647 lines
16 KiB
C++
647 lines
16 KiB
C++
|
// A Swarm grub, bursts out of gooey things and crawls about looking icky (non-violent)
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "asw_grub.h"
|
||
|
#include "asw_marine.h"
|
||
|
#include "te_effect_dispatch.h"
|
||
|
#include "npc_antlion.h"
|
||
|
#include "npc_bullseye.h"
|
||
|
#include "npcevent.h"
|
||
|
#include "asw_marine.h"
|
||
|
#include "soundenvelope.h"
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
#define SWARM_GRUB_MODEL "models/swarm/Grubs/Grub.mdl"
|
||
|
|
||
|
const int ASW_GRUB_MIN_JUMP_DIST = 48;
|
||
|
const int ASW_GRUB_MAX_JUMP_DIST = 170;
|
||
|
|
||
|
#define PARASITE_IGNORE_WORLD_COLLISION_TIME 0.5
|
||
|
|
||
|
IMPLEMENT_SERVERCLASS_ST( CASW_Grub, DT_ASW_Grub )
|
||
|
|
||
|
END_SEND_TABLE()
|
||
|
|
||
|
ConVar asw_grub_speedboost( "asw_grub_speedboost", "1.4", FCVAR_CHEAT , "boost speed for the grubs" );
|
||
|
ConVar asw_debug_grubs("asw_debug_grubs", "0", FCVAR_CHEAT, "If set, grubs will print debug messages for various things");
|
||
|
extern ConVar sv_gravity;
|
||
|
|
||
|
int ACT_ASW_GRUB_IDLE;
|
||
|
|
||
|
CASW_Grub::CASW_Grub( void )// : CASW_Alien()
|
||
|
{
|
||
|
m_bMidJump = false;
|
||
|
m_bCommittedToJump = false;
|
||
|
}
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( asw_grub_advanced, CASW_Grub );
|
||
|
|
||
|
//IMPLEMENT_SERVERCLASS_ST( CASW_Grub, DT_ASW_Grub )
|
||
|
|
||
|
//END_SEND_TABLE()
|
||
|
|
||
|
BEGIN_DATADESC( CASW_Grub )
|
||
|
DEFINE_FIELD( m_bCommittedToJump, FIELD_BOOLEAN ),
|
||
|
DEFINE_FIELD( m_bMidJump, FIELD_BOOLEAN ),
|
||
|
DEFINE_FIELD( m_vecCommittedJumpPos, FIELD_POSITION_VECTOR ),
|
||
|
DEFINE_FIELD( m_flNextNPCThink, FIELD_TIME ),
|
||
|
DEFINE_FIELD( m_flIgnoreWorldCollisionTime, FIELD_TIME ),
|
||
|
DEFINE_FIELD( m_bJumpFromGoo, FIELD_BOOLEAN ),
|
||
|
DEFINE_FIELD( m_flGooJumpDistance, FIELD_FLOAT ),
|
||
|
DEFINE_FIELD( m_flGooJumpAngle, FIELD_FLOAT ),
|
||
|
DEFINE_THINKFUNC( LeapThink ),
|
||
|
DEFINE_ENTITYFUNC( LeapTouch ),
|
||
|
DEFINE_ENTITYFUNC( NormalTouch ),
|
||
|
END_DATADESC()
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
SCHED_GRUB_JUMP_FROM_GOO = LAST_ASW_ALIEN_SHARED_SCHEDULE,
|
||
|
SCHED_ASW_GRUB_WANDER_ANGRILY,
|
||
|
};
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
TASK_GRUB_JUMP_FROM_GOO = LAST_ASW_ALIEN_SHARED_TASK,
|
||
|
};
|
||
|
|
||
|
extern int AE_HEADCRAB_JUMPATTACK;
|
||
|
|
||
|
void CASW_Grub::Spawn( void )
|
||
|
{
|
||
|
SetModel( SWARM_GRUB_MODEL );
|
||
|
Precache();
|
||
|
BaseClass::Spawn();
|
||
|
SetModel( SWARM_GRUB_MODEL );
|
||
|
|
||
|
SetHullType(HULL_TINY);
|
||
|
SetHullSizeNormal();
|
||
|
|
||
|
SetViewOffset( Vector(6, 0, 11) ) ; // Position of the eyes relative to NPC's origin.
|
||
|
|
||
|
SetNavType( NAV_GROUND );
|
||
|
SetBloodColor( BLOOD_COLOR_GREEN );
|
||
|
m_NPCState = NPC_STATE_NONE;
|
||
|
m_iHealth = 1;
|
||
|
|
||
|
SetSolid( SOLID_BBOX );
|
||
|
AddSolidFlags( FSOLID_NOT_STANDABLE );
|
||
|
SetMoveType( MOVETYPE_STEP );
|
||
|
if ( m_SquadName != NULL_STRING )
|
||
|
{
|
||
|
CapabilitiesAdd( bits_CAP_SQUAD );
|
||
|
}
|
||
|
SetCollisionGroup( ASW_COLLISION_GROUP_GRUBS );
|
||
|
|
||
|
//SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
||
|
CapabilitiesAdd( bits_CAP_MOVE_GROUND );
|
||
|
//if ( HasSpawnFlags( SF_ANTLION_USE_GROUNDCHECKS ) == false )
|
||
|
CapabilitiesAdd( bits_CAP_SKIP_NAV_GROUND_CHECK );
|
||
|
NPCInit();
|
||
|
|
||
|
BaseClass::Spawn();
|
||
|
|
||
|
SetEfficiency( AIE_EFFICIENT );
|
||
|
SetCollisionGroup( ASW_COLLISION_GROUP_GRUBS );
|
||
|
|
||
|
//RemoveSolidFlags( FSOLID_NOT_STANDABLE );
|
||
|
SetBlocksLOS(false);
|
||
|
AddFlag( FL_FLY );
|
||
|
}
|
||
|
|
||
|
CASW_Grub::~CASW_Grub()
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
void CASW_Grub::Precache( void )
|
||
|
{
|
||
|
PrecacheModel( SWARM_GRUB_MODEL );
|
||
|
//PrecacheModel( "Models/Swarm/Grubs/GrubGib1.mdl" );
|
||
|
//PrecacheModel( "Models/Swarm/Grubs/GrubGib2.mdl" );
|
||
|
//PrecacheModel( "Models/Swarm/Grubs/GrubGib3.mdl" );
|
||
|
PrecacheModel( "Models/Swarm/Grubs/GrubGib4.mdl" );
|
||
|
//PrecacheModel( "Models/Swarm/Grubs/GrubGib5.mdl" );
|
||
|
//PrecacheModel( "Models/Swarm/Grubs/GrubGib6.mdl" );
|
||
|
|
||
|
PrecacheScriptSound("ASW_Parasite.Death");
|
||
|
PrecacheScriptSound("ASW_Parasite.Attack");
|
||
|
PrecacheScriptSound("ASW_Parasite.Idle");
|
||
|
|
||
|
BaseClass::Precache();
|
||
|
}
|
||
|
|
||
|
float CASW_Grub::GetIdealSpeed() const
|
||
|
{
|
||
|
return asw_grub_speedboost.GetFloat() * BaseClass::GetIdealSpeed() * m_flPlaybackRate;
|
||
|
}
|
||
|
|
||
|
|
||
|
float CASW_Grub::GetIdealAccel( ) const
|
||
|
{
|
||
|
return GetIdealSpeed() * 1.5f;
|
||
|
}
|
||
|
|
||
|
float CASW_Grub::MaxYawSpeed( void )
|
||
|
{
|
||
|
return 128.0f;
|
||
|
|
||
|
switch ( GetActivity() )
|
||
|
{
|
||
|
case ACT_IDLE:
|
||
|
return 64.0f;
|
||
|
break;
|
||
|
|
||
|
case ACT_WALK:
|
||
|
return 64.0f;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
case ACT_RUN:
|
||
|
return 64.0f;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return 64.0f;
|
||
|
}
|
||
|
|
||
|
// don't collide with other grubs during jump
|
||
|
bool CASW_Grub::ShouldCollide(int collisionGroup, int contentsMask)
|
||
|
{
|
||
|
/*
|
||
|
if (m_bMidJump)
|
||
|
return false;
|
||
|
if (m_bMidJump &&
|
||
|
(collisionGroup == COLLISION_GROUP_NONE || collisionGroup == ASW_COLLISION_GROUP_GRUBS) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if (collisionGroup == ASW_COLLISION_GROUP_GRUBS)
|
||
|
return false;
|
||
|
*/
|
||
|
return BaseClass::ShouldCollide(collisionGroup, contentsMask);
|
||
|
}
|
||
|
|
||
|
void CASW_Grub::AlertSound()
|
||
|
{
|
||
|
//EmitSound("ASW_Drone.Alert");
|
||
|
//IdleSound();
|
||
|
}
|
||
|
|
||
|
void CASW_Grub::PainSound( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
if (gpGlobals->curtime > m_fNextPainSound)
|
||
|
{
|
||
|
EmitSound("ASW_Parasite.Death");
|
||
|
m_fNextPainSound = gpGlobals->curtime + 0.5f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CASW_Grub::AttackSound()
|
||
|
{
|
||
|
//EmitSound("ASW_Parasite.Attack");
|
||
|
}
|
||
|
|
||
|
void CASW_Grub::IdleSound()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
bool CASW_Grub::CorpseGib( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
CEffectData data;
|
||
|
|
||
|
data.m_vOrigin = WorldSpaceCenter();
|
||
|
data.m_vNormal = data.m_vOrigin - info.GetDamagePosition();
|
||
|
VectorNormalize( data.m_vNormal );
|
||
|
|
||
|
data.m_flScale = RemapVal( m_iHealth, 0, -500, 1, 3 );
|
||
|
data.m_flScale = clamp( data.m_flScale, 1, 3 );
|
||
|
data.m_fFlags = (IsOnFire() || (info.GetDamageType() & DMG_BURN)) ? ASW_GIBFLAG_ON_FIRE : 0;
|
||
|
|
||
|
Msg("grubgib flags: %d burn=%d dt=%d\n", data.m_fFlags, (info.GetDamageType() & DMG_BURN), info.GetDamageType());
|
||
|
DispatchEffect( "GrubGib", data );
|
||
|
|
||
|
//CSoundEnt::InsertSound( SOUND_PHYSICS_DANGER, GetAbsOrigin(), 256, 0.5f, this );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Does a jump attack at the given position.
|
||
|
// Input : bRandomJump - Just hop in a random direction.
|
||
|
// vecPos - Position to jump at, ignored if bRandom is set to true.
|
||
|
// bThrown -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CASW_Grub::JumpAttack( bool bRandomJump, const Vector &vecPos, bool bThrown )
|
||
|
{
|
||
|
Vector vecJumpVel;
|
||
|
if ( !bRandomJump )
|
||
|
{
|
||
|
float gravity = sv_gravity.GetFloat();
|
||
|
if ( gravity <= 1 )
|
||
|
{
|
||
|
gravity = 1;
|
||
|
}
|
||
|
|
||
|
// How fast does the headcrab need to travel to reach the position given gravity?
|
||
|
float flActualHeight = vecPos.z - GetAbsOrigin().z;
|
||
|
float height = flActualHeight;
|
||
|
if ( height < 16 )
|
||
|
{
|
||
|
height = 60; //16;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float flMaxHeight = bThrown ? 400 : 120;
|
||
|
if ( height > flMaxHeight )
|
||
|
{
|
||
|
height = flMaxHeight;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// overshoot the jump by an additional 8 inches
|
||
|
// NOTE: This calculation jumps at a position INSIDE the box of the enemy (player)
|
||
|
// so if you make the additional height too high, the crab can land on top of the
|
||
|
// enemy's head. If we want to jump high, we'll need to move vecPos to the surface/outside
|
||
|
// of the enemy's box.
|
||
|
|
||
|
float additionalHeight = 0;
|
||
|
if ( height < 32 )
|
||
|
{
|
||
|
additionalHeight = 8;
|
||
|
}
|
||
|
|
||
|
height += additionalHeight;
|
||
|
|
||
|
// NOTE: This equation here is from vf^2 = vi^2 + 2*a*d
|
||
|
float speed = sqrt( 2 * gravity * height );
|
||
|
float time = speed / gravity;
|
||
|
|
||
|
// add in the time it takes to fall the additional height
|
||
|
// So the impact takes place on the downward slope at the original height
|
||
|
time += sqrt( (2 * additionalHeight) / gravity );
|
||
|
|
||
|
// Scale the sideways velocity to get there at the right time
|
||
|
VectorSubtract( vecPos, GetAbsOrigin(), vecJumpVel );
|
||
|
vecJumpVel /= time;
|
||
|
|
||
|
// Speed to offset gravity at the desired height.
|
||
|
vecJumpVel.z = speed;
|
||
|
|
||
|
// Don't jump too far/fast.
|
||
|
float flJumpSpeed = vecJumpVel.Length();
|
||
|
float flMaxSpeed = bThrown ? 1000.0f : 650.0f;
|
||
|
if ( flJumpSpeed > flMaxSpeed )
|
||
|
{
|
||
|
vecJumpVel *= flMaxSpeed / flJumpSpeed;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//
|
||
|
// Jump hop, don't care where.
|
||
|
//
|
||
|
Vector forward, up;
|
||
|
QAngle angFacing = GetLocalAngles();
|
||
|
angFacing.y = m_flGooJumpAngle;
|
||
|
AngleVectors( angFacing, &forward, NULL, &up );
|
||
|
vecJumpVel = Vector( forward.x, forward.y, forward.z) * random->RandomFloat(100, 150); // random->RandomFloat(0, 30)
|
||
|
}
|
||
|
|
||
|
AttackSound();
|
||
|
Leap( vecJumpVel );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CASW_Grub::Leap( const Vector &vecVel )
|
||
|
{
|
||
|
SetTouch( &CASW_Grub::LeapTouch );
|
||
|
|
||
|
SetCondition( COND_FLOATING_OFF_GROUND );
|
||
|
SetGroundEntity( NULL );
|
||
|
|
||
|
m_flIgnoreWorldCollisionTime = gpGlobals->curtime + PARASITE_IGNORE_WORLD_COLLISION_TIME;
|
||
|
|
||
|
if( HasHeadroom() )
|
||
|
{
|
||
|
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
|
||
|
UTIL_SetOrigin( this, GetLocalOrigin() + Vector( 0, 0, 1 ) );
|
||
|
}
|
||
|
|
||
|
SetAbsVelocity( vecVel );
|
||
|
|
||
|
// Think every frame so the player sees the headcrab where he actually is...
|
||
|
m_bMidJump = true;
|
||
|
SetThink( &CASW_Grub::LeapThink );
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
|
||
|
//SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
|
||
|
}
|
||
|
|
||
|
void CASW_Grub::LeapThink( void )
|
||
|
{
|
||
|
if (gpGlobals->curtime > m_flNextNPCThink)
|
||
|
{
|
||
|
NPCThink();
|
||
|
m_flNextNPCThink = gpGlobals->curtime + 0.1;
|
||
|
}
|
||
|
|
||
|
if( GetFlags() & FL_ONGROUND )
|
||
|
{
|
||
|
SetThink( &CASW_Grub::CallNPCThink );
|
||
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
}
|
||
|
|
||
|
void CASW_Grub::NormalTouch(CBaseEntity* pOther)
|
||
|
{
|
||
|
if (!pOther || !pOther->CollisionProp() || pOther->Classify() != CLASS_ASW_MARINE) // only get squashed by marines
|
||
|
return;
|
||
|
// are we within the marine's x/y?
|
||
|
//Vector vecMyFlatPos = GetAbsOrigin();
|
||
|
//vecMyFlatPos.z = pOther->GetAbsOrigin().z;
|
||
|
//if (!CollisionProp()->IsPointInBounds(vecMyFlatPos))
|
||
|
//return;
|
||
|
// are we underneath the marine?
|
||
|
float z_diff = pOther->CollisionProp()->OBBCenter().z - GetAbsOrigin().z;
|
||
|
//float other_half_height = pOther->CollisionProp()->OBBSize().z * 0.5f;
|
||
|
//if (z_diff > other_half_height)
|
||
|
if (pOther->GetAbsOrigin().z > GetAbsOrigin().z) // is he higher than me?
|
||
|
{
|
||
|
// squash this
|
||
|
if (asw_debug_grubs.GetBool())
|
||
|
{
|
||
|
Msg("Squashed by a marine (my z=%f his z=%f diff=%f dist=%f)\n",
|
||
|
GetAbsOrigin().z, pOther->GetAbsOrigin().z, z_diff, pOther->GetAbsOrigin().DistTo(GetAbsOrigin()));
|
||
|
}
|
||
|
Squash(pOther);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (asw_debug_grubs.GetBool())
|
||
|
{
|
||
|
Msg("Not squashed by a marine (my z=%f his z=%f diff=%f dist=%f)\n",
|
||
|
GetAbsOrigin().z, pOther->GetAbsOrigin().z, z_diff, pOther->GetAbsOrigin().DistTo(GetAbsOrigin()));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CASW_Grub::Squash(CBaseEntity* pSquasher)
|
||
|
{
|
||
|
Event_Killed( CTakeDamageInfo( pSquasher, pSquasher, 200, DMG_CRUSH ) );
|
||
|
|
||
|
EmitSound( "NPC_AntlionGrub.Squash" );
|
||
|
|
||
|
trace_t tr;
|
||
|
Vector vecDir( 0, 0, -1.0f );
|
||
|
|
||
|
tr.endpos = GetLocalOrigin();
|
||
|
tr.endpos[2] += 8.0f;
|
||
|
|
||
|
MakeDamageBloodDecal( 4, 0.8f, &tr, vecDir );
|
||
|
|
||
|
SetTouch( NULL );
|
||
|
|
||
|
m_iHealth = 0;
|
||
|
CorpseGib( CTakeDamageInfo( pSquasher, pSquasher, 200, DMG_CRUSH ) );
|
||
|
UTIL_Remove(this);
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: LeapTouch - this is the headcrab's touch function when it is in the air.
|
||
|
// Input : *pOther -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CASW_Grub::LeapTouch( CBaseEntity *pOther )
|
||
|
{
|
||
|
m_bMidJump = false;
|
||
|
|
||
|
if ( IRelationType( pOther ) == D_HT )
|
||
|
{
|
||
|
// Don't hit if back on ground
|
||
|
if ( !( GetFlags() & FL_ONGROUND ) )
|
||
|
{
|
||
|
if ( pOther->m_takedamage != DAMAGE_NO )
|
||
|
{
|
||
|
//BiteSound();
|
||
|
//TouchDamage( pOther );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//ImpactSound();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//ImpactSound();
|
||
|
}
|
||
|
}
|
||
|
else if( !(GetFlags() & FL_ONGROUND) )
|
||
|
{
|
||
|
// Still in the air...
|
||
|
if( gpGlobals->curtime < m_flIgnoreWorldCollisionTime )
|
||
|
{
|
||
|
// Headcrabs try to ignore the world, static props, and friends for a
|
||
|
// fraction of a second after they jump. This is because they often brush
|
||
|
// doorframes or props as they leap, and touching those objects turns off
|
||
|
// this touch function, which can cause them to hit the player and not bite.
|
||
|
// A timer probably isn't the best way to fix this, but it's one of our
|
||
|
// safer options at this point (sjb).
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( !pOther->IsSolid() )
|
||
|
{
|
||
|
// Touching a trigger or something.
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// don't collide with other grubs
|
||
|
if (pOther->Classify() == CLASS_ASW_GRUB)
|
||
|
return;
|
||
|
|
||
|
// don't collide with marines
|
||
|
if (pOther->Classify() == CLASS_ASW_MARINE)
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// make sure we're solid
|
||
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
||
|
|
||
|
// make it so we collide with various things again
|
||
|
SetCollisionGroup(ASW_COLLISION_GROUP_GRUBS);
|
||
|
m_takedamage = DAMAGE_YES; // doesn't take damage until he's landed
|
||
|
|
||
|
// Shut off the touch function.
|
||
|
SetTouch( &CASW_Grub::NormalTouch );
|
||
|
SetThink ( &CASW_Grub::CallNPCThink );
|
||
|
}
|
||
|
|
||
|
bool CASW_Grub::HasHeadroom()
|
||
|
{
|
||
|
trace_t tr;
|
||
|
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, 1 ), MASK_NPCSOLID, this, GetCollisionGroup(), &tr );
|
||
|
|
||
|
return (tr.fraction == 1.0);
|
||
|
}
|
||
|
|
||
|
void CASW_Grub::StartTask(const Task_t *pTask)
|
||
|
{
|
||
|
switch (pTask->iTask)
|
||
|
{
|
||
|
case TASK_GRUB_JUMP_FROM_GOO:
|
||
|
{
|
||
|
DoJumpFromGoo();
|
||
|
break;
|
||
|
}
|
||
|
default:
|
||
|
{
|
||
|
BaseClass::StartTask( pTask );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CASW_Grub::RunTask( const Task_t *pTask )
|
||
|
{
|
||
|
switch ( pTask->iTask )
|
||
|
{
|
||
|
case TASK_GRUB_JUMP_FROM_GOO:
|
||
|
GetMotor()->UpdateYaw();
|
||
|
if ( FacingIdeal() )
|
||
|
{
|
||
|
TaskComplete();
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
BaseClass::RunTask( pTask );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int CASW_Grub::SelectSchedule()
|
||
|
{
|
||
|
if ( m_bJumpFromGoo )
|
||
|
{
|
||
|
m_bJumpFromGoo = false;
|
||
|
return SCHED_GRUB_JUMP_FROM_GOO;
|
||
|
}
|
||
|
|
||
|
return BaseClass::SelectSchedule();
|
||
|
}
|
||
|
|
||
|
void CASW_Grub::SetJumpFromGoo(bool bDoJump, float flJumpAngle, float flJumpDistance)
|
||
|
{
|
||
|
m_bJumpFromGoo = true;
|
||
|
m_flGooJumpDistance = flJumpDistance;
|
||
|
m_flGooJumpAngle = flJumpAngle;
|
||
|
}
|
||
|
|
||
|
void CASW_Grub::DoJumpFromGoo()
|
||
|
{
|
||
|
Vector dir = vec3_origin;
|
||
|
AngleVectors(GetAbsAngles(), &dir);
|
||
|
Vector vecJumpPos = GetAbsOrigin() + dir * m_flGooJumpDistance;
|
||
|
|
||
|
SetActivity( ACT_JUMP );
|
||
|
StudioFrameAdvanceManual( 0.0 );
|
||
|
SetParent( NULL );
|
||
|
RemoveFlag( FL_FLY );
|
||
|
AddEffects( EF_NOINTERP );
|
||
|
|
||
|
GetMotor()->SetIdealYaw( m_flGooJumpAngle );
|
||
|
|
||
|
// do a random jump forward
|
||
|
JumpAttack( true, vecJumpPos, false );
|
||
|
}
|
||
|
|
||
|
void CASW_Grub::IdleInGoo(bool b)
|
||
|
{
|
||
|
if (b)
|
||
|
{
|
||
|
SetActivity((Activity) ACT_ASW_GRUB_IDLE);
|
||
|
}
|
||
|
bDoGooIdle = b;
|
||
|
}
|
||
|
|
||
|
Activity CASW_Grub::TranslateActivity( Activity baseAct, Activity *pIdealWeaponActivity )
|
||
|
{
|
||
|
Activity translated = BaseClass::TranslateActivity(baseAct, pIdealWeaponActivity);
|
||
|
|
||
|
if (translated == ACT_IDLE && bDoGooIdle)
|
||
|
{
|
||
|
return (Activity) ACT_ASW_GRUB_IDLE;
|
||
|
}
|
||
|
|
||
|
return translated;
|
||
|
}
|
||
|
|
||
|
int CASW_Grub::TranslateSchedule( int scheduleType )
|
||
|
{
|
||
|
switch( scheduleType )
|
||
|
{
|
||
|
case SCHED_IDLE_STAND:
|
||
|
case SCHED_IDLE_WALK:
|
||
|
case SCHED_ALERT_STAND:
|
||
|
case SCHED_ALERT_FACE:
|
||
|
case SCHED_COMBAT_FACE:
|
||
|
return SCHED_ASW_GRUB_WANDER_ANGRILY;
|
||
|
}
|
||
|
|
||
|
return BaseClass::TranslateSchedule( scheduleType );
|
||
|
}
|
||
|
|
||
|
int CASW_Grub::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
|
||
|
{
|
||
|
if ( failedSchedule != SCHED_ASW_GRUB_WANDER_ANGRILY &&
|
||
|
( failedSchedule == SCHED_TAKE_COVER_FROM_ENEMY ||
|
||
|
failedSchedule == SCHED_CHASE_ENEMY_FAILED ) )
|
||
|
{
|
||
|
return SCHED_ASW_GRUB_WANDER_ANGRILY;
|
||
|
}
|
||
|
|
||
|
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
|
||
|
}
|
||
|
|
||
|
// since grubs are just decorative, make sure they're not wasting CPU
|
||
|
void CASW_Grub::UpdateEfficiency( bool bInPVS )
|
||
|
{
|
||
|
SetEfficiency( AIE_VERY_EFFICIENT );
|
||
|
//SetMoveEfficiency( AIME_EFFICIENT );
|
||
|
SetMoveEfficiency( AIME_NORMAL );
|
||
|
}
|
||
|
|
||
|
bool CASW_Grub::BlocksLOS( void )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
AI_BEGIN_CUSTOM_NPC( asw_grub, CASW_Grub )
|
||
|
DECLARE_ANIMEVENT( AE_HEADCRAB_JUMPATTACK )
|
||
|
DECLARE_TASK( TASK_GRUB_JUMP_FROM_GOO )
|
||
|
DECLARE_ACTIVITY( ACT_ASW_GRUB_IDLE )
|
||
|
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_GRUB_JUMP_FROM_GOO,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_GRUB_JUMP_FROM_GOO 0"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
)
|
||
|
DEFINE_SCHEDULE
|
||
|
(
|
||
|
SCHED_ASW_GRUB_WANDER_ANGRILY,
|
||
|
|
||
|
" Tasks"
|
||
|
" TASK_WANDER 480240" // 48 units to 240 units.
|
||
|
" TASK_WALK_PATH 0"
|
||
|
" TASK_WAIT_FOR_MOVEMENT 4"
|
||
|
""
|
||
|
" Interrupts"
|
||
|
)
|
||
|
AI_END_CUSTOM_NPC()
|