Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The robots for use in the Robot Destruction TF2 game mode.
//
//=========================================================================//
#include "cbase.h"
#include "tf_logic_robot_destruction.h"
#include "tf_shareddefs.h"
#include "particle_parse.h"
#include "tf_gamerules.h"
#include "debugoverlay_shared.h"
#ifdef GAME_DLL
#include "tf_ammo_pack.h"
#include "entity_bonuspack.h"
#include "entity_capture_flag.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h"
#include "tf_gamestats.h"
#include "eventlist.h"
#else
#include "eventlist.h"
#endif
#ifdef GAME_DLL
extern ConVar tf_obj_gib_velocity_min;
extern ConVar tf_obj_gib_velocity_max;
extern ConVar tf_obj_gib_maxspeed;
#endif
#define ADD_POINTS_CONTEXT "add_points_context"
#define SPEW_BARS_CONTEXT "spew_bars_context"
#define SELF_DESTRUCT_THINK "self_destruct_think"
#define ANIMS_THINK "anims_think"
ConVar tf_rd_robot_repair_rate( "tf_rd_robot_repair_rate", "60", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
RobotData_t* g_RobotData[ NUM_ROBOT_TYPES ] =
{
// Model // Busted model // Pain // Death // Collide // Idle // Bar offset
new RobotData_t( "models/bots/bot_worker/bot_worker_A.mdl", "models/bots/bot_worker/bot_worker_A.mdl", "Robot.Pain", "Robot.Death", "Robot.Collide", "Robot.Greeting", -35.f ),
#ifdef STAGING_ONLY
new RobotData_t( "models/bots/bot_worker/bot_worker_b.mdl", "models/bots/bot_worker/bot_worker_b.mdl", "Robot.Pain", "Robot.Death", "Robot.Collide", "Robot.Greeting", -30.f ),
#else
new RobotData_t( "models/bots/bot_worker/bot_worker2.mdl", "models/bots/bot_worker/bot_worker2.mdl", "Robot.Pain", "Robot.Death", "Robot.Collide", "Robot.Greeting", -30.f ),
#endif
new RobotData_t( "models/bots/bot_worker/bot_worker3.mdl", "models/bots/bot_worker/bot_worker3_nohead.mdl", "Robot.Pain", "Robot.Death", "Robot.Collide", "Robot.Greeting", -10.f ),
};
#define ROBOT_DEATH_EXPLOSION "RD.BotDeathExplosion"
#define SCORING_POINTS_PARTICLE_EFFECT "bot_radio_waves"
#define DAMAGED_ROBOT_PARTICLE_EFFECT "sentrydamage_4"
#define DEATH_PARTICLE_EFFECT "rd_robot_explosion"
void RobotData_t::Precache()
{
if ( GetStringData( MODEL_KEY ) )
{
CBaseEntity::PrecacheModel( GetStringData( MODEL_KEY ) );
PrecacheGibsForModel( modelinfo->GetModelIndex( GetStringData( MODEL_KEY ) ) );
PrecachePropsForModel( modelinfo->GetModelIndex( GetStringData( MODEL_KEY ) ), "spawn" );
}
if ( GetStringData( DAMAGED_MODEL_KEY ) ) CBaseEntity::PrecacheModel( GetStringData( DAMAGED_MODEL_KEY ) );
if ( GetStringData( HURT_SOUND_KEY ) ) CBaseEntity::PrecacheScriptSound( GetStringData( HURT_SOUND_KEY ) );
if ( GetStringData( DEATH_SOUND_KEY ) ) CBaseEntity::PrecacheScriptSound( GetStringData( DEATH_SOUND_KEY ) );
if ( GetStringData( COLLIDE_SOUND_KEY ) ) CBaseEntity::PrecacheScriptSound( GetStringData( COLLIDE_SOUND_KEY ) );
if ( GetStringData( IDLE_SOUND_KEY ) ) CBaseEntity::PrecacheScriptSound( GetStringData( IDLE_SOUND_KEY ) );
}
CTFRobotDestruction_RobotAnimController::CTFRobotDestruction_RobotAnimController( CTFRobotDestruction_Robot *pOuter )
: m_vecOldOrigin( vec3_origin )
, m_vecLean( vec3_origin )
, m_pOuter( pOuter )
, m_vecImpulse( vec3_origin )
{}
void CTFRobotDestruction_RobotAnimController::Update()
{
if( !m_pOuter )
return;
CStudioHdr *pStudioHdr = m_pOuter->GetModelPtr();
if ( !pStudioHdr )
return;
const Vector vecNewOrigin = m_pOuter->GetAbsOrigin();
const Vector vecVelocity = m_vecOldOrigin - vecNewOrigin;
m_vecOldOrigin = vecNewOrigin;
Approach( m_vecLean, vecVelocity + m_vecImpulse, 2.f );
GetPoseParams();
Approach( m_vecImpulse, vec3_origin, 200.f );
Vector vecForward, vecRight;
AngleVectors( m_pOuter->GetAbsAngles(), &vecForward, &vecRight, NULL );
float flRightLean = vecRight.Dot( m_vecLean );
float flForwardLean = vecForward.Dot( m_vecLean );
m_pOuter->SetPoseParameter( m_poseParams.m_nMoveX, flForwardLean );
m_pOuter->SetPoseParameter( m_poseParams.m_nMoveY, flRightLean );
}
void CTFRobotDestruction_RobotAnimController::Impulse( const Vector& vecImpulse )
{
m_vecImpulse += vecImpulse * 5;
}
void CTFRobotDestruction_RobotAnimController::Approach( Vector& vecIn, const Vector& vecTarget, float flRate )
{
Vector vecApproach = ( vecTarget - vecIn ) * flRate * gpGlobals->frametime;
if ( vecApproach.LengthSqr() > ( vecIn - vecTarget ).LengthSqr() )
vecIn = vecTarget;
else
vecIn += vecApproach;
}
void CTFRobotDestruction_RobotAnimController::GetPoseParams()
{
m_poseParams.m_nMoveX = m_pOuter->LookupPoseParameter( "move_x" );
m_poseParams.m_nMoveY = m_pOuter->LookupPoseParameter( "move_y" );
}
IMPLEMENT_NETWORKCLASS_ALIASED( TFRobotDestruction_Robot, DT_TFRobotDestruction_Robot )
BEGIN_NETWORK_TABLE( CTFRobotDestruction_Robot, DT_TFRobotDestruction_Robot )
#ifdef CLIENT_DLL
RecvPropInt( RECVINFO(m_iHealth) ),
RecvPropInt( RECVINFO(m_iMaxHealth) ),
RecvPropInt( RECVINFO(m_eType) ),
#else
SendPropInt(SENDINFO(m_iHealth), -1, SPROP_VARINT ),
SendPropInt(SENDINFO(m_iMaxHealth), -1, SPROP_VARINT ),
SendPropInt(SENDINFO(m_eType), -1, SPROP_VARINT ),
#endif
END_NETWORK_TABLE()
BEGIN_DATADESC( CTFRobotDestruction_Robot )
#ifdef GAME_DLL
DEFINE_INPUTFUNC( FIELD_VOID, "StopAndUseComputer", InputStopAndUseComputer ),
#endif
END_DATADESC()
LINK_ENTITY_TO_CLASS( tf_robot_destruction_robot, CTFRobotDestruction_Robot );
CTFRobotDestruction_Robot::CTFRobotDestruction_Robot()
: m_animController( this )
{
#ifdef GAME_DLL
m_nPointsSpewed = 0;
m_intention = new CRobotIntention( this );
m_locomotor = new CRobotLocomotion( this );
m_body = new CHeadlessHatmanBody( this );
m_bIsPanicked = false;
#else
ListenForGameEvent( "rd_robot_impact" );
#endif
}
CTFRobotDestruction_Robot::~CTFRobotDestruction_Robot()
{
#ifdef CLIENT_DLL
m_hDamagedParticleEffect = NULL;
#else
if ( m_hSpawn )
m_hSpawn->ClearRobot();
if ( m_intention )
delete m_intention;
if ( m_locomotor )
delete m_locomotor;
if ( m_body )
delete m_body;
#endif
}
void CTFRobotDestruction_Robot::StaticPrecache()
{
PrecacheParticleSystem( DEATH_PARTICLE_EFFECT );
PrecacheParticleSystem( SCORING_POINTS_PARTICLE_EFFECT );
PrecacheParticleSystem( DAMAGED_ROBOT_PARTICLE_EFFECT );
PrecacheScriptSound( ROBOT_DEATH_EXPLOSION );
for( int i=0; i < ARRAYSIZE( g_RobotData ); ++i )
{
g_RobotData[i]->Precache();
}
}
void CTFRobotDestruction_Robot::Precache()
{
BaseClass::Precache();
StaticPrecache();
}
void CTFRobotDestruction_Robot::Spawn()
{
// Clear out the gib list and create a new one.
m_aGibs.Purge();
BuildGibList( m_aGibs, GetModelIndex(), 1.0f, COLLISION_GROUP_NONE );
BuildPropList( "spawn", m_aSpawnProps, GetModelIndex(), 1.f, COLLISION_GROUP_NONE );
BaseClass::Spawn();
SetSolid( SOLID_BBOX );
m_takedamage = DAMAGE_YES;
m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1;
#ifdef GAME_DLL
SetContextThink( &CTFRobotDestruction_Robot::UpdateAnimsThink, gpGlobals->curtime, ANIMS_THINK );
if ( m_hGroup )
{
m_hGroup->UpdateState();
}
m_hNextPath.Set( dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_spawnData.m_pszPathName ) ) );
// The path needs to exist
if ( !m_hNextPath )
{
UTIL_Remove( this );
}
if ( CTFRobotDestructionLogic::GetRobotDestructionLogic() )
CTFRobotDestructionLogic::GetRobotDestructionLogic()->RobotCreated( this );
// Create our dispenser
m_pDispenser = dynamic_cast<CRobotDispenser*>( CreateEntityByName( "rd_robot_dispenser" ) );
Assert( m_pDispenser );
m_pDispenser->SetParent( this );
m_pDispenser->Spawn();
m_pDispenser->ChangeTeam( GetTeamNumber() );
m_pDispenser->OnGoActive();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Dont collide with players
//-----------------------------------------------------------------------------
bool CTFRobotDestruction_Robot::ShouldCollide( int collisionGroup, int contentsMask ) const
{
if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
{
return false;
}
return BaseClass::ShouldCollide( collisionGroup, contentsMask );
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Specify where our healthbars should go over our heads
//-----------------------------------------------------------------------------
float CTFRobotDestruction_Robot::GetHealthBarHeightOffset() const
{
return g_RobotData[ m_eType ]->GetFloatData( RobotData_t::HEALTH_BAR_OFFSET_KEY );
}
void CTFRobotDestruction_Robot::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
if ( type == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
UpdateDamagedEffects();
}
//-----------------------------------------------------------------------------
// Purpose: Play damaged effects, similar to sentries
//-----------------------------------------------------------------------------
void CTFRobotDestruction_Robot::UpdateDamagedEffects()
{
// Start playing our damaged particle if we're damaged
bool bLowHealth = GetHealth() <= (GetMaxHealth() * 0.5);
if ( bLowHealth && !m_hDamagedParticleEffect )
{
m_hDamagedParticleEffect = ParticleProp()->Create( DAMAGED_ROBOT_PARTICLE_EFFECT,
PATTACH_ABSORIGIN_FOLLOW,
INVALID_PARTICLE_ATTACHMENT,
Vector(0,0,50) );
}
else if ( !bLowHealth && m_hDamagedParticleEffect )
{
ParticleProp()->StopEmission( m_hDamagedParticleEffect );
m_hDamagedParticleEffect = NULL;
}
}
void CTFRobotDestruction_Robot::UpdateClientSideAnimation( void )
{
m_animController.Update();
BaseClass::UpdateClientSideAnimation();
}
void CTFRobotDestruction_Robot::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
if ( event == AE_RD_ROBOT_POP_PANELS_OFF )
{
CUtlVector<breakmodel_t> vecProp;
FOR_EACH_VEC( m_aSpawnProps, i )
{
char pstrLowerName[ MAX_PATH ];
memset( pstrLowerName, 0, sizeof(pstrLowerName) );
Q_snprintf( pstrLowerName, sizeof(pstrLowerName), "%s", options );
Q_strlower( pstrLowerName );
if ( Q_strstr( m_aSpawnProps[i].modelName, pstrLowerName ) )
{
vecProp.AddToTail( m_aSpawnProps[i] );
}
}
if ( vecProp.Count() )
{
Vector vForward, vRight, vUp;
AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
Vector vecBreakVelocity = Vector(0,0,200);
AngularImpulse angularImpulse( RandomFloat( 0.0f, 120.0f ), RandomFloat( 0.0f, 120.0f ), 0.0 );
Vector vecOrigin = GetAbsOrigin() + vForward*70 + vUp*10;
QAngle vecAngles = GetAbsAngles();
breakablepropparams_t breakParams( vecOrigin, vecAngles, vecBreakVelocity, angularImpulse );
breakParams.impactEnergyScale = 1.0f;
breakParams.defBurstScale = 3.f;
int nModelIndex = GetModelIndex();
CreateGibsFromList( vecProp, nModelIndex, NULL, breakParams, this, -1 , false, true );
}
}
BaseClass::FireEvent( origin, angles, event, options );
}
void CTFRobotDestruction_Robot::FireGameEvent( IGameEvent *pEvent )
{
const char *pszName = pEvent->GetName();
if ( FStrEq( pszName, "rd_robot_impact" ) )
{
const int index_ = pEvent->GetInt( "entindex" );
if ( index_ == entindex() )
{
Vector vecImpulse( pEvent->GetFloat( "impulse_x" ), pEvent->GetFloat( "impulse_y" ), pEvent->GetFloat( "impulse_z" ) );
m_animController.Impulse( vecImpulse.Normalized() * 20 );
}
}
}
CStudioHdr* CTFRobotDestruction_Robot::OnNewModel()
{
CStudioHdr *hdr = BaseClass::OnNewModel();
BuildPropList( "spawn", m_aSpawnProps, GetModelIndex(), 1.f, COLLISION_GROUP_NONE );
return hdr;
}
#endif
#ifdef GAME_DLL
void CTFRobotDestruction_Robot::HandleAnimEvent( animevent_t *pEvent )
{
if ((pEvent->type & AE_TYPE_NEWEVENTSYSTEM) && (pEvent->type & AE_TYPE_SERVER))
{
/* if ( pEvent->event == AE_RD_ROBOT_POP_PANELS_OFF )
{
CUtlVector<breakmodel_t> vecProp;
FOR_EACH_VEC( m_aSpawnProps, i )
{
char pstrLowerName[ MAX_PATH ];
memset( pstrLowerName, 0, sizeof(pstrLowerName) );
Q_snprintf( pstrLowerName, sizeof(pstrLowerName), "%s", pEvent->options );
Q_strlower( pstrLowerName );
if ( Q_strstr( m_aSpawnProps[i].modelName, pstrLowerName ) )
{
vecProp.AddToTail( m_aSpawnProps[i] );
}
}
if ( vecProp.Count() )
{
Vector vForward, vRight, vUp;
AngleVectors( GetAbsAngles(), &vForward, &vRight, &vUp );
Vector vecBreakVelocity = Vector(0,0,200);
AngularImpulse angularImpulse( RandomFloat( 0.0f, 120.0f ), RandomFloat( 0.0f, 120.0f ), 0.0 );
Vector vecOrigin = GetAbsOrigin() + vForward*70 + vUp*10;
QAngle vecAngles = GetAbsAngles();
breakablepropparams_t breakParams( vecOrigin, vecAngles, vecBreakVelocity, angularImpulse );
breakParams.impactEnergyScale = 1.0f;
int nModelIndex = modelinfo->GetModelIndex( STRING(GetModelName()) );
CreateGibsFromList( vecProp, nModelIndex, NULL, breakParams, NULL, -1 , false, true );
}
}*/
}
}
//-----------------------------------------------------------------------------
// Purpose: Tell the game logic we're gone
//-----------------------------------------------------------------------------
void CTFRobotDestruction_Robot::UpdateOnRemove( void )
{
BaseClass::UpdateOnRemove();
if ( CTFRobotDestructionLogic::GetRobotDestructionLogic() )
{
CTFRobotDestructionLogic::GetRobotDestructionLogic()->RobotRemoved( this );
}
}
//-----------------------------------------------------------------------------
// Purpose: Play our death visual and audio effects
//-----------------------------------------------------------------------------
void CTFRobotDestruction_Robot::PlayDeathEffects()
{
EmitSound( g_RobotData[ GetRobotSpawnData().m_eType ]->GetStringData( RobotData_t::DEATH_SOUND_KEY ) );
EmitSound( ROBOT_DEATH_EXPLOSION );
DispatchParticleEffect( DEATH_PARTICLE_EFFECT, GetAbsOrigin(), QAngle( 0,0,0 ) );
}
//-----------------------------------------------------------------------------
// Purpose: Handle getting killed
//-----------------------------------------------------------------------------
void CTFRobotDestruction_Robot::Event_Killed( const CTakeDamageInfo &info )
{
// Let the game logic know that we died
if ( CTFRobotDestructionLogic::GetRobotDestructionLogic() )
{
CTFRobotDestructionLogic::GetRobotDestructionLogic()->RobotRemoved( this );
}
PlayDeathEffects();
// Find the killer & the scorer
CBaseEntity *pInflictor = info.GetInflictor();
CBaseEntity *pKiller = info.GetAttacker();
CTFPlayer *pScorer = ToTFPlayer( TFGameRules()->GetDeathScorer( pKiller, pInflictor, this ) );
CTFPlayer *pAssister = NULL;
if ( pScorer )
{
// If a player is healing the scorer, give that player credit for the assist
CTFPlayer *pHealer = ToTFPlayer( static_cast<CBaseEntity *>( pScorer->m_Shared.GetFirstHealer() ) );
// Must be a medic to receive a healing assist, otherwise engineers get credit for assists from dispensers doing healing.
// Also don't give an assist for healing if the inflictor was a sentry gun, otherwise medics healing engineers get assists for the engineer's sentry kills.
if ( pHealer && ( pHealer->GetPlayerClass()->GetClassIndex() == TF_CLASS_MEDIC ) )
{
pAssister = pHealer;
}
// Work out what killed the player, and send a message to all clients about it
int iWeaponID;
const char *killer_weapon_name = TFGameRules()->GetKillingWeaponName( info, NULL, &iWeaponID );
const char *killer_weapon_log_name = killer_weapon_name;
CTFWeaponBase *pWeapon = dynamic_cast< CTFWeaponBase * >( pScorer->Weapon_OwnsThisID( iWeaponID ) );
if ( pWeapon )
{
CEconItemView *pItem = pWeapon->GetAttributeContainer()->GetItem();
if ( pItem )
{
if ( pItem->GetStaticData()->GetIconClassname() )
{
killer_weapon_name = pItem->GetStaticData()->GetIconClassname();
}
if ( pItem->GetStaticData()->GetLogClassname() )
{
killer_weapon_log_name = pItem->GetStaticData()->GetLogClassname();
}
}
}
IGameEvent *event = gameeventmanager->CreateEvent( "rd_robot_killed" );
if ( event )
{
if ( pAssister && ( pAssister != pScorer ) )
{
event->SetInt( "assister", pAssister->GetUserID() );
}
event->SetInt( "attacker", pScorer->GetUserID() ); // attacker
event->SetString( "weapon", killer_weapon_name );
event->SetString( "weapon_logclassname", killer_weapon_log_name );
event->SetInt( "weaponid", iWeaponID );
event->SetInt( "priority", 6 ); // HLTV event priority, not transmitted
gameeventmanager->FireEvent( event );
}
}
if ( m_hSpawn )
{
m_hSpawn->OnRobotKilled();
}
if ( m_hGroup )
{
m_hGroup->OnRobotKilled();
}
// Kings dont die right away. Their head cracks open and they spew points out over time, then self-destruct
if ( m_spawnData.m_eType == ROBOT_TYPE_KING )
{
// Change our model to be the damage king model
SetModel( g_RobotData[ m_spawnData.m_eType ]->GetStringData( RobotData_t::DAMAGED_MODEL_KEY ) );
ResetSequence( LookupSequence("idle") );
m_takedamage = DAMAGE_NO;
SetContextThink( &CTFRobotDestruction_Robot::SpewBarsThink, gpGlobals->curtime, SPEW_BARS_CONTEXT );
SetContextThink( &CTFRobotDestruction_Robot::SelfDestructThink, gpGlobals->curtime + 5.f, SELF_DESTRUCT_THINK );
return;
}
// Spew our points
SpewBars( m_spawnData.m_nNumGibs );
// Spew ammo gibs out
SpewGibs();
CBaseAnimating::Event_Killed( info );
}
//-----------------------------------------------------------------------------
// Purpose: Spew out robot gibs that give ammo
//-----------------------------------------------------------------------------
void CTFRobotDestruction_Robot::SpewGibs()
{
for ( int i=0; i<m_aGibs.Count(); i++ )
{
CTFAmmoPack *pAmmoPack = CTFAmmoPack::Create( GetAbsOrigin() + m_aGibs[i].offset, GetAbsAngles(), this, m_aGibs[i].modelName );
Assert( pAmmoPack );
if ( pAmmoPack )
{
pAmmoPack->ActivateWhenAtRest();
// Calculate the initial impulse on the weapon.
Vector vecImpulse( random->RandomFloat( -0.5f, 0.5f ), random->RandomFloat( -0.5f, 0.5f ), random->RandomFloat( 0.75f, 1.25f ) );
VectorNormalize( vecImpulse );
// Detect the head model
bool bIsTheHead = FStrEq( "models/bots/bot_worker/bot_worker_head_gib.mdl", m_aGibs[i].modelName );
if ( bIsTheHead )
{
// Pop more up than anything
vecImpulse[2] = 3.f;
vecImpulse *= random->RandomFloat( tf_obj_gib_velocity_max.GetFloat() * 0.75, tf_obj_gib_velocity_max.GetFloat() );
}
else
{
vecImpulse *= random->RandomFloat( tf_obj_gib_velocity_min.GetFloat(), tf_obj_gib_velocity_max.GetFloat() );
}
// Cap the impulse.
float flSpeed = vecImpulse.Length();
if ( flSpeed > tf_obj_gib_maxspeed.GetFloat() )
{
VectorScale( vecImpulse, tf_obj_gib_maxspeed.GetFloat() / flSpeed, vecImpulse );
}
if ( pAmmoPack->VPhysicsGetObject() )
{
AngularImpulse angImpulse( 0.f, random->RandomFloat( 0.f, 100.f ), 0.f );
if ( bIsTheHead )
{
// Make the head spin around like a top
angImpulse = AngularImpulse( RandomFloat(-60.f,60.f), RandomFloat(-60.f,60.f), 100000.f );
}
pAmmoPack->VPhysicsGetObject()->SetVelocityInstantaneous( &vecImpulse, &angImpulse );
}
pAmmoPack->SetInitialVelocity( vecImpulse );
pAmmoPack->m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1;
// Give the ammo pack some health, so that trains can destroy it.
pAmmoPack->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
pAmmoPack->m_takedamage = DAMAGE_YES;
pAmmoPack->SetHealth( 900 );
pAmmoPack->m_bObjGib = true;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Do some special effects when we take damage
//-----------------------------------------------------------------------------
int CTFRobotDestruction_Robot::OnTakeDamage( const CTakeDamageInfo &info )
{
// Check teams
if ( info.GetAttacker() )
{
if ( InSameTeam(info.GetAttacker()) )
return 0;
CBasePlayer *pAttacker = ToBasePlayer( info.GetAttacker() );
if ( pAttacker )
{
pAttacker->SetLastObjectiveTime( gpGlobals->curtime );
}
}
SetContextThink( &CTFRobotDestruction_Robot::RepairSelfThink, gpGlobals->curtime + 5.f, "RepairSelfThink" );
if ( m_bShielded )
{
return 0;
}
CTakeDamageInfo newInfo;
newInfo = info;
ModifyDamage( &newInfo );
// Get our attack vectors
Vector vecDamagePos = newInfo.GetDamagePosition();
QAngle vecDamageAngles;
VectorAngles( -newInfo.GetDamageForce(), vecDamageAngles );
// Use worldspace center if no damage position (happens with flamethrowers)
if ( vecDamagePos == vec3_origin )
{
vecDamagePos = WorldSpaceCenter();
}
// Play a spark effect
DispatchParticleEffect( "rd_bot_impact_sparks", vecDamagePos, vecDamageAngles );
// Send an impulse event to the client for this bot
Vector vecImpulse( newInfo.GetDamageForce() );
m_animController.Impulse( vecImpulse.Normalized() * 20.f );
IGameEvent *event = gameeventmanager->CreateEvent( "rd_robot_impact" );
if ( event )
{
event->SetInt( "entindex", entindex() );
event->SetInt( "impulse_x", vecImpulse.x );
event->SetInt( "impulse_y", vecImpulse.y );
event->SetInt( "impulse_z", vecImpulse.z );
gameeventmanager->FireEvent( event );
}
if( m_hGroup )
{
m_hGroup->OnRobotAttacked();
}
int nBaseResult = BaseClass::OnTakeDamage( newInfo );
// Let the game logic know that we got hurt
if ( CTFRobotDestructionLogic::GetRobotDestructionLogic() )
CTFRobotDestructionLogic::GetRobotDestructionLogic()->RobotAttacked( this );
return nBaseResult;
}
void CTFRobotDestruction_Robot::ModifyDamage( CTakeDamageInfo *info ) const
{
CTFPlayer *pAttacker = ToTFPlayer( info->GetAttacker() );
if ( pAttacker )
{
float flScale = 1.f;
if ( pAttacker->IsPlayerClass( TF_CLASS_SCOUT ) )
flScale = 1.5f;
else if( pAttacker->IsPlayerClass( TF_CLASS_SNIPER ) )
flScale = 2.25f;
else if ( pAttacker->IsPlayerClass( TF_CLASS_SPY ) )
flScale = 2.f;
else if ( pAttacker->IsPlayerClass( TF_CLASS_PYRO ) )
flScale = 0.75;
else if ( pAttacker->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) )
flScale = 0.75;
else if ( pAttacker->IsPlayerClass( TF_CLASS_MEDIC ) )
flScale = 2.f;
info->SetDamage( info->GetDamage() * flScale );
}
}
//-----------------------------------------------------------------------------
// Purpose: Override base traceattack to prevent visible effects from team members shooting me
//-----------------------------------------------------------------------------
void CTFRobotDestruction_Robot::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
// Prevent team damage here so blood doesn't appear
if ( inputInfo.GetAttacker() && InSameTeam(inputInfo.GetAttacker()) )
return;
AddMultiDamage( inputInfo, this );
}
void CTFRobotDestruction_Robot::UpdateAnimsThink( void )
{
m_animController.Update();
SetContextThink( &CTFRobotDestruction_Robot::UpdateAnimsThink, gpGlobals->curtime, ANIMS_THINK );
}
//-----------------------------------------------------------------------------
// Purpose: Change our AI state to use a computer
//-----------------------------------------------------------------------------
void CTFRobotDestruction_Robot::InputStopAndUseComputer( inputdata_t &inputdata )
{
// TODO: Fire off into the AI
}
//-----------------------------------------------------------------------------
// Purpose: Shoot bars out as we die
//-----------------------------------------------------------------------------
void CTFRobotDestruction_Robot::SpewBars( int nNumToSpew )
{
for( int i=0; i < nNumToSpew; ++i )
{
CBonusPack *pBonusPack = assert_cast< CBonusPack* >( CreateEntityByName( "item_bonuspack" ) );
if ( pBonusPack )
{
pBonusPack->ChangeTeam( GetEnemyTeam( GetTeamNumber() ) );
pBonusPack->SetDisabled( false );
pBonusPack->SetAbsOrigin( GetAbsOrigin() + Vector(0,0,20) );
pBonusPack->SetAbsAngles( QAngle( 0.f, RandomFloat( 0, 360.f ), 0.f ) );
// Calculate the initial impulse on the cores
Vector vecImpulse( random->RandomFloat( -0.5, 0.5 ), random->RandomFloat( -0.5, 0.5 ), random->RandomFloat( 1.0, 1.25 ) );
VectorNormalize( vecImpulse );
vecImpulse *= random->RandomFloat( 125.f, 150.f );
// Cap the impulse.
float flSpeed = vecImpulse.Length();
if ( flSpeed > tf_obj_gib_maxspeed.GetFloat() )
{
VectorScale( vecImpulse, tf_obj_gib_maxspeed.GetFloat() / flSpeed, vecImpulse );
}
pBonusPack->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
pBonusPack->AddSpawnFlags( SF_NORESPAWN );
pBonusPack->m_nSkin = GetTeamNumber() == TF_TEAM_RED ? 0 : 1;
DispatchSpawn( pBonusPack );
pBonusPack->DropSingleInstance( vecImpulse, NULL, 0, 0 );
pBonusPack->SetCycle( RandomFloat( 0.f, 1.f ) );
pBonusPack->SetGravity( 0.2f );
}
}
}
void CTFRobotDestruction_Robot::SpewBarsThink()
{
int nNumToSpew = 1;
m_nPointsSpewed += nNumToSpew;
SpewBars( nNumToSpew );
if ( m_nPointsSpewed >= m_spawnData.m_nNumGibs )
{
SelfDestructThink();
}
else
{
SetContextThink( &CTFRobotDestruction_Robot::SpewBarsThink, gpGlobals->curtime + 0.1f, SPEW_BARS_CONTEXT );
}
}
void CTFRobotDestruction_Robot::SelfDestructThink()
{
SpewGibs();
SpewBars( m_spawnData.m_nNumGibs - m_nPointsSpewed );
PlayDeathEffects();
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose: Repair ourselves!
//-----------------------------------------------------------------------------
void CTFRobotDestruction_Robot::RepairSelfThink()
{
// Heal!
int nHealth = GetHealth();
if ( tf_rd_robot_repair_rate.GetFloat() != 0.f )
{
nHealth += GetMaxHealth() / tf_rd_robot_repair_rate.GetFloat();
}
nHealth = Min( nHealth, GetMaxHealth() );
SetHealth( nHealth );
// Continue to heal if we're still hurt
if ( GetHealth() != GetMaxHealth() )
{
SetContextThink( &CTFRobotDestruction_Robot::RepairSelfThink, gpGlobals->curtime + 1.f, "RepairSelfThink" );
}
}
void CTFRobotDestruction_Robot::ArriveAtPath()
{
m_hNextPath->AcceptInput( "InPass", this, this, variant_t(), 0 );
m_hNextPath = m_hNextPath->GetNext();
}
void CTFRobotDestruction_Robot::EnableUber()
{
m_bShielded = true;
m_nSkin = GetTeamNumber() == TF_TEAM_RED ? 2 : 3;
if ( m_hGroup )
{
m_hGroup->UpdateState();
}
}
void CTFRobotDestruction_Robot::DisableUber()
{
m_bShielded = false;
m_nSkin = GetTeamNumber() == TF_TEAM_RED ? 0 : 1;
if ( m_hGroup )
{
m_hGroup->UpdateState();
}
}
void CTFRobotDestruction_Robot::SetNewActivity( Activity activity )
{
int nSequence = SelectWeightedSequence( activity );
if ( nSequence )
{
SetSequence( nSequence );
SetPlaybackRate( 1.0f );
SetCycle( 0 );
ResetSequenceInfo();
}
}
#define CLOSE_ENOUGH_TO_PATH 50.f
//---------------------------------------------------------------------------------------------
class CRobotPatrol : public Action< CTFRobotDestruction_Robot >
{
public:
void PlayIdleActivity( CTFRobotDestruction_Robot *pMe )
{
pMe->SetNewActivity( ACT_BOT_PRIMARY_MOVEMENT );
}
virtual ActionResult< CTFRobotDestruction_Robot > OnStart( CTFRobotDestruction_Robot *pMe, Action< CTFRobotDestruction_Robot > *priorAction )
{
PlayIdleActivity( pMe );
return Continue();
}
virtual ActionResult< CTFRobotDestruction_Robot > OnResume( CTFRobotDestruction_Robot *pMe, Action< CTFRobotDestruction_Robot > *interruptingAction )
{
PlayIdleActivity( pMe );
return Continue();
}
virtual ActionResult< CTFRobotDestruction_Robot > Update( CTFRobotDestruction_Robot *pMe, float interval )
{
CPathTrack* pNextPath = pMe->GetNextPath();
if ( pMe->IsRangeGreaterThan( pNextPath, CLOSE_ENOUGH_TO_PATH ) )
{
if ( m_path.GetAge() > 0.5f )
{
CRobotPathCost cost( pMe );
m_path.Compute( pMe, pNextPath->GetAbsOrigin(), cost );
}
m_path.Update( pMe );
}
else
{
pMe->ArriveAtPath();
}
return Continue();
}
virtual const char *GetName( void ) const { return "Patrol"; } // return name of this action
PathFollower m_path;
};
class CRobotSpawn : public Action< CTFRobotDestruction_Robot >
{
virtual ActionResult< CTFRobotDestruction_Robot > OnStart( CTFRobotDestruction_Robot *pMe, Action< CTFRobotDestruction_Robot > *priorAction )
{
pMe->SetNewActivity( ACT_BOT_SPAWN );
return Continue();
}
virtual ActionResult< CTFRobotDestruction_Robot > Update( CTFRobotDestruction_Robot *pMe, float interval )
{
if ( pMe->IsActivityFinished() )
{
return ChangeTo( new CRobotPatrol, "I've finished my spawn sequence" );
}
return Continue();
}
EventDesiredResult< CTFRobotDestruction_Robot > OnInjured( CTFRobotDestruction_Robot *pMe, const CTakeDamageInfo &info )
{
return TryToSustain( RESULT_CRITICAL, "I'm spawning and being attacked" );
}
virtual void OnEnd( CTFRobotDestruction_Robot *pMe, Action< CTFRobotDestruction_Robot > *nextAction )
{
pMe->SetBodygroup( pMe->FindBodygroupByName( "head_shell" ), 1 );
pMe->SetBodygroup( pMe->FindBodygroupByName( "body_shell" ), 1 );
}
virtual const char *GetName( void ) const { return "Spawn"; } // return name of this action
};
class CRobotMaterialize : public Action< CTFRobotDestruction_Robot >
{
public:
virtual ActionResult< CTFRobotDestruction_Robot > OnStart( CTFRobotDestruction_Robot *pMe, Action< CTFRobotDestruction_Robot > *priorAction )
{
// TODO: Play the materialize anim and effects
/*int nSequence = pMe->SelectWeightedSequence( ACT_BOT_MATERIALIZE );
pMe->ResetSequence( nSequence );*/
return Continue();
}
virtual ActionResult< CTFRobotDestruction_Robot > Update( CTFRobotDestruction_Robot *pMe, float interval )
{
// TODO: Check if materialize activity is finished
//if ( pMe->IsActivityFinished() )
{
return ChangeTo( new CRobotSpawn, "I've fully materialized" );
}
// TODO: Control the materialize anim
return Continue();
}
virtual const char *GetName( void ) const { return "Materialize"; } // return name of this action
PathFollower m_path;
};
class CRobotPanic : public Action< CTFRobotDestruction_Robot >
{
public:
virtual ActionResult< CTFRobotDestruction_Robot > OnStart( CTFRobotDestruction_Robot *pMe, Action< CTFRobotDestruction_Robot > *priorAction );
virtual ActionResult< CTFRobotDestruction_Robot > Update( CTFRobotDestruction_Robot *pMe, float interval );
virtual EventDesiredResult< CTFRobotDestruction_Robot > OnInjured( CTFRobotDestruction_Robot *pMe, const CTakeDamageInfo &info );
virtual void OnEnd( CTFRobotDestruction_Robot *pMe, Action< CTFRobotDestruction_Robot > *nextAction );
virtual const char *GetName( void ) const { return "Panic"; }
private:
CountdownTimer m_SpeakTimer;
CountdownTimer m_attackedTimer;
CountdownTimer m_spinTimer;
bool m_bSpinRight;
};
class CRobotEnterPanic : public Action< CTFRobotDestruction_Robot >
{
virtual ActionResult< CTFRobotDestruction_Robot > OnStart( CTFRobotDestruction_Robot *pMe, Action< CTFRobotDestruction_Robot > *priorAction )
{
pMe->SetNewActivity( ACT_BOT_PANIC_START );
return Continue();
}
virtual ActionResult< CTFRobotDestruction_Robot > Update( CTFRobotDestruction_Robot *pMe, float interval )
{
if ( pMe->IsActivityFinished() )
{
return ChangeTo( new CRobotPanic, "I've finished my enter panic sequence" );
}
return Continue();
}
EventDesiredResult< CTFRobotDestruction_Robot > OnInjured( CTFRobotDestruction_Robot *pMe, const CTakeDamageInfo &info )
{
return TryToSustain( RESULT_CRITICAL, "I'm entering panic and being attacked" );
}
virtual const char *GetName( void ) const { return "Enter Panic"; } // return name of this action
};
class CRobotLeavePanic : public Action< CTFRobotDestruction_Robot >
{
virtual ActionResult< CTFRobotDestruction_Robot > OnStart( CTFRobotDestruction_Robot *pMe, Action< CTFRobotDestruction_Robot > *priorAction )
{
pMe->SetNewActivity( ACT_BOT_PANIC_END );
return Continue();
}
virtual ActionResult< CTFRobotDestruction_Robot > Update( CTFRobotDestruction_Robot *pMe, float interval )
{
if ( pMe->IsActivityFinished() )
{
return Done( "I've finished my leave panic sequence" );
}
return Continue();
}
EventDesiredResult< CTFRobotDestruction_Robot > OnInjured( CTFRobotDestruction_Robot *pMe, const CTakeDamageInfo &info )
{
return TryToSustain( RESULT_CRITICAL, "I'm leaving panic and being attacked" );
}
virtual const char *GetName( void ) const { return "Leave Panic"; } // return name of this action
};
//---------------------------------------------------------------------------------------------
ActionResult< CTFRobotDestruction_Robot > CRobotPanic::OnStart( CTFRobotDestruction_Robot *pMe, Action< CTFRobotDestruction_Robot > *priorAction )
{
m_bSpinRight = RandomInt(0,1) == 1; // Randomly pick which way to spin
pMe->SetIsPanicked( true ); // Let our bot know he's panicked
m_attackedTimer.Start( 5.f ); // We panic for 5 seconds
m_spinTimer.Start( RandomFloat( 0.75f, 1.25f ) ); // Spin for a little bit
pMe->GetLocomotionInterface()->SetDesiredSpeed( 150.f ); // We go fast when panicked
DispatchParticleEffect( "rocketjump_smoke", PATTACH_POINT_FOLLOW, pMe, "wheel" ); // Smoke trails on our tire when panicked
pMe->SetNewActivity( ACT_BOT_PANIC ); // Play panicked activity
m_SpeakTimer.Start( 3.f );
const RobotSpawnData_t & data = pMe->GetRobotSpawnData();
pMe->EmitSound( g_RobotData[ data.m_eType ]->GetStringData( RobotData_t::HURT_SOUND_KEY ) );
return Continue();
}
ActionResult< CTFRobotDestruction_Robot > CRobotPanic::Update( CTFRobotDestruction_Robot *pMe, float interval )
{
// If we haven't been attacked in awhile, then we're done panicking
if ( m_attackedTimer.IsElapsed() )
{
return ChangeTo( new CRobotLeavePanic, "I'm done panicking" );
}
QAngle angles = pMe->GetLocalAngles();
// If our spin timer is still going, then spin!
if ( m_spinTimer.GetRemainingTime() < ( m_spinTimer.GetCountdownDuration() * 0.5f ) )
{
float flSpinAmt = 2500.f * gpGlobals->frametime;
flSpinAmt *= m_bSpinRight ? 1.f : -1.f;
angles.y += flSpinAmt;
pMe->SetLocalAngles( angles );
}
// We just drive forard
Vector vForward;
AngleVectors( angles, &vForward );
Vector vArrivePosition = pMe->GetAbsOrigin() + vForward * 30;
trace_t tr;
// See if we hit anything solid a little bit below the robot. We dont want to jump off cliffs
UTIL_TraceLine( vArrivePosition, vArrivePosition + Vector(0,0,-30), MASK_PLAYERSOLID, pMe, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
if ( tr.fraction < 1.0f )
{
pMe->GetLocomotionInterface()->Approach( vArrivePosition );
}
// It's time change our spin direction, choose when to spin next, and reapply our smoke particle
if ( m_spinTimer.IsElapsed() )
{
m_bSpinRight = RandomInt(0,1) == 1;
m_spinTimer.Start( RandomFloat( 0.75f, 1.25f ) );
DispatchParticleEffect( "rocketjump_smoke", PATTACH_POINT_FOLLOW, pMe, "wheel" );
}
return Continue();
}
EventDesiredResult< CTFRobotDestruction_Robot > CRobotPanic::OnInjured( CTFRobotDestruction_Robot *pMe, const CTakeDamageInfo &info )
{
if ( m_SpeakTimer.IsElapsed() )
{
m_SpeakTimer.Start( RandomFloat( 1.5f, 2.f ) );
const RobotSpawnData_t & data = pMe->GetRobotSpawnData();
pMe->EmitSound( g_RobotData[ data.m_eType ]->GetStringData( RobotData_t::HURT_SOUND_KEY ) );
}
m_attackedTimer.Start( m_attackedTimer.GetCountdownDuration() );
return TryToSustain( RESULT_IMPORTANT, "I'm panicking and getting attacked" );
}
void CRobotPanic::OnEnd( CTFRobotDestruction_Robot *pMe, Action< CTFRobotDestruction_Robot > *nextAction )
{
pMe->SetIsPanicked( false );
pMe->GetLocomotionInterface()->SetDesiredSpeed( 80.f );
}
//---------------------------------------------------------------------------------------------
Action< CTFRobotDestruction_Robot > *CRobotBehavior::InitialContainedAction( CTFRobotDestruction_Robot *pMe )
{
return new CRobotMaterialize;
}
ActionResult< CTFRobotDestruction_Robot > CRobotBehavior::OnStart( CTFRobotDestruction_Robot *pMe, Action< CTFRobotDestruction_Robot > *priorAction )
{
return Continue();
}
#ifdef STAGING_ONLY
ConVar sv_rd_bots_STFU( "sv_rd_bots_STFU", "0", FCVAR_ARCHIVE );
#endif
ActionResult< CTFRobotDestruction_Robot > CRobotBehavior::Update( CTFRobotDestruction_Robot *pMe, float interval )
{
//const CKnownEntity *pThreat = pMe->GetVisionInterface()->GetPrimaryKnownThreat();
//if ( pThreat )
//{
// return SuspendFor( new CRobotAttackEnemy, "I see an enemy!" );
//}
#ifdef STAGING_ONLY
if ( !sv_rd_bots_STFU.GetBool() )
#endif
{
// We've been wandering for a bit. Speak!
if ( m_IdleSpeakTimer.IsElapsed() && m_SpeakTimer.IsElapsed() )
{
m_SpeakTimer.Start( 1.f );
m_IdleSpeakTimer.Start( RandomFloat( 6.f, 10.f ) );
const RobotSpawnData_t & data = pMe->GetRobotSpawnData();
pMe->EmitSound( g_RobotData[ data.m_eType ]->GetStringData( RobotData_t::IDLE_SOUND_KEY ) );
}
}
// Do stuff!
return Continue();
}
EventDesiredResult< CTFRobotDestruction_Robot > CRobotBehavior::OnInjured( CTFRobotDestruction_Robot *pMe, const CTakeDamageInfo &info )
{
return TrySuspendFor( new CRobotEnterPanic, RESULT_TRY, "I've been attacked" );
}
EventDesiredResult< CTFRobotDestruction_Robot > CRobotBehavior::OnContact( CTFRobotDestruction_Robot *pMe, CBaseEntity *pOther, CGameTrace *result )
{
if ( m_SpeakTimer.IsElapsed() && ( pOther->IsPlayer() || dynamic_cast< CTFRobotDestruction_Robot * >( pOther ) ) )
{
m_SpeakTimer.Start( 3.f );
#ifdef STAGING_ONLY
if ( !sv_rd_bots_STFU.GetBool() )
#endif
{
const RobotSpawnData_t & data = pMe->GetRobotSpawnData();
pMe->EmitSound( g_RobotData[ data.m_eType ]->GetStringData( RobotData_t::COLLIDE_SOUND_KEY ) );
}
}
return TryContinue( RESULT_TRY );
}
//---------------------------------------------------------------------------------------------
CRobotIntention::CRobotIntention( CTFRobotDestruction_Robot *pMe ) : IIntention( pMe )
{
m_behavior = new Behavior< CTFRobotDestruction_Robot >( new CRobotBehavior );
}
CRobotIntention::~CRobotIntention()
{
delete m_behavior;
}
void CRobotIntention::Reset( void )
{
delete m_behavior;
m_behavior = new Behavior< CTFRobotDestruction_Robot >( new CRobotBehavior );
}
void CRobotIntention::Update( void )
{
m_behavior->Update( static_cast< CTFRobotDestruction_Robot * >( GetBot() ), GetUpdateInterval() );
}
// is this a place we can be?
QueryResultType CRobotIntention::IsPositionAllowed( const INextBot *pMeBot, const Vector &pos ) const
{
return ANSWER_YES;
}
//---------------------------------------------------------------------------------------------
float CRobotLocomotion::GetRunSpeed( void ) const
{
CTFRobotDestruction_Robot *pRobotMe = static_cast< CTFRobotDestruction_Robot *>( GetBot()->GetEntity() );
return pRobotMe->GetIsPanicked() ? 150.f : 80.f;
}
float CRobotLocomotion::GetGroundSpeed() const
{
CTFRobotDestruction_Robot *pRobotMe = static_cast< CTFRobotDestruction_Robot *>( GetBot()->GetEntity() );
return pRobotMe->GetIsPanicked() ? 150.f : 80.f;
}
//---------------------------------------------------------------------------------------------
// if delta Z is greater than this, we have to jump to get up
float CRobotLocomotion::GetStepHeight( void ) const
{
return 24.0f;
}
//---------------------------------------------------------------------------------------------
// return maximum height of a jump
float CRobotLocomotion::GetMaxJumpHeight( void ) const
{
return 40.0f;
}
//---------------------------------------------------------------------------------------------
// Return max rate of yaw rotation
float CRobotLocomotion::GetMaxYawRate( void ) const
{
return 200.0f;
}
//---------------------------------------------------------------------------------------------
bool CRobotLocomotion::ShouldCollideWith( const CBaseEntity *object ) const
{
return false;
}
#endif
//-----------------------------------------------------------------------------
// Robot Dispenser
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CRobotDispenser )
END_DATADESC()
IMPLEMENT_NETWORKCLASS_ALIASED( RobotDispenser, DT_RobotDispenser )
LINK_ENTITY_TO_CLASS( rd_robot_dispenser, CRobotDispenser );
BEGIN_NETWORK_TABLE( CRobotDispenser, DT_RobotDispenser )
END_NETWORK_TABLE()
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CRobotDispenser::CRobotDispenser()
{
m_bUseGenerateMetalSound = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRobotDispenser::Spawn( void )
{
// This cast is for the benefit of GCC
m_fObjectFlags |= (int)OF_DOESNT_HAVE_A_MODEL;
m_takedamage = DAMAGE_NO;
m_iUpgradeLevel = 1;
TFGameRules()->OnDispenserBuilt( this );
}
//-----------------------------------------------------------------------------
// Purpose: Finished building
//-----------------------------------------------------------------------------
void CRobotDispenser::OnGoActive( void )
{
BaseClass::OnGoActive();
if ( m_hTouchTrigger )
{
m_hTouchTrigger->SetParent( GetParent() );
}
SetModel( "" );
}
//-----------------------------------------------------------------------------
// Spawn the vgui control screens on the object
//-----------------------------------------------------------------------------
void CRobotDispenser::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
{
// no panels
return;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRobotDispenser::SetModel( const char *pModel )
{
CBaseObject::SetModel( pModel );
}
#endif