//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "beam_shared.h"
#include "game.h" // For skill levels
#include "globalstate.h"
#include "npc_talker.h"
#include "ai_motor.h"
#include "ai_schedule.h"
#include "scripted.h"
#include "basecombatweapon.h"
#include "soundent.h"
#include "npcevent.h"
#include "ai_hull.h"
#include "animation.h"
#include "ammodef.h" // For DMG_CLUB
#include "Sprite.h"
#include "npc_vortigaunt.h"
#include "activitylist.h"
#include "player.h"
#include "items.h"
#include "basegrenade_shared.h"
#include "ai_interactions.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "globals.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "physics_prop_ragdoll.h"
#include "RagdollBoogie.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define VORTIGAUNT_LIMP_HEALTH 20
#define VORTIGAUNT_SENTENCE_VOLUME (float)0.35 // volume of vortigaunt sentences
#define VORTIGAUNT_VOL 0.35 // volume of vortigaunt sounds
#define VORTIGAUNT_ATTN ATTN_NORM // attenutation of vortigaunt sentences
#define VORTIGAUNT_HEAL_RECHARGE 15.0 // How long to rest between heals
#define VORTIGAUNT_ZAP_GLOWGROW_TIME 0.5 // How long does glow last
#define VORTIGAUNT_HEAL_GLOWGROW_TIME 1.4 // How long does glow last
#define VORTIGAUNT_GLOWFADE_TIME 0.5 // How long does it fade
#define VORTIGAUNT_STOMP_DIST 40
#define VORTIGAUNT_BEAM_HURT 0
#define VORTIGAUNT_BEAM_HEAL 1
#define VORTIGAUNT_STOMP_TURN_OFFSET 20
#define VORTIGAUNT_LEFT_CLAW "leftclaw"
#define VORTIGAUNT_RIGHT_CLAW "rightclaw"
#define VORT_CURE "VORT_CURE"
#define VORT_CURESTOP "VORT_CURESTOP"
#define VORT_CURE_INTERRUPT "VORT_CURE_INTERRUPT"
#define VORT_ATTACK "VORT_ATTACK"
#define VORT_MAD "VORT_MAD"
#define VORT_SHOT "VORT_SHOT"
#define VORT_PAIN "VORT_PAIN"
#define VORT_DIE "VORT_DIE"
#define VORT_KILL "VORT_KILL"
#define VORT_LINE_FIRE "VORT_LINE_FIRE"
#define VORT_POK "VORT_POK"
#define VORT_EXTRACT_START "VORT_EXTRACT_START"
#define VORT_EXTRACT_FINISH "VORT_EXTRACT_FINISH"
// Target must be within this range to heal
#define HEAL_RANGE 256
ConVar sk_vortigaunt_health( "sk_vortigaunt_health","0");
ConVar sk_vortigaunt_armor_charge( "sk_vortigaunt_armor_charge","30");
ConVar sk_vortigaunt_dmg_claw( "sk_vortigaunt_dmg_claw","0");
ConVar sk_vortigaunt_dmg_rake( "sk_vortigaunt_dmg_rake","0");
ConVar sk_vortigaunt_dmg_zap( "sk_vortigaunt_dmg_zap","0");
//=========================================================
// Vortigaunt activities
//=========================================================
int ACT_VORTIGAUNT_AIM;
int ACT_VORTIGAUNT_START_HEAL;
int ACT_VORTIGAUNT_HEAL_LOOP;
int ACT_VORTIGAUNT_END_HEAL;
int ACT_VORTIGAUNT_TO_ACTION;
int ACT_VORTIGAUNT_TO_IDLE;
int ACT_VORTIGAUNT_STOMP;
int ACT_VORTIGAUNT_DEFEND;
int ACT_VORTIGAUNT_TO_DEFEND;
int ACT_VORTIGAUNT_FROM_DEFEND;
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
int AE_VORTIGAUNT_CLAW_LEFT;
int AE_VORTIGAUNT_CLAW_RIGHT;
int AE_VORTIGAUNT_ZAP_POWERUP;
int AE_VORTIGAUNT_ZAP_SHOOT;
int AE_VORTIGAUNT_ZAP_DONE;
int AE_VORTIGAUNT_HEAL_STARTGLOW;
int AE_VORTIGAUNT_HEAL_STARTBEAMS;
int AE_VORTIGAUNT_KICK;
int AE_VORTIGAUNT_STOMP;
int AE_VORTIGAUNT_HEAL_STARTSOUND;
int AE_VORTIGAUNT_SWING_SOUND;
int AE_VORTIGAUNT_SHOOT_SOUNDSTART;
int AE_VORTIGAUNT_DEFEND_BEAMS;
//-----------------------------------------------------------------------------
// Interactions
//-----------------------------------------------------------------------------
int g_interactionVortigauntStomp = 0;
int g_interactionVortigauntStompFail = 0;
int g_interactionVortigauntStompHit = 0;
int g_interactionVortigauntKick = 0;
int g_interactionVortigauntClaw = 0;
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_Vortigaunt )
DEFINE_FIELD( m_flNextNPCThink, FIELD_TIME),
DEFINE_ARRAY( m_pBeam, FIELD_EHANDLE, VORTIGAUNT_MAX_BEAMS ),
DEFINE_FIELD( m_iBeams, FIELD_INTEGER),
DEFINE_FIELD( m_nLightningSprite, FIELD_INTEGER),
DEFINE_FIELD( m_fGlowAge, FIELD_FLOAT),
DEFINE_FIELD( m_fGlowScale, FIELD_FLOAT),
DEFINE_FIELD( m_fGlowChangeTime, FIELD_FLOAT),
DEFINE_FIELD( m_bGlowTurningOn, FIELD_BOOLEAN),
DEFINE_FIELD( m_nCurGlowIndex, FIELD_INTEGER),
DEFINE_FIELD( m_pLeftHandGlow, FIELD_EHANDLE),
DEFINE_FIELD( m_pRightHandGlow, FIELD_EHANDLE),
DEFINE_FIELD( m_flNextHealTime, FIELD_TIME),
DEFINE_FIELD( m_nCurrentHealAmt, FIELD_INTEGER),
DEFINE_FIELD( m_nLastArmorAmt, FIELD_INTEGER),
DEFINE_FIELD( m_iSuitSound, FIELD_INTEGER),
DEFINE_FIELD( m_flSuitSoundTime, FIELD_TIME),
DEFINE_FIELD( m_painTime, FIELD_TIME),
DEFINE_FIELD( m_nextLineFireTime, FIELD_TIME),
DEFINE_FIELD( m_bInBarnacleMouth, FIELD_BOOLEAN),
DEFINE_KEYFIELD( m_bArmorRechargeEnabled, FIELD_BOOLEAN, "ArmorRechargeEnabled" ),
DEFINE_FIELD( m_bForceArmorRecharge, FIELD_BOOLEAN),
DEFINE_FIELD( m_iCurrentRechargeGoal, FIELD_INTEGER ),
DEFINE_FIELD( m_hVictim, FIELD_EHANDLE ),
DEFINE_FIELD( m_bExtractingBugbait, FIELD_BOOLEAN),
DEFINE_FIELD( m_iLeftHandAttachment, FIELD_INTEGER ),
DEFINE_FIELD( m_iRightHandAttachment, FIELD_INTEGER ),
DEFINE_FIELD( m_hHealTarget, FIELD_EHANDLE ),
// m_AssaultBehavior (auto saved by AI)
// m_LeadBehavior (auto saved by AI)
// DEFINE_FIELD( m_bStopLoopingSounds, FIELD_BOOLEAN ),
// Function Pointers
DEFINE_USEFUNC( Use ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableArmorRecharge", InputEnableArmorRecharge ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableArmorRecharge", InputDisableArmorRecharge ),
DEFINE_INPUTFUNC( FIELD_STRING, "ChargeTarget", InputChargeTarget ),
DEFINE_INPUTFUNC( FIELD_STRING, "ExtractBugbait", InputExtractBugbait ),
// Outputs
DEFINE_OUTPUT(m_OnFinishedExtractingBugbait, "OnFinishedExtractingBugbait"),
DEFINE_OUTPUT(m_OnFinishedChargingTarget, "OnFinishedChargingTarget"),
DEFINE_OUTPUT(m_OnPlayerUse, "OnPlayerUse" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_vortigaunt, CNPC_Vortigaunt );
// for special behavior with rollermines
static bool IsRoller( CBaseEntity *pRoller )
{
return FClassnameIs( pRoller, "npc_rollermine" );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::IsHealPositionValid(void)
{
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( !pPlayer )
return false;
Vector vecToPlayer = ( pPlayer->EyePosition() - EyePosition() );
// Make sure he's still within heal range
if ( vecToPlayer.LengthSqr() > (HEAL_RANGE*HEAL_RANGE) )
return false;
// Make sure the player stays in front of me.
// Don't do a straight viewcone check, because my head turns to follow the player, and
// that will allow the player to move too far around me. Instead, do a viewcone check
// from my base facing.
vecToPlayer.z = 0;
VectorNormalize( vecToPlayer );
Vector facingDir = BodyDirection2D();
float flDot = DotProduct( vecToPlayer, facingDir );
if ( flDot < VIEW_FIELD_NARROW )
return false;
// Now ensure he's still visible
return ( FVisible( pPlayer ) );
}
//-----------------------------------------------------------------------------
// Purpose: Check the heal position. If it's bad, break out current schedule
// and setup for healing at a later time.
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::CheckHealPosition( void )
{
if ( IsHealPositionValid() )
return true;
// Heal position isn't valid. Abort heal.
Speak( VORT_CURE_INTERRUPT );
ClearBeams();
EndHandGlow();
m_flNextHealTime = gpGlobals->curtime + 5.0;
TaskFail(FAIL_BAD_POSITION);
return false;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
#define VORT_HEAL_SENTENCE 0
#define VORT_DONE_HEAL_SENTENCE 1
#define VORT_START_EXTRACT_SENTENCE 2
#define VORT_FINISH_EXTRACT_SENTENCE 3
void CNPC_Vortigaunt::SpeakSentence( int sentenceType )
{
if (sentenceType == VORT_HEAL_SENTENCE)
{
if ( IsHealPositionValid() )
{
Speak( VORT_CURE );
}
}
else if (sentenceType == VORT_DONE_HEAL_SENTENCE)
{
Speak( VORT_CURESTOP );
}
else if (sentenceType == VORT_START_EXTRACT_SENTENCE)
{
Speak( VORT_EXTRACT_START );
}
else if (sentenceType == VORT_FINISH_EXTRACT_SENTENCE)
{
Speak( VORT_EXTRACT_FINISH );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::StartTask( const Task_t *pTask )
{
switch ( pTask->iTask)
{
case TASK_VORTIGAUNT_GET_HEAL_TARGET:
{
// Sets our target to the entity that we cached earlier.
if ( !m_hHealTarget )
{
TaskFail( FAIL_NO_TARGET );
}
else
{
SetTarget( m_hHealTarget );
TaskComplete();
}
break;
}
case TASK_VORTIGAUNT_EXTRACT_WARMUP:
{
ResetIdealActivity( (Activity) ACT_VORTIGAUNT_TO_ACTION );
break;
}
case TASK_VORTIGAUNT_EXTRACT:
{
SetActivity( (Activity) ACT_RANGE_ATTACK1 );
break;
}
case TASK_VORTIGAUNT_EXTRACT_COOLDOWN:
{
ResetIdealActivity( (Activity)ACT_VORTIGAUNT_TO_IDLE );
break;
}
case TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT:
{
// Cheat, and fire both outputs
m_OnFinishedExtractingBugbait.FireOutput( this, this );
TaskComplete();
break;
}
case TASK_VORTIGAUNT_HEAL_WARMUP:
{
ResetIdealActivity( (Activity)ACT_VORTIGAUNT_START_HEAL );
break;
}
case TASK_VORTIGAUNT_HEAL:
{
ResetIdealActivity( (Activity)ACT_VORTIGAUNT_HEAL_LOOP );
break;
}
case TASK_VORTIGAUNT_FACE_STOMP:
{
if (GetEnemy()!=NULL)
{
GetMotor()->SetIdealYaw( CalcIdealYaw ( GetEnemy()->GetLocalOrigin() ) + VORTIGAUNT_STOMP_TURN_OFFSET );
SetTurnActivity();
}
else
{
TaskFail(FAIL_NO_ENEMY);
}
break;
}
case TASK_VORTIGAUNT_STOMP_ATTACK:
{
m_flLastAttackTime = gpGlobals->curtime;
ResetIdealActivity( (Activity)ACT_VORTIGAUNT_STOMP );
break;
}
case TASK_VORTIGAUNT_GRENADE_KILL:
{
if (GetTarget() == NULL)
{
TaskComplete();
}
// Used to set delay between beam shot and damage
ClearWait();
break;
}
case TASK_VORTIGAUNT_ZAP_GRENADE_OWNER:
{
if (GetEnemy() == NULL)
{
TaskComplete();
}
// Used to set delay between beam shot and damage
ClearWait();
break;
}
case TASK_VORTIGAUNT_WAIT_FOR_PLAYER:
{
// Wait for the player to get near (before starting the bugbait sequence)
break;
}
default:
{
BaseClass::StartTask( pTask );
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
{
if (GetEnemy() != NULL)
{
if (GetEnemy()->IsPlayer())
{
m_flPlaybackRate = 1.5;
}
if (!GetEnemy()->IsAlive())
{
if( IsActivityFinished() )
{
TaskComplete();
break;
}
}
// This is along attack sequence so if the enemy
// becomes occluded bail
if (HasCondition( COND_ENEMY_OCCLUDED ))
{
TaskComplete();
break;
}
}
BaseClass::RunTask( pTask );
break;
}
case TASK_MELEE_ATTACK1:
{
if (GetEnemy() == NULL)
{
if ( IsActivityFinished() )
{
TaskComplete();
}
}
else
{
BaseClass::RunTask( pTask );
}
break;
}
case TASK_MELEE_ATTACK2:
{
if ( IsActivityFinished() )
{
TaskComplete();
}
break;
}
case TASK_VORTIGAUNT_STOMP_ATTACK:
{
// Face enemy slightly off center
if (GetEnemy() != NULL)
{
GetMotor()->SetIdealYawAndUpdate( CalcIdealYaw ( GetEnemy()->GetLocalOrigin() ) + VORTIGAUNT_STOMP_TURN_OFFSET, AI_KEEP_YAW_SPEED );
}
if ( IsActivityFinished() )
{
TaskComplete();
}
break;
}
case TASK_VORTIGAUNT_FACE_STOMP:
{
if (GetEnemy()!=NULL)
{
GetMotor()->SetIdealYawAndUpdate( CalcIdealYaw( GetEnemy()->GetLocalOrigin() ) + VORTIGAUNT_STOMP_TURN_OFFSET );
if ( FacingIdeal() )
{
TaskComplete();
}
}
else
{
TaskFail(FAIL_NO_ENEMY);
}
break;
}
case TASK_VORTIGAUNT_EXTRACT_WARMUP:
{
if ( IsActivityFinished() )
{
TaskComplete();
}
break;
}
case TASK_VORTIGAUNT_EXTRACT:
{
if ( IsActivityFinished() )
{
TaskComplete();
}
break;
}
case TASK_VORTIGAUNT_EXTRACT_COOLDOWN:
{
if ( IsActivityFinished() )
{
m_bExtractingBugbait = false;
TaskComplete();
}
break;
}
case TASK_VORTIGAUNT_HEAL_WARMUP:
{
if ( IsActivityFinished() )
{
TaskComplete();
}
if ( !CheckHealPosition() )
return;
break;
}
case TASK_VORTIGAUNT_GRENADE_KILL:
{
if (GetTarget() == NULL)
{
TaskComplete();
break;
}
// Face the grenade
GetMotor()->SetIdealYawToTargetAndUpdate( GetTarget()->GetLocalOrigin() );
// Shoot beam when grenade is close
float flDist = (GetTarget()->GetLocalOrigin() - GetLocalOrigin()).Length();
if (flDist < 225)
{
ClawBeam(GetTarget(),16, m_iLeftHandAttachment );
ClawBeam(GetTarget(),16, m_iRightHandAttachment );
}
if (flDist < 150)
{
CBaseGrenade* pGrenade = dynamic_cast<CBaseGrenade*>((CBaseEntity*)GetTarget());
if (!pGrenade)
{
TaskComplete();
}
pGrenade->Detonate();
TaskComplete();
}
break;
}
case TASK_VORTIGAUNT_ZAP_GRENADE_OWNER:
{
if (GetEnemy() == NULL)
{
TaskComplete();
break;
}
// Face the grenade owner
GetMotor()->SetIdealYawToTargetAndUpdate( GetEnemy()->GetLocalOrigin() );
// Shoot beam only if enemy is close enough
float flDist = (GetEnemy()->GetLocalOrigin() - GetLocalOrigin()).Length();
if (flDist < 350)
{
if (!IsWaitSet() ||
IsWaitFinished() )
{
ClawBeam(GetEnemy(),5, m_iLeftHandAttachment );
ClawBeam(GetEnemy(),5, m_iRightHandAttachment );
// Set a delay and then we do damage. Store in
// m_hVictim in case we are interrupted
if (!IsWaitSet())
{
SetWait( 0.2 );
m_hVictim = GetEnemy();
}
}
else
{
if (m_hVictim != NULL)
{
CTakeDamageInfo info( this, this, 15, DMG_SHOCK );
CalculateMeleeDamageForce( &info, (GetEnemy()->GetAbsOrigin() - GetAbsOrigin()), GetEnemy()->GetAbsOrigin() );
m_hVictim->MyNPCPointer()->TakeDamage( info );
}
TaskComplete();
}
}
else
{
// To far away to shoot
TaskComplete();
}
break;
}
case TASK_VORTIGAUNT_HEAL:
{
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if (pPlayer)
{
if (!CheckHealPosition())
return;
// Charge the suit's armor
pPlayer->IncrementArmorValue( 1, m_iCurrentRechargeGoal );
// Stop healing once we've hit the maximum level we'll ever charge the player to.
if ( pPlayer->ArmorValue() >= m_iCurrentRechargeGoal )
{
m_bForceArmorRecharge = false;
m_flNextHealTime = gpGlobals->curtime + VORTIGAUNT_HEAL_RECHARGE;
ClearBeams();
EndHandGlow();
TaskComplete();
m_OnFinishedChargingTarget.FireOutput( this, this );
return;
}
// ------------------------------------------
// Suit sound
// ------------------------------------------
// Play the on sound or the looping charging sound
if (!m_iSuitSound)
{
m_iSuitSound++;
EmitSound( "NPC_Vortigaunt.SuitOn" );
m_flSuitSoundTime = 0.56 + gpGlobals->curtime;
}
if ((m_iSuitSound == 1) && (m_flSuitSoundTime <= gpGlobals->curtime))
{
m_iSuitSound++;
CPASAttenuationFilter filter( this, "NPC_Vortigaunt.SuitCharge" );
filter.MakeReliable();
EmitSound( filter, entindex(), "NPC_Vortigaunt.SuitCharge" );
m_bStopLoopingSounds = true;
}
}
break;
}
case TASK_VORTIGAUNT_WAIT_FOR_PLAYER:
{
// Wait for the player to get near (before starting the bugbait sequence)
// Get edict for one player
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer )
{
GetMotor()->SetIdealYawToTargetAndUpdate( pPlayer->GetAbsOrigin(), AI_KEEP_YAW_SPEED );
SetTurnActivity();
if ( GetMotor()->DeltaIdealYaw() < 10 )
{
// Wait for the player to get close enough
if ( UTIL_DistApprox( GetAbsOrigin(), pPlayer->GetAbsOrigin() ) < 384 )
{
TaskComplete();
}
}
}
else
{
TaskFail(FAIL_NO_PLAYER);
}
}
break;
default:
{
BaseClass::RunTask( pTask );
break;
}
}
}
//=========================================================
// GetSoundInterests - returns a bit mask indicating which types
// of sounds this monster regards.
//=========================================================
int CNPC_Vortigaunt::GetSoundInterests ( void)
{
return SOUND_WORLD |
SOUND_COMBAT |
SOUND_CARCASS |
SOUND_MEAT |
SOUND_GARBAGE |
SOUND_DANGER |
SOUND_PLAYER;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
Class_T CNPC_Vortigaunt::Classify ( void )
{
return CLASS_VORTIGAUNT;
}
//=========================================================
// ALertSound - barney says "Freeze!"
//=========================================================
void CNPC_Vortigaunt::AlertSound( void )
{
if ( GetEnemy() != NULL )
{
if ( IsOkToCombatSpeak() )
{
Speak( VORT_ATTACK );
}
}
}
//=========================================================
// MaxYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
float CNPC_Vortigaunt::MaxYawSpeed ( void )
{
switch ( GetActivity() )
{
case ACT_IDLE:
return 35;
break;
case ACT_WALK:
return 35;
break;
case ACT_RUN:
return 45;
break;
default:
return 35;
break;
}
}
//------------------------------------------------------------------------------
// Purpose : For innate range attack
// Input :
// Output :
//------------------------------------------------------------------------------
int CNPC_Vortigaunt::RangeAttack1Conditions( float flDot, float flDist )
{
if (GetEnemy() == NULL)
{
return( COND_NONE );
}
if ( gpGlobals->curtime < m_flNextAttack )
{
return( COND_NONE );
}
// Range attack is ineffective on manhack so never use it
// Melee attack looks a lot better anyway
if (GetEnemy()->Classify() == CLASS_MANHACK)
{
return( COND_NONE );
}
// dvs: Allow up-close range attacks for episodic as the vort's melee
// attack is rather ineffective.
#ifndef HL2_EPISODIC
if ( flDist <= 70 )
{
return( COND_TOO_CLOSE_TO_ATTACK );
}
else
#endif // HL2_EPISODIC
if ( flDist > 1500 * 12 ) // 1500ft max
{
return( COND_TOO_FAR_TO_ATTACK );
}
else if ( flDot < 0.65 )
{
return( COND_NOT_FACING_ATTACK );
}
return( COND_CAN_RANGE_ATTACK1 );
}
//-----------------------------------------------------------------------------
// Purpose: For innate melee attack
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_Vortigaunt::MeleeAttack1Conditions ( float flDot, float flDist )
{
if (flDist > 70)
{
return COND_TOO_FAR_TO_ATTACK;
}
else if (flDot < 0.7)
{
// If I'm not facing attack clear TOOFAR which may have been set by range attack
// Otherwise we may try to back away even when melee attack is valid
ClearCondition(COND_TOO_FAR_TO_ATTACK);
return COND_NOT_FACING_ATTACK;
}
// no melee attacks against rollermins
if ( IsRoller(GetEnemy()) )
return COND_NONE;
return COND_CAN_MELEE_ATTACK1;
}
//------------------------------------------------------------------------------
// Purpose : Returns who I hit on a kick (or NULL)
// Input :
// Output :
//------------------------------------------------------------------------------
CBaseEntity* CNPC_Vortigaunt::Kick( void )
{
trace_t tr;
Vector forward;
AngleVectors( GetAbsAngles(), &forward );
Vector vecStart = WorldSpaceCenter();
Vector vecEnd = vecStart + (forward * 70);
AI_TraceHull( vecStart, vecEnd, Vector(-16,-16,-18), Vector(16,16,18),
MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr );
return tr.m_pEnt;
}
//------------------------------------------------------------------------------
// Purpose : Vortigaunt claws at his enemy
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::Claw( int iAttachment)
{
CBaseEntity *pHurt = CheckTraceHullAttack( 40, Vector(-10,-10,-10), Vector(10,10,10),sk_vortigaunt_dmg_claw.GetFloat(), DMG_SLASH );
if ( pHurt )
{
pHurt->ViewPunch( QAngle(5,0,-18) );
// If hit manhack make temp glow
if (pHurt->Classify() == CLASS_MANHACK)
{
ClawBeam( pHurt, 16, iAttachment );
}
// Play a random attack hit sound
EmitSound( "NPC_Vortigaunt.Claw" );
}
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CNPC_Vortigaunt::HandleAnimEvent( animevent_t *pEvent )
{
if ( pEvent->event == AE_VORTIGAUNT_CLAW_LEFT )
{
Claw( m_iLeftHandAttachment );
return;
}
if ( pEvent->event == AE_VORTIGAUNT_CLAW_RIGHT )
{
Claw( m_iRightHandAttachment );
return;
}
if ( pEvent->event == AE_VORTIGAUNT_ZAP_POWERUP )
{
// speed up attack when on hard
if ( g_iSkillLevel == SKILL_HARD )
m_flPlaybackRate = 1.5;
ArmBeam( -1 ,VORTIGAUNT_BEAM_HURT );
ArmBeam( 1 ,VORTIGAUNT_BEAM_HURT );
BeamGlow();
// Make hands glow if not already glowing
if ( m_fGlowAge == 0 )
{
StartHandGlow( VORTIGAUNT_BEAM_HURT );
}
CPASAttenuationFilter filter( this );
CSoundParameters params;
if ( GetParametersForSound( "NPC_Vortigaunt.ZapPowerup", params, NULL ) )
{
EmitSound_t ep( params );
ep.m_nPitch = 100 + m_iBeams * 10;
EmitSound( filter, entindex(), ep );
m_bStopLoopingSounds = true;
}
//m_nSkin = m_iBeams / 2;
return;
}
if ( pEvent->event == AE_VORTIGAUNT_ZAP_SHOOT )
{
ClearBeams();
ClearMultiDamage();
ZapBeam( -1 );
ZapBeam( 1 );
EndHandGlow();
EmitSound( "NPC_Vortigaunt.Shoot" );
m_bStopLoopingSounds = true;
ApplyMultiDamage();
if ( m_bExtractingBugbait == true )
{
// Spawn bugbait!
CBaseCombatWeapon *pWeapon = Weapon_Create( "weapon_bugbait" );
if ( pWeapon )
{
// Starting above the body, spawn closer and closer to the vort until it's clear
Vector vecSpawnOrigin = GetTarget()->WorldSpaceCenter() + Vector(0, 0, 32);
int iNumAttempts = 4;
Vector vecToVort = (WorldSpaceCenter() - vecSpawnOrigin);
float flDistance = VectorNormalize( vecToVort ) / (iNumAttempts-1);
int i = 0;
for (; i < iNumAttempts; i++ )
{
trace_t tr;
CTraceFilterSkipTwoEntities traceFilter( GetTarget(), this, COLLISION_GROUP_NONE );
AI_TraceLine( vecSpawnOrigin, vecSpawnOrigin, MASK_SHOT, &traceFilter, &tr );
if ( tr.fraction == 1.0 && !tr.m_pEnt )
{
// Make sure it can fit there
AI_TraceHull( vecSpawnOrigin, vecSpawnOrigin, -Vector(16,16,16), Vector(16,16,48), MASK_SHOT, &traceFilter, &tr );
if ( tr.fraction == 1.0 && !tr.m_pEnt )
break;
}
//NDebugOverlay::Box( vecSpawnOrigin, pWeapon->WorldAlignMins(), pWeapon->WorldAlignMins(), 255,0,0, 64, 100 );
// Move towards the vort
vecSpawnOrigin = vecSpawnOrigin + (vecToVort * flDistance);
}
// HACK: If we've still failed, just spawn it on the player
if ( i == iNumAttempts )
{
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if ( pPlayer )
{
vecSpawnOrigin = pPlayer->WorldSpaceCenter();
}
}
//NDebugOverlay::Box( vecSpawnOrigin, -Vector(20,20,20), Vector(20,20,20), 0,255,0, 64, 100 );
pWeapon->SetAbsOrigin( vecSpawnOrigin );
pWeapon->Drop( Vector(0,0,1) );
}
CEffectData data;
data.m_vOrigin = GetTarget()->WorldSpaceCenter();
data.m_vNormal = WorldSpaceCenter() - GetTarget()->WorldSpaceCenter();
VectorNormalize( data.m_vNormal );
data.m_flScale = 4;
DispatchEffect( "AntlionGib", data );
}
m_flNextAttack = gpGlobals->curtime + random->RandomFloat( 0.5, 4.0 );
return;
}
if ( pEvent->event == AE_VORTIGAUNT_ZAP_DONE )
{
ClearBeams( );
return;
}
if ( pEvent->event == AE_VORTIGAUNT_HEAL_STARTGLOW )
{
// Make hands glow
StartHandGlow(VORTIGAUNT_BEAM_HEAL);
return;
}
if ( pEvent->event == AE_VORTIGAUNT_HEAL_STARTBEAMS )
{
if ( !CheckHealPosition())
return;
HealBeam(-1);
return;
//m_nSkin = m_iBeams / 2;
}
if( pEvent->event == AE_VORTIGAUNT_KICK )
{
CBaseEntity *pHurt = Kick();
CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pHurt );
if (pBCC)
{
Vector forward, up;
AngleVectors( GetLocalAngles(), &forward, NULL, &up );
if ( pBCC->DispatchInteraction( g_interactionVortigauntKick, NULL, this ) )
{
pBCC->ApplyAbsVelocityImpulse( forward * 300 + up * 250 );
CTakeDamageInfo info( this, this, pBCC->m_iHealth+1, DMG_CLUB );
CalculateMeleeDamageForce( &info, forward, pHurt->GetAbsOrigin() );
pBCC->TakeDamage( info );
}
else
{
pBCC->ViewPunch( QAngle(15,0,0) );
CTakeDamageInfo info( this, this, sk_vortigaunt_dmg_claw.GetFloat(), DMG_CLUB );
CalculateMeleeDamageForce( &info, forward, pHurt->GetAbsOrigin() );
pBCC->TakeDamage( info );
}
EmitSound( "NPC_Vortigaunt.Kick" );
}
return;
}
if ( pEvent->event == AE_VORTIGAUNT_STOMP )
{
CBaseCombatCharacter* pBCC = GetEnemyCombatCharacterPointer();
if ( pBCC )
{
float fDist = (pBCC->GetLocalOrigin() - GetLocalOrigin()).Length();
if (fDist > VORTIGAUNT_STOMP_DIST)
{
pBCC->DispatchInteraction( g_interactionVortigauntStompFail, NULL, this );
return;
}
else
{
pBCC->DispatchInteraction( g_interactionVortigauntStompHit, NULL, this );
}
EmitSound( "NPC_Vortigaunt.Kick" );
}
return;
}
if ( pEvent->event == AE_VORTIGAUNT_HEAL_STARTSOUND )
{
CPASAttenuationFilter filter( this );
CSoundParameters params;
if ( GetParametersForSound( "NPC_Vortigaunt.StartHealLoop", params, NULL ) )
{
EmitSound_t ep( params );
ep.m_nPitch = 100 + m_iBeams * 10;
EmitSound( filter, entindex(), ep );
m_bStopLoopingSounds = true;
}
return;
}
if ( pEvent->event == AE_VORTIGAUNT_SWING_SOUND )
{
EmitSound( "NPC_Vortigaunt.Swing" );
return;
}
if ( pEvent->event == AE_VORTIGAUNT_SHOOT_SOUNDSTART )
{
CPASAttenuationFilter filter( this );
CSoundParameters params;
if ( GetParametersForSound( "NPC_Vortigaunt.StartShootLoop", params, NULL ) )
{
EmitSound_t ep( params );
ep.m_nPitch = 100 + m_iBeams * 10;
EmitSound( filter, entindex(), ep );
m_bStopLoopingSounds = true;
}
return;
}
if ( pEvent->event == AE_VORTIGAUNT_DEFEND_BEAMS )
{
DefendBeams();
return;
}
if ( pEvent->event == AE_NPC_LEFTFOOT )
{
EmitSound( "NPC_Vortigaunt.FootstepLeft", pEvent->eventtime );
return;
}
if ( pEvent->event == AE_NPC_RIGHTFOOT )
{
EmitSound( "NPC_Vortigaunt.FootstepRight", pEvent->eventtime );
return;
}
BaseClass::HandleAnimEvent( pEvent );
}
//------------------------------------------------------------------------------
// Purpose : Returnst true if entity is stompable
// Input :
// Output :
//------------------------------------------------------------------------------
bool CNPC_Vortigaunt::IsStompable(CBaseEntity *pEntity)
{
if (!pEntity)
return false;
float fDist = (pEntity->GetLocalOrigin() - GetLocalOrigin()).Length();
if (fDist > VORTIGAUNT_STOMP_DIST)
return false;
CBaseCombatCharacter* pBCC = (CBaseCombatCharacter *)pEntity;
if ( pBCC && pBCC->DispatchInteraction( g_interactionVortigauntStomp, NULL, this ) )
return true;
return false;
}
//------------------------------------------------------------------------------
// Purpose : Translate some activites for the Vortigaunt
// Input :
// Output :
//------------------------------------------------------------------------------
Activity CNPC_Vortigaunt::NPC_TranslateActivity( Activity eNewActivity )
{
if ((eNewActivity == ACT_SIGNAL3) &&
(SelectWeightedSequence ( ACT_SIGNAL3 ) == ACTIVITY_NOT_AVAILABLE) )
{
eNewActivity = ACT_IDLE;
}
if (eNewActivity == ACT_IDLE)
{
if ( m_NPCState == NPC_STATE_COMBAT || m_NPCState == NPC_STATE_ALERT)
{
return ACT_IDLE_ANGRY;
}
}
else if (eNewActivity == ACT_MELEE_ATTACK1)
{
// If enemy is low pick ATTACK2 (kick)
if (GetEnemy() != NULL && (GetEnemy()->EyePosition().z - GetLocalOrigin().z) < 20)
{
return ACT_MELEE_ATTACK2;
}
}
return BaseClass::NPC_TranslateActivity( eNewActivity );
}
//------------------------------------------------------------------------------
// Purpose : If I've been in alert for a while and nothing's happened,
// go back to idle
// Input :
// Output :
//------------------------------------------------------------------------------
bool CNPC_Vortigaunt::ShouldGoToIdleState( void )
{
if (m_flLastStateChangeTime + 10 < gpGlobals->curtime)
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::UpdateOnRemove( void)
{
ClearBeams();
ClearHandGlow();
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove();
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::Event_Killed( const CTakeDamageInfo &info )
{
ClearBeams();
ClearHandGlow();
BaseClass::Event_Killed( info );
}
bool CNPC_Vortigaunt::CreateBehaviors()
{
AddBehavior( &m_AssaultBehavior );
AddBehavior( &m_LeadBehavior );
//AddBehavior( &m_FollowBehavior );
return BaseClass::CreateBehaviors();
}
//=========================================================
// Spawn
//=========================================================
void CNPC_Vortigaunt::Spawn()
{
// Allow multiple models (for slaves), but default to vortigaunt.mdl
char *szModel = (char *)STRING( GetModelName() );
if (!szModel || !*szModel)
{
szModel = "models/vortigaunt.mdl";
SetModelName( AllocPooledString(szModel) );
}
Precache();
SetModel( szModel );
SetHullType(HULL_WIDE_HUMAN);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
m_bloodColor = BLOOD_COLOR_GREEN;
m_iHealth = sk_vortigaunt_health.GetFloat();
SetViewOffset( Vector ( 0, 0, 64 ) );// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
m_NPCState = NPC_STATE_NONE;
GetExpresser()->SetVoicePitch( random->RandomInt( 85, 110 ) );
CapabilitiesAdd( bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD | bits_CAP_MOVE_GROUND | bits_CAP_NO_HIT_PLAYER );
CapabilitiesAdd ( bits_CAP_INNATE_RANGE_ATTACK1 );
CapabilitiesAdd ( bits_CAP_INNATE_MELEE_ATTACK1 );
CapabilitiesAdd ( bits_CAP_DOORS_GROUP );
CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
m_flNextHealTime = 0; // Next time allowed to heal player
m_flEyeIntegRate = 0.6; // Got a big eyeball so turn it slower
m_hVictim = NULL;
m_bForceArmorRecharge = false;
m_nCurGlowIndex = 0;
m_pLeftHandGlow = NULL;
m_pRightHandGlow = NULL;
m_bStopLoopingSounds = false;
m_iLeftHandAttachment = LookupAttachment( VORTIGAUNT_LEFT_CLAW );
m_iRightHandAttachment = LookupAttachment( VORTIGAUNT_RIGHT_CLAW );
NPCInit();
SetUse( &CNPC_Vortigaunt::Use );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_Vortigaunt::Precache()
{
PrecacheModel( STRING( GetModelName() ) );
m_nLightningSprite = PrecacheModel("sprites/lgtning.vmt");
PrecacheModel("sprites/blueglow1.vmt");
PrecacheModel("sprites/greenglow1.vmt");
// every new barney must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
PrecacheScriptSound( "NPC_Vortigaunt.SuitOn" );
PrecacheScriptSound( "NPC_Vortigaunt.SuitCharge" );
PrecacheScriptSound( "NPC_Vortigaunt.Claw" );
PrecacheScriptSound( "NPC_Vortigaunt.ZapPowerup" );
PrecacheScriptSound( "NPC_Vortigaunt.Shoot" );
PrecacheScriptSound( "NPC_Vortigaunt.Kick" );
PrecacheScriptSound( "NPC_Vortigaunt.StartHealLoop" );
PrecacheScriptSound( "NPC_Vortigaunt.Swing" );
PrecacheScriptSound( "NPC_Vortigaunt.StartShootLoop" );
PrecacheScriptSound( "NPC_Vortigaunt.FootstepLeft" );
PrecacheScriptSound( "NPC_Vortigaunt.FootstepRight" );
PrecacheScriptSound( "NPC_Vortigaunt.ClawBeam" );
BaseClass::Precache();
}
// Init talk data
void CNPC_Vortigaunt::TalkInit()
{
BaseClass::TalkInit();
// vortigaunt will try to talk to friends in this order:
m_szFriends[0] = "npc_vortigaunt";
m_szFriends[1] = "npc_citizen";
// get voice for head - just one barney voice for now
GetExpresser()->SetVoicePitch( 100 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
m_OnPlayerUse.FireOutput( pActivator, pCaller );
if ( !IsInAScript() && m_NPCState != NPC_STATE_SCRIPT )
{
// First, try to speak the +USE concept
if ( IsOkToSpeakInResponseToPlayer() )
{
if ( !Speak( TLK_USE ) )
{
// If we haven't said hi, say that first
if ( !SpokeConcept( TLK_HELLO ) )
{
Speak( TLK_HELLO );
}
else
{
Speak( TLK_IDLE );
}
}
else
{
// Don't say hi after you've said your +USE speech
SetSpokeConcept( TLK_HELLO, NULL );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_Vortigaunt::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
// make sure friends talk about it if player hurts talkmonsters...
int ret = BaseClass::OnTakeDamage_Alive( info );
if (!IsAlive())
{
return ret;
}
if ( m_NPCState != NPC_STATE_PRONE && (info.GetAttacker()->GetFlags() & FL_CLIENT) )
{
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if ( GetEnemy() == NULL )
{
// If I'm already suspicious, get mad
if (m_afMemory & bits_MEMORY_SUSPICIOUS)
{
// Alright, now I'm pissed!
Speak( VORT_MAD );
Remember( bits_MEMORY_PROVOKED );
// Allowed to hit the player now!
CapabilitiesRemove(bits_CAP_NO_HIT_PLAYER);
StopFollowing();
}
else
{
// Hey, be careful with that
Speak( VORT_SHOT );
Remember( bits_MEMORY_SUSPICIOUS );
}
}
else if ( !(GetEnemy()->IsPlayer()) && (m_lifeState != LIFE_DEAD ))
{
Speak( VORT_SHOT );
}
}
return ret;
}
//=========================================================
// PainSound
//=========================================================
void CNPC_Vortigaunt::PainSound( const CTakeDamageInfo &info )
{
if (gpGlobals->curtime < m_painTime)
return;
m_painTime = gpGlobals->curtime + random->RandomFloat(0.5, 0.75);
Speak( VORT_PAIN );
}
//=========================================================
// DeathSound
//=========================================================
void CNPC_Vortigaunt::DeathSound( const CTakeDamageInfo &info )
{
Speak( VORT_DIE );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr )
{
CTakeDamageInfo info = inputInfo;
if ( (info.GetDamageType() & DMG_SHOCK) && FClassnameIs( info.GetAttacker(), GetClassname() ) )
{
// mask off damage from other vorts for now
info.SetDamage( 0.01 );
}
switch( ptr->hitgroup)
{
case HITGROUP_CHEST:
case HITGROUP_STOMACH:
if (info.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_BLAST))
{
info.ScaleDamage( 0.5f );
}
break;
case 10:
if (info.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_CLUB))
{
info.SetDamage( info.GetDamage() - 20 );
if (info.GetDamage() <= 0)
{
g_pEffects->Ricochet( ptr->endpos, (vecDir*-1.0f) );
info.SetDamage( 0.01 );
}
}
// always a head shot
ptr->hitgroup = HITGROUP_HEAD;
break;
}
BaseClass::TraceAttack( info, vecDir, ptr );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CNPC_Vortigaunt::TranslateSchedule( int scheduleType )
{
int baseType;
switch( scheduleType )
{
case SCHED_RANGE_ATTACK1:
return SCHED_VORTIGAUNT_RANGE_ATTACK;
break;
case SCHED_MELEE_ATTACK1:
if (IsStompable(GetEnemy()))
{
return SCHED_VORTIGAUNT_STOMP_ATTACK;
}
else
{
// Tell my enemy I'm about to punch them so they can do something
// special if they want to
if ((GetEnemy() != NULL) && (GetEnemy()->MyNPCPointer() != NULL))
{
Vector vFacingDir = BodyDirection2D( );
Vector vClawPos = EyePosition() + vFacingDir*30;
GetEnemy()->MyNPCPointer()->DispatchInteraction( g_interactionVortigauntClaw, &vClawPos, this );
}
return SCHED_VORTIGAUNT_MELEE_ATTACK;
}
break;
case SCHED_IDLE_STAND:
{
// call base class default so that scientist will talk
// when standing during idle
baseType = BaseClass::TranslateSchedule(scheduleType);
if (baseType == SCHED_IDLE_STAND)
{
// just look straight ahead
return SCHED_VORTIGAUNT_STAND;
}
else
return baseType;
break;
}
case SCHED_FAIL_ESTABLISH_LINE_OF_FIRE:
{
// Fail schedule doesn't go through SelectSchedule()
// So we have to clear beams and glow here
ClearBeams();
EndHandGlow();
return SCHED_COMBAT_FACE;
break;
}
case SCHED_CHASE_ENEMY_FAILED:
{
baseType = BaseClass::TranslateSchedule(scheduleType);
if ( baseType != SCHED_CHASE_ENEMY_FAILED )
return baseType;
if (HasMemory(bits_MEMORY_INCOVER))
{
// Occasionally run somewhere so I don't just
// stand around forever if my enemy is stationary
if (random->RandomInt(0,5) == 5)
{
return SCHED_PATROL_RUN;
}
else
{
return SCHED_VORTIGAUNT_STAND;
}
}
break;
}
case SCHED_FAIL_TAKE_COVER:
{
// Fail schedule doesn't go through SelectSchedule()
// So we have to clear beams and glow here
ClearBeams();
EndHandGlow();
return SCHED_RUN_RANDOM;
break;
}
}
return BaseClass::TranslateSchedule( scheduleType );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::ShouldHealTarget( void )
{
if ( IsInAScript() )
return false;
// Must be allowed to do this
if ( m_bArmorRechargeEnabled == false )
return false;
// Can't be too soon
if ( m_flNextHealTime > gpGlobals->curtime )
return false;
// Don't heal when fighting
if ( m_NPCState == NPC_STATE_COMBAT )
return false;
if ( GetEnemy() )
return false;
if ( IsCurSchedule( SCHED_VORTIGAUNT_EXTRACT_BUGBAIT ) )
return false;
// Can't heal if we're leading the player
if ( IsLeading() )
return false;
// Need to be looking at the player
if ( !HasCondition( COND_SEE_PLAYER ) )
return false;
// Can't be saying something
// if ( GetExpresser()->IsSpeaking() )
// return false;
// Find a likely target in range
CBaseEntity *pEntity = PlayerInRange( GetLocalOrigin(), HEAL_RANGE );
if ( pEntity != NULL )
{
CBasePlayer *pPlayer = ToBasePlayer( pEntity );
// Make sure the player's got a suit
if ( !pPlayer->IsSuitEquipped() )
return false;
if ( pPlayer->GetFlags() & FL_NOTARGET )
return false;
// See if the player needs armor, or tau-cannon ammo
if ( pPlayer->ArmorValue() < sk_vortigaunt_armor_charge.GetInt() )
{
m_iCurrentRechargeGoal = pPlayer->ArmorValue() + sk_vortigaunt_armor_charge.GetInt();
if ( m_iCurrentRechargeGoal > 100 )
m_iCurrentRechargeGoal = 100;
m_hHealTarget = pEntity;
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CNPC_Vortigaunt::SelectHealSchedule( void )
{
// If our lead behavior has a goal, don't wait around to heal anyone
if ( m_LeadBehavior.HasGoal() )
return SCHED_NONE;
// See if we should heal the player
if ( ShouldHealTarget() )
return SCHED_VORTIGAUNT_HEAL;
return SCHED_NONE;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
int CNPC_Vortigaunt::SelectSchedule( void )
{
ClearBeams();
EndHandGlow();
// If we're currently supposed to be doing something scripted, do it immediately.
if ( m_bExtractingBugbait )
return SCHED_VORTIGAUNT_EXTRACT_BUGBAIT;
if ( m_bForceArmorRecharge )
{
m_flNextHealTime = 0;
return SCHED_VORTIGAUNT_HEAL;
}
int schedule = SelectHealSchedule();
if ( schedule != SCHED_NONE )
return schedule;
if ( HasCondition( COND_PLAYER_PUSHING ) && GlobalEntity_GetState("gordon_precriminal") != GLOBAL_ON )
{
return SCHED_MOVE_AWAY;
}
if ( BehaviorSelectSchedule() )
return BaseClass::SelectSchedule();
switch( m_NPCState )
{
case NPC_STATE_PRONE:
{
if (m_bInBarnacleMouth)
{
return SCHED_VORTIGAUNT_BARNACLE_CHOMP;
}
else
{
return SCHED_VORTIGAUNT_BARNACLE_HIT;
}
}
case NPC_STATE_COMBAT:
{
// dead enemy
if ( HasCondition( COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return BaseClass::SelectSchedule();
}
if ( HasCondition( COND_HEAVY_DAMAGE ) )
{
return SCHED_TAKE_COVER_FROM_ENEMY;
}
if ( HasCondition( COND_HEAR_DANGER ) )
{
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
}
if ( HasCondition( COND_ENEMY_DEAD ) && IsOkToCombatSpeak() )
{
Speak( VORT_KILL );
}
// If I might hit the player shooting...
else if ( HasCondition( COND_WEAPON_PLAYER_IN_SPREAD ))
{
if ( IsOkToCombatSpeak() && m_nextLineFireTime < gpGlobals->curtime)
{
Speak( VORT_LINE_FIRE );
m_nextLineFireTime = gpGlobals->curtime + 3.0f;
}
// Run to a new location or stand and aim
if (random->RandomInt(0,2) == 0)
{
return SCHED_ESTABLISH_LINE_OF_FIRE;
}
else
{
return SCHED_COMBAT_FACE;
}
}
}
break;
case NPC_STATE_ALERT:
case NPC_STATE_IDLE:
if ( HasCondition( COND_HEAR_DANGER ) )
{
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
}
if ( HasCondition( COND_ENEMY_DEAD ) && IsOkToCombatSpeak() )
{
Speak( VORT_KILL );
}
break;
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : Constant for the type of interaction
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
{
if (interactionType == g_interactionBarnacleVictimDangle)
{
// Force choosing of a new schedule
ClearSchedule();
m_bInBarnacleMouth = true;
return true;
}
else if ( interactionType == g_interactionBarnacleVictimReleased )
{
SetIdealState( NPC_STATE_IDLE );
m_bInBarnacleMouth = false;
SetAbsVelocity( vec3_origin );
SetMoveType( MOVETYPE_STEP );
return true;
}
else if ( interactionType == g_interactionBarnacleVictimGrab )
{
if ( GetFlags() & FL_ONGROUND )
{
SetGroundEntity( NULL );
}
SetIdealState( NPC_STATE_PRONE );
CTakeDamageInfo info;
PainSound( info );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::DeclineFollowing( void )
{
Speak( VORT_POK );
}
//-----------------------------------------------------------------------------
// Purpose: Return true if you're willing to be idly talked to by other friends.
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::CanBeUsedAsAFriend( void )
{
// We don't want to be used if we're busy
if ( IsCurSchedule( SCHED_VORTIGAUNT_HEAL ) )
return false;
if ( IsCurSchedule( SCHED_VORTIGAUNT_EXTRACT_BUGBAIT ) )
return false;
return BaseClass::CanBeUsedAsAFriend();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::PrescheduleThink( void )
{
if ( m_bGlowTurningOn )
{
m_bGlowTurningOn = false;
if ( m_pLeftHandGlow != NULL )
{
m_pLeftHandGlow->SetScale( 0.5f, 2.0f );
m_pLeftHandGlow->SetBrightness( 200, 2.0f );
}
if ( m_pRightHandGlow != NULL )
{
m_pRightHandGlow->SetScale( 0.5f, 2.0f );
m_pRightHandGlow->SetBrightness( 200, 2.0f );
}
}
// See if we're able to heal now
if ( ShouldHealTarget() )
{
SetCondition( COND_VORTIGAUNT_CAN_HEAL );
}
else
{
ClearCondition( COND_VORTIGAUNT_CAN_HEAL );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::BuildScheduleTestBits( void )
{
BaseClass::BuildScheduleTestBits();
if ( IsCurSchedule( SCHED_IDLE_STAND ) || IsCurSchedule( SCHED_ALERT_STAND ) )
{
SetCustomInterruptCondition( COND_VORTIGAUNT_CAN_HEAL );
}
if ( ( ConditionInterruptsCurSchedule( COND_GIVE_WAY ) ||
IsCurSchedule(SCHED_HIDE_AND_RELOAD ) ||
IsCurSchedule(SCHED_RELOAD ) ||
IsCurSchedule(SCHED_STANDOFF ) ||
IsCurSchedule(SCHED_TAKE_COVER_FROM_ENEMY ) ||
IsCurSchedule(SCHED_COMBAT_FACE ) ||
IsCurSchedule(SCHED_ALERT_FACE ) ||
IsCurSchedule(SCHED_COMBAT_STAND ) ||
IsCurSchedule(SCHED_ALERT_FACE_BESTSOUND) ||
IsCurSchedule(SCHED_ALERT_STAND) ) )
{
SetCustomInterruptCondition( COND_PLAYER_PUSHING );
}
}
//=========================================================
// ArmBeam - small beam from arm to nearby geometry
//=========================================================
void CNPC_Vortigaunt::ArmBeam( int side, int beamType )
{
trace_t tr;
float flDist = 1.0;
if (m_iBeams >= VORTIGAUNT_MAX_BEAMS)
return;
Vector forward, right, up;
AngleVectors( GetLocalAngles(), &forward, &right, &up );
Vector vecSrc = GetLocalOrigin() + up * 36 + right * side * 16 + forward * 32;
for (int i = 0; i < 3; i++)
{
Vector vecAim = forward * random->RandomFloat( -1, 1 ) + right * side * random->RandomFloat( 0, 1 ) + up * random->RandomFloat( -1, 1 );
trace_t tr1;
AI_TraceLine ( vecSrc, vecSrc + vecAim * 512, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr1);
if (flDist > tr1.fraction)
{
tr = tr1;
flDist = tr.fraction;
}
}
// Couldn't find anything close enough
if ( flDist == 1.0 )
return;
UTIL_ImpactTrace( &tr, DMG_CLUB );
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.vmt", 3.0 );
if (!m_pBeam[m_iBeams])
return;
m_pBeam[m_iBeams]->PointEntInit( tr.endpos, this );
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? m_iLeftHandAttachment : m_iRightHandAttachment );
if (beamType == VORTIGAUNT_BEAM_HEAL)
{
m_pBeam[m_iBeams]->SetColor( 0, 0, 255 );
}
else
{
m_pBeam[m_iBeams]->SetColor( 96, 128, 16 );
}
m_pBeam[m_iBeams]->SetBrightness( 64 );
m_pBeam[m_iBeams]->SetNoise( 12.5 );
m_iBeams++;
}
//------------------------------------------------------------------------------
// Purpose : Short beam on had in grenade defend mode
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::DefendBeams( void )
{
Vector vBeamStart;
// -----------
// Left hand
// -----------
int i;
GetAttachment( 1, vBeamStart );
for (i=0;i<4;i++)
{
Vector vBeamPos = vBeamStart;
vBeamPos.x += random->RandomFloat(-8,8);
vBeamPos.y += random->RandomFloat(-8,8);
vBeamPos.z += random->RandomFloat(-8,8);
CBeam *pBeam = CBeam::BeamCreate( "sprites/lgtning.vmt", 3.0 );
pBeam->PointEntInit( vBeamPos, this );
pBeam->SetEndAttachment( 1 );
pBeam->SetBrightness( 255 );
pBeam->SetNoise( 2 );
pBeam->SetColor( 96, 128, 16 );
pBeam->LiveForTime( 0.1 );
}
// -----------
// Right hand
// -----------
GetAttachment( 2, vBeamStart );
for (i=4;i<VORTIGAUNT_MAX_BEAMS;i++)
{
Vector vBeamPos = vBeamStart;
vBeamPos.x += random->RandomFloat(-8,8);
vBeamPos.y += random->RandomFloat(-8,8);
vBeamPos.z += random->RandomFloat(-8,8);
CBeam *pBeam = CBeam::BeamCreate( "sprites/lgtning.vmt", 3.0 );
pBeam->PointEntInit( vBeamPos, this );
pBeam->SetEndAttachment( 2 );
pBeam->SetBrightness( 255 );
pBeam->SetNoise( 2 );
pBeam->SetColor( 96, 128, 16 );
pBeam->LiveForTime( 0.1 );
}
}
//------------------------------------------------------------------------------
// Purpose : Glow for when vortigaunt punches manhack
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::ClawBeam( CBaseEntity *pHurt, int nNoise, int iAttachment )
{
for (int i=0;i<2;i++)
{
CBeam* pBeam = CBeam::BeamCreate( "sprites/lgtning.vmt", 3.0 );
pBeam->EntsInit( this, pHurt );
pBeam->SetStartAttachment( iAttachment);
pBeam->SetBrightness( 255 );
pBeam->SetNoise( nNoise );
pBeam->SetColor( 96, 128, 16 );
pBeam->LiveForTime( 0.2 );
}
EmitSound( "NPC_Vortigaunt.ClawBeam" );
}
//------------------------------------------------------------------------------
// Purpose : Put glowing sprites on hands
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::StartHandGlow( int beamType )
{
m_bGlowTurningOn = true;
m_fGlowAge = 0;
if (beamType == VORTIGAUNT_BEAM_HEAL)
{
m_fGlowChangeTime = VORTIGAUNT_HEAL_GLOWGROW_TIME;
m_fGlowScale = 0.6f;
}
else
{
m_fGlowChangeTime = VORTIGAUNT_ZAP_GLOWGROW_TIME;
m_fGlowScale = 0.8f;
}
if ( m_pLeftHandGlow == NULL )
{
if ( beamType == VORTIGAUNT_BEAM_HEAL )
{
m_pLeftHandGlow = CSprite::SpriteCreate( "sprites/blueglow1.vmt", GetLocalOrigin(), FALSE );
m_pLeftHandGlow->SetAttachment( this, 3 );
}
else
{
m_pLeftHandGlow = CSprite::SpriteCreate( "sprites/greenglow1.vmt", GetLocalOrigin(), FALSE );
m_pLeftHandGlow->SetAttachment( this, 3 );
}
m_pLeftHandGlow->SetTransparency( kRenderGlow, 255, 200, 200, 0, kRenderFxNoDissipation );
m_pLeftHandGlow->SetBrightness( 0 );
m_pLeftHandGlow->SetScale( 0 );
}
if ( beamType != VORTIGAUNT_BEAM_HEAL )
{
if ( m_pRightHandGlow == NULL )
{
m_pRightHandGlow = CSprite::SpriteCreate( "sprites/greenglow1.vmt", GetLocalOrigin(), FALSE );
m_pRightHandGlow->SetAttachment( this, 4 );
m_pRightHandGlow->SetTransparency( kRenderGlow, 255, 200, 200, 0, kRenderFxNoDissipation );
m_pRightHandGlow->SetBrightness( 0 );
m_pRightHandGlow->SetScale( 0 );
}
}
}
//------------------------------------------------------------------------------
// Purpose : Fade glow from hands
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::EndHandGlow( void )
{
m_bGlowTurningOn = false;
m_fGlowChangeTime = VORTIGAUNT_GLOWFADE_TIME;
if ( m_pLeftHandGlow )
{
m_pLeftHandGlow->SetScale( 0, 0.5f );
m_pLeftHandGlow->FadeAndDie( 0.5f );
}
if ( m_pRightHandGlow )
{
m_pRightHandGlow->SetScale( 0, 0.5f );
m_pRightHandGlow->FadeAndDie( 0.5f );
}
}
//-----------------------------------------------------------------------------
// Purpose: vortigaunt shoots at noisy body target (fixes problems in cover, etc)
// NOTE: His weapon doesn't have any error
// Input :
// Output :
//-----------------------------------------------------------------------------
Vector CNPC_Vortigaunt::GetShootEnemyDir( const Vector &shootOrigin, bool bNoisy )
{
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy )
{
return (pEnemy->BodyTarget(shootOrigin, bNoisy)-shootOrigin);
}
else
{
Vector forward;
AngleVectors( GetLocalAngles(), &forward );
return forward;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::IsValidEnemy( CBaseEntity *pEnemy )
{
if ( IsRoller( pEnemy ) )
{
CAI_BaseNPC *pNPC = pEnemy->MyNPCPointer();
if ( pNPC && pNPC->GetEnemy() != NULL )
return true;
return false;
}
return BaseClass::IsValidEnemy( pEnemy );
}
//=========================================================
// BeamGlow - brighten all beams
//=========================================================
void CNPC_Vortigaunt::BeamGlow( )
{
int b = m_iBeams * 32;
if (b > 255)
b = 255;
for (int i = 0; i < m_iBeams; i++)
{
if (m_pBeam[i]->GetBrightness() != 255)
{
m_pBeam[i]->SetBrightness( b );
}
}
}
//=========================================================
// WackBeam - regenerate dead colleagues
//=========================================================
void CNPC_Vortigaunt::WackBeam( int side, CBaseEntity *pEntity )
{
Vector vecDest;
if (m_iBeams >= VORTIGAUNT_MAX_BEAMS)
return;
if (pEntity == NULL)
return;
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.vmt", 3.0 );
if (!m_pBeam[m_iBeams])
return;
m_pBeam[m_iBeams]->PointEntInit( pEntity->WorldSpaceCenter(), this );
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? m_iLeftHandAttachment : m_iRightHandAttachment );
m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
m_pBeam[m_iBeams]->SetBrightness( 255 );
m_pBeam[m_iBeams]->SetNoise( 12 );
m_iBeams++;
}
//=========================================================
// ZapBeam - heavy damage directly forward
//=========================================================
void CNPC_Vortigaunt::ZapBeam( int side )
{
Vector vecSrc, vecAim;
trace_t tr;
CBaseEntity *pEntity;
if (m_iBeams >= VORTIGAUNT_MAX_BEAMS)
return;
Vector forward, right, up;
AngleVectors( GetLocalAngles(), &forward, &right, &up );
vecSrc = GetLocalOrigin() + up * 36;
vecAim = GetShootEnemyDir( vecSrc );
float deflection = 0.01;
vecAim = vecAim + side * right * random->RandomFloat( 0, deflection ) + up * random->RandomFloat( -deflection, deflection );
if ( m_bExtractingBugbait == true )
{
CRagdollProp *pTest = dynamic_cast< CRagdollProp *>( GetTarget() );
if ( pTest )
{
ragdoll_t *m_ragdoll = pTest->GetRagdoll();
if ( m_ragdoll )
{
Vector vOrigin;
m_ragdoll->list[0].pObject->GetPosition( &vOrigin, 0 );
AI_TraceLine ( vecSrc, vOrigin, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
}
CRagdollBoogie::Create( pTest, 200, gpGlobals->curtime, 1.0f );
}
}
else
{
AI_TraceLine ( vecSrc, vecSrc + vecAim * 1024, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
}
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.vmt", 5.0 );
if (!m_pBeam[m_iBeams])
return;
m_pBeam[m_iBeams]->PointEntInit( tr.endpos, this );
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? m_iLeftHandAttachment : m_iRightHandAttachment );
m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
m_pBeam[m_iBeams]->SetBrightness( 255 );
m_pBeam[m_iBeams]->SetNoise( 3 );
m_iBeams++;
pEntity = tr.m_pEnt;
if (pEntity != NULL && m_takedamage)
{
CTakeDamageInfo dmgInfo( this, this, sk_vortigaunt_dmg_zap.GetFloat(), DMG_SHOCK );
dmgInfo.SetDamagePosition( tr.endpos );
VectorNormalize( vecAim );// not a unit vec yet
// hit like a 5kg object flying 400 ft/s
dmgInfo.SetDamageForce( 5 * 400 * 12 * vecAim );
pEntity->DispatchTraceAttack( dmgInfo, vecAim, &tr );
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::HealBeam( int side )
{
if (m_iBeams >= VORTIGAUNT_MAX_BEAMS)
return;
Vector forward, right, up;
AngleVectors( GetLocalAngles(), &forward, &right, &up );
trace_t tr;
Vector vecSrc = GetLocalOrigin() + up * 36;
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.vmt", 5.0 );
if (!m_pBeam[m_iBeams])
return;
m_pBeam[m_iBeams]->EntsInit( GetTarget(), this );
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? m_iLeftHandAttachment : m_iRightHandAttachment );
m_pBeam[m_iBeams]->SetColor( 0, 0, 255 );
m_pBeam[m_iBeams]->SetBrightness( 255 );
m_pBeam[m_iBeams]->SetNoise( 6.5 );
m_iBeams++;
}
//------------------------------------------------------------------------------
// Purpose : Clear Glow
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_Vortigaunt::ClearHandGlow( )
{
if (m_pLeftHandGlow)
{
UTIL_Remove( m_pLeftHandGlow );
m_pLeftHandGlow = NULL;
}
if (m_pRightHandGlow)
{
UTIL_Remove( m_pRightHandGlow );
m_pRightHandGlow = NULL;
}
}
//=========================================================
// ClearBeams - remove all beams
//=========================================================
void CNPC_Vortigaunt::ClearBeams( )
{
for (int i = 0; i < VORTIGAUNT_MAX_BEAMS; i++)
{
if (m_pBeam[i])
{
UTIL_Remove( m_pBeam[i] );
m_pBeam[i] = NULL;
}
}
m_iBeams = 0;
m_nSkin = 0;
// Stop looping suit charge sound.
if (m_iSuitSound > 1)
{
StopSound( "NPC_Vortigaunt.SuitCharge" );
m_iSuitSound = 0;
}
if ( m_bStopLoopingSounds )
{
StopSound( "NPC_Vortigaunt.StartHealLoop" );
StopSound( "NPC_Vortigaunt.StartShootLoop" );
StopSound( "NPC_Vortigaunt.SuitCharge" );
StopSound( "NPC_Vortigaunt.Shoot" );
StopSound( "NPC_Vortigaunt.ZapPowerup" );
m_bStopLoopingSounds = false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::InputEnableArmorRecharge( inputdata_t &data )
{
m_bArmorRechargeEnabled = true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::InputDisableArmorRecharge( inputdata_t &data )
{
m_bArmorRechargeEnabled = false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::InputChargeTarget( inputdata_t &data )
{
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, data.value.String(), NULL, data.pActivator, data.pCaller );
// Must be valid
if ( pTarget == NULL )
{
DevMsg( 1, "Unable to charge from unknown entity: %s!\n", data.value.String() );
return;
}
int playerArmor = (pTarget->IsPlayer()) ? ((CBasePlayer *)pTarget)->ArmorValue() : 0;
if ( playerArmor >= 100 || ( pTarget->GetFlags() & FL_NOTARGET ) )
{
m_OnFinishedChargingTarget.FireOutput( this, this );
return;
}
m_hHealTarget = pTarget;
m_iCurrentRechargeGoal = playerArmor + sk_vortigaunt_armor_charge.GetInt();
if ( m_iCurrentRechargeGoal > 100 )
m_iCurrentRechargeGoal = 100;
m_bForceArmorRecharge = true;
SetCondition( COND_PROVOKED );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &data -
//-----------------------------------------------------------------------------
void CNPC_Vortigaunt::InputExtractBugbait( inputdata_t &data )
{
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, data.value.String(), NULL, data.pActivator, data.pCaller );
// Must be valid
if ( pTarget == NULL )
{
DevMsg( 1, "Unable to extract bugbait from unknown entity %s!\n", data.value.String() );
return;
}
// Keep this as our target
SetTarget( pTarget );
// Start to extract
m_bExtractingBugbait = true;
SetSchedule( SCHED_VORTIGAUNT_EXTRACT_BUGBAIT );
}
//-----------------------------------------------------------------------------
// The vort overloads the CNPC_PlayerCompanion version because he uses different
// rules. The player companion rules looked too sensitive to muck with.
//-----------------------------------------------------------------------------
bool CNPC_Vortigaunt::OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult )
{
if ( pMoveGoal->directTrace.flTotalDist - pMoveGoal->directTrace.flDistObstructed < GetHullWidth() * 1.5 )
{
CAI_BaseNPC *pBlocker = pMoveGoal->directTrace.pObstruction->MyNPCPointer();
if ( pBlocker && pBlocker->IsPlayerAlly() && !pBlocker->IsMoving() && !pBlocker->IsInAScript() )
{
if ( pBlocker->ConditionInterruptsCurSchedule( COND_GIVE_WAY ) ||
pBlocker->ConditionInterruptsCurSchedule( COND_PLAYER_PUSHING ) )
{
// HACKHACK
pBlocker->GetMotor()->SetIdealYawToTarget( WorldSpaceCenter() );
pBlocker->SetSchedule( SCHED_MOVE_AWAY );
}
}
}
return BaseClass::OnObstructionPreSteer( pMoveGoal, distClear, pResult );
}
//------------------------------------------------------------------------------
//
// Schedules
//
//------------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_vortigaunt, CNPC_Vortigaunt )
DECLARE_USES_SCHEDULE_PROVIDER( CAI_LeadBehavior )
DECLARE_TASK(TASK_VORTIGAUNT_HEAL_WARMUP)
DECLARE_TASK(TASK_VORTIGAUNT_HEAL)
DECLARE_TASK(TASK_VORTIGAUNT_FACE_STOMP)
DECLARE_TASK(TASK_VORTIGAUNT_STOMP_ATTACK)
DECLARE_TASK(TASK_VORTIGAUNT_GRENADE_KILL)
DECLARE_TASK(TASK_VORTIGAUNT_ZAP_GRENADE_OWNER)
DECLARE_TASK(TASK_VORTIGAUNT_EXTRACT)
DECLARE_TASK(TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT)
DECLARE_TASK(TASK_VORTIGAUNT_WAIT_FOR_PLAYER)
DECLARE_TASK( TASK_VORTIGAUNT_EXTRACT_WARMUP )
DECLARE_TASK( TASK_VORTIGAUNT_EXTRACT_COOLDOWN )
DECLARE_TASK( TASK_VORTIGAUNT_GET_HEAL_TARGET )
DECLARE_ACTIVITY(ACT_VORTIGAUNT_AIM)
DECLARE_ACTIVITY(ACT_VORTIGAUNT_START_HEAL)
DECLARE_ACTIVITY(ACT_VORTIGAUNT_HEAL_LOOP)
DECLARE_ACTIVITY(ACT_VORTIGAUNT_END_HEAL)
DECLARE_ACTIVITY(ACT_VORTIGAUNT_TO_ACTION)
DECLARE_ACTIVITY(ACT_VORTIGAUNT_TO_IDLE)
DECLARE_ACTIVITY(ACT_VORTIGAUNT_STOMP)
DECLARE_ACTIVITY(ACT_VORTIGAUNT_DEFEND)
DECLARE_ACTIVITY(ACT_VORTIGAUNT_TO_DEFEND)
DECLARE_ACTIVITY(ACT_VORTIGAUNT_FROM_DEFEND)
DECLARE_CONDITION(COND_VORTIGAUNT_CAN_HEAL)
DECLARE_INTERACTION( g_interactionVortigauntStomp )
DECLARE_INTERACTION( g_interactionVortigauntStompFail )
DECLARE_INTERACTION( g_interactionVortigauntStompHit )
DECLARE_INTERACTION( g_interactionVortigauntKick )
DECLARE_INTERACTION( g_interactionVortigauntClaw )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_CLAW_LEFT )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_CLAW_RIGHT )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_ZAP_POWERUP )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_ZAP_SHOOT )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_ZAP_DONE )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_STARTGLOW )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_STARTBEAMS )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_KICK )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_STOMP )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_HEAL_STARTSOUND )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_SWING_SOUND )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_SHOOT_SOUNDSTART )
DECLARE_ANIMEVENT( AE_VORTIGAUNT_DEFEND_BEAMS )
//=========================================================
// > SCHED_VORTIGAUNT_RANGE_ATTACK
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_RANGE_ATTACK,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_IDEAL 0"
" TASK_RANGE_ATTACK1 0"
" TASK_WAIT 0.2" // Wait a sec before killing beams
""
" Interrupts"
);
//=========================================================
// > SCHED_VORTIGAUNT_MELEE_ATTACK
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_MELEE_ATTACK,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_FACE_ENEMY 0"
" TASK_MELEE_ATTACK1 0"
""
" Interrupts"
" COND_ENEMY_DEAD"
" COND_HEAVY_DAMAGE"
" COND_ENEMY_OCCLUDED"
);
//=========================================================
// > SCHED_VORTIGAUNT_STOMP_ATTACK
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_STOMP_ATTACK,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_VORTIGAUNT_FACE_STOMP 0"
" TASK_VORTIGAUNT_STOMP_ATTACK 0"
""
" Interrupts"
// New_Enemy Don't interrupt, finish current attack first
" COND_ENEMY_DEAD"
" COND_HEAVY_DAMAGE"
" COND_ENEMY_OCCLUDED"
);
//=========================================================
// > SCHED_VORTIGAUNT_GRENADE_KILL
//
// Zap an incoming grenade (GetTarget())
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_GRENADE_KILL,
" Tasks"
" TASK_VORTIGAUNT_GRENADE_KILL 0"
" TASK_WAIT 0.3"
" TASK_VORTIGAUNT_ZAP_GRENADE_OWNER 0"
""
" Interrupts"
" COND_LIGHT_DAMAGE"
);
//=========================================================
// > SCHED_VORTIGAUNT_HEAL
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_HEAL,
" Tasks"
" TASK_VORTIGAUNT_GET_HEAL_TARGET 0"
" TASK_STOP_MOVING 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_VORTIGAUNT_STAND"
" TASK_GET_PATH_TO_TARGET 0"
" TASK_MOVE_TO_TARGET_RANGE 128" // Move within 128 of target ent (client)
" TASK_STOP_MOVING 0"
" TASK_FACE_PLAYER 0"
" TASK_SPEAK_SENTENCE 0" // VORT_HEAL_SENTENCE
" TASK_VORTIGAUNT_HEAL_WARMUP 0"
" TASK_VORTIGAUNT_HEAL 0"
" TASK_SPEAK_SENTENCE 1" // VORT_DONE_HEAL_SENTENCE
""
" Interrupts"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
);
//=========================================================
// > SCHED_VORTIGAUNT_STAND
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_STAND,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 2" // repick IDLESTAND every two seconds."
" TASK_TALKER_HEADRESET 0" // reset head position"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_SMELL"
" COND_PROVOKED"
" COND_HEAR_COMBAT"
" COND_HEAR_DANGER"
);
//=========================================================
// > SCHED_VORTIGAUNT_BARNACLE_HIT
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_BARNACLE_HIT,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_BARNACLE_HIT"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_VORTIGAUNT_BARNACLE_PULL"
""
" Interrupts"
);
//=========================================================
// > SCHED_VORTIGAUNT_BARNACLE_PULL
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_BARNACLE_PULL,
" Tasks"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_BARNACLE_PULL"
""
" Interrupts"
);
//=========================================================
// > SCHED_VORTIGAUNT_BARNACLE_CHOMP
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_BARNACLE_CHOMP,
" Tasks"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_BARNACLE_CHOMP"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_VORTIGAUNT_BARNACLE_CHEW"
""
" Interrupts"
);
//=========================================================
// > SCHED_VORTIGAUNT_BARNACLE_CHEW
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_BARNACLE_CHEW,
" Tasks"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_BARNACLE_CHEW"
)
//=========================================================
// > SCHED_VORTIGAUNT_EXTRACT_BUGBAIT
//=========================================================
DEFINE_SCHEDULE
(
SCHED_VORTIGAUNT_EXTRACT_BUGBAIT,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_VORTIGAUNT_STAND"
" TASK_STOP_MOVING 0"
" TASK_GET_PATH_TO_TARGET 0"
" TASK_MOVE_TO_TARGET_RANGE 128" // Move within 128 of target ent (client)
" TASK_STOP_MOVING 0"
" TASK_VORTIGAUNT_WAIT_FOR_PLAYER 0"
" TASK_SPEAK_SENTENCE 2" // Start extracting sentence
" TASK_WAIT_FOR_SPEAK_FINISH 1"
" TASK_FACE_TARGET 0"
" TASK_WAIT_FOR_SPEAK_FINISH 1"
" TASK_VORTIGAUNT_EXTRACT_WARMUP 0"
" TASK_VORTIGAUNT_EXTRACT 0"
" TASK_VORTIGAUNT_EXTRACT_COOLDOWN 0"
" TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT 0"
" TASK_SPEAK_SENTENCE 3" // Finish extracting sentence
" TASK_WAIT_FOR_SPEAK_FINISH 1"
" TASK_WAIT 2"
""
" Interrupts"
)
AI_END_CUSTOM_NPC()