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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "vehicle_apc.h"
#include "ammodef.h"
#include "IEffects.h"
#include "engine/IEngineSound.h"
#include "weapon_rpg.h"
#include "in_buttons.h"
#include "globalstate.h"
#include "soundent.h"
#include "ai_basenpc.h"
#include "ndebugoverlay.h"
#include "gib.h"
#include "EntityFlame.h"
#include "smoke_trail.h"
#include "explode.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define ROCKET_ATTACK_RANGE_MAX 5500.0f
#define ROCKET_ATTACK_RANGE_MIN 1250.0f
#define MACHINE_GUN_ATTACK_RANGE_MAX 1250.0f
#define MACHINE_GUN_ATTACK_RANGE_MIN 0.0f
#define MACHINE_GUN_MAX_UP_PITCH 30
#define MACHINE_GUN_MAX_DOWN_PITCH 10
#define MACHINE_GUN_MAX_LEFT_YAW 30
#define MACHINE_GUN_MAX_RIGHT_YAW 30
#define MACHINE_GUN_BURST_SIZE 10
#define MACHINE_GUN_BURST_TIME 0.075f
#define MACHINE_GUN_BURST_PAUSE_TIME 2.0f
#define ROCKET_SALVO_SIZE 5
#define ROCKET_DELAY_TIME 1.5
#define ROCKET_MIN_BURST_PAUSE_TIME 3
#define ROCKET_MAX_BURST_PAUSE_TIME 4
#define ROCKET_SPEED 800
#define DEATH_VOLLEY_ROCKET_COUNT 4
#define DEATH_VOLLEY_MIN_FIRE_TIME 0.333
#define DEATH_VOLLEY_MAX_FIRE_TIME 0.166
extern short g_sModelIndexFireball; // Echh...
ConVar sk_apc_health( "sk_apc_health", "750" );
#define APC_MAX_CHUNKS 3
static const char *s_pChunkModelName[APC_MAX_CHUNKS] = { "models/gibs/helicopter_brokenpiece_01.mdl", "models/gibs/helicopter_brokenpiece_02.mdl", "models/gibs/helicopter_brokenpiece_03.mdl", };
#define APC_MAX_GIBS 6
static const char *s_pGibModelName[APC_MAX_GIBS] = { "models/combine_apc_destroyed_gib01.mdl", "models/combine_apc_destroyed_gib02.mdl", "models/combine_apc_destroyed_gib03.mdl", "models/combine_apc_destroyed_gib04.mdl", "models/combine_apc_destroyed_gib05.mdl", "models/combine_apc_destroyed_gib06.mdl", };
LINK_ENTITY_TO_CLASS( prop_vehicle_apc, CPropAPC );
BEGIN_DATADESC( CPropAPC )
DEFINE_FIELD( m_flDangerSoundTime, FIELD_TIME ), DEFINE_FIELD( m_flHandbrakeTime, FIELD_TIME ), DEFINE_FIELD( m_bInitialHandbrake, FIELD_BOOLEAN ), DEFINE_FIELD( m_nSmokeTrailCount, FIELD_INTEGER ), DEFINE_FIELD( m_flMachineGunTime, FIELD_TIME ), DEFINE_FIELD( m_iMachineGunBurstLeft, FIELD_INTEGER ), // DEFINE_FIELD( m_nMachineGunMuzzleAttachment, FIELD_INTEGER ),
// DEFINE_FIELD( m_nMachineGunBaseAttachment, FIELD_INTEGER ),
// DEFINE_FIELD( m_vecBarrelPos, FIELD_VECTOR ),
DEFINE_FIELD( m_bInFiringCone, FIELD_BOOLEAN ), // DEFINE_FIELD( m_hLaserDot, FIELD_EHANDLE ),
DEFINE_FIELD( m_hRocketTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_iRocketSalvoLeft, FIELD_INTEGER ), DEFINE_FIELD( m_flRocketTime, FIELD_TIME ), // DEFINE_FIELD( m_nRocketAttachment, FIELD_INTEGER ),
DEFINE_FIELD( m_nRocketSide, FIELD_INTEGER ), DEFINE_FIELD( m_hSpecificRocketTarget, FIELD_EHANDLE ), DEFINE_KEYFIELD( m_strMissileHint, FIELD_STRING, "missilehint" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Destroy", InputDestroy ), DEFINE_INPUTFUNC( FIELD_STRING, "FireMissileAt", InputFireMissileAt ),
DEFINE_OUTPUT( m_OnDeath, "OnDeath" ), DEFINE_OUTPUT( m_OnFiredMissile, "OnFiredMissile" ), DEFINE_OUTPUT( m_OnDamaged, "OnDamaged" ), DEFINE_OUTPUT( m_OnDamagedByPlayer, "OnDamagedByPlayer" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::Precache( void ) { BaseClass::Precache();
int i; for ( i = 0; i < APC_MAX_CHUNKS; ++i ) { PrecacheModel( s_pChunkModelName[i] ); }
for ( i = 0; i < APC_MAX_GIBS; ++i ) { PrecacheModel( s_pGibModelName[i] ); }
PrecacheScriptSound( "Weapon_AR2.Single" ); PrecacheScriptSound( "PropAPC.FireRocket" ); PrecacheScriptSound( "combine.door_lock" ); }
//------------------------------------------------
// Spawn
//------------------------------------------------
void CPropAPC::Spawn( void ) { BaseClass::Spawn(); SetBlocksLOS( true ); m_iHealth = m_iMaxHealth = sk_apc_health.GetFloat(); SetCycle( 0 ); m_iMachineGunBurstLeft = MACHINE_GUN_BURST_SIZE; m_iRocketSalvoLeft = ROCKET_SALVO_SIZE; m_nRocketSide = 0; m_lifeState = LIFE_ALIVE; m_bInFiringCone = false;
m_flHandbrakeTime = gpGlobals->curtime + 0.1; m_bInitialHandbrake = false;
// Reset the gun to a default pose.
SetPoseParameter( "vehicle_weapon_pitch", 0 ); SetPoseParameter( "vehicle_weapon_yaw", 90 );
CreateAPCLaserDot();
if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE ) { AddFlag( FL_AIMTARGET ); } }
//-----------------------------------------------------------------------------
// Purpose: Create a laser
//-----------------------------------------------------------------------------
void CPropAPC::CreateAPCLaserDot( void ) { // Create a laser if we don't have one
if ( m_hLaserDot == NULL ) { m_hLaserDot = CreateLaserDot( GetAbsOrigin(), this, false ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CPropAPC::ShouldAttractAutoAim( CBaseEntity *pAimingEnt ) { if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE && pAimingEnt->IsPlayer() && GetDriver() ) { return true; }
return BaseClass::ShouldAttractAutoAim( pAimingEnt ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::Activate() { BaseClass::Activate();
m_nRocketAttachment = LookupAttachment( "cannon_muzzle" ); m_nMachineGunMuzzleAttachment = LookupAttachment( "muzzle" ); m_nMachineGunBaseAttachment = LookupAttachment( "gun_base" );
// NOTE: gun_ref must have the same position as gun_base, but rotates with the gun
int nMachineGunRefAttachment = LookupAttachment( "gun_def" );
Vector vecWorldBarrelPos; matrix3x4_t matRefToWorld; GetAttachment( m_nMachineGunMuzzleAttachment, vecWorldBarrelPos ); GetAttachment( nMachineGunRefAttachment, matRefToWorld ); VectorITransform( vecWorldBarrelPos, matRefToWorld, m_vecBarrelPos ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::UpdateOnRemove( void ) { if ( m_hLaserDot ) { UTIL_Remove( m_hLaserDot ); m_hLaserDot = NULL; } BaseClass::UpdateOnRemove(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::CreateServerVehicle( void ) { // Create our armed server vehicle
m_pServerVehicle = new CAPCFourWheelServerVehicle(); m_pServerVehicle->SetVehicle( this ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pMoveData -
//-----------------------------------------------------------------------------
Class_T CPropAPC::ClassifyPassenger( CBaseCombatCharacter *pPassenger, Class_T defaultClassification ) { return CLASS_COMBINE; }
//-----------------------------------------------------------------------------
// Purpose: Damage events as modified for the passenger of the APC, not the APC itself
//-----------------------------------------------------------------------------
float CPropAPC::PassengerDamageModifier( const CTakeDamageInfo &info ) { CTakeDamageInfo DmgInfo = info;
// bullets, slashing and headbutts don't hurt us in the apc, neither do rockets
if( (DmgInfo.GetDamageType() & DMG_BULLET) || (DmgInfo.GetDamageType() & DMG_SLASH) || (DmgInfo.GetDamageType() & DMG_CLUB) || (DmgInfo.GetDamageType() & DMG_BLAST) ) return (0);
// Accept everything else by default
return 1.0; }
//-----------------------------------------------------------------------------
// position of eyes
//-----------------------------------------------------------------------------
Vector CPropAPC::EyePosition( ) { Vector vecEyePosition; CollisionProp()->NormalizedToWorldSpace( Vector( 0.5, 0.5, 1.0 ), &vecEyePosition ); return vecEyePosition; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Vector CPropAPC::BodyTarget( const Vector &posSrc, bool bNoisy ) { if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE ) { return WorldSpaceCenter(); }
return BaseClass::BodyTarget( posSrc, bNoisy ); } //-----------------------------------------------------------------------------
// Add a smoke trail since we've taken more damage
//-----------------------------------------------------------------------------
void CPropAPC::AddSmokeTrail( const Vector &vecPos ) { // Start this trail out with a bang!
ExplosionCreate( vecPos, vec3_angle, this, 1000, 500.0f, SF_ENVEXPLOSION_NODAMAGE | SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE | SF_ENVEXPLOSION_NOFIREBALLSMOKE, 0 ); UTIL_ScreenShake( vecPos, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );
if ( m_nSmokeTrailCount == MAX_SMOKE_TRAILS ) return;
SmokeTrail *pSmokeTrail = SmokeTrail::CreateSmokeTrail(); if( !pSmokeTrail ) return;
// See if there's an attachment for this smoke trail
char buf[32]; Q_snprintf( buf, 32, "damage%d", m_nSmokeTrailCount ); int nAttachment = LookupAttachment( buf );
++m_nSmokeTrailCount;
pSmokeTrail->m_SpawnRate = 4; pSmokeTrail->m_ParticleLifetime = 5.0f; pSmokeTrail->m_StartColor.Init( 0.7f, 0.7f, 0.7f ); pSmokeTrail->m_EndColor.Init( 0.6, 0.6, 0.6 ); pSmokeTrail->m_StartSize = 32; pSmokeTrail->m_EndSize = 64; pSmokeTrail->m_SpawnRadius = 4; pSmokeTrail->m_Opacity = 0.5f; pSmokeTrail->m_MinSpeed = 16; pSmokeTrail->m_MaxSpeed = 16; pSmokeTrail->m_MinDirectedSpeed = 16.0f; pSmokeTrail->m_MaxDirectedSpeed = 16.0f; pSmokeTrail->SetLifetime( 5 ); pSmokeTrail->SetParent( this, nAttachment );
Vector vecForward( 0, 0, 1 ); QAngle angles; VectorAngles( vecForward, angles );
if ( nAttachment == 0 ) { pSmokeTrail->SetAbsOrigin( vecPos ); pSmokeTrail->SetAbsAngles( angles ); } else { pSmokeTrail->SetLocalOrigin( vec3_origin ); pSmokeTrail->SetLocalAngles( angles ); }
pSmokeTrail->SetMoveType( MOVETYPE_NONE ); }
//------------------------------------------------------------------------------
// Pow!
//------------------------------------------------------------------------------
void CPropAPC::ExplodeAndThrowChunk( const Vector &vecExplosionPos ) { ExplosionCreate( vecExplosionPos, vec3_angle, this, 1000, 500.0f, SF_ENVEXPLOSION_NODAMAGE | SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE | SF_ENVEXPLOSION_NOFIREBALLSMOKE, 0 ); UTIL_ScreenShake( vecExplosionPos, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );
// Drop a flaming, smoking chunk.
CGib *pChunk = CREATE_ENTITY( CGib, "gib" ); pChunk->Spawn( "models/gibs/hgibs.mdl" ); pChunk->SetBloodColor( DONT_BLEED );
QAngle vecSpawnAngles; vecSpawnAngles.Random( -90, 90 ); pChunk->SetAbsOrigin( vecExplosionPos ); pChunk->SetAbsAngles( vecSpawnAngles );
int nGib = random->RandomInt( 0, APC_MAX_CHUNKS - 1 ); pChunk->Spawn( s_pChunkModelName[nGib] ); pChunk->SetOwnerEntity( this ); pChunk->m_lifeTime = random->RandomFloat( 6.0f, 8.0f ); pChunk->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); IPhysicsObject *pPhysicsObject = pChunk->VPhysicsInitNormal( SOLID_VPHYSICS, pChunk->GetSolidFlags(), false ); // Set the velocity
if ( pPhysicsObject ) { pPhysicsObject->EnableMotion( true ); Vector vecVelocity;
QAngle angles; angles.x = random->RandomFloat( -40, 0 ); angles.y = random->RandomFloat( 0, 360 ); angles.z = 0.0f; AngleVectors( angles, &vecVelocity ); vecVelocity *= random->RandomFloat( 300, 900 ); vecVelocity += GetAbsVelocity();
AngularImpulse angImpulse; angImpulse = RandomAngularImpulse( -180, 180 );
pChunk->SetAbsVelocity( vecVelocity ); pPhysicsObject->SetVelocity(&vecVelocity, &angImpulse ); }
CEntityFlame *pFlame = CEntityFlame::Create( pChunk, false ); if ( pFlame != NULL ) { pFlame->SetLifetime( pChunk->m_lifeTime ); } }
//-----------------------------------------------------------------------------
// Should we trigger a damage effect?
//-----------------------------------------------------------------------------
inline bool CPropAPC::ShouldTriggerDamageEffect( int nPrevHealth, int nEffectCount ) const { int nPrevRange = (int)( ((float)nPrevHealth / (float)GetMaxHealth()) * nEffectCount ); int nRange = (int)( ((float)GetHealth() / (float)GetMaxHealth()) * nEffectCount ); return ( nRange != nPrevRange ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::Event_Killed( const CTakeDamageInfo &info ) { m_OnDeath.FireOutput( info.GetAttacker(), this );
Vector vecAbsMins, vecAbsMaxs; CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
Vector vecNormalizedMins, vecNormalizedMaxs; CollisionProp()->WorldToNormalizedSpace( vecAbsMins, &vecNormalizedMins ); CollisionProp()->WorldToNormalizedSpace( vecAbsMaxs, &vecNormalizedMaxs );
Vector vecAbsPoint; CPASFilter filter( GetAbsOrigin() ); for (int i = 0; i < 5; i++) { CollisionProp()->RandomPointInBounds( vecNormalizedMins, vecNormalizedMaxs, &vecAbsPoint ); te->Explosion( filter, random->RandomFloat( 0.0, 1.0 ), &vecAbsPoint, g_sModelIndexFireball, random->RandomInt( 4, 10 ), random->RandomInt( 8, 15 ), ( i < 2 ) ? TE_EXPLFLAG_NODLIGHTS : TE_EXPLFLAG_NOPARTICLES | TE_EXPLFLAG_NOFIREBALLSMOKE | TE_EXPLFLAG_NODLIGHTS, 100, 0 ); }
// TODO: make the gibs spawn in sync with the delayed explosions
int nGibs = random->RandomInt( 1, 4 ); for ( int i = 0; i < nGibs; i++) { // Throw a flaming, smoking chunk.
CGib *pChunk = CREATE_ENTITY( CGib, "gib" ); pChunk->Spawn( "models/gibs/hgibs.mdl" ); pChunk->SetBloodColor( DONT_BLEED );
QAngle vecSpawnAngles; vecSpawnAngles.Random( -90, 90 ); pChunk->SetAbsOrigin( vecAbsPoint ); pChunk->SetAbsAngles( vecSpawnAngles );
int nGib = random->RandomInt( 0, APC_MAX_CHUNKS - 1 ); pChunk->Spawn( s_pChunkModelName[nGib] ); pChunk->SetOwnerEntity( this ); pChunk->m_lifeTime = random->RandomFloat( 6.0f, 8.0f ); pChunk->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); IPhysicsObject *pPhysicsObject = pChunk->VPhysicsInitNormal( SOLID_VPHYSICS, pChunk->GetSolidFlags(), false ); // Set the velocity
if ( pPhysicsObject ) { pPhysicsObject->EnableMotion( true ); Vector vecVelocity;
QAngle angles; angles.x = random->RandomFloat( -20, 20 ); angles.y = random->RandomFloat( 0, 360 ); angles.z = 0.0f; AngleVectors( angles, &vecVelocity ); vecVelocity *= random->RandomFloat( 300, 900 ); vecVelocity += GetAbsVelocity();
AngularImpulse angImpulse; angImpulse = RandomAngularImpulse( -180, 180 );
pChunk->SetAbsVelocity( vecVelocity ); pPhysicsObject->SetVelocity(&vecVelocity, &angImpulse ); }
CEntityFlame *pFlame = CEntityFlame::Create( pChunk, false ); if ( pFlame != NULL ) { pFlame->SetLifetime( pChunk->m_lifeTime ); } }
UTIL_ScreenShake( vecAbsPoint, 25.0, 150.0, 1.0, 750.0f, SHAKE_START );
if( hl2_episodic.GetBool() ) { // EP1 perf hit
Ignite( 6, false ); } else { Ignite( 60, false ); }
m_lifeState = LIFE_DYING;
// Spawn a lesser amount if the player is close
m_iRocketSalvoLeft = DEATH_VOLLEY_ROCKET_COUNT; m_flRocketTime = gpGlobals->curtime; }
//-----------------------------------------------------------------------------
// Purpose: Blows it up!
//-----------------------------------------------------------------------------
void CPropAPC::InputDestroy( inputdata_t &inputdata ) { CTakeDamageInfo info( this, this, m_iHealth, DMG_BLAST ); info.SetDamagePosition( WorldSpaceCenter() ); info.SetDamageForce( Vector( 0, 0, 1 ) ); TakeDamage( info ); }
//-----------------------------------------------------------------------------
// Aim the next rocket at a specific target
//-----------------------------------------------------------------------------
void CPropAPC::InputFireMissileAt( inputdata_t &inputdata ) { string_t strMissileTarget = MAKE_STRING( inputdata.value.String() ); CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, strMissileTarget, NULL, inputdata.pActivator, inputdata.pCaller ); if ( pTarget == NULL ) { DevWarning( "%s: Could not find target '%s'!\n", GetClassname(), STRING( strMissileTarget ) ); return; }
m_hSpecificRocketTarget = pTarget; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPropAPC::OnTakeDamage( const CTakeDamageInfo &info ) { if ( m_iHealth == 0 ) return 0;
m_OnDamaged.FireOutput( info.GetAttacker(), this );
if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() ) { m_OnDamagedByPlayer.FireOutput( info.GetAttacker(), this ); }
CTakeDamageInfo dmgInfo = info; if ( dmgInfo.GetDamageType() & (DMG_BLAST | DMG_AIRBOAT) ) { int nPrevHealth = GetHealth();
m_iHealth -= dmgInfo.GetDamage(); if ( m_iHealth <= 0 ) { m_iHealth = 0; Event_Killed( dmgInfo ); return 0; }
// Chain
// BaseClass::OnTakeDamage( dmgInfo );
// Spawn damage effects
if ( nPrevHealth != GetHealth() ) { if ( ShouldTriggerDamageEffect( nPrevHealth, MAX_SMOKE_TRAILS ) ) { AddSmokeTrail( dmgInfo.GetDamagePosition() ); }
if ( ShouldTriggerDamageEffect( nPrevHealth, MAX_EXPLOSIONS ) ) { ExplodeAndThrowChunk( dmgInfo.GetDamagePosition() ); } } } return 1; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pMoveData -
//-----------------------------------------------------------------------------
void CPropAPC::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ) { BaseClass::ProcessMovement( pPlayer, pMoveData );
if ( m_flDangerSoundTime > gpGlobals->curtime ) return;
QAngle vehicleAngles = GetLocalAngles(); Vector vecStart = GetAbsOrigin(); Vector vecDir;
GetVectors( &vecDir, NULL, NULL );
// Make danger sounds ahead of the APC
trace_t tr; Vector vecSpot, vecLeftDir, vecRightDir;
// lay down sound path
vecSpot = vecStart + vecDir * 600; CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, 0.1, this );
// put sounds a bit to left and right but slightly closer to APC to make a "cone" of sound
// in front of it
QAngle leftAngles = vehicleAngles; leftAngles[YAW] += 20; VehicleAngleVectors( leftAngles, &vecLeftDir, NULL, NULL ); vecSpot = vecStart + vecLeftDir * 400; UTIL_TraceLine( vecStart, vecSpot, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, 0.1, this );
QAngle rightAngles = vehicleAngles; rightAngles[YAW] -= 20; VehicleAngleVectors( rightAngles, &vecRightDir, NULL, NULL ); vecSpot = vecStart + vecRightDir * 400; UTIL_TraceLine( vecStart, vecSpot, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); CSoundEnt::InsertSound( SOUND_DANGER, vecSpot, 400, 0.1, this);
m_flDangerSoundTime = gpGlobals->curtime + 0.3; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::Think( void ) { BaseClass::Think();
SetNextThink( gpGlobals->curtime );
if ( !m_bInitialHandbrake ) // after initial timer expires, set the handbrake
{ m_bInitialHandbrake = true; m_VehiclePhysics.SetHandbrake( true ); m_VehiclePhysics.Think(); }
StudioFrameAdvance();
if ( IsSequenceFinished() ) { int iSequence = SelectWeightedSequence( ACT_IDLE ); if ( iSequence > ACTIVITY_NOT_AVAILABLE ) { SetCycle( 0 ); m_flAnimTime = gpGlobals->curtime; ResetSequence( iSequence ); ResetClientsideFrame(); } }
if (m_debugOverlays & OVERLAY_NPC_KILL_BIT) { CTakeDamageInfo info( this, this, m_iHealth, DMG_BLAST ); info.SetDamagePosition( WorldSpaceCenter() ); info.SetDamageForce( Vector( 0, 0, 1 ) ); TakeDamage( info ); } }
//-----------------------------------------------------------------------------
// Aims the secondary weapon at a target
//-----------------------------------------------------------------------------
void CPropAPC::AimSecondaryWeaponAt( CBaseEntity *pTarget ) { m_hRocketTarget = pTarget;
// Update the rocket target
CreateAPCLaserDot();
if ( m_hRocketTarget ) { m_hLaserDot->SetAbsOrigin( m_hRocketTarget->BodyTarget( WorldSpaceCenter(), false ) ); } SetLaserDotTarget( m_hLaserDot, m_hRocketTarget ); EnableLaserDot( m_hLaserDot, m_hRocketTarget != NULL ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased ) { switch( m_lifeState ) { case LIFE_ALIVE: { int iButtons = ucmd->buttons; if ( iButtons & IN_ATTACK ) { FireMachineGun(); } else if ( iButtons & IN_ATTACK2 ) { FireRocket(); } } break;
case LIFE_DYING: FireDying( ); break;
case LIFE_DEAD: return; }
BaseClass::DriveVehicle( flFrameTime, ucmd, iButtonsDown, iButtonsReleased ); }
void CPropAPC::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { BaseClass::Use( pActivator, pCaller, useType, value );
if ( pActivator->IsPlayer() ) { EmitSound ( "combine.door_lock" ); } }
//-----------------------------------------------------------------------------
// Primary gun
//-----------------------------------------------------------------------------
void CPropAPC::AimPrimaryWeapon( const Vector &vecWorldTarget ) { EntityMatrix parentMatrix; parentMatrix.InitFromEntity( this, m_nMachineGunBaseAttachment ); Vector target = parentMatrix.WorldToLocal( vecWorldTarget );
float quadTarget = target.LengthSqr(); float quadTargetXY = target.x*target.x + target.y*target.y;
// Target is too close! Can't aim at it
if ( quadTarget > m_vecBarrelPos.LengthSqr() ) { // We're trying to aim the offset barrel at an arbitrary point.
// To calculate this, I think of the target as being on a sphere with
// it's center at the origin of the gun.
// The rotation we need is the opposite of the rotation that moves the target
// along the surface of that sphere to intersect with the gun's shooting direction
// To calculate that rotation, we simply calculate the intersection of the ray
// coming out of the barrel with the target sphere (that's the new target position)
// and use atan2() to get angles
// angles from target pos to center
float targetToCenterYaw = atan2( target.y, target.x ); float centerToGunYaw = atan2( m_vecBarrelPos.y, sqrt( quadTarget - (m_vecBarrelPos.y*m_vecBarrelPos.y) ) );
float targetToCenterPitch = atan2( target.z, sqrt( quadTargetXY ) ); float centerToGunPitch = atan2( -m_vecBarrelPos.z, sqrt( quadTarget - (m_vecBarrelPos.z*m_vecBarrelPos.z) ) );
QAngle angles; angles.Init( -RAD2DEG(targetToCenterPitch+centerToGunPitch), RAD2DEG( targetToCenterYaw + centerToGunYaw ), 0 );
SetPoseParameter( "vehicle_weapon_yaw", angles.y ); SetPoseParameter( "vehicle_weapon_pitch", angles.x ); StudioFrameAdvance();
float curPitch = GetPoseParameter( "vehicle_weapon_pitch" ); float curYaw = GetPoseParameter( "vehicle_weapon_yaw" ); m_bInFiringCone = (fabs(curPitch - angles.x) < 1e-3) && (fabs(curYaw - angles.y) < 1e-3); } else { m_bInFiringCone = false; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CPropAPC::GetTracerType( void ) { return "HelicopterTracer"; }
//-----------------------------------------------------------------------------
// Allows the shooter to change the impact effect of his bullets
//-----------------------------------------------------------------------------
void CPropAPC::DoImpactEffect( trace_t &tr, int nDamageType ) { UTIL_ImpactTrace( &tr, nDamageType, "HelicopterImpact" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::DoMuzzleFlash( void ) { CEffectData data; data.m_nEntIndex = entindex(); data.m_nAttachmentIndex = m_nMachineGunMuzzleAttachment; data.m_flScale = 1.0f; DispatchEffect( "ChopperMuzzleFlash", data );
BaseClass::DoMuzzleFlash(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::FireMachineGun( void ) { if ( m_flMachineGunTime > gpGlobals->curtime ) return;
// If we're still firing the salvo, fire quickly
m_iMachineGunBurstLeft--; if ( m_iMachineGunBurstLeft > 0 ) { m_flMachineGunTime = gpGlobals->curtime + MACHINE_GUN_BURST_TIME; } else { // Reload the salvo
m_iMachineGunBurstLeft = MACHINE_GUN_BURST_SIZE; m_flMachineGunTime = gpGlobals->curtime + MACHINE_GUN_BURST_PAUSE_TIME; }
Vector vecMachineGunShootPos; Vector vecMachineGunDir; GetAttachment( m_nMachineGunMuzzleAttachment, vecMachineGunShootPos, &vecMachineGunDir ); // Fire the round
int bulletType = GetAmmoDef()->Index("AR2"); FireBullets( 1, vecMachineGunShootPos, vecMachineGunDir, VECTOR_CONE_8DEGREES, MAX_TRACE_LENGTH, bulletType, 1 ); DoMuzzleFlash();
EmitSound( "Weapon_AR2.Single" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::GetRocketShootPosition( Vector *pPosition ) { GetAttachment( m_nRocketAttachment, *pPosition ); }
//-----------------------------------------------------------------------------
// Create a corpse
//-----------------------------------------------------------------------------
void CPropAPC::CreateCorpse( ) { m_lifeState = LIFE_DEAD;
for ( int i = 0; i < APC_MAX_GIBS; ++i ) { CPhysicsProp *pGib = assert_cast<CPhysicsProp*>(CreateEntityByName( "prop_physics" )); pGib->SetAbsOrigin( GetAbsOrigin() ); pGib->SetAbsAngles( GetAbsAngles() ); pGib->SetAbsVelocity( GetAbsVelocity() ); pGib->SetModel( s_pGibModelName[i] ); pGib->Spawn(); pGib->SetMoveType( MOVETYPE_VPHYSICS );
float flMass = pGib->GetMass(); if ( flMass < 200 ) { Vector vecVelocity; pGib->GetMassCenter( &vecVelocity ); vecVelocity -= WorldSpaceCenter(); vecVelocity.z = fabs(vecVelocity.z); VectorNormalize( vecVelocity );
// Apply a force that would make a 100kg mass travel 150 - 300 m/s
float flRandomVel = random->RandomFloat( 150, 300 ); vecVelocity *= (100 * flRandomVel) / flMass; vecVelocity.z += 100.0f; AngularImpulse angImpulse = RandomAngularImpulse( -500, 500 ); IPhysicsObject *pObj = pGib->VPhysicsGetObject(); if ( pObj != NULL ) { pObj->AddVelocity( &vecVelocity, &angImpulse ); } pGib->SetCollisionGroup( COLLISION_GROUP_DEBRIS ); } if( hl2_episodic.GetBool() ) { // EP1 perf hit
pGib->Ignite( 6, false ); } else { pGib->Ignite( 60, false ); } }
AddSolidFlags( FSOLID_NOT_SOLID ); AddEffects( EF_NODRAW ); UTIL_Remove( this ); }
//-----------------------------------------------------------------------------
// Death volley
//-----------------------------------------------------------------------------
void CPropAPC::FireDying( ) { if ( m_flRocketTime > gpGlobals->curtime ) return;
Vector vecRocketOrigin; GetRocketShootPosition( &vecRocketOrigin );
Vector vecDir; vecDir.Random( -1.0f, 1.0f ); if ( vecDir.z < 0.0f ) { vecDir.z *= -1.0f; }
VectorNormalize( vecDir );
Vector vecVelocity; VectorMultiply( vecDir, ROCKET_SPEED * random->RandomFloat( 0.75f, 1.25f ), vecVelocity );
QAngle angles; VectorAngles( vecDir, angles );
CAPCMissile *pRocket = (CAPCMissile *) CAPCMissile::Create( vecRocketOrigin, angles, vecVelocity, this ); float flDeathTime = random->RandomFloat( 0.3f, 0.5f ); if ( random->RandomFloat( 0.0f, 1.0f ) < 0.3f ) { pRocket->ExplodeDelay( flDeathTime ); } else { pRocket->AugerDelay( flDeathTime ); }
// Make erratic firing
m_flRocketTime = gpGlobals->curtime + random->RandomFloat( DEATH_VOLLEY_MIN_FIRE_TIME, DEATH_VOLLEY_MAX_FIRE_TIME ); if ( --m_iRocketSalvoLeft <= 0 ) { CreateCorpse(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::FireRocket( void ) { if ( m_flRocketTime > gpGlobals->curtime ) return;
// If we're still firing the salvo, fire quickly
m_iRocketSalvoLeft--; if ( m_iRocketSalvoLeft > 0 ) { m_flRocketTime = gpGlobals->curtime + ROCKET_DELAY_TIME; } else { // Reload the salvo
m_iRocketSalvoLeft = ROCKET_SALVO_SIZE; m_flRocketTime = gpGlobals->curtime + random->RandomFloat( ROCKET_MIN_BURST_PAUSE_TIME, ROCKET_MAX_BURST_PAUSE_TIME ); }
Vector vecRocketOrigin; GetRocketShootPosition( &vecRocketOrigin );
static float s_pSide[] = { 0.966, 0.866, 0.5, -0.5, -0.866, -0.966 };
Vector forward; GetVectors( &forward, NULL, NULL );
Vector vecDir; CrossProduct( Vector( 0, 0, 1 ), forward, vecDir ); vecDir.z = 1.0f; vecDir.x *= s_pSide[m_nRocketSide]; vecDir.y *= s_pSide[m_nRocketSide]; if ( ++m_nRocketSide >= 6 ) { m_nRocketSide = 0; }
VectorNormalize( vecDir );
Vector vecVelocity; VectorMultiply( vecDir, ROCKET_SPEED, vecVelocity );
QAngle angles; VectorAngles( vecDir, angles );
CAPCMissile *pRocket = (CAPCMissile *)CAPCMissile::Create( vecRocketOrigin, angles, vecVelocity, this ); pRocket->IgniteDelay();
if ( m_hSpecificRocketTarget ) { pRocket->AimAtSpecificTarget( m_hSpecificRocketTarget ); m_hSpecificRocketTarget = NULL; } else if ( m_strMissileHint != NULL_STRING ) { pRocket->SetGuidanceHint( STRING( m_strMissileHint ) ); }
EmitSound( "PropAPC.FireRocket" ); m_OnFiredMissile.FireOutput( this, this ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CPropAPC::MaxAttackRange() const { return ROCKET_ATTACK_RANGE_MAX; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPropAPC::OnRestore( void ) { IServerVehicle *pServerVehicle = GetServerVehicle(); if ( pServerVehicle != NULL ) { // Restore the passenger information we're holding on to
pServerVehicle->RestorePassengerInfo(); } }
//========================================================================================================================================
// APC FOUR WHEEL PHYSICS VEHICLE SERVER VEHICLE
//========================================================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAPCFourWheelServerVehicle::NPC_AimPrimaryWeapon( Vector vecTarget ) { CPropAPC *pAPC = ((CPropAPC*)m_pVehicle); pAPC->AimPrimaryWeapon( vecTarget ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAPCFourWheelServerVehicle::NPC_AimSecondaryWeapon( Vector vecTarget ) { // Add some random noise
// Vector vecOffset = vecTarget + RandomVector( -128, 128 );
// ((CPropAPC*)m_pVehicle)->AimSecondaryWeaponAt( vecOffset );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAPCFourWheelServerVehicle::Weapon_PrimaryRanges( float *flMinRange, float *flMaxRange ) { *flMinRange = MACHINE_GUN_ATTACK_RANGE_MIN; *flMaxRange = MACHINE_GUN_ATTACK_RANGE_MAX; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAPCFourWheelServerVehicle::Weapon_SecondaryRanges( float *flMinRange, float *flMaxRange ) { *flMinRange = ROCKET_ATTACK_RANGE_MIN; *flMaxRange = ROCKET_ATTACK_RANGE_MAX; }
//-----------------------------------------------------------------------------
// Purpose: Return the time at which this vehicle's primary weapon can fire again
//-----------------------------------------------------------------------------
float CAPCFourWheelServerVehicle::Weapon_PrimaryCanFireAt( void ) { return ((CPropAPC*)m_pVehicle)->PrimaryWeaponFireTime(); }
//-----------------------------------------------------------------------------
// Purpose: Return the time at which this vehicle's secondary weapon can fire again
//-----------------------------------------------------------------------------
float CAPCFourWheelServerVehicle::Weapon_SecondaryCanFireAt( void ) { return ((CPropAPC*)m_pVehicle)->SecondaryWeaponFireTime(); }
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