#ifndef ASW_MARINE_H #define ASW_MARINE_H #pragma once #include "asw_marine_shared.h" #include "asw_vphysics_npc.h" #include "asw_shareddefs.h" #include "asw_playeranimstate.h" #include "asw_lag_compensation.h" class CASW_Player; class CASW_Marine_Resource; class CASW_Marine_Profile; class CASW_Weapon; class CASW_MarineSpeech; class CASW_SimpleAI; class CASW_Pickup; class CASW_Pickup_Weapon; class CASW_Alien; class CASW_Ammo; class CASW_Ammo_Drop; class CMoveData; class IASW_Vehicle; class CASW_Remote_Turret; class CRagdollProp; class CASW_Hack; class CBeam; class CASW_Melee_Attack; class CASW_Use_Area; class CASW_SquadFormation; class CAI_Hint; class CASW_Alien_Goo; class CASW_BuffGrenade_Projectile; class CBaseTrigger; #define ASW_MAX_FOLLOWERS 6 #define ASW_INVALID_FOLLOW_SLOT -1 // marine sight cone when holding position #define ASW_HOLD_POSITION_FOV_DOT 0.5f #define ASW_HOLD_POSITION_SIGHT_RANGE 768.0f // marine sight cone when in follow mode #define ASW_FOLLOW_MODE_FOV_DOT 0.7f #define ASW_FOLLOW_MODE_SIGHT_RANGE 525.0f #define ASW_FOLLOW_MODE_SIGHT_HEIGHT 64.0f // marine sight cone using the old follow mode #define ASW_DUMB_FOLLOW_MODE_SIGHT_RANGE 200.0f #define ASW_DUMB_FOLLOW_MODE_SIGHT_HEIGHT 64.0f // AI marines can always see aliens within the close combat sight range #define ASW_CLOSE_COMBAT_SIGHT_RANGE_EASY 256.0f #define ASW_CLOSE_COMBAT_SIGHT_RANGE_NORMAL 214.0f #define ASW_CLOSE_COMBAT_SIGHT_RANGE_HARD 171.0f #define ASW_CLOSE_COMBAT_SIGHT_RANGE_INSANE 128.0f #define ASW_MOB_VICTIM_SIZE 3 #define ASW_MARINE_HISTORY_POSITIONS 6 class CASW_Marine : public CASW_VPhysics_NPC, public IASWPlayerAnimStateHelpers { public: DECLARE_CLASS( CASW_Marine, CASW_VPhysics_NPC ); DECLARE_SERVERCLASS(); DECLARE_DATADESC(); DEFINE_CUSTOM_AI; CASW_Marine(); virtual ~CASW_Marine(); // Use this in preference to CASW_Marine::AsMarine( pEnt ) : static inline CASW_Marine *AsMarine( CBaseEntity *pEnt ); virtual void Precache(); virtual void PrecacheSpeech(); virtual void Spawn( void ); virtual void NPCInit(); virtual void UpdateOnRemove(); void SetModelFromProfile(); void SelectModelFromProfile(); void SelectModel(); CAI_Senses *CreateSenses(); void SetHeightLook( float flHeightLook ); // Thinking virtual void Think(void); void PostThink(); virtual void ASWThinkEffects(); // Networking virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo ); virtual int UpdateTransmitState(); void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ); // Camera virtual const QAngle& ASWEyeAngles( void ); Vector EyePosition(void); // Classification Class_T Classify( void ) { return (Class_T) CLASS_ASW_MARINE; } virtual bool IsPlayerAlly( CBasePlayer *pPlayer ); // Animation IASWPlayerAnimState *m_PlayerAnimState; void DoAnimationEvent( PlayerAnimEvent_t event ); void DoAnimationEventToAll( PlayerAnimEvent_t event ); void HandleAnimEvent( animevent_t *pEvent ); // Marine resource void SetMarineResource(CASW_Marine_Resource *pMR); CASW_Marine_Resource* GetMarineResource() const; CASW_Marine_Profile* GetMarineProfile(); EHANDLE m_MarineResource; // Commander/Inhabiting void SetCommander(CASW_Player *player); // sets which player commands this marine CASW_Player* GetCommander() const; bool IsInhabited(); void SetInhabited(bool bInhabited); void InhabitedBy(CASW_Player *player); // called when a player takes direct control of this marine void UninhabitedBy(CASW_Player *player); // called when a player stops direct control of this marine CNetworkHandle (CASW_Player, m_Commander); // the player in charge of this marine void SetInitialCommander(CASW_Player *player); char m_szInitialCommanderNetworkID[64]; // ASWNetworkID of the first commander for this marine in this mission const char *GetPlayerName() const; // Alien related bool IsAlienNear(); // is an alien nearby? (used by speech to know if we should shout urgent lines) void HurtAlien(CBaseEntity *pAlien, const CTakeDamageInfo &info); void HurtJunkItem(CBaseEntity *pAlien, const CTakeDamageInfo &info); float m_fMadFiringCounter; static float s_fNextMadFiringChatter; float m_fNextAlienWalkDamage; // timer for pain from walking on aliens // Sound, speech CASW_MarineSpeech* GetMarineSpeech() { return m_MarineSpeech; } CASW_MarineSpeech* m_MarineSpeech; void ModifyOrAppendCriteria( AI_CriteriaSet& set ); const char *GetResponseRulesName(); ///< returns the name used for the 'who' clause in a response rules query float m_fLastStillTime; float m_fIdleChatterDelay; static float s_fNextIdleChatterTime; // team next chatter time // Light related void FlashlightTurnOn(); void FlashlightTurnOff(); void FlashlightToggle(); bool HasFlashlight(); // Movement // these stop movement, doesn't actually do anything here on the server! but used for melee anims to keep in sync. virtual bool IsCurTaskContinuousMove(); float GetStopTime() { return m_fStopMarineTime; } void SetStopTime(float fTime) { m_fStopMarineTime = fTime; } CNetworkVar(float, m_fStopMarineTime); virtual bool ASWAnim_CanMove(); virtual float MaxSpeed(); void AvoidPhysicsProps( CUserCmd *pCmd ); void PhysicsSimulate( void ); virtual void InhabitedPhysicsSimulate(); int m_nOldButtons; virtual bool ShouldPlayerAvoid( void ); virtual float GetIdealSpeed() const; float m_fCachedIdealSpeed; virtual float GetIdealAccel( ) const; virtual float MaxYawSpeed( void ); float m_fLastStuckTime; // gets set when we're stuck (used to turn on our phys shadow to push away phys objects) float m_flFirstStuckTime; // gets set the first frame we're stuck CNetworkVar(bool, m_bPreventMovement); // if true, the player will send zeroed movement commands (used by queen tentacles) virtual void SetPlayerAvoidState(); virtual unsigned int PhysicsSolidMaskForEntity() const; bool TeleportStuckMarine(); CNetworkVar( bool, m_bWalking ); CASW_Lag_Compensation m_LagCompensation; // Texture names and surface data, used by CASW_MarineGameMovement int m_surfaceProps; surfacedata_t* m_pSurfaceData; float m_surfaceFriction; char m_chTextureType; char m_chPreviousTextureType; // Separate from m_chTextureType. This is cleared if the player's not on the ground. // melee void PhysicsShove(); void DoMeleeDamageTrace( float flYawStart, float flYawEnd ); void PlayMeleeImpactEffects( CBaseEntity *pEntity, trace_t *tr ); void ApplyMeleeDamage( CBaseEntity *pHitEntity, CTakeDamageInfo &dmgInfo, Vector &vecAttackDir, trace_t *tr ); CBaseEntity *MeleeTraceHullAttack( const Vector &vecStart, const Vector &vecEnd, const Vector &vecMins, const Vector &vecMaxs, bool bHitBehindMarine, float flAttackCone ); float m_fKickTime; // Keep track of recent melee hits so we can perform wide area of effect melee attacks without double-damaging entities CUtlVector m_RecentMeleeHits; CNetworkVar(float, m_fNextMeleeTime); int GetAlienMeleeFlinch(); CNetworkVar( int, m_iMeleeAttackID ); CNetworkVar( float, m_flKnockdownYaw ); CASW_Melee_Attack *GetCurrentMeleeAttack(); Vector m_vecMeleeStartPos; float m_flMeleeStartTime, m_flMeleeLastCycle; CNetworkVar( float, m_flMeleeYaw ); CNetworkVar( bool, m_bFaceMeleeYaw ); bool m_bMeleeCollisionDamage; bool m_bMeleeComboKeypressAllowed; bool m_bMeleeComboKeyPressed; bool m_bMeleeComboTransitionAllowed; bool m_bMeleeMadeContact; int m_iMeleeAllowMovement; bool m_bMeleeKeyReleased; #ifdef MELEE_CHARGE_ATTACKS bool m_bMeleeHeavyKeyHeld; CNetworkVar( float, m_flMeleeHeavyKeyHoldStart ); #endif bool m_bMeleeChargeActivate; int m_iUsableItemsOnMeleePress; virtual void HandlePredictedAnimEvent( int event, const char* options ); int m_iPredictedEvent[ASW_MAX_PREDICTED_MELEE_EVENTS]; float m_flPredictedEventTime[ASW_MAX_PREDICTED_MELEE_EVENTS]; const char* m_szPredictedEventOptions[ASW_MAX_PREDICTED_MELEE_EVENTS]; int m_iNumPredictedEvents; int m_iOnLandMeleeAttackID; float GetBaseMeleeDamage() { return m_flBaseMeleeDamage; } float m_flBaseMeleeDamage; bool m_bPlayedMeleeHitSound; bool HasPowerFist(); CNetworkVar( bool, m_bNoAirControl ); // jump jets CNetworkVar( int, m_iJumpJetting ); Vector m_vecJumpJetStart; Vector m_vecJumpJetEnd; float m_flJumpJetStartTime; float m_flJumpJetEndTime; // powerups are designed so that you can only have one at a time void AddPowerup( int iType, float flExpireTime = -1 ); bool HasPowerup( int iType ); void RemoveWeaponPowerup( CASW_Weapon* pWeapon ); void RemoveAllPowerups( void ); void UpdatePowerupDuration( void ); CNetworkVar( int, m_iPowerupType ); CNetworkVar( float, m_flPowerupExpireTime ); CNetworkVar( bool, m_bPowerupExpires ); //CNetworkVar( int, m_iPowerupCount ); void AddDamageBuff( CASW_BuffGrenade_Projectile *pBuffGrenade, float flDuration ) { m_hLastBuffGrenade = pBuffGrenade; m_flDamageBuffEndTime = MAX( GetDamageBuffEndTime(), gpGlobals->curtime + flDuration ); } void RemoveDamageBuff() { m_flDamageBuffEndTime = 0.0f; } float GetDamageBuffEndTime() { return m_flDamageBuffEndTime.Get(); } CNetworkVar( float, m_flDamageBuffEndTime ); CHandle m_hLastBuffGrenade; void AddElectrifiedArmor( float flDuration ) { m_flElectrifiedArmorEndTime = MAX( GetElectrifiedArmorEndTime(), gpGlobals->curtime + flDuration ); } float GetElectrifiedArmorEndTime() { return m_flElectrifiedArmorEndTime.Get(); } bool IsElectrifiedArmorActive() { return GetElectrifiedArmorEndTime() > gpGlobals->curtime; } CNetworkVar( float, m_flElectrifiedArmorEndTime ); void ApplyPassiveArmorEffects( CTakeDamageInfo &dmgInfo ) RESTRICT ; void ApplyPassiveMeleeDamageEffects( CTakeDamageInfo &dmgInfo ); CBaseTrigger* IsInEscapeVolume(); // returns pointer to current escape volume, if marine is in the exit // Custom conditions, schedules and tasks enum { COND_ASW_NEW_ORDERS = BaseClass::NEXT_CONDITION, COND_ASW_BEGIN_RAPPEL, COND_SQUADMATE_WANTS_AMMO, COND_SQUADMATE_NEEDS_AMMO, // out of ammo COND_PATH_BLOCKED_BY_PHYSICS_PROP, COND_PROP_DESTROYED, COND_COMPLETELY_OUT_OF_AMMO, COND_ASW_ORDER_TIME_OUT, NEXT_CONDITION, SCHED_ASW_HOLD_POSITION = BaseClass::NEXT_SCHEDULE, SCHED_ASW_RANGE_ATTACK1, SCHED_ASW_USING_OVER_TIME, SCHED_ASW_USE_AREA, SCHED_ASW_OVERKILL_SHOOT, SCHED_ASW_MOVE_TO_ORDER_POS, SCHED_ASW_FOLLOW_MOVE, SCHED_ASW_FOLLOW_WAIT, SCHED_ASW_PICKUP_WAIT, SCHED_ASW_FOLLOW_BACK_OFF, SCHED_ASW_RAPPEL_WAIT, SCHED_ASW_RAPPEL, SCHED_ASW_CLEAR_RAPPEL_POINT, // Get out of the way for the next guy SCHED_ASW_GIVE_AMMO, // ammo bag SCHED_MELEE_ATTACK_PROP1, // melee a physics prop, typically because it's obstructing SCHED_ENGAGE_AND_MELEE_ATTACK1, SCHED_ASW_HEAL_MARINE, NEXT_SCHEDULE, TASK_ASW_TRACK_AND_FIRE = BaseClass::NEXT_TASK, TASK_ASW_FACE_HOLDING_YAW, TASK_ASW_FACE_USING_ITEM, TASK_ASW_START_USING_AREA, TASK_ASW_FACE_ENEMY_WITH_ERROR, TASK_ASW_OVERKILL_SHOOT, TASK_ASW_GET_PATH_TO_ORDER_POS, TASK_ASW_GET_PATH_TO_FOLLOW_TARGET, TASK_ASW_GET_PATH_TO_PROP, TASK_ASW_FACE_RANDOM_WAIT, TASK_ASW_FACE_FOLLOW_WAIT, TASK_ASW_GET_BACK_OFF_PATH, TASK_ASW_WAIT_FOR_FOLLOW_MOVEMENT, TASK_ASW_WAIT_FOR_MOVEMENT, TASK_ASW_CHATTER_CONFIRM, TASK_ASW_RAPPEL, TASK_ASW_HIT_GROUND, TASK_ASW_ORDER_TO_DEPLOY_SPOT, TASK_ASW_GET_PATH_TO_GIVE_AMMO, TASK_ASW_MOVE_TO_GIVE_AMMO, TASK_ASW_SWAP_TO_AMMO_BAG, TASK_ASW_GIVE_AMMO_TO_MARINE, TASK_ASW_GET_PATH_TO_HEAL, TASK_ASW_MOVE_TO_HEAL, TASK_ASW_SWAP_TO_HEAL_GUN, TASK_ASW_HEAL_MARINE, NEXT_TASK, }; // asw schedule stuff virtual bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult ); virtual void GatherConditions(); virtual void BuildScheduleTestBits(); virtual int SelectSchedule(); virtual int SelectMeleeSchedule(); virtual int SelectFollowSchedule(); virtual int TranslateSchedule( int scheduleType ); int SelectHackingSchedule(); virtual void RunTaskRangeAttack1( const Task_t *pTask ); virtual void StartTaskRangeAttack1( const Task_t *pTask ); virtual void RunTask( const Task_t *pTask ); virtual void StartTask(const Task_t *pTask); virtual void UpdateEfficiency( bool bInPVS ); //virtual void TaskFail( AI_TaskFailureCode_t ); virtual void TaskFail( AI_TaskFailureCode_t ); void TaskFail( const char *pszGeneralFailText ) { TaskFail( MakeFailCode( pszGeneralFailText ) ); } void CheckForAIWeaponSwitch(); private: EHANDLE m_hAlienGooTarget; EHANDLE m_hPhysicsPropTarget; public: float m_flLastGooScanTime; CBaseEntity *BestAlienGooTarget(); void SetAlienGooTarget( CBaseEntity *pAlienGooTarget ) { m_hAlienGooTarget = pAlienGooTarget; } EHANDLE GetAlienGooTarget() { return m_hAlienGooTarget.Get(); } EHANDLE GetAlienGooTarget() const { return m_hAlienGooTarget.Get(); } bool EngageNewAlienGooTarget(); void SetPhysicsPropTarget( CBaseEntity *pPhysicsPropTarget ) { m_hPhysicsPropTarget = pPhysicsPropTarget; } EHANDLE GetPhysicsPropTarget() { return m_hPhysicsPropTarget.Get(); } EHANDLE GetPhysicsPropTarget() const { return m_hPhysicsPropTarget.Get(); } void CheckForDisablingAICollision( CBaseEntity *pEntity ); virtual const Vector & GetEnemyLKP() const; // hacking CHandle m_hAreaToUse; void OnWeldStarted(); void OnWeldFinished(); bool m_bWaitingForWeld; float m_flBeginWeldTime; // orders and holding position virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval ); void UpdateFacing(); float GetHoldingYaw() { return m_fHoldingYaw; } float m_fHoldingYaw; CNetworkVar(int, m_ASWOrders); ASW_Orders GetASWOrders() { return (ASW_Orders) m_ASWOrders.Get(); } void SetASWOrders(ASW_Orders NewOrders, float fHoldingYaw=-1, const Vector *pOrderPos=NULL); void OrdersFromPlayer(CASW_Player* pPlayer, ASW_Orders NewOrders, CBaseEntity *pMarine, bool bChatter, float fHoldingYaw=-1, Vector *pVecOrderPos = NULL); // called by the player when ordering this marine about virtual bool CreateBehaviors(); void ProjectBeam( const Vector &vecStart, const Vector &vecDir, int width, int brightness, float duration ); void Scan(); float m_flTimeNextScanPing; Vector m_vecMoveToOrderPos; bool m_bDoneOrderChatter; CASW_Marine* TooCloseToAnotherMarine(); // returns a marine we're standing too close to float m_fRandomFacing; float m_fNewRandomFacingTime; bool NeedToUpdateSquad(); // whether I am a squad leader and should update the follow positions for my squad bool NeedToFollowMove(); bool m_bWasFollowing; // were we previously doing follow orders? void RecalculateAIYawOffset(); float m_flAIYawOffset; // AI marine will offset his yaw by this amount. this value changes periodically to make the marine seem less robotic float m_flNextYawOffsetTime; // time at which to recalculate the yaw offset CNetworkVar( bool, m_bAICrouch ); // if set, the AI will appear crouched when still float m_flLastEnemyYaw; float m_flLastEnemyYawTime; void OrderHackArea( CASW_Use_Area *pArea ); // AI taking ammo virtual int SelectTakeAmmoSchedule(); float m_flNextAmmoScanTime; CHandle m_hTakeAmmo; CHandle m_hTakeAmmoDrop; float m_flResetAmmoIgnoreListTime; CUtlVector m_hIgnoreAmmo; // detecting squad combat state void UpdateCombatStatus(); bool IsInCombat(); float m_flLastHurtAlienTime; float m_flLastSquadEnemyTime; float m_flLastSquadShotAlienTime; bool m_bInCombat; virtual bool FValidateHintType( CAI_Hint *pHint ); inline CASW_SquadFormation *GetSquadFormation(); // get the formation in which I participate CASW_Marine *GetSquadLeader(); // If I'm following in a squad, get the leader I'm following // tracking movement through the level void AddPositionHistory(); float GetOverallMovementDirection(); struct PositionHistory_t { Vector vecPosition; float flTime; }; int m_nPositionHistoryTail; PositionHistory_t m_PositionHistory[ ASW_MARINE_HISTORY_POSITIONS ]; float m_flNextPositionHistoryTime; protected: inline const Vector &GetFollowPos(); // this is not authoritative -- it's a bit of cruft because some old code in the client needs // to know if this marine is following someone. this just caches the results of a GetSquadLeader() call. CNetworkHandle(CBaseEntity, m_hMarineFollowTarget); // the marine we're currently ordered to follow, to be shown on the scanner and used by custom follow code public: void OrderUseOffhandItem( int iInventorySlot, const Vector &vecDest ); int SelectOffhandItemSchedule(); void FinishedUsingOffhandItem( bool bItemThrown = false, bool bFailed = false ); bool CanThrowOffhand( CASW_Weapon *pWeapon, const Vector &vecSrc, const Vector &vecDest, bool bDrawArc = false ); const Vector& GetOffhandItemSpot() { return m_vecOffhandItemSpot; } Vector GetOffhandThrowSource( const Vector *vecStandingPos = NULL ); int FindThrowNode( const Vector &vThreatPos, float flMinThreatDist, float flMaxThreatDist, float flBlockTime ); Vector m_vecOffhandItemSpot; // the place we want to throw/deploy our offhand item CHandle m_hOffhandItemToUse; // ordering the marine to use an offhand item // Hacking CNetworkVar( bool, m_bHacking ); // is this marine currently hacking a button panel or computer? CNetworkHandle( CASW_Hack, m_hCurrentHack ); // the current hack object (not the computer console itself) we're hacking bool IsHacking( void ); // ammo bool CarryingAGunThatUsesAmmo( int iAmmoIndex); virtual int GiveAmmo( int iCount, int iAmmoIndex, bool bSuppressSound = false ); virtual int GiveAmmoToAmmoBag( int iCount, int iAmmoIndex, bool bSuppressSound = false ); void Weapon_Equip( CBaseCombatWeapon *pWeapon ); void Weapon_Equip_In_Index( CBaseCombatWeapon *pWeapon, int index ); // like weapon_equip, but tries to put the weapon in the specific index void Weapon_Equip_Post( CBaseCombatWeapon *pWeapon); int GetWeaponIndex( CBaseCombatWeapon *pWeapon ) const; // returns weapon's position in our myweapons array int GetNumberOfWeaponsUsingAmmo(int iAmmoType); bool CanPickupPrimaryAmmo(); virtual void TookAmmoPickup( CBaseEntity* pAmmoPickup ); int GetAllAmmoCount( void ); int GetTotalAmmoCount(int iAmmoIndex); int GetTotalAmmoCount(char *szName); int GetWeaponAmmoCount(int iAmmoIndex); int GetWeaponAmmoCount(char *szName); void ThrowAmmo(int iInventorySlot, int iTargetMarine, int iAmmoType); // throwing ammo from the ammo bag bool CheckAutoWeaponSwitch(); // AI switching weapons automatically if hurt while using a non-offensive weapon int m_iHurtWithoutOffensiveWeapon; // tracks how many times the AI marine's been hurt without a weapon selected void CheckAndRequestAmmo(); bool IsOutOfAmmo(); virtual void OnWeaponOutOfAmmo(bool bChatter); // ammo bag/give ammo bool CanGiveAmmoTo( CASW_Marine* pMarine ); int SelectGiveAmmoSchedule( void ); CHandle m_hGiveAmmoTarget; CHandle m_hHealTarget; bool CanHeal() const; int SelectHealSchedule(); // weapons virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex=0 ) ; virtual bool Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon ); CASW_Weapon* GetASWWeapon(int index) const; int GetWeaponPositionForPickup(const char* szWeaponClass); // returns which slot in the m_hWeapons array this pickup should go in bool TakeWeaponPickup(CASW_Weapon* pWeapon); bool TakeWeaponPickup(CASW_Pickup_Weapon* pPickup); // takes a weapon bool DropWeapon(int iWeaponIndex, bool bNoSwap = false); // drops the weapon on the ground as a weapon pickup bool DropWeapon(CASW_Weapon* pWeapon, bool bNoSwap, const Vector *pvecTarget=NULL, const Vector *pVelocity=NULL); virtual void Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget /* = NULL */, const Vector *pVelocity /* = NULL */ ); // HL version virtual CBaseCombatWeapon* ASWAnim_GetActiveWeapon(); CASW_Weapon* GetActiveASWWeapon( void ) const; virtual Vector Weapon_ShootPosition(); // source point for firing weapons virtual bool IsFiring(); void DoDamagePowerupEffects( CBaseEntity *pTarget, CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); int m_iDamageAttributeEffects; virtual void FireBullets( const FireBulletsInfo_t &info ); virtual void FireRegularBullets( const FireBulletsInfo_t &info ); virtual void FirePenetratingBullets( const FireBulletsInfo_t &info, int iMaxPenetrate, float fPenetrateChance, int iSeedPlus, bool bAllowChange=true, Vector *pPiercingTracerEnd=NULL, bool bSegmentTracer = true ); virtual void FireBouncingBullets( const FireBulletsInfo_t &info, int iMaxBounce, int iSeedPlus=0 ); CBaseCombatWeapon* GetLastWeaponSwitchedTo(); EHANDLE m_hLastWeaponSwitchedTo; float m_fStartedFiringTime; virtual void AimGun(); float m_fLastShotAlienTime; float m_fLastShotJunkTime; virtual void DoMuzzleFlash(); virtual void DoImpactEffect( trace_t &tr, int nDamageType ); void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ); void MakeUnattachedTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ); void OnWeaponFired( const CBaseEntity *pWeapon, int nShotsFired, bool bIsSecondary = false ); float m_flLastAttributeExplosionSound; int m_nFastReloadsInARow; CNetworkVar( float, m_flPreventLaserSightTime ); // AI control of firing bool AIWantsToFire(); bool AIWantsToFire2(); bool AIWantsToReload(); bool m_bWantsToFire, m_bWantsToFire2; float m_fMarineAimError; CNetworkVar(float, m_fAIPitch); // pitch aim of the AI, so it can be shown by the clientside anims virtual bool SetNewAimError(CBaseEntity *pTarget); virtual void AddAimErrorToTarget(Vector &vecTarget); virtual Vector GetActualShootTrajectory( const Vector &shootOrigin ); virtual Vector GetActualShootPosition( const Vector &shootOrigin ); virtual bool FInViewCone( const Vector &vecSpot ); virtual bool FInViewCone( CBaseEntity *pEntity ) { return FInViewCone( pEntity->WorldSpaceCenter() ); } virtual bool FInAimCone( const Vector &vecSpot ); virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions ); virtual float GetFollowSightRange(); virtual float GetCloseCombatSightRange(); // overkill shooting (the AI marine firing for a period longer than strictly necessary) float m_fOverkillShootTime; Vector m_vecOverkillPos; // health related void AddSlowHeal(int iHealAmount, float flHealRateScale, CASW_Marine *pMedic, CBaseEntity* pHealingWeapon = NULL ); CNetworkVar(bool, m_bSlowHeal); CNetworkVar(int, m_iSlowHealAmount); float m_flHealRateScale; float m_fNextSlowHealTick; void MeleeBleed(CTakeDamageInfo* info); void BecomeInfested(CASW_Alien* pAlien); void CureInfestation(CASW_Marine *pHealer, float fCureFraction); bool m_bPlayedCureScream; // have we played a scream sound for our parasite? bool IsInfested(); CNetworkVar(float, m_fInfestedTime); // how much time left on the infestation CNetworkVar(float, m_fInfestedStartTime); // when the marine first got infested int m_iInfestCycle; virtual void ASW_Ignite( float flFlameLifetime, float flSize, CBaseEntity *pAttacker, CBaseEntity *pDamagingWeapon = NULL ); virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false ); virtual void Extinguish(); virtual bool AllowedToIgnite( void ); float m_flFirstBurnTime; float m_flLastBurnTime; float m_flLastBurnSoundTime; float m_fNextPainSoundTime; virtual void Event_Killed( const CTakeDamageInfo &info ); virtual bool BecomeRagdollOnClient( const Vector &force ); void Suicide(); bool IsWounded() const; // less than 60% health int OnTakeDamage_Alive( const CTakeDamageInfo &info ); virtual bool CorpseGib( const CTakeDamageInfo &info ); virtual bool ShouldGib( const CTakeDamageInfo &info ); virtual bool Event_Gibbed( const CTakeDamageInfo &info ); virtual bool HasHumanGibs() { return true; } //CNetworkVar(float, m_fDieHardTime); // If set, marine is in DIE HARD mode, this is the time at which marine will die virtual float GetReceivedDamageScale( CBaseEntity *pAttacker ); CNetworkVar(float, m_fFFGuardTime); // if set, marine cannot fire any weapons for a certain amount of time virtual void ActivateFriendlyFireGuard(CASW_Marine *pVictim); virtual float GetFFAbsorptionScale(); float m_fLastFriendlyFireTime; float m_fFriendlyFireAbsorptionTime; // timer for friendly fire damage float m_fLastAmmoCheckTime; bool m_bDoneWoundedRebuke; float m_fFriendlyFireDamage; // keeps track of friendly fire damage done to this marine (so healing medals don't reward healing of FF damage) int m_pRecentAttackers[ ASW_MOB_VICTIM_SIZE ]; float m_fLastMobDamageTime; bool m_bHasBeenMobAttacked; CHandle m_hInfestationCurer; // the last medic to cure us of some infestation - give him some stats if I survive the infestation CNetworkVar(bool, m_bOnFire); virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ); virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); virtual void Bleed( const CTakeDamageInfo &info, const Vector &vecPos, const Vector &vecDir, trace_t *ptr ); void PerformResurrectionEffect( void ); ///< issue any special effects or sounds on resurrection // we want to no part of this freezing business! void Freeze( float flFreezeAmount, CBaseEntity *pFreezer, Ray_t *pFreezeRay ) { } // using entities over time virtual bool StartUsing(CBaseEntity *pEntity); virtual void StopUsing(); inline CBaseEntity *GetUsingEntity() const { return m_hUsingEntity.Get(); } CNetworkHandle( CBaseEntity, m_hUsingEntity ); void SetFacingPoint(const Vector &vec, float fDuration); CNetworkVar(Vector, m_vecFacingPointFromServer); float m_fStopFacingPointTime; float m_fLastASWThink; virtual int DrawDebugTextOverlays(); virtual void DrawDebugGeometryOverlays(); float m_fUsingEngineeringAura; // last time this tech marine had his engineering aura used // emote system void TickEmotes(float d); bool TickEmote(float d, bool bEmote, bool& bClientEmote, float& fEmoteTime); void DoEmote(int iEmote); CNetworkVar(bool, bEmoteMedic); CNetworkVar(bool, bEmoteAmmo); CNetworkVar(bool, bEmoteSmile); CNetworkVar(bool, bEmoteStop); CNetworkVar(bool, bEmoteGo); CNetworkVar(bool, bEmoteExclaim); CNetworkVar(bool, bEmoteAnimeSmile); CNetworkVar(bool, bEmoteQuestion); bool bClientEmoteMedic, bClientEmoteAmmo, bClientEmoteSmile, bClientEmoteStop, bClientEmoteGo, bClientEmoteExclaim, bClientEmoteAnimeSmile, bClientEmoteQuestion; // these are unused by the server.dll but are here for shared code purposes float fEmoteMedicTime, fEmoteAmmoTime, fEmoteSmileTime, fEmoteStopTime, fEmoteGoTime, fEmoteExclaimTime, fEmoteAnimeSmileTime, fEmoteQuestionTime; // driving virtual void StartDriving(IASW_Vehicle* pVehicle); virtual void StopDriving(IASW_Vehicle* pVehicle); IASW_Vehicle* GetASWVehicle(); bool IsDriving() { return m_bDriving; } bool IsInVehicle() { return m_bIsInVehicle; } CNetworkHandle( CBaseEntity, m_hASWVehicle ); CNetworkVar( bool, m_bDriving ); CNetworkVar( bool, m_bIsInVehicle ); // controlling a turret bool IsControllingTurret(); CASW_Remote_Turret* GetRemoteTurret(); CNetworkHandle( CASW_Remote_Turret, m_hRemoteTurret ); // falling over void SetKnockedOut(bool bKnockedOut); CNetworkVar( bool, m_bKnockedOut ); //CRagdollProp * m_pKnockedOutRagdoll; CRagdollProp* GetRagdollProp(); EHANDLE m_hKnockedOutRagdoll; float m_fUnfreezeTime; // custom rappeling bool IsWaitingToRappel() { return m_bWaitingToRappel; } void BeginRappel(); void SetDescentSpeed(); void CreateZipline(); void CutZipline(); virtual void CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput ); // We want to do this on our marines even when they're not using move type step (i.e. inhabited by the player) virtual bool ShouldCheckPhysicsContacts( void ) { return ( (GetMoveType() == MOVETYPE_STEP || Classify() == CLASS_ASW_MARINE) && VPhysicsGetObject() ); } virtual float StepHeight() const { return 24.0f; } bool m_bWaitingToRappel; bool m_bOnGround; CHandle m_hLine; Vector m_vecRopeAnchor; virtual void PhysicsLandedOnGround( float fFallSpeed ); // vars from parent that we're networking IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_hGroundEntity ); IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_iHealth ); IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_iMaxHealth ); IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_vecBaseVelocity ); IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_vecVelocity ); IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_fFlags ); IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_iAmmo ); int m_iLightLevel; // skill related bool IsReflectingProjectiles() { return m_bReflectingProjectiles.Get(); } CNetworkVar( bool, m_bReflectingProjectiles ); // stumbling void Stumble( CBaseEntity *pSource, const Vector &vecStumbleDir, bool bShort ); void Knockdown( CBaseEntity *pSource, const Vector &vecKnockdownDir, bool bForce = false ); int GetForcedActionRequest() { return m_iForcedActionRequest.Get(); } void ClearForcedActionRequest() { m_iForcedActionRequest = 0; } bool CanDoForcedAction( int iForcedAction ); // check if we're allowed to perform a forced action (certain abilities limit this) void RequestForcedAction( int iForcedAction ) { m_iForcedActionRequest = iForcedAction; } CNetworkVar( int, m_iForcedActionRequest ); void SetNextStumbleTime( float flStumbleTime ) { m_flNextStumbleTime = flStumbleTime; } float m_flNextStumbleTime; private: float m_flNextBreadcrumbTime; }; #include "asw_squadformation.h" inline CASW_SquadFormation *CASW_Marine::GetSquadFormation() // get the formation in which I participate; in the future there may be more than one per universe { return &g_ASWSquadFormation; } inline CASW_Marine *CASW_Marine::AsMarine( CBaseEntity *pEnt ) { return ( pEnt && pEnt->Classify() == CLASS_ASW_MARINE ) ? assert_cast(pEnt) : NULL; } #endif /* ASW_MARINE_H */