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766 lines
20 KiB
766 lines
20 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_default.h"
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#include "ai_task.h"
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#include "ai_schedule.h"
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#include "ai_node.h"
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#include "ai_hull.h"
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#include "ai_hint.h"
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#include "ai_memory.h"
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#include "ai_route.h"
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#include "ai_motor.h"
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#include "soundent.h"
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#include "game.h"
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#include "npcevent.h"
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#include "entitylist.h"
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#include "activitylist.h"
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#include "hl1_basegrenade.h"
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#include "animation.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "ammodef.h"
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#include "soundenvelope.h"
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#include "hl1_CBaseHelicopter.h"
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#include "ndebugoverlay.h"
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#include "smoke_trail.h"
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#include "beam_shared.h"
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#include "grenade_homer.h"
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#define HOMER_TRAIL0_LIFE 0.1
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#define HOMER_TRAIL1_LIFE 0.2
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#define HOMER_TRAIL2_LIFE 3.0// 1.0
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#define SF_NOTRANSITION 128
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extern short g_sModelIndexFireball;
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class CNPC_Apache : public CBaseHelicopter
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{
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DECLARE_CLASS( CNPC_Apache, CBaseHelicopter );
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public:
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DECLARE_DATADESC();
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void Spawn( void );
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void Precache( void );
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int BloodColor( void ) { return DONT_BLEED; }
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Class_T Classify( void ) { return CLASS_HUMAN_MILITARY; };
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void InitializeRotorSound( void );
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void LaunchRocket( Vector &viewDir, int damage, int radius, Vector vecLaunchPoint );
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void Flight( void );
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bool FireGun( void );
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void AimRocketGun( void );
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void FireRocket( void );
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void DyingThink( void );
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int ObjectCaps( void );
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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/* bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo )
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{
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BaseClass::OnInteralDrawModel( pInfo );
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Vector origin = GetAbsOrigin();
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origin.z += 32;
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SetAbsOrigin( origin );
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}*/
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/*( void SetAbsOrigin( const Vector& absOrigin )
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{
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((Vector&)absOrigin).z += 32;
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BaseClass::SetAbsOrigin( absOrigin );
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}*/
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/* int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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void Spawn( void );
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void Precache( void );
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void Killed( entvars_t *pevAttacker, int iGib );
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void GibMonster( void );
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void EXPORT HuntThink( void );
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void EXPORT FlyTouch( CBaseEntity *pOther );
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void EXPORT CrashTouch( CBaseEntity *pOther );
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void EXPORT DyingThink( void );
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void EXPORT StartupUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT NullThink( void );
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void ShowDamage( void );
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void Flight( void );
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void FireRocket( void );
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BOOL FireGun( void );
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);*/
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int m_iRockets;
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float m_flForce;
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float m_flNextRocket;
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int m_iAmmoType;
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Vector m_vecTarget;
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Vector m_posTarget;
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Vector m_vecDesired;
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Vector m_posDesired;
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Vector m_vecGoal;
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QAngle m_angGun;
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int m_iSoundState; // don't save this
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int m_iExplode;
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int m_iBodyGibs;
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int m_nDebrisModel;
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float m_flGoalSpeed;
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CHandle<SmokeTrail> m_hSmoke;
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CBeam *m_pBeam;
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};
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BEGIN_DATADESC( CNPC_Apache )
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DEFINE_FIELD( m_iRockets, FIELD_INTEGER ),
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DEFINE_FIELD( m_flForce, FIELD_FLOAT ),
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DEFINE_FIELD( m_flNextRocket, FIELD_TIME ),
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DEFINE_FIELD( m_vecTarget, FIELD_VECTOR ),
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DEFINE_FIELD( m_posTarget, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecDesired, FIELD_VECTOR ),
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DEFINE_FIELD( m_posDesired, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecGoal, FIELD_VECTOR ),
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DEFINE_FIELD( m_angGun, FIELD_VECTOR ),
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DEFINE_FIELD( m_flLastSeen, FIELD_TIME ),
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DEFINE_FIELD( m_flPrevSeen, FIELD_TIME ),
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// DEFINE_FIELD( m_iSoundState, FIELD_INTEGER ),
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// DEFINE_FIELD( m_iSpriteTexture, FIELD_INTEGER ),
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// DEFINE_FIELD( m_iExplode, FIELD_INTEGER ),
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// DEFINE_FIELD( m_iBodyGibs, FIELD_INTEGER ),
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DEFINE_FIELD( m_pBeam, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_flGoalSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( m_hSmoke, FIELD_EHANDLE ),
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END_DATADESC()
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ConVar sk_apache_health( "sk_apache_health","100");
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static Vector s_vecSurroundingMins( -300, -300, -172);
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static Vector s_vecSurroundingMaxs(300, 300, 8);
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void CNPC_Apache::Spawn( void )
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{
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Precache( );
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SetModel( "models/apache.mdl" );
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BaseClass::Spawn();
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AddFlag( FL_NPC );
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SetSolid( SOLID_BBOX );
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SetMoveType( MOVETYPE_STEP );
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AddFlag( FL_FLY );
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m_iHealth = sk_apache_health.GetFloat();
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m_flFieldOfView = -0.707; // 270 degrees
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m_fHelicopterFlags = BITS_HELICOPTER_MISSILE_ON | BITS_HELICOPTER_GUN_ON;
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InitBoneControllers();
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SetRenderColor( 255, 255, 255, 255 );
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m_iRockets = 10;
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UTIL_SetSize( this, Vector( -32, -32, -32 ), Vector( 32, 32, 32 ) );
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//CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &s_vecSurroundingMins, &s_vecSurroundingMaxs );
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//AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
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m_hSmoke = NULL;
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}
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LINK_ENTITY_TO_CLASS ( monster_apache, CNPC_Apache );
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int CNPC_Apache::ObjectCaps( void )
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{
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if ( GetSpawnFlags() & SF_NOTRANSITION )
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return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION;
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else
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return BaseClass::ObjectCaps();
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}
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void CNPC_Apache::Precache( void )
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{
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// Get to tha chopper!
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PrecacheModel( "models/apache.mdl" );
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PrecacheScriptSound( "Apache.Rotor" );
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m_nDebrisModel = PrecacheModel( "models/metalplategibs_green.mdl" );
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// Gun
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PrecacheScriptSound( "Apache.FireGun" );
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m_iAmmoType = GetAmmoDef()->Index("9mmRound");
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// Rockets
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UTIL_PrecacheOther( "grenade_homer" );
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PrecacheScriptSound( "Apache.RPG" );
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PrecacheModel( "models/weapons/w_missile.mdl" );
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BaseClass::Precache();
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}
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void CNPC_Apache::InitializeRotorSound( void )
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{
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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CPASAttenuationFilter filter( this );
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m_pRotorSound = controller.SoundCreate( filter, entindex(), "Apache.Rotor" );
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BaseClass::InitializeRotorSound();
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}
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void CNPC_Apache::Flight( void )
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{
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StudioFrameAdvance( );
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float flDistToDesiredPosition = (GetAbsOrigin() - m_vecDesiredPosition).Length();
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// NDebugOverlay::Line(GetAbsOrigin(), m_vecDesiredPosition, 0,0,255, true, 0.1);
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if (m_flGoalSpeed < 800 )
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m_flGoalSpeed += GetAcceleration();
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// Vector vecGoalOrientation;
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if (flDistToDesiredPosition > 250) // 500
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{
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Vector v1 = (m_vecTargetPosition - GetAbsOrigin());
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Vector v2 = (m_vecDesiredPosition - GetAbsOrigin());
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VectorNormalize( v1 );
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VectorNormalize( v2 );
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if (m_flLastSeen + 90 > gpGlobals->curtime && DotProduct( v1, v2 ) > 0.25)
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{
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m_vecGoalOrientation = ( m_vecTargetPosition - GetAbsOrigin());
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}
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else
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{
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m_vecGoalOrientation = (m_vecDesiredPosition - GetAbsOrigin());
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}
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VectorNormalize( m_vecGoalOrientation );
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}
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else
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{
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AngleVectors( GetGoalEnt()->GetAbsAngles(), &m_vecGoalOrientation );
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}
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// SetGoalOrientation( vecGoalOrientation );
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if (GetGoalEnt())
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{
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// ALERT( at_console, "%.0f\n", flLength );
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if ( HasReachedTarget() )
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{
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// If we get this close to the desired position, it's assumed that we've reached
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// the desired position, so move on.
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// Fire target that I've reached my goal
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m_AtTarget.FireOutput( GetGoalEnt(), this );
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OnReachedTarget( GetGoalEnt() );
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SetGoalEnt( gEntList.FindEntityByName( NULL, GetGoalEnt()->m_target ) );
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if (GetGoalEnt())
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{
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m_vecDesiredPosition = GetGoalEnt()->GetAbsOrigin();
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// Vector vecGoalOrientation;
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AngleVectors( GetGoalEnt()->GetAbsAngles(), &m_vecGoalOrientation );
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// SetGoalOrientation( vecGoalOrientation );
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flDistToDesiredPosition = (GetAbsOrigin() - m_vecDesiredPosition).Length();
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}
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}
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}
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else
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{
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// If we can't find a new target, just stay where we are.
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m_vecDesiredPosition = GetAbsOrigin();
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}
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// tilt model 5 degrees
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QAngle angAdj = QAngle( 5.0, 0, 0 );
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// estimate where I'll be facing in one seconds
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Vector forward, right, up;
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AngleVectors( GetAbsAngles() + GetLocalAngularVelocity() * 2 + angAdj, &forward, &right, &up );
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// Vector vecEst1 = GetAbsOrigin() + pev->velocity + gpGlobals->v_up * m_flForce - Vector( 0, 0, 384 );
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// float flSide = DotProduct( m_posDesired - vecEst1, gpGlobals->v_right );
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QAngle angVel = GetLocalAngularVelocity();
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float flSide = DotProduct( m_vecGoalOrientation, right );
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if (flSide < 0)
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{
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if ( angVel.y < 60)
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{
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angVel.y += 8; // 9 * (3.0/2.0);
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}
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}
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else
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{
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if ( angVel.y > -60)
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{
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angVel.y -= 8; // 9 * (3.0/2.0);
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}
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}
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angVel.y *= 0.98;
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SetLocalAngularVelocity( angVel );
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Vector vecVel = GetAbsVelocity();
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// estimate where I'll be in two seconds
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AngleVectors( GetAbsAngles() + GetLocalAngularVelocity() * 1 + angAdj, &forward, &right, &up );
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Vector vecEst = GetAbsOrigin() + vecVel * 2.0 + up * m_flForce * 20 - Vector( 0, 0, 384 * 2 );
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// add immediate force
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AngleVectors( GetAbsAngles() + angAdj, &forward, &right, &up );
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vecVel.x += up.x * m_flForce;
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vecVel.y += up.y * m_flForce;
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vecVel.z += up.z * m_flForce;
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// add gravity
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vecVel.z -= 38.4; // 32ft/sec
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float flSpeed = vecVel.Length();
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float flDir = DotProduct( Vector( forward.x, forward.y, 0 ), Vector( vecVel.x, vecVel.y, 0 ) );
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if (flDir < 0)
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flSpeed = -flSpeed;
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float flDist = DotProduct( m_vecDesiredPosition - vecEst, forward );
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// float flSlip = DotProduct( pev->velocity, gpGlobals->v_right );
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float flSlip = -DotProduct( m_vecDesiredPosition - vecEst, right );
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angVel = GetLocalAngularVelocity();
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// fly sideways
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if (flSlip > 0)
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{
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if (GetAbsAngles().z > -30 && angVel.z > -15)
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angVel.z -= 4;
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else
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angVel.z += 2;
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}
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else
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{
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if (GetAbsAngles().z < 30 && angVel.z < 15)
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angVel.z += 4;
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else
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angVel.z -= 2;
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}
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SetLocalAngularVelocity( angVel );
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// sideways drag
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vecVel.x = vecVel.x * (1.0 - fabs( right.x ) * 0.05);
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vecVel.y = vecVel.y * (1.0 - fabs( right.y ) * 0.05);
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vecVel.z = vecVel.z * (1.0 - fabs( right.z ) * 0.05);
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// general drag
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vecVel = vecVel * 0.995;
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// Set final computed velocity
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SetAbsVelocity( vecVel );
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// apply power to stay correct height
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if (m_flForce < 80 && vecEst.z < m_vecDesiredPosition.z)
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{
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m_flForce += 12;
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}
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else if (m_flForce > 30)
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{
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if (vecEst.z > m_vecDesiredPosition.z)
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m_flForce -= 8;
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}
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angVel = GetLocalAngularVelocity();
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// pitch forward or back to get to target
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if (flDist > 0 && flSpeed < m_flGoalSpeed && GetAbsAngles().x + angVel.x < 40)
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{
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// ALERT( at_console, "F " );
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// lean forward
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angVel.x += 12.0;
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}
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else if (flDist < 0 && flSpeed > -50 && GetAbsAngles().x + angVel.x > -20)
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{
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// ALERT( at_console, "B " );
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// lean backward
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angVel.x -= 12.0;
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}
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else if (GetAbsAngles().x + angVel.x < 0)
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{
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// ALERT( at_console, "f " );
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angVel.x += 4.0;
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}
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else if (GetAbsAngles().x + angVel.x > 0)
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{
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// ALERT( at_console, "b " );
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angVel.x -= 4.0;
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}
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// Set final computed angular velocity
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SetLocalAngularVelocity( angVel );
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// ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", GetAbsOrigin().x, pev->velocity.x, flDist, flSpeed, GetAbsAngles().x, pev->avelocity.x, m_flForce );
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// ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", GetAbsOrigin().z, pev->velocity.z, vecEst.z, m_posDesired.z, m_flForce );
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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#define CHOPPER_AP_GUN_TIP 0
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#define CHOPPER_AP_GUN_BASE 1
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#define CHOPPER_BC_GUN_YAW 0
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#define CHOPPER_BC_GUN_PITCH 1
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#define CHOPPER_BC_POD_PITCH 2
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bool CNPC_Apache::FireGun( )
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{
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if ( !GetEnemy() )
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return false;
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Vector vForward, vRight, vUp;
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AngleVectors( GetAbsAngles(), &vForward, &vUp, &vRight );
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Vector posGun;
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QAngle angGun;
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GetAttachment( 1, posGun, angGun );
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Vector vecTarget = (m_vecTargetPosition - posGun);
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VectorNormalize( vecTarget );
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Vector vecOut;
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vecOut.x = DotProduct( vForward, vecTarget );
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vecOut.y = -DotProduct( vUp, vecTarget );
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vecOut.z = DotProduct( vRight, vecTarget );
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QAngle angles;
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VectorAngles( vecOut, angles );
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angles.y = AngleNormalize(angles.y);
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angles.x = AngleNormalize(angles.x);
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if (angles.x > m_angGun.x)
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m_angGun.x = MIN( angles.x, m_angGun.x + 12 );
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if (angles.x < m_angGun.x)
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m_angGun.x = MAX( angles.x, m_angGun.x - 12 );
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if (angles.y > m_angGun.y)
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m_angGun.y = MIN( angles.y, m_angGun.y + 12 );
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if (angles.y < m_angGun.y)
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m_angGun.y = MAX( angles.y, m_angGun.y - 12 );
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// hacks - shouldn't be hardcoded, oh well.
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// limit it so it doesn't pop if you try to set it to the max value
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m_angGun.y = clamp( m_angGun.y, -89.9, 89.9 );
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m_angGun.x = clamp( m_angGun.x, -9.9, 44.9 );
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m_angGun.y = SetBoneController( 0, m_angGun.y );
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m_angGun.x = SetBoneController( 1, m_angGun.x );
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Vector posBarrel;
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QAngle angBarrel;
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GetAttachment( 0, posBarrel, angBarrel );
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Vector forward;
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AngleVectors( angBarrel + m_angGun, &forward );
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Vector2D vec2LOS = ( GetEnemy()->GetAbsOrigin() - GetAbsOrigin() ).AsVector2D();
|
|
vec2LOS.NormalizeInPlace();
|
|
|
|
float flDot = vec2LOS.Dot( forward.AsVector2D() );
|
|
|
|
//forward
|
|
// NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + ( forward * 200 ), 255,0,0, false, 0.1);
|
|
//LOS
|
|
// NDebugOverlay::Line( posGun, m_vecTargetPosition , 0,0,255, false, 0.1);
|
|
// NDebugOverlay::Box( GetAbsOrigin(), s_vecSurroundingMins, s_vecSurroundingMaxs, 0, 255,0, false, 0.1);
|
|
|
|
if ( flDot > 0.98 )
|
|
{
|
|
CPASAttenuationFilter filter( this, 0.2f );
|
|
|
|
EmitSound( filter, entindex(), "Apache.FireGun" );//<<TEMP>>temp sound
|
|
|
|
// gun is a bit dodgy, just fire at the target if we are close
|
|
FireBullets( 1, posGun, vecTarget, VECTOR_CONE_4DEGREES, 8192, m_iAmmoType, 2 );
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CNPC_Apache::FireRocket( void )
|
|
{
|
|
static float side = 1.0;
|
|
static int count;
|
|
Vector vForward, vRight, vUp;
|
|
|
|
|
|
AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
|
|
Vector vecSrc = GetAbsOrigin() + 1.5 * ( vForward * 21 + vRight * 70 * side + vUp * -79 );
|
|
|
|
// pick firing pod to launch from
|
|
switch( m_iRockets % 5)
|
|
{
|
|
case 0: vecSrc = vecSrc + vRight * 10; break;
|
|
case 1: vecSrc = vecSrc - vRight * 10; break;
|
|
case 2: vecSrc = vecSrc + vUp * 10; break;
|
|
case 3: vecSrc = vecSrc - vUp * 10; break;
|
|
case 4: break;
|
|
}
|
|
|
|
Vector vTargetDir = m_vecTargetPosition - GetAbsOrigin();
|
|
VectorNormalize ( vTargetDir );
|
|
LaunchRocket( vTargetDir, 100, 150, vecSrc);
|
|
|
|
m_iRockets--;
|
|
|
|
side = - side;
|
|
}
|
|
void CNPC_Apache::AimRocketGun( void )
|
|
{
|
|
Vector vForward, vRight, vUp;
|
|
|
|
if (m_iRockets <= 0)
|
|
return;
|
|
|
|
Vector vTargetDir = m_vecTargetPosition - GetAbsOrigin();
|
|
VectorNormalize ( vTargetDir );
|
|
|
|
AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
|
|
Vector vecEst = ( vForward * 800 + GetAbsVelocity());
|
|
VectorNormalize ( vecEst );
|
|
|
|
trace_t tr1;
|
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vecEst * 4096, MASK_ALL, this, COLLISION_GROUP_NONE, &tr1);
|
|
|
|
// NDebugOverlay::Line(GetAbsOrigin(), tr1.endpos, 255,255,0, false, 0.1);
|
|
|
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vTargetDir * 4096, MASK_ALL, this, COLLISION_GROUP_NONE, &tr1);
|
|
|
|
// NDebugOverlay::Line(GetAbsOrigin(), tr1.endpos, 0,255,0, false, 0.1);
|
|
|
|
// ALERT( at_console, "%d %d %d %4.2f\n", GetAbsAngles().x < 0, DotProduct( pev->velocity, gpGlobals->v_forward ) > -100, m_flNextRocket < gpGlobals->curtime, DotProduct( m_vecTarget, vecEst ) );
|
|
|
|
if ((m_iRockets % 2) == 1)
|
|
{
|
|
FireRocket( );
|
|
m_flNextRocket = gpGlobals->curtime + 0.5;
|
|
if (m_iRockets <= 0)
|
|
{
|
|
m_flNextRocket = gpGlobals->curtime + 10;
|
|
m_iRockets = 10;
|
|
}
|
|
}
|
|
else if (DotProduct( GetAbsVelocity(), vForward ) > -100 && m_flNextRocket < gpGlobals->curtime)
|
|
{
|
|
if (m_flLastSeen + 60 > gpGlobals->curtime)
|
|
{
|
|
if (GetEnemy() != NULL)
|
|
{
|
|
// make sure it's a good shot
|
|
//if (DotProduct( vTargetDir, vecEst) > 0.5)
|
|
{
|
|
trace_t tr;
|
|
|
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vecEst * 4096, MASK_ALL, this, COLLISION_GROUP_NONE, &tr);
|
|
|
|
// NDebugOverlay::Line(GetAbsOrigin(), tr.endpos, 255,0,255, false, 5);
|
|
|
|
// if ((tr.endpos - m_vecTargetPosition).Length() < 512)
|
|
if ((tr.endpos - m_vecTargetPosition).Length() < 1024)
|
|
FireRocket( );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
trace_t tr;
|
|
|
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vecEst * 4096, MASK_ALL, this, COLLISION_GROUP_NONE, &tr);
|
|
// just fire when close
|
|
if ((tr.endpos - m_vecTargetPosition).Length() < 512)
|
|
FireRocket( );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#define MISSILE_HOMING_STRENGTH 0.3
|
|
#define MISSILE_HOMING_DELAY 5.0
|
|
#define MISSILE_HOMING_RAMP_UP 0.5
|
|
#define MISSILE_HOMING_DURATION 1.0
|
|
#define MISSILE_HOMING_RAMP_DOWN 0.5
|
|
|
|
void CNPC_Apache::LaunchRocket( Vector &viewDir, int damage, int radius, Vector vecLaunchPoint )
|
|
{
|
|
|
|
CGrenadeHomer *pGrenade = CGrenadeHomer::CreateGrenadeHomer(
|
|
MAKE_STRING("models/weapons/w_missile.mdl"),
|
|
MAKE_STRING( "Apache.RPG" ),
|
|
vecLaunchPoint, vec3_angle, edict() );
|
|
pGrenade->Spawn( );
|
|
pGrenade->SetHoming(MISSILE_HOMING_STRENGTH, MISSILE_HOMING_DELAY,
|
|
MISSILE_HOMING_RAMP_UP, MISSILE_HOMING_DURATION,
|
|
MISSILE_HOMING_RAMP_DOWN);
|
|
pGrenade->SetDamage( damage );
|
|
pGrenade->m_DmgRadius = radius;
|
|
|
|
pGrenade->Launch( this, GetEnemy(), viewDir * 1500, 500, 0, HOMER_SMOKE_TRAIL_ON );
|
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Lame, temporary death
|
|
//-----------------------------------------------------------------------------
|
|
void CNPC_Apache::DyingThink( void )
|
|
{
|
|
StudioFrameAdvance( );
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
if( gpGlobals->curtime > m_flNextCrashExplosion )
|
|
{
|
|
CPASFilter pasFilter( GetAbsOrigin() );
|
|
Vector pos;
|
|
|
|
pos = GetAbsOrigin();
|
|
pos.x += random->RandomFloat( -150, 150 );
|
|
pos.y += random->RandomFloat( -150, 150 );
|
|
pos.z += random->RandomFloat( -150, -50 );
|
|
|
|
te->Explosion( pasFilter, 0.0, &pos, g_sModelIndexFireball, 10, 15, TE_EXPLFLAG_NONE, 100, 0 );
|
|
|
|
Vector vecSize = Vector( 500, 500, 60 );
|
|
CPVSFilter pvsFilter( GetAbsOrigin() );
|
|
|
|
te->BreakModel( pvsFilter, 0.0, GetAbsOrigin(), vec3_angle, vecSize, vec3_origin,
|
|
m_nDebrisModel, 100, 0, 2.5, BREAK_METAL );
|
|
|
|
m_flNextCrashExplosion = gpGlobals->curtime + random->RandomFloat( 0.3, 0.5 );
|
|
}
|
|
|
|
QAngle angVel = GetLocalAngularVelocity();
|
|
if( angVel.y < 400 )
|
|
{
|
|
angVel.y *= 1.1;
|
|
SetLocalAngularVelocity( angVel );
|
|
}
|
|
|
|
Vector vecImpulse( 0, 0, -38.4 ); // gravity - 32ft/sec
|
|
ApplyAbsVelocityImpulse( vecImpulse );
|
|
|
|
if( m_hSmoke )
|
|
{
|
|
m_hSmoke->SetLifetime(0.1f);
|
|
m_hSmoke = NULL;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CNPC_Apache::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
|
{
|
|
|
|
CTakeDamageInfo dmgInfo = info;
|
|
|
|
// HITGROUPS don't work currently.
|
|
// ignore blades
|
|
//if (ptr->hitgroup == 6 && (info.GetDamageType() & (DMG_ENERGYBEAM|DMG_BULLET|DMG_CLUB)))
|
|
// return;
|
|
|
|
// hit hard, hits cockpit
|
|
if (info.GetDamage() > 50 || ptr->hitgroup == 1 || ptr->hitgroup == 2 || ptr->hitgroup == 3 )
|
|
{
|
|
// ALERT( at_console, "%map .0f\n", flDamage );
|
|
AddMultiDamage( dmgInfo, this );
|
|
|
|
if ( info.GetDamage() > 50 )
|
|
{
|
|
if ( m_hSmoke == NULL && (m_hSmoke = SmokeTrail::CreateSmokeTrail()) != NULL )
|
|
{
|
|
m_hSmoke->m_Opacity = 1.0f;
|
|
m_hSmoke->m_SpawnRate = 60;
|
|
m_hSmoke->m_ParticleLifetime = 1.3f;
|
|
m_hSmoke->m_StartColor.Init( 0.65f, 0.65f , 0.65f );
|
|
m_hSmoke->m_EndColor.Init( 0.65f, 0.65f, 0.65f );
|
|
m_hSmoke->m_StartSize = 12;
|
|
m_hSmoke->m_EndSize = 64;
|
|
m_hSmoke->m_SpawnRadius = 8;
|
|
m_hSmoke->m_MinSpeed = 2;
|
|
m_hSmoke->m_MaxSpeed = 24;
|
|
|
|
m_hSmoke->SetLifetime( 1e6 );
|
|
m_hSmoke->FollowEntity( this );
|
|
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// do half damage in the body
|
|
dmgInfo.ScaleDamage(0.5);
|
|
AddMultiDamage( dmgInfo, this );
|
|
g_pEffects->Ricochet( ptr->endpos, ptr->plane.normal );
|
|
}
|
|
|
|
if ( m_iHealth < 10 )
|
|
{
|
|
if ( m_hSmoke == NULL && (m_hSmoke = SmokeTrail::CreateSmokeTrail()) != NULL )
|
|
{
|
|
m_hSmoke->m_Opacity = 1.0f;
|
|
m_hSmoke->m_SpawnRate = 60;
|
|
m_hSmoke->m_ParticleLifetime = 1.3f;
|
|
m_hSmoke->m_StartColor.Init( 0.65f, 0.65f , 0.65f );
|
|
m_hSmoke->m_EndColor.Init( 0.65f, 0.65f, 0.65f );
|
|
m_hSmoke->m_StartSize = 12;
|
|
m_hSmoke->m_EndSize = 64;
|
|
m_hSmoke->m_SpawnRadius = 8;
|
|
m_hSmoke->m_MinSpeed = 2;
|
|
m_hSmoke->m_MaxSpeed = 24;
|
|
|
|
m_hSmoke->SetLifetime( 1e6 );
|
|
m_hSmoke->FollowEntity( this );
|
|
|
|
}
|
|
}
|
|
}
|