Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The G-Man, misunderstood servant of the people
//
// $NoKeywords: $
//
//=============================================================================//
//-----------------------------------------------------------------------------
// Generic NPC - purely for scripted sequence work.
//-----------------------------------------------------------------------------
#include "cbase.h"
#include "npcevent.h"
#include "ai_basenpc.h"
#include "ai_hull.h"
#include "ai_behavior_follow.h"
#include "ai_playerally.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// NPC's Anim Events Go Here
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CNPC_GMan : public CAI_PlayerAlly { public: DECLARE_CLASS( CNPC_GMan, CAI_PlayerAlly ); DECLARE_DATADESC();
void Spawn( void ); void Precache( void ); Class_T Classify ( void ); void HandleAnimEvent( animevent_t *pEvent ); virtual Disposition_t IRelationType(CBaseEntity *pTarget); int GetSoundInterests ( void ); bool CreateBehaviors( void ); int SelectSchedule( void );
private: CAI_FollowBehavior m_FollowBehavior; };
LINK_ENTITY_TO_CLASS( npc_gman, CNPC_GMan );
BEGIN_DATADESC( CNPC_GMan ) // (auto saved by AI)
// DEFINE_FIELD( m_FollowBehavior, FIELD_EMBEDDED ), (auto saved by AI)
END_DATADESC()
//-----------------------------------------------------------------------------
// Classify - indicates this NPC's place in the
// relationship table.
//-----------------------------------------------------------------------------
Class_T CNPC_GMan::Classify ( void ) { return CLASS_PLAYER_ALLY_VITAL; }
//-----------------------------------------------------------------------------
// HandleAnimEvent - catches the NPC-specific messages
// that occur when tagged animation frames are played.
//-----------------------------------------------------------------------------
void CNPC_GMan::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case 1: default: BaseClass::HandleAnimEvent( pEvent ); break; } }
//-----------------------------------------------------------------------------
// GetSoundInterests - generic NPC can't hear.
//-----------------------------------------------------------------------------
int CNPC_GMan::GetSoundInterests ( void ) { return NULL; }
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CNPC_GMan::Spawn() { Precache();
BaseClass::Spawn();
SetModel( "models/gman.mdl" );
SetHullType(HULL_HUMAN); SetHullSizeNormal();
SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); SetBloodColor( BLOOD_COLOR_RED ); m_iHealth = 8; m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE; SetImpactEnergyScale( 0.0f ); // no physics damage on the gman
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD ); CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE ); AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL );
NPCInit(); }
//-----------------------------------------------------------------------------
// Precache - precaches all resources this NPC needs
//-----------------------------------------------------------------------------
void CNPC_GMan::Precache() { PrecacheModel( "models/gman.mdl" ); BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// The G-Man isn't scared of anything.
//-----------------------------------------------------------------------------
Disposition_t CNPC_GMan::IRelationType(CBaseEntity *pTarget) { return D_NU; }
//=========================================================
// Purpose:
//=========================================================
bool CNPC_GMan::CreateBehaviors() { AddBehavior( &m_FollowBehavior ); return BaseClass::CreateBehaviors(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_GMan::SelectSchedule( void ) { if ( !BehaviorSelectSchedule() ) { }
return BaseClass::SelectSchedule(); }
//-----------------------------------------------------------------------------
// AI Schedules Specific to this NPC
//-----------------------------------------------------------------------------
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