Blixibon dc7f20acc8 Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 04:20:02 +00:00

260 lines
7.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef NPC_BARNACLE_H
#define NPC_BARNACLE_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_basenpc.h"
#include "studio.h"
#include "physics_prop_ragdoll.h"
class CNPC_Barnacle;
#define BARNACLE_PULL_SPEED 80
#define BARNACLE_KILL_VICTIM_DELAY 5 // how many seconds after pulling prey in to gib them.
// Tongue
#define BARNACLE_TONGUE_POINTS 8
#define BARNACLE_MIN_PULL_TIME 3.0f
#define NUM_BARNACLE_GIBS 4
#define SF_BARNACLE_CHEAP_DEATH (1<<16) // Don't spawn as many gibs
#define SF_BARNACLE_AMBUSH (1<<17) // Start with tongue retracted and wait for input.
// when true, causes the barnacle's visible tongue to offset
// from the physical one when pulling the player.
#define BARNACLE_USE_TONGUE_OFFSET 1
//-----------------------------------------------------------------------------
// Purpose: This is the entity we place at the top & bottom of the tongue, to create a vphysics spring
//-----------------------------------------------------------------------------
class CBarnacleTongueTip : public CBaseAnimating
{
DECLARE_CLASS( CBarnacleTongueTip, CBaseAnimating );
public:
DECLARE_DATADESC();
virtual void Spawn( void );
virtual void Precache( void );
virtual void UpdateOnRemove( );
virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
virtual int UpdateTransmitState( void );
bool CreateSpring( CBaseAnimating *pTongueRoot );
static CBarnacleTongueTip *CreateTongueTip( CNPC_Barnacle *pBarnacle, CBaseAnimating *pTongueRoot, const Vector &vecOrigin, const QAngle &vecAngles );
static CBarnacleTongueTip *CreateTongueRoot( const Vector &vecOrigin, const QAngle &vecAngles );
IPhysicsSpring *m_pSpring;
private:
CHandle<CNPC_Barnacle> m_hBarnacle;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CNPC_Barnacle : public CAI_BaseNPC
{
DECLARE_CLASS( CNPC_Barnacle, CAI_BaseNPC );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CNPC_Barnacle();
~CNPC_Barnacle();
void Spawn( void );
virtual void Activate( void );
void Precache( void );
Class_T Classify ( void );
virtual void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
virtual void HandleAnimEvent( animevent_t *pEvent );
void Event_Killed( const CTakeDamageInfo &info );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
void PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot );
#ifdef MAPBASE
bool AllowedToIgnite( void );
#endif
// The tongue's vphysics updated
void OnTongueTipUpdated();
private:
void SetAltitude( float flAltitude );
void SpawnDeathGibs( void );
void InitTonguePosition( void );
CBaseEntity* TongueTouchEnt ( float *pflLength );
void BarnacleThink ( void );
void SwallowPrey( void );
void WaitTillDead ( void );
void AttachTongueToTarget( CBaseEntity *pTouchEnt, Vector vecGrabPos );
CRagdollProp *AttachRagdollToTongue( CBaseAnimating *pAnimating );
void RemoveRagdoll( bool bDestroyRagdoll );
void LostPrey( bool bRemoveRagdoll );
void BitePrey( void );
// Updates the tongue length
void UpdateTongue( void );
// Spit out the prey; add physics force!
void SpitPrey();
void SprayBlood();
// What type of enemy do we have?
bool IsEnemyAPlayer();
bool IsEnemyARagdoll();
bool IsEnemyAPhysicsObject();
bool IsEnemyAnNPC();
bool CanPickup( CBaseCombatCharacter *pBCC );
// Allows the ragdoll to settle before biting it
bool WaitForRagdollToSettle( float flBiteZOffset );
// Allows the physics prop to settle before biting it
bool WaitForPhysicsObjectToSettle( float flBiteZOffset );
// Play a scream right before biting
void PlayLiftingScream( float flBiteZOffset );
// Pulls the prey upward toward the mouth
void PullEnemyTorwardsMouth( bool bAdjustEnemyOrigin );
// Lift the prey stuck to our tongue up towards our mouth
void LiftPrey( void );
void LiftPlayer( float flBiteZOffset );
void LiftRagdoll( float flBiteZOffset );
void LiftPhysicsObject( float flBiteZOffset );
void LiftNPC( float flBiteZOffset );
void UpdatePlayerConstraint( void );
void InputDropTongue( inputdata_t &inputdata );
void InputSetDropTongueSpeed( inputdata_t &inputdata );
void DropTongue( void );
#ifdef MAPBASE
#if HL2_EPISODIC
/// Decides whether something should poison the barnacle upon eating
static bool IsPoisonous( CBaseEntity *pVictim );
const impactdamagetable_t &GetPhysicsImpactDamageTable( void );
#endif
// Regular HL2 DLL has these now
void InputLetGo( inputdata_t &inputdata );
COutputEHANDLE m_OnGrab, m_OnRelease;
#else
#if HL2_EPISODIC
/// Decides whether something should poison the barnacle upon eating
static bool IsPoisonous( CBaseEntity *pVictim );
void InputLetGo( inputdata_t &inputdata );
COutputEHANDLE m_OnGrab, m_OnRelease;
const impactdamagetable_t &GetPhysicsImpactDamageTable( void );
#endif
#endif
CNetworkVar( float, m_flAltitude );
int m_cGibs; // barnacle loads up on gibs each time it kills something.
bool m_bLiftingPrey; // true when the prey's on the tongue and being lifted to the mouth
bool m_bSwallowingPrey; // if it's a human, true while the barnacle chews it and swallows it whole.
float m_flDigestFinish; // time at which we've finished digesting something we chewed
float m_flVictimHeight;
int m_iGrabbedBoneIndex;
bool m_bPlayedPullSound;
bool m_bPlayerWasStanding;
static const char *m_szGibNames[NUM_BARNACLE_GIBS];
// Tongue spline points
CNetworkVar( Vector, m_vecRoot );
CNetworkVar( Vector, m_vecTip );
CNetworkVar( Vector, m_vecTipDrawOffset );
// Tongue tip & root
CHandle<CBarnacleTongueTip> m_hTongueRoot;
CHandle<CBarnacleTongueTip> m_hTongueTip;
CHandle<CRagdollProp> m_hRagdoll;
matrix3x4_t m_pRagdollBones[MAXSTUDIOBONES];
IPhysicsConstraint *m_pConstraint;
float m_flRestUnitsAboveGround;
int m_nSpitAttachment;
EHANDLE m_hLastSpitEnemy;
int m_nShakeCount;
float m_flNextBloodTime;
#ifndef _XBOX
int m_nBloodColor;
#endif
Vector m_vecBloodPos;
float m_flBarnaclePullSpeed;
float m_flLocalTimer;
Vector m_vLastEnemyPos;
float m_flLastPull;
CSimpleSimTimer m_StuckTimer;
#ifndef MAPBASE // Handled by interactions now
bool m_bSwallowingBomb;
#endif
#ifdef HL2_EPISODIC
bool m_bSwallowingPoison;
#endif
#if BARNACLE_USE_TONGUE_OFFSET
// Static because only one barnacle can be holding the player
// at a time, and because it's not really a big deal if it
// resets to zero after reload.
const static Vector m_svPlayerHeldTipOffset;
#endif
DEFINE_CUSTOM_AI;
};
//-----------------------------------------------------------------------------
// What type of enemy do we have?
//-----------------------------------------------------------------------------
inline bool CNPC_Barnacle::IsEnemyAPlayer()
{
return GetEnemy() && GetEnemy()->IsPlayer();
}
inline bool CNPC_Barnacle::IsEnemyARagdoll()
{
return m_hRagdoll != NULL;
}
inline bool CNPC_Barnacle::IsEnemyAPhysicsObject()
{
return !m_hRagdoll && GetEnemy() && !GetEnemy()->IsPlayer() &&
!GetEnemy()->MyNPCPointer() && (GetEnemy()->GetMoveType() == MOVETYPE_VPHYSICS);
}
inline bool CNPC_Barnacle::IsEnemyAnNPC()
{
return !IsEnemyARagdoll() && (GetEnemy()->MyNPCPointer() != NULL);
}
#endif // NPC_BARNACLE_H