//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Ichthyosaur - buh bum... buh bum... // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "ai_basenpc.h" #include "ai_task.h" #include "ai_default.h" #include "ai_schedule.h" #include "ai_hull.h" #include "ai_interactions.h" #include "ai_navigator.h" #include "ai_motor.h" #include "activitylist.h" #include "game.h" #include "npcevent.h" #include "player.h" #include "entitylist.h" #include "soundenvelope.h" #include "shake.h" #include "ndebugoverlay.h" #include "vstdlib/random.h" #include "engine/IEngineSound.h" #include "movevars_shared.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" ConVar sk_ichthyosaur_health( "sk_ichthyosaur_health", "0" ); ConVar sk_ichthyosaur_melee_dmg( "sk_ichthyosaur_melee_dmg", "0" ); #define ICHTHYOSAUR_MODEL "models/ichthyosaur.mdl" #define ICH_HEIGHT_PREFERENCE 16.0f #define ICH_DEPTH_PREFERENCE 8.0f #define ICH_WAYPOINT_DISTANCE 64.0f #define ICH_AE_BITE 11 #define ICH_AE_BITE_START 12 #define ICH_SWIM_SPEED_WALK 150 #define ICH_SWIM_SPEED_RUN 500 #define ICH_MIN_TURN_SPEED 4.0f #define ICH_MAX_TURN_SPEED 30.0f #define ENVELOPE_CONTROLLER (CSoundEnvelopeController::GetController()) #define FEELER_COLLISION 0 #define FEELER_COLLISION_VISUALIZE (FEELER_COLLISION&&0) enum IchthyosaurMoveType_t { ICH_MOVETYPE_SEEK = 0, // Fly through the target without stopping. ICH_MOVETYPE_ARRIVE // Slow down and stop at target. }; // // CNPC_Ichthyosaur // class CNPC_Ichthyosaur : public CAI_BaseNPC { public: DECLARE_CLASS( CNPC_Ichthyosaur, CAI_BaseNPC ); DECLARE_DATADESC(); CNPC_Ichthyosaur( void ) {} int SelectSchedule( void ); int MeleeAttack1Conditions( float flDot, float flDist ); int OnTakeDamage_Alive( const CTakeDamageInfo &info ); int TranslateSchedule( int type ); void Precache( void ); void Spawn( void ); void MoveFlyExecute( CBaseEntity *pTargetEnt, const Vector & vecDir, float flDistance, float flInterval ); void HandleAnimEvent( animevent_t *pEvent ); void PrescheduleThink( void ); bool OverrideMove( float flInterval ); void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask ); void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition ); float GetDefaultNavGoalTolerance(); float MaxYawSpeed( void ); Class_T Classify( void ) { return CLASS_ANTLION; } //FIXME: No classification for various wildlife? bool FVisible( CBaseEntity *pEntity, int traceMask = MASK_OPAQUE, CBaseEntity **ppBlocker = NULL ); private: bool SteerAvoidObstacles( Vector &Steer, const Vector &Velocity, const Vector &Forward, const Vector &Right, const Vector &Up ); bool Beached( void ); void DoMovement( float flInterval, const Vector &MoveTarget, int eMoveType ); void SteerArrive( Vector &Steer, const Vector &Target ); void SteerSeek( Vector &Steer, const Vector &Target ); void ClampSteer( Vector &SteerAbs, Vector &SteerRel, Vector &forward, Vector &right, Vector &up ); void AddSwimNoise( Vector *velocity ); void Bite( void ); void EnsnareVictim( CBaseEntity *pVictim ); void ReleaseVictim( void ); void DragVictim( float moveDist ); void SetPoses( Vector moveRel, float speed ); //void IchTouch( CBaseEntity *pOther ); float GetGroundSpeed( void ); #if FEELER_COLLISION Vector DoProbe( const Vector &Probe ); Vector m_LastSteer; #endif CBaseEntity *m_pVictim; static const Vector m_vecAccelerationMax; static const Vector m_vecAccelerationMin; Vector m_vecLastMoveTarget; float m_flNextBiteTime; float m_flHoldTime; float m_flSwimSpeed; float m_flTailYaw; float m_flTailPitch; float m_flNextPingTime; float m_flNextGrowlTime; bool m_bHasMoveTarget; bool m_bIgnoreSurface; //CSoundPatch *m_pSwimSound; //CSoundPatch *m_pVoiceSound; DEFINE_CUSTOM_AI; }; //Acceleration definitions const Vector CNPC_Ichthyosaur::m_vecAccelerationMax = Vector( 256, 1024, 512 ); const Vector CNPC_Ichthyosaur::m_vecAccelerationMin = Vector( -256, -1024, -512 ); //Data description BEGIN_DATADESC( CNPC_Ichthyosaur ) // Silence classcheck // DEFINE_FIELD( m_LastSteer, FIELD_VECTOR ), DEFINE_FIELD( m_pVictim, FIELD_CLASSPTR ), DEFINE_FIELD( m_vecLastMoveTarget, FIELD_VECTOR ), DEFINE_FIELD( m_flNextBiteTime, FIELD_FLOAT ), DEFINE_FIELD( m_flHoldTime, FIELD_FLOAT ), DEFINE_FIELD( m_flSwimSpeed, FIELD_FLOAT ), DEFINE_FIELD( m_flTailYaw, FIELD_FLOAT ), DEFINE_FIELD( m_flTailPitch, FIELD_FLOAT ), DEFINE_FIELD( m_flNextPingTime, FIELD_FLOAT ), DEFINE_FIELD( m_flNextGrowlTime, FIELD_FLOAT ), DEFINE_FIELD( m_bHasMoveTarget, FIELD_BOOLEAN ), DEFINE_FIELD( m_bIgnoreSurface, FIELD_BOOLEAN ), //DEFINE_FUNCTION( IchTouch ), END_DATADESC() //Schedules enum IchSchedules { SCHED_ICH_CHASE_ENEMY = LAST_SHARED_SCHEDULE, SCHED_ICH_PATROL_RUN, SCHED_ICH_PATROL_WALK, SCHED_ICH_DROWN_VICTIM, SCHED_ICH_MELEE_ATTACK1, SCHED_ICH_THRASH, }; //Tasks enum IchTasks { TASK_ICH_GET_PATH_TO_RANDOM_NODE = LAST_SHARED_TASK, TASK_ICH_GET_PATH_TO_DROWN_NODE, TASK_ICH_THRASH_PATH, }; //Activities int ACT_ICH_THRASH; int ACT_ICH_BITE_HIT; int ACT_ICH_BITE_MISS; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::InitCustomSchedules( void ) { INIT_CUSTOM_AI( CNPC_Ichthyosaur ); //Interaction REGISTER_INTERACTION( g_interactionAntlionAttacked ); //Schedules ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_CHASE_ENEMY ); ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_PATROL_RUN ); ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_PATROL_WALK ); ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_DROWN_VICTIM ); ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_MELEE_ATTACK1 ); ADD_CUSTOM_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_THRASH ); //Tasks ADD_CUSTOM_TASK( CNPC_Ichthyosaur, TASK_ICH_GET_PATH_TO_RANDOM_NODE ); ADD_CUSTOM_TASK( CNPC_Ichthyosaur, TASK_ICH_GET_PATH_TO_DROWN_NODE ); ADD_CUSTOM_TASK( CNPC_Ichthyosaur, TASK_ICH_THRASH_PATH ); //Conditions ADD_CUSTOM_CONDITION( CNPC_CombineGuard, COND_ANTLIONGRUB_HEARD_SQUEAL ); //Activities ADD_CUSTOM_ACTIVITY( CNPC_Ichthyosaur, ACT_ICH_THRASH ); ADD_CUSTOM_ACTIVITY( CNPC_Ichthyosaur, ACT_ICH_BITE_HIT ); ADD_CUSTOM_ACTIVITY( CNPC_Ichthyosaur, ACT_ICH_BITE_MISS ); AI_LOAD_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_CHASE_ENEMY ); AI_LOAD_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_PATROL_RUN ); AI_LOAD_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_PATROL_WALK ); AI_LOAD_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_DROWN_VICTIM ); AI_LOAD_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_MELEE_ATTACK1 ); AI_LOAD_SCHEDULE( CNPC_Ichthyosaur, SCHED_ICH_THRASH ); } LINK_ENTITY_TO_CLASS( npc_ichthyosaur, CNPC_Ichthyosaur ); IMPLEMENT_CUSTOM_AI( npc_ichthyosaur, CNPC_Ichthyosaur ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::Precache( void ) { PrecacheModel( ICHTHYOSAUR_MODEL ); PrecacheScriptSound( "NPC_Ichthyosaur.Bite" ); PrecacheScriptSound( "NPC_Ichthyosaur.BiteMiss" ); PrecacheScriptSound( "NPC_Ichthyosaur.AttackGrowl" ); BaseClass::Precache(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::Spawn( void ) { Precache(); SetModel( ICHTHYOSAUR_MODEL ); SetHullType(HULL_LARGE_CENTERED); SetHullSizeNormal(); SetDefaultEyeOffset(); SetNavType( NAV_FLY ); m_NPCState = NPC_STATE_NONE; SetBloodColor( BLOOD_COLOR_RED ); m_iHealth = sk_ichthyosaur_health.GetFloat(); m_iMaxHealth = m_iHealth; m_flFieldOfView = -0.707; // 270 degrees SetDistLook( 1024 ); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); AddFlag( FL_FLY | FL_STEPMOVEMENT ); m_flGroundSpeed = ICH_SWIM_SPEED_RUN; m_bIgnoreSurface = false; m_flSwimSpeed = 0.0f; m_flTailYaw = 0.0f; m_flTailPitch = 0.0f; m_flNextBiteTime = gpGlobals->curtime; m_flHoldTime = gpGlobals->curtime; m_flNextPingTime = gpGlobals->curtime; m_flNextGrowlTime = gpGlobals->curtime; #if FEELER_COLLISION Vector forward; GetVectors( &forward, NULL, NULL ); m_vecCurrentVelocity = forward * m_flGroundSpeed; #endif //SetTouch( IchTouch ); CapabilitiesClear(); CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_INNATE_MELEE_ATTACK1 ); NPCInit(); //m_pSwimSound = ENVELOPE_CONTROLLER.SoundCreate( edict(), CHAN_BODY, "xxxCONVERTTOGAMESOUNDS!!!npc/ichthyosaur/ich_amb1wav", ATTN_NORM ); //m_pVoiceSound = ENVELOPE_CONTROLLER.SoundCreate( edict(), CHAN_VOICE, "xxxCONVERTTOGAMESOUNDS!!!npc/ichthyosaur/water_breathwav", ATTN_IDLE ); //ENVELOPE_CONTROLLER.Play( m_pSwimSound, 1.0f, 100 ); //ENVELOPE_CONTROLLER.Play( m_pVoiceSound,1.0f, 100 ); BaseClass::Spawn(); } //----------------------------------------------------------------------------- // Purpose: // Input : *pOther - //----------------------------------------------------------------------------- /* void CNPC_Ichthyosaur::IchTouch( CBaseEntity *pOther ) { } */ //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CNPC_Ichthyosaur::SelectSchedule( void ) { if ( m_NPCState == NPC_STATE_COMBAT ) { if ( m_flHoldTime > gpGlobals->curtime ) return SCHED_ICH_DROWN_VICTIM; if ( m_flNextBiteTime > gpGlobals->curtime ) return SCHED_PATROL_RUN; if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) return SCHED_MELEE_ATTACK1; return SCHED_CHASE_ENEMY; } return BaseClass::SelectSchedule(); } //----------------------------------------------------------------------------- // Purpose: Handles movement towards the last move target. // Input : flInterval - //----------------------------------------------------------------------------- bool CNPC_Ichthyosaur::OverrideMove( float flInterval ) { m_flGroundSpeed = GetGroundSpeed(); if ( m_bHasMoveTarget ) { DoMovement( flInterval, m_vecLastMoveTarget, ICH_MOVETYPE_ARRIVE ); } else { DoMovement( flInterval, GetLocalOrigin(), ICH_MOVETYPE_ARRIVE ); } return true; } //----------------------------------------------------------------------------- // Purpose: // Input : &probe - // Output : Vector //----------------------------------------------------------------------------- #if FEELER_COLLISION Vector CNPC_Ichthyosaur::DoProbe( const Vector &probe ) { trace_t tr; float fraction = 1.0f; bool collided = false; Vector normal = Vector( 0, 0, -1 ); float waterLevel = UTIL_WaterLevel( GetAbsOrigin(), GetAbsOrigin().z, GetAbsOrigin().z+150 ); waterLevel -= GetAbsOrigin().z; waterLevel /= 150; if ( waterLevel < 1.0f ) { collided = true; fraction = waterLevel; } AI_TraceHull( GetAbsOrigin(), probe, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr ); if ( ( collided == false ) || ( tr.fraction < fraction ) ) { fraction = tr.fraction; normal = tr.plane.normal; } if ( ( fraction < 1.0f ) && ( GetEnemy() == NULL || tr.u.ent != GetEnemy()->pev ) ) { #if FEELER_COLLISION_VISUALIZE NDebugOverlay::Line( GetLocalOrigin(), probe, 255, 0, 0, false, 0.1f ); #endif Vector probeDir = probe - GetLocalOrigin(); Vector normalToProbeAndWallNormal = probeDir.Cross( normal ); Vector steeringVector = normalToProbeAndWallNormal.Cross( probeDir ); Vector velDir = GetAbsVelocity(); VectorNormalize( velDir ); float steeringForce = m_flGroundSpeed * ( 1.0f - fraction ) * normal.Dot( velDir ); if ( steeringForce < 0.0f ) { steeringForce = -steeringForce; } velDir = steeringVector; VectorNormalize( velDir ); steeringVector = steeringForce * velDir; return steeringVector; } #if FEELER_COLLISION_VISUALIZE NDebugOverlay::Line( GetLocalOrigin(), probe, 0, 255, 0, false, 0.1f ); #endif return Vector( 0.0f, 0.0f, 0.0f ); } #endif //----------------------------------------------------------------------------- // Purpose: Move the victim of a drag along with us // Input : moveDist - our amount of travel //----------------------------------------------------------------------------- #define DRAG_OFFSET 50.0f void CNPC_Ichthyosaur::DragVictim( float moveDist ) { Vector mins, maxs; float width; mins = WorldAlignMins(); maxs = WorldAlignMaxs(); width = ( maxs.y - mins.y ) * 0.5f; Vector forward, up; GetVectors( &forward, NULL, &up ); Vector newPos = GetAbsOrigin() + ( (forward+(up*0.25f)) * ( moveDist + width + DRAG_OFFSET ) ); trace_t tr; AI_TraceEntity( this, m_pVictim->GetAbsOrigin(), newPos, MASK_NPCSOLID, &tr ); if ( ( tr.fraction == 1.0f ) && ( tr.m_pEnt != this ) ) { UTIL_SetOrigin( m_pVictim, tr.endpos ); } else { ReleaseVictim(); } } //----------------------------------------------------------------------------- // Purpose: Determines the pose parameters for the bending of the body and tail speed // Input : moveRel - the dot products for the deviation off of each direction (f,r,u) // speed - speed of the fish //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::SetPoses( Vector moveRel, float speed ) { float movePerc, moveBase; //Find out how fast we're moving in our animations boundaries if ( GetIdealActivity() == ACT_WALK ) { moveBase = 0.5f; movePerc = moveBase * ( speed / ICH_SWIM_SPEED_WALK ); } else { moveBase = 1.0f; movePerc = moveBase * ( speed / ICH_SWIM_SPEED_RUN ); } Vector tailPosition; float flSwimSpeed = movePerc; //Forward deviation if ( moveRel.x > 0 ) { flSwimSpeed *= moveBase + (( moveRel.x / m_vecAccelerationMax.x )*moveBase); } else if ( moveRel.x < 0 ) { flSwimSpeed *= moveBase - (( moveRel.x / m_vecAccelerationMin.x )*moveBase); } //Vertical deviation if ( moveRel.z > 0 ) { tailPosition[PITCH] = -90.0f * ( moveRel.z / m_vecAccelerationMax.z ); } else if ( moveRel.z < 0 ) { tailPosition[PITCH] = 90.0f * ( moveRel.z / m_vecAccelerationMin.z ); } else { tailPosition[PITCH] = 0.0f; } //Lateral deviation if ( moveRel.y > 0 ) { tailPosition[ROLL] = 25 * moveRel.y / m_vecAccelerationMax.y; tailPosition[YAW] = -1.0f * moveRel.y / m_vecAccelerationMax.y; } else if ( moveRel.y < 0 ) { tailPosition[ROLL] = -25 * moveRel.y / m_vecAccelerationMin.y; tailPosition[YAW] = moveRel.y / m_vecAccelerationMin.y; } else { tailPosition[ROLL] = 0.0f; tailPosition[YAW] = 0.0f; } //Clamp flSwimSpeed = clamp( flSwimSpeed, 0.25f, 1.0f ); tailPosition[YAW] = clamp( tailPosition[YAW], -90.0f, 90.0f ); tailPosition[PITCH] = clamp( tailPosition[PITCH], -90.0f, 90.0f ); //Blend m_flTailYaw = ( m_flTailYaw * 0.8f ) + ( tailPosition[YAW] * 0.2f ); m_flTailPitch = ( m_flTailPitch * 0.8f ) + ( tailPosition[PITCH] * 0.2f ); m_flSwimSpeed = ( m_flSwimSpeed * 0.8f ) + ( flSwimSpeed * 0.2f ); //Pose the body SetPoseParameter( 0, m_flSwimSpeed ); SetPoseParameter( 1, m_flTailYaw ); SetPoseParameter( 2, m_flTailPitch ); //FIXME: Until the sequence info is reset properly after SetPoseParameter if ( ( GetActivity() == ACT_RUN ) || ( GetActivity() == ACT_WALK ) ) { ResetSequenceInfo(); } //Face our current velocity GetMotor()->SetIdealYawAndUpdate( UTIL_AngleMod( CalcIdealYaw( GetAbsOrigin() + GetAbsVelocity() ) ), AI_KEEP_YAW_SPEED ); float pitch = 0.0f; if ( speed != 0.0f ) { pitch = -RAD2DEG( asin( GetAbsVelocity().z / speed ) ); } //FIXME: Framerate dependant QAngle angles = GetLocalAngles(); angles.x = (angles.x * 0.8f) + (pitch * 0.2f); angles.z = (angles.z * 0.9f) + (tailPosition[ROLL] * 0.1f); SetLocalAngles( angles ); } #define LATERAL_NOISE_MAX 2.0f #define LATERAL_NOISE_FREQ 1.0f #define VERTICAL_NOISE_MAX 2.0f #define VERTICAL_NOISE_FREQ 1.0f //----------------------------------------------------------------------------- // Purpose: // Input : velocity - //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::AddSwimNoise( Vector *velocity ) { Vector right, up; GetVectors( NULL, &right, &up ); float lNoise, vNoise; lNoise = LATERAL_NOISE_MAX * sin( gpGlobals->curtime * LATERAL_NOISE_FREQ ); vNoise = VERTICAL_NOISE_MAX * sin( gpGlobals->curtime * VERTICAL_NOISE_FREQ ); (*velocity) += ( right * lNoise ) + ( up * vNoise ); } //----------------------------------------------------------------------------- // Purpose: // Input : flInterval - // &m_LastMoveTarget - // eMoveType - //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::DoMovement( float flInterval, const Vector &MoveTarget, int eMoveType ) { // dvs: something is setting this bit, causing us to stop moving and get stuck that way Forget( bits_MEMORY_TURNING ); Vector Steer, SteerAvoid, SteerRel; Vector forward, right, up; //Get our orientation vectors. GetVectors( &forward, &right, &up); if ( ( GetActivity() == ACT_MELEE_ATTACK1 ) && ( GetEnemy() != NULL ) ) { SteerSeek( Steer, GetEnemy()->GetAbsOrigin() ); } else { //If we are approaching our goal, use an arrival steering mechanism. if ( eMoveType == ICH_MOVETYPE_ARRIVE ) { SteerArrive( Steer, MoveTarget ); } else { //Otherwise use a seek steering mechanism. SteerSeek( Steer, MoveTarget ); } } #if FEELER_COLLISION Vector f, u, l, r, d; float probeLength = GetAbsVelocity().Length(); if ( probeLength < 150 ) probeLength = 150; if ( probeLength > 500 ) probeLength = 500; f = DoProbe( GetLocalOrigin() + (probeLength * forward) ); r = DoProbe( GetLocalOrigin() + (probeLength/3 * (forward+right)) ); l = DoProbe( GetLocalOrigin() + (probeLength/3 * (forward-right)) ); u = DoProbe( GetLocalOrigin() + (probeLength/3 * (forward+up)) ); d = DoProbe( GetLocalOrigin() + (probeLength/3 * (forward-up)) ); SteerAvoid = f+r+l+u+d; //NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin()+SteerAvoid, 255, 255, 0, false, 0.1f ); if ( SteerAvoid.LengthSqr() ) { Steer = (SteerAvoid*0.5f); } m_vecVelocity = m_vecVelocity + (Steer*0.5f); VectorNormalize( m_vecVelocity ); SteerRel.x = forward.Dot( m_vecVelocity ); SteerRel.y = right.Dot( m_vecVelocity ); SteerRel.z = up.Dot( m_vecVelocity ); m_vecVelocity *= m_flGroundSpeed; #else //See if we need to avoid any obstacles. if ( SteerAvoidObstacles( SteerAvoid, GetAbsVelocity(), forward, right, up ) ) { //Take the avoidance vector Steer = SteerAvoid; } //Clamp our ideal steering vector to within our physical limitations. ClampSteer( Steer, SteerRel, forward, right, up ); ApplyAbsVelocityImpulse( Steer * flInterval ); #endif Vector vecNewVelocity = GetAbsVelocity(); float flLength = vecNewVelocity.Length(); //Clamp our final speed if ( flLength > m_flGroundSpeed ) { vecNewVelocity *= ( m_flGroundSpeed / flLength ); flLength = m_flGroundSpeed; } Vector workVelocity = vecNewVelocity; AddSwimNoise( &workVelocity ); // Pose the fish properly SetPoses( SteerRel, flLength ); //Drag our victim before moving if ( m_pVictim != NULL ) { DragVictim( (workVelocity*flInterval).Length() ); } //Move along the current velocity vector if ( WalkMove( workVelocity * flInterval, MASK_NPCSOLID ) == false ) { //Attempt a half-step if ( WalkMove( (workVelocity*0.5f) * flInterval, MASK_NPCSOLID) == false ) { //Restart the velocity //VectorNormalize( m_vecVelocity ); vecNewVelocity *= 0.5f; } else { //Cut our velocity in half vecNewVelocity *= 0.5f; } } SetAbsVelocity( vecNewVelocity ); } //----------------------------------------------------------------------------- // Purpose: Gets a steering vector to arrive at a target location with a // relatively small velocity. // Input : Steer - Receives the ideal steering vector. // Target - Target position at which to arrive. //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::SteerArrive(Vector &Steer, const Vector &Target) { Vector Offset = Target - GetLocalOrigin(); float fTargetDistance = Offset.Length(); float fIdealSpeed = m_flGroundSpeed * (fTargetDistance / ICH_WAYPOINT_DISTANCE); float fClippedSpeed = min( fIdealSpeed, m_flGroundSpeed ); Vector DesiredVelocity( 0, 0, 0 ); if ( fTargetDistance > ICH_WAYPOINT_DISTANCE ) { DesiredVelocity = (fClippedSpeed / fTargetDistance) * Offset; } Steer = DesiredVelocity - GetAbsVelocity(); } //----------------------------------------------------------------------------- // Purpose: Gets a steering vector to move towards a target position as quickly // as possible. // Input : Steer - Receives the ideal steering vector. // Target - Target position to seek. //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::SteerSeek( Vector &Steer, const Vector &Target ) { Vector offset = Target - GetLocalOrigin(); VectorNormalize( offset ); Vector DesiredVelocity = m_flGroundSpeed * offset; Steer = DesiredVelocity - GetAbsVelocity(); } //----------------------------------------------------------------------------- // Purpose: // Input : &Steer - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CNPC_Ichthyosaur::SteerAvoidObstacles(Vector &Steer, const Vector &Velocity, const Vector &Forward, const Vector &Right, const Vector &Up) { trace_t tr; bool collided = false; Vector dir = Velocity; float speed = VectorNormalize( dir ); //Look ahead one second and avoid whatever is in our way. AI_TraceHull( GetAbsOrigin(), GetAbsOrigin() + (dir*speed), GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr ); Vector forward; GetVectors( &forward, NULL, NULL ); //If we're hitting our enemy, just continue on if ( ( GetEnemy() != NULL ) && ( tr.m_pEnt == GetEnemy() ) ) return false; if ( tr.fraction < 1.0f ) { CBaseEntity *pBlocker = tr.m_pEnt; if ( ( pBlocker != NULL ) && ( pBlocker->MyNPCPointer() != NULL ) ) { DevMsg( 2, "Avoiding an NPC\n" ); Vector HitOffset = tr.endpos - GetAbsOrigin(); Vector SteerUp = CrossProduct( HitOffset, Velocity ); Steer = CrossProduct( SteerUp, Velocity ); VectorNormalize( Steer ); /*Vector probeDir = tr.endpos - GetAbsOrigin(); Vector normalToProbeAndWallNormal = probeDir.Cross( tr.plane.normal ); Steer = normalToProbeAndWallNormal.Cross( probeDir ); VectorNormalize( Steer );*/ if ( tr.fraction > 0 ) { Steer = (Steer * Velocity.Length()) / tr.fraction; //NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin()+Steer, 255, 0, 0, false, 0.1f ); } else { Steer = (Steer * 1000 * Velocity.Length()); //NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin()+Steer, 255, 0, 0, false, 0.1f ); } } else { if ( ( pBlocker != NULL ) && ( pBlocker == GetEnemy() ) ) { DevMsg( "Avoided collision\n" ); return false; } DevMsg( 2, "Avoiding the world\n" ); Vector steeringVector = tr.plane.normal; if ( tr.fraction == 0.0f ) return false; Steer = steeringVector * ( Velocity.Length() / tr.fraction ); //NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin()+Steer, 255, 0, 0, false, 0.1f ); } //return true; collided = true; } //Try to remain 8 feet above the ground. AI_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector(0, 0, -ICH_HEIGHT_PREFERENCE), MASK_NPCSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction < 1.0f ) { Steer += Vector( 0, 0, m_vecAccelerationMax.z / tr.fraction ); collided = true; } //Stay under the surface if ( m_bIgnoreSurface == false ) { float waterLevel = ( UTIL_WaterLevel( GetAbsOrigin(), GetAbsOrigin().z, GetAbsOrigin().z+ICH_DEPTH_PREFERENCE ) - GetAbsOrigin().z ) / ICH_DEPTH_PREFERENCE; if ( waterLevel < 1.0f ) { Steer += -Vector( 0, 0, m_vecAccelerationMax.z / waterLevel ); collided = true; } } return collided; } //----------------------------------------------------------------------------- // Purpose: Clamps the desired steering vector based on the limitations of this // vehicle. // Input : SteerAbs - The vector indicating our ideal steering vector. Receives // the clamped steering vector in absolute (x,y,z) coordinates. // SteerRel - Receives the clamped steering vector in relative (forward, right, up) // coordinates. // forward - Our current forward vector. // right - Our current right vector. // up - Our current up vector. //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::ClampSteer(Vector &SteerAbs, Vector &SteerRel, Vector &forward, Vector &right, Vector &up) { float fForwardSteer = DotProduct(SteerAbs, forward); float fRightSteer = DotProduct(SteerAbs, right); float fUpSteer = DotProduct(SteerAbs, up); if (fForwardSteer > 0) { fForwardSteer = min(fForwardSteer, m_vecAccelerationMax.x); } else { fForwardSteer = max(fForwardSteer, m_vecAccelerationMin.x); } if (fRightSteer > 0) { fRightSteer = min(fRightSteer, m_vecAccelerationMax.y); } else { fRightSteer = max(fRightSteer, m_vecAccelerationMin.y); } if (fUpSteer > 0) { fUpSteer = min(fUpSteer, m_vecAccelerationMax.z); } else { fUpSteer = max(fUpSteer, m_vecAccelerationMin.z); } SteerAbs = (fForwardSteer*forward) + (fRightSteer*right) + (fUpSteer*up); SteerRel.x = fForwardSteer; SteerRel.y = fRightSteer; SteerRel.z = fUpSteer; } //----------------------------------------------------------------------------- // Purpose: // Input : *pTargetEnt - // vecDir - // flDistance - // flInterval - //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::MoveFlyExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flDistance, float flInterval ) { IchthyosaurMoveType_t eMoveType = ( GetNavigator()->CurWaypointIsGoal() ) ? ICH_MOVETYPE_ARRIVE : ICH_MOVETYPE_SEEK; m_flGroundSpeed = GetGroundSpeed(); Vector moveGoal = GetNavigator()->GetCurWaypointPos(); //See if we can move directly to our goal if ( ( GetEnemy() != NULL ) && ( GetNavigator()->GetGoalTarget() == (CBaseEntity *) GetEnemy() ) ) { trace_t tr; Vector goalPos = GetEnemy()->GetAbsOrigin() + ( GetEnemy()->GetSmoothedVelocity() * 0.5f ); AI_TraceHull( GetAbsOrigin(), goalPos, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, GetEnemy(), COLLISION_GROUP_NONE, &tr ); if ( tr.fraction == 1.0f ) { moveGoal = tr.endpos; } } //Move DoMovement( flInterval, moveGoal, eMoveType ); //Save the info from that run m_vecLastMoveTarget = moveGoal; m_bHasMoveTarget = true; } //----------------------------------------------------------------------------- // Purpose: // Input : *pEntity - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CNPC_Ichthyosaur::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker ) { // don't look through water if ( GetWaterLevel() != pEntity->GetWaterLevel() ) return false; return BaseClass::FVisible( pEntity, traceMask, ppBlocker ); } //----------------------------------------------------------------------------- // Purpose: Get our conditions for a melee attack // Input : flDot - // flDist - // Output : int //----------------------------------------------------------------------------- int CNPC_Ichthyosaur::MeleeAttack1Conditions( float flDot, float flDist ) { Vector predictedDir = ( (GetEnemy()->GetAbsOrigin()+(GetEnemy()->GetSmoothedVelocity())) - GetAbsOrigin() ); float flPredictedDist = VectorNormalize( predictedDir ); Vector vBodyDir; GetVectors( &vBodyDir, NULL, NULL ); float flPredictedDot = DotProduct( predictedDir, vBodyDir ); if ( flPredictedDot < 0.8f ) return COND_NOT_FACING_ATTACK; if ( ( flPredictedDist > ( GetAbsVelocity().Length() * 0.5f) ) && ( flDist > 128.0f ) ) return COND_TOO_FAR_TO_ATTACK; return COND_CAN_MELEE_ATTACK1; } //----------------------------------------------------------------------------- // Purpose: // Input : *pEvent - //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::HandleAnimEvent( animevent_t *pEvent ) { switch ( pEvent->event ) { case ICH_AE_BITE: Bite(); break; case ICH_AE_BITE_START: { EmitSound( "NPC_Ichthyosaur.AttackGrowl" ); } break; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::Bite( void ) { //Don't allow another bite too soon if ( m_flNextBiteTime > gpGlobals->curtime ) return; CBaseEntity *pHurt; //FIXME: E3 HACK - Always damage bullseyes if we're scripted to hit them if ( ( GetEnemy() != NULL ) && ( GetEnemy()->Classify() == CLASS_BULLSEYE ) ) { pHurt = GetEnemy(); } else { pHurt = CheckTraceHullAttack( 108, Vector(-32,-32,-32), Vector(32,32,32), 0, DMG_CLUB ); } //Hit something if ( pHurt != NULL ) { CTakeDamageInfo info( this, this, sk_ichthyosaur_melee_dmg.GetInt(), DMG_CLUB ); if ( pHurt->IsPlayer() ) { CBasePlayer *pPlayer = ToBasePlayer( pHurt ); if ( pPlayer ) { if ( ( ( m_flHoldTime < gpGlobals->curtime ) && ( pPlayer->m_iHealth < (pPlayer->m_iMaxHealth*0.5f)) ) || ( pPlayer->GetWaterLevel() < 1 ) ) { //EnsnareVictim( pHurt ); } else { info.SetDamage( sk_ichthyosaur_melee_dmg.GetInt() * 3 ); } CalculateMeleeDamageForce( &info, GetAbsVelocity(), pHurt->GetAbsOrigin() ); pHurt->TakeDamage( info ); color32 red = {64, 0, 0, 255}; UTIL_ScreenFade( pPlayer, red, 0.5, 0, FFADE_IN ); //Disorient the player QAngle angles = pPlayer->GetLocalAngles(); angles.x += random->RandomInt( 60, 25 ); angles.y += random->RandomInt( 60, 25 ); angles.z = 0.0f; pPlayer->SetLocalAngles( angles ); pPlayer->SnapEyeAngles( angles ); } } else { CalculateMeleeDamageForce( &info, GetAbsVelocity(), pHurt->GetAbsOrigin() ); pHurt->TakeDamage( info ); } m_flNextBiteTime = gpGlobals->curtime + random->RandomFloat( 2.0f, 4.0f ); //Bubbles! UTIL_Bubbles( pHurt->GetAbsOrigin()+Vector(-32.0f,-32.0f,-32.0f), pHurt->GetAbsOrigin()+Vector(32.0f,32.0f,0.0f), random->RandomInt( 16, 32 ) ); // Play a random attack hit sound EmitSound( "NPC_Ichthyosaur.Bite" ); if ( GetActivity() == ACT_MELEE_ATTACK1 ) { SetActivity( (Activity) ACT_ICH_BITE_HIT ); } return; } //Play the miss animation and sound if ( GetActivity() == ACT_MELEE_ATTACK1 ) { SetActivity( (Activity) ACT_ICH_BITE_MISS ); } //Miss sound EmitSound( "NPC_Ichthyosaur.BiteMiss" ); } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CNPC_Ichthyosaur::Beached( void ) { trace_t tr; Vector testPos; testPos = GetAbsOrigin() - Vector( 0, 0, ICH_DEPTH_PREFERENCE ); AI_TraceHull( GetAbsOrigin(), testPos, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr ); return ( tr.fraction < 1.0f ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::PrescheduleThink( void ) { BaseClass::PrescheduleThink(); //Ambient sounds /* if ( random->RandomInt( 0, 20 ) == 10 ) { if ( random->RandomInt( 0, 1 ) ) { ENVELOPE_CONTROLLER.SoundChangeVolume( m_pSwimSound, random->RandomFloat( 0.0f, 0.5f ), 1.0f ); } else { ENVELOPE_CONTROLLER.SoundChangeVolume( m_pVoiceSound, random->RandomFloat( 0.0f, 0.5f ), 1.0f ); } } */ //Pings if ( m_flNextPingTime < gpGlobals->curtime ) { m_flNextPingTime = gpGlobals->curtime + random->RandomFloat( 3.0f, 8.0f ); } //Growls if ( ( m_NPCState == NPC_STATE_COMBAT || m_NPCState == NPC_STATE_ALERT ) && ( m_flNextGrowlTime < gpGlobals->curtime ) ) { m_flNextGrowlTime = gpGlobals->curtime + random->RandomFloat( 2.0f, 6.0f ); } //Randomly emit bubbles if ( random->RandomInt( 0, 10 ) == 0 ) { UTIL_Bubbles( GetAbsOrigin()+(GetHullMins()*0.5f), GetAbsOrigin()+(GetHullMaxs()*0.5f), 1 ); } //Check our water level if ( GetWaterLevel() != 3 ) { if ( GetWaterLevel() < 2 ) { DevMsg( 2, "Came out of water\n" ); if ( Beached() ) { SetSchedule( SCHED_ICH_THRASH ); Vector vecNewVelocity = GetAbsVelocity(); vecNewVelocity[2] = 8.0f; SetAbsVelocity( vecNewVelocity ); } } else { //TODO: Wake effects } } //If we have a victim, update them if ( m_pVictim != NULL ) { //See if it's time to release the victim if ( m_flHoldTime < gpGlobals->curtime ) { ReleaseVictim(); return; } Bite(); } } //----------------------------------------------------------------------------- // Purpose: // Input : *pevInflictor - // *pAttacker - // flDamage - // bitsDamageType - //----------------------------------------------------------------------------- int CNPC_Ichthyosaur::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { //Release the player if he's struck us while being held if ( m_flHoldTime > gpGlobals->curtime ) { ReleaseVictim(); //Don't give them as much time to flee m_flNextBiteTime = gpGlobals->curtime + 2.0f; SetSchedule( SCHED_ICH_THRASH ); } return BaseClass::OnTakeDamage_Alive( info ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::EnsnareVictim( CBaseEntity *pVictim ) { CBaseCombatCharacter* pBCC = (CBaseCombatCharacter *) pVictim; if ( pBCC && pBCC->DispatchInteraction( g_interactionBarnacleVictimGrab, NULL, this ) ) { if ( pVictim->IsPlayer() ) { CBasePlayer *pPlayer = dynamic_cast< CBasePlayer * >((CBaseEntity *) pVictim); if ( pPlayer ) { m_flHoldTime = max( gpGlobals->curtime+3.0f, pPlayer->PlayerDrownTime() - 2.0f ); } } else { m_flHoldTime = gpGlobals->curtime + 4.0f; } m_pVictim = pVictim; m_pVictim->AddSolidFlags( FSOLID_NOT_SOLID ); SetSchedule( SCHED_ICH_DROWN_VICTIM ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::ReleaseVictim( void ) { CBaseCombatCharacter *pBCC = (CBaseCombatCharacter *) m_pVictim; pBCC->DispatchInteraction( g_interactionBarnacleVictimReleased, NULL, this ); m_pVictim->RemoveSolidFlags( FSOLID_NOT_SOLID ); m_pVictim = NULL; m_flNextBiteTime = gpGlobals->curtime + 8.0f; m_flHoldTime = gpGlobals->curtime - 0.1f; } //----------------------------------------------------------------------------- // Purpose: // Output : speed to move at //----------------------------------------------------------------------------- float CNPC_Ichthyosaur::GetGroundSpeed( void ) { if ( m_flHoldTime > gpGlobals->curtime ) return ICH_SWIM_SPEED_WALK/2.0f; if ( GetIdealActivity() == ACT_WALK ) return ICH_SWIM_SPEED_WALK; if ( GetIdealActivity() == ACT_ICH_THRASH ) return ICH_SWIM_SPEED_WALK; return ICH_SWIM_SPEED_RUN; } //----------------------------------------------------------------------------- // Purpose: // Input : type - // Output : int //----------------------------------------------------------------------------- int CNPC_Ichthyosaur::TranslateSchedule( int type ) { if ( type == SCHED_CHASE_ENEMY ) return SCHED_ICH_CHASE_ENEMY; //if ( type == SCHED_IDLE_STAND ) return SCHED_PATROL_WALK; if ( type == SCHED_PATROL_RUN ) return SCHED_ICH_PATROL_RUN; if ( type == SCHED_PATROL_WALK ) return SCHED_ICH_PATROL_WALK; if ( type == SCHED_MELEE_ATTACK1 ) return SCHED_ICH_MELEE_ATTACK1; return BaseClass::TranslateSchedule( type ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pTask - //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::StartTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_ICH_THRASH_PATH: GetNavigator()->SetMovementActivity( (Activity) ACT_ICH_THRASH ); TaskComplete(); break; case TASK_ICH_GET_PATH_TO_RANDOM_NODE: { if ( GetEnemy() == NULL || !GetNavigator()->SetRandomGoal( GetEnemy()->GetLocalOrigin(), pTask->flTaskData ) ) { if (!GetNavigator()->SetRandomGoal( pTask->flTaskData ) ) { TaskFail(FAIL_NO_REACHABLE_NODE); return; } } TaskComplete(); } break; case TASK_ICH_GET_PATH_TO_DROWN_NODE: { Vector drownPos = GetLocalOrigin() - Vector( 0, 0, pTask->flTaskData ); if ( GetNavigator()->SetGoal( drownPos, AIN_CLEAR_TARGET ) == false ) { TaskFail( FAIL_NO_ROUTE ); return; } TaskComplete(); } break; case TASK_MELEE_ATTACK1: m_flPlaybackRate = 1.0f; BaseClass::StartTask(pTask); break; default: BaseClass::StartTask(pTask); break; } } //----------------------------------------------------------------------------- // Purpose: // Input : *pTask - //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::RunTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_ICH_GET_PATH_TO_RANDOM_NODE: return; break; case TASK_ICH_GET_PATH_TO_DROWN_NODE: return; break; default: BaseClass::RunTask(pTask); break; } } //----------------------------------------------------------------------------- // Purpose: // Output : desired yaw speed //----------------------------------------------------------------------------- float CNPC_Ichthyosaur::MaxYawSpeed( void ) { if ( GetIdealActivity() == ACT_MELEE_ATTACK1 ) return 16.0f; if ( GetIdealActivity() == ACT_ICH_THRASH ) return 16.0f; //Ramp up the yaw speed as we increase our speed return ICH_MIN_TURN_SPEED + ( (ICH_MAX_TURN_SPEED-ICH_MIN_TURN_SPEED) * ( fabs(GetAbsVelocity().Length()) / ICH_SWIM_SPEED_RUN ) ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pEnemy - // &chasePosition - // &tolerance - //----------------------------------------------------------------------------- void CNPC_Ichthyosaur::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition ) { Vector offset = pEnemy->EyePosition() - pEnemy->GetAbsOrigin(); chasePosition += offset; } float CNPC_Ichthyosaur::GetDefaultNavGoalTolerance() { return GetHullWidth()*2.0f; } //----------------------------------------------------------------------------- // // Schedules // //----------------------------------------------------------------------------- //================================================== // SCHED_ICH_CHASE_ENEMY //================================================== AI_DEFINE_SCHEDULE ( SCHED_ICH_CHASE_ENEMY, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ICH_PATROL_WALK" " TASK_SET_TOLERANCE_DISTANCE 64" " TASK_SET_GOAL GOAL:ENEMY" " TASK_GET_PATH_TO_GOAL PATH:TRAVEL" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" "" " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_ENEMY_UNREACHABLE" " COND_CAN_MELEE_ATTACK1" " COND_TOO_CLOSE_TO_ATTACK" " COND_LOST_ENEMY" " COND_TASK_FAILED" ); //================================================== // SCHED_ICH_PATROL_RUN //================================================== AI_DEFINE_SCHEDULE ( SCHED_ICH_PATROL_RUN, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE" " TASK_SET_TOLERANCE_DISTANCE 64" " TASK_SET_ROUTE_SEARCH_TIME 4" " TASK_ICH_GET_PATH_TO_RANDOM_NODE 200" " TASK_RUN_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" "" " Interrupts" " COND_CAN_MELEE_ATTACK1" " COND_GIVE_WAY" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" ); //================================================== // SCHED_ICH_PATROL_WALK //================================================== AI_DEFINE_SCHEDULE ( SCHED_ICH_PATROL_WALK, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE" " TASK_SET_TOLERANCE_DISTANCE 64" " TASK_SET_ROUTE_SEARCH_TIME 4" " TASK_ICH_GET_PATH_TO_RANDOM_NODE 200" " TASK_WALK_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" "" " Interrupts" " COND_CAN_MELEE_ATTACK1" " COND_GIVE_WAY" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" ); //================================================== // SCHED_ICH_DROWN_VICTIM //================================================== AI_DEFINE_SCHEDULE ( SCHED_ICH_DROWN_VICTIM, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE" " TASK_SET_TOLERANCE_DISTANCE 64" " TASK_SET_ROUTE_SEARCH_TIME 4" " TASK_ICH_GET_PATH_TO_DROWN_NODE 256" " TASK_WALK_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" "" " Interrupts" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" ); //========================================================= // SCHED_ICH_MELEE_ATTACK1 //========================================================= AI_DEFINE_SCHEDULE ( SCHED_ICH_MELEE_ATTACK1, " Tasks" " TASK_ANNOUNCE_ATTACK 1" " TASK_MELEE_ATTACK1 0" "" " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_ENEMY_OCCLUDED" ); //================================================== // SCHED_ICH_THRASH //================================================== AI_DEFINE_SCHEDULE ( SCHED_ICH_THRASH, " Tasks" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE" " TASK_SET_TOLERANCE_DISTANCE 64" " TASK_SET_ROUTE_SEARCH_TIME 4" " TASK_ICH_GET_PATH_TO_RANDOM_NODE 64" " TASK_ICH_THRASH_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" "" " Interrupts" );
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |