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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/server/hl2/npc_strider.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/server/hl2/npc_strider.cpp')
-rw-r--r--mp/src/game/server/hl2/npc_strider.cpp5745
1 files changed, 5745 insertions, 0 deletions
diff --git a/mp/src/game/server/hl2/npc_strider.cpp b/mp/src/game/server/hl2/npc_strider.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Giant walking strider thing!
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+
+#include "npc_strider.h"
+
+#include "ai_senses.h"
+#include "ai_task.h"
+#include "ai_default.h"
+#include "ai_schedule.h"
+#include "ai_hull.h"
+#include "ai_basenpc.h"
+#include "ai_pathfinder.h"
+#include "ai_waypoint.h"
+#include "ai_link.h"
+#include "ai_hint.h"
+#include "ai_tacticalservices.h"
+#include "ai_behavior_follow.h"
+#include "simtimer.h"
+#include "trains.h"
+#include "npcevent.h"
+#include "te_particlesystem.h"
+#include "shake.h"
+#include "soundent.h"
+#include "IEffects.h"
+#include "engine/IEngineSound.h"
+#include "bone_setup.h"
+#include "vcollide_parse.h"
+#include "studio.h"
+#include "physics_bone_follower.h"
+#include "ai_navigator.h"
+#include "ai_route.h"
+#include "ammodef.h"
+#include "npc_bullseye.h"
+#include "rope.h"
+#include "ai_memory.h"
+#include "player_pickup.h"
+#include "collisionutils.h"
+#include "in_buttons.h"
+#include "steamjet.h"
+#include "physics_prop_ragdoll.h"
+#include "vehicle_base.h"
+#include "coordsize.h"
+#include "hl2_shareddefs.h"
+#include "te_effect_dispatch.h"
+#include "beam_flags.h"
+#include "prop_combine_ball.h"
+#include "explode.h"
+#include "filters.h"
+#include "saverestore_utlvector.h"
+#include "eventqueue.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+int g_interactionPlayerLaunchedRPG = 0;
+
+// Changing this classname avoids bugs where ai_relationship entities that change the
+// strider's relationship with bullseyes would affect its relationship with the focus
+LINK_ENTITY_TO_CLASS( bullseye_strider_focus, CNPC_Bullseye );
+
+
+//-----------------------------------------------------------------------------
+
+ConVar strider_immolate( "strider_immolate", "0" );
+ConVar sk_strider_health( "sk_strider_health", "350" );
+ConVar npc_strider_height_adj("npc_strider_height_adj", "0" );
+ConVar strider_eyepositions( "strider_eyepositions", "0" );
+ConVar strider_show_focus( "strider_show_focus", "0" );
+ConVar strider_distributed_fire( "strider_distributed_fire", "1" );
+ConVar strider_show_cannonlos( "strider_show_cannonlos", "0" );
+ConVar strider_show_weapon_los_z( "strider_show_weapon_los_z", "0" );
+ConVar strider_show_weapon_los_condition( "strider_show_weapon_los_condition", "0" );
+ConVar strider_idle_test( "strider_idle_test", "0" );
+ConVar strider_always_use_procedural_height( "strider_always_use_procedural_height", "0" );
+ConVar strider_test_height( "strider_test_height", "0" );
+ConVar strider_pct_height_no_crouch_move( "strider_pct_height_no_crouch_move", "90" );
+
+ConVar strider_peek_time( "strider_peek_time", "0.75" );
+ConVar strider_peek_time_after_damage( "strider_peek_time_after_damage", "4.0" );
+ConVar strider_peek_eye_dist( "strider_peek_eye_dist", "1.75" );
+ConVar strider_peek_eye_dist_z( "strider_peek_eye_dist_z", "4.0" );
+ConVar strider_free_pass_start_time( "strider_free_pass_start_time", "3" );
+ConVar strider_free_pass_cover_dist( "strider_free_pass_cover_dist", "120" );
+ConVar strider_free_pass_duration( "strider_free_pass_duration", "2" );
+ConVar strider_free_pass_refill_rate( "strider_free_pass_refill_rate", "0.5" );
+ConVar strider_free_pass_move_tolerance( "strider_free_pass_move_tolerance", "320" );
+ConVar strider_free_knowledge( "strider_free_knowledge", "0.5" );
+
+ConVar strider_free_pass_after_escorts_dead( "strider_free_pass_after_escorts_dead", "2.5" );
+ConVar strider_free_pass_tolerance_after_escorts_dead( "strider_free_pass_tolerance_after_escorts_dead", "600" );
+
+ConVar npc_strider_shake_ropes_radius( "npc_strider_shake_ropes_radius", "1200" );
+ConVar npc_strider_shake_ropes_magnitude( "npc_strider_shake_ropes_magnitude", "150" );
+
+ConVar strider_ar2_altfire_dmg( "strider_ar2_altfire_dmg", "25" );
+
+// Number of RPG hits it takes to kill a strider on each skill level.
+ConVar sk_strider_num_missiles1("sk_strider_num_missiles1", "5");
+ConVar sk_strider_num_missiles2("sk_strider_num_missiles2", "7");
+ConVar sk_strider_num_missiles3("sk_strider_num_missiles3", "7");
+
+ConVar strider_missile_suppress_dist( "strider_missile_suppress_dist", "240" );
+ConVar strider_missile_suppress_time( "strider_missile_suppress_time", "3" );
+
+
+//-----------------------------------------------------------------------------
+
+float GetCurrentGravity( void );
+
+extern void CreateConcussiveBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude );
+
+//-----------------------------------------------------------------------------
+
+enum bodygroups
+{
+ STRIDER_BODYGROUP_VENT = 1,
+};
+
+//-----------------------------------------------------------------------------
+
+#define STRIDER_DEFAULT_SHOOT_DURATION 2.5 // spend this much time stitching to each target.
+#define STRIDER_SHOOT_ON_TARGET_TIME 0.5 // How much of DEFAULT_SHOOT_DURATION is spent on-target (vs. stitching up to a target)
+#define STRIDER_SHOOT_VARIATION 1.0 // up to 1 second of variance
+#define STRIDER_SHOOT_DOWNTIME 1.0 // This much downtime between bursts
+#define STRIDER_SUBSEQUENT_TARGET_DURATION 1.5 // Spend this much time stitching to targets chosen by distributed fire.
+#define STRIDER_IGNORE_TARGET_DURATION 1.0
+#define STRIDER_IGNORE_PLAYER_DURATION 1.5
+#define STRIDER_DEFAULT_RATE_OF_FIRE 5 // Rounds per second
+
+#define STRIDER_EP1_RATE_OF_FIRE 10.0f
+#define STRIDER_EP1_SHOOT_ON_TARGET_TIME 0.3f
+#define STRIDER_EP1_SHOOT_DURATION 1.1f
+#define STRIDER_EP1_SHOOT_DOWNTIME 1.0f
+#define STRIDER_EP1_SHOOT_VARIATION 0.3f
+
+//Animation events
+#define STRIDER_AE_FOOTSTEP_LEFT 1
+#define STRIDER_AE_FOOTSTEP_RIGHT 2
+#define STRIDER_AE_FOOTSTEP_BACK 3
+#define STRIDER_AE_FOOTSTEP_LEFTM 4
+#define STRIDER_AE_FOOTSTEP_RIGHTM 5
+#define STRIDER_AE_FOOTSTEP_BACKM 6
+#define STRIDER_AE_FOOTSTEP_LEFTL 7
+#define STRIDER_AE_FOOTSTEP_RIGHTL 8
+#define STRIDER_AE_FOOTSTEP_BACKL 9
+#define STRIDER_AE_WHOOSH_LEFT 11
+#define STRIDER_AE_WHOOSH_RIGHT 12
+#define STRIDER_AE_WHOOSH_BACK 13
+#define STRIDER_AE_CREAK_LEFT 21
+#define STRIDER_AE_CREAK_RIGHT 22
+#define STRIDER_AE_CREAK_BACK 23
+#define STRIDER_AE_SHOOTCANNON 100
+#define STRIDER_AE_CANNONHIT 101
+#define STRIDER_AE_SHOOTMINIGUN 105
+#define STRIDER_AE_STOMPHITL 110
+#define STRIDER_AE_STOMPHITR 111
+#define STRIDER_AE_FLICKL 112
+#define STRIDER_AE_FLICKR 113
+#define STRIDER_AE_WINDUPCANNON 114
+
+#define STRIDER_AE_DIE 999
+
+// UNDONE: Share properly with the client code!!!
+#define STRIDER_MSG_BIG_SHOT 1
+#define STRIDER_MSG_STREAKS 2
+#define STRIDER_MSG_DEAD 3
+#define STOMP_IK_SLOT 11
+
+// can hit anything within this range
+#define STRIDER_STOMP_RANGE 260
+
+// Crouch down if trying to shoot an enemy that's this close
+#define STRIDER_CROUCH_RANGE 4000.0f
+
+// Stand up again if crouched and engaging an enemy at this distance
+#define STRIDER_STAND_RANGE 6000.0f
+
+#define STRIDER_NO_TRACK_NAME "null"
+
+// Time after which if you haven't seen your enemy you stop facing him
+#define STRIDER_TIME_STOP_FACING_ENEMY 3.0
+
+// Spawnflags
+enum
+{
+ SF_CAN_STOMP_PLAYER = 0x10000,
+ SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS = 0x20000
+};
+
+const float STRIDER_SPEED = 500;
+const float STRIDER_SPEED_CHANGE = .0067; // per think
+
+
+static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs );
+
+int s_iImpactEffectTexture = -1;
+
+//==================================================
+// Custom Activities
+//==================================================
+
+int ACT_STRIDER_LOOKL;
+int ACT_STRIDER_LOOKR;
+int ACT_STRIDER_DEPLOYRA1;
+int ACT_STRIDER_AIMRA1;
+int ACT_STRIDER_FINISHRA1;
+int ACT_STRIDER_DODGER;
+int ACT_STRIDER_DODGEL;
+int ACT_STRIDER_STOMPL;
+int ACT_STRIDER_STOMPR;
+int ACT_STRIDER_FLICKL;
+int ACT_STRIDER_FLICKR;
+int ACT_STRIDER_CARRIED;
+int ACT_STRIDER_DEPLOY;
+int ACT_STRIDER_GESTURE_DEATH;
+
+// UNDONE: Split sleep into 3 activities (start, loop, end)
+int ACT_STRIDER_SLEEP;
+
+// These bones have physics shadows
+// It allows a one-way interaction between the strider and
+// the physics world
+static const char *pFollowerBoneNames[] =
+{
+ // Head
+ "Combine_Strider.Body_Bone",
+#ifdef HL2_EPISODIC
+ "Combine_Strider.Neck_Bone",
+ "Combine_Strider.Gun_Bone1",
+ "Combine_Strider.Gun_Bone2",
+#endif //HL2_EPISODIC
+
+ // lower legs
+ "Combine_Strider.Leg_Left_Bone1",
+ "Combine_Strider.Leg_Right_Bone1",
+ "Combine_Strider.Leg_Hind_Bone1",
+
+ // upper legs
+ "Combine_Strider.Leg_Left_Bone",
+ "Combine_Strider.Leg_Right_Bone",
+ "Combine_Strider.Leg_Hind_Bone",
+};
+
+// NOTE: These indices must directly correlate with the above list!
+enum
+{
+ STRIDER_BODY_FOLLOWER_INDEX = 0,
+#ifdef HL2_EPISODIC
+ STRIDER_NECK_FOLLOWER_INDEX,
+ STRIDER_GUN1_FOLLOWER_INDEX,
+ STRIDER_GUN2_FOLLOWER_INDEX,
+#endif //HL2_EPISODIC
+
+ STRIDER_LEFT_LEG_FOLLOWER_INDEX,
+ STRIDER_RIGHT_LEG_FOLLOWER_INDEX,
+ STRIDER_BACK_LEG_FOLLOWER_INDEX,
+
+ STRIDER_LEFT_UPPERLEG_FOLLOWER_INDEX,
+ STRIDER_RIGHT_UPPERLEG_FOLLOWER_INDEX,
+ STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX,
+};
+
+#define MINIGUN_MAX_YAW 90.0f
+#define MINIGUN_MIN_YAW -90.0f
+#define MINIGUN_MAX_PITCH 45.0f
+#define MINIGUN_MIN_PITCH -45.0f
+
+//-----------------------------------------------------------------------------
+//
+// CNPC_Strider
+//
+//-----------------------------------------------------------------------------
+
+IMPLEMENT_SERVERCLASS_ST(CNPC_Strider, DT_NPC_Strider)
+ SendPropVector(SENDINFO(m_vecHitPos), -1, SPROP_COORD),
+ SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 0 ), -1, SPROP_COORD ),
+ SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 1 ), -1, SPROP_COORD ),
+ SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 2 ), -1, SPROP_COORD ),
+ SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 3 ), -1, SPROP_COORD ),
+ SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 4 ), -1, SPROP_COORD ),
+ SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 5 ), -1, SPROP_COORD ),
+END_SEND_TABLE()
+
+//-------------------------------------
+
+LINK_ENTITY_TO_CLASS( npc_strider, CNPC_Strider );
+
+//-------------------------------------
+
+BEGIN_DATADESC( CNPC_Strider )
+
+#ifdef HL2_EPISODIC
+ DEFINE_UTLVECTOR( m_hAttachedBusters, FIELD_EHANDLE ),
+#endif // HL2_EPISODIC
+
+ DEFINE_EMBEDDED( m_EnemyUpdatedTimer ),
+ DEFINE_EMBEDDEDBYREF( m_pMinigun ),
+ DEFINE_FIELD( m_miniGunAmmo, FIELD_INTEGER ),
+ DEFINE_FIELD( m_miniGunDirectAmmo, FIELD_INTEGER ),
+ DEFINE_FIELD( m_nextStompTime, FIELD_TIME ),
+ DEFINE_FIELD( m_nextShootTime, FIELD_TIME ),
+ DEFINE_FIELD( m_ragdollTime, FIELD_TIME ),
+ DEFINE_FIELD( m_miniGunShootDuration, FIELD_FLOAT ),
+ DEFINE_FIELD( m_aimYaw, FIELD_FLOAT ),
+ DEFINE_FIELD( m_aimPitch, FIELD_FLOAT ),
+ DEFINE_FIELD( m_blastHit, FIELD_VECTOR ),
+ DEFINE_FIELD( m_blastNormal, FIELD_VECTOR ),
+ DEFINE_FIELD( m_vecHitPos, FIELD_POSITION_VECTOR ),
+ DEFINE_AUTO_ARRAY( m_vecIKTarget, FIELD_POSITION_VECTOR ),
+
+ DEFINE_EMBEDDED( m_PlayerFreePass ),
+
+ DEFINE_EMBEDDED( m_PostureAnimationTimer ),
+
+ DEFINE_EMBEDDED( m_BoneFollowerManager ),
+
+ // m_iszStriderBusterName - recreated at load time
+ // m_iszMagnadeClassname - recreated at load time
+ // m_iszHunterClassname - recreated at load time
+
+ DEFINE_FIELD( m_hRagdoll, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_hCannonTarget, FIELD_EHANDLE ),
+ DEFINE_EMBEDDED( m_AttemptCannonLOSTimer ),
+
+ DEFINE_FIELD( m_flSpeedScale, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flTargetSpeedScale, FIELD_FLOAT ),
+
+ DEFINE_EMBEDDED( m_LowZCorrectionTimer ),
+ DEFINE_FIELD( m_BodyTargetBone, FIELD_INTEGER ),
+
+ DEFINE_FIELD( m_iVisibleEnemies, FIELD_INTEGER ),
+ DEFINE_FIELD( m_flTargetAcquiredTime, FIELD_FLOAT ),
+ DEFINE_FIELD( m_bCrouchLocked, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bNoCrouchWalk, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bDontCrouch, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bNoMoveToLOS, FIELD_BOOLEAN ),
+ DEFINE_KEYFIELD( m_bDisableBoneFollowers, FIELD_BOOLEAN, "disablephysics" ),
+
+ DEFINE_FIELD( m_idealHeight, FIELD_FLOAT ),
+ DEFINE_FIELD( m_HeightVelocity, FIELD_FLOAT ),
+
+ DEFINE_FIELD( m_prevYaw, FIELD_FLOAT ),
+ DEFINE_FIELD( m_doTurn, FIELD_FLOAT ),
+ DEFINE_FIELD( m_doLeft, FIELD_FLOAT ),
+ DEFINE_FIELD( m_doRight, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flNextTurnAct, FIELD_TIME ),
+
+ DEFINE_FIELD( m_strTrackName, FIELD_STRING ),
+ DEFINE_FIELD( m_hFocus, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_hSmoke, FIELD_EHANDLE ),
+
+ DEFINE_FIELD( m_flTimeLastAlertSound, FIELD_TIME ),
+ DEFINE_FIELD( m_flTimeNextHuntSound, FIELD_TIME ),
+ DEFINE_FIELD( m_flTimePlayerMissileDetected, FIELD_TIME ),
+ DEFINE_FIELD( m_hPlayersMissile, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_bMinigunUseDirectFire, FIELD_BOOLEAN ),
+
+ DEFINE_FIELD( m_bUseAggressiveBehavior, FIELD_BOOLEAN ),
+
+ DEFINE_FIELD( m_bFastCrouch, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bMinigunEnabled, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bExploding, FIELD_BOOLEAN ),
+
+ // inputs
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMinigunTime", InputSetMinigunTime ),
+ DEFINE_INPUTFUNC( FIELD_STRING, "SetMinigunTarget", InputSetMinigunTarget ),
+ DEFINE_INPUTFUNC( FIELD_STRING, "SetCannonTarget", InputSetCannonTarget ),
+ DEFINE_INPUTFUNC( FIELD_STRING, "FlickRagdoll", InputFlickRagdoll ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Crouch", InputCrouch ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "CrouchInstantly", InputCrouchInstantly ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Stand", InputStand ),
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHeight", InputSetHeight ),
+ DEFINE_INPUTFUNC( FIELD_STRING, "SetTargetPath", InputSetTargetPath ),
+ DEFINE_INPUTFUNC( FIELD_STRING, "ClearTargetPath", InputClearTargetPath ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouchWalk", InputDisableCrouchWalk ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "EnableCrouchWalk", InputEnableCrouchWalk ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "EnableAggressiveBehavior", InputEnableAggressiveBehavior ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "DisableAggressiveBehavior", InputDisableAggressiveBehavior ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "DisableMinigun", InputDisableMinigun ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "EnableMinigun", InputEnableMinigun ),
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "StopShootingMinigunForSeconds", InputStopShootingMinigunForSeconds ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouch", InputDisableCrouch ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "DisableMoveToLOS", InputDisableMoveToLOS ),
+ DEFINE_INPUTFUNC( FIELD_STRING, "DisableCollisionWith", InputDisableCollisionWith ),
+ DEFINE_INPUTFUNC( FIELD_STRING, "EnableCollisionWith", InputEnableCollisionWith ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ),
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "ScaleGroundSpeed", InputScaleGroundSpeed ),
+
+ // Function Pointers
+// DEFINE_FUNCTION( JumpTouch ),
+ DEFINE_THINKFUNC( CarriedThink ),
+ DEFINE_THINKFUNC( CannonHitThink ),
+
+END_DATADESC()
+
+//---------------------------------------------------------
+
+float CNPC_Strider::gm_strideLength;
+
+int CNPC_Strider::gm_BodyHeightPoseParam;
+int CNPC_Strider::gm_YawControl;
+int CNPC_Strider::gm_PitchControl;
+int CNPC_Strider::gm_CannonAttachment;
+
+float CNPC_Strider::gm_zCannonDist;
+float CNPC_Strider::gm_zMinigunDist;
+Vector CNPC_Strider::gm_vLocalRelativePositionCannon;
+Vector CNPC_Strider::gm_vLocalRelativePositionMinigun;
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+CNPC_Strider::CNPC_Strider()
+{
+ m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME );
+ m_hFocus = NULL;
+ m_pMinigun = new CStriderMinigun;
+ m_hSmoke = NULL;
+ m_PlayerFreePass.SetOuter( this );
+ m_bExploding = false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+CNPC_Strider::~CNPC_Strider()
+{
+ delete m_pMinigun;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::Precache()
+{
+ if ( !GetModelName() )
+ {
+ SetModelName( MAKE_STRING( "models/combine_strider.mdl" ) );
+ }
+
+ PrecacheModel( STRING( GetModelName() ) );
+
+ PropBreakablePrecacheAll( GetModelName() );
+
+ PrecacheScriptSound( "NPC_Strider.StriderBusterExplode" );
+ PrecacheScriptSound( "explode_5" );
+ PrecacheScriptSound( "NPC_Strider.Charge" );
+ PrecacheScriptSound( "NPC_Strider.RagdollDetach" );
+ PrecacheScriptSound( "NPC_Strider.Whoosh" );
+ PrecacheScriptSound( "NPC_Strider.Creak" );
+ PrecacheScriptSound( "NPC_Strider.Alert" );
+ PrecacheScriptSound( "NPC_Strider.Pain" );
+ PrecacheScriptSound( "NPC_Strider.Death" );
+ PrecacheScriptSound( "NPC_Strider.FireMinigun" );
+ PrecacheScriptSound( "NPC_Strider.Shoot" );
+ PrecacheScriptSound( "NPC_Strider.OpenHatch" );
+ PrecacheScriptSound( "NPC_Strider.Footstep" );
+ PrecacheScriptSound( "NPC_Strider.Skewer" );
+ PrecacheScriptSound( "NPC_Strider.Hunt" );
+ PrecacheMaterial( "effects/water_highlight" );
+ s_iImpactEffectTexture = PrecacheModel( "sprites/physbeam.vmt" );
+ PrecacheMaterial( "sprites/bluelaser1" );
+ PrecacheMaterial( "effects/blueblacklargebeam" );
+ PrecacheMaterial( "effects/strider_pinch_dudv" );
+ PrecacheMaterial( "effects/blueblackflash" );
+ PrecacheMaterial( "effects/strider_bulge_dudv" );
+ PrecacheMaterial( "effects/strider_muzzle" );
+
+ PrecacheModel( "models/chefhat.mdl" );
+
+ UTIL_PrecacheOther( "sparktrail" );
+
+ BaseClass::Precache();
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::Spawn()
+{
+ Precache();
+
+ m_miniGunAmmo = GetAmmoDef()->Index("StriderMinigun");
+ m_miniGunDirectAmmo = GetAmmoDef()->Index("StriderMinigunDirect");
+ m_pMinigun->Init();
+
+ EnableServerIK();
+
+ SetModel( STRING( GetModelName() ) );
+
+ BaseClass::Spawn();
+
+ //m_debugOverlays |= OVERLAY_NPC_ROUTE_BIT | OVERLAY_BBOX_BIT;
+ SetHullType( HULL_LARGE_CENTERED );
+ SetHullSizeNormal();
+ SetDefaultEyeOffset();
+
+ SetNavType( NAV_FLY );
+ m_flGroundSpeed = STRIDER_SPEED;
+ m_flSpeedScale = m_flTargetSpeedScale = 1.0;
+ m_NPCState = NPC_STATE_NONE;
+ m_bloodColor = DONT_BLEED;
+
+ m_iHealth = sk_strider_health.GetFloat();
+ m_iMaxHealth = 500;
+
+ m_flFieldOfView = 0.0; // 180 degrees
+
+ AddFlag( FL_FLY );
+ SetCollisionGroup( HL2COLLISION_GROUP_STRIDER );
+ SetSolid( SOLID_BBOX );
+ AddSolidFlags( FSOLID_NOT_STANDABLE );
+ SetMoveType( MOVETYPE_STEP );
+ AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL );
+
+ // Cached for quick comparisons
+ m_iszStriderBusterName = AllocPooledString( "weapon_striderbuster" );
+ m_iszMagnadeClassname = AllocPooledString( "npc_grenade_magna" );
+ m_iszHunterClassname = AllocPooledString( "npc_hunter" );
+
+ // BMCD: Force collision hooks
+ AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
+ SetupGlobalModelData();
+
+ CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 | bits_CAP_SQUAD );
+
+ // Don't allow us to skip animation setup because our attachments are critical to us!
+ SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
+
+ // find the ground, move up to strider stand height
+ Vector mins(-16,-16,-16), maxs(16,16,16);
+ Vector origin = GetLocalOrigin();
+
+ MoveToGround( &origin, this, mins, maxs );
+ origin.z += GetMaxHeight();//(GetAbsOrigin().z - vecSurroundMins.z) + mins.z;
+
+ SetLocalOrigin( origin );
+
+ NPCInit();
+
+ // Strider doesn't care about missiles for now.
+ AddClassRelationship( CLASS_MISSILE, D_NU, 0 );
+
+ m_bCrouchLocked = false;
+ m_bMinigunEnabled = true;
+
+ m_PostureAnimationTimer.Set( 8, 16 );
+
+ m_BodyTargetBone = -1;
+
+ CreateFocus();
+
+ m_EnemyUpdatedTimer.Set( 0 );
+
+ // Don't minigun things farther than 500 feet away.
+ m_flDistTooFar = 500.0f * 12.0f;
+
+ GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() );
+
+ m_hPlayersMissile.Set( NULL );
+ m_flTimeNextHuntSound = gpGlobals->curtime - 1.0f;
+}
+
+void CNPC_Strider::SetupGlobalModelData()
+{
+ gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" );
+ gm_YawControl = LookupPoseParameter( "yaw" );
+ gm_PitchControl = LookupPoseParameter( "pitch" );
+ gm_CannonAttachment = LookupAttachment( "BigGun" );
+
+ // BMCD: Get the conservative boxes from sequences
+ Vector mins, maxs;
+ ExtractBbox( SelectHeaviestSequence( ACT_WALK ), mins, maxs );
+ CNPC_Strider::gm_strideLength = (maxs.x - mins.x) * 0.5;
+
+ // UNDONE: use crouch when crouched
+ CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );
+}
+
+void CNPC_Strider::OnRestore()
+{
+ BaseClass::OnRestore();
+ SetupGlobalModelData();
+ CreateVPhysics();
+
+ // Cached for quick comparisons
+ m_iszStriderBusterName = FindPooledString( "weapon_striderbuster" );
+ m_iszMagnadeClassname = FindPooledString( "npc_grenade_magna" );
+}
+
+bool CNPC_Strider::m_sbStaticPoseParamsLoaded = false;
+int CNPC_Strider::m_poseMiniGunYaw = 0;
+int CNPC_Strider::m_poseMiniGunPitch = 0;
+//-----------------------------------------------------------------------------
+// Purpose: Cache whatever pose parameters we intend to use
+//-----------------------------------------------------------------------------
+void CNPC_Strider::PopulatePoseParameters( void )
+{
+ if (!m_sbStaticPoseParamsLoaded)
+ {
+ m_poseMiniGunYaw = LookupPoseParameter( "miniGunYaw");
+ m_poseMiniGunPitch = LookupPoseParameter( "miniGunPitch" );
+
+ m_sbStaticPoseParamsLoaded = true;
+ }
+
+ BaseClass::PopulatePoseParameters();
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::CreateVPhysics()
+{
+ // The strider has bone followers for every solid part of its body,
+ // so there's no reason for the bounding box to be solid.
+ //BaseClass::CreateVPhysics();
+
+ if ( !m_bDisableBoneFollowers )
+ {
+ InitBoneFollowers();
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_Strider::InitBoneFollowers( void )
+{
+ // Don't do this if we're already loaded
+ if ( m_BoneFollowerManager.GetNumBoneFollowers() != 0 )
+ return;
+
+ // Init our followers
+ m_BoneFollowerManager.InitBoneFollowers( this, ARRAYSIZE(pFollowerBoneNames), pFollowerBoneNames );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::PostNPCInit()
+{
+ BaseClass::PostNPCInit();
+
+ if( CarriedByDropship() )
+ {
+ SetMoveType( MOVETYPE_NONE );
+ SetActivity( (Activity)ACT_STRIDER_CARRIED );
+ SetThink( &CNPC_Strider::CarriedThink );
+ RemoveFlag( FL_FLY );
+ }
+
+ m_PlayerFreePass.SetPassTarget( UTIL_PlayerByIndex(1) );
+
+ AI_FreePassParams_t freePassParams =
+ {
+ strider_free_pass_start_time.GetFloat(), // timeToTrigger
+ strider_free_pass_duration.GetFloat(), // duration
+ strider_free_pass_move_tolerance.GetFloat(), // moveTolerance
+ strider_free_pass_refill_rate.GetFloat(), // refillRate
+ strider_free_pass_cover_dist.GetFloat(), // coverDist
+ strider_peek_time.GetFloat(), // peekTime
+ strider_peek_time_after_damage.GetFloat(), // peekTimeAfterDamage
+ strider_peek_eye_dist.GetFloat(), // peekEyeDist
+ strider_peek_eye_dist_z.GetFloat(), // peekEyeDistZ
+ };
+
+ m_PlayerFreePass.SetParams( freePassParams );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::Activate()
+{
+ BaseClass::Activate();
+
+ const char *pszBodyTargetBone = "combine_strider.neck_bone";
+
+ m_BodyTargetBone = LookupBone( pszBodyTargetBone );
+
+ if ( m_BodyTargetBone == -1 )
+ {
+ DevMsg( "Couldn't find npc_strider bone %s, which is used as target for others\n", pszBodyTargetBone );
+ }
+
+ gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" );
+ gm_YawControl = LookupPoseParameter( "yaw" );
+ gm_PitchControl = LookupPoseParameter( "pitch" );
+ gm_CannonAttachment = LookupAttachment( "BigGun" );
+
+ if ( gm_zCannonDist == 0 )
+ {
+ // Have to create a virgin strider to ensure proper pose
+ CNPC_Strider *pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" );
+ Assert(pStrider);
+ pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him
+ DispatchSpawn( pStrider );
+
+ pStrider->SetActivity( ACT_DIERAGDOLL );
+ pStrider->InvalidateBoneCache();
+ gm_zCannonDist = pStrider->CannonPosition().z - pStrider->GetAbsOrigin().z;
+
+ // Currently just using the gun for the vertical component!
+ Vector defEyePos;
+ pStrider->GetAttachment( "minigunbase", defEyePos );
+ gm_zMinigunDist = defEyePos.z - pStrider->GetAbsOrigin().z;
+
+ Vector position;
+ pStrider->GetAttachment( "biggun", position );
+ VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionCannon );
+
+ pStrider->GetAttachment( "minigun", position );
+ VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionMinigun );
+ UTIL_Remove( pStrider );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::UpdateOnRemove()
+{
+ m_BoneFollowerManager.DestroyBoneFollowers();
+
+#ifdef HL2_EPISODIC
+ m_hAttachedBusters.Purge();
+#endif // HL2_EPISODIC
+
+ BaseClass::UpdateOnRemove();
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InitBoneControllers()
+{
+ BaseClass::InitBoneControllers( );
+
+ SetHeight( GetMaxHeight() );
+ SetIdealHeight( GetMaxHeight() );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+Class_T CNPC_Strider::Classify()
+{
+ if( CarriedByDropship() )
+ return CLASS_NONE;
+
+ return CLASS_COMBINE;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::ShouldAttractAutoAim( CBaseEntity *pAimingEnt )
+{
+#ifdef HL2_EPISODIC
+ if( m_hAttachedBusters.Count() > 0 )
+ return false;
+#endif//HL2_EPISODIC
+
+ return BaseClass::ShouldAttractAutoAim( pAimingEnt );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+int CNPC_Strider::DrawDebugTextOverlays()
+{
+ int text_offset = BaseClass::DrawDebugTextOverlays();
+
+ if (m_debugOverlays & OVERLAY_TEXT_BIT)
+ {
+ EntityText(text_offset,CFmtStr("Ideal Height: %.1f; Height: %.1f", GetIdealHeight(), GetHeight()),0);
+ text_offset++;
+ if ( m_PlayerFreePass.HasPass() )
+ {
+ EntityText(text_offset,CFmtStr("Free pass: %.1f", m_PlayerFreePass.GetTimeRemaining()),0);
+ text_offset++;
+ }
+
+ CBaseEntity *pPlayer = UTIL_PlayerByIndex(1);
+ if ( pPlayer )
+ {
+ if ( GetSenses()->ShouldSeeEntity( pPlayer ) && GetSenses()->CanSeeEntity( pPlayer ) )
+ {
+ EntityText(text_offset,"See player",0);
+ text_offset++;
+ }
+ else
+ {
+ float temp = m_PlayerFreePass.GetTimeRemaining();
+ m_PlayerFreePass.SetTimeRemaining( 0 );
+
+ if ( BaseClass::FVisible( pPlayer ) && !FVisible( pPlayer ) )
+ {
+ EntityText(text_offset,"Player peeking",0);
+ text_offset++;
+ }
+ m_PlayerFreePass.SetTimeRemaining( temp );
+ }
+ }
+
+ if ( m_flTargetSpeedScale != 1.0 )
+ {
+ EntityText(text_offset,CFmtStr( "Speed scaled to %.1f", m_flGroundSpeed ),0);
+ text_offset++;
+ }
+ }
+
+ return text_offset;
+}
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+Vector CNPC_Strider::EyePosition()
+{
+ Vector eyePosition = GetAdjustedOrigin();
+ eyePosition.z += gm_zMinigunDist;
+ return eyePosition;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+const Vector &CNPC_Strider::GetViewOffset()
+{
+ Vector vOffset;
+
+ vOffset.x = 0;
+ vOffset.y = 0;
+ vOffset.z = ( GetHeight() - GetMaxHeightModel() ) + gm_zMinigunDist;
+
+ Assert( VectorsAreEqual( GetAbsOrigin() + vOffset, EyePosition(), 0.1 ));
+
+ SetViewOffset( vOffset );
+
+ return BaseClass::GetViewOffset();
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::CalculateIKLocks( float currentTime )
+{
+ BaseClass::CalculateIKLocks( currentTime );
+ if ( m_pIk && m_pIk->m_target.Count() )
+ {
+ Assert(m_pIk->m_target.Count() > STOMP_IK_SLOT);
+ // HACKHACK: Hardcoded 11??? Not a cleaner way to do this
+ CIKTarget &target = m_pIk->m_target[STOMP_IK_SLOT];
+ target.SetPos( m_vecHitPos.Get() );
+ for ( int i = 0; i < NUM_STRIDER_IK_TARGETS; i++ )
+ {
+ target = m_pIk->m_target[i];
+
+ if (!target.IsActive())
+ continue;
+
+ m_vecIKTarget.Set( i, target.est.pos );
+
+#if 0
+ // yellow box at target pos - helps debugging
+ //if (i == 0)
+ NDebugOverlay::Line( GetAbsOrigin(), m_vecIKTarget[i], 255, 255, 0, 0, 0.1 );
+ NDebugOverlay::Box( m_vecIKTarget[i], Vector(-8,-8,-8), Vector(8,8,8), 255, 255, 0, 0, 4.0 );
+#endif
+ }
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::NPCThink(void)
+{
+ if ( m_hRagdoll.Get() )
+ {
+ m_nextStompTime = gpGlobals->curtime + 5;
+ }
+
+ if ( m_flTargetSpeedScale > 0.01 )
+ {
+ float deltaSpeedScale = m_flSpeedScale - m_flTargetSpeedScale;
+ if ( fabsf( deltaSpeedScale ) > .01 )
+ {
+ if ( deltaSpeedScale < 0 )
+ {
+ m_flSpeedScale += STRIDER_SPEED_CHANGE;
+ if ( m_flSpeedScale > m_flTargetSpeedScale )
+ {
+ m_flSpeedScale = m_flTargetSpeedScale;
+ }
+ }
+ else
+ {
+ m_flSpeedScale -= STRIDER_SPEED_CHANGE;
+ if ( m_flSpeedScale < m_flTargetSpeedScale )
+ {
+ m_flSpeedScale = m_flTargetSpeedScale;
+ }
+ }
+ }
+ else
+ {
+ m_flSpeedScale = m_flTargetSpeedScale;
+ }
+ }
+ else
+ {
+ m_flTargetSpeedScale = 1.0;
+ }
+
+ BaseClass::NPCThink();
+
+ m_pMinigun->Think( this, 0.1 );
+
+ // update follower bones
+ m_BoneFollowerManager.UpdateBoneFollowers(this);
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::PrescheduleThink()
+{
+ if( IsUsingAggressiveBehavior() && GetEnemy() && GetEnemy()->IsPlayer() )
+ {
+ AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ) , 1.0, 2.0 );
+ }
+
+ // Next missile will kill me!
+ if( GetHealth() <= 50 && random->RandomInt( 0, 20 ) == 0 )
+ {
+ CBaseEntity *pTrail = CreateEntityByName( "sparktrail" );
+ pTrail->SetOwnerEntity( this );
+ pTrail->Spawn();
+ }
+
+#if 0
+ NDebugOverlay::Cross3D( GetAdjustedOrigin(), 16, 128, 128, 128, false, .1 );
+ Vector vIdealOrigin = GetAbsOrigin();
+ vIdealOrigin.z -= GetMaxHeightModel() - GetIdealHeight();
+ NDebugOverlay::Cross3D( vIdealOrigin, 16, 255, 255, 255, false, .1 );
+#endif
+
+ if( strider_eyepositions.GetBool() )
+ {
+ NDebugOverlay::Cross3D( EyePosition(), 16, 0, 255, 0, false, 0.1 );
+ NDebugOverlay::Cross3D( EyePositionCrouched(), 16, 255, 255, 0, false, 0.1 );
+ }
+
+ if( strider_show_focus.GetBool() )
+ {
+ QAngle angles;
+
+ angles.x = gpGlobals->curtime * 20.0f;
+ angles.y = angles.x * 0.5f;
+ angles.z = 0.0f;
+
+ NDebugOverlay::Cross3DOriented( GetFocus()->GetAbsOrigin(), angles, 24, 255, 255, 0, false, 0.1 );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::GatherConditions()
+{
+ if ( AIGetNumFollowers( this, m_iszHunterClassname ) == 0 )
+ {
+ // This works with old data because need to do before base class so as to not choose as enemy
+ if ( m_PlayerFreePass.HasPass() || ( !m_pMinigun->IsShooting() || GetEnemy() != m_PlayerFreePass.GetPassTarget() ) ) // no free pass when in midst of shooting at target
+ m_PlayerFreePass.Update();
+ }
+ else
+ {
+ m_PlayerFreePass.Reset( strider_free_pass_after_escorts_dead.GetFloat(), strider_free_pass_tolerance_after_escorts_dead.GetFloat() );
+ }
+
+ if( IsUsingAggressiveBehavior() )
+ {
+ if( m_PlayerFreePass.HasPass() && !m_pMinigun->IsShooting() )
+ {
+ // Make the minigun stitch
+ m_bMinigunUseDirectFire = false;
+ }
+ }
+
+ //---------------------------------
+
+ BaseClass::GatherConditions();
+
+ if( IsUsingAggressiveBehavior() )
+ {
+ if( GetEnemy() )
+ {
+ if( HasCondition( COND_SEE_ENEMY ) )
+ {
+ // Keep setting up to play my hunt sound at some random time after losing sight of my enemy.
+ m_flTimeNextHuntSound = gpGlobals->curtime + 1.0f;
+ }
+ else
+ {
+ if( gpGlobals->curtime >= m_flTimeNextHuntSound && !m_pMinigun->IsShooting() )
+ {
+ HuntSound();
+ }
+ }
+ }
+
+ if( m_hPlayersMissile )
+ {
+ if( !m_pMinigun->IsShooting() && GetEnemy() && GetEnemy()->IsPlayer() )
+ {
+ // If the missile is closer to the player than I am, stay suppressed. This is essentially
+ // allowing the missile to strike me if it was fired off before I started shooting.
+ // If the missile passes me or goes way off course, I can shoot.
+ float flPlayerMissileDist;
+ float flPlayerStriderDist;
+
+ flPlayerMissileDist = GetEnemy()->GetAbsOrigin().DistTo( m_hPlayersMissile->GetAbsOrigin() );
+ flPlayerStriderDist = GetEnemy()->GetAbsOrigin().DistTo( EyePosition() );
+ float flDiff = flPlayerMissileDist - flPlayerStriderDist;
+
+ // Figure out how long it's been since I've fired my cannon because of a player's missile.
+ float flTimeSuppressed = gpGlobals->curtime - m_flTimePlayerMissileDetected;
+
+ if( flDiff < strider_missile_suppress_dist.GetFloat() && flTimeSuppressed < strider_missile_suppress_time.GetFloat() )
+ {
+ // Defer the minigun until/unless the missile has passed me by 10 feet
+ m_pMinigun->StopShootingForSeconds( this, GetEnemy(), 0.5f );
+ }
+ }
+ }
+ }
+
+ // This pair of conditions is nice to have around...
+ if( m_pMinigun->IsShooting() )
+ {
+ SetCondition( COND_STRIDER_MINIGUN_SHOOTING );
+ }
+ else
+ {
+ SetCondition( COND_STRIDER_MINIGUN_NOT_SHOOTING );
+ }
+
+ if( GetCannonTarget() )
+ {
+ SetCondition( COND_STRIDER_HAS_CANNON_TARGET );
+
+ if( strider_show_cannonlos.GetBool() )
+ {
+ trace_t tr;
+ UTIL_TraceLine( CannonPosition(), GetCannonTarget()->WorldSpaceCenter(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
+ NDebugOverlay::Line( tr.startpos, tr.endpos, 0, 255, 0, false, 0.1 );
+
+ if( tr.fraction != 1.0 )
+ NDebugOverlay::Line( tr.endpos, GetCannonTarget()->WorldSpaceCenter(), 255, 0, 0, false, 0.1 );
+ }
+ }
+ else
+ {
+ ClearCondition( COND_STRIDER_HAS_CANNON_TARGET );
+ }
+
+ ClearCondition( COND_CAN_RANGE_ATTACK2 );
+ ClearCondition( COND_STRIDER_HAS_LOS_Z );
+
+ // If not locked into a crouch, look into adjusting height to attack targets.
+ if( !m_bCrouchLocked && !m_bDontCrouch )
+ {
+ if( m_hCannonTarget != NULL )
+ {
+ if( !IsStriderCrouching() && !IsStriderStanding() )
+ {
+ if ( WeaponLOSCondition( GetAdjustedOrigin(), m_hCannonTarget->GetAbsOrigin(), false ) )
+ {
+ SetCondition( COND_CAN_RANGE_ATTACK2 );
+ }
+ else
+ {
+ GatherHeightConditions( GetAdjustedOrigin(), m_hCannonTarget );
+ }
+ }
+ }
+ else if( GetEnemy() )
+ {
+ if ( strider_distributed_fire.GetBool() && !IsUsingAggressiveBehavior() )
+ {
+ m_iVisibleEnemies = 0;
+ AIEnemiesIter_t iter;
+
+ for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) )
+ {
+ if( IRelationType( pEMemory->hEnemy ) != D_NU && IRelationType( pEMemory->hEnemy ) != D_LI )
+ {
+ if( pEMemory->timeLastSeen == gpGlobals->curtime )
+ {
+ m_iVisibleEnemies++;
+ }
+ }
+ }
+
+ // If I'm on target and see more targets than just this one, move on to another target for a bit!
+ // Because the Mingun's state will stay "on target" until the minigun gets a chance to think,
+ // and this function may be called several times per strider think, don't call this code anymore in the same
+ // think when a new enemy is chosen.
+ //
+ // Don't switch targets if shooting at a bullseye! Level designers depend on bullseyes.
+ if( GetEnemy() && m_pMinigun->IsShooting() && GetTimeEnemyAcquired() != gpGlobals->curtime )
+ {
+ if( m_pMinigun->IsOnTarget( 3 ) && !FClassnameIs( GetEnemy(), "npc_bullseye" ) )
+ {
+ if( m_iVisibleEnemies > 1 )
+ {
+ // Time to ignore this guy for a little while and switch targets.
+ GetEnemies()->SetTimeValidEnemy( GetEnemy(), gpGlobals->curtime + ( STRIDER_IGNORE_TARGET_DURATION * m_iVisibleEnemies ) );
+ SetEnemy( NULL, false );
+ ChooseEnemy();
+ }
+ else if( GetEnemy()->IsPlayer() && GetEnemy() == m_pMinigun->GetTarget() )
+ {
+ // Give the poor target a break.
+ m_pMinigun->StopShootingForSeconds( this, GetEnemy(), GetMinigunShootDowntime() );
+ }
+ }
+ }
+ }
+
+ if ( GetEnemy() ) // Can go null above
+ {
+ if ( !IsStriderCrouching() && !IsStriderStanding() &&
+ ( !HasCondition( COND_SEE_ENEMY ) ||
+ !WeaponLOSCondition( GetAdjustedOrigin(), GetEnemy()->BodyTarget( GetAdjustedOrigin() ), false ) ) )
+ {
+#if 0
+ if ( !HasCondition( COND_STRIDER_SHOULD_CROUCH ) && !HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
+ SetIdealHeight( MIN( GetMaxHeight(), GetHeight() + 75.0 * 0.1 ) ); // default to rising up
+#endif
+ GatherHeightConditions( GetAdjustedOrigin(), GetEnemy() );
+ }
+ }
+ }
+ else
+ SetIdealHeight( GetMaxHeight() );
+ }
+ else
+ {
+ if( m_hCannonTarget != NULL && CurrentWeaponLOSCondition( m_hCannonTarget->GetAbsOrigin(), false ) )
+ SetCondition( COND_CAN_RANGE_ATTACK2 );
+ }
+
+ if( m_bDontCrouch )
+ {
+ if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
+ {
+ Msg("TELL WEDGE I'M TRYING TO CROUCH!\n");
+ }
+
+ ClearCondition( COND_STRIDER_SHOULD_CROUCH );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::GatherHeightConditions( const Vector &vTestPos, CBaseEntity *pEntity )
+{
+ if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
+ return;
+
+ float maxZ = (GetAbsOrigin().z - (GetMaxHeightModel() - GetMaxHeight()));
+ float minZ = (maxZ - ( GetMaxHeight() - GetMinHeight()));;
+ float newHeight = FLT_MAX;
+
+ if( FInViewCone( pEntity ) && GetWeaponLosZ( vTestPos, minZ, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) )
+ {
+ bool bDoProceduralHeightChange = true;
+ newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight);
+
+ if ( m_LowZCorrectionTimer.Expired() )
+ {
+ // Hack to handle discrepency between ideal gun pos and actual pos due to strider head tilt in crouch pos
+ if ( pEntity && fabs( newHeight - GetHeight() ) < 12 && newHeight < GetMinHeight() + GetHeightRange() * .33 )
+ {
+ Vector muzzlePos;
+ Vector targetPos = pEntity->BodyTarget( GetAdjustedOrigin() );
+
+ GetAttachment( "minigun", muzzlePos );
+
+ trace_t tr;
+ AI_TraceLine( muzzlePos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
+
+ if ( ( tr.m_pEnt != pEntity) && tr.fraction != 1.0 && !CanShootThrough( tr, targetPos ) )
+ {
+ if ( !GetWeaponLosZ( vTestPos, minZ + GetHeightRange() * .33, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) )
+ {
+ return;
+ }
+ newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight);
+ }
+ else
+ {
+ m_LowZCorrectionTimer.Set( 5.0 );
+ }
+ }
+ }
+
+ if ( !strider_always_use_procedural_height.GetBool() )
+ {
+ // If going from max to min, or min to max, use animations 60% of the time
+ if ( fabsf(GetMaxHeight() - GetHeight()) < 0.1 && fabsf(GetMinHeight() - newHeight) < 0.1 )
+ {
+ if ( random->RandomInt(1, 10 ) <= 6 )
+ {
+ SetCondition( COND_STRIDER_SHOULD_CROUCH );
+ bDoProceduralHeightChange = false;
+ }
+ }
+ else if ( fabsf(GetMinHeight() - GetHeight()) < 0.1 && fabsf(GetMaxHeight() - newHeight) < 0.1 )
+ {
+ if ( random->RandomInt(1, 10 ) <= 6 )
+ {
+ SetCondition( COND_STRIDER_SHOULD_STAND );
+ bDoProceduralHeightChange = false;
+ }
+ }
+
+ // Otherwise, if going from near max or near min to the other, use animations based on time
+ if ( bDoProceduralHeightChange && m_PostureAnimationTimer.Expired() )
+ {
+ if ( GetHeight() - GetMinHeight() > GetHeightRange() * .85 && newHeight - GetMinHeight() < GetHeightRange() * .15 )
+ {
+ m_PostureAnimationTimer.Reset();
+ SetCondition( COND_STRIDER_SHOULD_CROUCH );
+ bDoProceduralHeightChange = false;
+ }
+ else if ( newHeight - GetMinHeight() > GetHeightRange() * .85 && GetHeight() - GetMinHeight() < GetHeightRange() * .15 )
+ {
+ m_PostureAnimationTimer.Reset();
+ SetCondition( COND_STRIDER_SHOULD_STAND );
+ bDoProceduralHeightChange = false;
+ }
+ }
+ }
+
+ if ( bDoProceduralHeightChange )
+ {
+ SetCondition( COND_STRIDER_HAS_LOS_Z );
+ SetIdealHeight( newHeight );
+ if ( strider_test_height.GetFloat() > .1 )
+ SetIdealHeight( strider_test_height.GetFloat() );
+ }
+ else
+ SetIdealHeight( GetHeight() );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::OnStateChange( NPC_STATE oldState, NPC_STATE newState )
+{
+ if ( oldState == NPC_STATE_SCRIPT )
+ {
+ m_pMinigun->Enable( this, m_bMinigunEnabled );
+ }
+ else if ( newState == NPC_STATE_SCRIPT )
+ {
+ m_pMinigun->Enable( this, false );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::BuildScheduleTestBits()
+{
+ BaseClass::BuildScheduleTestBits();
+ if (m_NPCState != NPC_STATE_SCRIPT)
+ {
+ SetCustomInterruptCondition( COND_STRIDER_DO_FLICK );
+ }
+
+ if( IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK, false ) || IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE, false ) )
+ {
+ SetCustomInterruptCondition( COND_STRIDER_MINIGUN_SHOOTING );
+ }
+
+ if( IsCurSchedule( SCHED_IDLE_STAND ) )
+ {
+ SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET );
+ }
+
+ // If our base-class schedule breaks on CAN_RANGE_ATTACK1, then also break
+ // on HAS_CANNON_TARGET.
+ if( GetCurSchedule()->HasInterrupt( COND_CAN_RANGE_ATTACK1 ) && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) )
+ {
+ SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET );
+ }
+
+ if( IsCurSchedule( SCHED_IDLE_WALK ) || ( IsCurSchedule( SCHED_IDLE_STAND ) && hl2_episodic.GetBool() ) )
+ {
+ SetCustomInterruptCondition(COND_STRIDER_SHOULD_CROUCH);
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+int CNPC_Strider::SelectSchedule()
+{
+/*
+ if( GetMoveType() != MOVETYPE_FLY )
+ {
+ // Dropship just released me.
+ SetMoveType( MOVETYPE_FLY );
+ return SCHED_STRIDER_FALL_TO_GROUND;
+ }
+*/
+ if ( strider_idle_test.GetBool() )
+ {
+ m_pMinigun->Enable( this, false );
+ return SCHED_IDLE_STAND;
+ }
+ else
+ {
+ m_pMinigun->Enable( this, m_bMinigunEnabled );
+ }
+
+ if( m_NPCState == NPC_STATE_SCRIPT )
+ return BaseClass::SelectSchedule();
+
+ // If we're starting to die, then just wait for this to happen
+ if ( m_lifeState == LIFE_DYING )
+ return SCHED_IDLE_STAND;
+
+ if( m_NPCState == NPC_STATE_DEAD )
+ return SCHED_STRIDER_DIE;
+
+ if( HasPendingTargetPath() )
+ {
+#if 0
+ if( IsInCrouchedPosture() && !m_bCrouchLocked )
+ {
+ // Make the strider stand!
+ return SCHED_STRIDER_STAND;
+ }
+ else
+ {
+ SetTargetPath();
+ }
+#else
+ SetTargetPath();
+#endif
+ }
+
+ //---------------------------------
+
+ if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && GetHeight() - GetMinHeight() > GetHeightRange() * .5 )
+ {
+ return SCHED_STRIDER_CROUCH;
+ }
+ if( HasCondition( COND_STRIDER_SHOULD_STAND ) && !m_bCrouchLocked && GetHeight() - GetMinHeight() < GetHeightRange() * .5 )
+ {
+ return SCHED_STRIDER_STAND;
+ }
+
+ if( HasCondition( COND_CAN_RANGE_ATTACK2 ) )
+ {
+ return SCHED_STRIDER_RANGE_ATTACK2;
+ }
+ else if( m_AttemptCannonLOSTimer.Expired() && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) )
+ {
+ m_AttemptCannonLOSTimer.Set( 5 );
+ return SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON;
+ }
+
+ //---------------------------------
+
+ if( m_NPCState == NPC_STATE_COMBAT )
+ {
+ if ( !HasCondition( COND_NEW_ENEMY ) )
+ {
+ if ( m_hRagdoll.Get() && (gpGlobals->curtime > m_ragdollTime || HasCondition( COND_STRIDER_DO_FLICK ) ) )
+ {
+ return SCHED_STRIDER_FLICKL;
+ }
+ }
+
+ if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
+ {
+ return SCHED_STRIDER_CROUCH;
+ }
+
+ if ( HasCondition( COND_STRIDER_SHOULD_STAND ) )
+ {
+ return SCHED_STRIDER_STAND;
+ }
+
+ if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
+ {
+ return SCHED_MELEE_ATTACK1;
+ }
+ if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
+ {
+ return SCHED_STRIDER_RANGE_ATTACK1;
+ }
+
+ ClearCondition( COND_STRIDER_ENEMY_UPDATED );
+ if ( !m_EnemyUpdatedTimer.Expired() )
+ {
+ int baseResult = BaseClass::SelectSchedule();
+ if ( baseResult != SCHED_COMBAT_FACE || !GetGoalEnt() )
+ return baseResult;
+ }
+
+ if ( !GetGoalEnt() )
+ return BaseClass::SelectSchedule();
+
+ return SCHED_STRIDER_HUNT;
+ }
+
+ //---------------------------------
+
+ if ( !GetGoalEnt() )
+ return SCHED_IDLE_STAND;
+
+ return SCHED_STRIDER_HUNT;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+
+#define TIME_CARE_ENEMY 7.0
+
+int CNPC_Strider::TranslateSchedule( int scheduleType )
+{
+ switch( scheduleType )
+ {
+ case SCHED_RANGE_ATTACK1:
+ return SCHED_STRIDER_RANGE_ATTACK1;
+ case SCHED_RANGE_ATTACK2:
+ return SCHED_STRIDER_RANGE_ATTACK2;
+ case SCHED_MELEE_ATTACK1:
+ return SCHED_STRIDER_STOMPL;
+ case SCHED_MELEE_ATTACK2:
+ return SCHED_STRIDER_STOMPR;
+ case SCHED_CHASE_ENEMY:
+ {
+ if( HasCondition( COND_SEE_ENEMY ) )
+ {
+ return SCHED_STRIDER_COMBAT_FACE;
+ }
+
+ return SCHED_STRIDER_CHASE_ENEMY;
+ }
+
+ case SCHED_ESTABLISH_LINE_OF_FIRE:
+ case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK:
+ if ( m_bNoMoveToLOS )
+ {
+ return SCHED_COMBAT_FACE;
+ }
+
+ if ( !m_bCrouchLocked )
+ {
+ if( IsInCrouchedPosture() )
+ {
+ if( m_pMinigun->IsShooting() )
+ {
+ // Don't stand yet.
+ return SCHED_STRIDER_COMBAT_FACE;
+ }
+ }
+ else if ( HasCondition( COND_STRIDER_HAS_LOS_Z ) && HasCondition( COND_SEE_ENEMY ) )
+ {
+ return SCHED_STRIDER_COMBAT_FACE;
+ }
+ }
+ if ( scheduleType == SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK )
+ {
+ if ( gpGlobals->curtime - GetEnemyLastTimeSeen() < TIME_CARE_ENEMY )
+ return SCHED_STRIDER_COMBAT_FACE;
+ else if ( GetGoalEnt() )
+ return SCHED_STRIDER_HUNT;
+ else
+ {
+ if( IsUsingAggressiveBehavior() )
+ {
+ return SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND;
+ }
+
+ return SCHED_COMBAT_PATROL;
+ }
+ }
+
+ break;
+
+ case SCHED_COMBAT_FACE:
+ return SCHED_STRIDER_COMBAT_FACE;
+ break;
+ }
+
+ return BaseClass::TranslateSchedule( scheduleType );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::StartTask( const Task_t *pTask )
+{
+ switch ( pTask->iTask )
+ {
+ case TASK_GET_PATH_TO_ENEMY_LOS:
+ ChainStartTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData );
+ break;
+
+ case TASK_STRIDER_FALL_TO_GROUND:
+ break;
+
+ case TASK_STRIDER_FIRE_CANNON:
+ FireCannon();
+ TaskComplete();
+ break;
+
+ case TASK_STRIDER_SET_CANNON_HEIGHT:
+ {
+ if ( m_hCannonTarget )
+ SetAbsIdealHeight( m_hCannonTarget->WorldSpaceCenter().z );
+ TaskComplete();
+ }
+ break;
+
+ case TASK_STRIDER_AIM:
+ {
+ // Stop the minigun for a bit, the big gun's about to shoot!
+ m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 );
+
+ //SetIdealActivity( (Activity)ACT_STRIDER_AIMRA1 );
+ SetWait( pTask->flTaskData );
+ m_aimYaw = 0;
+ m_aimPitch = 0;
+ // clear out the previous shooting
+ SetPoseParameter( gm_YawControl, m_aimYaw );
+ SetPoseParameter( gm_PitchControl, m_aimPitch );
+ Vector vecShootPos;
+ GetAttachment( gm_CannonAttachment, vecShootPos );
+
+ // tell the client side effect to complete
+ EntityMessageBegin( this, true );
+ WRITE_BYTE( STRIDER_MSG_STREAKS );
+ WRITE_VEC3COORD( vecShootPos );
+ MessageEnd();
+ CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" );
+ EmitSound( filter2, entindex(), "NPC_Strider.Charge" );
+
+ // CPVSFilter filter( vecShootPos );
+ //te->StreakSphere( filter, 0, 0, 150, 100, entindex(), gm_CannonAttachment );
+ }
+ break;
+
+ case TASK_STRIDER_DODGE:
+ break;
+
+ case TASK_STRIDER_STOMP:
+ {
+ m_nextStompTime = gpGlobals->curtime + 5;
+ Activity stompAct = (Activity) ( pTask->flTaskData > 0 ? ACT_STRIDER_STOMPR : ACT_STRIDER_STOMPL );
+ ResetIdealActivity( stompAct );
+ }
+ break;
+
+ case TASK_RANGE_ATTACK1:
+ CBaseCombatWeapon *pWeapon;
+ pWeapon = GetActiveWeapon();
+
+ if( pWeapon )
+ {
+ pWeapon->PrimaryAttack();
+ }
+ else
+ {
+ TaskFail("no primary weapon");
+ }
+
+ TaskComplete();
+ break;
+
+ case TASK_STRIDER_BREAKDOWN:
+ SetIdealActivity( (Activity)ACT_STRIDER_SLEEP );
+ break;
+
+ case TASK_STRIDER_REFRESH_HUNT_PATH:
+ Assert( GetGoalEnt() );
+ if ( GetGoalEnt() )
+ {
+ AI_NavGoal_t goal(GOALTYPE_PATHCORNER, GetGoalEnt()->GetLocalOrigin(), ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
+
+ TranslateNavGoal( GetGoalEnt(), goal.dest );
+
+ if ( ( m_debugOverlays & OVERLAY_NPC_SELECTED_BIT ) && ( m_debugOverlays & OVERLAY_NPC_ROUTE_BIT ) )
+ {
+ NDebugOverlay::Line( GetAbsOrigin() + Vector( 0, 0, 4), goal.dest, 255, 0, 255, true, 3 );
+ }
+
+ if ( GetNavigator()->SetGoal( goal ) )
+ {
+ TaskComplete();
+ break;
+ }
+ TaskFail( FAIL_NO_ROUTE );
+ }
+ break;
+
+ case TASK_STRIDER_START_MOVING:
+ TaskComplete();
+ break;
+
+ case TASK_STRIDER_GET_PATH_TO_CANNON_LOS:
+ {
+ if ( GetCannonTarget() == NULL )
+ {
+ TaskFail("No Cannon Target");
+ return;
+ }
+
+ AI_PROFILE_SCOPE(CAI_BaseNPC_FindLosToEnemy);
+ Vector vecEnemy = GetCannonTarget()->WorldSpaceCenter();
+
+ float flMaxRange = 4096;
+ float flMinRange = 0;
+
+ Vector posLos;
+ bool found = false;
+
+ if ( GetTacticalServices()->FindLateralLos( vecEnemy, &posLos ) )
+ {
+ found = true;
+ }
+
+ if ( !found && GetTacticalServices()->FindLos( vecEnemy, vecEnemy, flMinRange, flMaxRange, 1.0, &posLos ) )
+ {
+ found = true;
+ }
+
+ if ( found )
+ {
+ AI_NavGoal_t goal( posLos, ACT_RUN, AIN_HULL_TOLERANCE );
+
+ GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET );
+ GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest );
+
+ // Add the cannon target as a high priority facing entity.
+ AddFacingTarget( GetCannonTarget(), GetCannonTarget()->WorldSpaceCenter(), 5.0, 5.0 );
+ }
+ else
+ {
+ TaskFail( "Can't get LOS to Cannon Target" );
+ }
+ }
+ break;
+
+ case TASK_STRIDER_GET_PATH_TO_CANNON_TARGET:
+ {
+ if( !m_hCannonTarget )
+ {
+ TaskFail( "No cannon target!\n" );
+ return;
+ }
+
+ AI_NavGoal_t goal( m_hCannonTarget->GetAbsOrigin() );
+
+ TranslateNavGoal( m_hCannonTarget, goal.dest );
+
+ if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) )
+ {
+ TaskComplete();
+ }
+ else
+ {
+ DevWarning( 2, "GetPathToCannonTarget failed!!\n" );
+ TaskFail(FAIL_NO_ROUTE);
+ }
+ }
+ break;
+
+ case TASK_STRIDER_FACE_CANNON_TARGET:
+ if ( m_hCannonTarget != NULL )
+ {
+ GetMotor()->SetIdealYawToTarget( m_hCannonTarget->WorldSpaceCenter() );
+ SetTurnActivity();
+ }
+ else
+ {
+ TaskFail(FAIL_NO_TARGET);
+ }
+ break;
+
+ case TASK_STRIDER_SET_HEIGHT:
+ SetIdealHeight( pTask->flTaskData );
+ TaskComplete();
+ break;
+
+ default:
+ BaseClass::StartTask( pTask );
+ break;
+ }
+}
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::RunTask( const Task_t *pTask )
+{
+ switch ( pTask->iTask )
+ {
+ case TASK_GET_PATH_TO_ENEMY_LOS:
+ ChainRunTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData );
+ break;
+
+ case TASK_STRIDER_FALL_TO_GROUND:
+ {
+ // This doesn't work right now. (sjb)
+ Vector vecVelocity = GetAbsVelocity();
+
+ vecVelocity.z -= (GetCurrentGravity() * 0.1);
+
+ SetAbsVelocity( vecVelocity );
+
+ Vector pos = GetAbsOrigin();
+ TranslateNavGoal( NULL, pos );
+
+ if( GetAbsOrigin().z - pos.z <= 0.0f )
+ {
+ SetAbsVelocity( vec3_origin );
+ TaskComplete();
+ }
+ }
+ break;
+
+ case TASK_STRIDER_AIM:
+ {
+ // BUGBUG: Need the real flInterval here, not just 0.1
+ AimCannonAt( GetCannonTarget(), 0.1 );
+ if ( IsWaitFinished() )
+ {
+ TaskComplete();
+ }
+ }
+ break;
+
+ case TASK_STRIDER_DODGE:
+ TaskComplete();
+ break;
+
+ case TASK_STRIDER_STOMP:
+ if ( IsActivityFinished() )
+ {
+ TaskComplete();
+ }
+ if ( GetEnemy() )
+ {
+ m_vecHitPos = CalculateStompHitPosition( GetEnemy() );
+ }
+ break;
+
+ case TASK_STRIDER_BREAKDOWN:
+ if ( IsActivityFinished() )
+ {
+ // UNDONE: Fix this bug!
+ //Assert(!IsMarkedForDeletion());
+ if ( !IsMarkedForDeletion() )
+ {
+ CTakeDamageInfo info;
+ CreateServerRagdoll( this, 0, info, COLLISION_GROUP_NONE );
+ TaskComplete();
+ UTIL_Remove(this);
+ }
+ }
+ break;
+
+ case TASK_STRIDER_FACE_CANNON_TARGET:
+ GetMotor()->UpdateYaw();
+ if ( FacingIdeal() )
+ {
+ TaskComplete();
+ }
+ break;
+
+ case TASK_PLAY_SEQUENCE:
+ if( m_bFastCrouch && pTask->flTaskData == ACT_CROUCH )
+ {
+ SetPlaybackRate( 10.0f );
+ if( IsSequenceFinished() )
+ {
+ m_bFastCrouch = false;
+ }
+ }
+
+ // Hack to make sure client doesn't pop after stand/crouch is done
+ if ( GetCycle() > 0.5 )
+ {
+ if ( IsStriderStanding() && GetHeight() != GetMaxHeight() )
+ SetHeight( GetMaxHeight() );
+ else if ( IsStriderCrouching() && GetHeight() != GetMinHeight() )
+ SetHeight( GetMinHeight() );
+ SetIdealHeight( GetHeight() );
+ }
+ BaseClass::RunTask( pTask );
+ break;
+
+ default:
+ BaseClass::RunTask( pTask );
+ break;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_Strider::Explode( void )
+{
+ Vector velocity = vec3_origin;
+ AngularImpulse angVelocity = RandomAngularImpulse( -150, 150 );
+
+ // Break into pieces
+ breakablepropparams_t params( EyePosition(), GetAbsAngles(), velocity, angVelocity );
+ params.impactEnergyScale = 1.0f;
+ params.defBurstScale = 600.0f;
+ params.defCollisionGroup = COLLISION_GROUP_NPC;
+ PropBreakableCreateAll( GetModelIndex(), NULL, params, this, -1, true, true );
+
+ // Go away
+ m_lifeState = LIFE_DEAD;
+
+ SetThink( &CNPC_Strider::SUB_Remove );
+ SetNextThink( gpGlobals->curtime + 0.1f );
+
+ AddEffects( EF_NODRAW );
+
+ StopSmoking();
+
+ m_BoneFollowerManager.DestroyBoneFollowers();
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CNPC_Strider::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt )
+{
+ if ( interactionType == g_interactionPlayerLaunchedRPG )
+ {
+ m_flTimePlayerMissileDetected = gpGlobals->curtime;
+ m_hPlayersMissile = sourceEnt;
+ return true;
+ }
+
+ return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::HandleAnimEvent( animevent_t *pEvent )
+{
+ Vector footPosition;
+
+ switch( pEvent->event )
+ {
+ case STRIDER_AE_DIE:
+ {
+ Explode();
+ }
+ break;
+ case STRIDER_AE_SHOOTCANNON:
+ {
+ FireCannon();
+ }
+ break;
+ case STRIDER_AE_WINDUPCANNON:
+ {
+ AimCannonAt( GetCannonTarget(), 0.1 );
+
+ // Stop the minigun for a bit, the big gun's about to shoot!
+ m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 );
+
+ m_aimYaw = 0;
+ m_aimPitch = 0;
+
+ // clear out the previous shooting
+ SetPoseParameter( gm_YawControl, m_aimYaw );
+ SetPoseParameter( gm_PitchControl, m_aimPitch );
+ Vector vecShootPos;
+ GetAttachment( gm_CannonAttachment, vecShootPos );
+
+ // tell the client side effect to start
+ EntityMessageBegin( this, true );
+ WRITE_BYTE( STRIDER_MSG_STREAKS );
+ WRITE_VEC3COORD( vecShootPos );
+ MessageEnd();
+ CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" );
+ EmitSound( filter2, entindex(), "NPC_Strider.Charge" );
+ }
+ break;
+ case STRIDER_AE_CANNONHIT:
+ CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 );
+ break;
+
+ case STRIDER_AE_SHOOTMINIGUN:
+ {
+ CBaseEntity *pTarget = gEntList.FindEntityGeneric( NULL, pEvent->options, this, this );
+ if ( pTarget )
+ {
+ Vector vecTarget = pTarget->CollisionProp()->WorldSpaceCenter();
+ ShootMinigun( &vecTarget, 0 );
+ }
+ break;
+ }
+
+ case STRIDER_AE_STOMPHITL:
+ StompHit( STRIDER_LEFT_LEG_FOLLOWER_INDEX );
+ break;
+ case STRIDER_AE_STOMPHITR:
+ StompHit( STRIDER_RIGHT_LEG_FOLLOWER_INDEX );
+ break;
+ case STRIDER_AE_FLICKL:
+ case STRIDER_AE_FLICKR:
+ {
+ CBaseEntity *pRagdoll = m_hRagdoll;
+ if ( pRagdoll )
+ {
+ CPASAttenuationFilter filter( pRagdoll, "NPC_Strider.RagdollDetach" );
+ EmitSound( filter, pRagdoll->entindex(), "NPC_Strider.RagdollDetach" );
+ DetachAttachedRagdoll( pRagdoll );
+ }
+ m_hRagdoll = NULL;
+ }
+ break;
+
+ case STRIDER_AE_FOOTSTEP_LEFT:
+ case STRIDER_AE_FOOTSTEP_LEFTM:
+ case STRIDER_AE_FOOTSTEP_LEFTL:
+ LeftFootHit( pEvent->eventtime );
+ break;
+ case STRIDER_AE_FOOTSTEP_RIGHT:
+ case STRIDER_AE_FOOTSTEP_RIGHTM:
+ case STRIDER_AE_FOOTSTEP_RIGHTL:
+ RightFootHit( pEvent->eventtime );
+ break;
+ case STRIDER_AE_FOOTSTEP_BACK:
+ case STRIDER_AE_FOOTSTEP_BACKM:
+ case STRIDER_AE_FOOTSTEP_BACKL:
+ BackFootHit( pEvent->eventtime );
+ break;
+ case STRIDER_AE_WHOOSH_LEFT:
+ {
+ GetAttachment( "left foot", footPosition );
+
+ CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" );
+ EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition );
+ }
+ break;
+ case STRIDER_AE_WHOOSH_RIGHT:
+ {
+ GetAttachment( "right foot", footPosition );
+
+ CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" );
+ EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition );
+ }
+ break;
+ case STRIDER_AE_WHOOSH_BACK:
+ {
+ GetAttachment( "back foot", footPosition );
+
+ CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" );
+ EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition );
+ }
+ break;
+ case STRIDER_AE_CREAK_LEFT:
+ case STRIDER_AE_CREAK_BACK:
+ case STRIDER_AE_CREAK_RIGHT:
+ {
+ EmitSound( "NPC_Strider.Creak" );
+ }
+ break;
+ default:
+ BaseClass::HandleAnimEvent( pEvent );
+ break;
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+Disposition_t CNPC_Strider::IRelationType( CBaseEntity *pTarget )
+{
+ if ( IsCannonTarget( pTarget ) )
+ return D_HT;
+
+ return BaseClass::IRelationType( pTarget );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority )
+{
+ if ( nDisposition == D_HT && pEntity->ClassMatches("npc_bullseye") )
+ UpdateEnemyMemory( pEntity, pEntity->GetAbsOrigin() );
+ BaseClass::AddEntityRelationship( pEntity, nDisposition, nPriority );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity )
+{
+ if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) )
+ {
+ SetGoalEnt( pGoalEntity );
+ return true;
+ }
+ return BaseClass::ScheduledMoveToGoalEntity( scheduleType, pGoalEntity, movementActivity );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity )
+{
+ m_strTrackName = pPathStart->GetEntityName();
+ if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) )
+ {
+ SetGoalEnt( pPathStart );
+ return true;
+ }
+ return BaseClass::ScheduledFollowPath( scheduleType, pPathStart, movementActivity );
+}
+
+
+//---------------------------------------------------------
+// Disables the minigun until EnableMinigun input is received.
+//---------------------------------------------------------
+void CNPC_Strider::InputDisableMinigun( inputdata_t &inputdata )
+{
+ m_bMinigunEnabled = false;
+ m_pMinigun->Enable( this, false );
+}
+
+
+//---------------------------------------------------------
+// Enables the minigun.
+//---------------------------------------------------------
+void CNPC_Strider::InputEnableMinigun( inputdata_t &inputdata )
+{
+ m_bMinigunEnabled = true;
+ m_pMinigun->Enable( this, true );
+}
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputSetMinigunTime( inputdata_t &inputdata )
+{
+ m_miniGunShootDuration = inputdata.value.Float();
+ m_pMinigun->SetShootDuration( m_miniGunShootDuration );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputSetMinigunTarget( inputdata_t &inputdata )
+{
+ CBaseEntity *pTargetEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller );
+
+ m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 0 );
+ m_pMinigun->ShootAtTarget( this, pTargetEntity, m_miniGunShootDuration );
+ m_miniGunShootDuration = 0;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputSetCannonTarget( inputdata_t &inputdata )
+{
+ CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller );
+
+ if ( pTarget )
+ {
+ if ( m_hCannonTarget == pTarget )
+ return;
+
+ CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
+ CNPC_Strider *pStrider;
+ for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
+ {
+ if ( ppAIs[i] != this && ppAIs[i]->ClassMatches( GetClassname() ) )
+ {
+ pStrider = (CNPC_Strider *)(ppAIs[i]);
+ if ( pStrider->GetCannonTarget() == pTarget )
+ return; // Already accounted for
+ }
+ }
+
+ if( pTarget->MyCombatCharacterPointer() && pTarget->IsAlive() )
+ {
+ m_hCannonTarget = pTarget;
+ m_AttemptCannonLOSTimer.Force();
+ return;
+ }
+ }
+
+ m_hCannonTarget = NULL;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputFlickRagdoll( inputdata_t &inputdata )
+{
+ if ( m_hRagdoll.Get() )
+ {
+ SetCondition( COND_STRIDER_DO_FLICK );
+ }
+}
+
+
+/*
+ IPhysicsObject *pPhysics0 = FindPhysicsObjectByName( STRING(m_nameAttach1), this );
+ IPhysicsObject *pPhysics1 = FindPhysicsObjectByName( STRING(m_nameAttach2), this );
+
+ if ( !pPhysics0 )
+ {
+ pPhysics0 = g_PhysWorldObject;
+ }
+ if ( !pPhysics1 )
+ {
+ pPhysics1 = g_PhysWorldObject;
+ }
+
+ if ( pPhysics0 != pPhysics1 )
+ {
+ m_disabled = !bEnable;
+ m_succeeded = true;
+ if ( bEnable )
+ {
+ PhysEnableEntityCollisions( pPhysics0, pPhysics1 );
+ }
+ else
+ {
+ PhysDisableEntityCollisions( pPhysics0, pPhysics1 );
+ }
+ }
+ else
+ {
+ m_succeeded = false;
+ }
+*/
+/*
+#pragma warning(push)
+#pragma warning(disable : 4706) // I know what I'm doing
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputDisableCollisionWith( inputdata_t &inputdata )
+{
+ IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this );
+ if ( !pIgnorePhys )
+ return;
+
+ int idx;
+ CBoneFollower *pFol;
+
+ for (idx = 0 ; pFol = GetBoneFollowerByIndex(idx) ; ++idx) // stop when the function starts returning null (idx is no longer good)
+ {
+ IPhysicsObject *pFollowPhys = pFol->VPhysicsGetObject();
+ Assert(pFollowPhys);
+ PhysDisableEntityCollisions( pIgnorePhys, pFollowPhys );
+ }
+}
+#pragma warning(pop)
+*/
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputDisableCollisionWith( inputdata_t &inputdata )
+{
+ IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this );
+ if ( !pIgnorePhys )
+ return;
+
+
+ // CBoneFollower *pFol;
+
+ for (int idx = m_BoneFollowerManager.GetNumBoneFollowers() - 1 ; idx >= 0 ; --idx) // stop when the function starts returning null (idx is no longer good)
+ {
+ IPhysicsObject *pFollowPhys = GetBoneFollowerByIndex(idx)->VPhysicsGetObject();
+ Assert(pFollowPhys);
+ PhysDisableEntityCollisions( pIgnorePhys, pFollowPhys );
+ }
+}
+
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputEnableCollisionWith( inputdata_t &inputdata )
+{
+ IPhysicsObject *pIgnorePhys = FindPhysicsObjectByName( inputdata.value.String(), this );
+ if ( !pIgnorePhys )
+ return;
+
+ int idx;
+ // CBoneFollower *pFol;
+
+ for (idx = m_BoneFollowerManager.GetNumBoneFollowers() - 1 ; idx >= 0 ; --idx) // stop when the function starts returning null (idx is no longer good)
+ {
+ /*
+ pFol = GetBoneFollowerByIndex(idx);
+ Assert(pFol);
+ IPhysicsObject *pFollowPhys = pFol->VPhysicsGetObject();
+ Assert(pFollowPhys);
+ */
+ IPhysicsObject *pFollowPhys = GetBoneFollowerByIndex(idx)->VPhysicsGetObject();
+ PhysEnableEntityCollisions( pIgnorePhys, pFollowPhys );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputCrouch( inputdata_t &inputdata )
+{
+ if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() )
+ SetCondition( COND_STRIDER_SHOULD_CROUCH );
+ m_bCrouchLocked = true;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputCrouchInstantly( inputdata_t &inputdata )
+{
+ if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() )
+ {
+ m_bFastCrouch = true;
+ SetCondition( COND_STRIDER_SHOULD_CROUCH );
+ }
+ m_bCrouchLocked = true;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputStand( inputdata_t &inputdata )
+{
+ if ( !IsCurSchedule( SCHED_STRIDER_STAND ) && !IsInStandingPosture() )
+ SetCondition( COND_STRIDER_SHOULD_STAND );
+ m_bCrouchLocked = false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputSetHeight( inputdata_t &inputdata )
+{
+ SetIdealHeight( inputdata.value.Float() );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputSetTargetPath( inputdata_t &inputdata )
+{
+ m_strTrackName = MAKE_STRING( inputdata.value.String() );
+ SetGoalEnt( NULL );
+
+ if( !IsStriderCrouching() && !IsStriderStanding() && !IsInCrouchedPosture() )
+ {
+ SetTargetPath();
+ }
+
+ // Otherwise, we just leave the track name set and the AI will
+ // get to it as soon as possible (as soon as the strider can be
+ // made to stand).
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputClearTargetPath( inputdata_t &inputdata )
+{
+ if (GetNavigator()->IsGoalActive() && GetNavigator()->GetGoalType() == GOALTYPE_PATHCORNER )
+ {
+ GetNavigator()->ClearGoal();
+ ClearSchedule( "Target path cleared via input" );
+ }
+ m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME );
+ SetGoalEnt(NULL);
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputDisableCrouchWalk( inputdata_t &inputdata )
+{
+ m_bNoCrouchWalk = true;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputEnableCrouchWalk( inputdata_t &inputdata )
+{
+ m_bNoCrouchWalk = false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputEnableAggressiveBehavior( inputdata_t &inputdata )
+{
+ m_bUseAggressiveBehavior = true;
+ GetEnemies()->SetEnemyDiscardTime( 601.0f ); // Make the assert in SetFreeKnowledgeDuration() happy.
+ GetEnemies()->SetFreeKnowledgeDuration( 600.0f );
+
+ AI_FreePassParams_t params = m_PlayerFreePass.GetParams();
+ params.duration = 0.8f;
+ params.coverDist = 1200.0f;
+ m_PlayerFreePass.SetParams( params );
+
+ GetTacticalServices()->AllowFindLateralLos( false );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputDisableAggressiveBehavior( inputdata_t &inputdata )
+{
+ m_bUseAggressiveBehavior = false;
+ GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() );
+ GetEnemies()->SetEnemyDiscardTime( AI_DEF_ENEMY_DISCARD_TIME );
+
+ AI_FreePassParams_t params = m_PlayerFreePass.GetParams();
+ params.duration = strider_free_pass_duration.GetFloat();
+ params.coverDist = strider_free_pass_cover_dist.GetFloat();
+ m_PlayerFreePass.SetParams( params );
+
+ GetTacticalServices()->AllowFindLateralLos( true );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputStopShootingMinigunForSeconds( inputdata_t &inputdata )
+{
+ m_pMinigun->StopShootingForSeconds( this, NULL, inputdata.value.Float() );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputDisableCrouch( inputdata_t &inputdata )
+{
+ m_bDontCrouch = true;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputDisableMoveToLOS( inputdata_t &inputdata )
+{
+ m_bNoMoveToLOS = true;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputExplode( inputdata_t &inputdata )
+{
+ CTakeDamageInfo killInfo;
+ killInfo.SetAttacker( this );
+ killInfo.SetInflictor( this );
+ killInfo.SetDamage( GetHealth() );
+ TakeDamage( killInfo );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::InputScaleGroundSpeed( inputdata_t &inputdata )
+{
+ m_flTargetSpeedScale = inputdata.value.Float();
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
+{
+ bool bIsVisible = BaseClass::FVisible( pEntity, traceMask, ppBlocker );
+
+ if ( bIsVisible && pEntity == m_PlayerFreePass.GetPassTarget() )
+ {
+ bIsVisible = m_PlayerFreePass.ShouldAllowFVisible( bIsVisible );
+
+ if( !bIsVisible && IsUsingAggressiveBehavior() && FInViewCone(pEntity) )
+ {
+ AlertSound();
+ }
+ }
+
+ return bIsVisible;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+Vector CNPC_Strider::BodyTarget( const Vector &posSrc, bool bNoisy )
+{
+ if ( m_BodyTargetBone != -1 )
+ {
+ Vector position;
+ QAngle angles;
+ GetBonePosition( m_BodyTargetBone, position, angles );
+ return position;
+ }
+ return BaseClass::BodyTarget( posSrc, bNoisy );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::IsValidEnemy( CBaseEntity *pTarget )
+{
+ if ( HasCannonTarget() )
+ {
+ return IsCannonTarget(pTarget);
+ }
+
+ if ( pTarget->IsPlayer() )
+ {
+ if ( AIGetNumFollowers( this, m_iszHunterClassname ) > 0 )
+ return false;
+ }
+
+ CBaseCombatCharacter *pEnemy = ToBaseCombatCharacter( pTarget );
+ if ( pEnemy )
+ {
+ // Test our enemy filter
+ if ( m_hEnemyFilter.Get()!= NULL && m_hEnemyFilter->PassesFilter( this, pEnemy ) == false )
+ return false;
+
+ return true;
+ }
+
+ return BaseClass::IsValidEnemy( pTarget );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer )
+{
+ if( pInformer && FClassnameIs( pInformer, "npc_cscanner" ) )
+ {
+ EmitSound( "NPC_Strider.Alert" );
+ // Move Strider's focus to this location and make strider mad at it
+ // (but less mad than at any other potential entities in the scene).
+#if 1
+ GetFocus()->SetAbsOrigin( position + Vector( 0, 0, 32 ) );
+#else
+ trace_t tr;
+ AI_TraceLine( EyePosition(), position + Vector( 0, 0, 32 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
+ GetFocus()->SetAbsOrigin( tr.endpos );
+#endif
+
+ SetCondition( COND_STRIDER_ENEMY_UPDATED );
+
+ m_EnemyUpdatedTimer.Set( 20 );
+
+ AddEntityRelationship( GetFocus(), D_HT, -1 );
+
+ if( pEnemy->IsPlayer() )
+ {
+ m_PlayerFreePass.Revoke();
+ }
+
+ BaseClass::UpdateEnemyMemory( GetFocus(), GetFocus()->GetAbsOrigin(), pInformer );
+
+ // Change the informer to myself so that information provided by a scanner is
+ // as good as firsthand knowledge insofar as enemy memory is concerned.
+ pInformer = this;
+ }
+
+ return BaseClass::UpdateEnemyMemory( pEnemy, position, pInformer );
+}
+
+//---------------------------------------------------------
+// HACKHACK: The base class looks at distance from the head of the strider
+// But when stomping, we need distance from the feet. Recompute it here.
+// UNDONE: make enemy distance aware of strider
+//---------------------------------------------------------
+float CNPC_Strider::StriderEnemyDistance( CBaseEntity *pEnemy )
+{
+ Vector enemyDelta = pEnemy->WorldSpaceCenter() - WorldSpaceCenter();
+
+ // NOTE: We ignore rotation for computing height. Assume it isn't an effect
+ // we care about, so we simply use OBBSize().z for height.
+ // Otherwise you'd do this:
+ // float enemyHeight = enemyMaxs.z - enemyMins.z;
+
+ float enemyHeight = pEnemy->CollisionProp()->OBBSize().z;
+ Vector striderSurroundMins, striderSurroundMaxs;
+ CollisionProp()->WorldSpaceSurroundingBounds( &striderSurroundMins, &striderSurroundMaxs );
+ float myHeight = striderSurroundMaxs.z - striderSurroundMins.z;
+
+ // max distance our centers can be apart with the boxes still overlapping
+ float flMaxZDist = ( enemyHeight + myHeight ) * 0.5f;
+
+ // see if the enemy is closer to my head, feet or in between
+ if ( enemyDelta.z > flMaxZDist )
+ {
+ // enemy feet above my head, compute distance from my head to his feet
+ enemyDelta.z -= flMaxZDist;
+ }
+ else if ( enemyDelta.z < -flMaxZDist )
+ {
+ // enemy head below my feet, return distance between my feet and his head
+ enemyDelta.z += flMaxZDist;
+ }
+ else
+ {
+ // boxes overlap in Z, no delta
+ enemyDelta.z = 0;
+ }
+
+ return enemyDelta.Length();
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::FCanCheckAttacks()
+{
+ // Strider has direct and indirect attacks, so he's always checking
+ // as long as the enemy is in front of him.
+ if( FInViewCone( GetEnemy() ) )
+ {
+ return true;
+ }
+
+ return false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+int CNPC_Strider::RangeAttack2Conditions( float flDot, float flDist )
+{
+ // All of this code has moved to GatherConditions(), since the
+ // strider uses the cannon on things that aren't the enemy!
+ return COND_NONE;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+int CNPC_Strider::MeleeAttack1Conditions( float flDot, float flDist )
+{
+ if ( m_bDisableBoneFollowers )
+ {
+ return COND_NONE;
+ }
+
+ if (gpGlobals->curtime < m_nextStompTime)
+ {
+ return COND_NONE;
+ }
+
+ if ( IsInCrouchedPosture() )
+ {
+ return COND_NONE;
+ }
+
+ CBaseEntity *pEnemy = GetEnemy();
+ if ( !pEnemy )
+ return COND_NONE;
+
+ // No more stabbing players.
+ if ( pEnemy->IsPlayer() && !HasSpawnFlags(SF_CAN_STOMP_PLAYER) )
+ return COND_NONE;
+
+ if( !HasCondition( COND_SEE_ENEMY ) )
+ {
+ return COND_NONE;
+ }
+
+ // recompute this because the base class function does not work for the strider
+ flDist = StriderEnemyDistance( pEnemy );
+
+ if ( flDist > STRIDER_STOMP_RANGE )
+ {
+ return COND_NONE;
+ }
+
+ // strider will cross his feet, but only 6ft over
+ Vector right;
+ GetVectors( NULL, &right, NULL );
+ if ( DotProduct( pEnemy->GetAbsOrigin() - GetAbsOrigin(), right ) > 72 )
+ {
+ return COND_NONE;
+ }
+
+ // Don't skewer if crouched too low.
+ if( GetHeight() < GetMaxHeight() - ( (GetMaxHeight()-GetMinHeight()) / 2 ) )
+ {
+ return COND_NONE;
+ }
+
+ // Don't skewer if target is too high above or below ground.
+ Vector vecGround = GetAbsOrigin();
+ MoveToGround( &vecGround, this, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ) );
+ if( fabs( vecGround.z - GetEnemy()->GetAbsOrigin().z ) > 64.0f )
+ {
+ return COND_NONE;
+ }
+
+ // too far, but don't change schedules/movement
+ return COND_CAN_MELEE_ATTACK1;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+int CNPC_Strider::MeleeAttack2Conditions( float flDot, float flDist )
+{
+ // HACKHACK: Disabled until we get a good right-leg animation
+ return COND_NONE;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions)
+{
+ CBaseEntity *pTargetEnt;
+ Vector vRootOffset;
+ Vector vBarrelOffset;
+
+ vRootOffset.x = vRootOffset.y = 0;
+ if ( GetCannonTarget() )
+ {
+ //Assert( targetPos == GetCannonTarget()->GetAbsOrigin() );
+ pTargetEnt = GetCannonTarget();
+ vRootOffset.z = gm_zCannonDist;
+ vBarrelOffset = gm_vLocalRelativePositionCannon;
+ }
+ else
+ {
+ pTargetEnt = GetEnemy();
+ vRootOffset.z = gm_zMinigunDist;
+ vBarrelOffset = gm_vLocalRelativePositionMinigun;
+ }
+
+ trace_t tr;
+ AI_TraceLine( ownerPos + vRootOffset, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
+
+ // Hit the enemy, or hit nothing (traced all the way to a nonsolid enemy like a bullseye)
+ if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) )
+ {
+ Vector vBarrelPos;
+ matrix3x4_t losTestToWorld;
+
+ Vector xaxis;
+ VectorSubtract( targetPos, ownerPos, xaxis );
+
+ // @TODO (toml 03-07-04): Add an angle test
+ //float flAngle = acos( xaxis.z / xaxis.Length() );
+
+ xaxis.z = 0.0f;
+ float flLength = VectorNormalize( xaxis );
+ if ( flLength < 1e-3 )
+ return false;
+
+ Vector yaxis( -xaxis.y, xaxis.x, 0.0f );
+
+ MatrixInitialize( losTestToWorld, ownerPos, xaxis, yaxis, Vector(0,0,1) );
+
+ VectorTransform( vBarrelOffset, losTestToWorld, vBarrelPos );
+
+ AI_TraceLine( vBarrelPos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
+ if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) )
+ {
+ if ( strider_show_weapon_los_condition.GetBool() )
+ {
+ NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 );
+ NDebugOverlay::Line( vBarrelPos, targetPos, 128, 0, 128, false, 0.1 );
+ }
+ return true;
+ }
+ else
+ {
+ if ( strider_show_weapon_los_condition.GetBool() )
+ {
+ NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 );
+ NDebugOverlay::Line( vBarrelPos, tr.endpos, 128, 0, 0, false, 0.1 );
+ }
+ }
+ }
+ else
+ {
+ if ( strider_show_weapon_los_condition.GetBool() )
+ {
+ NDebugOverlay::Line( ownerPos + vRootOffset, tr.endpos, 255, 0, 0, false, 0.1 );
+ }
+ }
+
+ return false;
+}
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions)
+{
+ return WeaponLOSCondition( GetAdjustedOrigin(), targetPos, bSetConditions );
+}
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::IsValidShootPosition( const Vector &vecCoverLocation, CAI_Node *pNode, CAI_Hint const *pHint )
+{
+ if ( ( pNode && !pHint ) || ( pHint && pHint->HintType() != HINT_STRIDER_NODE ) )
+ return false;
+ return BaseClass::IsValidShootPosition( vecCoverLocation, pNode, pHint );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::TestShootPosition(const Vector &vecShootPos, const Vector &targetPos )
+{
+ if ( BaseClass::TestShootPosition( vecShootPos, targetPos ) )
+ {
+ return true;
+ }
+
+ // What if I crouched?
+ float zDelta = ( ( vecShootPos.z - targetPos.z ) + gm_vLocalRelativePositionMinigun.z ) - 12;
+ if ( zDelta > 0 )
+ {
+ if ( zDelta > GetHeightRange() )
+ zDelta = GetHeightRange();
+
+ Vector vecTestPos = vecShootPos;
+ vecTestPos.z -= zDelta;
+
+ if ( BaseClass::TestShootPosition( vecTestPos, targetPos ) )
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+Vector CNPC_Strider::Weapon_ShootPosition( )
+{
+ Vector vecShootPos;
+ GetAttachment( gm_CannonAttachment, vecShootPos );
+
+ return vecShootPos;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
+{
+ float flTracerDist;
+ Vector vecDir;
+ Vector vecEndPos;
+
+ vecDir = tr.endpos - vecTracerSrc;
+
+ flTracerDist = VectorNormalize( vecDir );
+
+ UTIL_Tracer( vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, "StriderTracer" );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::DoImpactEffect( trace_t &tr, int nDamageType )
+{
+ BaseClass::DoImpactEffect( tr, nDamageType );
+
+ // Add a halo
+ CBroadcastRecipientFilter filter;
+ te->BeamRingPoint( filter, 0.0,
+ tr.endpos, //origin
+ 0, //start radius
+ 64, //end radius
+ s_iImpactEffectTexture, //texture
+ 0, //halo index
+ 0, //start frame
+ 0, //framerate
+ 0.2, //life
+ 10, //width
+ 0, //spread
+ 0, //amplitude
+ 255, //r
+ 255, //g
+ 255, //b
+ 50, //a
+ 0, //speed
+ FBEAM_FADEOUT
+ );
+
+ g_pEffects->EnergySplash( tr.endpos, tr.plane.normal );
+
+ // Punch the effect through?
+ if( tr.m_pEnt && !tr.m_pEnt->MyNPCPointer() )
+ {
+ Vector vecDir = tr.endpos - tr.startpos;
+ VectorNormalize( vecDir );
+
+ trace_t retrace;
+
+ Vector vecReTrace = tr.endpos + vecDir * 12;
+
+ if( UTIL_PointContents( vecReTrace ) == CONTENTS_EMPTY )
+ {
+ AI_TraceLine( vecReTrace, vecReTrace - vecDir * 24, MASK_SHOT, NULL, COLLISION_GROUP_NONE, &retrace );
+
+ BaseClass::DoImpactEffect( retrace, nDamageType );
+ }
+ }
+}
+
+//---------------------------------------------------------
+// Trace didn't hit the intended target, but should the strider
+// shoot anyway? We use this to get the strider to destroy
+// breakables that are between him and his target.
+//---------------------------------------------------------
+bool CNPC_Strider::CanShootThrough( const trace_t &tr, const Vector &vecTarget )
+{
+ if( GetCannonTarget() )
+ {
+ // Cannon does not have this behavior.
+ return false;
+ }
+
+ if( !tr.m_pEnt )
+ {
+ return false;
+ }
+
+ if( !tr.m_pEnt->GetHealth() )
+ {
+ return false;
+ }
+
+ // Would a trace ignoring this entity continue to the target?
+ trace_t continuedTrace;
+ AI_TraceLine( tr.endpos, vecTarget, MASK_SHOT, tr.m_pEnt, COLLISION_GROUP_NONE, &continuedTrace );
+
+ if( continuedTrace.fraction != 1.0 )
+ {
+ if( continuedTrace.m_pEnt != GetEnemy() )
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::CreateFocus()
+{
+ m_hFocus = CreateEntityByName( "bullseye_strider_focus" );
+
+ ASSERT( m_hFocus != NULL );
+ m_hFocus->AddSpawnFlags( SF_BULLSEYE_NONSOLID | SF_BULLSEYE_NODAMAGE );
+ m_hFocus->SetAbsOrigin( GetAbsOrigin() );
+ m_hFocus->Spawn();
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+CNPC_Bullseye *CNPC_Strider::GetFocus()
+{
+ ASSERT( m_hFocus != NULL );
+
+ CNPC_Bullseye *pBull = dynamic_cast<CNPC_Bullseye*>(m_hFocus.Get());
+
+ return pBull;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::GetWeaponLosZ( const Vector &vOrigin, float minZ, float maxZ, float increment, CBaseEntity *pTarget, float *pResult )
+{
+ Vector vTestPos;
+ Vector vTargetPos = pTarget->BodyTarget(vOrigin, false);
+ Vector vIncrement( 0, 0, increment );
+
+ // Try right where am
+ if ( vOrigin.z >= minZ && vOrigin.z <= maxZ )
+ {
+ vTestPos = vOrigin;
+ if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) )
+ {
+ if ( strider_show_weapon_los_z.GetBool() )
+ NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
+ *pResult = vTestPos.z;
+ return true;
+ }
+ }
+
+ // Try at adjusted height of target
+ vTestPos.z = ( vTargetPos.z - gm_vLocalRelativePositionMinigun.z ) + 12;
+
+ if ( vTestPos.z >= minZ && vTestPos.z <= maxZ )
+ {
+ if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) )
+ {
+ if ( strider_show_weapon_los_z.GetBool() )
+ NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
+ *pResult = vTestPos.z;
+ return true;
+ }
+ }
+
+
+ // Try at max height
+ vTestPos.z = maxZ;
+ if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) )
+ {
+ if ( strider_show_weapon_los_z.GetBool() )
+ NDebugOverlay::Line( vOrigin, vTargetPos, 0, 255, 0, false, 0.1 );
+ *pResult = vTestPos.z;
+ return true;
+ }
+
+ // Try min height
+ vTestPos.z = minZ;
+ if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) )
+ {
+ if ( strider_show_weapon_los_z.GetBool() )
+ NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
+ *pResult = vTestPos.z;
+ return true;
+ }
+
+ // Test up from min
+ vTestPos = vOrigin + vIncrement;
+ while ( vTestPos.z <= maxZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) )
+ {
+ vTestPos += vIncrement;
+ }
+
+ if ( vTestPos.z <= maxZ )
+ {
+ if ( strider_show_weapon_los_z.GetBool() )
+ NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
+ *pResult = vTestPos.z;
+ return true;
+ }
+
+ // Test down
+ vTestPos = vOrigin - vIncrement;
+ while ( vTestPos.z >= minZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) )
+ {
+ vTestPos -= vIncrement;
+ }
+
+ if ( vTestPos.z >= minZ )
+ {
+ if ( strider_show_weapon_los_z.GetBool() )
+ NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
+ *pResult = vTestPos.z;
+ return true;
+ }
+
+ return false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::AlertSound()
+{
+ if( ( gpGlobals->curtime - m_flTimeLastAlertSound ) > 2.0f )
+ {
+ EmitSound( "NPC_Strider.Alert" );
+ m_flTimeLastAlertSound = gpGlobals->curtime;
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::PainSound( const CTakeDamageInfo &info )
+{
+ // This means that we've exploded into pieces and have no way to whimper
+ if ( ShouldExplodeFromDamage( info ) )
+ return;
+
+ EmitSound( "NPC_Strider.Pain" );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::DeathSound( const CTakeDamageInfo &info )
+{
+ // This means that we've exploded into pieces and have no way to whimper
+ if ( m_bExploding )
+ {
+ EmitSound( "NPC_Strider.StriderBusterExplode" );
+ EmitSound( "explode_5" );
+ return;
+ }
+
+ EmitSound( "NPC_Strider.Death" );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::HuntSound()
+{
+ if( m_PlayerFreePass.HasPass() )
+ {
+ EmitSound( "NPC_Strider.Hunt" );
+ m_flTimeNextHuntSound = gpGlobals->curtime + random->RandomFloat( 8.0f, 12.0f );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
+{
+ CTakeDamageInfo info = inputInfo;
+
+ bool ricochetBullets = true;
+
+ if ( info.GetAttacker()->IsPlayer() )
+ {
+ if ( !HasMemory( bits_MEMORY_PROVOKED ) )
+ {
+ GetEnemies()->ClearMemory( info.GetAttacker() );
+ Remember( bits_MEMORY_PROVOKED );
+ SetCondition( COND_LIGHT_DAMAGE );
+ }
+ }
+
+#ifdef HL2_EPISODIC
+
+ // Attempt to hit strider busters in the area
+ float flDistSqr;
+ for ( int i = 0; i < m_hAttachedBusters.Count(); i++ )
+ {
+ if ( m_hAttachedBusters[i] == NULL )
+ continue;
+
+ flDistSqr = ( m_hAttachedBusters[i]->WorldSpaceCenter() - inputInfo.GetDamagePosition() ).LengthSqr();
+ if ( flDistSqr < Square( 50.0f ) )
+ {
+ // Kill the buster and stop the trace going through
+ CTakeDamageInfo killInfo = inputInfo;
+ killInfo.SetDamage( 100 );
+
+ m_hAttachedBusters[i]->TakeDamage( killInfo );
+ return;
+ }
+ }
+
+#endif //HL2_EPISODIC
+
+ if ( (info.GetDamageType() & DMG_BULLET) && ricochetBullets )
+ {
+ g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal);
+ if ( ptr->hitgroup != HITGROUP_HEAD )
+ {
+ info.SetDamage( 0.01 );
+ }
+ }
+
+ BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+int CNPC_Strider::OnTakeDamage_Alive( const CTakeDamageInfo &info )
+{
+ // don't take damage from my own weapons!!!
+ if ( info.GetInflictor() && info.GetInflictor()->GetOwnerEntity() == this )
+ return 0;
+
+ // special interaction with combine balls
+ if ( UTIL_IsCombineBall( info.GetInflictor() ) )
+ return TakeDamageFromCombineBall( info );
+
+ if ( info.GetDamageType() == DMG_GENERIC )
+ return BaseClass::OnTakeDamage_Alive( info );
+
+ if( IsUsingAggressiveBehavior() )
+ {
+ // Any damage the player inflicts gets my attention, even if it doesn't actually harm me.
+ if ( info.GetAttacker()->IsPlayer() )
+ {
+ UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() );
+ }
+ }
+
+ //int healthIncrement = 5 - ( m_iHealth / ( m_iMaxHealth / 5 ) );
+ if ( (info.GetDamageType() & DMG_BLAST) && info.GetMaxDamage() > 50 )
+ {
+ Vector headPos = BodyTarget( info.GetDamagePosition(), false );
+
+ float dist = CalcDistanceToAABB( WorldAlignMins(), WorldAlignMaxs(), info.GetDamagePosition() - headPos );
+ // close enough to do damage?
+ if ( dist < 200 )
+ {
+ bool bPlayer = info.GetAttacker()->IsPlayer();
+ if ( bPlayer )
+ {
+ m_PlayerFreePass.Revoke();
+ AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 1.0, 2.0 );
+
+ UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() );
+ }
+ else
+ AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 0.5, 2.0 );
+
+ // Default to NPC damage value
+ int damage = 20;
+
+ if( HasSpawnFlags(SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS) )
+ damage = 1;
+
+ if( bPlayer )
+ {
+ if( g_pGameRules->IsSkillLevel(SKILL_EASY) )
+ {
+ damage = GetMaxHealth() / sk_strider_num_missiles1.GetFloat();
+ }
+ else if( g_pGameRules->IsSkillLevel(SKILL_HARD) )
+ {
+ damage = GetMaxHealth() / sk_strider_num_missiles3.GetFloat();
+ }
+ else // Medium, or unspecified
+ {
+ damage = GetMaxHealth() / sk_strider_num_missiles2.GetFloat();
+ }
+ }
+
+ m_iHealth -= damage;
+
+ m_OnDamaged.FireOutput( info.GetAttacker(), this);
+
+ if( info.GetAttacker()->IsPlayer() )
+ {
+ m_OnDamagedByPlayer.FireOutput( info.GetAttacker(), this );
+
+ // This also counts as being harmed by player's squad.
+ m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this );
+ }
+ else
+ {
+ // See if the person that injured me is an NPC.
+ CAI_BaseNPC *pAttacker = dynamic_cast<CAI_BaseNPC *>( info.GetAttacker() );
+ CBasePlayer *pPlayer = AI_GetSinglePlayer();
+
+ if( pAttacker && pAttacker->IsAlive() && pPlayer )
+ {
+ if( pAttacker->GetSquad() != NULL && pAttacker->IsInPlayerSquad() )
+ {
+ m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this );
+ }
+ }
+ }
+
+ if ( m_iHealth <= ( m_iMaxHealth / 2 ) )
+ {
+ m_OnHalfHealth.FireOutput(this, this);
+ }
+
+ RestartGesture( ACT_GESTURE_SMALL_FLINCH );
+ PainSound( info );
+
+ // Interrupt our gun during the flinch
+ m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1.1f );
+
+ GetEnemies()->OnTookDamageFrom( info.GetAttacker() );
+
+ if( !IsSmoking() && m_iHealth <= sk_strider_health.GetInt() / 2 )
+ {
+ StartSmoking();
+ }
+ return damage;
+ }
+
+// NOTE: Currently radius damage doesn't even call this because it uses the origin, not the box for distance
+#if 0
+ NDebugOverlay::Box( headPos, WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 0, 5.0 );
+ NDebugOverlay::Cross3D( inf
+ o.GetDamagePosition(), 24, 0, 255, 0, false, 5.0 );
+ // too far from head, apply damage to nearest leg?
+#endif
+ }
+
+#if 0
+ if ( (info.GetDamageType() & DMG_BULLET) && info.GetDamage() > 1 && m_iHealth > 1 )
+ {
+ m_iHealth -= 1;
+ return 1;
+ }
+#endif
+
+ return 0;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+int CNPC_Strider::TakeDamageFromCombineBall( const CTakeDamageInfo &info )
+{
+ float damage = info.GetDamage();
+
+ // If it's only an AR2 alt-fire, we don't take much damage
+ if ( UTIL_IsAR2CombineBall( info.GetInflictor() ) )
+ {
+ damage = strider_ar2_altfire_dmg.GetFloat();
+ }
+ else
+ {
+ // Always start smoking when we're struck by a normal combine ball
+ StartSmoking();
+ }
+
+ if( info.GetAttacker() && info.GetAttacker()->IsPlayer() )
+ {
+ // Route combine ball damage through the regular skill level code.
+ damage = g_pGameRules->AdjustPlayerDamageInflicted(damage);
+ }
+
+ AddFacingTarget( info.GetInflictor(), info.GetInflictor()->GetAbsOrigin(), 0.5, 2.0 );
+ if ( !UTIL_IsAR2CombineBall( info.GetInflictor() ) )
+ RestartGesture( ACT_GESTURE_BIG_FLINCH );
+ else
+ RestartGesture( ACT_GESTURE_SMALL_FLINCH );
+
+ PainSound( info );
+
+ m_iHealth -= damage;
+
+ return damage;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::Event_Killed( const CTakeDamageInfo &info )
+{
+ // Do a special death if we're killed by a combine ball in the Citadel
+ if ( info.GetInflictor() && UTIL_IsCombineBall( info.GetInflictor() ) )
+ {
+ if ( m_lifeState == LIFE_DYING )
+ return;
+
+ // Tracker 23610: Strider playing death sounds twice (AI_BaseNPC calls it in Event_Killed, too)
+ // DeathSound( info );
+ m_lifeState = LIFE_DYING;
+
+ // Start dying
+ RestartGesture( (Activity) ACT_STRIDER_GESTURE_DEATH );
+
+ // Stop our mini-cannon
+ m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 100.0f );
+ }
+ else
+ {
+ StopSmoking();
+
+ m_BoneFollowerManager.DestroyBoneFollowers();
+
+ }
+
+ if( IsUsingAggressiveBehavior() )
+ {
+ // Lifted this code from the gunship.
+ Vector vecExplode;
+ GetAttachment( "minigun", vecExplode );
+ ExplosionCreate( vecExplode, QAngle(0,0,1), this, 100, 128, false );
+ }
+
+ // Determine if we're going to explode into pieces
+ m_bExploding = ShouldExplodeFromDamage( info );
+
+ BaseClass::Event_Killed( info );
+
+ // Stop our large cannon
+ EntityMessageBegin( this, true );
+ WRITE_BYTE( STRIDER_MSG_DEAD );
+ MessageEnd();
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::RagdollDeathEffect( CRagdollProp *pRagdoll, float flDuration )
+{
+ UTIL_ScreenShake( EyePosition(), 50, 150.0, 1.0, 1024, SHAKE_START );
+
+ int i;
+ for( i = 0 ; i < 2 ; i++ )
+ {
+ SmokeTrail *pSmoke = SmokeTrail::CreateSmokeTrail();
+ if ( pSmoke )
+ {
+ if( i == 0 )
+ {
+ pSmoke->m_SpawnRate = 16;
+ pSmoke->m_Opacity = 0.25;
+ pSmoke->m_StartColor.Init( 0.45f, 0.45f, 0.45f );
+ }
+ else
+ {
+ pSmoke->m_SpawnRate = 32;
+ pSmoke->m_Opacity = 0.3;
+ pSmoke->m_StartColor.Init( 0.5f, 0.5f, 0.5f );
+ }
+
+ pSmoke->m_ParticleLifetime = 3.0;
+ pSmoke->m_StartSize = 16;
+ pSmoke->m_EndSize = 64;
+ pSmoke->m_SpawnRadius = 20;
+ pSmoke->m_MinSpeed = 8;
+ pSmoke->m_MaxSpeed = 64;
+ pSmoke->m_EndColor.Init( 0, 0, 0 );
+
+ pSmoke->SetLifetime( flDuration );
+
+ if( i == 0 )
+ {
+ pSmoke->FollowEntity( pRagdoll, "MiniGunBase" );
+ }
+ else
+ {
+ pSmoke->FollowEntity( pRagdoll, "vehicle_driver_eyes" );
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &info -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CNPC_Strider::ShouldExplodeFromDamage( const CTakeDamageInfo &info )
+{
+ CBaseEntity *pInflictor = info.GetInflictor();
+ if ( pInflictor == NULL )
+ return false;
+
+ // Combine balls make us explode
+ if ( UTIL_IsCombineBall( info.GetInflictor() ) )
+ return true;
+
+ // Stickybombs make us explode
+ CBaseEntity *pAttacker = info.GetAttacker();
+ if ( pAttacker != NULL && (FClassnameIs( pAttacker, "weapon_striderbuster" ) ||
+ FClassnameIs( pAttacker, "npc_grenade_magna" )))
+ return true;
+
+ if ( pInflictor == this && pAttacker == this )
+ return true;
+
+ return false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+ConVarRef mat_dxlevel( "mat_dxlevel" );
+bool CNPC_Strider::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector )
+{
+ // Combine balls make us explode
+ if ( m_bExploding )
+ {
+ Explode();
+ }
+ else
+ {
+ // Otherwise just keel over
+ CRagdollProp *pRagdoll = NULL;
+ CBasePlayer *pPlayer = AI_GetSinglePlayer();
+ if ( pPlayer && mat_dxlevel.GetInt() > 0 )
+ {
+ int dxlevel = mat_dxlevel.GetInt();
+ int maxRagdolls = ( dxlevel >= 90 ) ? 2 : ( dxlevel >= 80 ) ? 1 : 0;
+
+ if ( maxRagdolls > 0 )
+ {
+ CUtlVectorFixed<CRagdollProp *, 2> striderRagdolls;
+ while ( ( pRagdoll = gEntList.NextEntByClass( pRagdoll ) ) != NULL )
+ {
+ if ( pRagdoll->GetModelName() == GetModelName() && !pRagdoll->IsFading() )
+ {
+ Assert( striderRagdolls.Count() < striderRagdolls.NumAllocated() );
+ if ( striderRagdolls.Count() < striderRagdolls.NumAllocated() )
+ striderRagdolls.AddToTail( pRagdoll );
+ }
+ }
+
+ if ( striderRagdolls.Count() >= maxRagdolls )
+ {
+ float distSqrFurthest = FLT_MAX;
+ CRagdollProp *pFurthest = NULL;
+
+ for ( int i = 0; i < striderRagdolls.Count(); i++ )
+ {
+ float distSqrCur = CalcSqrDistanceToAABB( striderRagdolls[i]->WorldAlignMins(), striderRagdolls[i]->WorldAlignMaxs(), pPlayer->GetAbsOrigin() );
+ if ( distSqrCur < distSqrFurthest )
+ {
+ distSqrFurthest = distSqrCur;
+ pFurthest = striderRagdolls[i];
+ }
+ }
+
+ if ( pFurthest )
+ pFurthest->FadeOut( 0.75, 1.5 );
+ }
+ }
+
+ pRagdoll = assert_cast<CRagdollProp *>( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) );
+ pRagdoll->DisableAutoFade();
+
+ if ( maxRagdolls == 0 )
+ {
+ pRagdoll->FadeOut( 6.0, .75 );
+ RagdollDeathEffect( pRagdoll, 6.0f );
+ }
+ else
+ {
+ RagdollDeathEffect( pRagdoll, 600.0f );
+ }
+ }
+ else
+ {
+ // Otherwise just keel over
+ pRagdoll = assert_cast<CRagdollProp *>( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) );
+ pRagdoll->DisableAutoFade();
+ }
+ }
+
+ UTIL_Remove(this);
+
+ return true;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::StartSmoking( void )
+{
+ if ( m_hSmoke != NULL )
+ return;
+
+ m_hSmoke = SmokeTrail::CreateSmokeTrail();
+
+ if ( m_hSmoke )
+ {
+ m_hSmoke->m_SpawnRate = 32;
+ m_hSmoke->m_ParticleLifetime = 3.0;
+ m_hSmoke->m_StartSize = 16;
+ m_hSmoke->m_EndSize = 64;
+ m_hSmoke->m_SpawnRadius = 20;
+ m_hSmoke->m_MinSpeed = 8;
+ m_hSmoke->m_MaxSpeed = 64;
+ m_hSmoke->m_Opacity = 0.3;
+
+ m_hSmoke->m_StartColor.Init( 0.25f, 0.25f, 0.25f );
+ m_hSmoke->m_EndColor.Init( 0, 0, 0 );
+ m_hSmoke->SetLifetime( 500.0f );
+ m_hSmoke->FollowEntity( this, "MiniGunBase" );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::StopSmoking( float flDelay )
+{
+ if ( m_hSmoke )
+ {
+ m_hSmoke->SetLifetime( flDelay );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::SetHeight( float h )
+{
+ if ( h > GetMaxHeight() )
+ h = GetMaxHeight();
+ else if ( h < GetMinHeight() )
+ h = GetMinHeight();
+
+ SetPoseParameter( gm_BodyHeightPoseParam, h );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::SetIdealHeight( float h )
+{
+ if ( h > GetMaxHeight() )
+ h = GetMaxHeight();
+ else if ( h < GetMinHeight() )
+ h = GetMinHeight();
+
+ m_idealHeight = h;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::SetAbsIdealHeight( float z )
+{
+ float h = GetMaxHeight() - ( z - GetAbsOrigin().z );
+
+ SetIdealHeight( h );
+}
+
+//---------------------------------------------------------
+// At this moment, am I in the PROCESS of crouching?
+// as in, and I transitioning from standing to crouch?
+//---------------------------------------------------------
+bool CNPC_Strider::IsStriderCrouching()
+{
+ if( IsCurSchedule( SCHED_STRIDER_CROUCH, false ) )
+ return true;
+
+ return false;
+}
+
+//---------------------------------------------------------
+// As IsStriderCrouching(), but for obvious differences.
+//---------------------------------------------------------
+bool CNPC_Strider::IsStriderStanding()
+{
+ if( IsCurSchedule( SCHED_STRIDER_STAND, false ) )
+ return true;
+
+ return false;
+}
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+
+bool CNPC_Strider::OverrideMove( float flInterval )
+{
+ if ( GetCannonTarget() )
+ {
+ AddFacingTarget( GetCannonTarget(), GetCannonTarget()->GetAbsOrigin(), 1.0, 0.5 );
+ }
+ else if ( GetEnemy() )
+ {
+ bool bPlayer = GetEnemy()->IsPlayer();
+ float timeSinceSeenEnemy = gpGlobals->curtime - GetEnemyLastTimeSeen();
+ if ( ( !bPlayer && timeSinceSeenEnemy < STRIDER_TIME_STOP_FACING_ENEMY ) ||
+ ( bPlayer && !m_PlayerFreePass.HasPass() ) )
+ {
+ AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ), 1.0, 0.5 );
+ }
+
+ if ( !m_bCrouchLocked && !m_hCannonTarget && GetIdealHeight() < GetMaxHeight() && timeSinceSeenEnemy > TIME_CARE_ENEMY )
+ SetIdealHeight( GetMaxHeight() );
+ }
+ else if ( !m_bCrouchLocked && !m_hCannonTarget )
+ SetIdealHeight( GetMaxHeight() );
+
+ if ( strider_test_height.GetFloat() > .1 )
+ SetIdealHeight( strider_test_height.GetFloat() );
+
+ // If we're not supposed to crouch walk and we're under the threshold for what we consider crouch walking, stand back up!
+ if ( !m_bCrouchLocked && m_bNoCrouchWalk && IsMoving() && ( GetIdealHeight() < ( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) ) ) )
+ {
+ SetIdealHeight( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) );
+ }
+
+ float heightMove = GetIdealHeight() - GetHeight();
+ float heightMoveSign = ( heightMove < 0 ) ? -1 : 1;
+ heightMove = fabsf( heightMove );
+ if ( heightMove > 0.01 )
+ {
+ const float maxVelocity = 300;
+ const float minVelocity = 10;
+
+ #define HEIGHTINVDECAY 0.8 // maintain X percent of velocity when slowing down
+ #define HEIGHTDECAYTIME 0.4161 // Sum( 1..cycle, HEIGHTINVDECAY^cycle )
+ #define HEIGHTACCEL 0.5 // accel toward maxVelocity by X percent each cycle
+
+ if (fabsf( m_HeightVelocity ) < minVelocity)
+ m_HeightVelocity = minVelocity * heightMoveSign;
+
+ if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME )
+ {
+ m_HeightVelocity = m_HeightVelocity * HEIGHTINVDECAY;
+
+ if (heightMove < m_HeightVelocity * heightMoveSign * flInterval)
+ {
+ m_HeightVelocity = heightMove * heightMoveSign / flInterval;
+ }
+ }
+ else
+ {
+ m_HeightVelocity = m_HeightVelocity * (1.0f - HEIGHTACCEL) + maxVelocity * HEIGHTACCEL * heightMoveSign;
+ if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME)
+ {
+ m_HeightVelocity = heightMove * heightMoveSign / HEIGHTDECAYTIME;
+ }
+ }
+
+ float newHeight = GetHeight() + m_HeightVelocity * flInterval;
+ SetHeight( newHeight );
+ }
+
+ // FIXME: where should this go?
+ MaintainTurnActivity( );
+
+ return false;
+}
+
+
+void CNPC_Strider::MaintainTurnActivity( void )
+{
+ // detect that the npc has turned
+ if (m_prevYaw != GetAbsAngles().y)
+ {
+ float diff = UTIL_AngleDiff( m_prevYaw, GetAbsAngles().y );
+ if (diff < 0.0)
+ {
+ m_doLeft += -diff;
+ }
+ else
+ {
+ m_doRight += diff;
+ }
+ m_prevYaw = GetAbsAngles().y;
+ }
+ // accumulate turn angle, delay response for short turns
+ m_doTurn += m_doRight + m_doLeft;
+ if (!IsMoving() && m_doTurn > 180.0f && m_flNextTurnAct < gpGlobals->curtime )
+ {
+ int iSeq = ACT_INVALID;
+ if (m_doLeft > m_doRight)
+ {
+ iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_LEFT );
+ }
+ else
+ {
+ iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_RIGHT );
+ }
+ if (iSeq != ACT_INVALID)
+ {
+ int iLayer = AddGestureSequence( iSeq );
+ if (iLayer != -1)
+ {
+ SetLayerPriority( iLayer, 100 );
+ // increase speed if we're getting behind or they're turning quickly
+ if (m_doTurn > 360.0)
+ {
+ SetLayerPlaybackRate( iLayer, 1.5 );
+ }
+ m_flNextTurnAct = gpGlobals->curtime + GetLayerDuration( iLayer );
+ }
+ else
+ {
+ // too busy, try again in half a second
+ m_flNextTurnAct = gpGlobals->curtime + 0.5;
+ }
+ }
+ m_doTurn = m_doLeft = m_doRight = 0.0;
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::IsUnusableNode(int iNodeID, CAI_Hint *pHint)
+{
+ if ( !BaseClass::IsUnusableNode(iNodeID, pHint) )
+ {
+ if ( pHint && pHint->HintType() == HINT_STRIDER_NODE )
+ return false;
+ }
+ return true;
+}
+
+//---------------------------------------------------------
+// Purpose: Compute the nav position for the strider's origin relative to this enemy.
+//---------------------------------------------------------
+void CNPC_Strider::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition )
+{
+ if ( pEnemy )
+ {
+ if ( ! (pEnemy->GetFlags() & FL_ONGROUND) )
+ {
+ MoveToGround( &chasePosition, pEnemy, pEnemy->WorldAlignMins(), pEnemy->WorldAlignMaxs() );
+ }
+
+ // move down to enemy's feet for enemy origin at chasePosition
+ chasePosition.z += pEnemy->WorldAlignMins().z;
+
+ }
+ else
+ {
+ MoveToGround( &chasePosition, NULL, Vector( -16, -16, 0 ), Vector( 16, 16, 32 ) );
+ }
+
+ // move up to strider stand height
+ chasePosition.z += GetMaxHeight() + npc_strider_height_adj.GetFloat();
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::HasPendingTargetPath()
+{
+ bool bReturn = ( !FStrEq( STRING(m_strTrackName), STRIDER_NO_TRACK_NAME ) && !GetGoalEnt() );
+
+ return bReturn;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::SetTargetPath()
+{
+ SetGoalEnt( NULL );
+ CBaseEntity *pGoalEnt = gEntList.FindEntityByName( NULL, m_strTrackName );
+ if ( pGoalEnt == NULL )
+ {
+ DevWarning( "%s: Could not find target path '%s'!\n", GetClassname(), STRING( m_strTrackName ) );
+
+ // Don't try anymore. It just hurts the AI.
+ m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME );
+
+ UTIL_Remove( this );
+ return;
+ }
+
+ const Vector &absOrigin = GetAbsOrigin();
+ CBaseEntity *pClosestEnt = NULL;
+ CBaseEntity *pCurEnt = pGoalEnt;
+ float distClosestSq = FLT_MAX;
+
+ CUtlRBTree<CBaseEntity *> visits;
+ SetDefLessFunc(visits);
+
+ while ( pCurEnt && visits.Find( pCurEnt ) == visits.InvalidIndex() )
+ {
+ float distCurSq = ( pCurEnt->GetAbsOrigin() - absOrigin ).LengthSqr();
+ if ( distCurSq < distClosestSq )
+ {
+ distClosestSq = distCurSq;
+ pClosestEnt = pCurEnt;
+ }
+ visits.Insert( pCurEnt );
+ pCurEnt = GetNavigator()->GetNextPathcorner( pCurEnt );
+ }
+
+ ScheduledFollowPath( SCHED_IDLE_WALK, pClosestEnt, ACT_WALK );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+
+float CNPC_Strider::GetDefaultNavGoalTolerance()
+{
+ return 64;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::OnMovementComplete()
+{
+ if ( GetGoalEnt() &&
+ ( IsCurSchedule( SCHED_IDLE_WALK ) ||
+ IsCurSchedule( SCHED_ALERT_WALK ) ||
+ IsCurSchedule( SCHED_COMBAT_WALK ) ||
+ IsCurSchedule( SCHED_STRIDER_HUNT ) ) )
+ {
+ m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME );
+ SetGoalEnt( NULL );
+ }
+ BaseClass::OnMovementComplete();
+}
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+float CNPC_Strider::GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence )
+{
+ return ( BaseClass::GetSequenceGroundSpeed( pStudioHdr, iSequence ) * m_flSpeedScale );
+}
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+float CNPC_Strider::MaxYawSpeed()
+{
+ switch( GetActivity() )
+ {
+ case ACT_90_LEFT:
+ case ACT_90_RIGHT:
+ return 10;
+
+ case ACT_TURN_LEFT:
+ case ACT_TURN_RIGHT:
+ return 10;
+
+ case ACT_WALK:
+ return 10;
+
+ default:
+ return 10; // should be zero, but this makes it easy to see when he's turning with default AI code
+ break;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_Strider::DoMuzzleFlash( void )
+{
+ BaseClass::DoMuzzleFlash();
+
+ CEffectData data;
+
+ data.m_nAttachmentIndex = LookupAttachment( "MiniGun" );
+ data.m_nEntIndex = entindex();
+ DispatchEffect( "StriderMuzzleFlash", data );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::ShootMinigun( const Vector *pTarget, float aimError, const Vector &vecSpread )
+{
+ if ( pTarget )
+ {
+ Vector muzzlePos;
+ QAngle muzzleAng;
+
+ GetAttachment( "minigun", muzzlePos, muzzleAng );
+
+ Vector vecShootDir = *pTarget - muzzlePos;
+ VectorNormalize( vecShootDir );
+
+ if( m_bMinigunUseDirectFire )
+ {
+ // exactly on target w/tracer
+ FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunDirectAmmo, 1 );
+ }
+ else
+ {
+ // exactly on target w/tracer
+ FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunAmmo, 1 );
+ }
+
+ //g_pEffects->MuzzleFlash( muzzlePos, muzzleAng, random->RandomFloat( 2.0f, 4.0f ) , MUZZLEFLASH_TYPE_STRIDER );
+ DoMuzzleFlash();
+
+ EmitSound( "NPC_Strider.FireMinigun" );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::UpdateMinigunControls( float &yaw, float &pitch )
+{
+ SetPoseParameter( m_poseMiniGunYaw, yaw );
+ SetPoseParameter( m_poseMiniGunPitch, pitch );
+
+ yaw = GetPoseParameter( m_poseMiniGunYaw );
+ pitch = GetPoseParameter( m_poseMiniGunPitch );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::GetViewCone( StriderMinigunViewcone_t &cone )
+{
+ cone.origin = EyePosition();
+ GetVectors( &cone.axis, NULL, NULL );
+ cone.cosAngle = 0.5; // 60 degree cone
+ cone.length = 2048;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::OnMinigunStopShooting( CBaseEntity *pTarget )
+{
+ // Stop hating the focus.
+ if( GetFocus() && pTarget == GetFocus() )
+ {
+ AddEntityRelationship( GetFocus(), D_NU, 0 );
+ }
+
+ if( IsUsingAggressiveBehavior() )
+ {
+ // From now on, direct fire.
+ m_bMinigunUseDirectFire = true;
+ }
+}
+
+//---------------------------------------------------------
+// How fast the minigun fires (rounds per second)
+//---------------------------------------------------------
+float CNPC_Strider::GetMinigunRateOfFire()
+{
+ if( IsUsingAggressiveBehavior() && m_bMinigunUseDirectFire )
+ return STRIDER_EP1_RATE_OF_FIRE;
+
+ return STRIDER_DEFAULT_RATE_OF_FIRE;
+}
+
+//---------------------------------------------------------
+// How much of shoot duration is spent firing directly at
+// the target (the balance of time is spent stitching towards)
+//---------------------------------------------------------
+float CNPC_Strider::GetMinigunOnTargetTime()
+{
+ if( IsUsingAggressiveBehavior() )
+ {
+ if( m_bMinigunUseDirectFire )
+ {
+ // On target the whole time. Just send a large number that
+ // will be clipped, since shooting duration is random and
+ // we don't know how long the burst will actually be.
+ return 100.0f;
+ }
+
+ return STRIDER_EP1_SHOOT_ON_TARGET_TIME;
+ }
+
+ return STRIDER_SHOOT_ON_TARGET_TIME;
+}
+
+//---------------------------------------------------------
+// How long (seconds) a burst of minigun fire lasts.
+//---------------------------------------------------------
+float CNPC_Strider::GetMinigunShootDuration()
+{
+ if( IsUsingAggressiveBehavior() )
+ return STRIDER_EP1_SHOOT_DURATION;
+
+ return STRIDER_DEFAULT_SHOOT_DURATION;
+}
+
+//---------------------------------------------------------
+// How long (seconds) a strider must wait between bursts
+//---------------------------------------------------------
+float CNPC_Strider::GetMinigunShootDowntime()
+{
+ if( IsUsingAggressiveBehavior() )
+ return STRIDER_EP1_SHOOT_DOWNTIME;
+
+ return STRIDER_SHOOT_DOWNTIME;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+float CNPC_Strider::GetMinigunShootVariation()
+{
+ if( IsUsingAggressiveBehavior() )
+ {
+ if( m_bMinigunUseDirectFire )
+ return 0.0f;
+
+ return STRIDER_EP1_SHOOT_VARIATION;
+ }
+
+ return STRIDER_SHOOT_VARIATION;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+Vector CNPC_Strider::CannonPosition()
+{
+ Vector position;
+
+ // Currently just using the gun for the vertical component!
+ GetAttachment( "biggun", position );
+ position.x = GetAbsOrigin().x;
+ position.y = GetAbsOrigin().y;
+
+ return position;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+CBaseEntity *CNPC_Strider::GetCannonTarget()
+{
+ CBaseEntity *pTarget = m_hCannonTarget;
+ return pTarget;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::HasCannonTarget() const
+{
+ return ( m_hCannonTarget.Get() != NULL );
+}
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::IsCannonTarget( CBaseEntity *pTarget ) const
+{
+ CBaseEntity *pCannonTarget = m_hCannonTarget;
+ if ( pCannonTarget && pCannonTarget == pTarget )
+ {
+ return true;
+ }
+
+ return false;
+}
+
+//---------------------------------------------------------
+// Purpose: Aim Gun at a target
+// Output : Returns true if you hit the target, false if not there yet
+//---------------------------------------------------------
+bool CNPC_Strider::AimCannonAt( CBaseEntity *pEntity, float flInterval )
+{
+ if ( !pEntity )
+ return true;
+
+ matrix3x4_t gunMatrix;
+ GetAttachment( gm_CannonAttachment, gunMatrix );
+
+ // transform the enemy into gun space
+ m_vecHitPos = pEntity->GetAbsOrigin();
+ Vector localEnemyPosition;
+ VectorITransform( pEntity->GetAbsOrigin(), gunMatrix, localEnemyPosition );
+
+ // do a look at in gun space (essentially a delta-lookat)
+ QAngle localEnemyAngles;
+ VectorAngles( localEnemyPosition, localEnemyAngles );
+
+ // convert to +/- 180 degrees
+ localEnemyAngles.x = UTIL_AngleDiff( localEnemyAngles.x, 0 );
+ localEnemyAngles.y = UTIL_AngleDiff( localEnemyAngles.y, 0 );
+
+ float targetYaw = m_aimYaw + localEnemyAngles.y;
+ float targetPitch = m_aimPitch + localEnemyAngles.x;
+
+ Vector unitAngles = Vector( localEnemyAngles.x, localEnemyAngles.y, localEnemyAngles.z );
+ float angleDiff = VectorNormalize(unitAngles);
+ const float aimSpeed = 16;
+
+ // Exponentially approach the target
+ float yawSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.y);
+ float pitchSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.x);
+
+ yawSpeed = MAX(yawSpeed,5);
+ pitchSpeed = MAX(pitchSpeed,5);
+
+ m_aimYaw = UTIL_Approach( targetYaw, m_aimYaw, yawSpeed );
+ m_aimPitch = UTIL_Approach( targetPitch, m_aimPitch, pitchSpeed );
+
+ SetPoseParameter( gm_YawControl, m_aimYaw );
+ SetPoseParameter( gm_PitchControl, m_aimPitch );
+
+ // read back to avoid drift when hitting limits
+ // as long as the velocity is less than the delta between the limit and 180, this is fine.
+ m_aimPitch = GetPoseParameter( gm_PitchControl );
+ m_aimYaw = GetPoseParameter( gm_YawControl );
+
+ // UNDONE: Zero out any movement past the limit and go ahead and fire if the strider hit its
+ // target except for clamping. Need to clamp targets to limits and compare?
+ if ( angleDiff < 1 )
+ return true;
+
+ return false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::FireCannon()
+{
+ ASSERT( m_hCannonTarget != NULL );
+ if ( !m_hCannonTarget )
+ {
+ DevMsg( "Strider firing cannon at NULL target\n" );
+
+ // Turn the cannon off
+ EntityMessageBegin( this, true );
+ WRITE_BYTE( STRIDER_MSG_DEAD );
+ MessageEnd();
+
+ return;
+ }
+
+ if ( GetNextThink( "CANNON_HIT" ) > gpGlobals->curtime )
+ {
+ DevMsg( "Strider refiring cannon?\n" );
+ return;
+ }
+
+ m_nextShootTime = gpGlobals->curtime + 5;
+ trace_t tr;
+ Vector vecShootPos;
+ GetAttachment( gm_CannonAttachment, vecShootPos );
+
+ Vector vecShootDir;
+ vecShootDir = m_hCannonTarget->WorldSpaceCenter() - vecShootPos;
+ float flDist = VectorNormalize( vecShootDir );
+
+ AI_TraceLine( vecShootPos, vecShootPos + vecShootDir * flDist, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
+ m_blastHit = tr.endpos;
+ m_blastHit += tr.plane.normal * 16;
+ m_blastNormal = tr.plane.normal;
+
+ // tell the client side effect to complete
+ EntityMessageBegin( this, true );
+ WRITE_BYTE( STRIDER_MSG_BIG_SHOT );
+ WRITE_VEC3COORD( tr.endpos );
+ MessageEnd();
+
+ CPASAttenuationFilter filter2( this, "NPC_Strider.Shoot" );
+ EmitSound( filter2, entindex(), "NPC_Strider.Shoot");
+ SetContextThink( &CNPC_Strider::CannonHitThink, gpGlobals->curtime + 0.2f, "CANNON_HIT" );
+}
+
+void CNPC_Strider::CannonHitThink()
+{
+ CBaseEntity *pCannonTarget = m_hCannonTarget;
+ if ( pCannonTarget )
+ {
+ bool fAlive = pCannonTarget->IsAlive();
+
+ CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 );
+
+ // If the target was alive, check to make sure it is now dead. If not,
+ // Kill it and warn the designer.
+ if( fAlive && pCannonTarget->IsAlive() )
+ {
+ DevWarning("* * * * * * * * * * * * * * *\n");
+ DevWarning("NASTYGRAM: STRIDER failed to kill its cannon target. Killing directly...\n");
+ DevWarning("* * * * * * * * * * * * * * *\n");
+
+ CTakeDamageInfo info;
+
+ info.SetDamage( pCannonTarget->GetHealth() );
+ info.SetDamageType( DMG_GENERIC );
+ info.SetAttacker( this );
+ info.SetInflictor( this );
+
+ pCannonTarget->TakeDamage( info );
+ }
+
+ // Clear this guy now that we've shot him
+ m_hCannonTarget = NULL;
+ }
+
+ // Allow the cannon back on.
+ m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1 );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent )
+{
+ if ( !HasMemory( bits_MEMORY_PROVOKED ) )
+ {
+ // if the player threw this in the last 1 seconds
+ CBasePlayer *pPlayer = pEvent->pEntities[!index]->HasPhysicsAttacker( 1 );
+ if ( pPlayer )
+ {
+ GetEnemies()->ClearMemory( pPlayer );
+ Remember( bits_MEMORY_PROVOKED );
+ SetCondition( COND_LIGHT_DAMAGE );
+ }
+ }
+
+ int otherIndex = !index;
+ CBaseEntity *pOther = pEvent->pEntities[otherIndex];
+ if ( pOther && UTIL_IsCombineBall( pOther ) )
+ {
+ Vector damagePos;
+ pEvent->pInternalData->GetContactPoint( damagePos );
+ CTakeDamageInfo dmgInfo( pOther, pOther, vec3_origin, damagePos, (m_iMaxHealth / 3) + 1, DMG_BLAST | DMG_PREVENT_PHYSICS_FORCE );
+
+ // FIXME: is there a better way for physics objects to keep track of what root entity responsible for them moving?
+ CBasePlayer *pPlayer = pOther->HasPhysicsAttacker( 1.0 );
+ if (pPlayer)
+ {
+ dmgInfo.SetAttacker( pPlayer );
+ }
+
+ // UNDONE: Find one near damagePos?
+ m_nForceBone = 0;
+ PhysCallbackDamage( this, dmgInfo, *pEvent, index );
+ return;
+ }
+
+ BaseClass::VPhysicsShadowCollision( index, pEvent );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
+{
+ // Let normal hitbox code handle rays
+ if ( mask & CONTENTS_HITBOX )
+ {
+ return BaseClass::TestCollision( ray, mask, trace );
+ }
+
+ if ( IntersectRayWithBox( ray, WorldAlignMins() + GetAbsOrigin(), WorldAlignMaxs() + GetAbsOrigin(), DIST_EPSILON, &trace ) )
+ {
+ trace.hitbox = 0;
+ trace.hitgroup = HITGROUP_HEAD;
+ return true;
+ }
+ return false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::CarriedByDropship()
+{
+ if( GetOwnerEntity() && FClassnameIs( GetOwnerEntity(), "npc_combinedropship" ) )
+ return true;
+
+ return false;
+}
+
+//---------------------------------------------------------
+// Carried by a dropship
+//---------------------------------------------------------
+void CNPC_Strider::CarriedThink()
+{
+ SetNextThink( gpGlobals->curtime + 0.05 );
+ StudioFrameAdvance();
+
+ Vector vecGround = GetAbsOrigin();
+ TranslateNavGoal( NULL, vecGround );
+
+ if( !CarriedByDropship() )
+ {
+ SetSolid( SOLID_BBOX );
+ SetThink ( &CAI_BaseNPC::CallNPCThink );
+ }
+}
+
+
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+Vector CNPC_Strider::LeftFootHit( float eventtime )
+{
+ Vector footPosition;
+ QAngle angles;
+
+ GetAttachment( "left foot", footPosition, angles );
+
+ if ( hl2_episodic.GetBool() )
+ {
+ CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" );
+ EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime );
+ }
+ else
+ {
+ CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" );
+ EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime );
+ }
+
+ FootFX( footPosition );
+
+ return footPosition;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+Vector CNPC_Strider::RightFootHit( float eventtime )
+{
+ Vector footPosition;
+
+ GetAttachment( "right foot", footPosition );
+
+ if ( hl2_episodic.GetBool() )
+ {
+ CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" );
+ EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime );
+ }
+ else
+ {
+ CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" );
+ EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime );
+ }
+
+ FootFX( footPosition );
+
+ return footPosition;
+}
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+Vector CNPC_Strider::BackFootHit( float eventtime )
+{
+ Vector footPosition;
+
+ GetAttachment( "back foot", footPosition );
+
+ if ( hl2_episodic.GetBool() )
+ {
+ CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" );
+ EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime );
+ }
+ else
+ {
+ CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" );
+ EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime );
+ }
+
+ FootFX( footPosition );
+
+ return footPosition;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+static Vector GetAttachmentPositionInSpaceOfBone( CStudioHdr *pStudioHdr, const char *pAttachmentName, int outputBoneIndex )
+{
+ int attachment = Studio_FindAttachment( pStudioHdr, pAttachmentName );
+
+ Vector localAttach;
+ const mstudioattachment_t &pAttachment = pStudioHdr->pAttachment(attachment);
+ int iBone = pStudioHdr->GetAttachmentBone( attachment );
+ MatrixGetColumn( pAttachment.local, 3, localAttach );
+
+ matrix3x4_t inputToOutputBone;
+ Studio_CalcBoneToBoneTransform( pStudioHdr, iBone, outputBoneIndex, inputToOutputBone );
+
+ Vector out;
+ VectorTransform( localAttach, inputToOutputBone, out );
+
+ return out;
+}
+
+//-------------------------------------
+
+void CNPC_Strider::StompHit( int followerBoneIndex )
+{
+ CStudioHdr *pStudioHdr = GetModelPtr();
+ physfollower_t *bone = m_BoneFollowerManager.GetBoneFollower( followerBoneIndex );
+ if ( !bone )
+ return;
+
+ const char *pBoneNames[] = {"left skewer", "right skewer" };
+ int nameIndex = followerBoneIndex == STRIDER_LEFT_LEG_FOLLOWER_INDEX ? 0 : 1;
+ Vector localHit = GetAttachmentPositionInSpaceOfBone( pStudioHdr, pBoneNames[nameIndex], bone->boneIndex );
+ IPhysicsObject *pLegPhys = bone->hFollower->VPhysicsGetObject();
+
+ // now transform into the worldspace of the current position of the leg's physics
+ matrix3x4_t legToWorld;
+ pLegPhys->GetPositionMatrix( &legToWorld );
+ Vector hitPosition;
+ VectorTransform( localHit, legToWorld, hitPosition );
+
+ //NDebugOverlay::Box( hitPosition, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 1.0 );
+ CBaseEntity *pEnemy = GetEnemy();
+ CAI_BaseNPC *pNPC = pEnemy ? pEnemy->MyNPCPointer() : NULL;
+ bool bIsValidTarget = pNPC && pNPC->GetModelPtr();
+ if ( HasSpawnFlags( SF_CAN_STOMP_PLAYER ) )
+ {
+ bIsValidTarget = bIsValidTarget || ( pEnemy && pEnemy->IsPlayer() );
+ }
+
+ if ( !bIsValidTarget )
+ return;
+
+ Vector delta;
+ VectorSubtract( pEnemy->GetAbsOrigin(), hitPosition, delta );
+ if ( delta.LengthSqr() > (STRIDER_STOMP_RANGE * STRIDER_STOMP_RANGE) )
+ return;
+
+ // DVS E3 HACK: Assume we stab our victim midway between their eyes and their center.
+ Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f;
+ hitPosition = pEnemy->GetAbsOrigin();
+
+ Vector footPosition;
+ GetAttachment( "left foot", footPosition );
+
+ CPASAttenuationFilter filter( this, "NPC_Strider.Skewer" );
+ EmitSound( filter, 0, "NPC_Strider.Skewer", &hitPosition );
+
+ CTakeDamageInfo damageInfo( this, this, 500, DMG_CRUSH );
+ Vector forward;
+ pEnemy->GetVectors( &forward, NULL, NULL );
+ damageInfo.SetDamagePosition( hitPosition );
+ damageInfo.SetDamageForce( -50 * 300 * forward );
+ pEnemy->TakeDamage( damageInfo );
+
+ if ( !pNPC || pNPC->IsAlive() )
+ return;
+
+ Vector vecBloodDelta = footPosition - vecStabPos;
+ vecBloodDelta.z = 0; // effect looks better
+ VectorNormalize( vecBloodDelta );
+ UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 8, FX_BLOODSPRAY_ALL );
+ UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 11, FX_BLOODSPRAY_DROPS );
+ CBaseEntity *pRagdoll = CreateServerRagdollAttached( pNPC, vec3_origin, -1, COLLISION_GROUP_DEBRIS, pLegPhys, this, bone->boneIndex, vecStabPos, -1, localHit );
+ if ( pRagdoll )
+ {
+ // the strider might drag this through the world
+ pRagdoll->AddSolidFlags( FSOLID_NOT_SOLID );
+
+ m_hRagdoll = pRagdoll;
+ m_ragdollTime = gpGlobals->curtime + 10;
+ UTIL_Remove( pNPC );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Strider::FootFX( const Vector &origin )
+{
+ trace_t tr;
+ AI_TraceLine( origin + Vector(0, 0, 48), origin - Vector(0,0,100), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
+ float yaw = random->RandomInt(0,120);
+
+ if ( UTIL_PointContents( tr.endpos + Vector( 0, 0, 1 ) ) & MASK_WATER )
+ {
+ float flWaterZ = UTIL_FindWaterSurface( tr.endpos, tr.endpos.z, tr.endpos.z + 100.0f );
+
+ CEffectData data;
+ data.m_fFlags = 0;
+ data.m_vOrigin = tr.endpos;
+ data.m_vOrigin.z = flWaterZ;
+ data.m_vNormal = Vector( 0, 0, 1 );
+ data.m_flScale = random->RandomFloat( 10.0, 14.0 );
+
+ DispatchEffect( "watersplash", data );
+ }
+ else
+ {
+ for ( int i = 0; i < 3; i++ )
+ {
+ Vector dir = UTIL_YawToVector( yaw + i*120 ) * 10;
+ VectorNormalize( dir );
+ dir.z = 0.25;
+ VectorNormalize( dir );
+ g_pEffects->Dust( tr.endpos, dir, 12, 50 );
+ }
+ }
+ UTIL_ScreenShake( tr.endpos, 4.0, 1.0, 0.5, 1000, SHAKE_START, false );
+
+ if ( npc_strider_shake_ropes_radius.GetInt() )
+ {
+ CRopeKeyframe::ShakeRopes( tr.endpos, npc_strider_shake_ropes_radius.GetFloat(), npc_strider_shake_ropes_magnitude.GetFloat() );
+ }
+
+ //
+ // My feet are scary things! NOTE: We might want to make danger sounds as the feet move
+ // through the air. Then soldiers could run from the feet, which would look cool.
+ //
+ CSoundEnt::InsertSound( SOUND_DANGER|SOUND_CONTEXT_EXCLUDE_COMBINE, tr.endpos, 512, 1.0f, this );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+Vector CNPC_Strider::CalculateStompHitPosition( CBaseEntity *pEnemy )
+{
+ Vector skewerPosition, footPosition;
+ GetAttachment( "left skewer", skewerPosition );
+ GetAttachment( "left foot", footPosition );
+ Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f;
+
+ return vecStabPos - skewerPosition + footPosition;
+}
+
+//-----------------------------------------------------------------------------
+// Strider Navigation
+//-----------------------------------------------------------------------------
+
+static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs )
+{
+ trace_t tr;
+ // Find point on floor where enemy would stand at chasePosition
+ Vector floor = *position;
+ floor.z -= 1024;
+ AI_TraceHull( *position, floor, mins, maxs, MASK_NPCSOLID_BRUSHONLY, ignore, COLLISION_GROUP_NONE, &tr );
+ if ( tr.fraction < 1 )
+ {
+ position->z = tr.endpos.z;
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void AdjustStriderNodePosition( CAI_Network *pNetwork, CAI_Node *pNode )
+{
+ if ( pNode->GetHint() && pNode->GetHint()->HintType() == HINT_STRIDER_NODE )
+ {
+ CNPC_Strider *pStrider = (CNPC_Strider *)gEntList.FindEntityByClassname( NULL, "npc_strider" );
+ bool bCreated = false;
+ if ( !pStrider )
+ {
+ bool allowPrecache = CBaseEntity::IsPrecacheAllowed();
+ CBaseEntity::SetAllowPrecache( true );
+ pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" );
+ pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him
+ DispatchSpawn( pStrider );
+ CBaseEntity::SetAllowPrecache( allowPrecache );
+ bCreated = true;
+ }
+
+ if ( pStrider )
+ {
+ pStrider->TranslateNavGoal( NULL, pNode->AccessOrigin() );
+ if ( bCreated )
+ UTIL_Remove( pStrider );
+ }
+ }
+}
+
+
+//---------------------------------------------------------
+// Implement a navigator so that the strider can get closer to the ground when he's walking on a slope
+// This gives him enough reach for his legs to IK to lower ground points
+//---------------------------------------------------------
+void LookaheadPath( const Vector &current, AI_Waypoint_t *pWaypoint, float dist, Vector &nextPos )
+{
+ if ( !pWaypoint )
+ return;
+
+ Vector dir = pWaypoint->GetPos() - current;
+ float dist2D = dir.Length2D();
+ if ( dist2D > 0.1 )
+ {
+ if ( dist <= dist2D )
+ {
+ nextPos = ((dist / dist2D) * dir) + current;
+ return;
+ }
+ }
+ nextPos = pWaypoint->GetPos();
+ dist -= dist2D;
+ dir = nextPos;
+
+ LookaheadPath( dir, pWaypoint->GetNext(), dist, nextPos );
+}
+
+//---------------------------------------------------------
+// Find the forward slope and lower the strider height when moving downward
+//---------------------------------------------------------
+void CNPC_Strider::CNavigator::MoveCalcBaseGoal( AILocalMoveGoal_t *pMoveGoal )
+{
+ BaseClass::MoveCalcBaseGoal( pMoveGoal );
+ Vector dest = pMoveGoal->target;
+ LookaheadPath( GetAbsOrigin(), pMoveGoal->pPath->GetCurWaypoint(), CNPC_Strider::gm_strideLength, dest );
+
+ //NDebugOverlay::Box( dest, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 0.1 );
+ Vector unitDir = pMoveGoal->dir * CNPC_Strider::gm_strideLength;
+ unitDir.z = dest.z - GetAbsOrigin().z;
+ VectorNormalize( unitDir );
+ float heightAdj = unitDir.z * CNPC_Strider::gm_strideLength;
+ pMoveGoal->flags |= ( AILMG_NO_STEER | AILMG_NO_AVOIDANCE_PATHS );
+ if ( heightAdj < -1 )
+ {
+ heightAdj = clamp( heightAdj, -192, 0 );
+ pMoveGoal->target.z += heightAdj;
+ pMoveGoal->dir = unitDir * CNPC_Strider::gm_strideLength * 0.1;
+ pMoveGoal->dir.z += heightAdj;
+ VectorNormalize( pMoveGoal->dir );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::CNavigator::MoveUpdateWaypoint( AIMoveResult_t *pResult )
+{
+ // Note that goal & waypoint tolerances are handled in progress blockage cases (e.g., OnObstructionPreSteer)
+
+ AI_Waypoint_t *pCurWaypoint = GetPath()->GetCurWaypoint();
+ float waypointDist = (pCurWaypoint->GetPos() - GetAbsOrigin()).Length2D();
+ bool bIsGoal = CurWaypointIsGoal();
+ // HACKHACK: adjust this tolerance
+ // The strider is following paths most of the time, but he needs a bunch of freedom
+ // to adjust himself to make his feet look good.
+ float tolerance = 10.0;
+
+ if ( waypointDist <= tolerance )
+ {
+ if ( bIsGoal )
+ {
+ OnNavComplete();
+ *pResult = AIMR_OK;
+
+ }
+ else
+ {
+ AdvancePath();
+ *pResult = AIMR_CHANGE_TYPE;
+ }
+ return true;
+ }
+
+ return false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::CNavigator::DoFindPathToPos()
+{
+ DbgNavMsg( GetOuter(), "Strider overriding DoFindPathToPos\n");
+ if ( BaseClass::DoFindPathToPos() )
+ {
+ // Do special optimization on our first path segment
+ DbgNavMsg( GetOuter(), "Strider base pathfind worked\n");
+ CAI_WaypointList waypoints( GetPath()->GetCurWaypoint() );
+ AI_Waypoint_t *pFirstWaypoint = waypoints.GetFirst();
+ AI_Waypoint_t *pLast = waypoints.GetLast();
+
+ if ( pFirstWaypoint->IsReducible() &&
+ pFirstWaypoint->GetNext() &&
+ pFirstWaypoint->GetNext()->iNodeID != NO_NODE &&
+ pFirstWaypoint->GetNext()->NavType() == GetNavType() )
+ {
+ // Find nearest point on the line segment of our path
+ Vector vOrigin = GetOuter()->GetAbsOrigin();
+ Vector vClosest;
+ CalcClosestPointOnLineSegment( vOrigin,
+ pFirstWaypoint->GetPos(),
+ pFirstWaypoint->GetNext()->GetPos(),
+ vClosest );
+
+ // Find both these positions as offset from the ground
+ TranslateNavGoal( GetPath()->GetTarget(), vClosest );
+ TranslateNavGoal( GetPath()->GetTarget(), vOrigin );
+
+ // If we're seemingly beyond the waypoint and our hull is near enough to the path segment, advance to the next node
+ const float EPS = 0.1f;
+ bool bPastStartNode = ( ( pFirstWaypoint->GetPos() - vClosest ).Length() > EPS );
+ bool bNearPathSegment = ( ( vOrigin - vClosest ).Length() < GetHullWidth() * 0.5f );
+ if ( bPastStartNode && bNearPathSegment )
+ {
+ GetPath()->Advance();
+ }
+ }
+
+ if ( pLast->iNodeID == NO_NODE )
+ {
+ AI_Waypoint_t *pLastNodeWaypoint = pLast->GetPrev();
+
+ if ( pLastNodeWaypoint && pLastNodeWaypoint->iNodeID == NO_NODE )
+ {
+ // Pathfinder triangulated to goal
+ Assert( pLastNodeWaypoint->GetPrev() );
+ if ( pLastNodeWaypoint->GetPrev() )
+ {
+ pLastNodeWaypoint->GetPrev()->SetNext( pLast );
+ delete pLastNodeWaypoint;
+ pLastNodeWaypoint = pLast->GetPrev();
+ }
+ }
+
+ Assert( pLastNodeWaypoint );
+ if ( pLastNodeWaypoint )
+ {
+ Assert( pLastNodeWaypoint->iNodeID != NO_NODE );
+ if ( pLastNodeWaypoint->iNodeID != NO_NODE )
+ {
+ CAI_Node *pLastNode = GetNetwork()->GetNode( pLastNodeWaypoint->iNodeID );
+ float bestDistSq = ( pLast->vecLocation - pLastNodeWaypoint->vecLocation ).LengthSqr();
+ Vector vNewEnd = vec3_invalid;
+ int segmentDestClosest = NO_NODE;
+
+ for (int link=0; link < pLastNode->NumLinks();link++)
+ {
+ CAI_Link *pLink = pLastNode->GetLinkByIndex(link);
+ if ( !( pLink->m_LinkInfo & bits_LINK_OFF ) && (pLink->m_iAcceptedMoveTypes[GetHullType()] & bits_CAP_MOVE_FLY) )
+ {
+ CAI_Node *pTestNode = GetNetwork()->GetNode( pLink->DestNodeID( pLastNodeWaypoint->iNodeID ) );
+ if ( pTestNode->GetHint() && pTestNode->GetHint()->HintType() == HINT_STRIDER_NODE )
+ {
+ Vector vClosest;
+ CalcClosestPointOnLineSegment( pLast->vecLocation,
+ pLastNodeWaypoint->vecLocation, pTestNode->GetPosition(GetHullType()),
+ vClosest );
+ float distTestSq = ( pLast->vecLocation - vClosest ).LengthSqr();
+ if ( distTestSq < bestDistSq )
+ {
+ bestDistSq = distTestSq;
+ vNewEnd = vClosest;
+ segmentDestClosest = pTestNode->GetId();
+ }
+ }
+ }
+ }
+
+ if ( vNewEnd == vec3_invalid )
+ {
+ DbgNavMsg( GetOuter(), "Strider resetting goal to last node waypoint\n");
+ pLastNodeWaypoint->SetNext( NULL );
+ pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true );
+ delete pLast;
+ }
+ else if ( !pLastNodeWaypoint->GetPrev() || pLastNodeWaypoint->GetPrev()->iNodeID != segmentDestClosest )
+ {
+ DbgNavMsg( GetOuter(), "Strider resetting goal to nearest point on graph\n");
+ pLast->vecLocation = vNewEnd;
+ }
+ else
+ {
+ DbgNavMsg( GetOuter(), "Strider resetting goal to nearest point on graph, on node\n");
+ pLastNodeWaypoint->vecLocation = vNewEnd;
+ pLastNodeWaypoint->SetNext( NULL );
+ pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true );
+ delete pLast;
+ }
+ GetPath()->ResetGoalPosition( GetPath()->GetGoalWaypoint()->vecLocation );
+ }
+ }
+ }
+ else
+ DbgNavMsg( GetOuter(), "Goal ended on node\n");
+ return true;
+ }
+ else
+ DbgNavMsg( GetOuter(), "Strider base pathfind failed\n");
+
+ return false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::CNavigator::ShouldOptimizeInitialPathSegment( AI_Waypoint_t *pFirstWaypoint )
+{
+ // We do our own special initial path optimization DoFindPathToPos()
+ return false;
+}
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CNPC_Strider::CNavigator::GetStoppingPath( CAI_WaypointList *pClippedWaypoints )
+{
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns if a bone follower is a leg piece or not
+// Input : *pFollower - Bone follower we're testing
+// Output : Returns true if the bone follower is a part of the strider's legs
+//-----------------------------------------------------------------------------
+bool CNPC_Strider::IsLegBoneFollower( CBoneFollower *pFollower )
+{
+ // Find the index of this bone follower, if we have it
+ int nFollowerIndex = GetBoneFollowerIndex( pFollower );
+ if ( nFollowerIndex == -1 )
+ return false;
+
+ // See if we're a leg
+ if ( nFollowerIndex >= STRIDER_LEFT_LEG_FOLLOWER_INDEX &&
+ nFollowerIndex <= STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX )
+ return true;
+
+ // We're something else
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Finds a bone follower via a supplied index
+// Input : nIndex - index our bone follower manager will use to retrieve the follower
+// Output : NULL if not found, otherwise the bone follower we were seeking
+//-----------------------------------------------------------------------------
+CBoneFollower *CNPC_Strider::GetBoneFollowerByIndex( int nIndex )
+{
+ physfollower_t *pFollower = m_BoneFollowerManager.GetBoneFollower( nIndex );
+ if ( pFollower != NULL )
+ return pFollower->hFollower;
+
+ return NULL;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns the index of a bone follower in our system
+// Input : *pFollower - Follower we're looking for
+// Output : -1 if not found, otherwise the index of the follower
+//-----------------------------------------------------------------------------
+int CNPC_Strider::GetBoneFollowerIndex( CBoneFollower *pFollower )
+{
+ return m_BoneFollowerManager.GetBoneFollowerIndex( pFollower );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: The strider ignores certain entities this way
+// Input : *pEntity - Entity in question
+// Output : Returns true if we should collide with the entity
+//-----------------------------------------------------------------------------
+bool CNPC_Strider::ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity )
+{
+ if ( pEntity->m_iClassname == m_iszStriderBusterName )
+ return false;
+
+ return BaseClass::ShouldProbeCollideAgainstEntity( pEntity );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Lets us keep track of attached Strider busters
+// Input : *pAttached - strider buster that is attached
+//-----------------------------------------------------------------------------
+#ifdef HL2_EPISODIC
+void CNPC_Strider::StriderBusterAttached( CBaseEntity *pAttached )
+{
+ // Add another to the list
+ m_hAttachedBusters.AddToTail( pAttached );
+ m_PlayerFreePass.Revoke();
+
+ variant_t target;
+ target.SetString( AllocPooledString( "!player" ) );
+ g_EventQueue.AddEvent( this, "UpdateEnemyMemory", target, 1.0, this, this );
+}
+
+
+void CNPC_Strider::StriderBusterDetached( CBaseEntity *pAttached )
+{
+ int elem = m_hAttachedBusters.Find(pAttached);
+ if (elem >= 0)
+ {
+ m_hAttachedBusters.FastRemove(elem);
+ }
+}
+
+#endif // HL2_EPISODIC
+
+//-----------------------------------------------------------------------------
+//
+// Strider Minigun
+//
+//-----------------------------------------------------------------------------
+
+BEGIN_DATADESC_NO_BASE( CStriderMinigun )
+
+ DEFINE_FIELD( m_enable, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_minigunState, FIELD_INTEGER ),
+ DEFINE_FIELD( m_nextBulletTime, FIELD_TIME ),
+ DEFINE_FIELD( m_burstTime, FIELD_TIME ),
+ DEFINE_FIELD( m_nextTwitchTime, FIELD_TIME ),
+ DEFINE_FIELD( m_randomState, FIELD_INTEGER ),
+ DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_bWarnedAI, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_shootDuration, FIELD_TIME ),
+ DEFINE_FIELD( m_vecAnchor, FIELD_VECTOR ),
+ DEFINE_FIELD( m_bOverrideEnemy, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_vecLastTargetPos, FIELD_VECTOR ),
+ DEFINE_FIELD( m_iOnTargetShots, FIELD_INTEGER ),
+
+ // Silence, Classcheck!
+ // DEFINE_FIELD( m_yaw, StriderMinigunAnimController_t ),
+ // DEFINE_FIELD( m_pitch, StriderMinigunAnimController_t ),
+
+ DEFINE_FIELD( m_yaw.current, FIELD_FLOAT ),
+ DEFINE_FIELD( m_yaw.target, FIELD_FLOAT ),
+ DEFINE_FIELD( m_yaw.rate, FIELD_FLOAT ),
+ DEFINE_FIELD( m_pitch.current, FIELD_FLOAT ),
+ DEFINE_FIELD( m_pitch.target, FIELD_FLOAT ),
+ DEFINE_FIELD( m_pitch.rate, FIELD_FLOAT ),
+
+
+END_DATADESC()
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CStriderMinigun::Init()
+{
+ m_enable = true;
+ m_nextTwitchTime = gpGlobals->curtime;
+ m_randomState = 0;
+ m_yaw.current = m_yaw.target = 0;
+ m_pitch.current = m_pitch.target = 0;
+ m_yaw.rate = 360;
+ m_pitch.rate = 180;
+
+ SetState( MINIGUN_OFF );
+ m_burstTime = gpGlobals->curtime;
+ m_nextBulletTime = FLT_MAX;
+ m_vecAnchor = vec3_invalid;
+ m_shootDuration = STRIDER_DEFAULT_SHOOT_DURATION;
+ m_bOverrideEnemy = false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CStriderMinigun::ShouldFindTarget( IMinigunHost *pHost )
+{
+ ASSERT( pHost != NULL );
+
+ if( !GetTarget() )
+ {
+ // No target. Find one.
+ return true;
+ }
+
+ if( m_bOverrideEnemy )
+ {
+ return false;
+ }
+
+ if( pHost->GetEntity()->GetEnemy() )
+ {
+ return GetTarget() != pHost->GetEntity()->GetEnemy();
+ }
+
+ return true;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+float CStriderMinigun::GetAimError()
+{
+ return fabs(m_yaw.target-m_yaw.current) + fabs(m_pitch.target-m_pitch.current);
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CStriderMinigun::AimAtPoint( IStriderMinigunHost *pHost, const Vector &vecPoint, bool bSnap )
+{
+ matrix3x4_t gunMatrix;
+ CAI_BaseNPC *pOwner = pHost->GetEntity();
+
+ int mingunAttachment = pOwner->LookupAttachment( "minigunbase" );
+ pOwner->GetAttachment( mingunAttachment, gunMatrix );
+
+ Vector forward, pos;
+ MatrixGetColumn( gunMatrix, 0, forward );
+ MatrixGetColumn( gunMatrix, 3, pos );
+
+ // transform the point into gun space
+ Vector localPointPosition;
+ VectorITransform( vecPoint, gunMatrix, localPointPosition );
+
+ // do a look at in gun space (essentially a delta-lookat)
+ QAngle localPointAngles;
+ VectorAngles( localPointPosition, localPointAngles );
+
+ // convert to +/- 180 degrees
+ float pdiff, ydiff;
+ pdiff = UTIL_AngleDiff( localPointAngles.x, 0 );
+ ydiff = UTIL_AngleDiff( localPointAngles.y, 0 );
+
+ m_pitch.target += 0.5 * pdiff;
+ m_yaw.target -= 0.5 * ydiff;
+
+ m_pitch.target = MAX( MINIGUN_MIN_PITCH, m_pitch.target );
+ m_pitch.target = MIN( MINIGUN_MAX_PITCH, m_pitch.target );
+ m_yaw.target = MAX( MINIGUN_MIN_YAW, m_yaw.target );
+ m_yaw.target = MIN( MINIGUN_MAX_YAW, m_yaw.target );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CStriderMinigun::AimAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bSnap )
+{
+ if ( pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) )
+ {
+ Vector vecTargetPos = pTarget->BodyTarget( pHost->GetEntity()->EyePosition() );
+ AimAtPoint( pHost, vecTargetPos, bSnap );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CStriderMinigun::ShootAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float shootTime )
+{
+ if ( !pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) )
+ return;
+
+ variant_t emptyVariant;
+ pTarget->AcceptInput( "InputTargeted", pHost->GetEntity(), pHost->GetEntity(), emptyVariant, 0 );
+ Enable( NULL, true );
+ if ( shootTime <= 0 )
+ {
+ shootTime = random->RandomFloat( 4, 8 );
+ }
+ SetTarget( pHost, pTarget, true );
+
+ StartShooting( pHost, pTarget, shootTime );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CStriderMinigun::StartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration )
+{
+ bool bHasSetAnchor = false;
+
+ SetState( MINIGUN_SHOOTING );
+
+ m_nextBulletTime = gpGlobals->curtime;
+ m_burstTime = gpGlobals->curtime + duration;
+
+ m_shootDuration = duration;
+
+ // don't twitch while shooting
+ m_nextTwitchTime = FLT_MAX;
+
+ if( pTarget->IsPlayer() )
+ {
+ // Don't shoot a player in the back if they aren't looking.
+ // Give them a chance to see they're being fired at.
+ CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>(pTarget);
+
+ if( !pPlayer->FInViewCone( pHost->GetEntity() ) )
+ {
+ // Player doesn't see me. Try to start shooting so that they can see
+ // the bullet impacts.
+ m_vecAnchor = pPlayer->EyePosition();
+
+ Vector vecPlayerLook;
+ Vector vecToPlayer;
+
+ // Check in 2D.
+ vecPlayerLook = pPlayer->EyeDirection3D();
+ vecPlayerLook.z = 0.0;
+ VectorNormalize( vecPlayerLook );
+
+ vecToPlayer = pPlayer->EyePosition() - pHost->GetEntity()->EyePosition();
+ vecToPlayer.z = 0.0;
+ VectorNormalize( vecToPlayer );
+
+ float flDot = DotProduct( vecToPlayer, vecPlayerLook );
+
+ if( flDot < 0.95 )
+ {
+ // If the player is looking sufficiently to a side, start 30 feet out in that direction.
+ m_vecAnchor += pPlayer->EyeDirection3D() * 320;
+ bHasSetAnchor = true;
+ }
+ else
+ {
+ // Start over their head, cause firing the direction they are looking will drill them.
+ // in the back!
+ m_vecAnchor += Vector( 0, 0, random->RandomFloat( 160, 240 ) );
+
+ // Move it to one side of the other randomly, just to get it off center.
+ Vector right;
+ pPlayer->GetVectors( NULL, &right, NULL );
+ m_vecAnchor += right * random->RandomFloat( -100, 100 );
+ bHasSetAnchor = true;
+ }
+ }
+ }
+
+ if( !bHasSetAnchor )
+ {
+ m_vecAnchor = pTarget->WorldSpaceCenter();
+
+ Vector right;
+ pTarget->GetVectors( NULL, &right, NULL );
+
+ // Start 5 or 10 feet off target.
+ Vector offset = right * random->RandomFloat( 60, 120 );
+
+ // Flip a coin to decide left or right.
+ if( random->RandomInt( 0, 1 ) == 0 )
+ {
+ offset *= -1;
+ }
+
+ m_vecAnchor += offset;
+
+ // Start below them, too.
+ m_vecAnchor.z -= random->RandomFloat( 80, 200 );
+ }
+
+ pHost->OnMinigunStartShooting( pTarget );
+}
+
+//---------------------------------------------------------
+// Fixes up the math for stitching.
+//---------------------------------------------------------
+void CStriderMinigun::ExtendShooting( float timeExtend )
+{
+ m_burstTime = gpGlobals->curtime + timeExtend;
+ m_shootDuration = timeExtend;
+ m_bWarnedAI = false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CStriderMinigun::SetShootDuration( float duration )
+{
+}
+
+//---------------------------------------------------------
+// Is the gun turned as far as it can go?
+//---------------------------------------------------------
+bool CStriderMinigun::IsPegged( int dir )
+{
+ bool up, down, left, right, any;
+
+ up = down = left = right = any = false;
+
+ if( m_yaw.current >= 89.0 )
+ any = right = true;
+
+ if( m_yaw.current <= -89.0 )
+ any = left = true;
+
+ if( m_pitch.current >= 44.0 )
+ any = down = true;
+
+ if( m_pitch.current <= -44.0 )
+ any = up = true;
+
+ switch( dir )
+ {
+ case MINIGUN_PEGGED_UP:
+ return up;
+
+ case MINIGUN_PEGGED_DOWN:
+ return down;
+
+ case MINIGUN_PEGGED_LEFT:
+ return left;
+
+ case MINIGUN_PEGGED_RIGHT:
+ return right;
+
+ default:
+ return (any && !up);
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CStriderMinigun::StopShootingForSeconds( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration )
+{
+ if ( IsShooting() )
+ {
+ SetState( MINIGUN_OFF );
+ }
+
+ m_burstTime = gpGlobals->curtime + duration;
+ m_nextBulletTime = FLT_MAX;
+
+ ClearOnTarget();
+ m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 2.0, 4.0 );
+ pHost->OnMinigunStopShooting( pTarget );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CStriderMinigun::SetState( int newState )
+{
+ m_minigunState = newState;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CStriderMinigun::SetTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bOverrideEnemy )
+{
+ m_hTarget = pTarget;
+
+ if( pTarget )
+ {
+ // New target, we haven't scared this guy yet!
+ m_bWarnedAI = false;
+
+ if( m_vecAnchor == vec3_invalid )
+ {
+ Vector right;
+ pHost->GetEntity()->GetVectors( NULL, &right, NULL );
+
+ m_vecAnchor = pTarget->GetAbsOrigin() - Vector( 0, 0, 256 );
+ m_vecAnchor += right * random->RandomFloat( -60.0f, 60.0f );
+ }
+ }
+
+ ClearOnTarget();
+
+ m_bOverrideEnemy = bOverrideEnemy;
+}
+
+//---------------------------------------------------------
+// The strider minigun can track and fire at targets in a fairly
+// large arc. It looks unnatural for a Strider to acquire a target
+// off to one side and begin firing at it, so we don't let the
+// minigun BEGIN shooting at a target unless the target is fairly
+// well in front of the Strider. Once firing, the gun is allowed
+// to track the target anywhere for the duration of that burst of
+// minigun fire. This is tuned by eye. (sjb)
+//---------------------------------------------------------
+bool CStriderMinigun::CanStartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTargetEnt )
+{
+ if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI )
+ return false;
+
+ if( !pTargetEnt )
+ return false;
+
+ if( gpGlobals->curtime < m_burstTime )
+ return false;
+
+ CNPC_Strider *pStrider = dynamic_cast<CNPC_Strider *>(pHost->GetEntity() );
+ if ( pTargetEnt->IsPlayer() && pStrider->HasPass() )
+ return false;
+
+ if( !m_bOverrideEnemy )
+ {
+ if( pTargetEnt != pHost->GetEntity()->GetEnemy() )
+ {
+ return false;
+ }
+
+ // If the strider can't see the enemy, this may be because the enemy is
+ // hiding behind something breakable. If the weapon has LOS, fire away.
+ if( !pHost->GetEntity()->HasCondition( COND_SEE_ENEMY ) )
+ {
+ Assert( pStrider != NULL );
+
+ if( !pStrider->WeaponLOSCondition( pStrider->GetAdjustedOrigin(), pTargetEnt->WorldSpaceCenter(), false ) )
+ {
+ if( pStrider->IsUsingAggressiveBehavior() && pTargetEnt->IsPlayer() && !pStrider->HasPass() )
+ {
+ // I can shoot the player's cover until he hides long enough to earn a free pass.
+ float flTimeSinceLastSeen = gpGlobals->curtime - pStrider->GetEnemies()->LastTimeSeen(pTargetEnt);
+
+ if( flTimeSinceLastSeen <= 2.0f )
+ return true;
+ }
+
+ return false;
+ }
+ }
+ }
+
+ Vector los = ( pTargetEnt->WorldSpaceCenter() - pHost->GetEntity()->EyePosition() );
+
+ // Following code stolen from FVisible. This check done in 2d intentionally.
+ los.z = 0;
+ VectorNormalize( los );
+
+ Vector facingDir = pHost->GetEntity()->EyeDirection2D( );
+ float flDot = DotProduct( los, facingDir );
+
+ // Too far to a side.
+ if ( flDot <= .707 )
+ return false;
+
+ return true;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CStriderMinigun::Enable( IMinigunHost *pHost, bool enable )
+{
+ m_enable = enable;
+ if ( !m_enable )
+ {
+ m_yaw.current = m_yaw.target = 0;
+ m_pitch.current = m_pitch.target = 0;
+ if ( pHost )
+ {
+ // KENB pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current );
+ }
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CStriderMinigun::Think( IStriderMinigunHost *pHost, float dt )
+{
+ if ( !m_enable )
+ return;
+
+ if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI )
+ return;
+
+ if( ShouldFindTarget( pHost ) )
+ {
+ CBaseEntity *pOldTarget = GetTarget();
+
+ // Take my host's enemy.
+ SetTarget( pHost, pHost->GetEntity()->GetEnemy() );
+
+ if( IsShooting() )
+ {
+ // Changing targets hot!
+ if( pOldTarget )
+ {
+ m_vecAnchor = pOldTarget->WorldSpaceCenter();
+ }
+
+ ExtendShooting( STRIDER_SUBSEQUENT_TARGET_DURATION + random->RandomFloat( 0, 0.5 ) );
+ }
+
+ pHost->NewTarget();
+ }
+
+ if ( !GetTarget() && m_nextTwitchTime <= gpGlobals->curtime )
+ {
+ // invert one and randomize the other.
+ // This has the effect of making the gun cross the field of
+ // view more often - like he's looking around
+ m_randomState = !m_randomState;
+ if ( m_randomState )
+ {
+ m_yaw.Random( MINIGUN_MIN_YAW, MINIGUN_MAX_YAW, 360, 720 );
+ m_pitch.target = -m_pitch.target;
+ }
+ else
+ {
+ m_pitch.Random( MINIGUN_MIN_PITCH, MINIGUN_MAX_PITCH, 270, 360 );
+ m_yaw.target = -m_yaw.target;
+ }
+ m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 0.3, 2 );
+ }
+
+ CBaseEntity *pTargetEnt = m_hTarget.Get();
+
+ if ( pTargetEnt )
+ {
+ pHost->GetEntity()->InvalidateBoneCache();
+ AimAtTarget( pHost, pTargetEnt );
+ }
+
+ // Update the minigun's pose parameters using approaching.
+ m_yaw.Update( dt );
+ m_pitch.Update( dt );
+
+ pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current );
+
+ // Start or stop shooting.
+ if( IsShooting() )
+ {
+ if( gpGlobals->curtime > m_burstTime || !pTargetEnt )
+ {
+ // Time to stop firing.
+ if( m_bOverrideEnemy )
+ {
+ // Get rid of this target.
+ SetTarget( pHost, NULL );
+ }
+
+ StopShootingForSeconds( pHost, pTargetEnt, pHost->GetMinigunShootDowntime() );
+ }
+ }
+ else
+ {
+ if( CanStartShooting( pHost, pTargetEnt ) )
+ {
+ StartShooting( pHost, pTargetEnt, pHost->GetMinigunShootDuration() + random->RandomFloat( 0, pHost->GetMinigunShootVariation() ) );
+ }
+ }
+
+ // Fire the next bullet!
+ if ( m_nextBulletTime <= gpGlobals->curtime && !IsPegged() )
+ {
+ if( pTargetEnt && pTargetEnt == pHost->GetEntity()->GetEnemy() )
+ {
+ // Shooting at the Strider's enemy. Strafe to target!
+ float flRemainingShootTime = m_burstTime - gpGlobals->curtime;
+
+ // Skim a little time off of the factor, leave a moment of on-target
+ // time. This guarantees that the minigun will strike the target a few times.
+ float flFactor = (flRemainingShootTime - pHost->GetMinigunOnTargetTime() ) / m_shootDuration;
+
+ flFactor = MAX( 0.0f, flFactor );
+
+ Vector vecTarget = pTargetEnt->BodyTarget( assert_cast<CNPC_Strider *>(pHost->GetEntity())->GetAdjustedOrigin());
+
+ Vector vecLine = m_vecAnchor - vecTarget;
+
+ float flDist = VectorNormalize( vecLine );
+
+ vecTarget += vecLine * flDist * flFactor;
+
+ if( flFactor == 0.0 )
+ {
+ m_vecAnchor = vecTarget;
+ RecordShotOnTarget();
+ }
+
+ if ( GetTarget() )
+ {
+ pHost->ShootMinigun( &vecTarget, GetAimError(), vec3_origin );
+
+ if( flFactor <= 0.5 && !m_bWarnedAI )
+ {
+ m_bWarnedAI = true;
+
+ CSoundEnt::InsertSound( SOUND_DANGER | SOUND_CONTEXT_REACT_TO_SOURCE, pTargetEnt->EarPosition() + Vector( 0, 0, 1 ), 120, MAX( 1.0, flRemainingShootTime ), pHost->GetEntity() );
+ }
+ }
+ }
+ else
+ {
+ const Vector *pTargetPoint = pTargetEnt ? &pTargetEnt->GetAbsOrigin() : NULL;
+ pHost->ShootMinigun( pTargetPoint, GetAimError() );
+ }
+
+ m_nextBulletTime = gpGlobals->curtime + (1.0f / pHost->GetMinigunRateOfFire() );
+ }
+}
+
+LINK_ENTITY_TO_CLASS( sparktrail, CSparkTrail );
+
+void CSparkTrail::Precache()
+{
+ BaseClass::Precache();
+
+ PrecacheScriptSound( "DoSpark" );
+}
+
+void CSparkTrail::Spawn()
+{
+ Precache();
+
+ EmitSound( "DoSpark" );
+
+ m_iHealth = 20 + random->RandomInt( 0, 5 );
+ UTIL_SetOrigin( this, GetOwnerEntity()->EyePosition() );
+
+ Vector vecVelocity;
+
+ vecVelocity.x = random->RandomFloat( 100, 400 );
+ vecVelocity.y = random->RandomFloat( 100, 400 );
+ vecVelocity.z = random->RandomFloat( 0, 100 );
+
+ if( random->RandomInt( 0, 1 ) == 0 )
+ vecVelocity.x *= -1;
+
+ if( random->RandomInt( 0, 1 ) == 0 )
+ vecVelocity.y *= -1;
+
+ UTIL_SetSize( this, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
+ SetMoveType( MOVETYPE_FLYGRAVITY );
+ SetSolid( SOLID_NONE );
+
+ if( random->RandomInt( 0, 2 ) == 0 )
+ {
+ vecVelocity *= 2.0;
+ m_iHealth /= 2;
+ SetMoveType( MOVETYPE_FLY );
+ }
+
+ SetAbsVelocity( vecVelocity );
+
+ SetThink( &CSparkTrail::SparkThink );
+ SetNextThink( gpGlobals->curtime );
+}
+
+void CSparkTrail::SparkThink()
+{
+ SetNextThink( gpGlobals->curtime + 0.05 );
+
+ g_pEffects->Sparks( GetAbsOrigin() );
+
+ if( m_iHealth-- < 1 )
+ {
+ UTIL_Remove( this );
+ }
+}
+
+BEGIN_DATADESC( CSparkTrail )
+ DEFINE_THINKFUNC( SparkThink ),
+END_DATADESC()
+
+
+//-----------------------------------------------------------------------------
+//
+// Schedules
+//
+//-----------------------------------------------------------------------------
+AI_BEGIN_CUSTOM_NPC( npc_strider, CNPC_Strider )
+
+ DECLARE_TASK( TASK_STRIDER_AIM )
+ DECLARE_TASK( TASK_STRIDER_DODGE )
+ DECLARE_TASK( TASK_STRIDER_STOMP )
+ DECLARE_TASK( TASK_STRIDER_BREAKDOWN )
+ DECLARE_TASK( TASK_STRIDER_START_MOVING )
+ DECLARE_TASK( TASK_STRIDER_REFRESH_HUNT_PATH )
+ DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_TARGET )
+ DECLARE_TASK( TASK_STRIDER_FACE_CANNON_TARGET )
+ DECLARE_TASK( TASK_STRIDER_SET_HEIGHT )
+ DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_LOS )
+ DECLARE_TASK( TASK_STRIDER_FIRE_CANNON )
+ DECLARE_TASK( TASK_STRIDER_SET_CANNON_HEIGHT )
+ DECLARE_TASK( TASK_STRIDER_FALL_TO_GROUND )
+
+ DECLARE_ACTIVITY( ACT_STRIDER_LOOKL )
+ DECLARE_ACTIVITY( ACT_STRIDER_LOOKR )
+ DECLARE_ACTIVITY( ACT_STRIDER_DEPLOYRA1 )
+ DECLARE_ACTIVITY( ACT_STRIDER_AIMRA1 )
+ DECLARE_ACTIVITY( ACT_STRIDER_FINISHRA1 )
+ DECLARE_ACTIVITY( ACT_STRIDER_DODGER )
+ DECLARE_ACTIVITY( ACT_STRIDER_DODGEL )
+ DECLARE_ACTIVITY( ACT_STRIDER_STOMPL )
+ DECLARE_ACTIVITY( ACT_STRIDER_STOMPR )
+ DECLARE_ACTIVITY( ACT_STRIDER_FLICKL )
+ DECLARE_ACTIVITY( ACT_STRIDER_FLICKR )
+ DECLARE_ACTIVITY( ACT_STRIDER_SLEEP )
+ DECLARE_ACTIVITY( ACT_STRIDER_CARRIED )
+ DECLARE_ACTIVITY( ACT_STRIDER_DEPLOY )
+ DECLARE_ACTIVITY( ACT_STRIDER_GESTURE_DEATH )
+
+ DECLARE_CONDITION( COND_STRIDER_DO_FLICK )
+ DECLARE_CONDITION( COND_TRACK_PATH_GO )
+ DECLARE_CONDITION( COND_STRIDER_SHOULD_CROUCH )
+ DECLARE_CONDITION( COND_STRIDER_SHOULD_STAND )
+ DECLARE_CONDITION( COND_STRIDER_MINIGUN_SHOOTING )
+ DECLARE_CONDITION( COND_STRIDER_MINIGUN_NOT_SHOOTING )
+ DECLARE_CONDITION( COND_STRIDER_HAS_CANNON_TARGET )
+ DECLARE_CONDITION( COND_STRIDER_ENEMY_UPDATED )
+ DECLARE_CONDITION( COND_STRIDER_HAS_LOS_Z )
+
+ DECLARE_INTERACTION( g_interactionPlayerLaunchedRPG )
+
+ //=========================================================
+ // Hunt (Basic logic for strider thinking)
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_HUNT,
+
+ " Tasks"
+ " TASK_STRIDER_REFRESH_HUNT_PATH 0"
+ " TASK_STRIDER_START_MOVING 0"
+ " TASK_WAIT 4"
+ " "
+ " Interrupts"
+ " COND_NEW_ENEMY"
+ " COND_CAN_MELEE_ATTACK1"
+ " COND_CAN_RANGE_ATTACK1"
+ " COND_CAN_RANGE_ATTACK2"
+ " COND_STRIDER_SHOULD_CROUCH"
+ " COND_STRIDER_HAS_CANNON_TARGET"
+ " COND_STRIDER_ENEMY_UPDATED"
+ )
+
+ //=========================================================
+ // Attack (Deploy/shoot/finish)
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_RANGE_ATTACK1,
+
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
+ " TASK_FACE_ENEMY 0"
+ " TASK_RANGE_ATTACK1 0"
+ " TASK_WAIT 5" // let the immolator work its magic
+ " "
+ " Interrupts"
+ )
+
+ //=========================================================
+ // Attack (Deploy/shoot/finish)
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_RANGE_ATTACK2,
+
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_STRIDER_FACE_CANNON_TARGET 0"
+ " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
+ " TASK_WAIT 1"
+ " TASK_STRIDER_AIM 1.25"
+ " TASK_STRIDER_FIRE_CANNON 0"
+ " TASK_WAIT 1"
+ " "
+ " Interrupts"
+ )
+
+ //=========================================================
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_CROUCH,
+
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCH"
+ " "
+ " Interrupts"
+ )
+
+ //=========================================================
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_STAND,
+
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STAND"
+ " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
+ " TASK_STRIDER_SET_HEIGHT 500"
+ " "
+ " Interrupts"
+ )
+
+ //=========================================================
+ // Dodge Incoming missile
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_DODGE,
+
+ " Tasks"
+ " TASK_STRIDER_DODGE 0"
+ " "
+ " Interrupts"
+ )
+
+ //=========================================================
+ // Break down and die
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_DIE,
+
+ " Tasks"
+ " TASK_STRIDER_BREAKDOWN 0"
+ " "
+ " Interrupts"
+ )
+
+ //=========================================================
+ // Stomp on an enemy
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_STOMPL,
+
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_STRIDER_STOMP 0"
+ " "
+ " Interrupts"
+ );
+
+ // Stomp on an enemy
+ //=========================================================
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_STOMPR,
+
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_STRIDER_STOMP 1"
+ " "
+ " Interrupts"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_FLICKL,
+
+ " Tasks"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STRIDER_FLICKL"
+ " "
+ " Interrupts"
+ )
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_FLICKR,
+
+ " Tasks"
+ " TASK_PLAY_SEQUENCE ACTIVITY:ACT_STRIDER_FLICKR"
+ " "
+ " Interrupts"
+ )
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_ATTACK_CANNON_TARGET,
+
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_STRIDER_GET_PATH_TO_CANNON_TARGET 0"
+ " TASK_WALK_PATH 0"
+ " TASK_WAIT_FOR_MOVEMENT 0"
+ " "
+ " Interrupts"
+ " COND_CAN_RANGE_ATTACK2"
+ " COND_STRIDER_SHOULD_CROUCH"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_CHASE_ENEMY,
+
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_GET_CHASE_PATH_TO_ENEMY 300"
+ " TASK_RUN_PATH 0"
+ " TASK_WAIT_FOR_MOVEMENT 0"
+ " TASK_FACE_ENEMY 0"
+ ""
+ " Interrupts"
+ " COND_NEW_ENEMY"
+ " COND_ENEMY_DEAD"
+ " COND_ENEMY_UNREACHABLE"
+ " COND_CAN_RANGE_ATTACK1"
+ " COND_CAN_MELEE_ATTACK1"
+ " COND_CAN_RANGE_ATTACK2"
+ " COND_CAN_MELEE_ATTACK2"
+ " COND_TOO_CLOSE_TO_ATTACK"
+ " COND_LOST_ENEMY"
+ " COND_STRIDER_HAS_CANNON_TARGET"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_COMBAT_FACE,
+
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
+ " TASK_WAIT_FACE_ENEMY 1"
+ ""
+ " Interrupts"
+ " COND_CAN_RANGE_ATTACK1"
+ " COND_CAN_RANGE_ATTACK2"
+ " COND_CAN_MELEE_ATTACK1"
+ " COND_CAN_MELEE_ATTACK2"
+ " COND_NEW_ENEMY"
+ " COND_ENEMY_DEAD"
+ " COND_STRIDER_HAS_CANNON_TARGET"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND,
+
+ " Tasks"
+ " TASK_STOP_MOVING 0"
+ " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
+ " TASK_WAIT 1"
+ ""
+ " Interrupts"
+ " COND_NEW_ENEMY"
+ " COND_ENEMY_DEAD"
+ " COND_LIGHT_DAMAGE"
+ " COND_HEAVY_DAMAGE"
+ " COND_SEE_ENEMY"
+ " COND_CAN_RANGE_ATTACK1"
+ " COND_CAN_RANGE_ATTACK2"
+ " COND_CAN_MELEE_ATTACK1"
+ " COND_CAN_MELEE_ATTACK2"
+ " COND_IDLE_INTERRUPT"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON,
+
+ " Tasks "
+ " TASK_STRIDER_GET_PATH_TO_CANNON_LOS 0"
+ " TASK_RUN_PATH 0"
+ " TASK_WAIT_FOR_MOVEMENT 0"
+ " TASK_STRIDER_FACE_CANNON_TARGET 0"
+ ""
+ " Interrupts "
+ " COND_CAN_RANGE_ATTACK2"
+ " COND_STRIDER_SHOULD_CROUCH"
+ " COND_STRIDER_SHOULD_STAND"
+ )
+
+ DEFINE_SCHEDULE
+ (
+ SCHED_STRIDER_FALL_TO_GROUND,
+
+ " Tasks "
+ " TASK_STRIDER_FALL_TO_GROUND 0"
+ ""
+ " Interrupts "
+ )
+
+
+AI_END_CUSTOM_NPC()
+
+//=============================================================================