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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/c_ai_basenpc.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/c_ai_basenpc.cpp')
-rw-r--r--mp/src/game/client/c_ai_basenpc.cpp174
1 files changed, 174 insertions, 0 deletions
diff --git a/mp/src/game/client/c_ai_basenpc.cpp b/mp/src/game/client/c_ai_basenpc.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "c_ai_basenpc.h"
+#include "engine/ivdebugoverlay.h"
+
+#if defined( HL2_DLL ) || defined( HL2_EPISODIC )
+#include "c_basehlplayer.h"
+#endif
+
+#include "death_pose.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define PING_MAX_TIME 2.0
+
+IMPLEMENT_CLIENTCLASS_DT( C_AI_BaseNPC, DT_AI_BaseNPC, CAI_BaseNPC )
+ RecvPropInt( RECVINFO( m_lifeState ) ),
+ RecvPropBool( RECVINFO( m_bPerformAvoidance ) ),
+ RecvPropBool( RECVINFO( m_bIsMoving ) ),
+ RecvPropBool( RECVINFO( m_bFadeCorpse ) ),
+ RecvPropInt( RECVINFO ( m_iDeathPose) ),
+ RecvPropInt( RECVINFO( m_iDeathFrame) ),
+ RecvPropInt( RECVINFO( m_iSpeedModRadius ) ),
+ RecvPropInt( RECVINFO( m_iSpeedModSpeed ) ),
+ RecvPropInt( RECVINFO( m_bSpeedModActive ) ),
+ RecvPropBool( RECVINFO( m_bImportanRagdoll ) ),
+ RecvPropFloat( RECVINFO( m_flTimePingEffect ) ),
+END_RECV_TABLE()
+
+extern ConVar cl_npc_speedmod_intime;
+
+bool NPC_IsImportantNPC( C_BaseAnimating *pAnimating )
+{
+ C_AI_BaseNPC *pBaseNPC = dynamic_cast < C_AI_BaseNPC* > ( pAnimating );
+
+ if ( pBaseNPC == NULL )
+ return false;
+
+ return pBaseNPC->ImportantRagdoll();
+}
+
+C_AI_BaseNPC::C_AI_BaseNPC()
+{
+}
+
+//-----------------------------------------------------------------------------
+// Makes ragdolls ignore npcclip brushes
+//-----------------------------------------------------------------------------
+unsigned int C_AI_BaseNPC::PhysicsSolidMaskForEntity( void ) const
+{
+ // This allows ragdolls to move through npcclip brushes
+ if ( !IsRagdoll() )
+ {
+ return MASK_NPCSOLID;
+ }
+ return MASK_SOLID;
+}
+
+
+void C_AI_BaseNPC::ClientThink( void )
+{
+ BaseClass::ClientThink();
+
+#ifdef HL2_DLL
+ C_BaseHLPlayer *pPlayer = dynamic_cast<C_BaseHLPlayer*>( C_BasePlayer::GetLocalPlayer() );
+
+ if ( ShouldModifyPlayerSpeed() == true )
+ {
+ if ( pPlayer )
+ {
+ float flDist = (GetAbsOrigin() - pPlayer->GetAbsOrigin()).LengthSqr();
+
+ if ( flDist <= GetSpeedModifyRadius() )
+ {
+ if ( pPlayer->m_hClosestNPC )
+ {
+ if ( pPlayer->m_hClosestNPC != this )
+ {
+ float flDistOther = (pPlayer->m_hClosestNPC->GetAbsOrigin() - pPlayer->GetAbsOrigin()).Length();
+
+ //If I'm closer than the other NPC then replace it with myself.
+ if ( flDist < flDistOther )
+ {
+ pPlayer->m_hClosestNPC = this;
+ pPlayer->m_flSpeedModTime = gpGlobals->curtime + cl_npc_speedmod_intime.GetFloat();
+ }
+ }
+ }
+ else
+ {
+ pPlayer->m_hClosestNPC = this;
+ pPlayer->m_flSpeedModTime = gpGlobals->curtime + cl_npc_speedmod_intime.GetFloat();
+ }
+ }
+ }
+ }
+#endif // HL2_DLL
+
+#ifdef HL2_EPISODIC
+ C_BaseHLPlayer *pPlayer = dynamic_cast<C_BaseHLPlayer*>( C_BasePlayer::GetLocalPlayer() );
+
+ if ( pPlayer && m_flTimePingEffect > gpGlobals->curtime )
+ {
+ float fPingEffectTime = m_flTimePingEffect - gpGlobals->curtime;
+
+ if ( fPingEffectTime > 0.0f )
+ {
+ Vector vRight, vUp;
+ Vector vMins, vMaxs;
+
+ float fFade;
+
+ if( fPingEffectTime <= 1.0f )
+ {
+ fFade = 1.0f - (1.0f - fPingEffectTime);
+ }
+ else
+ {
+ fFade = 1.0f;
+ }
+
+ GetRenderBounds( vMins, vMaxs );
+ AngleVectors (pPlayer->GetAbsAngles(), NULL, &vRight, &vUp );
+ Vector p1 = GetAbsOrigin() + vRight * vMins.x + vUp * vMins.z;
+ Vector p2 = GetAbsOrigin() + vRight * vMaxs.x + vUp * vMins.z;
+ Vector p3 = GetAbsOrigin() + vUp * vMaxs.z;
+
+ int r = 0 * fFade;
+ int g = 255 * fFade;
+ int b = 0 * fFade;
+
+ debugoverlay->AddLineOverlay( p1, p2, r, g, b, true, 0.05f );
+ debugoverlay->AddLineOverlay( p2, p3, r, g, b, true, 0.05f );
+ debugoverlay->AddLineOverlay( p3, p1, r, g, b, true, 0.05f );
+ }
+ }
+#endif
+}
+
+void C_AI_BaseNPC::OnDataChanged( DataUpdateType_t type )
+{
+ BaseClass::OnDataChanged( type );
+
+ if ( ( ShouldModifyPlayerSpeed() == true ) || ( m_flTimePingEffect > gpGlobals->curtime ) )
+ {
+ SetNextClientThink( CLIENT_THINK_ALWAYS );
+ }
+}
+
+void C_AI_BaseNPC::GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt )
+{
+ ForceSetupBonesAtTime( pDeltaBones0, gpGlobals->curtime - boneDt );
+ GetRagdollCurSequenceWithDeathPose( this, pDeltaBones1, gpGlobals->curtime, m_iDeathPose, m_iDeathFrame );
+ float ragdollCreateTime = PhysGetSyncCreateTime();
+ if ( ragdollCreateTime != gpGlobals->curtime )
+ {
+ // The next simulation frame begins before the end of this frame
+ // so initialize the ragdoll at that time so that it will reach the current
+ // position at curtime. Otherwise the ragdoll will simulate forward from curtime
+ // and pop into the future a bit at this point of transition
+ ForceSetupBonesAtTime( pCurrentBones, ragdollCreateTime );
+ }
+ else
+ {
+ SetupBones( pCurrentBones, MAXSTUDIOBONES, BONE_USED_BY_ANYTHING, gpGlobals->curtime );
+ }
+}
+