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19b458f8bc
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@141 67975925-1194-0748-b3d5-c16f83f1a3a1
679 lines
18 KiB
C++
679 lines
18 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHAlienEquipment.cpp $
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// $Date: 2002/11/22 21:28:15 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHAlienEquipment.cpp,v $
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// Revision 1.17 2002/11/22 21:28:15 Flayra
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// - mp_consistency changes
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//
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// Revision 1.16 2002/11/15 04:47:30 Flayra
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// - Def chambers only up to three targets per tick
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//
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// Revision 1.15 2002/10/16 00:46:51 Flayra
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// - Movement chambers not useable until 3 seconds after built
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// - Moved and removed some building sounds, added one for chamber death
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// - Don't allow using movement chamber while gestating
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//
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// Revision 1.14 2002/10/03 18:31:29 Flayra
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// - Movement chambers now teleport you to the farthest hive
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//
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// Revision 1.13 2002/09/25 20:42:14 Flayra
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// - Defensive chamber performance/gameplay tweak
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//
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// Revision 1.12 2002/09/23 22:07:11 Flayra
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// - Removed alien building fading
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// - Removed bug where builders got rewarded twice for building a structure
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//
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// Revision 1.11 2002/09/09 19:47:47 Flayra
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// - Alien buildings now animate
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// - Sensory chamber no longer hurts players when touched
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//
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// Revision 1.10 2002/08/31 18:01:00 Flayra
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// - Work at VALVe
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//
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// Revision 1.9 2002/08/16 02:32:09 Flayra
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// - Added damage types
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// - Swapped umbra and bile bomb
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//
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//===============================================================================
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#include "mod/AvHAlienEquipment.h"
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#include "mod/AvHAlienEquipmentConstants.h"
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#include "mod/AvHServerUtil.h"
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#include "mod/AvHGamerules.h"
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#include "mod/AvHTeam.h"
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#include "mod/AvHServerUtil.h"
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#include "mod/AvHSharedUtil.h"
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#include "util/MathUtil.h"
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#include "mod/AvHAlienAbilityConstants.h"
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#include "mod/AvHAlienEquipmentConstants.h"
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#include "mod/AvHAlienWeaponConstants.h"
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#include "mod/AvHMovementUtil.h"
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LINK_ENTITY_TO_CLASS(kwAlienResourceTower, AvHAlienResourceTower);
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AvHAlienResourceTower::AvHAlienResourceTower() : AvHResourceTower(TECH_ALIEN_RESOURCE_NODE, ALIEN_BUILD_RESOURCES, kwsAlienResourceTower)
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{
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this->SetAverageUseSoundLength(kAverageAlienUseSoundLength);
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}
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int AvHAlienResourceTower::GetSequenceForBoundingBox() const
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{
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return 2;
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}
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int AvHAlienResourceTower::GetActiveAnimation() const
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{
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int theAnim = AvHBaseBuildable::GetActiveAnimation();
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int theRandomNumber = RANDOM_LONG(0, 10);
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if(theRandomNumber == 10)
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{
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theAnim = 3;
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}
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else if(theRandomNumber > 7)
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{
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theAnim = 2;
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}
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return theAnim;
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}
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char* AvHAlienResourceTower::GetDeploySound() const
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{
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return kChamberDeploySound;
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}
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bool AvHAlienResourceTower::GetIsOrganic() const
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{
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return true;
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}
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int AvHAlienResourceTower::GetPointValue() const
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{
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return 3;
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}
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char* AvHAlienResourceTower::GetModelName() const
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{
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return kAlienResourceTowerModel;
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}
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char* AvHAlienResourceTower::GetActiveSoundList() const
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{
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char* theActiveSoundList = NULL;
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// Don't play active sounds until kAlienResourceTowerSoundDelayTime seconds have passed, to prevent marines from knowing where aliens start
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int theTimeToWaitBeforeSounds = BALANCE_IVAR(kAlienResourceTowerSoundDelayTime);
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int theGameTime = GetGameRules()->GetGameTime();
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if((theGameTime > 0) && (theGameTime >= theTimeToWaitBeforeSounds))
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{
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theActiveSoundList = kAlienResourceTowerSoundList;
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}
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else
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{
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int a = 0;
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}
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return theActiveSoundList;
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}
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void AvHAlienResourceTower::Killed(entvars_t* pevAttacker, int iGib)
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{
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EMIT_SOUND(this->edict(), CHAN_AUTO, kChamberDieSound, 1.0f, ATTN_NORM);
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AvHResourceTower::Killed(pevAttacker, iGib);
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}
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void AvHAlienResourceTower::Precache()
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{
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AvHResourceTower::Precache();
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PRECACHE_UNMODIFIED_SOUND(kChamberDieSound);
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}
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void AvHAlienResourceTower::AlienResourceThink()
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{
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if(!this->GetIsBuilt())
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{
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this->UpdateAutoBuild(kAlienBuildingThinkInterval*kAutoBuildScalar);
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this->pev->nextthink = gpGlobals->time + kAlienBuildingThinkInterval;
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}
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}
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void AvHAlienResourceTower::Materialize()
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{
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AvHResourceTower::Materialize();
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this->pev->iuser3 = AVH_USER3_ALIENRESTOWER;
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SetThink(&AvHAlienResourceTower::AlienResourceThink);
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this->pev->nextthink = gpGlobals->time + kAlienBuildingThinkInterval;
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}
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void AvHAlienResourceTower::Spawn()
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{
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AvHResourceTower::Spawn();
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}
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AvHAlienUpgradeBuilding::AvHAlienUpgradeBuilding(AvHMessageID inMessageID, AvHTechID inTechID, char* inClassName, AvHUser3 inUser3) : AvHBaseBuildable(inTechID, inMessageID, inClassName, inUser3)
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{
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this->SetAverageUseSoundLength(kAverageAlienUseSoundLength);
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}
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bool AvHAlienUpgradeBuilding::GetIsOrganic() const
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{
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return true;
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}
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int AvHAlienUpgradeBuilding::GetPointValue() const
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{
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return BALANCE_IVAR(kScoringAlienUpgradeChamberValue);
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}
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void AvHAlienUpgradeBuilding::Killed(entvars_t* pevAttacker, int iGib)
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{
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//AvHSUExplodeEntity(this, matFlesh);
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EMIT_SOUND(this->edict(), CHAN_AUTO, kChamberDieSound, 1.0f, ATTN_NORM);
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if(this->GetIsBuilt())
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{
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// Get team
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AvHTeamNumber theTeamNumber = AvHTeamNumber(this->pev->team);
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AvHTeam* theTeam = GetGameRules()->GetTeam(theTeamNumber);
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ASSERT(theTeam);
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theTeam->RemoveAlienUpgradeCategory(this->GetUpgradeCategory());
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}
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AvHBaseBuildable::Killed(pevAttacker, iGib);
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}
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void AvHAlienUpgradeBuilding::AlienBuildingThink()
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{
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if(!this->GetIsBuilt())
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{
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this->UpdateAutoBuild(kAlienBuildingThinkInterval*kAutoBuildScalar);
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this->pev->nextthink = gpGlobals->time + kAlienBuildingThinkInterval;
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}
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else
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{
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SetThink(&AvHBaseBuildable::AnimateThink);
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this->pev->nextthink = gpGlobals->time + .1f;
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}
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}
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void AvHAlienUpgradeBuilding::Precache()
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{
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AvHBaseBuildable::Precache();
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PRECACHE_UNMODIFIED_SOUND(kChamberDieSound);
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}
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void AvHAlienUpgradeBuilding::Materialize()
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{
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//Vector theMinSize, theMaxSize;
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//if(AvHSHUGetSizeForTech(this->GetMessageID(), theMinSize, theMaxSize))
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//{
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// UTIL_SetSize(this->pev, theMinSize, theMaxSize);
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//}
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AvHBaseBuildable::Materialize();
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SetThink(&AvHAlienUpgradeBuilding::AlienBuildingThink);
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this->pev->nextthink = gpGlobals->time + kAlienBuildingThinkInterval;
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this->pev->rendermode = kRenderNormal;
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this->pev->renderamt = 0;
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// SET_MODEL(ENT(this->pev), this->GetModelName());
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//
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// this->pev->solid = SOLID_BBOX;
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// this->pev->movetype = MOVETYPE_TOSS;
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//
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// //UTIL_SetSize(pev, kResourceMinSize, kResourceMaxSize);
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//
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// this->pev->classname = MAKE_STRING(this->GetClassName());
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//
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// this->pev->takedamage = DAMAGE_YES;
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// SetBits(this->pev->flags, FL_MONSTER);
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//
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// this->pev->iuser3 = AVH_USER3_BUILDABLE;
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// this->pev->fuser1 = 0.0f;
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// //this->pev->iuser4 = AVH_USER4_RESTOWER;
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//
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// // Start animating
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// this->pev->sequence = 0;
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// this->pev->frame = 0;
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// ResetSequenceInfo();
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// AvHSUSetCollisionBoxFromSequence(this->pev);
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}
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void AvHAlienUpgradeBuilding::Spawn()
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{
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AvHBaseBuildable::Spawn();
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}
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void AvHAlienUpgradeBuilding::SetHasBeenBuilt()
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{
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AvHBaseBuildable::SetHasBeenBuilt();
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AvHAlienUpgradeCategory theCategory = this->GetUpgradeCategory();
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// Find the team associated with the building
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AvHTeamNumber theTeamNumber = AvHTeamNumber(this->pev->team);
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AvHTeam* theTeam = GetGameRules()->GetTeam(theTeamNumber);
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ASSERT(theTeam);
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theTeam->AddTeamUpgrade(theCategory);
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//this->SetHasBeenBuilt();
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//this->pev->rendermode = kRenderNormal;
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//this->pev->renderamt = 0;
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}
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//LINK_ENTITY_TO_CLASS(kwOffenseChamber, AvHOffenseChamber);
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//AvHOffenseChamber::AvHOffenseChamber() : AvHAlienUpgradeBuilding(ALIEN_BUILD_OFFENSE_CHAMBER, kwsOffenseChamber)
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//{
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//}
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//
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//char* AvHOffenseChamber::GetDeploySound() const
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//{
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// return kChamberDeploySound;
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//}
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//
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//char* AvHOffenseChamber::GetModelName() const
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//{
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// return kOffenseChamberModel;
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//}
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//
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//
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//
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//AvHAlienUpgradeCategory AvHOffenseChamber::GetUpgradeCategory() const
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//{
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// return ALIEN_UPGRADE_CATEGORY_OFFENSE;
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//}
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//LINK_ENTITY_TO_CLASS(kwOffenseChamber, AvHOffenseChamber);
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//AvHOffenseChamber::AvHOffenseChamber() : AvHTurret(TECH_NULL, ALIEN_BUILD_OFFENSE_CHAMBER, kwsOffenseChamber, AVH_USER3_NONE)
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//{
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//}
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//
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//char* AvHOffenseChamber::GetActiveSound() const
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//{
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// return NULL;
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//}
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//
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//char* AvHOffenseChamber::GetAlertSound() const
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//{
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// return NULL;
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//}
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//
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//char* AvHOffenseChamber::GetPingSound() const
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//{
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// return NULL;
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//}
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//int AvHOffenseChamber::GetActiveAnimation() const;
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//int AvHOffenseChamber::GetDeployAnimation() const;
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//int AvHOffenseChamber::GetIdle1Animation() const;
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//int AvHOffenseChamber::GetIdle2Animation() const;
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//int AvHOffenseChamber::GetKilledAnimation() const;
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//int AvHOffenseChamber::GetSpawnAnimation() const;
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//int AvHOffenseChamber::GetTakeDamageAnimation() const;
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//bool AvHOffenseChamber::GetIsValidTarget(CBaseEntity* inEntity) const;
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//int AvHOffenseChamber::IRelationship(CBaseEntity* inTarget);
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//int AvHOffenseChamber::GetRange() const
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//{
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// return 100;
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//}
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//
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//void AvHOffenseChamber::Shoot(Vector &vecSrc, Vector &vecDirToEnemy)
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//{
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//}
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//
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//void AvHOffenseChamber::Spawn()
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//{
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// AvHTurret::Spawn();
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//
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// // TODO: Set any other variables?
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//}
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LINK_ENTITY_TO_CLASS(kwDefenseChamber, AvHDefenseChamber);
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AvHDefenseChamber::AvHDefenseChamber() : AvHAlienUpgradeBuilding(ALIEN_BUILD_DEFENSE_CHAMBER, TECH_DEFENSE_CHAMBER, kwsDefenseChamber, AVH_USER3_DEFENSE_CHAMBER)
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{
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}
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char* AvHDefenseChamber::GetDeploySound() const
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{
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return kChamberDeploySound;
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}
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char* AvHDefenseChamber::GetModelName() const
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{
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return kDefenseChamberModel;
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}
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void AvHDefenseChamber::SetHasBeenBuilt()
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{
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AvHAlienUpgradeBuilding::SetHasBeenBuilt();
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SetThink(&AvHDefenseChamber::RegenAliensThink);
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this->pev->nextthink = gpGlobals->time + BALANCE_IVAR(kDefenseChamberThinkInterval);
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}
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void AvHDefenseChamber::RegenAliensThink()
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{
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// Loop through all players
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CBaseEntity* theBaseEntity = NULL;
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int theNumEntsHealed = 0;
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while(((theBaseEntity = UTIL_FindEntityInSphere(theBaseEntity, this->pev->origin, BALANCE_IVAR(kDefensiveChamberHealRange))) != NULL) && (theNumEntsHealed < BALANCE_IVAR(kAlienChamberMaxPlayers)))
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{
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if(theBaseEntity->pev->team == this->pev->team)
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{
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AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(theBaseEntity);
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theBaseEntity);
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if(thePlayer && thePlayer->IsAlive())
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{
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if(thePlayer->Heal(BALANCE_IVAR(kDefensiveChamberRegenAmount)))
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{
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theNumEntsHealed++;
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}
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}
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else if(theBuildable && theBuildable->GetIsBuilt() && (theBuildable != this))
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{
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if(theBuildable->Regenerate(BALANCE_IVAR(kDefensiveChamberRegenAmount)))
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{
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theNumEntsHealed++;
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}
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}
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}
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}
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// Set next think
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this->pev->nextthink = gpGlobals->time + BALANCE_IVAR(kDefenseChamberThinkInterval);
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// Play a random idle animation
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int theIdle = this->GetIdle1Animation();
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if(RANDOM_LONG(0, 1))
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{
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theIdle = this->GetIdle2Animation();
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}
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this->PlayAnimationAtIndex(theIdle);
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}
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AvHAlienUpgradeCategory AvHDefenseChamber::GetUpgradeCategory() const
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{
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return ALIEN_UPGRADE_CATEGORY_DEFENSE;
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}
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LINK_ENTITY_TO_CLASS(kwSensoryChamber, AvHSensoryChamber);
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AvHSensoryChamber::AvHSensoryChamber() : AvHAlienUpgradeBuilding(ALIEN_BUILD_SENSORY_CHAMBER, TECH_SENSORY_CHAMBER, kwsSensoryChamber, AVH_USER3_SENSORY_CHAMBER)
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{
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}
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char* AvHSensoryChamber::GetDeploySound() const
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{
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return kChamberDeploySound;
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}
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bool AvHSensoryChamber::GetIsEntityInSight(CBaseEntity* inEntity)
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{
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bool theEntityIsInSight = false;
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// Do a traceline from sensory chamber to entity
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TraceResult tr;
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UTIL_TraceLine(this->pev->origin, inEntity->pev->origin, ignore_monsters, dont_ignore_glass, this->edict(), &tr);
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if(tr.flFraction == 1.0f)
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{
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theEntityIsInSight = true;
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}
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return theEntityIsInSight;
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}
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char* AvHSensoryChamber::GetModelName() const
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{
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return kSensoryChamberModel;
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}
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AvHAlienUpgradeCategory AvHSensoryChamber::GetUpgradeCategory() const
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{
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return ALIEN_UPGRADE_CATEGORY_SENSORY;
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}
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void AvHSensoryChamber::Precache()
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{
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AvHAlienUpgradeBuilding::Precache();
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//PRECACHE_UNMODIFIED_SOUND(kParasiteHitSound);
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}
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void AvHSensoryChamber::SetHasBeenBuilt()
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{
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AvHAlienUpgradeBuilding::SetHasBeenBuilt();
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}
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LINK_ENTITY_TO_CLASS(kwMovementChamber, AvHMovementChamber);
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AvHMovementChamber::AvHMovementChamber() : AvHAlienUpgradeBuilding(ALIEN_BUILD_MOVEMENT_CHAMBER, TECH_MOVEMENT_CHAMBER, kwsMovementChamber, AVH_USER3_MOVEMENT_CHAMBER)
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{
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this->mLastTimeScannedHives = -1;
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this->mTeleportHiveIndex = -1;
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}
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char* AvHMovementChamber::GetDeploySound() const
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{
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return kChamberDeploySound;
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}
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char* AvHMovementChamber::GetModelName() const
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{
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return kMovementChamberModel;
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}
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void AvHMovementChamber::ResetEntity()
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{
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AvHAlienUpgradeBuilding::ResetEntity();
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this->mLastTimeScannedHives = -1;
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this->mTeleportHiveIndex = -1;
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}
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AvHAlienUpgradeCategory AvHMovementChamber::GetUpgradeCategory() const
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{
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return ALIEN_UPGRADE_CATEGORY_MOVEMENT;
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}
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void AvHMovementChamber::Precache()
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{
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AvHAlienUpgradeBuilding::Precache();
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PRECACHE_UNMODIFIED_SOUND(kAlienSightOffSound);
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PRECACHE_UNMODIFIED_SOUND(kAlienSightOnSound);
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PRECACHE_UNMODIFIED_SOUND(kAlienEnergySound);
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}
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void AvHMovementChamber::SetHasBeenBuilt()
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{
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AvHAlienUpgradeBuilding::SetHasBeenBuilt();
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// TODO: Include a "warm-up" time so movement chambers don't teleport the builder immediately
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//SetThink(&AvHMovementChamber::TeleportUseThink);
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SetThink(&AvHMovementChamber::EnergyAliensThink);
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this->pev->nextthink = gpGlobals->time + BALANCE_IVAR(kMovementChamberThinkInterval);
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}
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void AvHMovementChamber::EnergyAliensThink()
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{
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// Don't teleport until it's "warmed up"
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SetUse(&AvHMovementChamber::TeleportUse);
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// Loop through all players
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CBaseEntity* theBaseEntity = NULL;
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int theNumEntsProcessed = 0;
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while(((theBaseEntity = UTIL_FindEntityInSphere(theBaseEntity, this->pev->origin, BALANCE_IVAR(kMovementChamberEnergyRange))) != NULL) && (theNumEntsProcessed < BALANCE_IVAR(kAlienChamberMaxPlayers)))
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{
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if(theBaseEntity->pev->team == this->pev->team)
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{
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float theEnergizeAmount = BALANCE_FVAR(kMovementChamberEnergyAmount);
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AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(theBaseEntity);
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theBaseEntity);
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if(thePlayer && thePlayer->IsAlive())
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{
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if(thePlayer->Energize(theEnergizeAmount))
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{
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theNumEntsProcessed++;
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}
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}
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// Energize alien buildables
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// else if(theBuildable)
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// {
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// if(theBuildable->Energize(theEnergizeAmount))
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// {
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// theNumEntsProcessed++;
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// }
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// }
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}
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}
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// Play an animation (spin the arms if energizing)
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int theIdle = this->GetIdle2Animation();
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// Play sound
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if(theNumEntsProcessed > 0)
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{
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EMIT_SOUND(this->edict(), CHAN_AUTO, kAlienEnergySound, 1.0f, ATTN_NORM);
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theIdle = this->GetIdle1Animation();
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}
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this->PlayAnimationAtIndex(theIdle);
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// Set next think
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this->pev->nextthink = gpGlobals->time + BALANCE_IVAR(kMovementChamberThinkInterval);
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}
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void AvHMovementChamber::TeleportUse(CBaseEntity* inActivator, CBaseEntity* inCaller, USE_TYPE inUseType, float inValue)
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{
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const float kHiveScanInterval = 1.0f;
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inActivator);
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if(thePlayer && (thePlayer->pev->team == this->pev->team) && (thePlayer->GetUser3() != AVH_USER3_ALIEN_EMBRYO))
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{
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if((this->mLastTimeScannedHives == -1) || (gpGlobals->time > (this->mLastTimeScannedHives + kHiveScanInterval)))
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{
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this->mTeleportHiveIndex = -1;
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float theFarthestDistance = 0.0f; //sqrt((kMaxMapDimension*2)*(kMaxMapDimension*2));
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bool theIsDone = false;
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// Loop through the hives for this team, look for the farthest one (hives under attack take precedence)
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FOR_ALL_ENTITIES(kesTeamHive, AvHHive*)
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if((theEntity->pev->team == this->pev->team) && !theIsDone)
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{
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bool theHiveIsUnderAttack = GetGameRules()->GetIsEntityUnderAttack(theEntity->entindex());
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if(theEntity->GetIsActive() || theHiveIsUnderAttack)
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{
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float theCurrentDistance = VectorDistance(theEntity->pev->origin, inActivator->pev->origin);
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bool theHiveIsFarther = (theCurrentDistance > theFarthestDistance);
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// Undefined which attacked hive is chosen if multiples are under attack
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if((this->mTeleportHiveIndex == -1) || theHiveIsFarther || theHiveIsUnderAttack)
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{
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this->mTeleportHiveIndex = theEntity->entindex();
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theFarthestDistance = theCurrentDistance;
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// If there's a hive under attack, we're done
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if(theHiveIsUnderAttack)
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{
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theIsDone = true;
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}
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}
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}
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}
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END_FOR_ALL_ENTITIES(kesTeamHive)
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this->mLastTimeScannedHives = gpGlobals->time;
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}
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// If we have a valid hive index, jump the player to it
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if(this->mTeleportHiveIndex != -1)
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{
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// Play sound at this entity
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EMIT_SOUND(this->edict(), CHAN_AUTO, kAlienSightOnSound, 1.0f, ATTN_NORM);
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// Move him to it!
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AvHHive* theHive = NULL;
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AvHSUGetEntityFromIndex(this->mTeleportHiveIndex, theHive);
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if(theHive)
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{
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CBaseEntity* theSpawnEntity = GetGameRules()->GetRandomHiveSpawnPoint(thePlayer, theHive->pev->origin, theHive->GetMaxSpawnDistance());
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if(theSpawnEntity)
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{
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Vector theMinSize;
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Vector theMaxSize;
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thePlayer->GetSize(theMinSize, theMaxSize);
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int theOffset = AvHMUGetOriginOffsetForUser3(AvHUser3(thePlayer->pev->iuser3));
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Vector theOriginToSpawn = theSpawnEntity->pev->origin;
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theOriginToSpawn.z += theOffset;
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if(AvHSUGetIsEnoughRoomForHull(theOriginToSpawn, AvHMUGetHull(false, thePlayer->pev->iuser3), thePlayer->edict()))
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{
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thePlayer->SetPosition(theOriginToSpawn);
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thePlayer->pev->velocity = Vector(0, 0, 0);
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// Play teleport sound before and after
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EMIT_SOUND(inActivator->edict(), CHAN_AUTO, kAlienSightOffSound, 1.0f, ATTN_NORM);
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}
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}
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}
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}
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}
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}
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void AvHMovementChamber::TeleportUseThink()
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{
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// Set our new use, don't set next think
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SetUse(&AvHMovementChamber::TeleportUse);
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// Start animating
|
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SetThink(&AvHBaseBuildable::AnimateThink);
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this->pev->nextthink = gpGlobals->time + .1f;
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}
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