?? vehicle_chopper.cpp
字號:
{
SetMoveType( MOVETYPE_FLYGRAVITY );
m_flGravity = 0.3;
UTIL_SetSize( this, Vector( -32, -32, -64), Vector( 32, 32, 0) );
SetThink( DyingThink );
SetTouch( CrashTouch );
SetNextThink( gpGlobals->curtime + 0.1f );
m_iHealth = 0;
m_takedamage = DAMAGE_NO;
if (m_spawnflags & SF_NOWRECKAGE)
{
m_flNextRocket = gpGlobals->curtime + 4.0;
}
else
{
m_flNextRocket = gpGlobals->curtime + 15.0;
}
CreateRagGib( "models/combine_soldier.mdl", GetAbsOrigin(), GetAbsAngles(), m_vecVelocity * 50 );
m_OnDeath.FireOutput( pAttacker, this );
}
void CNPC_Helicopter::GibMonster( void )
{
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
#define CHOPPER_MISSILE_HOMING_STRENGTH 0.3
#define CHOPPER_MISSILE_HOMING_DELAY 0.5
#define CHOPPER_MISSILE_HOMING_RAMP_UP 0.5
#define CHOPPER_MISSILE_HOMING_DURATION 1.0
#define CHOPPER_MISSILE_HOMING_RAMP_DOWN 0.5
void CNPC_Helicopter::FireRocket( Vector vLaunchPos, Vector vLaunchDir )
{
CGrenadeHomer *pGrenade = CGrenadeHomer::CreateGrenadeHomer( MAKE_STRING("models/weapons/w_missile.mdl"), MAKE_STRING("weapons/stinger_fire1.wav"), vLaunchPos, vLaunchDir, edict() );
pGrenade->Spawn( );
pGrenade->SetHoming(CHOPPER_MISSILE_HOMING_STRENGTH,
CHOPPER_MISSILE_HOMING_DELAY,
CHOPPER_MISSILE_HOMING_RAMP_UP,
CHOPPER_MISSILE_HOMING_DURATION,
CHOPPER_MISSILE_HOMING_RAMP_DOWN);
pGrenade->Launch(this,m_hEnemy,m_vecVelocity+vLaunchDir*500,500,0.5,true);
UTIL_EmitSoundDyn(pev, CHAN_WEAPON, "weapons/stinger_fire1.wav", 1.0, 0.5, 1,100);
m_flNextRocket = gpGlobals->curtime + 4.0;
g_pEffects->Smoke(vLaunchPos,random->RandomInt(10, 15), 10);
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CNPC_Helicopter::AimRocketGun( )
{
Vector forward, right, up;
AngleVectors( GetAngles(), &forward, &right, &up );
Vector vBasePos, vBaseAng;
Vector vTipPos, vTipAng;
GetAttachment( CHOPPER_AP_LR_POD_BASE, vBasePos, vBaseAng );
GetAttachment( CHOPPER_AP_LR_POD_TIP, vTipPos, vTipAng );
// ----------------------------
// Aim Left
// ----------------------------
Vector vTargetDir;
if (m_hEnemy != NULL)
{
vTargetDir = m_posTarget - vTipPos;
}
else
{
vTargetDir = forward;
}
VectorNormalize( vTargetDir );
Vector vecOut;
vecOut.x = DotProduct( forward, vTargetDir );
vecOut.y = -DotProduct( right, vTargetDir );
vecOut.z = DotProduct( up, vTargetDir );
Vector angles;
VectorAngles(vecOut, angles);
if (angles.y > 180)
angles.y = angles.y - 360;
if (angles.y < -180)
angles.y = angles.y + 360;
if (angles.x > 180)
angles.x = angles.x - 360;
if (angles.x < -180)
angles.x = angles.x + 360;
if (angles.x > m_angPod.x)
m_angPod.x = min( angles.x, m_angPod.x + 12 );
if (angles.x < m_angPod.x)
m_angPod.x = max( angles.x, m_angPod.x - 12 );
if (angles.y > m_angPod.y)
m_angPod.y = min( angles.y, m_angPod.y + 12 );
if (angles.y < m_angPod.y)
m_angPod.y = max( angles.y, m_angPod.y - 12 );
m_angPod.x = SetBoneController( CHOPPER_BC_POD_PITCH, m_angPod.x );
// ------------------------
// If no enemy we're done
// ------------------------
if (m_hEnemy == NULL)
{
return;
}
// --------------------------------
// Can I attack yet?
// --------------------------------
if (gpGlobals->curtime < m_flNextRocket)
{
return;
}
// -------------------------------
// Don't fire when close to enemy
// -------------------------------
float flDist = (GetAbsOrigin() - m_hEnemy->GetAbsOrigin()).Length();
if (flDist < CHOPPER_MIN_ROCKET_DIST)
{
return;
}
// -------------------------------
// Pick a pod to fire from
// Is left or right side closer?
// -------------------------------
Vector vMyFacing;
BodyDirection2D(&vMyFacing);
vMyFacing.z = 0;
Vector vEnemyDir = m_hEnemy->EyePosition() - GetAbsOrigin();
vEnemyDir.z = 0;
Vector crossProduct;
CrossProduct(vMyFacing, vEnemyDir, crossProduct);
if (crossProduct.z < 0)
{
if (random->RandomInt(0,1)==0)
{
GetAttachment( CHOPPER_AP_RR_POD_BASE, vBasePos, vBaseAng );
GetAttachment( CHOPPER_AP_RR_POD_TIP, vTipPos, vTipAng );
}
else
{
GetAttachment( CHOPPER_AP_RL_POD_BASE, vBasePos, vBaseAng );
GetAttachment( CHOPPER_AP_RL_POD_TIP, vTipPos, vTipAng );
}
}
else
{
if (random->RandomInt(0,1)==0)
{
GetAttachment( CHOPPER_AP_LR_POD_BASE, vBasePos, vBaseAng );
GetAttachment( CHOPPER_AP_LR_POD_TIP, vTipPos, vTipAng );
}
else
{
GetAttachment( CHOPPER_AP_LL_POD_BASE, vBasePos, vBaseAng );
GetAttachment( CHOPPER_AP_LL_POD_TIP, vTipPos, vTipAng );
}
}
Vector vGunDir = vTipPos - vBasePos;
VectorNormalize( vGunDir );
float fDotPr = DotProduct( vGunDir, vTargetDir );
if (fDotPr > 0.5)
{
FireRocket(vBasePos,vGunDir);
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
bool CNPC_Helicopter::FireGun( )
{
Vector forward, right, up;
AngleVectors( GetAngles(), &forward, &right, &up );
// Get gun attachment points
Vector vBasePos, vBaseAng;
GetAttachment( CHOPPER_AP_GUN_BASE, vBasePos, vBaseAng );
Vector vTipPos, vTipAng;
GetAttachment( CHOPPER_AP_GUN_TIP, vTipPos, vTipAng );
Vector vTargetDir = m_posTarget - vBasePos;
VectorNormalize( vTargetDir );
Vector vecOut;
vecOut.x = DotProduct( forward, vTargetDir );
vecOut.y = -DotProduct( right, vTargetDir );
vecOut.z = DotProduct( up, vTargetDir );
Vector angles;
VectorAngles(vecOut, angles);
if (angles.y > 180)
angles.y = angles.y - 360;
if (angles.y < -180)
angles.y = angles.y + 360;
if (angles.x > 180)
angles.x = angles.x - 360;
if (angles.x < -180)
angles.x = angles.x + 360;
if (angles.x > m_angGun.x)
m_angGun.x = min( angles.x, m_angGun.x + 12 );
if (angles.x < m_angGun.x)
m_angGun.x = max( angles.x, m_angGun.x - 12 );
if (angles.y > m_angGun.y)
m_angGun.y = min( angles.y, m_angGun.y + 12 );
if (angles.y < m_angGun.y)
m_angGun.y = max( angles.y, m_angGun.y - 12 );
m_angGun.y = SetBoneController( CHOPPER_BC_GUN_YAW, m_angGun.y );
m_angGun.x = SetBoneController( CHOPPER_BC_GUN_PITCH, m_angGun.x );
// -----------------------------------------
// Don't fire if far away, rockets do that
// -----------------------------------------
if (m_hEnemy)
{
float flDist = (GetAbsOrigin() - m_hEnemy->GetAbsOrigin()).Length();
if (flDist > CHOPPER_MAX_GUN_DIST)
{
return false;
}
}
Vector vGunDir = vBasePos - vTipPos;
VectorNormalize( vGunDir );
float fDotPr = DotProduct( vGunDir, vTargetDir );
if (fDotPr > 0.95)
{
UTIL_EmitSound(pev, CHAN_WEAPON, "weapons/ar2/ar2_fire2.wav", 1.0, 0.2);//<<TEMP>>temp sound
FireBullets( 1, vBasePos, vGunDir, VECTOR_CONE_1DEGREES, 8192, m_iAmmoType, 1 );
return true;
}
return false;
}
void CNPC_Helicopter::ShowDamage( void )
{
if (m_iDoSmokePuff > 0 || random->RandomInt(0,99) > m_iHealth)
{
Vector vSmoke = GetAbsOrigin();
vSmoke.z -= 32;
UTIL_Smoke(vSmoke,random->RandomInt(10, 15), 10);
}
if (m_iDoSmokePuff > 0)
{
m_iDoSmokePuff--;
}
}
int CNPC_Helicopter::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
#if 0
// This code didn't port easily. WTF does it do? (sjb)
if (pevInflictor->m_owner == pev)
return 0;
#endif
if (bitsDamageType & DMG_BLAST)
{
flDamage *= 2;
}
/*
if ( (bitsDamageType & DMG_BULLET) && flDamage > 50)
{
// clip bullet damage at 50
flDamage = 50;
}
*/
return BaseClass::OnTakeDamage_Alive( info );
}
void CNPC_Helicopter::TraceAttack( edict_t *pevAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType)
{
// ALERT( at_console, "%d %.0f\n", ptr->iHitgroup, flDamage );
#if 0
// HITGROUPS don't work currently.
// ignore blades
if (ptr->iHitgroup == 6 && (bitsDamageType & (DMG_ENERGYBEAM|DMG_BULLET|DMG_CLUB)))
return;
// hit hard, hits cockpit, hits engines
if (flDamage > 50 || ptr->iHitgroup == 1 || ptr->iHitgroup == 2)
{
// ALERT( at_console, "%map .0f\n", flDamage );
AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
m_iDoSmokePuff = 3 + (flDamage / 5.0);
}
else
{
// do half damage in the body
// AddMultiDamage( pevAttacker, this, flDamage / 2.0, bitsDamageType );
UTIL_Ricochet( ptr->vecEndPos );
}
#endif
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
CNPC_Helicopter::~CNPC_Helicopter(void)
{
}
#endif // 0
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