sqwarmed/sdk_src/game/server/swarm/asw_drone_antlion.cpp

216 lines
4.9 KiB
C++

//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose: Antlion - nasty bug
//
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "ai_hint.h"
#include "ai_squad.h"
#include "ai_moveprobe.h"
#include "ai_route.h"
#include "npcevent.h"
#include "gib.h"
#include "entitylist.h"
#include "ndebugoverlay.h"
#include "antlion_dust.h"
#include "engine/IEngineSound.h"
#include "globalstate.h"
#include "movevars_shared.h"
#include "te_effect_dispatch.h"
#include "vehicle_base.h"
#include "mapentities.h"
#include "antlion_maker.h"
#include "npc_antlion.h"
#include "decals.h"
#include "asw_drone_antlion.h"
#include "asw_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SWARM_DRONE_MODEL "models/swarm/drone/Drone.mdl"
// a test ASW drone, based on the antlion
ConVar asw_drone_antlion_speedboost( "asw_drone_antlion_speedboost", "1.0",0 , "boost speed for the alien drones" );
CASW_Drone_Antlion::CASW_Drone_Antlion( void ) : CNPC_Antlion()
{
}
LINK_ENTITY_TO_CLASS( asw_drone_antlion, CASW_Drone_Antlion );
BEGIN_DATADESC( CASW_Drone_Antlion )
END_DATADESC()
/*
IMPLEMENT_SERVERCLASS_ST( CASW_Drone_Antlion, DT_ASW_Drone_Antlion )
SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
SendPropExclude( "DT_BaseAnimating", "m_nNewSequenceParity" ),
SendPropExclude( "DT_BaseAnimating", "m_nResetEventsParity" ),
SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
// cs_playeranimstate and clientside animation takes care of these on the client
SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
END_SEND_TABLE()
*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Drone_Antlion::Spawn( void )
{
SetModel( SWARM_DRONE_MODEL );
m_nSkin = 1;
Precache();
BaseClass::Spawn();
SetModel( SWARM_DRONE_MODEL );
SetHullType(HULL_MEDIUMBIG);
//SetHullSizeNormal();
//SetCollisionBounds(Vector(-26,-26,0), Vector(26,26,72));
//UTIL_SetSize(this, Vector(-26,-26,0), Vector(26,26,72));
//UseClientSideAnimation();
m_nSkin = 1;
}
void CASW_Drone_Antlion::Precache( void )
{
PrecacheModel( SWARM_DRONE_MODEL );
BaseClass::Precache();
}
// disable pouncing for the moment
int CASW_Drone_Antlion::MeleeAttack2Conditions( float flDot, float flDist )
{
return 0;
}
// give our aliens 360 degree vision
bool CASW_Drone_Antlion::FInViewCone( const Vector &vecSpot )
{
return true;
}
// always gib
bool CASW_Drone_Antlion::ShouldGib( const CTakeDamageInfo &info )
{
return true;
}
float CASW_Drone_Antlion::GetIdealSpeed() const
{
//return 0;
//return BaseClass::GetIdealSpeed();
return 300;
/*
float baseSpeed = BaseClass::GetIdealSpeed();
const CAI_BaseNPC *base = static_cast<CNPC_Antlion*>(this);
switch ( base->GetActivity() )
{
case ACT_WALK:
baseSpeed = 150.0f;
break;
case ACT_RUN:
baseSpeed = 300.0f;
break;
default:
case ACT_IDLE:
baseSpeed = 0.0f;
break;
}
return baseSpeed * asw_drone_antlion_speedboost.GetFloat();
*/
}
float CASW_Drone_Antlion::MaxYawSpeed( void )
{
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;
}
float CASW_Drone_Antlion::GetSequenceGroundSpeed( int iSequence )
{
return BaseClass::GetSequenceGroundSpeed(iSequence);
/*
float t = SequenceDuration( iSequence );
if (t > 0)
{
float move_dist = GetSequenceMoveDist( iSequence );
if (move_dist == 0)
{
if (iSequence == 2)
return 150;
else if (iSequence == 3)
return 300;
else if (iSequence == 6)
return 300;
else if (iSequence == 7)
return 300;
}
return move_dist / t;
}
else
{
return 0;
}*/
}
// player (and player controlled marines) always avoid drones
bool CASW_Drone_Antlion::ShouldPlayerAvoid( void )
{
return true;
}
void CASW_Drone_Antlion::NPCThink()
{
CASW_Player *pPlayer;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pPlayer = dynamic_cast<CASW_Player*>(UTIL_PlayerByIndex( i ));
if (pPlayer)
pPlayer->MoveMarineToPredictedPosition();
}
BaseClass::NPCThink();
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pPlayer = dynamic_cast<CASW_Player*>(UTIL_PlayerByIndex( i ));
if (pPlayer)
pPlayer->RestoreMarinePosition();
}
}