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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/portal/npc_portal_turret_ground.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/portal/npc_portal_turret_ground.cpp')
| -rw-r--r-- | game/server/portal/npc_portal_turret_ground.cpp | 255 |
1 files changed, 255 insertions, 0 deletions
diff --git a/game/server/portal/npc_portal_turret_ground.cpp b/game/server/portal/npc_portal_turret_ground.cpp new file mode 100644 index 0000000..4f6200b --- /dev/null +++ b/game/server/portal/npc_portal_turret_ground.cpp @@ -0,0 +1,255 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Combine gun turret that emerges from a trapdoor in the ground. +// +//=============================================================================// +#include "cbase.h" +#include "npc_turret_ground.h" +#include "ammodef.h" +#include "IEffects.h" +#include "te_effect_dispatch.h" + +extern ConVar ai_newgroundturret; +ConVar turret_ground_damage_multiplier( "turret_ground_damage_multiplier", "8.0", FCVAR_CHEAT ); + +class CNPC_Portal_GroundTurret : public CNPC_GroundTurret +{ + DECLARE_CLASS( CNPC_Portal_GroundTurret, CNPC_GroundTurret ); + DECLARE_DATADESC(); + +private: + + float m_fViewconeDegrees; + +public: + + virtual void Spawn( void ); + + virtual float GetAttackDamageScale( CBaseEntity *pVictim ); + + virtual void Shoot(); + virtual void Scan(); + + virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info ); + +}; + +BEGIN_DATADESC( CNPC_Portal_GroundTurret ) + DEFINE_KEYFIELD( m_fViewconeDegrees, FIELD_FLOAT, "ConeOfFire" ), + +END_DATADESC() + +LINK_ENTITY_TO_CLASS( npc_portal_turret_ground, CNPC_Portal_GroundTurret ); + + +void CNPC_Portal_GroundTurret::Spawn( void ) +{ + Precache(); + + UTIL_SetModel( this, "models/combine_turrets/ground_turret.mdl" ); + + SetNavType( NAV_FLY ); + SetSolid( SOLID_VPHYSICS ); + + SetBloodColor( DONT_BLEED ); + m_iHealth = 125; + m_flFieldOfView = cos( ((m_fViewconeDegrees / 2.0f) * M_PI / 180.0f) ); + m_NPCState = NPC_STATE_NONE; + + m_vecSpread.x = 0.5; + m_vecSpread.y = 0.5; + m_vecSpread.z = 0.5; + + CapabilitiesClear(); + + AddEFlags( EFL_NO_DISSOLVE ); + + NPCInit(); + + CapabilitiesAdd( bits_CAP_SIMPLE_RADIUS_DAMAGE ); + + m_iAmmoType = GetAmmoDef()->Index( "PISTOL" ); + + m_pSmoke = NULL; + + m_bHasExploded = false; + m_bEnabled = false; + + if( ai_newgroundturret.GetBool() ) + { + m_flSensingDist = 384; + SetDistLook( m_flSensingDist ); + } + else + { + m_flSensingDist = 2048; + } + + if( !GetParent() ) + { + DevMsg("ERROR! npc_ground_turret with no parent!\n"); + UTIL_Remove(this); + return; + } + + m_flTimeNextShoot = gpGlobals->curtime; + m_flTimeNextPing = gpGlobals->curtime; + + m_vecClosedPos = GetAbsOrigin(); + + StudioFrameAdvance(); + + Vector vecPos; + + GetAttachment( "eyes", vecPos ); + SetViewOffset( vecPos - GetAbsOrigin() ); + + GetAttachment( "light", vecPos ); + m_vecLightOffset = vecPos - GetAbsOrigin(); +} + +float CNPC_Portal_GroundTurret::GetAttackDamageScale( CBaseEntity *pVictim ) +{ + CBaseCombatCharacter *pBCC = pVictim->MyCombatCharacterPointer(); + + // Do extra damage to antlions & combine + if ( pBCC ) + { + if ( pBCC->Classify() == CLASS_PLAYER ) + return turret_ground_damage_multiplier.GetFloat(); + } + + return BaseClass::GetAttackDamageScale( pVictim ); +} + +void CNPC_Portal_GroundTurret::Shoot() +{ + FireBulletsInfo_t info; + + Vector vecSrc = EyePosition(); + Vector vecDir; + + GetVectors( &vecDir, NULL, NULL ); + + for( int i = 0 ; i < 1 ; i++ ) + { + info.m_vecSrc = vecSrc; + + if( i > 0 || !GetEnemy()->IsPlayer() ) + { + // Subsequent shots or shots at non-players random + GetVectors( &info.m_vecDirShooting, NULL, NULL ); + info.m_vecSpread = m_vecSpread; + } + else + { + // First shot is at the enemy. + info.m_vecDirShooting = GetActualShootTrajectory( vecSrc ); + info.m_vecSpread = VECTOR_CONE_PRECALCULATED; + } + + info.m_iTracerFreq = 1; + info.m_iShots = 1; + info.m_pAttacker = this; + info.m_flDistance = MAX_COORD_RANGE; + info.m_iAmmoType = m_iAmmoType; + + FireBullets( info ); + + trace_t tr; + CTraceFilterSkipTwoEntities traceFilter( this, info.m_pAdditionalIgnoreEnt, COLLISION_GROUP_NONE ); + Vector vecEnd = info.m_vecSrc + vecDir * info.m_flDistance; + AI_TraceLine( info.m_vecSrc, vecEnd, MASK_SHOT, &traceFilter, &tr ); + + if ( tr.m_pEnt && !tr.m_pEnt->IsPlayer() && ( vecDir * info.m_flDistance * tr.fraction ).Length() < 16.0f ) + { + CTakeDamageInfo damageInfo; + damageInfo.SetAttacker( this ); + damageInfo.SetDamageType( DMG_BULLET ); + damageInfo.SetDamage( 20.0f ); + + TakeDamage( damageInfo ); + + EmitSound( "NPC_FloorTurret.DryFire" ); + } + } + + // Do the AR2 muzzle flash + CEffectData data; + data.m_nEntIndex = entindex(); + data.m_nAttachmentIndex = LookupAttachment( "eyes" ); + data.m_flScale = 1.0f; + data.m_fFlags = MUZZLEFLASH_COMBINE; + DispatchEffect( "MuzzleFlash", data ); + + EmitSound( "NPC_FloorTurret.ShotSounds" ); + + m_flTimeNextShoot = gpGlobals->curtime + 0.09; +} + +void CNPC_Portal_GroundTurret::Scan( void ) +{ + if( m_bSeeEnemy ) + { + // Using a bool for this check because the condition gets wiped out by changing schedules. + return; + } + + if( IsOpeningOrClosing() ) + { + // Moving. + return; + } + + if( !IsOpen() ) + { + // Closed + return; + } + + if( !UTIL_FindClientInPVS(edict()) ) + { + return; + } + + if( gpGlobals->curtime >= m_flTimeNextPing ) + { + EmitSound( "NPC_FloorTurret.Ping" ); + m_flTimeNextPing = gpGlobals->curtime + 1.0f; + } + + QAngle scanAngle; + Vector forward; + Vector vecEye = GetAbsOrigin() + m_vecLightOffset; + + // Draw the outer extents + scanAngle = GetAbsAngles(); + scanAngle.y += (m_fViewconeDegrees / 2.0f); + AngleVectors( scanAngle, &forward, NULL, NULL ); + ProjectBeam( vecEye, forward, 1, 30, 0.1 ); + + scanAngle = GetAbsAngles(); + scanAngle.y -= (m_fViewconeDegrees / 2.0f); + AngleVectors( scanAngle, &forward, NULL, NULL ); + ProjectBeam( vecEye, forward, 1, 30, 0.1 ); + + // Draw a sweeping beam + scanAngle = GetAbsAngles(); + scanAngle.y += (m_fViewconeDegrees / 2.0f) * sin( gpGlobals->curtime * 6.0f ); + AngleVectors( scanAngle, &forward, NULL, NULL ); + ProjectBeam( vecEye, forward, 1, 30, 0.3 ); +} + +int CNPC_Portal_GroundTurret::OnTakeDamage_Alive( const CTakeDamageInfo &info ) +{ + // Taking damage from myself, make sure it's fatal. + CTakeDamageInfo infoCopy = info; + + if ( infoCopy.GetDamageType() == DMG_CRUSH ) + { + infoCopy.SetDamage( GetHealth() ); + infoCopy.SetDamageType( DMG_REMOVENORAGDOLL | DMG_GENERIC ); + } + + return BaseClass::BaseClass::OnTakeDamage_Alive( infoCopy ); +} |