), DEFINE_FIELD( m_vecFrustratedTarget, FIELD_VECTOR ), DEFINE_FIELD( m_vecPaintStart, FIELD_VECTOR ), DEFINE_FIELD( m_flPaintTime, FIELD_TIME ), DEFINE_FIELD( m_vecPaintCursor, FIELD_VECTOR ), DEFINE_FIELD( m_flFrustration, FIELD_TIME ), DEFINE_FIELD( m_flThinkInterval, FIELD_FLOAT ), DEFINE_FIELD( m_flDecoyRadius, FIELD_FLOAT ), DEFINE_FIELD( m_pBeam, FIELD_CLASSPTR ), DEFINE_FIELD( m_fSnapShot, FIELD_BOOLEAN ), DEFINE_FIELD( m_iNumGroupTargets, FIELD_INTEGER ), DEFINE_ARRAY( m_pGroupTarget, FIELD_CLASSPTR, SNIPER_MAX_GROUP_TARGETS ), DEFINE_KEYFIELD( m_iBeamBrightness, FIELD_INTEGER, "beambrightness" ),
DEFINE_KEYFIELD(m_flShieldDist, FIELD_FLOAT, "shielddistance" ), DEFINE_KEYFIELD(m_flShieldRadius, FIELD_FLOAT, "shieldradius" ), DEFINE_KEYFIELD(m_bShootZombiesInChest, FIELD_BOOLEAN, "shootZombiesInChest" ),
DEFINE_KEYFIELD(m_flKeyfieldPaintTime, FIELD_FLOAT, "PaintInterval" ), DEFINE_KEYFIELD(m_flKeyfieldPaintTimeNoise, FIELD_FLOAT, "PaintIntervalVariance" ),
DEFINE_FIELD( m_flTimeLastAttackedPlayer, FIELD_TIME ), DEFINE_FIELD( m_hProtectTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_flDangerEnemyDistance, FIELD_FLOAT ),
DEFINE_FIELD( m_bSweepHighestPriority, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bWarnedTargetEntity, FIELD_BOOLEAN ), DEFINE_FIELD( m_flTimeLastShotMissed, FIELD_TIME ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "EnableSniper", InputEnableSniper ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableSniper", InputDisableSniper ), DEFINE_INPUTFUNC( FIELD_INTEGER, "SetDecoyRadius", InputSetDecoyRadius ), DEFINE_INPUTFUNC( FIELD_STRING, "SweepTarget", InputSweepTarget ), DEFINE_INPUTFUNC( FIELD_STRING, "SweepTargetHighestPriority", InputSweepTargetHighestPriority ), DEFINE_INPUTFUNC( FIELD_STRING, "SweepGroupRandomly", InputSweepGroupRandomly ), DEFINE_INPUTFUNC( FIELD_STRING, "StopSweeping", InputStopSweeping ), DEFINE_INPUTFUNC( FIELD_STRING, "ProtectTarget", InputProtectTarget ),
#if HL2_EPISODIC
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPaintInterval", InputSetPaintInterval ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPaintIntervalVariance", InputSetPaintIntervalVariance ), #endif
// Outputs
DEFINE_OUTPUT( m_OnShotFired, "OnShotFired" ), END_DATADESC()
//=========================================================
//=========================================================
BEGIN_DATADESC( CSniperBullet )
DEFINE_FIELD( m_SoundTime, FIELD_TIME ), DEFINE_FIELD( m_AmmoType, FIELD_INTEGER ), DEFINE_FIELD( m_PenetratedAmmoType, FIELD_INTEGER ), DEFINE_FIELD( m_fActive, FIELD_BOOLEAN ), DEFINE_FIELD( m_iImpacts, FIELD_INTEGER ), DEFINE_FIELD( m_vecOrigin, FIELD_VECTOR ), DEFINE_FIELD( m_vecDir, FIELD_VECTOR ), DEFINE_FIELD( m_flLastThink, FIELD_TIME ), DEFINE_FIELD( m_Speed, FIELD_FLOAT ), DEFINE_FIELD( m_bDirectShot, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vecStart, FIELD_VECTOR ), DEFINE_FIELD( m_vecEnd, FIELD_VECTOR ),
DEFINE_THINKFUNC( BulletThink ),
END_DATADESC()
//=========================================================
// Private conditions
//=========================================================
enum Sniper_Conds { COND_SNIPER_CANATTACKDECOY = LAST_SHARED_CONDITION, COND_SNIPER_SUPPRESSED, COND_SNIPER_ENABLED, COND_SNIPER_DISABLED, COND_SNIPER_FRUSTRATED, COND_SNIPER_SWEEP_TARGET, COND_SNIPER_NO_SHOT, };
//=========================================================
// schedules
//=========================================================
enum { SCHED_PSNIPER_SCAN = LAST_SHARED_SCHEDULE, SCHED_PSNIPER_CAMP, SCHED_PSNIPER_ATTACK, SCHED_PSNIPER_RELOAD, SCHED_PSNIPER_ATTACKDECOY, SCHED_PSNIPER_SUPPRESSED, SCHED_PSNIPER_DISABLEDWAIT, SCHED_PSNIPER_FRUSTRATED_ATTACK, SCHED_PSNIPER_SWEEP_TARGET, SCHED_PSNIPER_SWEEP_TARGET_NOINTERRUPT, SCHED_PSNIPER_SNAPATTACK, SCHED_PSNIPER_NO_CLEAR_SHOT, SCHED_PSNIPER_PLAYER_DEAD, };
//=========================================================
// tasks
//=========================================================
enum { TASK_SNIPER_FRUSTRATED_ATTACK = LAST_SHARED_TASK, TASK_SNIPER_PAINT_ENEMY, TASK_SNIPER_PAINT_DECOY, TASK_SNIPER_PAINT_FRUSTRATED, TASK_SNIPER_PAINT_SWEEP_TARGET, TASK_SNIPER_ATTACK_CURSOR, TASK_SNIPER_PAINT_NO_SHOT, TASK_SNIPER_PLAYER_DEAD, };
CProtoSniper::CProtoSniper( void ) : m_flKeyfieldPaintTime(SNIPER_DEFAULT_PAINT_ENEMY_TIME), m_flKeyfieldPaintTimeNoise(SNIPER_DEFAULT_PAINT_NPC_TIME_NOISE) { #ifdef _DEBUG
m_vecPaintCursor.Init(); m_vecDecoyObjectTarget.Init(); m_vecFrustratedTarget.Init(); m_vecPaintStart.Init(); #endif
m_iMisses = 0; m_flDecoyRadius = SNIPER_DECOY_RADIUS; m_fSnapShot = false; m_iBeamBrightness = 100; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CProtoSniper::QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC ) { Disposition_t disp = IRelationType(pEntity); if( disp != D_HT ) { // Don't bother with anything I wouldn't shoot.
return false; }
if( !FInViewCone(pEntity) ) { // Yes, this does call FInViewCone twice a frame for all entities checked for
// visibility, but doing this allows us to cut out a bunch of traces that would
// be done by VerifyShot for entities that aren't even in our viewcone.
return false; }
if( VerifyShot( pEntity ) ) { return BaseClass::QuerySeeEntity(pEntity, bOnlyHateOrFearIfNPC); }
return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CProtoSniper::FInViewCone ( CBaseEntity *pEntity ) { if( pEntity->GetFlags() & FL_CLIENT ) { CBasePlayer *pPlayer;
pPlayer = ToBasePlayer( pEntity );
if( m_spawnflags & SF_SNIPER_VIEWCONE ) { // See how close this spot is to the laser.
Vector vecEyes; Vector vecLOS; float flDist; Vector vecNearestPoint;
vecEyes = EyePosition(); vecLOS = m_vecPaintCursor - vecEyes; VectorNormalize(vecLOS);
vecNearestPoint = PointOnLineNearestPoint( EyePosition(), EyePosition() + vecLOS * 8192, pPlayer->EyePosition() );
flDist = ( pPlayer->EyePosition() - vecNearestPoint ).Length();
if( showsniperdist.GetFloat() != 0 ) { Msg( "Dist from beam: %f\n", flDist ); }
if( flDist <= sniperviewdist.GetFloat() ) { return true; }
return false; } }
return BaseClass::FInViewCone( pEntity->EyePosition() ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CProtoSniper::LaserOff( void ) { if( m_pBeam ) { UTIL_Remove( m_pBeam); m_pBeam = NULL; }
SetNextThink( gpGlobals->curtime + 0.1f ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define LASER_LEAD_DIST 64
void CProtoSniper::LaserOn( const Vector &vecTarget, const Vector &vecDeviance ) { if (!m_pBeam) { m_pBeam = CBeam::BeamCreate( "effects/bluelaser1.vmt", 1.0f ); m_pBeam->SetColor( 0, 100, 255 ); } else { // Beam seems to be on.
//return;
}
// Don't aim right at the guy right now.
Vector vecInitialAim;
if( vecDeviance == vec3_origin ) { // Start the aim where it last left off!
vecInitialAim = m_vecPaintCursor; } else { vecInitialAim = vecTarget; }
vecInitialAim.x += random->RandomFloat( -vecDeviance.x, vecDeviance.x ); vecInitialAim.y += random->RandomFloat( -vecDeviance.y, vecDeviance.y ); vecInitialAim.z += random->RandomFloat( -vecDeviance.z, vecDeviance.z ); // The beam is backwards, sortof. The endpoint is the sniper. This is
// so that the beam can be tapered to very thin where it emits from the sniper.
m_pBeam->PointsInit( vecInitialAim, GetBulletOrigin() ); m_pBeam->SetBrightness( 255 ); m_pBeam->SetNoise( 0 ); m_pBeam->SetWidth( 1.0f ); m_pBeam->SetEndWidth( 0 ); m_pBeam->SetScrollRate( 0 ); m_pBeam->SetFadeLength( 0 ); m_pBeam->SetHaloTexture( sHaloSprite ); m_pBeam->SetHaloScale( 4.0f );
m_vecPaintStart = vecInitialAim;
// Think faster whilst painting. Higher resolution on the
// beam movement.
SetNextThink( gpGlobals->curtime + 0.02 ); }
//-----------------------------------------------------------------------------
// Crikey!
//-----------------------------------------------------------------------------
float CProtoSniper::GetPositionParameter( float flTime, bool fLinear ) { float flElapsedTime; float flTimeParameter;
flElapsedTime = flTime - (GetWaitFinishTime() - gpGlobals->curtime);
flTimeParameter = ( flElapsedTime / flTime );
if( fLinear ) { return flTimeParameter; } else { return (1 + sin( (M_PI * flTimeParameter) - (M_PI / 2) ) ) / 2; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CProtoSniper::GetPaintAim( const Vector &vecStart, const Vector &vecGoal, float flParameter, Vector *pProgress ) { #if 0
Vector vecDelta;
vecDelta = vecGoal - vecStart;
float flDist = VectorNormalize( vecDelta );
vecDelta = vecStart + vecDelta * (flDist * flParameter);
vecDelta = (vecDelta - GetBulletOrigin() ).Normalize();
*pProgress = vecDelta; #else
// Quaternions
Vector vecIdealDir; QAngle vecIdealAngles; QAngle vecCurrentAngles; Vector vecCurrentDir; Vector vecBulletOrigin = GetBulletOrigin();
// vecIdealDir is where the gun should be aimed when the painting
// time is up. This can be approximate. This is only for drawing the
// laser, not actually aiming the weapon. A large discrepancy will look
// bad, though.
vecIdealDir = vecGoal - vecBulletOrigin; VectorNormalize(vecIdealDir);
// Now turn vecIdealDir into angles!
VectorAngles( vecIdealDir, vecIdealAngles );
// This is the vector of the beam's current aim.
vecCurrentDir = vecStart - vecBulletOrigin; VectorNormalize(vecCurrentDir);
// Turn this to angles, too.
VectorAngles( vecCurrentDir, vecCurrentAngles );
Quaternion idealQuat; Quaternion currentQuat; Quaternion aimQuat;
AngleQuaternion( vecIdealAngles, idealQuat ); AngleQuaternion( vecCurrentAngles, currentQuat );
QuaternionSlerp( currentQuat, idealQuat, flParameter, aimQuat );
QuaternionAngles( aimQuat, vecCurrentAngles );
// Rebuild the current aim vector.
AngleVectors( vecCurrentAngles, &vecCurrentDir );
*pProgress = vecCurrentDir; #endif
}
//-----------------------------------------------------------------------------
// Sweep the laser sight towards the point where the gun should be aimed
//-----------------------------------------------------------------------------
void CProtoSniper::PaintTarget( const Vector &vecTarget, float flPaintTime ) { Vector vecCurrentDir; Vector vecStart;
// vecStart is the barrel of the gun (or the laser sight)
vecStart = GetBulletOrigin();
float P;
// keep painttime from hitting 0 exactly.
flPaintTime = MAX( flPaintTime, 0.000001f );
P = GetPositionParameter( flPaintTime, false );
// Vital allies are sharper about avoiding the sniper.
if( P > 0.25f && GetEnemy() && GetEnemy()->IsNPC() && HasCondition(COND_SEE_ENEMY) && !m_bWarnedTargetEntity ) { m_bWarnedTargetEntity = true;
if( GetEnemy()->Classify() == CLASS_PLAYER_ALLY_VITAL && GetEnemy()->MyNPCPointer()->FVisible(this) ) { CSoundEnt::InsertSound( SOUND_DANGER | SOUND_CONTEXT_REACT_TO_SOURCE, GetEnemy()->EarPosition(), 16, 1.0f, this ); } }
GetPaintAim( m_vecPaintStart, vecTarget, clamp(P,0.0f,1.0f), &vecCurrentDir );
#if 1
#define THRESHOLD 0.8f
float flNoiseScale; if ( P >= THRESHOLD ) { flNoiseScale = 1 - (1 / (1 - THRESHOLD)) * ( P - THRESHOLD ); } else if ( P <= 1 - THRESHOLD ) { flNoiseScale = P / (1 - THRESHOLD); } else { flNoiseScale = 1; }
// mult by P
vecCurrentDir.x += flNoiseScale * ( sin( 3 * M_PI * gpGlobals->curtime ) * 0.0006 ); vecCurrentDir.y += flNoiseScale * ( sin( 2 * M_PI * gpGlobals->curtime + 0.5 * M_PI ) * 0.0006 ); vecCurrentDir.z += flNoiseScale * ( sin( 1.5 * M_PI * gpGlobals->curtime + M_PI ) * 0.0006 ); #endif
trace_t tr;
UTIL_TraceLine( vecStart, vecStart + vecCurrentDir * 8192, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
m_pBeam->SetStartPos( tr.endpos ); m_pBeam->RelinkBeam();
m_vecPaintCursor = tr.endpos; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CProtoSniper::IsPlayerAllySniper() { CBaseEntity *pPlayer = AI_GetSinglePlayer();
return IRelationType( pPlayer ) == D_LI; } //-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CProtoSniper::InputSetDecoyRadius( inputdata_t &inputdata ) { m_flDecoyRadius = (float)inputdata.value.Int(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CProtoSniper::OnScheduleChange( void ) { LaserOff();
BaseClass::OnScheduleChange(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CProtoSniper::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq(szKeyName, "radius")) { m_flPatience = atof(szValue);
// If the designer specifies a patience radius of 0, the
// sniper won't have any patience at all. The sniper will
// shoot at the first target it sees regardless of distance.
if( m_flPatience == 0.0 ) { m_fIsPatient = false; } else { m_fIsPatient = true; }
return true; } else if( FStrEq(szKeyName, "misses") ) { m_iMisses = atoi( szValue ); return true; } else { return BaseClass::KeyValue( szKeyName, szValue ); } }
LINK_ENTITY_TO_CLASS( npc_sniper, CProtoSniper ); LINK_ENTITY_TO_CLASS( proto_sniper, CProtoSniper ); LINK_ENTITY_TO_CLASS( sniperbullet, CSniperBullet );
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CProtoSniper::Precache( void ) { PrecacheModel("models/combine_soldier.mdl"); sHaloSprite = PrecacheModel("sprites/light_glow03.vmt"); sFlashSprite = PrecacheModel( "sprites/muzzleflash1.vmt" ); PrecacheModel("effects/bluelaser1.vmt");
UTIL_PrecacheOther( "sniperbullet" );
PrecacheScriptSound( "NPC_Sniper.Die" ); PrecacheScriptSound( "NPC_Sniper.TargetDestroyed" ); PrecacheScriptSound( "NPC_Sniper.HearDanger"); PrecacheScriptSound( "NPC_Sniper.FireBullet" ); PrecacheScriptSound( "NPC_Sniper.Reload" ); PrecacheScriptSound( "NPC_Sniper.SonicBoom" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CProtoSniper::Spawn( void ) { Precache();
/// HACK:
SetModel( "models/combine_soldier.mdl" );
//m_hBullet = (CSniperBullet *)Create( "sniperbullet", GetBulletOrigin(), GetLocalAngles(), NULL );
//Assert( m_hBullet != NULL );
SetHullType( HULL_HUMAN ); SetHullSizeNormal();
UTIL_SetSize( this, Vector( -16, -16 , 0 ), Vector( 16, 16, 64 ) );
SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_FLY ); m_bloodColor = DONT_BLEED; m_iHealth = 10; m_flFieldOfView = 0.2; m_NPCState = NPC_STATE_NONE;
if( HasSpawnFlags( SF_SNIPER_STARTDISABLED ) ) { m_fEnabled = false; } else { m_fEnabled = true; }
CapabilitiesClear(); CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 ); CapabilitiesAdd( bits_CAP_SIMPLE_RADIUS_DAMAGE );
m_HackedGunPos = Vector ( 0, 0, 0 );
m_spawnflags |= SF_NPC_LONG_RANGE; m_spawnflags |= SF_NPC_ALWAYSTHINK;
m_pBeam = NULL; m_bSweepHighestPriority = false;
ClearOldDecoys();
NPCInit();
if( m_spawnflags & SF_SNIPER_HIDDEN ) { AddEffects( EF_NODRAW ); AddSolidFlags( FSOLID_NOT_SOLID ); }
// Point the cursor straight ahead so that the sniper's
// first sweep of the laser doesn't look weird.
Vector vecForward; AngleVectors( GetLocalAngles(), &vecForward ); m_vecPaintCursor = GetBulletOrigin() + vecForward * 1024;
m_fWeaponLoaded = true;
//m_debugOverlays |= OVERLAY_TEXT_BIT;
// none!
GetEnemies()->SetFreeKnowledgeDuration( 0.0 );
m_flTimeLastAttackedPlayer = 0.0f; m_bWarnedTargetEntity = false; m_bKilledPlayer = false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CProtoSniper::SetSweepTarget( const char *pszTarget ) { CBaseEntity *pTarget;
// In case the sniper was sweeping a random set of targets when asked to sweep a normal chain.
ClearTargetGroup();
pTarget = gEntList.FindEntityByName( NULL, pszTarget );
if( !pTarget ) { DevMsg( "**Sniper %s cannot find sweep target %s\n", GetClassname(), pszTarget ); m_hSweepTarget = NULL; return; }
m_hSweepTarget = pTarget; }
//-----------------------------------------------------------------------------
// Purpose: Forces an idle sniper to paint the specified target.
//-----------------------------------------------------------------------------
void CProtoSniper::InputSweepTarget( inputdata_t &inputdata ) { SetSweepTarget( inputdata.value.String() ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CProtoSniper::InputSweepTargetHighestPriority( inputdata_t &inputdata ) { SetSweepTarget( inputdata.value.String() ); m_bSweepHighestPriority = true;
if( GetCurSchedule() && stricmp( GetCurSchedule()->GetName(), "SCHED_PSNIPER_RELOAD" ) ) { // If you're doing anything except reloading, stop and do this.
ClearSchedule( "Told to sweep target via input" ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CProtoSniper::ClearTargetGroup( void ) { int i;
for( i = 0 ; i < SNIPER_MAX_GROUP_TARGETS ; i++ ) { m_pGroupTarget[ i ] = NULL; }
m_iNumGroupTargets = 0; }
//-----------------------------------------------------------------------------
// Purpose: Similar to SweepTarget, but forces the sniper to sweep targets
// in a group (bound by groupname) randomly until interrupted.
//-----------------------------------------------------------------------------
void CProtoSniper::InputSweepGroupRandomly( inputdata_t &inputdata ) { ClearTargetGroup();
CBaseEntity *pEnt;
// PERFORMANCE
// Go through the whole ent list? This could hurt. (sjb)
// Gary: Yes, this sucks. :)
pEnt = gEntList.FirstEnt();
do { CSniperTarget *pTarget;
pTarget = dynamic_cast<CSniperTarget*>(pEnt);
// If the pointer is null, this isn't a sniper target.
if( pTarget ) { if( !strcmp( inputdata.value.String(), STRING( pTarget->m_iszGroupName ) ) ) { m_pGroupTarget[ m_iNumGroupTargets ] = pTarget; m_iNumGroupTargets++; } }
pEnt = gEntList.NextEnt( pEnt );
} while( pEnt );
m_hSweepTarget = m_pGroupTarget[ random->RandomInt( 0, m_iNumGroupTargets - 1 ) ]; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CProtoSniper::InputStopSweeping( inputdata_t &inputdata ) { m_hSweepTarget = NULL; ClearSchedule( "Told to stop sweeping via input" ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CProtoSniper::InputProtectTarget( inputdata_t &inputdata ) { m_hProtectTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller );
if ( !m_hProtectTarget ) { DevMsg( "Sniper %s cannot find protect target %s\n", GetClassname(), inputdata.value.String() ); return; }
m_flDangerEnemyDistance = 0; }
#if HL2_EPISODIC
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CProtoSniper::InputSetPaintInterval( inputdata_t &inputdata ) { m_flKeyfieldPaintTime = inputdata.value.Float(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CProtoSniper::InputSetPaintIntervalVariance( inputdata_t &inputdata ) { m_flKeyfieldPaintTimeNoise = inputdata.value.Float(); } #endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTarget -
// Output : int
//-----------------------------------------------------------------------------
int CProtoSniper::IRelationPriority( CBaseEntity *pTarget ) { int priority = BaseClass::IRelationPriority( pTarget );
// If we have a target to protect, increase priority on targets closer to it
if ( m_hProtectTarget ) { float flDistance = (pTarget->GetAbsOrigin() - m_hProtectTarget->GetAbsOrigin()).LengthSqr(); if ( flDistance <= SNIPER_PROTECTION_MINDIST ) { float flBonus = (1.0 - (flDistance / SNIPER_PROTECTION_MINDIST)) * SNIPER_PROTECTION_PRIORITYCAP; priority += flBonus;
if ( m_debugOverlays & OVERLAY_NPC_SELECTED_BIT ) { NDebugOverlay::Text( pTarget->GetAbsOrigin() + Vector(0,0,16), UTIL_VarArgs("P: %d (b %f)!", priority, flBonus), false, 0.1 ); } } }
return priority; }
//-----------------------------------------------------------------------------
// Purpose:
//
//
// Output :
//-----------------------------------------------------------------------------
Class_T CProtoSniper::Classify( void ) { if( m_fEnabled ) { return CLASS_PROTOSNIPER; } else { return CLASS_NONE; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Vector CProtoSniper::GetBulletOrigin( void ) { if( m_spawnflags & SF_SNIPER_HIDDEN ) { return GetAbsOrigin(); } else { Vector vecForward; AngleVectors( GetLocalAngles(), &vecForward ); return WorldSpaceCenter() + vecForward * 20; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CProtoSniper::ClearOldDecoys( void ) { #if 0
int i;
for( i = 0 ; i < NUM_OLDDECOYS ; i++ ) { m_pOldDecoys[ i ] = NULL; }
m_iOldDecoySlot = 0; #endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CProtoSniper::HasOldDecoy( CBaseEntity *pDecoy ) { #if 0
int i;
for( i = 0 ; i < NUM_OLDDECOYS ; i++ ) { if( m_pOldDecoys[ i ] == pDecoy ) { return true; } } #endif
return false; }
//-----------------------------------------------------------------------------
// The list of old decoys is just a circular list. We put decoys that we've
// already fired at in this list. When they've been pushed off the list by others,
// then they are valid targets again.
//-----------------------------------------------------------------------------
void CProtoSniper::AddOldDecoy( CBaseEntity *pDecoy ) { #if 0
m_pOldDecoys[ m_iOldDecoySlot ] = pDecoy; m_iOldDecoySlot++;
if( m_iOldDecoySlot == NUM_OLDDECOYS ) { m_iOldDecoySlot = 0; } #endif
}
//-----------------------------------------------------------------------------
// Purpose: Only blast damage can hurt a sniper.
//
//
// Output :
//-----------------------------------------------------------------------------
#define SNIPER_MAX_INFLICTOR_DIST 15.0f * 12.0f // 15 feet.
int CProtoSniper::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { if( !m_fEnabled ) { // As good as not existing.
return 0; }
if( !info.GetInflictor() ) return 0;
CTakeDamageInfo newInfo = info;
// Allow SetHealth() & npc_kill inputs to hurt the sniper
if ( info.GetDamageType() == DMG_GENERIC && info.GetInflictor() == this ) return CAI_BaseNPC::OnTakeDamage_Alive( newInfo );
if( !(info.GetDamageType() & (DMG_BLAST|DMG_BURN) ) ) { // Only blasts and burning hurt
return 0; }
if( (info.GetDamageType() & DMG_BLAST) && info.GetDamage() < m_iHealth ) { // Only blasts powerful enough to kill hurt
return 0; }
float flDist = GetAbsOrigin().DistTo( info.GetInflictor()->GetAbsOrigin() ); if( flDist > SNIPER_MAX_INFLICTOR_DIST ) { // Sniper only takes damage from explosives that are nearby. This makes a sniper
// susceptible to a grenade that lands in his nest, but not to a large explosion
// that goes off elsewhere and just happens to be able to trace into the sniper's
// nest.
return 0; }
if( info.GetDamageType() & DMG_BURN ) { newInfo.SetDamage( m_iHealth ); }
return CAI_BaseNPC::OnTakeDamage_Alive( newInfo ); }
//-----------------------------------------------------------------------------
// Purpose: When a sniper is killed, we launch a fake ragdoll corpse as if the
// sniper was blasted out of his nest.
//
//
// Output :
//-----------------------------------------------------------------------------
void CProtoSniper::Event_Killed( const CTakeDamageInfo &info ) { if( !(m_spawnflags & SF_SNIPER_NOCORPSE) ) { Vector vecForward; float flForce = random->RandomFloat( 500, 700 ) * 10;
AngleVectors( GetLocalAngles(), &vecForward ); float flFadeTime = 0.0;
if( HasSpawnFlags( SF_NPC_FADE_CORPSE ) ) { flFadeTime = 5.0; }
CBaseEntity *pGib; bool bShouldIgnite = IsOnFire() || hl2_episodic.GetBool(); pGib = CreateRagGib( "models/combine_soldier.mdl", GetLocalOrigin(), GetLocalAngles(), (vecForward * flForce) + Vector(0, 0, 600), flFadeTime, bShouldIgnite );
}
m_OnDeath.FireOutput( info.GetAttacker(), this );
// Tell my killer that he got me!
if( info.GetAttacker() ) { info.GetAttacker()->Event_KilledOther(this, info); g_EventQueue.AddEvent( info.GetAttacker(), "KilledNPC", 0.3, this, this ); }
LaserOff();
EmitSound( "NPC_Sniper.Die" );
UTIL_Remove( this ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CProtoSniper::Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info ) { if( pVictim && pVictim->IsPlayer() ) { m_bKilledPlayer = true; } }
//---------------------------------------------------------
//---------------------------------------------------------
void CProtoSniper::UpdateOnRemove( void ) { LaserOff(); BaseClass::UpdateOnRemove(); }
//---------------------------------------------------------
//---------------------------------------------------------
int CProtoSniper::SelectSchedule ( void ) { if( HasCondition(COND_ENEMY_DEAD) && sniperspeak.GetBool() ) { EmitSound( "NPC_Sniper.TargetDestroyed" ); }
if( !m_fWeaponLoaded ) { // Reload is absolute priority.
return SCHED_RELOAD; }
if( !AI_GetSinglePlayer()->IsAlive() && m_bKilledPlayer ) { if( HasCondition(COND_IN_PVS) ) { return SCHED_PSNIPER_PLAYER_DEAD; } } if( HasCondition( COND_HEAR_DANGER ) ) { // Next priority is to be suppressed!
ScopeGlint();
CSound *pSound = GetBestSound();
if( pSound && pSound->IsSoundType( SOUND_DANGER ) && BaseClass::FVisible( pSound->GetSoundReactOrigin() ) ) { // The sniper will scream if the sound of a grenade about to detonate is heard.
// If this COND_HEAR_DANGER is due to the sound really being SOUND_DANGER_SNIPERONLY,
// the sniper keeps quiet, because the player's grenade might miss the mark.
// Make sure the sound is visible, otherwise the sniper will scream at a grenade that
// probably won't harm him.
// Also, don't play the sound effect if we're an ally.
if ( IsPlayerAllySniper() == false ) { EmitSound( "NPC_Sniper.HearDanger" ); } }
return SCHED_PSNIPER_SUPPRESSED; }
// OK. If you fall through all the cases above, but you're DISABLED,
// play the schedule that waits a little while and tries again.
if( !m_fEnabled ) { return SCHED_PSNIPER_DISABLEDWAIT; }
if( HasCondition( COND_SNIPER_SWEEP_TARGET ) ) { // Sweep a target. Scripted by level designers!
if( ( m_hSweepTarget && m_hSweepTarget->HasSpawnFlags( SF_SNIPERTARGET_NOINTERRUPT ) ) || m_bSweepHighestPriority ) { return SCHED_PSNIPER_SWEEP_TARGET_NOINTERRUPT; } else { return SCHED_PSNIPER_SWEEP_TARGET; } }
if( GetEnemy() == NULL || HasCondition( COND_ENEMY_DEAD ) ) { // Look for an enemy.
SetEnemy( NULL ); return SCHED_PSNIPER_SCAN; }
if( HasCondition( COND_SNIPER_FRUSTRATED ) ) { return SCHED_PSNIPER_FRUSTRATED_ATTACK; }
if( HasCondition( COND_SNIPER_CANATTACKDECOY ) ) { return SCHED_RANGE_ATTACK2; }
if( HasCondition( COND_SNIPER_NO_SHOT ) ) { return SCHED_PSNIPER_NO_CLEAR_SHOT; }
if( HasCondition( COND_CAN_RANGE_ATTACK1 ) ) { // shoot!
return SCHED_RANGE_ATTACK1; } else { // Camp on this target
return SCHED_PSNIPER_CAMP; } }
//---------------------------------------------------------
//---------------------------------------------------------
int CProtoSniper::GetSoundInterests( void ) { // Suppress when you hear danger sound
if( m_fEnabled ) { return SOUND_DANGER | SOUND_DANGER_SNIPERONLY; }
return SOUND_NONE; }
//---------------------------------------------------------
//---------------------------------------------------------
void CProtoSniper::OnListened() { BaseClass::OnListened();
AISoundIter_t iter; Vector forward;
GetVectors( &forward, NULL, NULL );
CSound *pCurrentSound = GetSenses()->GetFirstHeardSound( &iter ); while ( pCurrentSound ) { // the npc cares about this sound, and it's close enough to hear.
if ( pCurrentSound->FIsSound() ) { // this is an audible sound.
if( pCurrentSound->SoundTypeNoContext() == SOUND_DANGER_SNIPERONLY ) { SetCondition( COND_HEAR_DANGER ); } #if 0
if( pCurrentSound->IsSoundType( SOUND_BULLET_IMPACT ) ) { // Clip this bullet to the shield.
if( pCurrentSound->m_hOwner ) { Ray_t ray; cplane_t plane;
ray.Init( pCurrentSound->m_hOwner->EyePosition(), pCurrentSound->GetSoundOrigin(), Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
plane.normal = forward; plane.type = PLANE_ANYX; plane.dist = DotProduct( plane.normal, WorldSpaceCenter() + forward * m_flShieldDist ); plane.signbits = SignbitsForPlane(&plane);
float fraction = IntersectRayWithPlane( ray, plane );
Vector vecImpactPoint = ray.m_Start + ray.m_Delta * fraction;
float flDist = (vecImpactPoint - (WorldSpaceCenter() + forward * m_flShieldDist)).LengthSqr();
if( flDist <= (m_flShieldRadius * m_flShieldRadius) ) { CEffectData data;
data.m_vOrigin = vecImpactPoint; data.m_vNormal = vec3_origin; data.m_vAngles = vec3_angle; data.m_nColor = COMMAND_POINT_YELLOW;
DispatchEffect( "CommandPointer", data ); } } } #endif
}
pCurrentSound = GetSenses()->GetNextHeardSound( &iter ); } }
//---------------------------------------------------------
//---------------------------------------------------------
bool CProtoSniper::FCanCheckAttacks ( void ) { return true; }
//---------------------------------------------------------
//---------------------------------------------------------
bool CProtoSniper::FindDecoyObject( void ) { #define SEARCH_DEPTH 50
CBaseEntity *pDecoys[ SNIPER_NUM_DECOYS ]; CBaseEntity *pList[ SEARCH_DEPTH ]; CBaseEntity *pCurrent; int count; int i; Vector vecTarget = GetEnemy()->WorldSpaceCenter(); Vector vecDelta;
m_hDecoyObject = NULL; for( i = 0 ; i < SNIPER_NUM_DECOYS ; i++ ) { pDecoys[ i ] = NULL; }
vecDelta.x = m_flDecoyRadius; vecDelta.y = m_flDecoyRadius; vecDelta.z = m_flDecoyRadius;
count = UTIL_EntitiesInBox( pList, SEARCH_DEPTH, vecTarget - vecDelta, vecTarget + vecDelta, 0 );
// Now we have the list of entities near the target.
// Dig through that list and build the list of decoys.
int iIterator = 0;
for( i = 0 ; i < count ; i++ ) { pCurrent = pList[ i ];
if( FClassnameIs( pCurrent, "func_breakable" ) || FClassnameIs( pCurrent, "prop_physics" ) || FClassnameIs( pCurrent, "func_physbox" ) ) { if( !pCurrent->VPhysicsGetObject() ) continue;
if( pCurrent->VPhysicsGetObject()->GetMass() > SNIPER_DECOY_MAX_MASS ) { // Skip this very heavy object. Probably a car or dumpster.
continue; }
if( pCurrent->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) { // Ah! If the player is holding something, try to shoot it!
if( FVisible( pCurrent ) ) { m_hDecoyObject = pCurrent; m_vecDecoyObjectTarget = pCurrent->WorldSpaceCenter(); return true; } }
// This item meets criteria for a decoy object to shoot at.
// But have we shot at this item recently? If we HAVE, don't add it.
#if 0
if( !HasOldDecoy( pCurrent ) ) #endif
{ pDecoys[ iIterator ] = pCurrent;
if( iIterator == SNIPER_NUM_DECOYS - 1 ) { break; } else { iIterator++; } } } }
if( iIterator == 0 ) { return false; }
// try 4 times to pick a random object from the list
// and trace to it. If the trace goes off, that's the object!
for( i = 0 ; i < 4 ; i++ ) { CBaseEntity *pProspect; trace_t tr;
// Pick one of the decoys at random.
pProspect = pDecoys[ random->RandomInt( 0, iIterator - 1 ) ];
Vector vecDecoyTarget; Vector vecDirToDecoy; Vector vecBulletOrigin;
vecBulletOrigin = GetBulletOrigin(); pProspect->CollisionProp()->RandomPointInBounds( Vector( .1, .1, .1 ), Vector( .6, .6, .6 ), &vecDecoyTarget );
// When trying to trace to an object using its absmin + some fraction of its size, it's best
// to lengthen the trace a little beyond the object's bounding box in case it's a more complex
// object, or not axially aligned.
vecDirToDecoy = vecDecoyTarget - vecBulletOrigin; VectorNormalize(vecDirToDecoy);
// Right now, tracing with MASK_BLOCKLOS and checking the fraction as well as the object the trace
// has hit makes it possible for the decoy behavior to shoot through glass.
UTIL_TraceLine( vecBulletOrigin, vecDecoyTarget + vecDirToDecoy * 32, MASK_BLOCKLOS, this, COLLISION_GROUP_NONE, &tr);
if( tr.m_pEnt == pProspect || tr.fraction == 1.0 ) { // Great! A shot will hit this object.
m_hDecoyObject = pProspect; m_vecDecoyObjectTarget = tr.endpos;
// Throw some noise in, don't always hit the center.
Vector vecNoise; pProspect->CollisionProp()->RandomPointInBounds( Vector( 0.25, 0.25, 0.25 ), Vector( 0.75, 0.75, 0.75 ), &vecNoise ); m_vecDecoyObjectTarget += vecNoise - pProspect->GetAbsOrigin(); return true; } }
return false; }
//---------------------------------------------------------
//---------------------------------------------------------
#define SNIPER_SNAP_SHOT_VELOCITY 125
bool CProtoSniper::ShouldSnapShot( void ) { if( GetEnemy()->IsPlayer() ) { if( GetEnemy()->GetSmoothedVelocity().Length() >= SNIPER_SNAP_SHOT_VELOCITY ) { return true; } else { return false; } }
// Right now, always snapshot at NPC's
return true; }
//---------------------------------------------------------
//---------------------------------------------------------
bool CProtoSniper::VerifyShot( CBaseEntity *pTarget ) { trace_t tr;
Vector vecTarget = DesiredBodyTarget( pTarget ); UTIL_TraceLine( GetBulletOrigin(), vecTarget, MASK_SHOT, pTarget, COLLISION_GROUP_NONE, &tr );
if( tr.fraction != 1.0 ) { if( pTarget->IsPlayer() ) { // if the target is the player, do another trace to see if we can shoot his eyeposition. This should help
// improve sniper responsiveness in cases where the player is hiding his chest from the sniper with his
// head in full view.
UTIL_TraceLine( GetBulletOrigin(), pTarget->EyePosition(), MASK_SHOT, pTarget, COLLISION_GROUP_NONE, &tr );
if( tr.fraction == 1.0 ) { return true; } }
// Trace hit something.
if( tr.m_pEnt ) { if( tr.m_pEnt->m_takedamage == DAMAGE_YES ) { // Just shoot it if I can hurt it. Probably a breakable or glass pane.
return true; } }
return false; } else { return true; } }
//---------------------------------------------------------
//---------------------------------------------------------
int CProtoSniper::RangeAttack1Conditions ( float flDot, float flDist ) { float fFrustration; fFrustration = gpGlobals->curtime - m_flFrustration;
//Msg( "Frustration: %f\n", fFrustration );
if( HasCondition( COND_SEE_ENEMY ) && !HasCondition( COND_ENEMY_OCCLUDED ) ) { if( VerifyShot( GetEnemy() ) ) { // Can see the enemy, have a clear shot to his midsection
ClearCondition( COND_SNIPER_NO_SHOT ); } else { // Can see the enemy, but can't take a shot at his midsection
SetCondition( COND_SNIPER_NO_SHOT ); return COND_NONE; }
if( m_fIsPatient ) { // This sniper has a clear shot at the target, but can not take
// the shot if he is being patient and the target is outside
// of the patience radius.
float flDist;
flDist = ( GetLocalOrigin() - GetEnemy()->GetLocalOrigin() ).Length2D();
if( flDist <= m_flPatience ) { // This target is close enough to attack!
return COND_CAN_RANGE_ATTACK1; } else { // Be patient...
return COND_NONE; } } else { // Not being patient. Clear for attack.
return COND_CAN_RANGE_ATTACK1; } }
if( fFrustration >= 2 && !m_fIsPatient ) { if( !(m_spawnflags & SF_SNIPER_NOSWEEP) && !m_hDecoyObject && FindDecoyObject() ) { // If I don't have a decoy, try to find one and shoot it.
return COND_SNIPER_CANATTACKDECOY; }
if( fFrustration >= 2.5 ) { // Otherwise, just fire somewhere near the hiding enemy.
return COND_SNIPER_FRUSTRATED; } }
return COND_NONE; }
//---------------------------------------------------------
//---------------------------------------------------------
int CProtoSniper::TranslateSchedule( int scheduleType ) { switch( scheduleType ) { case SCHED_RANGE_ATTACK1: if( m_hSweepTarget != NULL && m_fSnapShot && ShouldSnapShot() ) { return SCHED_PSNIPER_SNAPATTACK; }
return SCHED_PSNIPER_ATTACK; break;
case SCHED_RANGE_ATTACK2: return SCHED_PSNIPER_ATTACKDECOY; break;
case SCHED_RELOAD: return SCHED_PSNIPER_RELOAD; break; } return BaseClass::TranslateSchedule( scheduleType ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CProtoSniper::ScopeGlint() { CEffectData data;
data.m_vOrigin = GetAbsOrigin(); data.m_vNormal = vec3_origin; data.m_vAngles = vec3_angle; data.m_nColor = COMMAND_POINT_BLUE;
DispatchEffect( "CommandPointer", data ); }
//---------------------------------------------------------
// This starts the bullet state machine. The actual effects
// of the bullet will happen later. This function schedules
// those effects.
//
// fDirectShot indicates whether the bullet is a "direct shot"
// that is - fired with the intent that it will strike the
// enemy. Otherwise, the bullet is intended to strike a
// decoy object or nothing at all in particular.
//---------------------------------------------------------
bool CProtoSniper::FireBullet( const Vector &vecTarget, bool bDirectShot ) { CSniperBullet *pBullet; Vector vecBulletOrigin;
vecBulletOrigin = GetBulletOrigin();
pBullet = (CSniperBullet *)Create( "sniperbullet", GetBulletOrigin(), GetLocalAngles(), NULL );
Assert( pBullet != NULL );
if( !pBullet->Start( vecBulletOrigin, vecTarget, this, bDirectShot ) ) { // Bullet must still be active.
return false; }
pBullet->SetOwnerEntity( this );
CPASAttenuationFilter filternoatten( this, ATTN_NONE ); EmitSound( filternoatten, entindex(), "NPC_Sniper.FireBullet" );
CPVSFilter filter( vecBulletOrigin ); te->Sprite( filter, 0.0, &vecBulletOrigin, sFlashSprite, 0.3, 255 ); // force a reload when we're done
m_fWeaponLoaded = false;
// Once the sniper takes a shot, turn the patience off!
m_fIsPatient = false;
// Alleviate frustration, too!
m_flFrustration = gpGlobals->curtime;
// This may have been a snap shot.
// Don't allow subsequent snap shots.
m_fSnapShot = false;
// Return to normal priority
m_bSweepHighestPriority = false;
// Sniper had to be aiming here to fire here.
// Make it the cursor.
m_vecPaintCursor = vecTarget;
m_hDecoyObject.Set( NULL );
m_OnShotFired.FireOutput( GetEnemy(), this );
return true; }
//---------------------------------------------------------
//---------------------------------------------------------
float CProtoSniper::GetBulletSpeed() { float speed = bulletSpeed.GetFloat();
if( IsFastSniper() ) { speed *= 2.5f; }
return speed; }
//---------------------------------------------------------
//---------------------------------------------------------
void CProtoSniper::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_SNIPER_PLAYER_DEAD: { m_hSweepTarget = AI_GetSinglePlayer(); SetWait( 4.0f ); LaserOn( m_hSweepTarget->GetAbsOrigin(), vec3_origin ); } break;
case TASK_SNIPER_ATTACK_CURSOR: break;
case TASK_RANGE_ATTACK1: // Start task does nothing here.
// We fall through to RunTask() which will keep trying to take
// the shot until the weapon is ready to fire. In some rare cases,
// the weapon may be ready to fire before the single bullet allocated
// to the sniper has hit its target.
break;
case TASK_RANGE_ATTACK2: // Don't call up to base class, it will try to set the activity.
break;
case TASK_SNIPER_PAINT_SWEEP_TARGET: if ( !m_hSweepTarget.Get() ) { TaskFail( FAIL_NO_TARGET ); return; }
SetWait( m_hSweepTarget->m_flSpeed ); // Snap directly to this target if this spawnflag is set.
// Otherwise, sweep from wherever the cursor was.
if( m_hSweepTarget->HasSpawnFlags( SF_SNIPERTARGET_SNAPTO ) ) { m_vecPaintCursor = m_hSweepTarget->GetLocalOrigin(); }
LaserOn( m_hSweepTarget->GetLocalOrigin(), vec3_origin ); break;
case TASK_SNIPER_PAINT_ENEMY: // Everytime we start to paint an enemy, this is reset to false.
m_bWarnedTargetEntity = false;
// If the sniper has a sweep target, clear it, unless it's flagged to resume
if( m_hSweepTarget != NULL ) { if ( !m_hSweepTarget->HasSpawnFlags( SF_SNIPERTARGET_RESUME) ) { ClearTargetGroup(); m_hSweepTarget = NULL; } }
if( m_spawnflags & SF_SNIPER_VIEWCONE ) { SetWait( SNIPER_FOG_PAINT_ENEMY_TIME );
// Just turn it on where it is.
LaserOn( m_vecPaintCursor, vec3_origin ); } else { if( GetEnemy()->IsPlayer() ) { float delay = 0; #ifdef _XBOX
delay += sniper_xbox_delay.GetFloat(); #endif
if( gpGlobals->curtime - m_flTimeLastAttackedPlayer <= SNIPER_FASTER_ATTACK_PERIOD ) { SetWait( SNIPER_SUBSEQUENT_PAINT_TIME + delay ); m_flPaintTime = SNIPER_SUBSEQUENT_PAINT_TIME + delay; } else { SetWait( m_flKeyfieldPaintTime + delay ); m_flPaintTime = m_flKeyfieldPaintTime + delay; } } else { m_flPaintTime = m_flKeyfieldPaintTimeNoise > 0 ? m_flKeyfieldPaintTime + random->RandomFloat( 0, m_flKeyfieldPaintTimeNoise ) : m_flKeyfieldPaintTime ;
if( IsFastSniper() ) { // Get the shot off a little faster.
m_flPaintTime *= 0.75f; }
SetWait( m_flPaintTime ); }
Vector vecCursor;
if ( m_spawnflags & SF_SNIPER_NOSWEEP ) { LaserOn( m_vecPaintCursor, vec3_origin ); } else { // Try to start the laser where the player can't miss seeing it!
AngleVectors( GetEnemy()->GetLocalAngles(), &vecCursor ); vecCursor = vecCursor * 300; vecCursor += GetEnemy()->EyePosition(); LaserOn( vecCursor, Vector( 16, 16, 16 ) ); } }
// Scope glints if shooting at player.
if( GetEnemy()->IsPlayer() ) { ScopeGlint(); }
break;
case TASK_SNIPER_PAINT_NO_SHOT: SetWait( SNIPER_PAINT_NO_SHOT_TIME ); if( FindFrustratedShot( pTask->flTaskData ) ) { LaserOff(); LaserOn( m_vecFrustratedTarget, vec3_origin ); } else { TaskFail( "Frustrated shot with no enemy" ); } break;
case TASK_SNIPER_PAINT_FRUSTRATED: m_flPaintTime = SNIPER_PAINT_FRUSTRATED_TIME + random->RandomFloat( 0, SNIPER_PAINT_FRUSTRATED_TIME ); SetWait( m_flPaintTime ); if( FindFrustratedShot( pTask->flTaskData ) ) { LaserOff(); LaserOn( m_vecFrustratedTarget, vec3_origin ); } else { TaskFail( "Frustrated shot with no enemy" ); } break;
case TASK_SNIPER_PAINT_DECOY: SetWait( pTask->flTaskData ); LaserOn( m_vecDecoyObjectTarget, Vector( 64, 64, 64 ) ); break;
case TASK_RELOAD: { CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "NPC_Sniper.Reload" ); m_fWeaponLoaded = true; TaskComplete(); } break;
case TASK_SNIPER_FRUSTRATED_ATTACK: //FindFrustratedShot();
break;
default: BaseClass::StartTask( pTask ); break; } }
//---------------------------------------------------------
//---------------------------------------------------------
void CProtoSniper::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_SNIPER_PLAYER_DEAD: if( IsWaitFinished() ) { m_hSweepTarget = PickDeadPlayerTarget(); m_vecPaintStart = m_vecPaintCursor; SetWait( 4.0f ); } else { PaintTarget( m_hSweepTarget->GetAbsOrigin(), 4.0f ); } break;
case TASK_SNIPER_ATTACK_CURSOR: if( FireBullet( m_vecPaintCursor, true ) ) { TaskComplete(); } break;
case TASK_RANGE_ATTACK1: // Fire at enemy.
if( FireBullet( LeadTarget( GetEnemy() ), true ) ) { // Msg("Firing at %s\n",GetEnemy()->GetEntityName().ToCStr());
if( GetEnemy() && GetEnemy()->IsPlayer() ) { m_flTimeLastAttackedPlayer = gpGlobals->curtime; }
TaskComplete(); } else { // Msg("Firebullet %s is false\n",GetEnemy()->GetEntityName().ToCStr());
} break;
case TASK_SNIPER_FRUSTRATED_ATTACK: if( FireBullet( m_vecFrustratedTarget, false ) ) { TaskComplete(); } break;
case TASK_SNIPER_PAINT_SWEEP_TARGET: if ( !m_hSweepTarget.Get() ) { TaskFail( FAIL_NO_TARGET ); return; }
if( IsWaitFinished() ) { // Time up! Paint the next target in the chain, or stop.
CBaseEntity *pNext; pNext = gEntList.FindEntityByName( NULL, m_hSweepTarget->m_target );
if ( m_hSweepTarget->HasSpawnFlags( SF_SNIPERTARGET_SHOOTME ) ) { FireBullet( m_hSweepTarget->GetLocalOrigin(), false ); TaskComplete(); // Force a reload.
}
if( pNext || IsSweepingRandomly() ) { // Bump the timer up, update the cursor, paint the new target!
// This is done regardless of whether we just fired at the current target.
m_vecPaintCursor = m_hSweepTarget->GetLocalOrigin(); if( IsSweepingRandomly() ) { // If sweeping randomly, just pick another target.
CBaseEntity *pOldTarget;
pOldTarget = m_hSweepTarget;
// Pick another target in the group. Don't shoot at the one we just shot at.
if( m_iNumGroupTargets > 1 ) { do { m_hSweepTarget = m_pGroupTarget[ random->RandomInt( 0, m_iNumGroupTargets - 1 ) ]; } while( m_hSweepTarget == pOldTarget ); } } else { // If not, go with the next target in the chain.
m_hSweepTarget = pNext; }
m_vecPaintStart = m_vecPaintCursor; SetWait( m_hSweepTarget->m_flSpeed ); } else { m_hSweepTarget = NULL; LaserOff(); TaskComplete(); }
#if 0
NDebugOverlay::Line(GetBulletOrigin(), m_hSweepTarget->GetLocalOrigin(), 0,255,0, true, 20 ); #endif
} else { if ( m_hSweepTarget->HasSpawnFlags( SF_SNIPERTARGET_SNAPSHOT ) ) { m_fSnapShot = true; }
PaintTarget( m_hSweepTarget->GetAbsOrigin(), m_hSweepTarget->m_flSpeed ); }
break;
case TASK_SNIPER_PAINT_ENEMY: if( IsWaitFinished() ) { TaskComplete(); }
PaintTarget( LeadTarget( GetEnemy() ), m_flPaintTime ); break;
case TASK_SNIPER_PAINT_DECOY: if( IsWaitFinished() ) { TaskComplete(); }
PaintTarget( m_vecDecoyObjectTarget, pTask->flTaskData ); break;
case TASK_SNIPER_PAINT_NO_SHOT: if( IsWaitFinished() ) { //HACKHACK(sjb)
// This condition should be turned off
// by a task.
ClearCondition( COND_SNIPER_NO_SHOT ); TaskComplete(); }
PaintTarget( m_vecFrustratedTarget, SNIPER_PAINT_NO_SHOT_TIME ); break;
case TASK_SNIPER_PAINT_FRUSTRATED: if( IsWaitFinished() ) { TaskComplete(); }
PaintTarget( m_vecFrustratedTarget, m_flPaintTime ); break;
case TASK_RANGE_ATTACK2: // Fire at decoy
if( m_hDecoyObject == NULL ) { TaskFail("sniper: bad decoy"); break; }
if( FireBullet( m_vecDecoyObjectTarget, false ) ) { //Msg( "Fired at decoy\n" );
AddOldDecoy( m_hDecoyObject ); TaskComplete(); } break;
default: BaseClass::RunTask( pTask ); break; } }
//-----------------------------------------------------------------------------
// The sniper throws away the circular list of old decoys when we restore.
//-----------------------------------------------------------------------------
int CProtoSniper::Restore( IRestore &restore ) { ClearOldDecoys();
return BaseClass::Restore( restore ); }
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
float CProtoSniper::MaxYawSpeed( void ) { return 60; }
//---------------------------------------------------------
//---------------------------------------------------------
void CProtoSniper::PrescheduleThink( void ) { BaseClass::PrescheduleThink(); // If a sweep target is set, keep asking the AI to sweep the target
if( m_hSweepTarget != NULL ) { if( m_bSweepHighestPriority || (!HasCondition( COND_CAN_RANGE_ATTACK1 ) && !HasCondition( COND_SNIPER_NO_SHOT ) ) ) { SetCondition( COND_SNIPER_SWEEP_TARGET ); } } else { ClearCondition( COND_SNIPER_SWEEP_TARGET ); }
// Think faster if the beam is on, this gives the beam higher resolution.
if( m_pBeam ) { SetNextThink( gpGlobals->curtime + 0.03 ); } else { SetNextThink( gpGlobals->curtime + 0.1f ); }
// If the enemy has just stepped into view, or we've acquired a new enemy,
// Record the last time we've seen the enemy as right now.
//
// If the enemy has been out of sight for a full second, mark him eluded.
if( GetEnemy() != NULL ) { if( gpGlobals->curtime - GetEnemies()->LastTimeSeen( GetEnemy() ) > 30 ) { // Stop pestering enemies after 30 seconds of frustration.
GetEnemies()->ClearMemory( GetEnemy() ); SetEnemy(NULL); } }
// Suppress at the sound of danger. Incoming missiles, for example.
if( HasCondition( COND_HEAR_DANGER ) ) { SetCondition( COND_SNIPER_SUPPRESSED ); } }
//---------------------------------------------------------
//---------------------------------------------------------
Vector CProtoSniper::EyePosition( void ) { if( m_spawnflags & SF_SNIPER_HIDDEN ) { return GetLocalOrigin(); } else { return BaseClass::EyePosition(); } }
//---------------------------------------------------------
//---------------------------------------------------------
Vector CProtoSniper::DesiredBodyTarget( CBaseEntity *pTarget ) { // By default, aim for the center
Vector vecTarget = pTarget->WorldSpaceCenter();
float flTimeSinceLastMiss = gpGlobals->curtime - m_flTimeLastShotMissed;
if( pTarget->GetFlags() & FL_CLIENT ) { if( !BaseClass::FVisible( vecTarget ) ) { // go to the player's eyes if his center is concealed.
// Bump up an inch so the player's not looking straight down a beam.
vecTarget = pTarget->EyePosition() + Vector( 0, 0, 1 ); } } else { if( pTarget->Classify() == CLASS_HEADCRAB ) { // Headcrabs are tiny inside their boxes.
vecTarget = pTarget->GetAbsOrigin(); vecTarget.z += 4.0; } else if( !m_bShootZombiesInChest && pTarget->Classify() == CLASS_ZOMBIE ) { if( flTimeSinceLastMiss > 0.0f && flTimeSinceLastMiss < 4.0f && hl2_episodic.GetBool() ) { vecTarget = pTarget->BodyTarget( GetBulletOrigin(), false ); } else { // Shoot zombies in the headcrab
vecTarget = pTarget->HeadTarget( GetBulletOrigin() ); } } else if( pTarget->Classify() == CLASS_ANTLION ) { // Shoot about a few inches above the origin. This makes it easy to hit antlions
// even if they are on their backs.
vecTarget = pTarget->GetAbsOrigin(); vecTarget.z += 18.0f; } else if( pTarget->Classify() == CLASS_EARTH_FAUNA ) { // Shoot birds in the center
} else { // Shoot NPCs in the chest
vecTarget.z += 8.0f; } }
return vecTarget; }
//---------------------------------------------------------
//---------------------------------------------------------
Vector CProtoSniper::LeadTarget( CBaseEntity *pTarget ) { float targetTime; float targetDist; //float adjustedShotDist;
//float actualShotDist;
Vector vecAdjustedShot; Vector vecTarget; trace_t tr;
/*
NDebugOverlay::EntityBounds(pTarget, 255,255,0,96,0.1f); */ if( sniperLines.GetBool() ) { Msg("Sniper %s is targeting %s\n", GetDebugName(), pTarget ? pTarget->GetDebugName() : "nobody" ); }
if( pTarget == NULL ) { // no target
return vec3_origin; }
// Get target
vecTarget = DesiredBodyTarget( pTarget );
// Get bullet time to target
targetDist = (vecTarget - GetBulletOrigin() ).Length(); targetTime = targetDist / GetBulletSpeed(); // project target's velocity over that time.
Vector vecVelocity = vec3_origin;
if( pTarget->IsPlayer() || pTarget->Classify() == CLASS_MISSILE ) { // This target is a client, who has an actual velocity.
vecVelocity = pTarget->GetSmoothedVelocity();
// Slow the vertical velocity down a lot, or the sniper will
// lead a jumping player by firing several feet above his head.
// THIS may affect the sniper hitting a player that's ascending/descending
// ladders. If so, we'll have to check for the player's ladder flag.
if( pTarget->GetFlags() & FL_CLIENT ) { vecVelocity.z *= 0.25; } } else { if( pTarget->MyNPCPointer() && pTarget->MyNPCPointer()->GetNavType() == NAV_FLY ) { // Take a flying monster's velocity directly.
vecVelocity = pTarget->GetAbsVelocity(); } else { // Have to build a velocity vector using the character's current groundspeed.
CBaseAnimating *pAnimating;
pAnimating = (CBaseAnimating *)pTarget;
Assert( pAnimating != NULL );
QAngle vecAngle; vecAngle.y = pAnimating->GetSequenceMoveYaw( pAnimating->GetSequence() ); vecAngle.x = 0; vecAngle.z = 0;
vecAngle.y += pTarget->GetLocalAngles().y;
AngleVectors( vecAngle, &vecVelocity );
vecVelocity = vecVelocity * pAnimating->m_flGroundSpeed; } }
if( m_iMisses > 0 && !FClassnameIs( pTarget, "npc_bullseye" ) ) { // I'm supposed to miss this shot, so aim above the target's head.
// BUT DON'T miss bullseyes, and don't count the shot.
vecAdjustedShot = vecTarget; vecAdjustedShot.z += 16;
m_iMisses--;
// NDebugOverlay::Cross3D(vecAdjustedShot,12.0f,255,0,0,false,1);
return vecAdjustedShot; }
vecAdjustedShot = vecTarget + ( vecVelocity * targetTime );
// if the adjusted shot falls well short of the target, take the straight shot.
// it's not very interesting for the bullet to hit something far away from the
// target. (for instance, if a sign or ledge or something is between the player
// and the sniper, and the sniper would hit this object if he tries to lead the player)
// NDebugOverlay::Cross3D(vecAdjustedShot,12.0f,5,255,0,false,1);
if( sniperLines.GetFloat() == 1.0f ) { Vector vecBulletOrigin; vecBulletOrigin = GetBulletOrigin(); CPVSFilter filter( GetLocalOrigin() ); te->ShowLine( filter, 0.0, &vecBulletOrigin, &vecAdjustedShot ); }
/*
UTIL_TraceLine( vecBulletOrigin, vecAdjustedShot, MASK_SHOT, this, &tr );
actualShotDist = (tr.endpos - vecBulletOrigin ).Length(); adjustedShotDist = ( vecAdjustedShot - vecBulletOrigin ).Length();
/////////////////////////////////////////////
// the shot taken should hit within 10% of the sniper's distance to projected target.
// else, shoot straight. (there's some object in the way of the adjusted shot)
/////////////////////////////////////////////
if( actualShotDist <= adjustedShotDist * 0.9 ) { vecAdjustedShot = vecTarget; } */ return vecAdjustedShot; }
//---------------------------------------------------------
// Sniper killed the player. Pick the player's body or something
// nearby to point the laser at, so that the player can get
// a fix on the sniper's location.
//---------------------------------------------------------
CBaseEntity *CProtoSniper::PickDeadPlayerTarget() { const int iSearchSize = 32; CBaseEntity *pTarget = AI_GetSinglePlayer(); CBaseEntity *pEntities[ iSearchSize ];
int iNumEntities = UTIL_EntitiesInSphere( pEntities, iSearchSize, AI_GetSinglePlayer()->GetAbsOrigin(), 180.0f, 0 );
// Not very robust, but doesn't need to be. Randomly select a nearby object in the list that isn't an NPC.
if( iNumEntities > 0 ) { int i;
// Try a few times to randomly select a target.
for( i = 0 ; i < 10 ; i++ ) { CBaseEntity *pCandidate = pEntities[ random->RandomInt(0, iNumEntities - 1) ];
if( !pCandidate->IsNPC() && FInViewCone(pCandidate) ) { return pCandidate; } } }
// Fall through to accept the player as a target.
return pTarget; }
//---------------------------------------------------------
//---------------------------------------------------------
void CProtoSniper::InputEnableSniper( inputdata_t &inputdata ) { ClearCondition( COND_SNIPER_DISABLED ); SetCondition( COND_SNIPER_ENABLED );
m_fEnabled = true; }
//---------------------------------------------------------
//---------------------------------------------------------
void CProtoSniper::InputDisableSniper( inputdata_t &inputdata ) { ClearCondition( COND_SNIPER_ENABLED ); SetCondition( COND_SNIPER_DISABLED );
m_fEnabled = false; }
//---------------------------------------------------------
//---------------------------------------------------------
bool CProtoSniper::FindFrustratedShot( float flNoise ) { Vector vecForward; Vector vecStart; Vector vecAimAt; Vector vecAim;
if( !GetEnemy() ) { return false; }
// Just pick a spot somewhere around the target.
// Try a handful of times to pick a spot that guarantees the
// target will see the laser.
#define MAX_TRIES 15
for( int i = 0 ; i < MAX_TRIES ; i++ ) { Vector vecSpot = GetEnemyLKP();
vecSpot.x += random->RandomFloat( -64, 64 ); vecSpot.y += random->RandomFloat( -64, 64 ); vecSpot.z += random->RandomFloat( -40, 40 );
// Help move the frustrated spot off the target's BBOX in X/Y space.
if( vecSpot.x < 0 ) vecSpot.x -= 32; else vecSpot.x += 32;
if( vecSpot.y < 0 ) vecSpot.y -= 32; else vecSpot.y += 32;
Vector vecSrc, vecDir;
vecSrc = GetAbsOrigin(); vecDir = vecSpot - vecSrc; VectorNormalize( vecDir );
if( GetEnemy()->FVisible( vecSpot ) || i == MAX_TRIES - 1 ) { trace_t tr; AI_TraceLine(vecSrc, vecSrc + vecDir * 8192, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
if( !GetEnemy()->FVisible( tr.endpos ) ) { // Dont accept this point unless we are out of tries!
if( i != MAX_TRIES - 1 ) { continue; } } m_vecFrustratedTarget = tr.endpos; break; } }
#if 0
NDebugOverlay::Line(vecStart, tr.endpos, 0,255,0, true, 20 ); #endif
return true; }
//---------------------------------------------------------
// See all NPC's easily.
//
// Only see the player if you can trace to both of his
// eyeballs. That is, allow the player to peek around corners.
// This is a little more expensive than the base class' check!
//---------------------------------------------------------
#define SNIPER_EYE_DIST 0.75
#define SNIPER_TARGET_VERTICAL_OFFSET Vector( 0, 0, 5 );
bool CProtoSniper::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) { if( m_spawnflags & SF_SNIPER_VIEWCONE ) { // Viewcone snipers are blind with their laser off.
if( !IsLaserOn() ) { return false; } }
if( !pEntity->IsPlayer() ) { // NPC
return BaseClass::FVisible( pEntity, traceMask, ppBlocker ); }
if ( pEntity->GetFlags() & FL_NOTARGET ) { return false; }
Vector vecVerticalOffset; Vector vecRight; Vector vecEye; trace_t tr;
if( fabs( GetAbsOrigin().z - pEntity->WorldSpaceCenter().z ) <= 120.f ) { // If the player is around the same elevation, look straight at his eyes.
// At the same elevation, the vertical peeking allowance makes it too easy
// for a player to dispatch the sniper from cover.
vecVerticalOffset = vec3_origin; } else { // Otherwise, look at a spot below his eyes. This allows the player to back away
// from his cover a bit and have a peek at the sniper without being detected.
vecVerticalOffset = SNIPER_TARGET_VERTICAL_OFFSET; }
AngleVectors( pEntity->GetLocalAngles(), NULL, &vecRight, NULL );
vecEye = vecRight * SNIPER_EYE_DIST - vecVerticalOffset; UTIL_TraceLine( EyePosition(), pEntity->EyePosition() + vecEye, MASK_BLOCKLOS, this, COLLISION_GROUP_NONE, &tr );
#if 0
NDebugOverlay::Line(EyePosition(), tr.endpos, 0,255,0, true, 0.1); #endif
bool fCheckFailed = false;
if( tr.fraction != 1.0 ) { fCheckFailed = true; }
// Don't check the other eye if the first eye failed.
if( !fCheckFailed ) { vecEye = -vecRight * SNIPER_EYE_DIST - vecVerticalOffset; UTIL_TraceLine( EyePosition(), pEntity->EyePosition() + vecEye, MASK_BLOCKLOS, this, COLLISION_GROUP_NONE, &tr );
#if 0
NDebugOverlay::Line(EyePosition(), tr.endpos, 0,255,0, true, 0.1); #endif
if( tr.fraction != 1.0 ) { fCheckFailed = true; } }
if( !fCheckFailed ) { // Can see the player.
return true; } // Now, if the check failed, see if the player is ducking and has recently
// fired a muzzleflash. If yes, see if you'd be able to see the player if
// they were standing in their current position instead of ducking. Since
// the sniper doesn't have a clear shot in this situation, he will harrass
// near the player.
CBasePlayer *pPlayer;
pPlayer = ToBasePlayer( pEntity );
if( (pPlayer->GetFlags() & FL_DUCKING) && pPlayer->MuzzleFlashTime() > gpGlobals->curtime ) { vecEye = pPlayer->EyePosition() + Vector( 0, 0, 32 ); UTIL_TraceLine( EyePosition(), vecEye, MASK_BLOCKLOS, this, COLLISION_GROUP_NONE, &tr );
if( tr.fraction != 1.0 ) { // Everything failed.
if (ppBlocker) { *ppBlocker = tr.m_pEnt; } return false; } else { // Fake being able to see the player.
return true; } }
if (ppBlocker) { *ppBlocker = tr.m_pEnt; }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Returns the current text offset from the top
//-----------------------------------------------------------------------------
int CProtoSniper::DrawDebugTextOverlays() { int text_offset = 0;
// ---------------------
// Print Baseclass text
// ---------------------
text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512];
CSniperTarget *pTarget = NULL; if ( m_iNumGroupTargets > 0 ) { pTarget = dynamic_cast<CSniperTarget *>(m_pGroupTarget[0]); }
Q_snprintf( tempstr, sizeof( tempstr ), "Sweep group (count): %s (%d)", pTarget != NULL ? STRING( pTarget->m_iszGroupName ) : "<None>", m_iNumGroupTargets ); EntityText( text_offset, tempstr, 0 ); text_offset++;
for ( int i = 0; i < m_iNumGroupTargets; i++ ) { if ( m_pGroupTarget[i] != NULL ) { NDebugOverlay::VertArrow( EyePosition(), m_pGroupTarget[i]->GetAbsOrigin(), 8, 0, 255, 0, 0, true, 0); } } }
return text_offset; }
//-----------------------------------------------------------------------------
// Inform the sniper that a bullet missed its intended target. We don't know
// which bullet or which target.
//-----------------------------------------------------------------------------
void CProtoSniper::NotifyShotMissedTarget() { m_flTimeLastShotMissed = gpGlobals->curtime; // In episodic, aim at the (easier to hit at distance or high speed) centers
// of the bodies of NPC targets. This change makes Alyx sniper less likely to
// miss zombie and zombines over and over because of the large amount of head movement
// in these NPCs' walk and run animations.
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( proto_sniper, CProtoSniper )
DECLARE_CONDITION( COND_SNIPER_CANATTACKDECOY ); DECLARE_CONDITION( COND_SNIPER_SUPPRESSED ); DECLARE_CONDITION( COND_SNIPER_ENABLED ); DECLARE_CONDITION( COND_SNIPER_DISABLED ); DECLARE_CONDITION( COND_SNIPER_FRUSTRATED ); DECLARE_CONDITION( COND_SNIPER_SWEEP_TARGET ); DECLARE_CONDITION( COND_SNIPER_NO_SHOT );
DECLARE_TASK( TASK_SNIPER_FRUSTRATED_ATTACK ); DECLARE_TASK( TASK_SNIPER_PAINT_ENEMY ); DECLARE_TASK( TASK_SNIPER_PAINT_DECOY ); DECLARE_TASK( TASK_SNIPER_PAINT_FRUSTRATED ); DECLARE_TASK( TASK_SNIPER_PAINT_SWEEP_TARGET ); DECLARE_TASK( TASK_SNIPER_ATTACK_CURSOR ); DECLARE_TASK( TASK_SNIPER_PAINT_NO_SHOT ); DECLARE_TASK( TASK_SNIPER_PLAYER_DEAD );
//=========================================================
// SCAN
//=========================================================
DEFINE_SCHEDULE ( SCHED_PSNIPER_SCAN,
" Tasks" " TASK_WAIT_INDEFINITE 0" " " " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_HEAR_DANGER" " COND_SNIPER_DISABLED" " COND_SNIPER_SWEEP_TARGET" )
//=========================================================
// CAMP
//=========================================================
DEFINE_SCHEDULE ( SCHED_PSNIPER_CAMP,
" Tasks" " TASK_WAIT_INDEFINITE 0" " " " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_CAN_RANGE_ATTACK1" " COND_SNIPER_CANATTACKDECOY" " COND_SNIPER_SUPPRESSED" " COND_HEAR_DANGER" " COND_SNIPER_DISABLED" " COND_SNIPER_FRUSTRATED" " COND_SNIPER_SWEEP_TARGET" )
//=========================================================
// ATTACK
//=========================================================
DEFINE_SCHEDULE ( SCHED_PSNIPER_ATTACK,
" Tasks" " TASK_SNIPER_PAINT_ENEMY 0" " TASK_RANGE_ATTACK1 0" " " " Interrupts" " COND_ENEMY_OCCLUDED" " COND_ENEMY_DEAD" " COND_HEAR_DANGER" " COND_SNIPER_DISABLED" ) //=========================================================
// ATTACK
//=========================================================
DEFINE_SCHEDULE ( SCHED_PSNIPER_SNAPATTACK,
" Tasks" " TASK_SNIPER_ATTACK_CURSOR 0" " " " Interrupts" " COND_ENEMY_OCCLUDED" " COND_ENEMY_DEAD" " COND_NEW_ENEMY" " COND_HEAR_DANGER" " COND_SNIPER_DISABLED" )
//=========================================================
// RELOAD
//=========================================================
DEFINE_SCHEDULE ( SCHED_PSNIPER_RELOAD,
" Tasks" " TASK_RELOAD 0" " TASK_WAIT 1.0" " " " Interrupts" " COND_HEAR_DANGER" )
//=========================================================
// Attack decoy
//=========================================================
DEFINE_SCHEDULE ( SCHED_PSNIPER_ATTACKDECOY,
" Tasks" " TASK_SNIPER_PAINT_DECOY 2.0" " TASK_RANGE_ATTACK2 0" " " " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_HEAR_DANGER" " COND_CAN_RANGE_ATTACK1" " COND_SNIPER_DISABLED" " COND_SNIPER_SWEEP_TARGET" )
//=========================================================
//=========================================================
DEFINE_SCHEDULE ( SCHED_PSNIPER_SUPPRESSED,
" Tasks" " TASK_WAIT 2.0" " " " Interrupts" )
//=========================================================
// Sniper is allowed to process a couple conditions while
// disabled, but mostly he waits until he's enabled.
//=========================================================
DEFINE_SCHEDULE ( SCHED_PSNIPER_DISABLEDWAIT,
" Tasks" " TASK_WAIT 0.5" " " " Interrupts" " COND_SNIPER_ENABLED" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" )
//=========================================================
//=========================================================
DEFINE_SCHEDULE ( SCHED_PSNIPER_FRUSTRATED_ATTACK,
" Tasks" " TASK_WAIT 2.0" " TASK_SNIPER_PAINT_FRUSTRATED 0.05" " TASK_SNIPER_PAINT_FRUSTRATED 0.025" " TASK_SNIPER_PAINT_FRUSTRATED 0.0" " TASK_SNIPER_FRUSTRATED_ATTACK 0.0" " " " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_SNIPER_DISABLED" " COND_CAN_RANGE_ATTACK1" " COND_SEE_ENEMY" " COND_HEAR_DANGER" " COND_SNIPER_SWEEP_TARGET" )
//=========================================================
//=========================================================
DEFINE_SCHEDULE ( SCHED_PSNIPER_SWEEP_TARGET,
" Tasks" " TASK_SNIPER_PAINT_SWEEP_TARGET 0.0" " " " Interrupts" " COND_NEW_ENEMY" " COND_SNIPER_DISABLED" " COND_CAN_RANGE_ATTACK1" " COND_HEAR_DANGER" " COND_SNIPER_NO_SHOT" )
//=========================================================
//=========================================================
DEFINE_SCHEDULE ( SCHED_PSNIPER_SWEEP_TARGET_NOINTERRUPT,
" Tasks" " TASK_SNIPER_PAINT_SWEEP_TARGET 0.0" " " " Interrupts" " COND_SNIPER_DISABLED" )
//=========================================================
//=========================================================
DEFINE_SCHEDULE ( SCHED_PSNIPER_NO_CLEAR_SHOT,
" Tasks" " TASK_SNIPER_PAINT_NO_SHOT 0.0" " TASK_SNIPER_PAINT_NO_SHOT 0.075" " TASK_SNIPER_PAINT_NO_SHOT 0.05" " TASK_SNIPER_PAINT_NO_SHOT 0.0" " " " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_SNIPER_DISABLED" " COND_CAN_RANGE_ATTACK1" " COND_HEAR_DANGER" )
//=========================================================
//=========================================================
DEFINE_SCHEDULE ( SCHED_PSNIPER_PLAYER_DEAD,
" Tasks" " TASK_SNIPER_PLAYER_DEAD 0" " " " Interrupts" )
AI_END_CUSTOM_NPC()
//-----------------------------------------------------------------------------
//
// Sniper Bullet
//
//-----------------------------------------------------------------------------
//---------------------------------------------------------
//---------------------------------------------------------
void CSniperBullet::Precache() { }
//---------------------------------------------------------
//---------------------------------------------------------
void CSniperBullet::BulletThink( void ) { // Set the bullet up to think again.
SetNextThink( gpGlobals->curtime + 0.05 );
if( !GetOwnerEntity() ) { // Owner died!
Stop(); return; }
if( gpGlobals->curtime >= m_SoundTime ) { // See if it's time to make the sonic boom.
CPASAttenuationFilter filter( this, ATTN_NONE ); EmitSound( filter, entindex(), "NPC_Sniper.SonicBoom" );
if( GetOwnerEntity() ) { CAI_BaseNPC *pSniper; CAI_BaseNPC *pEnemyNPC; pSniper = GetOwnerEntity()->MyNPCPointer();
if( pSniper && pSniper->GetEnemy() ) { pEnemyNPC = pSniper->GetEnemy()->MyNPCPointer();
// Warn my enemy if they can see the sniper.
if( pEnemyNPC && GetOwnerEntity() && pEnemyNPC->FVisible( GetOwnerEntity()->WorldSpaceCenter() ) ) { CSoundEnt::InsertSound( SOUND_DANGER | SOUND_CONTEXT_FROM_SNIPER, pSniper->GetEnemy()->EarPosition(), 16, 1.0f, GetOwnerEntity() ); } } }
// No way the bullet will live this long.
m_SoundTime = 1e9; }
// Trace this timeslice of the bullet.
Vector vecStart; Vector vecEnd; float flInterval;
flInterval = gpGlobals->curtime - GetLastThink(); vecStart = GetAbsOrigin(); vecEnd = vecStart + ( m_vecDir * (m_Speed * flInterval) ); float flDist = (vecStart - vecEnd).Length();
//Msg(".");
trace_t tr; AI_TraceLine( vecStart, vecEnd, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if( tr.fraction != 1.0 ) { // This slice of bullet will hit something.
GetOwnerEntity()->FireBullets( 1, vecStart, m_vecDir, vec3_origin, flDist, m_AmmoType, 0 ); m_iImpacts++;
#ifdef HL2_EPISODIC
if( tr.m_pEnt->IsNPC() || m_iImpacts == NUM_PENETRATIONS ) #else
if( tr.m_pEnt->m_takedamage == DAMAGE_YES || m_iImpacts == NUM_PENETRATIONS ) #endif//HL2_EPISODIC
{ // Bullet stops when it hits an NPC, or when it has penetrated enough times.
if( tr.m_pEnt && tr.m_pEnt->VPhysicsGetObject() ) { if( tr.m_pEnt->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) { Pickup_ForcePlayerToDropThisObject(tr.m_pEnt); } }
Stop(); return; } else { #define STEP_SIZE 2
#define NUM_STEPS 6
// Try to slide a 'cursor' through the object that was hit.
Vector vecCursor = tr.endpos; for( int i = 0 ; i < NUM_STEPS ; i++ ) { //Msg("-");
vecCursor += m_vecDir * STEP_SIZE;
if( UTIL_PointContents( vecCursor ) != CONTENTS_SOLID ) { // Passed out of a solid!
SetAbsOrigin( vecCursor );
// Fire another tracer.
AI_TraceLine( vecCursor, vecCursor + m_vecDir * 8192, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); UTIL_Tracer( vecCursor, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, m_Speed, true, "StriderTracer" ); return; } }
// Bullet also stops when it fails to exit material after penetrating this far.
//Msg("#\n");
if( m_bDirectShot ) { CProtoSniper *pSniper = dynamic_cast<CProtoSniper*>(GetOwnerEntity()); if( pSniper ) { pSniper->NotifyShotMissedTarget(); } }
Stop(); return; } } else { SetAbsOrigin( vecEnd ); } }
//=========================================================
//=========================================================
bool CSniperBullet::Start( const Vector &vecOrigin, const Vector &vecTarget, CBaseEntity *pOwner, bool bDirectShot ) { m_flLastThink = gpGlobals->curtime;
if( m_AmmoType == -1 ) { // This guy doesn't have a REAL weapon, per say, but he does fire
// sniper rounds. Since there's no weapon to index the ammo type,
// do it manually here.
m_AmmoType = GetAmmoDef()->Index("SniperRound");
// This is the bullet that is used for all subsequent FireBullets() calls after the first
// call penetrates a surface and keeps going.
m_PenetratedAmmoType = GetAmmoDef()->Index("SniperPenetratedRound"); } if( m_fActive ) { return false; }
SetOwnerEntity( pOwner );
UTIL_SetOrigin( this, vecOrigin );
m_vecDir = vecTarget - vecOrigin; VectorNormalize( m_vecDir );
// Set speed;
CProtoSniper *pSniper = dynamic_cast<CProtoSniper*>(pOwner);
if( pSniper ) { m_Speed = pSniper->GetBulletSpeed(); } else { m_Speed = bulletSpeed.GetFloat(); }
// Start the tracer here, and tell it to end at the end of the last trace
// the trace comes from the loop above that does penetration.
trace_t tr; UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_vecDir * 8192, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); UTIL_Tracer( vecOrigin, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, m_Speed, true, "StriderTracer" );
float flElapsedTime = ( (tr.startpos - tr.endpos).Length() / m_Speed ); m_SoundTime = gpGlobals->curtime + flElapsedTime * 0.5; SetThink( &CSniperBullet::BulletThink ); SetNextThink( gpGlobals->curtime ); m_fActive = true; m_bDirectShot = bDirectShot; return true;
/*
int i;
// Try to find all of the things the bullet can go through along the way.
//-------------------------------
//-------------------------------
m_vecDir = vecTarget - vecOrigin; VectorNormalize( m_vecDir );
trace_t tr;
// Elapsed time counts how long the bullet is in motion through this simulation.
float flElapsedTime = 0;
for( i = 0 ; i < NUM_PENETRATIONS ; i++ ) { // Trace to the target.
UTIL_TraceLine( GetAbsOrigin(), vecTarget, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
flShotDist = (tr.endpos - GetAbsOrigin()).Length();
// Record the two endpoints of the segment and the time at which this bullet hits,
// and the time at which it's supposed to hit its mark.
m_ImpactTime[ i ] = flElapsedTime + ( flShotDist / GetBulletSpeed() ); m_vecStart[ i ] = tr.startpos; m_vecEnd[ i ] = tr.endpos;
// The elapsed time is now pushed forward by how long it takes the bullet
// to travel through this segment.
flElapsedTime += ( flShotDist / GetBulletSpeed() );
// Never let gpGlobals->curtime get added to the elapsed time!
m_ImpactTime[ i ] += gpGlobals->curtime;
CBaseEntity *pEnt;
pEnt = tr.m_pEnt;
if( !pEnt || pEnt->MyNPCPointer() || UTIL_DistApprox2D( tr.endpos, vecTarget ) <= 4 || FClassnameIs( pEnt, "prop_physics" ) ) { // If we're close to the target, assume the shot is going to hit
// the target and stop penetrating.
//
// If we're going to hit an NPC, stop penetrating.
//
// If we hit a physics prop, stop penetrating.
//
// Otherwise, keep looping.
break; }
// We're going to try to penetrate whatever the bullet has hit.
// Push through the object by the penetration distance, then trace back.
Vector vecCursor;
vecCursor = tr.endpos; vecCursor += m_vecDir * PENETRATION_THICKNESS;
UTIL_TraceLine( vecCursor, vecCursor + m_vecDir * -2, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
#if 1
if( tr.startsolid ) { // The cursor is inside the solid. Solid is too thick to penetrate.
#ifdef SNIPER_DEBUG
Msg( "SNIPER STARTSOLID\n" ); #endif
break; } #endif
// Now put the bullet at this point and continue.
UTIL_SetOrigin( this, vecCursor ); } //-------------------------------
//-------------------------------
*/
/*
#ifdef SNIPER_DEBUG
Msg( "PENETRATING %d items", i ); #endif // SNIPER_DEBUG
#ifdef SNIPER_DEBUG
Msg( "Dist: %f Travel Time: %f\n", flShotDist, m_ImpactTime ); #endif // SNIPER_DEBUG
*/ }
//---------------------------------------------------------
//---------------------------------------------------------
void CSniperBullet::Init( void ) { #ifdef SNIPER_DEBUG
Msg( "Bullet stopped\n" ); #endif // SNIPER_DEBUG
m_fActive = false; m_vecDir.Init(); m_AmmoType = -1; m_SoundTime = 1e9; m_iImpacts = 0; }
//---------------------------------------------------------
//---------------------------------------------------------
void CSniperBullet::Stop( void ) { // The bullet doesn't retire immediately because it still has a sound
// in the world that is relying on the bullet's position as a react origin.
// So stick around for another second or so.
SetThink( &CBaseEntity::SUB_Remove ); SetNextThink( gpGlobals->curtime + 1.0 ); }
//---------------------------------------------------------
//---------------------------------------------------------
bool CSniperTarget::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq(szKeyName, "groupname")) { m_iszGroupName = AllocPooledString( szValue ); return true; } else { return CPointEntity::KeyValue( szKeyName, szValue ); } }
LINK_ENTITY_TO_CLASS( info_snipertarget, CSniperTarget );
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