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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/server/hl2/npc_barney.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/server/hl2/npc_barney.cpp')
-rw-r--r--sp/src/game/server/hl2/npc_barney.cpp500
1 files changed, 250 insertions, 250 deletions
diff --git a/sp/src/game/server/hl2/npc_barney.cpp b/sp/src/game/server/hl2/npc_barney.cpp
index c852399b..337d0eb6 100644
--- a/sp/src/game/server/hl2/npc_barney.cpp
+++ b/sp/src/game/server/hl2/npc_barney.cpp
@@ -1,250 +1,250 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "ai_default.h"
-#include "ai_task.h"
-#include "ai_schedule.h"
-#include "ai_node.h"
-#include "ai_hull.h"
-#include "ai_hint.h"
-#include "ai_squad.h"
-#include "ai_senses.h"
-#include "ai_navigator.h"
-#include "ai_motor.h"
-#include "ai_behavior.h"
-#include "ai_baseactor.h"
-#include "ai_behavior_lead.h"
-#include "ai_behavior_follow.h"
-#include "ai_behavior_standoff.h"
-#include "ai_behavior_assault.h"
-#include "npc_playercompanion.h"
-#include "soundent.h"
-#include "game.h"
-#include "npcevent.h"
-#include "activitylist.h"
-#include "vstdlib/random.h"
-#include "engine/IEngineSound.h"
-#include "sceneentity.h"
-#include "ai_behavior_functank.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define BARNEY_MODEL "models/barney.mdl"
-
-ConVar sk_barney_health( "sk_barney_health","0");
-
-//=========================================================
-// Barney activities
-//=========================================================
-
-class CNPC_Barney : public CNPC_PlayerCompanion
-{
-public:
- DECLARE_CLASS( CNPC_Barney, CNPC_PlayerCompanion );
- DECLARE_SERVERCLASS();
- DECLARE_DATADESC();
-
- virtual void Precache()
- {
- // Prevents a warning
- SelectModel( );
- BaseClass::Precache();
-
- PrecacheScriptSound( "NPC_Barney.FootstepLeft" );
- PrecacheScriptSound( "NPC_Barney.FootstepRight" );
- PrecacheScriptSound( "NPC_Barney.Die" );
-
- PrecacheInstancedScene( "scenes/Expressions/BarneyIdle.vcd" );
- PrecacheInstancedScene( "scenes/Expressions/BarneyAlert.vcd" );
- PrecacheInstancedScene( "scenes/Expressions/BarneyCombat.vcd" );
- }
-
- void Spawn( void );
- void SelectModel();
- Class_T Classify( void );
- void Weapon_Equip( CBaseCombatWeapon *pWeapon );
-
- bool CreateBehaviors( void );
-
- void HandleAnimEvent( animevent_t *pEvent );
-
- bool ShouldLookForBetterWeapon() { return false; }
-
- void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior );
-
- void DeathSound( const CTakeDamageInfo &info );
- void GatherConditions();
- void UseFunc( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
-
- CAI_FuncTankBehavior m_FuncTankBehavior;
- COutputEvent m_OnPlayerUse;
-
- DEFINE_CUSTOM_AI;
-};
-
-
-LINK_ENTITY_TO_CLASS( npc_barney, CNPC_Barney );
-
-//---------------------------------------------------------
-//
-//---------------------------------------------------------
-IMPLEMENT_SERVERCLASS_ST(CNPC_Barney, DT_NPC_Barney)
-END_SEND_TABLE()
-
-
-//---------------------------------------------------------
-// Save/Restore
-//---------------------------------------------------------
-BEGIN_DATADESC( CNPC_Barney )
-// m_FuncTankBehavior
- DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ),
- DEFINE_USEFUNC( UseFunc ),
-END_DATADESC()
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPC_Barney::SelectModel()
-{
- SetModelName( AllocPooledString( BARNEY_MODEL ) );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPC_Barney::Spawn( void )
-{
- Precache();
-
- m_iHealth = 80;
-
- m_iszIdleExpression = MAKE_STRING("scenes/Expressions/BarneyIdle.vcd");
- m_iszAlertExpression = MAKE_STRING("scenes/Expressions/BarneyAlert.vcd");
- m_iszCombatExpression = MAKE_STRING("scenes/Expressions/BarneyCombat.vcd");
-
- BaseClass::Spawn();
-
- AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
-
- NPCInit();
-
- SetUse( &CNPC_Barney::UseFunc );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output :
-//-----------------------------------------------------------------------------
-Class_T CNPC_Barney::Classify( void )
-{
- return CLASS_PLAYER_ALLY_VITAL;
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Barney::Weapon_Equip( CBaseCombatWeapon *pWeapon )
-{
- BaseClass::Weapon_Equip( pWeapon );
-
- if( hl2_episodic.GetBool() && FClassnameIs( pWeapon, "weapon_ar2" ) )
- {
- // Allow Barney to defend himself at point-blank range in c17_05.
- pWeapon->m_fMinRange1 = 0.0f;
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Barney::HandleAnimEvent( animevent_t *pEvent )
-{
- switch( pEvent->event )
- {
- case NPC_EVENT_LEFTFOOT:
- {
- EmitSound( "NPC_Barney.FootstepLeft", pEvent->eventtime );
- }
- break;
- case NPC_EVENT_RIGHTFOOT:
- {
- EmitSound( "NPC_Barney.FootstepRight", pEvent->eventtime );
- }
- break;
-
- default:
- BaseClass::HandleAnimEvent( pEvent );
- break;
- }
-}
-
-//------------------------------------------------------------------------------
-//------------------------------------------------------------------------------
-void CNPC_Barney::DeathSound( const CTakeDamageInfo &info )
-{
- // Sentences don't play on dead NPCs
- SentenceStop();
-
- EmitSound( "npc_barney.die" );
-
-}
-
-bool CNPC_Barney::CreateBehaviors( void )
-{
- BaseClass::CreateBehaviors();
- AddBehavior( &m_FuncTankBehavior );
-
- return true;
-}
-
-void CNPC_Barney::OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior )
-{
- if ( pNewBehavior == &m_FuncTankBehavior )
- {
- m_bReadinessCapable = false;
- }
- else if ( pOldBehavior == &m_FuncTankBehavior )
- {
- m_bReadinessCapable = IsReadinessCapable();
- }
-
- BaseClass::OnChangeRunningBehavior( pOldBehavior, pNewBehavior );
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Barney::GatherConditions()
-{
- BaseClass::GatherConditions();
-
- // Handle speech AI. Don't do AI speech if we're in scripts unless permitted by the EnableSpeakWhileScripting input.
- if ( m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT || m_NPCState == NPC_STATE_COMBAT ||
- ( ( m_NPCState == NPC_STATE_SCRIPT ) && CanSpeakWhileScripting() ) )
- {
- DoCustomSpeechAI();
- }
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Barney::UseFunc( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
-{
- m_bDontUseSemaphore = true;
- SpeakIfAllowed( TLK_USE );
- m_bDontUseSemaphore = false;
-
- m_OnPlayerUse.FireOutput( pActivator, pCaller );
-}
-
-//-----------------------------------------------------------------------------
-//
-// Schedules
-//
-//-----------------------------------------------------------------------------
-
-AI_BEGIN_CUSTOM_NPC( npc_barney, CNPC_Barney )
-
-AI_END_CUSTOM_NPC()
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "ai_default.h"
+#include "ai_task.h"
+#include "ai_schedule.h"
+#include "ai_node.h"
+#include "ai_hull.h"
+#include "ai_hint.h"
+#include "ai_squad.h"
+#include "ai_senses.h"
+#include "ai_navigator.h"
+#include "ai_motor.h"
+#include "ai_behavior.h"
+#include "ai_baseactor.h"
+#include "ai_behavior_lead.h"
+#include "ai_behavior_follow.h"
+#include "ai_behavior_standoff.h"
+#include "ai_behavior_assault.h"
+#include "npc_playercompanion.h"
+#include "soundent.h"
+#include "game.h"
+#include "npcevent.h"
+#include "activitylist.h"
+#include "vstdlib/random.h"
+#include "engine/IEngineSound.h"
+#include "sceneentity.h"
+#include "ai_behavior_functank.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define BARNEY_MODEL "models/barney.mdl"
+
+ConVar sk_barney_health( "sk_barney_health","0");
+
+//=========================================================
+// Barney activities
+//=========================================================
+
+class CNPC_Barney : public CNPC_PlayerCompanion
+{
+public:
+ DECLARE_CLASS( CNPC_Barney, CNPC_PlayerCompanion );
+ DECLARE_SERVERCLASS();
+ DECLARE_DATADESC();
+
+ virtual void Precache()
+ {
+ // Prevents a warning
+ SelectModel( );
+ BaseClass::Precache();
+
+ PrecacheScriptSound( "NPC_Barney.FootstepLeft" );
+ PrecacheScriptSound( "NPC_Barney.FootstepRight" );
+ PrecacheScriptSound( "NPC_Barney.Die" );
+
+ PrecacheInstancedScene( "scenes/Expressions/BarneyIdle.vcd" );
+ PrecacheInstancedScene( "scenes/Expressions/BarneyAlert.vcd" );
+ PrecacheInstancedScene( "scenes/Expressions/BarneyCombat.vcd" );
+ }
+
+ void Spawn( void );
+ void SelectModel();
+ Class_T Classify( void );
+ void Weapon_Equip( CBaseCombatWeapon *pWeapon );
+
+ bool CreateBehaviors( void );
+
+ void HandleAnimEvent( animevent_t *pEvent );
+
+ bool ShouldLookForBetterWeapon() { return false; }
+
+ void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior );
+
+ void DeathSound( const CTakeDamageInfo &info );
+ void GatherConditions();
+ void UseFunc( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+
+ CAI_FuncTankBehavior m_FuncTankBehavior;
+ COutputEvent m_OnPlayerUse;
+
+ DEFINE_CUSTOM_AI;
+};
+
+
+LINK_ENTITY_TO_CLASS( npc_barney, CNPC_Barney );
+
+//---------------------------------------------------------
+//
+//---------------------------------------------------------
+IMPLEMENT_SERVERCLASS_ST(CNPC_Barney, DT_NPC_Barney)
+END_SEND_TABLE()
+
+
+//---------------------------------------------------------
+// Save/Restore
+//---------------------------------------------------------
+BEGIN_DATADESC( CNPC_Barney )
+// m_FuncTankBehavior
+ DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ),
+ DEFINE_USEFUNC( UseFunc ),
+END_DATADESC()
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_Barney::SelectModel()
+{
+ SetModelName( AllocPooledString( BARNEY_MODEL ) );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CNPC_Barney::Spawn( void )
+{
+ Precache();
+
+ m_iHealth = 80;
+
+ m_iszIdleExpression = MAKE_STRING("scenes/Expressions/BarneyIdle.vcd");
+ m_iszAlertExpression = MAKE_STRING("scenes/Expressions/BarneyAlert.vcd");
+ m_iszCombatExpression = MAKE_STRING("scenes/Expressions/BarneyCombat.vcd");
+
+ BaseClass::Spawn();
+
+ AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
+
+ NPCInit();
+
+ SetUse( &CNPC_Barney::UseFunc );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output :
+//-----------------------------------------------------------------------------
+Class_T CNPC_Barney::Classify( void )
+{
+ return CLASS_PLAYER_ALLY_VITAL;
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CNPC_Barney::Weapon_Equip( CBaseCombatWeapon *pWeapon )
+{
+ BaseClass::Weapon_Equip( pWeapon );
+
+ if( hl2_episodic.GetBool() && FClassnameIs( pWeapon, "weapon_ar2" ) )
+ {
+ // Allow Barney to defend himself at point-blank range in c17_05.
+ pWeapon->m_fMinRange1 = 0.0f;
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CNPC_Barney::HandleAnimEvent( animevent_t *pEvent )
+{
+ switch( pEvent->event )
+ {
+ case NPC_EVENT_LEFTFOOT:
+ {
+ EmitSound( "NPC_Barney.FootstepLeft", pEvent->eventtime );
+ }
+ break;
+ case NPC_EVENT_RIGHTFOOT:
+ {
+ EmitSound( "NPC_Barney.FootstepRight", pEvent->eventtime );
+ }
+ break;
+
+ default:
+ BaseClass::HandleAnimEvent( pEvent );
+ break;
+ }
+}
+
+//------------------------------------------------------------------------------
+//------------------------------------------------------------------------------
+void CNPC_Barney::DeathSound( const CTakeDamageInfo &info )
+{
+ // Sentences don't play on dead NPCs
+ SentenceStop();
+
+ EmitSound( "npc_barney.die" );
+
+}
+
+bool CNPC_Barney::CreateBehaviors( void )
+{
+ BaseClass::CreateBehaviors();
+ AddBehavior( &m_FuncTankBehavior );
+
+ return true;
+}
+
+void CNPC_Barney::OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior )
+{
+ if ( pNewBehavior == &m_FuncTankBehavior )
+ {
+ m_bReadinessCapable = false;
+ }
+ else if ( pOldBehavior == &m_FuncTankBehavior )
+ {
+ m_bReadinessCapable = IsReadinessCapable();
+ }
+
+ BaseClass::OnChangeRunningBehavior( pOldBehavior, pNewBehavior );
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CNPC_Barney::GatherConditions()
+{
+ BaseClass::GatherConditions();
+
+ // Handle speech AI. Don't do AI speech if we're in scripts unless permitted by the EnableSpeakWhileScripting input.
+ if ( m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT || m_NPCState == NPC_STATE_COMBAT ||
+ ( ( m_NPCState == NPC_STATE_SCRIPT ) && CanSpeakWhileScripting() ) )
+ {
+ DoCustomSpeechAI();
+ }
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CNPC_Barney::UseFunc( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ m_bDontUseSemaphore = true;
+ SpeakIfAllowed( TLK_USE );
+ m_bDontUseSemaphore = false;
+
+ m_OnPlayerUse.FireOutput( pActivator, pCaller );
+}
+
+//-----------------------------------------------------------------------------
+//
+// Schedules
+//
+//-----------------------------------------------------------------------------
+
+AI_BEGIN_CUSTOM_NPC( npc_barney, CNPC_Barney )
+
+AI_END_CUSTOM_NPC()