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path: root/game/server/hl2/npc_antliongrub.cpp
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-rw-r--r--game/server/hl2/npc_antliongrub.cpp979
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diff --git a/game/server/hl2/npc_antliongrub.cpp b/game/server/hl2/npc_antliongrub.cpp
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+++ b/game/server/hl2/npc_antliongrub.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Antlion Grub - cannon fodder
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "gib.h"
+#include "Sprite.h"
+#include "te_effect_dispatch.h"
+#include "npc_antliongrub.h"
+#include "ai_utils.h"
+#include "particle_parse.h"
+#include "items.h"
+#include "item_dynamic_resupply.h"
+#include "npc_vortigaunt_episodic.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+ConVar sk_grubnugget_health_small( "sk_grubnugget_health_small", "1" );
+ConVar sk_grubnugget_health_medium( "sk_grubnugget_health_medium", "4" );
+ConVar sk_grubnugget_health_large( "sk_grubnugget_health_large", "6" );
+ConVar sk_grubnugget_enabled( "sk_grubnugget_enabled", "1" );
+
+#define ANTLIONGRUB_MODEL "models/antlion_grub.mdl"
+#define ANTLIONGRUB_SQUASHED_MODEL "models/antlion_grub_squashed.mdl"
+
+#define SF_ANTLIONGRUB_NO_AUTO_PLACEMENT (1<<0)
+
+
+enum GrubState_e
+{
+ GRUB_STATE_IDLE,
+ GRUB_STATE_AGITATED,
+};
+
+enum
+{
+ NUGGET_NONE,
+ NUGGET_SMALL = 1,
+ NUGGET_MEDIUM,
+ NUGGET_LARGE
+};
+
+//
+// Grub nugget
+//
+
+class CGrubNugget : public CItem
+{
+public:
+ DECLARE_CLASS( CGrubNugget, CItem );
+
+ virtual void Spawn( void );
+ virtual void Precache( void );
+ virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
+ virtual void Event_Killed( const CTakeDamageInfo &info );
+ virtual bool VPhysicsIsFlesh( void );
+
+ bool MyTouch( CBasePlayer *pPlayer );
+ void SetDenomination( int nSize ) { Assert( nSize <= NUGGET_LARGE && nSize >= NUGGET_SMALL ); m_nDenomination = nSize; }
+
+ DECLARE_DATADESC();
+
+private:
+ int m_nDenomination; // Denotes size and health amount given
+};
+
+BEGIN_DATADESC( CGrubNugget )
+ DEFINE_FIELD( m_nDenomination, FIELD_INTEGER ),
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( item_grubnugget, CGrubNugget );
+
+//
+// Simple grub
+//
+
+class CAntlionGrub : public CBaseAnimating
+{
+public:
+ DECLARE_CLASS( CAntlionGrub, CBaseAnimating );
+
+ virtual void Activate( void );
+ virtual void Spawn( void );
+ virtual void Precache( void );
+ virtual void UpdateOnRemove( void );
+ virtual void Event_Killed( const CTakeDamageInfo &info );
+ virtual int OnTakeDamage( const CTakeDamageInfo &info );
+ virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
+
+ void InputSquash( inputdata_t &data );
+
+ void IdleThink( void );
+ void FlinchThink( void );
+ void GrubTouch( CBaseEntity *pOther );
+
+ DECLARE_DATADESC();
+
+protected:
+
+ inline bool InPVS( void );
+ void SetNextThinkByDistance( void );
+
+ int GetNuggetDenomination( void );
+ void CreateNugget( void );
+ void MakeIdleSounds( void );
+ void MakeSquashDecals( const Vector &vecOrigin );
+ void AttachToSurface( void );
+ void CreateGlow( void );
+ void FadeGlow( void );
+ void Squash( CBaseEntity *pOther, bool bDealDamage, bool bSpawnBlood );
+ void SpawnSquashedGrub( void );
+ void InputAgitate( inputdata_t &inputdata );
+
+ inline bool ProbeSurface( const Vector &vecTestPos, const Vector &vecDir, Vector *vecResult, Vector *vecNormal );
+
+ CHandle<CSprite> m_hGlowSprite;
+ int m_nGlowSpriteHandle;
+ float m_flFlinchTime;
+ float m_flNextIdleSoundTime;
+ float m_flNextSquealSoundTime;
+ bool m_bOutsidePVS;
+ GrubState_e m_State;
+
+ COutputEvent m_OnAgitated;
+ COutputEvent m_OnDeath;
+ COutputEvent m_OnDeathByPlayer;
+};
+
+BEGIN_DATADESC( CAntlionGrub )
+
+ DEFINE_FIELD( m_hGlowSprite, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_flFlinchTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flNextIdleSoundTime, FIELD_TIME ),
+ DEFINE_FIELD( m_flNextSquealSoundTime, FIELD_TIME ),
+ DEFINE_FIELD( m_State, FIELD_INTEGER ),
+
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "Agitate", InputAgitate ),
+
+ DEFINE_OUTPUT( m_OnAgitated, "OnAgitated" ),
+ DEFINE_OUTPUT( m_OnDeath, "OnDeath" ),
+ DEFINE_OUTPUT( m_OnDeathByPlayer, "OnDeathByPlayer" ),
+
+ // Functions
+ DEFINE_ENTITYFUNC( GrubTouch ),
+ DEFINE_ENTITYFUNC( IdleThink ),
+ DEFINE_ENTITYFUNC( FlinchThink ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Squash", InputSquash ),
+
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( npc_antlion_grub, CAntlionGrub );
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAntlionGrub::CreateGlow( void )
+{
+ // Create the glow sprite
+ m_hGlowSprite = CSprite::SpriteCreate( "sprites/grubflare1.vmt", GetLocalOrigin(), false );
+ Assert( m_hGlowSprite );
+ if ( m_hGlowSprite == NULL )
+ return;
+
+ m_hGlowSprite->TurnOn();
+ m_hGlowSprite->SetTransparency( kRenderWorldGlow, 156, 169, 121, 164, kRenderFxNoDissipation );
+ m_hGlowSprite->SetScale( 0.5f );
+ m_hGlowSprite->SetGlowProxySize( 16.0f );
+ int nAttachment = LookupAttachment( "glow" );
+ m_hGlowSprite->SetParent( this, nAttachment );
+ m_hGlowSprite->SetLocalOrigin( vec3_origin );
+
+ // Don't uselessly animate, we're a static sprite!
+ m_hGlowSprite->SetThink( NULL );
+ m_hGlowSprite->SetNextThink( TICK_NEVER_THINK );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAntlionGrub::FadeGlow( void )
+{
+ if ( m_hGlowSprite )
+ {
+ m_hGlowSprite->FadeAndDie( 0.25f );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAntlionGrub::UpdateOnRemove( void )
+{
+ FadeGlow();
+
+ BaseClass::UpdateOnRemove();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Find what size of nugget to spawn
+//-----------------------------------------------------------------------------
+int CAntlionGrub::GetNuggetDenomination( void )
+{
+ // Find the desired health perc we want to be at
+ float flDesiredHealthPerc = DynamicResupply_GetDesiredHealthPercentage();
+
+ CBasePlayer *pPlayer = AI_GetSinglePlayer();
+ if ( pPlayer == NULL )
+ return -1;
+
+ // Get the player's current health percentage
+ float flPlayerHealthPerc = (float) pPlayer->GetHealth() / (float) pPlayer->GetMaxHealth();
+
+ // If we're already maxed out, return the small nugget
+ if ( flPlayerHealthPerc >= flDesiredHealthPerc )
+ {
+ return NUGGET_SMALL;
+ }
+
+ // Find where we fall in the desired health's range
+ float flPercDelta = flPlayerHealthPerc / flDesiredHealthPerc;
+
+ // The larger to discrepancy, the higher the chance to move quickly to close it
+ float flSeed = random->RandomFloat( 0.0f, 1.0f );
+ float flRandomPerc = Bias( flSeed, (1.0f-flPercDelta) );
+
+ int nDenomination;
+ if ( flRandomPerc < 0.25f )
+ {
+ nDenomination = NUGGET_SMALL;
+ }
+ else if ( flRandomPerc < 0.625f )
+ {
+ nDenomination = NUGGET_MEDIUM;
+ }
+ else
+ {
+ nDenomination = NUGGET_LARGE;
+ }
+
+ // Msg("Player: %.02f, Desired: %.02f, Seed: %.02f, Perc: %.02f, Result: %d\n", flPlayerHealthPerc, flDesiredHealthPerc, flSeed, flRandomPerc, nDenomination );
+
+ return nDenomination;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAntlionGrub::CreateNugget( void )
+{
+ CGrubNugget *pNugget = (CGrubNugget *) CreateEntityByName( "item_grubnugget" );
+ if ( pNugget == NULL )
+ return;
+
+ Vector vecOrigin;
+ Vector vecForward;
+ GetAttachment( LookupAttachment( "glow" ), vecOrigin, &vecForward );
+
+ // Find out what size to make this nugget!
+ int nDenomination = GetNuggetDenomination();
+ pNugget->SetDenomination( nDenomination );
+
+ pNugget->SetAbsOrigin( vecOrigin );
+ pNugget->SetAbsAngles( RandomAngle( 0, 360 ) );
+ DispatchSpawn( pNugget );
+
+ IPhysicsObject *pPhys = pNugget->VPhysicsGetObject();
+ if ( pPhys )
+ {
+ Vector vecForward;
+ GetVectors( &vecForward, NULL, NULL );
+
+ Vector vecVelocity = RandomVector( -35.0f, 35.0f ) + ( vecForward * -RandomFloat( 50.0f, 75.0f ) );
+ AngularImpulse vecAngImpulse = RandomAngularImpulse( -100.0f, 100.0f );
+
+ pPhys->AddVelocity( &vecVelocity, &vecAngImpulse );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &info -
+//-----------------------------------------------------------------------------
+void CAntlionGrub::Event_Killed( const CTakeDamageInfo &info )
+{
+ // Fire our output only if the player is the one that killed us
+ if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() )
+ {
+ m_OnDeathByPlayer.FireOutput( info.GetAttacker(), info.GetAttacker() );
+ }
+
+ m_OnDeath.FireOutput( info.GetAttacker(), info.GetAttacker() );
+ SendOnKilledGameEvent( info );
+
+ // Crush and crowbar damage hurt us more than others
+ bool bSquashed = ( info.GetDamageType() & (DMG_CRUSH|DMG_CLUB)) ? true : false;
+ Squash( info.GetAttacker(), false, bSquashed );
+
+ m_takedamage = DAMAGE_NO;
+
+ if ( sk_grubnugget_enabled.GetBool() )
+ {
+ CreateNugget();
+ }
+
+ // Go away
+ SetThink( &CBaseEntity::SUB_Remove );
+ SetNextThink( gpGlobals->curtime + 0.1f );
+
+ // we deliberately do not call BaseClass::EventKilled
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &info -
+//-----------------------------------------------------------------------------
+int CAntlionGrub::OnTakeDamage( const CTakeDamageInfo &info )
+{
+ // Animate a flinch of pain if we're dying
+ bool bSquashed = ( ( GetEffects() & EF_NODRAW ) != 0 );
+ if ( bSquashed == false )
+ {
+ SetSequence( SelectWeightedSequence( ACT_SMALL_FLINCH ) );
+ m_flFlinchTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 1.0f );
+
+ SetThink( &CAntlionGrub::FlinchThink );
+ SetNextThink( gpGlobals->curtime + 0.05f );
+ }
+
+ return BaseClass::OnTakeDamage( info );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Whether or not we're in the PVS
+//-----------------------------------------------------------------------------
+inline bool CAntlionGrub::InPVS( void )
+{
+ return ( UTIL_FindClientInPVS( edict() ) != NULL ) || (UTIL_ClientPVSIsExpanded() && UTIL_FindClientInVisibilityPVS( edict() ));
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAntlionGrub::SetNextThinkByDistance( void )
+{
+ CBasePlayer *pPlayer = AI_GetSinglePlayer();
+ if ( pPlayer == NULL )
+ {
+ SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.5f, 3.0f ) );
+ return;
+ }
+
+ float flDistToPlayerSqr = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr();
+ float scale = RemapValClamped( flDistToPlayerSqr, Square( 400 ), Square( 5000 ), 1.0f, 5.0f );
+ float time = random->RandomFloat( 1.0f, 3.0f );
+ SetNextThink( gpGlobals->curtime + ( time * scale ) );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAntlionGrub::Spawn( void )
+{
+ Precache();
+ BaseClass::Spawn();
+
+ SetModel( ANTLIONGRUB_MODEL );
+
+ // FIXME: This is a big perf hit with the number of grubs we're using! - jdw
+ CreateGlow();
+
+ SetSolid( SOLID_BBOX );
+ SetSolidFlags( FSOLID_TRIGGER );
+ SetMoveType( MOVETYPE_NONE );
+ SetCollisionGroup( COLLISION_GROUP_NONE );
+ AddEffects( EF_NOSHADOW );
+
+ CollisionProp()->UseTriggerBounds(true,1);
+
+ SetTouch( &CAntlionGrub::GrubTouch );
+
+ SetHealth( 1 );
+ m_takedamage = DAMAGE_YES;
+
+ // Stick to the nearest surface
+ if ( HasSpawnFlags( SF_ANTLIONGRUB_NO_AUTO_PLACEMENT ) == false )
+ {
+ AttachToSurface();
+ }
+
+ // At this point, alter our bounds to make sure we're within them
+ Vector vecMins, vecMaxs;
+ RotateAABB( EntityToWorldTransform(), CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs(), vecMins, vecMaxs );
+
+ UTIL_SetSize( this, vecMins, vecMaxs );
+
+ // Start our idle activity
+ SetSequence( SelectWeightedSequence( ACT_IDLE ) );
+ SetCycle( random->RandomFloat( 0.0f, 1.0f ) );
+ ResetSequenceInfo();
+
+ m_State = GRUB_STATE_IDLE;
+
+ // Reset
+ m_flFlinchTime = 0.0f;
+ m_flNextIdleSoundTime = gpGlobals->curtime + random->RandomFloat( 4.0f, 8.0f );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAntlionGrub::Activate( void )
+{
+ BaseClass::Activate();
+
+ // Idly think
+ SetThink( &CAntlionGrub::IdleThink );
+ SetNextThinkByDistance();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &vecTestPos -
+// *vecResult -
+// *flDist -
+// Output : inline bool
+//-----------------------------------------------------------------------------
+inline bool CAntlionGrub::ProbeSurface( const Vector &vecTestPos, const Vector &vecDir, Vector *vecResult, Vector *vecNormal )
+{
+ // Trace down to find a surface
+ trace_t tr;
+ UTIL_TraceLine( vecTestPos, vecTestPos + (vecDir*256.0f), MASK_NPCSOLID&(~CONTENTS_MONSTER), this, COLLISION_GROUP_NONE, &tr );
+
+ if ( vecResult )
+ {
+ *vecResult = tr.endpos;
+ }
+
+ if ( vecNormal )
+ {
+ *vecNormal = tr.plane.normal;
+ }
+
+ return ( tr.fraction < 1.0f );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Attaches the grub to the surface underneath its abdomen
+//-----------------------------------------------------------------------------
+void CAntlionGrub::AttachToSurface( void )
+{
+ // Get our downward direction
+ Vector vecForward, vecRight, vecDown;
+ GetVectors( &vecForward, &vecRight, &vecDown );
+ vecDown.Negate();
+
+ Vector vecOffset = ( vecDown * -8.0f );
+
+ // Middle
+ Vector vecMid, vecMidNormal;
+ if ( ProbeSurface( WorldSpaceCenter() + vecOffset, vecDown, &vecMid, &vecMidNormal ) == false )
+ {
+ // A grub was left hanging in the air, it must not be near any valid surfaces!
+ Warning("Antlion grub stranded in space at (%.02f, %.02f, %.02f) : REMOVED\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
+ UTIL_Remove( this );
+ return;
+ }
+
+ // Sit at the mid-point
+ UTIL_SetOrigin( this, vecMid );
+
+ Vector vecPivot;
+ Vector vecPivotNormal;
+
+ bool bNegate = true;
+
+ // First test our tail (more crucial that it doesn't interpenetrate with the world)
+ if ( ProbeSurface( WorldSpaceCenter() - ( vecForward * 12.0f ) + vecOffset, vecDown, &vecPivot, &vecPivotNormal ) == false )
+ {
+ // If that didn't find a surface, try the head
+ if ( ProbeSurface( WorldSpaceCenter() + ( vecForward * 12.0f ) + vecOffset, vecDown, &vecPivot, &vecPivotNormal ) == false )
+ {
+ // Worst case, just site at the middle
+ UTIL_SetOrigin( this, vecMid );
+
+ QAngle vecAngles;
+ VectorAngles( vecForward, vecMidNormal, vecAngles );
+ SetAbsAngles( vecAngles );
+ return;
+ }
+
+ bNegate = false;
+ }
+
+ // Find the line we'll lay on if these two points are connected by a line
+ Vector vecLieDir = ( vecPivot - vecMid );
+ VectorNormalize( vecLieDir );
+ if ( bNegate )
+ {
+ // We need to try and maintain our facing
+ vecLieDir.Negate();
+ }
+
+ // Use the average of the surface normals to be our "up" direction
+ Vector vecPseudoUp = ( vecMidNormal + vecPivotNormal ) * 0.5f;
+
+ QAngle vecAngles;
+ VectorAngles( vecLieDir, vecPseudoUp, vecAngles );
+
+ SetAbsAngles( vecAngles );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAntlionGrub::MakeIdleSounds( void )
+{
+ if ( m_State == GRUB_STATE_AGITATED )
+ {
+ if ( m_flNextSquealSoundTime < gpGlobals->curtime )
+ {
+ EmitSound( "NPC_Antlion_Grub.Stimulated" );
+ m_flNextSquealSoundTime = gpGlobals->curtime + random->RandomFloat( 1.5f, 3.0f );
+ m_flNextIdleSoundTime = gpGlobals->curtime + random->RandomFloat( 4.0f, 8.0f );
+ }
+ }
+ else
+ {
+ if ( m_flNextIdleSoundTime < gpGlobals->curtime )
+ {
+ EmitSound( "NPC_Antlion_Grub.Idle" );
+ m_flNextIdleSoundTime = gpGlobals->curtime + random->RandomFloat( 8.0f, 12.0f );
+ }
+ }
+}
+
+#define DEBUG_GRUB_THINK_TIMES 0
+
+#if DEBUG_GRUB_THINK_TIMES
+ int nFrame = 0;
+ int nNumThinks = 0;
+#endif // DEBUG_GRUB_THINK_TIMES
+
+//-----------------------------------------------------------------------------
+// Purpose: Advance our thinks
+//-----------------------------------------------------------------------------
+void CAntlionGrub::IdleThink( void )
+{
+#if DEBUG_GRUB_THINK_TIMES
+ // Test for a new frame
+ if ( gpGlobals->framecount != nFrame )
+ {
+ if ( nNumThinks > 10 )
+ {
+ Msg("%d npc_antlion_grubs thinking per frame!\n", nNumThinks );
+ }
+
+ nFrame = gpGlobals->framecount;
+ nNumThinks = 0;
+ }
+
+ nNumThinks++;
+#endif // DEBUG_GRUB_THINK_TIMES
+
+ // Check the PVS status
+ if ( InPVS() == false )
+ {
+ // Push out into the future until they're in our PVS
+ SetNextThinkByDistance();
+ m_bOutsidePVS = true;
+ return;
+ }
+
+ // Stagger our sounds if we've just re-entered the PVS
+ if ( m_bOutsidePVS )
+ {
+ m_flNextIdleSoundTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 4.0f );
+ m_bOutsidePVS = false;
+ }
+
+ // See how close the player is
+ CBasePlayer *pPlayerEnt = AI_GetSinglePlayer();
+ float flDistToPlayerSqr = ( GetAbsOrigin() - pPlayerEnt->GetAbsOrigin() ).LengthSqr();
+
+ bool bFlinching = ( m_flFlinchTime > gpGlobals->curtime );
+
+ // If they're far enough away, just wait to think again
+ if ( flDistToPlayerSqr > Square( 40*12 ) && bFlinching == false )
+ {
+ SetNextThinkByDistance();
+ return;
+ }
+
+ // At this range, the player agitates us with his presence
+ bool bPlayerWithinAgitationRange = ( flDistToPlayerSqr <= Square( (6*12) ) );
+ bool bAgitated = (bPlayerWithinAgitationRange || bFlinching );
+
+ // If we're idle and the player has come close enough, get agry
+ if ( ( m_State == GRUB_STATE_IDLE ) && bAgitated )
+ {
+ SetSequence( SelectWeightedSequence( ACT_SMALL_FLINCH ) );
+ m_State = GRUB_STATE_AGITATED;
+ }
+ else if ( IsSequenceFinished() )
+ {
+ // See if it's time to choose a new sequence
+ ResetSequenceInfo();
+ SetCycle( 0.0f );
+
+ // If we're near enough, we want to play an "alert" animation
+ if ( bAgitated )
+ {
+ SetSequence( SelectWeightedSequence( ACT_SMALL_FLINCH ) );
+ m_State = GRUB_STATE_AGITATED;
+ }
+ else
+ {
+ // Just idle
+ SetSequence( SelectWeightedSequence( ACT_IDLE ) );
+ m_State = GRUB_STATE_IDLE;
+ }
+
+ // Add some variation because we're often in large bunches
+ SetPlaybackRate( random->RandomFloat( 0.8f, 1.2f ) );
+ }
+
+ // Idle normally
+ StudioFrameAdvance();
+ MakeIdleSounds();
+ SetNextThink( gpGlobals->curtime + 0.1f );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAntlionGrub::FlinchThink( void )
+{
+ StudioFrameAdvance();
+ SetNextThink( gpGlobals->curtime + 0.1f );
+
+ // See if we're done
+ if ( m_flFlinchTime < gpGlobals->curtime )
+ {
+ SetSequence( SelectWeightedSequence( ACT_IDLE ) );
+ SetThink( &CAntlionGrub::IdleThink );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAntlionGrub::GrubTouch( CBaseEntity *pOther )
+{
+ // We can be squished by the player, Vort, or flying heavy things.
+ IPhysicsObject *pPhysOther = pOther->VPhysicsGetObject(); // bool bThrown = ( pTarget->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_WAS_THROWN ) != 0;
+ if ( pOther->IsPlayer() || FClassnameIs(pOther,"npc_vortigaunt") || ( pPhysOther && (pPhysOther->GetGameFlags() & FVPHYSICS_WAS_THROWN )) )
+ {
+ m_OnAgitated.FireOutput( pOther, pOther );
+ Squash( pOther, true, true );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAntlionGrub::Precache( void )
+{
+ PrecacheModel( ANTLIONGRUB_MODEL );
+ PrecacheModel( ANTLIONGRUB_SQUASHED_MODEL );
+
+ m_nGlowSpriteHandle = PrecacheModel("sprites/grubflare1.vmt");
+
+ PrecacheScriptSound( "NPC_Antlion_Grub.Idle" );
+ PrecacheScriptSound( "NPC_Antlion_Grub.Alert" );
+ PrecacheScriptSound( "NPC_Antlion_Grub.Stimulated" );
+ PrecacheScriptSound( "NPC_Antlion_Grub.Die" );
+ PrecacheScriptSound( "NPC_Antlion_Grub.Squish" );
+
+ PrecacheParticleSystem( "GrubSquashBlood" );
+ PrecacheParticleSystem( "GrubBlood" );
+
+ UTIL_PrecacheOther( "item_grubnugget" );
+
+ BaseClass::Precache();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Squish the grub!
+//-----------------------------------------------------------------------------
+void CAntlionGrub::InputSquash( inputdata_t &data )
+{
+ Squash( data.pActivator, true, true );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAntlionGrub::SpawnSquashedGrub( void )
+{
+ // If we're already invisible, we're done
+ if ( GetEffects() & EF_NODRAW )
+ return;
+
+ Vector vecUp;
+ GetVectors( NULL, NULL, &vecUp );
+ CBaseEntity *pGib = CreateRagGib( ANTLIONGRUB_SQUASHED_MODEL, GetAbsOrigin(), GetAbsAngles(), vecUp * 16.0f );
+ if ( pGib )
+ {
+ pGib->AddEffects( EF_NOSHADOW );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAntlionGrub::MakeSquashDecals( const Vector &vecOrigin )
+{
+ trace_t tr;
+ Vector vecStart;
+ Vector vecTraceDir;
+
+ GetVectors( NULL, NULL, &vecTraceDir );
+ vecTraceDir.Negate();
+
+ for ( int i = 0 ; i < 8; i++ )
+ {
+ vecStart.x = vecOrigin.x + random->RandomFloat( -16.0f, 16.0f );
+ vecStart.y = vecOrigin.y + random->RandomFloat( -16.0f, 16.0f );
+ vecStart.z = vecOrigin.z + 4;
+
+ UTIL_TraceLine( vecStart, vecStart + ( vecTraceDir * (5*12) ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
+
+ if ( tr.fraction != 1.0 )
+ {
+ UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_YELLOW );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAntlionGrub::Squash( CBaseEntity *pOther, bool bDealDamage, bool bSpawnBlood )
+{
+ // If we're already squashed, then don't bother doing it again!
+ if ( GetEffects() & EF_NODRAW )
+ return;
+
+ SpawnSquashedGrub();
+
+ AddEffects( EF_NODRAW );
+ AddSolidFlags( FSOLID_NOT_SOLID );
+
+ // Stop being attached to us
+ if ( m_hGlowSprite )
+ {
+ FadeGlow();
+ m_hGlowSprite->SetParent( NULL );
+ }
+
+ EmitSound( "NPC_Antlion_Grub.Die" );
+ EmitSound( "NPC_Antlion_Grub.Squish" );
+
+ // if vort stepped on me, maybe he wants to say something
+ if ( pOther && FClassnameIs( pOther, "npc_vortigaunt" ) )
+ {
+ Assert(dynamic_cast<CNPC_Vortigaunt *>(pOther));
+ static_cast<CNPC_Vortigaunt *>(pOther)->OnSquishedGrub(this);
+ }
+
+ SetTouch( NULL );
+
+ //if ( bSpawnBlood )
+ {
+ // Temp squash effect
+ Vector vecForward, vecUp;
+ AngleVectors( GetAbsAngles(), &vecForward, NULL, &vecUp );
+
+ // Start effects at either end of the grub
+ Vector vecSplortPos = GetAbsOrigin() + vecForward * 14.0f;
+ DispatchParticleEffect( "GrubSquashBlood", vecSplortPos, GetAbsAngles() );
+
+ vecSplortPos = GetAbsOrigin() - vecForward * 16.0f;
+ Vector vecDir = -vecForward;
+ QAngle vecAngles;
+ VectorAngles( vecDir, vecAngles );
+ DispatchParticleEffect( "GrubSquashBlood", vecSplortPos, vecAngles );
+
+ MakeSquashDecals( GetAbsOrigin() + vecForward * 32.0f );
+ MakeSquashDecals( GetAbsOrigin() - vecForward * 32.0f );
+ }
+
+ // Deal deadly damage to ourself
+ if ( bDealDamage )
+ {
+ CTakeDamageInfo info( pOther, pOther, Vector( 0, 0, -1 ), GetAbsOrigin(), GetHealth()+1, DMG_CRUSH );
+ TakeDamage( info );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &info -
+// &vecDir -
+// *ptr -
+//-----------------------------------------------------------------------------
+void CAntlionGrub::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
+{
+ QAngle vecAngles;
+ VectorAngles( -vecDir, vecAngles );
+ DispatchParticleEffect( "GrubBlood", ptr->endpos, vecAngles );
+
+ BaseClass::TraceAttack( info, vecDir, ptr );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Make the grub angry!
+//-----------------------------------------------------------------------------
+void CAntlionGrub::InputAgitate( inputdata_t &inputdata )
+{
+ SetSequence( SelectWeightedSequence( ACT_SMALL_FLINCH ) );
+ m_State = GRUB_STATE_AGITATED;
+ m_flNextSquealSoundTime = gpGlobals->curtime;
+
+ m_flFlinchTime = gpGlobals->curtime + inputdata.value.Float();
+
+ SetNextThink( gpGlobals->curtime );
+}
+
+// =====================================================================
+//
+// Tasty grub nugget!
+//
+// =====================================================================
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CGrubNugget::Spawn( void )
+{
+ Precache();
+
+ if ( m_nDenomination == NUGGET_LARGE )
+ {
+ SetModel( "models/grub_nugget_large.mdl" );
+ }
+ else if ( m_nDenomination == NUGGET_MEDIUM )
+ {
+ SetModel( "models/grub_nugget_medium.mdl" );
+ }
+ else
+ {
+ SetModel( "models/grub_nugget_small.mdl" );
+ }
+
+ // We're self-illuminating, so we don't take or give shadows
+ AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW );
+
+ m_iHealth = 1;
+
+ BaseClass::Spawn();
+
+ m_takedamage = DAMAGE_YES;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CGrubNugget::Precache( void )
+{
+ PrecacheModel("models/grub_nugget_small.mdl");
+ PrecacheModel("models/grub_nugget_medium.mdl");
+ PrecacheModel("models/grub_nugget_large.mdl");
+
+ PrecacheScriptSound( "GrubNugget.Touch" );
+ PrecacheScriptSound( "NPC_Antlion_Grub.Explode" );
+
+ PrecacheParticleSystem( "antlion_spit_player" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Let us be picked up by the gravity gun, regardless of our material
+//-----------------------------------------------------------------------------
+bool CGrubNugget::VPhysicsIsFlesh( void )
+{
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pPlayer -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CGrubNugget::MyTouch( CBasePlayer *pPlayer )
+{
+ //int nHealthToGive = sk_grubnugget_health.GetFloat() * m_nDenomination;
+ int nHealthToGive;
+ switch (m_nDenomination)
+ {
+ case NUGGET_SMALL:
+ nHealthToGive = sk_grubnugget_health_small.GetInt();
+ break;
+ case NUGGET_LARGE:
+ nHealthToGive = sk_grubnugget_health_large.GetInt();
+ break;
+ default:
+ nHealthToGive = sk_grubnugget_health_medium.GetInt();
+ }
+
+ // Attempt to give the player health
+ if ( pPlayer->TakeHealth( nHealthToGive, DMG_GENERIC ) == 0 )
+ return false;
+
+ CSingleUserRecipientFilter user( pPlayer );
+ user.MakeReliable();
+
+ UserMessageBegin( user, "ItemPickup" );
+ WRITE_STRING( GetClassname() );
+ MessageEnd();
+
+ CPASAttenuationFilter filter( pPlayer, "GrubNugget.Touch" );
+ EmitSound( filter, pPlayer->entindex(), "GrubNugget.Touch" );
+
+ UTIL_Remove( this );
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : index -
+// *pEvent -
+//-----------------------------------------------------------------------------
+void CGrubNugget::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
+{
+ int damageType;
+ float damage = CalculateDefaultPhysicsDamage( index, pEvent, 1.0f, true, damageType );
+ if ( damage > 5.0f )
+ {
+ CBaseEntity *pHitEntity = pEvent->pEntities[!index];
+ if ( pHitEntity == NULL )
+ {
+ // hit world
+ pHitEntity = GetContainingEntity( INDEXENT(0) );
+ }
+
+ Vector damagePos;
+ pEvent->pInternalData->GetContactPoint( damagePos );
+ Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass();
+ if ( damageForce == vec3_origin )
+ {
+ // This can happen if this entity is motion disabled, and can't move.
+ // Use the velocity of the entity that hit us instead.
+ damageForce = pEvent->postVelocity[!index] * pEvent->pObjects[!index]->GetMass();
+ }
+
+ // FIXME: this doesn't pass in who is responsible if some other entity "caused" this collision
+ PhysCallbackDamage( this, CTakeDamageInfo( pHitEntity, pHitEntity, damageForce, damagePos, damage, damageType ), *pEvent, index );
+ }
+
+ BaseClass::VPhysicsCollision( index, pEvent );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &info -
+//-----------------------------------------------------------------------------
+void CGrubNugget::Event_Killed( const CTakeDamageInfo &info )
+{
+ AddEffects( EF_NODRAW );
+ DispatchParticleEffect( "antlion_spit_player", GetAbsOrigin(), QAngle( -90, 0, 0 ) );
+ EmitSound( "NPC_Antlion_Grub.Explode" );
+
+ BaseClass::Event_Killed( info );
+}