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npc_gman.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The G-Man, misunderstood servant of the people
//
// $NoKeywords: $
//
//=============================================================================//
//-----------------------------------------------------------------------------
// Generic NPC - purely for scripted sequence work.
//-----------------------------------------------------------------------------
#include "cbase.h"
#include "npcevent.h"
#include "ai_basenpc.h"
#include "ai_hull.h"
#include "ai_behavior_follow.h"
#include "ai_playerally.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// NPC's Anim Events Go Here
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CNPC_GMan : public CAI_PlayerAlly
{
public:
DECLARE_CLASS( CNPC_GMan, CAI_PlayerAlly );
DECLARE_DATADESC();
void Spawn( void );
void Precache( void );
Class_T Classify ( void );
void HandleAnimEvent( animevent_t *pEvent );
virtual Disposition_t IRelationType(CBaseEntity *pTarget);
int GetSoundInterests ( void );
bool CreateBehaviors( void );
int SelectSchedule( void );
private:
CAI_FollowBehavior m_FollowBehavior;
};
LINK_ENTITY_TO_CLASS( npc_gman, CNPC_GMan );
BEGIN_DATADESC( CNPC_GMan )
// (auto saved by AI)
// DEFINE_FIELD( m_FollowBehavior, FIELD_EMBEDDED ), (auto saved by AI)
END_DATADESC()
//-----------------------------------------------------------------------------
// Classify - indicates this NPC's place in the
// relationship table.
//-----------------------------------------------------------------------------
Class_T CNPC_GMan::Classify ( void )
{
return CLASS_PLAYER_ALLY_VITAL;
}
//-----------------------------------------------------------------------------
// HandleAnimEvent - catches the NPC-specific messages
// that occur when tagged animation frames are played.
//-----------------------------------------------------------------------------
void CNPC_GMan::HandleAnimEvent( animevent_t *pEvent )
{
switch( pEvent->event )
{
case 1:
default:
BaseClass::HandleAnimEvent( pEvent );
break;
}
}
//-----------------------------------------------------------------------------
// GetSoundInterests - generic NPC can't hear.
//-----------------------------------------------------------------------------
int CNPC_GMan::GetSoundInterests ( void )
{
return 0;
}
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CNPC_GMan::Spawn()
{
Precache();
BaseClass::Spawn();
SetModel( "models/gman.mdl" );
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
SetBloodColor( BLOOD_COLOR_RED );
m_iHealth = 8;
m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
SetImpactEnergyScale( 0.0f ); // no physics damage on the gman
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL );
NPCInit();
}
//-----------------------------------------------------------------------------
// Precache - precaches all resources this NPC needs
//-----------------------------------------------------------------------------
void CNPC_GMan::Precache()
{
PrecacheModel( "models/gman.mdl" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// The G-Man isn't scared of anything.
//-----------------------------------------------------------------------------
Disposition_t CNPC_GMan::IRelationType(CBaseEntity *pTarget)
{
return D_NU;
}
//=========================================================
// Purpose:
//=========================================================
bool CNPC_GMan::CreateBehaviors()
{
AddBehavior( &m_FollowBehavior );
return BaseClass::CreateBehaviors();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_GMan::SelectSchedule( void )
{
if ( !BehaviorSelectSchedule() )
{
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
// AI Schedules Specific to this NPC
//-----------------------------------------------------------------------------