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📄 hl1_npc_agrunt.cpp

📁 hl2 source code. Do not use it illegal.
💻 CPP
📖 第 1 页 / 共 3 页
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		//	SetBlending( 0, angDir.x );
			GetAttachment( "0", vecArmPos, angArmDir );

			vecArmPos = vecArmPos + vecDirToEnemy * 32;
		
			CPVSFilter filter( GetAbsOrigin() );
			te->Sprite( filter, 0.0,
				&vecArmPos, iAgruntMuzzleFlash, random->RandomFloat( 0.4, 0.8 ), 128 );

			CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, QAngle( 0, 0, 0 ), this );

			Vector vForward;
			AngleVectors( angDir, &vForward );
	
			pHornet->SetAbsVelocity( vForward * 300 );
			pHornet->SetOwnerEntity( this );
			
			EmitSound( "Weapon_Hornetgun.Single" );

			CHL1BaseNPC *pHornetMonster = (CHL1BaseNPC *)pHornet->MyNPCPointer();

			if ( pHornetMonster )
			{
				pHornetMonster->SetEnemy( GetEnemy() );
			}
		}
		break;

	case AGRUNT_AE_LEFT_FOOT:
		// left foot
		{
			CPASAttenuationFilter filter2( this );
			switch ( random->RandomInt(0,1) )
			{
			case 0:	enginesound->EmitSound( filter2, entindex(), CHAN_BODY, "player/pl_ladder2.wav", 1, ATTN_NORM, 0, 70 );	break;
			case 1:	enginesound->EmitSound( filter2, entindex(), CHAN_BODY, "player/pl_ladder4.wav", 1, ATTN_NORM, 0, 70 );	break;
			}
		}
		break;
	case AGRUNT_AE_RIGHT_FOOT:
		// right foot
		{
			CPASAttenuationFilter filter3( this );
			switch ( random->RandomInt(0,1))
			{
			case 0:	enginesound->EmitSound( filter3, entindex(), CHAN_BODY, "player/pl_ladder1.wav", 1, ATTN_NORM, 0, 70 );	break;
			case 1:	enginesound->EmitSound( filter3, entindex(), CHAN_BODY, "player/pl_ladder3.wav", 1, ATTN_NORM, 0 ,70);	break;
			}
		}
		break;

	case AGRUNT_AE_LEFT_PUNCH:
		{
			Vector vecMins = GetHullMins();
			Vector vecMaxs = GetHullMaxs();
			vecMins.z = vecMins.x;
			vecMaxs.z = vecMaxs.x;

			CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, vecMins, vecMaxs, sk_agrunt_dmg_punch.GetFloat(), DMG_CLUB );
			CPASAttenuationFilter filter4( this );
			
			if ( pHurt )
			{
				if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
					 pHurt->ViewPunch( QAngle( -25, 8, 0) );

				Vector vRight;
				AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );

				// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
				if ( pHurt->IsPlayer() )
				{
					// this is a player. Knock him around.
					pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + vRight * 250 );
				}

				enginesound->EmitSound(filter4, entindex(), CHAN_WEAPON, pAttackHitSounds[ random->RandomInt(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + random->RandomInt(-5,5) );

				Vector vecArmPos;
				QAngle angArmAng;
				GetAttachment( 0, vecArmPos, angArmAng );
				SpawnBlood(vecArmPos, pHurt->BloodColor(), 25);// a little surface blood.
			}
			else
			{
				// Play a random attack miss sound
				enginesound->EmitSound(filter4, entindex(), CHAN_WEAPON, pAttackMissSounds[ random->RandomInt(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + random->RandomInt(-5,5) );
			}
		}
		break;

	case AGRUNT_AE_RIGHT_PUNCH:
		{
			Vector vecMins = GetHullMins();
			Vector vecMaxs = GetHullMaxs();
			vecMins.z = vecMins.x;
			vecMaxs.z = vecMaxs.x;

			CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, vecMins, vecMaxs, sk_agrunt_dmg_punch.GetFloat(), DMG_CLUB );
			CPASAttenuationFilter filter5( this );
				
			if ( pHurt )
			{
				if ( pHurt->GetFlags() & ( FL_NPC | FL_CLIENT ) )
					 pHurt->ViewPunch( QAngle( 25, 8, 0) );

				// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
				if ( pHurt->IsPlayer() )
				{
					// this is a player. Knock him around.
					Vector vRight;
					AngleVectors( GetAbsAngles(), NULL, &vRight, NULL );
					pHurt->SetAbsVelocity( pHurt->GetAbsVelocity() + vRight * -250 );
				}

				enginesound->EmitSound( filter5, entindex(), CHAN_WEAPON, pAttackHitSounds[ random->RandomInt(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + random->RandomInt(-5,5) );

				Vector vecArmPos;
				QAngle angArmAng;
				GetAttachment( 0, vecArmPos, angArmAng );
				SpawnBlood(vecArmPos, pHurt->BloodColor(), 25);// a little surface blood.
			}
			else
			{
				// Play a random attack miss sound
				enginesound->EmitSound( filter5, entindex(), CHAN_WEAPON, pAttackMissSounds[ random->RandomInt(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + random->RandomInt(-5,5) );
			}
		}
		break;

	default:
		BaseClass::HandleAnimEvent( pEvent );
		break;
	}
}


//=========================================================
// DieSound
//=========================================================
void CNPC_AlienGrunt::DeathSound ( void )
{
	StopTalking();

	CPASAttenuationFilter filter( this );
	enginesound->EmitSound( filter, entindex(), CHAN_VOICE, pDieSounds[ random->RandomInt(0,ARRAYSIZE(pDieSounds)-1)], 1.0, ATTN_NORM );
}

//=========================================================
// AlertSound
//=========================================================
void CNPC_AlienGrunt::AlertSound ( void )
{
	StopTalking();

	CPASAttenuationFilter filter( this );
	enginesound->EmitSound( filter, entindex(), CHAN_VOICE, pAlertSounds[random->RandomInt(0,ARRAYSIZE(pAlertSounds)-1)], 1.0, ATTN_NORM );
}

//=========================================================
// AttackSound
//=========================================================
void CNPC_AlienGrunt::AttackSound ( void )
{
	StopTalking();

	CPASAttenuationFilter filter( this );
	enginesound->EmitSound( filter, entindex(), CHAN_VOICE, pAttackSounds[random->RandomInt(0,ARRAYSIZE(pAttackSounds)-1)], 1.0, ATTN_NORM );
}

//=========================================================
// PainSound
//=========================================================
void CNPC_AlienGrunt::PainSound ( void )
{
	if ( m_flNextPainTime > gpGlobals->curtime )
	{
		return;
	}

	m_flNextPainTime = gpGlobals->curtime + 0.6;

	StopTalking();

	CPASAttenuationFilter filter( this );
	enginesound->EmitSound( filter, entindex(), CHAN_VOICE, pPainSounds[random->RandomInt(0,ARRAYSIZE(pPainSounds)-1)], 1.0, ATTN_NORM );
}

//=========================================================
// ShouldSpeak - Should this agrunt be talking?
//=========================================================
bool CNPC_AlienGrunt::ShouldSpeak( void )
{
	if ( m_flNextSpeakTime > gpGlobals->curtime )
	{
		// my time to talk is still in the future.
		return FALSE;
	}

	if ( m_spawnflags & SF_NPC_GAG )
	{
		if ( m_NPCState != NPC_STATE_COMBAT )
		{
			// if gagged, don't talk outside of combat.
			// if not going to talk because of this, put the talk time 
			// into the future a bit, so we don't talk immediately after 
			// going into combat
			m_flNextSpeakTime = gpGlobals->curtime + 3;
			return FALSE;
		}
	}

	return TRUE;
}

//=========================================================
// PrescheduleThink 
//=========================================================
void CNPC_AlienGrunt::PrescheduleThink ( void )
{
	BaseClass::PrescheduleThink();
	
	if ( ShouldSpeak() )
	{
		if ( m_flNextWordTime < gpGlobals->curtime )
		{
			int num = -1;

			do
			{
				num = random->RandomInt( 0,ARRAYSIZE(pIdleSounds)-1 );
			} while( num == m_iLastWord );

			m_iLastWord = num;

			// play a new sound
			CPASAttenuationFilter filter( this );
			enginesound->EmitSound( filter, entindex(), CHAN_VOICE, pIdleSounds[ num ], 1.0, ATTN_NORM );

			// is this word our last?
			if ( random->RandomInt( 1, 10 ) <= 1 )
			{
				// stop talking.
				StopTalking();
			}
			else
			{
				m_flNextWordTime = gpGlobals->curtime + random->RandomFloat( 0.5, 1 );
			}
		}
	}
}

//=========================================================
// FCanCheckAttacks - this is overridden for alien grunts
// because they can use their smart weapons against unseen
// enemies. Base class doesn't attack anyone it can't see.
//=========================================================
bool CNPC_AlienGrunt::FCanCheckAttacks ( void )
{
	if ( !HasCondition( COND_ENEMY_TOO_FAR ) )
		  return true;
	else
		  return false;
}

//=========================================================
// CheckMeleeAttack1 - alien grunts zap the crap out of 
// any enemy that gets too close. 
//=========================================================
int CNPC_AlienGrunt::MeleeAttack1Conditions ( float flDot, float flDist )
{
	if ( flDist > AGRUNT_MELEE_DIST )
		 return COND_NONE;

	if ( flDot < 0.6 )
		 return COND_NONE;

	if ( HasCondition ( COND_SEE_ENEMY ) && GetEnemy() != NULL )
		 return COND_CAN_MELEE_ATTACK1;

	return COND_NONE;
}

//=========================================================
// CheckRangeAttack1 
//
// !!!LATER - we may want to load balance this. Several
// tracelines are done, so we may not want to do this every
// server frame. Definitely not while firing. 
//=========================================================
int CNPC_AlienGrunt::RangeAttack1Conditions ( float flDot, float flDist )
{
	if ( gpGlobals->curtime < m_flNextHornetAttackCheck )
	{
		if ( HasCondition( COND_SEE_ENEMY ) )
		{
			if ( m_fCanHornetAttack == true )
			{
				 return COND_CAN_RANGE_ATTACK1;
			}
			else
			{
				return COND_NONE;
			}
		}
		else
			return COND_NONE;
	}

	if ( flDist < AGRUNT_MELEE_DIST )
		 return COND_NONE;

	if ( flDist > 1024 )
		 return COND_NONE;

	if ( flDot < 0.5 )
		 return COND_NONE;
	
	if ( HasCondition( COND_SEE_ENEMY ) )
	{
		trace_t tr;
		Vector	vecArmPos;
		QAngle	angArmDir;
		
		// verify that a shot fired from the gun will hit the enemy before the world.
		// !!!LATER - we may wish to do something different for projectile weapons as opposed to instant-hit
		GetAttachment( "0", vecArmPos, angArmDir );
		UTIL_TraceLine( vecArmPos, GetEnemy()->BodyTarget( vecArmPos ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
		
		if ( tr.fraction == 1.0 || tr.m_pEnt == GetEnemy() )
		{
			m_flNextHornetAttackCheck = gpGlobals->curtime + random->RandomFloat( 2, 5 );
			m_fCanHornetAttack = true;
			
			return COND_CAN_RANGE_ATTACK1;
		}
	}
	
	m_flNextHornetAttackCheck = gpGlobals->curtime + 0.2;// don't check for half second if this check wasn't successful
	m_fCanHornetAttack = false;
	return COND_NONE;
}

//=========================================================
// StopTalking - won't speak again for 10-20 seconds.
//=========================================================
void CNPC_AlienGrunt::StopTalking( void )
{
	m_flNextWordTime = m_flNextSpeakTime = gpGlobals->curtime + 10 + random->RandomInt(0, 10);
}


void CNPC_AlienGrunt::StartTask ( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE:
		{
			Vector forward;
			AngleVectors( GetAbsAngles(), &forward );
			Vector flEnemyLKP = GetEnemyLKP();

			GetNavigator()->SetGoal( flEnemyLKP - forward * 64, AIN_CLEAR_TARGET);

			if ( GetNavigator()->SetGoal( flEnemyLKP - forward * 64, AIN_CLEAR_TARGET) )
			{
				TaskComplete();
			}
			else
			{
				Msg ( "AGruntGetPathToEnemyCorpse failed!!\n" );
				TaskFail( FAIL_NO_ROUTE );
			}
		}
		break;

	case TASK_AGRUNT_SETUP_HIDE_ATTACK:
		// alien grunt shoots hornets back out into the open from a concealed location. 
		// try to find a spot to throw that gives the smart weapon a good chance of finding the enemy.
		// ideally, this spot is along a line that is perpendicular to a line drawn from the agrunt to the enemy.

		CHL1BaseNPC	*pEnemyMonsterPtr;

		pEnemyMonsterPtr = (CHL1BaseNPC *)GetEnemy()->MyNPCPointer();

		if ( pEnemyMonsterPtr )
		{
			Vector		vecCenter, vForward, vRight, vecEnemyLKP;
			QAngle		angTmp;
			trace_t		tr;
			BOOL		fSkip;

			fSkip = FALSE;
			vecCenter = WorldSpaceCenter();
			vecEnemyLKP = GetEnemyLKP();

			VectorAngles( vecEnemyLKP - GetAbsOrigin(), angTmp );

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