716 lines
17 KiB
C++
716 lines
17 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// leech - basic little swimming monster
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//=========================================================
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//
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// UNDONE:
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// DONE:Steering force model for attack
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// DONE:Attack animation control / damage
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// DONE:Establish range of up/down motion and steer around vertical obstacles
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// DONE:Re-evaluate height periodically
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// DONE:Fall (MOVETYPE_TOSS) and play different anim if out of water
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// Test in complex room (c2a3?)
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// DONE:Sounds? - Kelly will fix
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// Blood cloud? Hurt effect?
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// Group behavior?
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// DONE:Save/restore
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// Flop animation - just bind to ACT_TWITCH
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// Fix fatal push into wall case
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//
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// Try this on a bird
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// Try this on a model with hulls/tracehull?
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//
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#include "float.h"
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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// Animation events
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#define LEECH_AE_ATTACK 1
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#define LEECH_AE_FLOP 2
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// Movement constants
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#define LEECH_ACCELERATE 10
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#define LEECH_CHECK_DIST 45
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#define LEECH_SWIM_SPEED 50
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#define LEECH_SWIM_ACCEL 80
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#define LEECH_SWIM_DECEL 10
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#define LEECH_TURN_RATE 90
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#define LEECH_SIZEX 10
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#define LEECH_FRAMETIME 0.1
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#define DEBUG_BEAMS 0
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#if DEBUG_BEAMS
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#include "effects.h"
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#endif
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class CLeech : public CBaseMonster
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{
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public:
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void Spawn() override;
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void Precache() override;
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void EXPORT SwimThink();
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void EXPORT DeadThink();
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void Touch(CBaseEntity* pOther) override
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{
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if (pOther->IsPlayer())
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{
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// If the client is pushing me, give me some base velocity
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if (gpGlobals->trace_ent && gpGlobals->trace_ent == edict())
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{
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pev->basevelocity = pOther->pev->velocity;
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pev->flags |= FL_BASEVELOCITY;
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}
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}
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}
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void SetObjectCollisionBox() override
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{
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pev->absmin = pev->origin + Vector(-8, -8, 0);
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pev->absmax = pev->origin + Vector(8, 8, 2);
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}
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void AttackSound();
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void AlertSound() override;
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void UpdateMotion();
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float ObstacleDistance(CBaseEntity* pTarget);
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void MakeVectors();
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void RecalculateWaterlevel();
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void SwitchLeechState();
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// Base entity functions
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void HandleAnimEvent(MonsterEvent_t* pEvent) override;
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int BloodColor() override { return DONT_BLEED; }
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void Killed(entvars_t* pevAttacker, int iGib) override;
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void Activate() override;
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bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
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int Classify() override { return CLASS_INSECT; }
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int IRelationship(CBaseEntity* pTarget) override;
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bool Save(CSave& save) override;
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bool Restore(CRestore& restore) override;
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static TYPEDESCRIPTION m_SaveData[];
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static const char* pAttackSounds[];
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static const char* pAlertSounds[];
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private:
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// UNDONE: Remove unused boid vars, do group behavior
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float m_flTurning; // is this boid turning?
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bool m_fPathBlocked; // true if there is an obstacle ahead
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float m_flAccelerate;
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float m_obstacle;
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float m_top;
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float m_bottom;
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float m_height;
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float m_waterTime;
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float m_sideTime; // Timer to randomly check clearance on sides
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float m_zTime;
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float m_stateTime;
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float m_attackSoundTime;
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#if DEBUG_BEAMS
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CBeam* m_pb;
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CBeam* m_pt;
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#endif
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};
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LINK_ENTITY_TO_CLASS(monster_leech, CLeech);
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TYPEDESCRIPTION CLeech::m_SaveData[] =
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{
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DEFINE_FIELD(CLeech, m_flTurning, FIELD_FLOAT),
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DEFINE_FIELD(CLeech, m_fPathBlocked, FIELD_BOOLEAN),
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DEFINE_FIELD(CLeech, m_flAccelerate, FIELD_FLOAT),
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DEFINE_FIELD(CLeech, m_obstacle, FIELD_FLOAT),
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DEFINE_FIELD(CLeech, m_top, FIELD_FLOAT),
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DEFINE_FIELD(CLeech, m_bottom, FIELD_FLOAT),
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DEFINE_FIELD(CLeech, m_height, FIELD_FLOAT),
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DEFINE_FIELD(CLeech, m_waterTime, FIELD_TIME),
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DEFINE_FIELD(CLeech, m_sideTime, FIELD_TIME),
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DEFINE_FIELD(CLeech, m_zTime, FIELD_TIME),
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DEFINE_FIELD(CLeech, m_stateTime, FIELD_TIME),
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DEFINE_FIELD(CLeech, m_attackSoundTime, FIELD_TIME),
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};
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IMPLEMENT_SAVERESTORE(CLeech, CBaseMonster);
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const char* CLeech::pAttackSounds[] =
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{
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"leech/leech_bite1.wav",
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"leech/leech_bite2.wav",
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"leech/leech_bite3.wav",
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};
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const char* CLeech::pAlertSounds[] =
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{
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"leech/leech_alert1.wav",
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"leech/leech_alert2.wav",
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};
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void CLeech::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/leech.mdl");
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// Just for fun
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// SET_MODEL(ENT(pev), "models/icky.mdl");
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// UTIL_SetSize( pev, g_vecZero, g_vecZero );
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UTIL_SetSize(pev, Vector(-1, -1, 0), Vector(1, 1, 2));
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// Don't push the minz down too much or the water check will fail because this entity is really point-sized
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_FLY;
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SetBits(pev->flags, FL_SWIM);
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pev->health = gSkillData.leechHealth;
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m_flFieldOfView = -0.5; // 180 degree FOV
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m_flDistLook = 750;
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MonsterInit();
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SetThink(&CLeech::SwimThink);
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SetUse(NULL);
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SetTouch(NULL);
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pev->view_ofs = g_vecZero;
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m_flTurning = 0;
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m_fPathBlocked = false;
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SetActivity(ACT_SWIM);
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SetState(MONSTERSTATE_IDLE);
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m_stateTime = gpGlobals->time + RANDOM_FLOAT(1, 5);
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}
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void CLeech::Activate()
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{
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RecalculateWaterlevel();
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}
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void CLeech::RecalculateWaterlevel()
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{
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// Calculate boundaries
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Vector vecTest = pev->origin - Vector(0, 0, 400);
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TraceResult tr;
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UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr);
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if (tr.flFraction != 1.0)
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m_bottom = tr.vecEndPos.z + 1;
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else
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m_bottom = vecTest.z;
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m_top = UTIL_WaterLevel(pev->origin, pev->origin.z, pev->origin.z + 400) - 1;
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// Chop off 20% of the outside range
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float newBottom = m_bottom * 0.8 + m_top * 0.2;
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m_top = m_bottom * 0.2 + m_top * 0.8;
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m_bottom = newBottom;
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m_height = RANDOM_FLOAT(m_bottom, m_top);
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m_waterTime = gpGlobals->time + RANDOM_FLOAT(5, 7);
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}
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void CLeech::SwitchLeechState()
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{
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m_stateTime = gpGlobals->time + RANDOM_FLOAT(3, 6);
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if (m_MonsterState == MONSTERSTATE_COMBAT)
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{
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m_hEnemy = NULL;
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SetState(MONSTERSTATE_IDLE);
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// We may be up against the player, so redo the side checks
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m_sideTime = 0;
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}
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else
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{
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Look(m_flDistLook);
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CBaseEntity* pEnemy = BestVisibleEnemy();
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if (pEnemy && pEnemy->pev->waterlevel != 0)
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{
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m_hEnemy = pEnemy;
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SetState(MONSTERSTATE_COMBAT);
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m_stateTime = gpGlobals->time + RANDOM_FLOAT(18, 25);
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AlertSound();
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}
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}
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}
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int CLeech::IRelationship(CBaseEntity* pTarget)
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{
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if (pTarget->IsPlayer())
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return R_DL;
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return CBaseMonster::IRelationship(pTarget);
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}
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void CLeech::AttackSound()
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{
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if (gpGlobals->time > m_attackSoundTime)
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), 1.0, ATTN_NORM, 0, PITCH_NORM);
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m_attackSoundTime = gpGlobals->time + 0.5;
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}
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}
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void CLeech::AlertSound()
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1.0, ATTN_NORM * 0.5, 0, PITCH_NORM);
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}
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void CLeech::Precache()
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{
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//PRECACHE_MODEL("models/icky.mdl");
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PRECACHE_MODEL("models/leech.mdl");
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PRECACHE_SOUND_ARRAY(pAttackSounds);
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PRECACHE_SOUND_ARRAY(pAlertSounds);
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}
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bool CLeech::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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{
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pev->velocity = g_vecZero;
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// Nudge the leech away from the damage
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if (pevInflictor)
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{
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pev->velocity = (pev->origin - pevInflictor->origin).Normalize() * 25;
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}
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return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
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}
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void CLeech::HandleAnimEvent(MonsterEvent_t* pEvent)
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{
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switch (pEvent->event)
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{
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case LEECH_AE_ATTACK:
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AttackSound();
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CBaseEntity* pEnemy;
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pEnemy = m_hEnemy;
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if (pEnemy != NULL)
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{
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Vector dir, face;
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UTIL_MakeVectorsPrivate(pev->angles, face, NULL, NULL);
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face.z = 0;
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dir = (pEnemy->pev->origin - pev->origin);
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dir.z = 0;
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dir = dir.Normalize();
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face = face.Normalize();
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if (DotProduct(dir, face) > 0.9) // Only take damage if the leech is facing the prey
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pEnemy->TakeDamage(pev, pev, gSkillData.leechDmgBite, DMG_SLASH);
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}
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m_stateTime -= 2;
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break;
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case LEECH_AE_FLOP:
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// Play flop sound
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break;
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default:
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CBaseMonster::HandleAnimEvent(pEvent);
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break;
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}
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}
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void CLeech::MakeVectors()
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{
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Vector tmp = pev->angles;
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tmp.x = -tmp.x;
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UTIL_MakeVectors(tmp);
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}
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//
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// ObstacleDistance - returns normalized distance to obstacle
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//
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float CLeech::ObstacleDistance(CBaseEntity* pTarget)
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{
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TraceResult tr;
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Vector vecTest;
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// use VELOCITY, not angles, not all boids point the direction they are flying
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//Vector vecDir = UTIL_VecToAngles( pev->velocity );
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MakeVectors();
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// check for obstacle ahead
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vecTest = pev->origin + gpGlobals->v_forward * LEECH_CHECK_DIST;
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UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr);
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if (0 != tr.fStartSolid)
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{
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pev->speed = -LEECH_SWIM_SPEED * 0.5;
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// ALERT( at_console, "Stuck from (%f %f %f) to (%f %f %f)\n", pev->oldorigin.x, pev->oldorigin.y, pev->oldorigin.z, pev->origin.x, pev->origin.y, pev->origin.z );
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// UTIL_SetOrigin( pev, pev->oldorigin );
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}
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if (tr.flFraction != 1.0)
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{
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if ((pTarget == NULL || tr.pHit != pTarget->edict()))
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{
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return tr.flFraction;
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}
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else
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{
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if (fabs(m_height - pev->origin.z) > 10)
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return tr.flFraction;
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}
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}
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if (m_sideTime < gpGlobals->time)
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{
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// extra wide checks
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vecTest = pev->origin + gpGlobals->v_right * LEECH_SIZEX * 2 + gpGlobals->v_forward * LEECH_CHECK_DIST;
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UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr);
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if (tr.flFraction != 1.0)
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return tr.flFraction;
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vecTest = pev->origin - gpGlobals->v_right * LEECH_SIZEX * 2 + gpGlobals->v_forward * LEECH_CHECK_DIST;
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UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr);
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if (tr.flFraction != 1.0)
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return tr.flFraction;
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// Didn't hit either side, so stop testing for another 0.5 - 1 seconds
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m_sideTime = gpGlobals->time + RANDOM_FLOAT(0.5, 1);
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}
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return 1.0;
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}
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void CLeech::DeadThink()
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{
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if (m_fSequenceFinished)
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{
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if (m_Activity == ACT_DIEFORWARD)
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{
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SetThink(NULL);
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StopAnimation();
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return;
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}
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else if ((pev->flags & FL_ONGROUND) != 0)
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{
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pev->solid = SOLID_NOT;
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SetActivity(ACT_DIEFORWARD);
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}
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}
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StudioFrameAdvance();
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pev->nextthink = gpGlobals->time + 0.1;
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// Apply damage velocity, but keep out of the walls
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if (pev->velocity.x != 0 || pev->velocity.y != 0)
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{
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TraceResult tr;
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// Look 0.5 seconds ahead
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UTIL_TraceLine(pev->origin, pev->origin + pev->velocity * 0.5, missile, edict(), &tr);
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if (tr.flFraction != 1.0)
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{
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pev->velocity.x = 0;
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pev->velocity.y = 0;
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}
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}
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}
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void CLeech::UpdateMotion()
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{
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float flapspeed = (pev->speed - m_flAccelerate) / LEECH_ACCELERATE;
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m_flAccelerate = m_flAccelerate * 0.8 + pev->speed * 0.2;
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if (flapspeed < 0)
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flapspeed = -flapspeed;
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flapspeed += 1.0;
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if (flapspeed < 0.5)
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flapspeed = 0.5;
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if (flapspeed > 1.9)
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flapspeed = 1.9;
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pev->framerate = flapspeed;
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if (!m_fPathBlocked)
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pev->avelocity.y = pev->ideal_yaw;
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else
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pev->avelocity.y = pev->ideal_yaw * m_obstacle;
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if (pev->avelocity.y > 150)
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m_IdealActivity = ACT_TURN_LEFT;
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else if (pev->avelocity.y < -150)
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m_IdealActivity = ACT_TURN_RIGHT;
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else
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m_IdealActivity = ACT_SWIM;
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// lean
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float targetPitch, delta;
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delta = m_height - pev->origin.z;
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if (delta < -10)
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targetPitch = -30;
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else if (delta > 10)
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targetPitch = 30;
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else
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targetPitch = 0;
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pev->angles.x = UTIL_Approach(targetPitch, pev->angles.x, 60 * LEECH_FRAMETIME);
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// bank
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pev->avelocity.z = -(pev->angles.z + (pev->avelocity.y * 0.25));
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if (m_MonsterState == MONSTERSTATE_COMBAT && HasConditions(bits_COND_CAN_MELEE_ATTACK1))
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m_IdealActivity = ACT_MELEE_ATTACK1;
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// Out of water check
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if (0 == pev->waterlevel)
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{
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pev->movetype = MOVETYPE_TOSS;
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m_IdealActivity = ACT_TWITCH;
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pev->velocity = g_vecZero;
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// Animation will intersect the floor if either of these is non-zero
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pev->angles.z = 0;
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pev->angles.x = 0;
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if (pev->framerate < 1.0)
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pev->framerate = 1.0;
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}
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else if (pev->movetype == MOVETYPE_TOSS)
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{
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pev->movetype = MOVETYPE_FLY;
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pev->flags &= ~FL_ONGROUND;
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RecalculateWaterlevel();
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m_waterTime = gpGlobals->time + 2; // Recalc again soon, water may be rising
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}
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if (m_Activity != m_IdealActivity)
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{
|
|
SetActivity(m_IdealActivity);
|
|
}
|
|
float flInterval = StudioFrameAdvance();
|
|
DispatchAnimEvents(flInterval);
|
|
|
|
#if DEBUG_BEAMS
|
|
if (!m_pb)
|
|
m_pb = CBeam::BeamCreate("sprites/laserbeam.spr", 5);
|
|
if (!m_pt)
|
|
m_pt = CBeam::BeamCreate("sprites/laserbeam.spr", 5);
|
|
m_pb->PointsInit(pev->origin, pev->origin + gpGlobals->v_forward * LEECH_CHECK_DIST);
|
|
m_pt->PointsInit(pev->origin, pev->origin - gpGlobals->v_right * (pev->avelocity.y * 0.25));
|
|
if (m_fPathBlocked)
|
|
{
|
|
float color = m_obstacle * 30;
|
|
if (m_obstacle == 1.0)
|
|
color = 0;
|
|
if (color > 255)
|
|
color = 255;
|
|
m_pb->SetColor(255, (int)color, (int)color);
|
|
}
|
|
else
|
|
m_pb->SetColor(255, 255, 0);
|
|
m_pt->SetColor(0, 0, 255);
|
|
#endif
|
|
}
|
|
|
|
|
|
void CLeech::SwimThink()
|
|
{
|
|
TraceResult tr;
|
|
float flLeftSide;
|
|
float flRightSide;
|
|
float targetSpeed;
|
|
float targetYaw = 0;
|
|
CBaseEntity* pTarget;
|
|
|
|
if (FNullEnt(FIND_CLIENT_IN_PVS(edict())))
|
|
{
|
|
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1, 1.5);
|
|
pev->velocity = g_vecZero;
|
|
return;
|
|
}
|
|
else
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
targetSpeed = LEECH_SWIM_SPEED;
|
|
|
|
if (m_waterTime < gpGlobals->time)
|
|
RecalculateWaterlevel();
|
|
|
|
if (m_stateTime < gpGlobals->time)
|
|
SwitchLeechState();
|
|
|
|
ClearConditions(bits_COND_CAN_MELEE_ATTACK1);
|
|
switch (m_MonsterState)
|
|
{
|
|
case MONSTERSTATE_COMBAT:
|
|
pTarget = m_hEnemy;
|
|
if (!pTarget)
|
|
SwitchLeechState();
|
|
else
|
|
{
|
|
// Chase the enemy's eyes
|
|
m_height = pTarget->pev->origin.z + pTarget->pev->view_ofs.z - 5;
|
|
// Clip to viable water area
|
|
if (m_height < m_bottom)
|
|
m_height = m_bottom;
|
|
else if (m_height > m_top)
|
|
m_height = m_top;
|
|
Vector location = pTarget->pev->origin - pev->origin;
|
|
location.z += (pTarget->pev->view_ofs.z);
|
|
if (location.Length() < 40)
|
|
SetConditions(bits_COND_CAN_MELEE_ATTACK1);
|
|
// Turn towards target ent
|
|
targetYaw = UTIL_VecToYaw(location);
|
|
|
|
targetYaw = UTIL_AngleDiff(targetYaw, UTIL_AngleMod(pev->angles.y));
|
|
|
|
if (targetYaw < (-LEECH_TURN_RATE * 0.75))
|
|
targetYaw = (-LEECH_TURN_RATE * 0.75);
|
|
else if (targetYaw > (LEECH_TURN_RATE * 0.75))
|
|
targetYaw = (LEECH_TURN_RATE * 0.75);
|
|
else
|
|
targetSpeed *= 2;
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
if (m_zTime < gpGlobals->time)
|
|
{
|
|
float newHeight = RANDOM_FLOAT(m_bottom, m_top);
|
|
m_height = 0.5 * m_height + 0.5 * newHeight;
|
|
m_zTime = gpGlobals->time + RANDOM_FLOAT(1, 4);
|
|
}
|
|
if (RANDOM_LONG(0, 100) < 10)
|
|
targetYaw = RANDOM_LONG(-30, 30);
|
|
pTarget = NULL;
|
|
// oldorigin test
|
|
if ((pev->origin - pev->oldorigin).Length() < 1)
|
|
{
|
|
// If leech didn't move, there must be something blocking it, so try to turn
|
|
m_sideTime = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
m_obstacle = ObstacleDistance(pTarget);
|
|
pev->oldorigin = pev->origin;
|
|
if (m_obstacle < 0.1)
|
|
m_obstacle = 0.1;
|
|
|
|
// is the way ahead clear?
|
|
if (m_obstacle == 1.0)
|
|
{
|
|
// if the leech is turning, stop the trend.
|
|
if (m_flTurning != 0)
|
|
{
|
|
m_flTurning = 0;
|
|
}
|
|
|
|
m_fPathBlocked = false;
|
|
pev->speed = UTIL_Approach(targetSpeed, pev->speed, LEECH_SWIM_ACCEL * LEECH_FRAMETIME);
|
|
pev->velocity = gpGlobals->v_forward * pev->speed;
|
|
}
|
|
else
|
|
{
|
|
m_obstacle = 1.0 / m_obstacle;
|
|
// IF we get this far in the function, the leader's path is blocked!
|
|
m_fPathBlocked = true;
|
|
|
|
if (m_flTurning == 0) // something in the way and leech is not already turning to avoid
|
|
{
|
|
Vector vecTest;
|
|
// measure clearance on left and right to pick the best dir to turn
|
|
vecTest = pev->origin + (gpGlobals->v_right * LEECH_SIZEX) + (gpGlobals->v_forward * LEECH_CHECK_DIST);
|
|
UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr);
|
|
flRightSide = tr.flFraction;
|
|
|
|
vecTest = pev->origin + (gpGlobals->v_right * -LEECH_SIZEX) + (gpGlobals->v_forward * LEECH_CHECK_DIST);
|
|
UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr);
|
|
flLeftSide = tr.flFraction;
|
|
|
|
// turn left, right or random depending on clearance ratio
|
|
float delta = (flRightSide - flLeftSide);
|
|
if (delta > 0.1 || (delta > -0.1 && RANDOM_LONG(0, 100) < 50))
|
|
m_flTurning = -LEECH_TURN_RATE;
|
|
else
|
|
m_flTurning = LEECH_TURN_RATE;
|
|
}
|
|
pev->speed = UTIL_Approach(-(LEECH_SWIM_SPEED * 0.5), pev->speed, LEECH_SWIM_DECEL * LEECH_FRAMETIME * m_obstacle);
|
|
pev->velocity = gpGlobals->v_forward * pev->speed;
|
|
}
|
|
pev->ideal_yaw = m_flTurning + targetYaw;
|
|
UpdateMotion();
|
|
}
|
|
|
|
|
|
void CLeech::Killed(entvars_t* pevAttacker, int iGib)
|
|
{
|
|
Vector vecSplatDir;
|
|
TraceResult tr;
|
|
|
|
//ALERT(at_aiconsole, "Leech: killed\n");
|
|
// tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality.
|
|
CBaseEntity* pOwner = CBaseEntity::Instance(pev->owner);
|
|
if (pOwner)
|
|
pOwner->DeathNotice(pev);
|
|
|
|
// When we hit the ground, play the "death_end" activity
|
|
if (0 != pev->waterlevel)
|
|
{
|
|
pev->angles.z = 0;
|
|
pev->angles.x = 0;
|
|
pev->origin.z += 1;
|
|
pev->avelocity = g_vecZero;
|
|
if (RANDOM_LONG(0, 99) < 70)
|
|
pev->avelocity.y = RANDOM_LONG(-720, 720);
|
|
|
|
pev->gravity = 0.02;
|
|
ClearBits(pev->flags, FL_ONGROUND);
|
|
SetActivity(ACT_DIESIMPLE);
|
|
}
|
|
else
|
|
SetActivity(ACT_DIEFORWARD);
|
|
|
|
pev->movetype = MOVETYPE_TOSS;
|
|
pev->takedamage = DAMAGE_NO;
|
|
SetThink(&CLeech::DeadThink);
|
|
}
|