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/***
*
* Copyright ( c ) 2006. All rights reserved .
* Paranoia military human class , based on valve ' s hgrunt class
* Written by BUzer
*
* * * */
//=========================================================
// Hit groups!
//=========================================================
/*
1 - Head
2 - Stomach
3 - Gun
*/
# include "extdll.h"
# include "plane.h"
# include "util.h"
# include "cbase.h"
# include "monsters.h"
# include "schedule.h"
# include "animation.h"
# include "weapons.h"
# include "talkmonster.h"
# include "soundent.h"
# include "effects.h"
# include "customentity.h"
# include "scripted.h" //LRC
# include "rushscript.h" // buz
# include "player.h" // buz
# include "monster_head_controller.h" //MaSTeR
extern DLL_GLOBAL int g_iSkillLevel ;
# define SF_HAS_FLASHLIGHT 4096
# define SF_TOGGLE_FLASHLIGHT 8192
# define SF_FLASHLIGHT_ON 16384
//=========================================================
// monster-specific DEFINE's
//=========================================================
# define MIL_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
# define MIL_VOL 0.35 // volume of grunt sounds
# define MIL_ATTN ATTN_NORM // attenutation of grunt sentences
# define MIL_LIMP_HEALTH 20
# define MIL_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
// ammunition types
# define MIL_AKONLY 0
# define MIL_GRENADES 1
# define MIL_GUN_GROUP 2
# define MIL_GUN_AK 0
# define MIL_GUN_NONE 1
# define MIL_HEAD_GROUP 0
# define MIL_HEAD_GASMASK 2
# define MIL_GASMASK_GROUP 3
# define MIL_STUFF_GROUP 4
TYPEDESCRIPTION CHeadController : : m_SaveData [ ] =
{
DEFINE_FIELD ( CHeadController , m_iLightLevel , FIELD_INTEGER ) ,
DEFINE_FIELD ( CHeadController , m_iBackwardLen , FIELD_INTEGER ) ,
DEFINE_FIELD ( CHeadController , m_hOwner , FIELD_EHANDLE ) ,
} ; IMPLEMENT_SAVERESTORE ( CHeadController , CBaseEntity ) ;
LINK_ENTITY_TO_CLASS ( head_flashlight , CFlashlight ) ;
LINK_ENTITY_TO_CLASS ( head_controller , CHeadController ) ;
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
# define MIL_AE_RELOAD ( 2 )
# define MIL_AE_KICK ( 3 )
# define MIL_AE_BURST1 ( 4 )
# define MIL_AE_BURST2 ( 5 )
# define MIL_AE_BURST3 ( 6 )
# define MIL_AE_GREN_TOSS ( 7 )
//#define MIL_AE_GREN_LAUNCH ( 8 )
# define MIL_AE_GREN_DROP ( 9 )
# define MIL_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
# define MIL_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
# define MIL_AE_FLASHLIGHT ( 12)
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_MIL_SUPPRESS = LAST_TALKMONSTER_SCHEDULE + 1 ,
SCHED_MIL_ESTABLISH_LINE_OF_FIRE , // move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
SCHED_MIL_COVER_AND_RELOAD ,
SCHED_MIL_SWEEP ,
SCHED_MIL_FOUND_ENEMY ,
SCHED_MIL_REPEL ,
SCHED_MIL_REPEL_ATTACK ,
SCHED_MIL_REPEL_LAND ,
SCHED_MIL_WAIT_FACE_ENEMY ,
SCHED_MIL_TAKECOVER_FAILED , // special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
SCHED_MIL_ELOF_FAIL ,
SCHED_MIL_DUCK_COVER_WAIT , // buz
SCHED_MIL_FLASHLIGHT , //Toggle flashlight
SCHED_MIL_WALKBACK_FIRE , //Walk backward and fire
SCHED_INFECTED_FIRINGWALK ,
} ;
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_MIL_FACE_TOSS_DIR = LAST_TALKMONSTER_TASK + 1 ,
TASK_MIL_SPEAK_SENTENCE ,
TASK_MIL_CHECK_FIRE ,
} ;
//=========================================================
// monster-specific conditions
//=========================================================
# define bits_COND_MIL_NOFIRE ( bits_COND_SPECIAL1 )
class CMilitary : public CTalkMonster
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
float MaxYawSpeed ( void ) ;
int Classify ( void ) ;
int ISoundMask ( void ) ;
void HandleAnimEvent ( MonsterEvent_t * pEvent ) ;
void InitFlashlight ( void ) ;
void InitHeadController ( void ) ;
void ToggleFlashlight ( void ) ;
BOOL FCanCheckAttacks ( void ) ;
BOOL CheckMeleeAttack1 ( float flDot , float flDist ) ;
BOOL CheckRangeAttack1 ( float flDot , float flDist ) ;
BOOL CheckRangeAttack2 ( float flDot , float flDist ) ;
void CheckAmmo ( void ) ;
void SetActivity ( Activity NewActivity ) ;
void StartTask ( Task_t * pTask ) ;
void RunTask ( Task_t * pTask ) ;
void DeathSound ( void ) ;
void PainSound ( void ) ;
// void IdleSound ( void );
Vector GetGunPosition ( void ) ;
virtual void Shoot ( void ) ;
// void Shotgun ( void );
// void PrescheduleThink ( void );
void GibMonster ( void ) ;
void SpeakSentence ( void ) ;
BOOL NoFriendlyFire ( void ) ; // buz
void TalkInit ( ) ; // buz
void DeclineFollowing ( ) ; //buz
virtual BOOL GetEnemy ( void ) ; // buz
void BlockedByPlayer ( CBasePlayer * pBlocker ) ; // buz
void TalkAboutDeadFriend ( CTalkMonster * pfriend ) ;
// buz: overriden for grunts to fix model's bugs...
virtual void SetEyePosition ( void )
{
Vector vecEyePosition ;
void * pmodel = GET_MODEL_PTR ( ENT ( pev ) ) ;
GetEyePosition ( pmodel , vecEyePosition ) ;
pev - > view_ofs = vecEyePosition ;
if ( pev - > view_ofs = = g_vecZero )
{
pev - > view_ofs = Vector ( 0 , 0 , 73 ) ;
// ALERT ( at_aiconsole, "using default view ofs for %s\n", STRING ( pev->classname ) );
}
}
// buz: overriden for soldiers - eye position is differs when monster is crouching
virtual Vector EyePosition ( )
{
if ( m_Activity = = ACT_TWITCH )
return pev - > origin + Vector ( 0 , 0 , 36 ) ;
return pev - > origin + pev - > view_ofs ;
}
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// Wargon: Юзать монстра можно только если он жив. Это нужно чтобы иконка юза не показывалась на мертвых монстрах.
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virtual int ObjectCaps ( void ) { if ( pev - > deadflag = = DEAD_NO ) return CTalkMonster : : ObjectCaps ( ) | FCAP_IMPULSE_USE | FCAP_DISTANCE_USE ; else return CTalkMonster : : ObjectCaps ( ) ; }
int Save ( CSave & save ) ;
int Restore ( CRestore & restore ) ;
CBaseEntity * Kick ( void ) ;
Schedule_t * GetSchedule ( void ) ;
Schedule_t * GetScheduleOfType ( int Type ) ;
void TraceAttack ( entvars_t * pevAttacker , float flDamage , Vector vecDir , TraceResult * ptr , int bitsDamageType ) ;
int TakeDamage ( entvars_t * pevInflictor , entvars_t * pevAttacker , float flDamage , int bitsDamageType ) ;
// int IRelationship ( CBaseEntity *pTarget ); // buz: use talkmoster's relationship
BOOL FOkToSpeak ( void ) ;
void JustSpoke ( void ) ;
CUSTOM_SCHEDULES ;
static TYPEDESCRIPTION m_SaveData [ ] ;
// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
// not every server frame.
float m_flNextGrenadeCheck ;
float m_flNextPainTime ;
float m_flLastEnemySightTime ;
//MaSTeR: Flashlight and head controller
CFlashlight * pFlashlight ;
CHeadController * pHeadController ;
Vector m_vecTossVelocity ;
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// Wargon: Если враг взят из данных игрока, то TRUE. Иначе FALSE. (1.1)
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BOOL m_fEnemyFromPlayer ;
BOOL m_fThrowGrenade ;
BOOL m_fStanding ;
// BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
int m_cClipSize ;
int m_voicePitch ;
int m_iBrassShell ;
// int m_iShotgunShell;
int m_iSentence ;
// buz
int m_iNoGasDamage ;
int m_iLastFireCheckResult ; // buz. 1-only crouch, 2-only standing, 0-any
static const char * pGruntSentences [ ] ;
} ;
LINK_ENTITY_TO_CLASS ( monster_human_military , CMilitary ) ;
TYPEDESCRIPTION CMilitary : : m_SaveData [ ] =
{
DEFINE_FIELD ( CMilitary , m_flNextGrenadeCheck , FIELD_TIME ) ,
DEFINE_FIELD ( CMilitary , m_flNextPainTime , FIELD_TIME ) ,
DEFINE_FIELD ( CMilitary , m_vecTossVelocity , FIELD_VECTOR ) ,
DEFINE_FIELD ( CMilitary , m_fThrowGrenade , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( CMilitary , m_fStanding , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( CMilitary , m_cClipSize , FIELD_INTEGER ) ,
DEFINE_FIELD ( CMilitary , m_voicePitch , FIELD_INTEGER ) ,
DEFINE_FIELD ( CMilitary , m_iSentence , FIELD_INTEGER ) ,
DEFINE_FIELD ( CMilitary , m_iNoGasDamage , FIELD_INTEGER ) ,
DEFINE_FIELD ( CMilitary , pFlashlight , FIELD_EHANDLE ) ,
DEFINE_FIELD ( CMilitary , pHeadController , FIELD_EHANDLE ) ,
} ; IMPLEMENT_SAVERESTORE ( CMilitary , CTalkMonster ) ;
const char * CMilitary : : pGruntSentences [ ] =
{
" VV_GREN " , // grenade scared grunt
" VV_ALERT " , // sees player
" VV_MONSTER " , // sees monster
" VV_COVER " , // running to cover
" VV_THROW " , // about to throw grenade
" VV_CHARGE " , // running out to get the enemy
" VV_TAUNT " , // say rude things
} ;
enum
{
MIL_SENT_NONE = - 1 ,
MIL_SENT_GREN = 0 ,
MIL_SENT_ALERT ,
MIL_SENT_MONSTER ,
MIL_SENT_COVER ,
MIL_SENT_THROW ,
MIL_SENT_CHARGE ,
MIL_SENT_TAUNT ,
} MIL_SENTENCE_TYPES ;
void CMilitary : : BlockedByPlayer ( CBasePlayer * pBlocker )
{
if ( m_iszSpeakAs )
{
char szBuf [ 32 ] ;
strcpy ( szBuf , STRING ( m_iszSpeakAs ) ) ;
strcat ( szBuf , " _BLOCKED " ) ;
PlaySentence ( szBuf , 4 , VOL_NORM , ATTN_NORM ) ;
}
else
{
PlaySentence ( " VV_BLOCKED " , 4 , VOL_NORM , ATTN_NORM ) ;
}
}
void CMilitary : : TalkAboutDeadFriend ( CTalkMonster * pfriend )
{
if ( FClassnameIs ( pfriend - > pev , STRING ( pev - > classname ) ) )
{
if ( m_iszSpeakAs )
{
char szBuf [ 32 ] ;
strcpy ( szBuf , STRING ( m_iszSpeakAs ) ) ;
strcat ( szBuf , " _TMDOWN " ) ;
PlaySentence ( szBuf , 4 , VOL_NORM , ATTN_NORM ) ;
}
else
{
PlaySentence ( " VV_TMDOWN " , 4 , VOL_NORM , ATTN_NORM ) ;
}
}
}
//=========================================================
// buz: overriden for allied soldiers - they can get enemy from player's data
//=========================================================
BOOL CMilitary : : GetEnemy ( void )
{
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// Wargon: Если врага нет, то переменная сбрасывается. (1.1)
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if ( m_hEnemy = = NULL )
{
m_fEnemyFromPlayer = FALSE ;
}
if ( ! CBaseMonster : : GetEnemy ( ) )
{
// buz: cant get enemy using normal way, try player's data
if ( IsFollowing ( ) & & m_hTargetEnt - > IsPlayer ( ) )
{
CBasePlayer * pMyMaster = ( CBasePlayer * ) ( ( CBaseEntity * ) m_hTargetEnt ) ;
// big bunch of checks..
if ( ( pMyMaster - > m_hLastEnemy ! = NULL ) & &
( pMyMaster - > m_hLastEnemy - > MyMonsterPointer ( ) ) & &
( pMyMaster - > m_hLastEnemy ! = this ) & &
( pMyMaster - > m_hLastEnemy - > pev - > health > 0 ) & &
( pMyMaster - > m_hLastEnemy - > IsAlive ( ) ) & &
! FBitSet ( pMyMaster - > m_hLastEnemy - > pev - > spawnflags , SF_MONSTER_PRISONER ) & &
! FBitSet ( pMyMaster - > m_hLastEnemy - > pev - > flags , FL_NOTARGET ) & &
( IRelationship ( pMyMaster - > m_hLastEnemy ) > 0 ) )
{
m_hEnemy = pMyMaster - > m_hLastEnemy ;
m_vecEnemyLKP = m_hEnemy - > pev - > origin ;
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// Wargon: В р а г взят из данных игрока. (1.1)
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m_fEnemyFromPlayer = TRUE ;
if ( m_pSchedule )
{
if ( m_pSchedule - > iInterruptMask & bits_COND_NEW_ENEMY )
{
SetConditions ( bits_COND_NEW_ENEMY ) ;
}
}
// ALERT(at_console, "get enemy from player!\n");
return TRUE ;
}
}
}
return FALSE ;
// return CBaseMonster::GetEnemy();
}
//=========================================================
// Speak Sentence - say your cued up sentence.
//
// Some grunt sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a grunt says 'COVER ME' and then doesn't move. The problem
// is that the sentences were played when the decision to TRY
// to move to cover was made. Now the sentence is played after
// we know for sure that there is a valid path. The schedule
// may still fail but in most cases, well after the grunt has
// started moving.
//=========================================================
void CMilitary : : SpeakSentence ( void )
{
if ( m_iSentence = = MIL_SENT_NONE )
{
// no sentence cued up.
return ;
}
// if (FOkToSpeak())
// {
SENTENCEG_PlayRndSz ( ENT ( pev ) , pGruntSentences [ m_iSentence ] , MIL_VOL , MIL_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
// }
}
//=========================================================
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//MaSTeR: Инициализация фонаря (создание энтити и проверка спаунфлагов)
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//=========================================================
void CMilitary : : InitHeadController ( void )
{
if ( ! pHeadController )
{
pHeadController = GetClassPtr ( ( CHeadController * ) NULL ) ;
pHeadController - > Spawn ( this ) ;
}
}
void CMilitary : : InitFlashlight ( void )
{
if ( FBitSet ( pev - > spawnflags , SF_HAS_FLASHLIGHT ) )
{
if ( ! pFlashlight )
{
pFlashlight = GetClassPtr ( ( CFlashlight * ) NULL ) ;
pFlashlight - > Spawn ( pev ) ;
}
if ( FBitSet ( pev - > spawnflags , SF_FLASHLIGHT_ON ) )
pFlashlight - > On ( ) ;
}
}
//=========================================================
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//MaSTeR: Переключение фонарика (вкл\выкл)
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//=========================================================
void CMilitary : : ToggleFlashlight ( void )
{
// if we suppose to toglle flashlight
if ( pFlashlight & & FBitSet ( pev - > spawnflags , SF_TOGGLE_FLASHLIGHT ) )
{
if ( pFlashlight - > GetState ( ) = = STATE_ON )
pFlashlight - > Off ( ) ;
else pFlashlight - > On ( ) ;
}
}
//=========================================================
// GibMonster - make gun fly through the air.
//=========================================================
void CMilitary : : GibMonster ( void )
{
Vector vecGunPos ;
Vector vecGunAngles ;
if ( GetBodygroup ( MIL_GUN_GROUP ) ! = MIL_GUN_NONE & & ! ( pev - > spawnflags & SF_MONSTER_NO_WPN_DROP ) )
{
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
CBaseEntity * pGun = DropItem ( " weapon_aks " , vecGunPos , vecGunAngles ) ;
if ( pGun )
{
pGun - > pev - > velocity = Vector ( RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( 200 , 300 ) ) ;
pGun - > pev - > avelocity = Vector ( 0 , RANDOM_FLOAT ( 200 , 400 ) , 0 ) ;
}
if ( pev - > weapons = = MIL_GRENADES )
{
pGun = DropItem ( " weapon_handgrenade " , vecGunPos , vecGunAngles ) ;
if ( pGun )
{
pGun - > pev - > velocity = Vector ( RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( 200 , 300 ) ) ;
pGun - > pev - > avelocity = Vector ( 0 , RANDOM_FLOAT ( 200 , 400 ) , 0 ) ;
}
}
}
CBaseMonster : : GibMonster ( ) ;
}
//=========================================================
// ISoundMask - Overidden for human grunts because they
// hear the DANGER sound that is made by hand grenades and
// other dangerous items.
//=========================================================
int CMilitary : : ISoundMask ( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER |
bits_SOUND_DANGER ;
}
//=========================================================
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// buz: у грунтов FOkToSpeak очень простой - всего-лишь проверка на Gag.
// но у дружественных игроку монстров эта функция означает возможность
// базарить о всякой фигне - задавать друг другу вопросы, разговаривать о том о сем..
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//=========================================================
BOOL CMilitary : : FOkToSpeak ( void )
{
if ( pev - > spawnflags & SF_MONSTER_GAG )
return FALSE ;
if ( m_MonsterState = = MONSTERSTATE_PRONE | | m_IdealMonsterState = = MONSTERSTATE_PRONE )
return FALSE ;
// if not alive, certainly don't speak
if ( pev - > deadflag ! = DEAD_NO )
return FALSE ;
// if player is not in pvs, don't speak
if ( ! IsAlive ( ) | | FNullEnt ( FIND_CLIENT_IN_PVS ( edict ( ) ) ) )
return FALSE ;
// don't talk if you're in combat
if ( m_hEnemy ! = NULL & & FVisible ( m_hEnemy ) )
return FALSE ;
return TRUE ;
}
//=========================================================
//=========================================================
void CMilitary : : JustSpoke ( void )
{
CTalkMonster : : g_talkWaitTime = gpGlobals - > time + RANDOM_FLOAT ( 1.5 , 2.0 ) ;
m_iSentence = MIL_SENT_NONE ;
}
//=========================================================
// FCanCheckAttacks - this is overridden for human grunts
// because they can throw/shoot grenades when they can't see their
// target and the base class doesn't check attacks if the monster
// cannot see its enemy.
//
// !!!BUGBUG - this gets called before a 3-round burst is fired
// which means that a friendly can still be hit with up to 2 rounds.
// ALSO, grenades will not be tossed if there is a friendly in front,
// this is a bad bug. Friendly machine gun fire avoidance
// will unecessarily prevent the throwing of a grenade as well.
//=========================================================
BOOL CMilitary : : FCanCheckAttacks ( void )
{
if ( ! HasConditions ( bits_COND_ENEMY_TOOFAR ) )
{
return TRUE ;
}
else
{
return FALSE ;
}
}
//=========================================================
// CheckMeleeAttack1
//=========================================================
BOOL CMilitary : : CheckMeleeAttack1 ( float flDot , float flDist )
{
CBaseMonster * pEnemy ;
if ( m_hEnemy ! = NULL )
{
pEnemy = m_hEnemy - > MyMonsterPointer ( ) ;
if ( ! pEnemy )
{
return FALSE ;
}
}
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// Wargon: Расстояние flDist уменьшено с 64 до 48. (1.1)
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if ( flDist < = 48 & & flDot > = 0.7 & &
pEnemy - > Classify ( ) ! = CLASS_ALIEN_BIOWEAPON & &
pEnemy - > Classify ( ) ! = CLASS_PLAYER_BIOWEAPON )
{
return TRUE ;
}
return FALSE ;
}
//==============================================
// buz:
// NoFriendlyFire - basically copied from squad monsters
// true - shoot, false - dont shoot
// =============================================
BOOL CMilitary : : NoFriendlyFire ( void )
{
CPlane backPlane ;
CPlane leftPlane ;
CPlane rightPlane ;
Vector vecLeftSide ;
Vector vecRightSide ;
Vector v_left ;
//!!!BUGBUG - to fix this, the planes must be aligned to where the monster will be firing its gun, not the direction it is facing!!!
if ( m_hEnemy ! = NULL )
{
UTIL_MakeVectors ( UTIL_VecToAngles ( m_hEnemy - > Center ( ) - pev - > origin ) ) ;
}
else
{
// if there's no enemy, pretend there's a friendly in the way, so the grunt won't shoot.
return FALSE ;
}
// buz: simply check by traceline for other monster_human_military
/* TraceResult tr;
UTIL_TraceLine ( pev - > origin , pev - > origin + ( gpGlobals - > v_forward * 1024 ) , dont_ignore_monsters , ENT ( pev ) , & tr ) ;
if ( tr . pHit & & ( FClassnameIs ( tr . pHit , " monster_human_military " ) | |
FClassnameIs ( tr . pHit , " monster_scientist " ) | |
FClassnameIs ( tr . pHit , " monster_barney " ) | |
FClassnameIs ( tr . pHit , " monster_human_alpha " ) | |
FClassnameIs ( tr . pHit , " monster_alpha_pistol " ) ) )
return FALSE ; */
vecLeftSide = pev - > origin - ( gpGlobals - > v_right * ( pev - > size . x * 1.5 ) ) ;
vecRightSide = pev - > origin + ( gpGlobals - > v_right * ( pev - > size . x * 1.5 ) ) ;
v_left = gpGlobals - > v_right * - 1 ;
leftPlane . InitializePlane ( gpGlobals - > v_right , vecLeftSide ) ;
rightPlane . InitializePlane ( v_left , vecRightSide ) ;
backPlane . InitializePlane ( gpGlobals - > v_forward , pev - > origin ) ;
// search all entities around
Vector mins = pev - > origin - Vector ( 1024 , 1024 , 1024 ) ;
Vector maxs = pev - > origin + Vector ( 1024 , 1024 , 1024 ) ;
CBaseEntity * pList [ 256 ] ;
int count = UTIL_EntitiesInBox ( pList , 256 , mins , maxs , FL_MONSTER ) ;
for ( int i = 0 ; i < count ; i + + )
{
CBaseMonster * pMonster = pList [ i ] - > MyMonsterPointer ( ) ;
if ( pMonster & & ( pMonster ! = this ) & & ( IRelationship ( pMonster ) < = R_NO ) )
{
if ( backPlane . PointInFront ( pMonster - > pev - > origin ) & &
leftPlane . PointInFront ( pMonster - > pev - > origin ) & &
rightPlane . PointInFront ( pMonster - > pev - > origin ) )
{
// this guy is in the check volume! Don't shoot!
// ALERT(at_console, "dont shoot!\n");
return FALSE ;
}
}
}
// check for player
edict_t * pentPlayer = FIND_CLIENT_IN_PVS ( edict ( ) ) ;
if ( ! FNullEnt ( pentPlayer ) & & ( pentPlayer ! = m_hEnemy - > edict ( ) ) & &
backPlane . PointInFront ( pentPlayer - > v . origin ) & &
leftPlane . PointInFront ( pentPlayer - > v . origin ) & &
rightPlane . PointInFront ( pentPlayer - > v . origin ) )
{
// the player is in the check volume! Don't shoot!
return FALSE ;
}
return TRUE ;
}
//=========================================================
// CheckRangeAttack1 - overridden for HGrunt, cause
// FCanCheckAttacks() doesn't disqualify all attacks based
// on whether or not the enemy is occluded because unlike
// the base class, the HGrunt can attack when the enemy is
// occluded (throw grenade over wall, etc). We must
// disqualify the machine gun attack if the enemy is occluded.
//=========================================================
BOOL CMilitary : : CheckRangeAttack1 ( float flDot , float flDist )
{
/* if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
{
TraceResult tr ;
if ( flDist < = 64 )
{
// kick nonclients who are close enough, but don't shoot at them.
return FALSE ;
}
Vector vecSrc = GetGunPosition ( ) ;
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine ( vecSrc , m_hEnemy - > BodyTarget ( vecSrc ) , ignore_monsters , ignore_glass , ENT ( pev ) , & tr ) ;
if ( tr . flFraction = = 1.0 )
{
return TRUE ;
}
}
return FALSE ; */
if ( ! HasConditions ( bits_COND_ENEMY_OCCLUDED ) & & flDist < = 2048 & & flDot > = 0.5 & & NoFriendlyFire ( ) )
{
TraceResult tr ;
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if ( ! m_hEnemy - > IsPlayer ( ) & & flDist < = 48 ) // Wargon: Расстояние flDist уменьшено с 64 до 48. (1.1)
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{
// kick nonclients who are close enough, but don't shoot at them.
return FALSE ;
}
BOOL savedStanding = m_fStanding ;
m_fStanding = FALSE ; // buz: check chrouched fire first
Vector vecSrc = GetGunPosition ( ) ;
// verify that a bullet fired from the gun will hit the enemy before the world.
UTIL_TraceLine ( vecSrc , m_hEnemy - > BodyTarget ( vecSrc ) , ignore_monsters , ignore_glass , ENT ( pev ) , & tr ) ;
if ( tr . flFraction = = 1.0 & & ! pev - > gaitsequence ) // buz: cant fire crouched when moving
{
// buz: we can fire crouched, now check for standing
m_fStanding = TRUE ;
vecSrc = GetGunPosition ( ) ;
UTIL_TraceLine ( vecSrc , m_hEnemy - > BodyTarget ( vecSrc ) , ignore_monsters , ignore_glass , ENT ( pev ) , & tr ) ;
m_fStanding = savedStanding ;
if ( tr . flFraction = = 1.0 )
{
// ALERT(at_aiconsole, "== mil shoot as wish\n");
m_iLastFireCheckResult = 0 ; // shoot as you wish
}
else
{
// ALERT(at_aiconsole, "== mil shoot crouched\n");
m_iLastFireCheckResult = 1 ; // only chrouched
}
return TRUE ;
}
else
{
// buz: cant fire crouching, maybe me or enemy in some kind of cover (or running). Check standing.
m_fStanding = TRUE ;
vecSrc = GetGunPosition ( ) ;
UTIL_TraceLine ( vecSrc , m_hEnemy - > BodyTarget ( vecSrc ) , ignore_monsters , ignore_glass , ENT ( pev ) , & tr ) ;
m_fStanding = savedStanding ;
if ( tr . flFraction = = 1.0 )
{
// ALERT(at_aiconsole, "== mil shoot standing\n");
m_iLastFireCheckResult = 2 ; // buz: standing is our only one choice
return TRUE ;
}
else
{
// ALERT(at_aiconsole, "== mil cant shoot\n");
m_iLastFireCheckResult = 0 ;
return FALSE ; // cant fire
}
}
}
return FALSE ;
}
//=========================================================
// CheckRangeAttack2 - this checks the Grunt's grenade
// attack.
//=========================================================
BOOL CMilitary : : CheckRangeAttack2 ( float flDot , float flDist )
{
if ( pev - > weapons ! = MIL_GRENADES )
{
return FALSE ;
}
// if the grunt isn't moving, it's ok to check.
if ( m_flGroundSpeed ! = 0 )
{
m_fThrowGrenade = FALSE ;
return m_fThrowGrenade ;
}
// assume things haven't changed too much since last time
if ( gpGlobals - > time < m_flNextGrenadeCheck )
{
return m_fThrowGrenade ;
}
if ( ! FBitSet ( m_hEnemy - > pev - > flags , FL_ONGROUND ) & & ( m_hEnemy - > pev - > waterlevel = = 0 | | m_hEnemy - > pev - > watertype = = CONTENTS_FOG ) & & m_vecEnemyLKP . z > pev - > absmax . z )
{
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
// be grenaded.
// don't throw grenades at anything that isn't on the ground!
m_fThrowGrenade = FALSE ;
return m_fThrowGrenade ;
}
Vector vecTarget ;
// if (FBitSet( pev->weapons, HGRUNT_HANDGRENADE))
// {
// find feet
if ( RANDOM_LONG ( 0 , 1 ) )
{
// magically know where they are
vecTarget = Vector ( m_hEnemy - > pev - > origin . x , m_hEnemy - > pev - > origin . y , m_hEnemy - > pev - > absmin . z ) ;
}
else
{
// toss it to where you last saw them
vecTarget = m_vecEnemyLKP ;
}
// vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin);
// estimate position
// vecTarget = vecTarget + m_hEnemy->pev->velocity * 2;
/* }
else
{
// find target
// vecTarget = m_hEnemy->BodyTarget( pev->origin );
vecTarget = m_vecEnemyLKP + ( m_hEnemy - > BodyTarget ( pev - > origin ) - m_hEnemy - > pev - > origin ) ;
// estimate position
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
vecTarget = vecTarget + ( ( vecTarget - pev - > origin ) . Length ( ) / gSkillData . hgruntGrenadeSpeed ) * m_hEnemy - > pev - > velocity ;
} */
// are any of my squad members near the intended grenade impact area?
/* if ( InSquad() )
{
if ( SquadMemberInRange ( vecTarget , 256 ) )
{
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
m_fThrowGrenade = FALSE ;
}
} */
// buz: check for allies in target area:
CBaseEntity * pTarget = NULL ;
while ( ( pTarget = UTIL_FindEntityInSphere ( pTarget , vecTarget , 256 ) ) ! = NULL )
{
if ( FClassnameIs ( pTarget - > pev , " monster_human_military " ) | | FClassnameIs ( pTarget - > pev , " player " ) )
{
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
m_fThrowGrenade = FALSE ;
}
}
if ( ( vecTarget - pev - > origin ) . Length2D ( ) < = 256 )
{
// crap, I don't want to blow myself up
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
m_fThrowGrenade = FALSE ;
return m_fThrowGrenade ;
}
// if (FBitSet( pev->weapons, HGRUNT_HANDGRENADE))
// {
Vector vecToss = VecCheckToss ( pev , GetGunPosition ( ) , vecTarget , 0.5 ) ;
if ( vecToss ! = g_vecZero )
{
m_vecTossVelocity = vecToss ;
// throw a hand grenade
m_fThrowGrenade = TRUE ;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time ; // 1/3 second.
}
else
{
// don't throw
m_fThrowGrenade = FALSE ;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
}
/* }
else
{
Vector vecToss = VecCheckThrow ( pev , GetGunPosition ( ) , vecTarget , gSkillData . hgruntGrenadeSpeed , 0.5 ) ;
if ( vecToss ! = g_vecZero )
{
m_vecTossVelocity = vecToss ;
// throw a hand grenade
m_fThrowGrenade = TRUE ;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time + 0.3 ; // 1/3 second.
}
else
{
// don't throw
m_fThrowGrenade = FALSE ;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
}
} */
return m_fThrowGrenade ;
}
//=========================================================
// TraceAttack - make sure we're not taking it in the helmet
//=========================================================
void CMilitary : : TraceAttack ( entvars_t * pevAttacker , float flDamage , Vector vecDir , TraceResult * ptr , int bitsDamageType )
{
// ALERT(at_console, "mil hitgr: %d\n", ptr->iHitgroup);
// check for helmet shot
if ( ( ptr - > iHitgroup = = 8 ) | | ( ptr - > iHitgroup = = 1 ) )
{
// make sure we're wearing one
/* if (GetBodygroup( 1 ) == HEAD_GRUNT && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB)))
{
// absorb damage
flDamage - = 20 ;
if ( flDamage < = 0 )
{
UTIL_Ricochet ( ptr - > vecEndPos , 1.0 ) ;
flDamage = 0.01 ;
}
} */ // buz
// it's head shot anyways
ptr - > iHitgroup = HITGROUP_HEAD ;
}
CTalkMonster : : TraceAttack ( pevAttacker , flDamage , vecDir , ptr , bitsDamageType ) ;
}
// buz: basically just like barney
int CMilitary : : TakeDamage ( entvars_t * pevInflictor , entvars_t * pevAttacker , float flDamage , int bitsDamageType )
{
// buz: refuse gas damage while wearing gasmask
if ( m_iNoGasDamage & & ( bitsDamageType & DMG_NERVEGAS ) )
return 0 ;
Forget ( bits_MEMORY_INCOVER ) ;
2020-08-31 18:55:47 +02:00
// Wargon: Союзники не должны восставать против игрока.
2020-08-31 18:50:41 +02:00
return CBaseMonster : : TakeDamage ( pevInflictor , pevAttacker , flDamage , bitsDamageType ) ;
/* // make sure friends talk about it if player hurts talkmonsters...
int ret = CTalkMonster : : TakeDamage ( pevInflictor , pevAttacker , flDamage , bitsDamageType ) ;
if ( ! IsAlive ( ) | | pev - > deadflag = = DEAD_DYING )
return ret ;
// LRC - if my reaction to the player has been overridden, don't do this stuff
if ( m_iPlayerReact ) return ret ;
if ( m_MonsterState ! = MONSTERSTATE_PRONE & & ( pevAttacker - > flags & FL_CLIENT ) )
{
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if ( m_hEnemy = = NULL )
{
// If the player was facing directly at me, or I'm already suspicious, get mad
if ( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) )
{
// Alright, now I'm pissed!
if ( m_iszSpeakAs )
{
char szBuf [ 32 ] ;
strcpy ( szBuf , STRING ( m_iszSpeakAs ) ) ;
strcat ( szBuf , " _MAD " ) ;
PlaySentence ( szBuf , 4 , VOL_NORM , ATTN_NORM ) ;
}
else
{
PlaySentence ( " VV_MAD " , 4 , VOL_NORM , ATTN_NORM ) ;
}
Remember ( bits_MEMORY_PROVOKED ) ;
StopFollowing ( TRUE ) ;
}
else
{
// Hey, be careful with that
if ( m_iszSpeakAs )
{
char szBuf [ 32 ] ;
strcpy ( szBuf , STRING ( m_iszSpeakAs ) ) ;
strcat ( szBuf , " _SHOT " ) ;
PlaySentence ( szBuf , 4 , VOL_NORM , ATTN_NORM ) ;
}
else
{
PlaySentence ( " VV_SHOT " , 4 , VOL_NORM , ATTN_NORM ) ;
}
Remember ( bits_MEMORY_SUSPICIOUS ) ;
}
}
else if ( ! ( m_hEnemy - > IsPlayer ( ) ) & & pev - > deadflag = = DEAD_NO )
{
if ( m_iszSpeakAs )
{
char szBuf [ 32 ] ;
strcpy ( szBuf , STRING ( m_iszSpeakAs ) ) ;
strcat ( szBuf , " _SHOT " ) ;
PlaySentence ( szBuf , 4 , VOL_NORM , ATTN_NORM ) ;
}
else
{
PlaySentence ( " VV_SHOT " , 4 , VOL_NORM , ATTN_NORM ) ;
}
}
}
return ret ; */
}
//=========================================================
// MaxYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
float CMilitary : : MaxYawSpeed ( void )
{
float ys ;
switch ( m_Activity )
{
case ACT_IDLE :
ys = 150 ;
break ;
case ACT_RUN :
ys = 150 ;
break ;
case ACT_WALK :
ys = 180 ;
break ;
case ACT_RANGE_ATTACK1 :
ys = 120 ;
break ;
case ACT_RANGE_ATTACK2 :
ys = 120 ;
break ;
case ACT_MELEE_ATTACK1 :
ys = 120 ;
break ;
case ACT_MELEE_ATTACK2 :
ys = 120 ;
break ;
case ACT_TURN_LEFT :
case ACT_TURN_RIGHT :
ys = 180 ;
break ;
case ACT_GLIDE :
case ACT_FLY :
ys = 30 ;
break ;
default :
ys = 90 ;
break ;
}
return ys ;
}
//=========================================================
// CheckAmmo - overridden for the grunt because he actually
// uses ammo! (base class doesn't)
//=========================================================
void CMilitary : : CheckAmmo ( void )
{
if ( m_cAmmoLoaded < = 0 )
{
SetConditions ( bits_COND_NO_AMMO_LOADED ) ;
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CMilitary : : Classify ( void )
{
return m_iClass ? m_iClass : CLASS_PLAYER_ALLY ; //CLASS_HUMAN_MILITARY;
}
//=========================================================
//=========================================================
CBaseEntity * CMilitary : : Kick ( void )
{
TraceResult tr ;
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecStart = pev - > origin ;
vecStart . z + = pev - > size . z * 0.5 ;
2020-08-31 18:55:47 +02:00
Vector vecEnd = vecStart + ( gpGlobals - > v_forward * 48 ) ; // Wargon: Расстояние уменьшено с 70 до 48. (1.1)
2020-08-31 18:50:41 +02:00
UTIL_TraceHull ( vecStart , vecEnd , dont_ignore_monsters , head_hull , ENT ( pev ) , & tr ) ;
if ( tr . pHit )
{
CBaseEntity * pEntity = CBaseEntity : : Instance ( tr . pHit ) ;
return pEntity ;
}
return NULL ;
}
//=========================================================
// GetGunPosition return the end of the barrel
//=========================================================
Vector CMilitary : : GetGunPosition ( )
{
if ( m_fStanding )
{
return pev - > origin + Vector ( 0 , 0 , 60 ) ;
}
else
{
// return pev->origin + Vector( 0, 0, 48 );
return pev - > origin + Vector ( 0 , 0 , 40 ) ;
}
}
//=========================================================
// Shoot
//=========================================================
void CMilitary : : Shoot ( void )
{
// if (m_hEnemy == NULL && m_pCine == NULL) //LRC - scripts may fire when you have no enemy
// {
// return;
// }
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecShootOrigin = GetGunPosition ( ) ;
Vector vecShootDir = ShootAtEnemy ( vecShootOrigin ) ;
if ( m_cAmmoLoaded > 0 )
{
Vector vecBrassPos , vecBrassDir ;
GetAttachment ( 3 , vecBrassPos , vecBrassDir ) ;
Vector vecShellVelocity = gpGlobals - > v_right * RANDOM_FLOAT ( 40 , 90 ) + gpGlobals - > v_up * RANDOM_FLOAT ( 75 , 200 ) + gpGlobals - > v_forward * RANDOM_FLOAT ( - 40 , 40 ) ;
EjectBrass ( vecBrassPos , vecShellVelocity , pev - > angles . y , m_iBrassShell , TE_BOUNCE_SHELL ) ;
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_7DEGREES , 2048.0f , BULLET_NORMAL , gSkillData . monDmgAK ) ; // shoot +-5 degrees
pev - > effects | = EF_MUZZLEFLASH ;
m_cAmmoLoaded - - ; // take away a bullet!
// ALERT(at_console, "mil ammo has %d\n", m_cAmmoLoaded);
}
Vector angDir = UTIL_VecToAngles ( vecShootDir ) ;
SetBlending ( 0 , angDir . x ) ;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CMilitary : : HandleAnimEvent ( MonsterEvent_t * pEvent )
{
Vector vecShootDir ;
Vector vecShootOrigin ;
switch ( pEvent - > event )
{
case MIL_AE_FLASHLIGHT :
{
ToggleFlashlight ( ) ;
break ;
}
case MIL_AE_DROP_GUN :
{
if ( pev - > spawnflags & SF_MONSTER_NO_WPN_DROP ) break ; //LRC
Vector vecGunPos ;
Vector vecGunAngles ;
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
// switch to body group with no gun.
SetBodygroup ( MIL_GUN_GROUP , MIL_GUN_NONE ) ;
// now spawn a gun.
DropItem ( " weapon_ak74 " , vecGunPos , vecGunAngles ) ;
if ( pev - > weapons = = MIL_GRENADES )
{
DropItem ( " weapon_handgrenade " , BodyTarget ( pev - > origin ) , vecGunAngles ) ;
}
break ;
}
case MIL_AE_RELOAD :
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " military/mil_reload.wav " , 1 , ATTN_NORM ) ;
m_cAmmoLoaded = m_cClipSize ;
ClearConditions ( bits_COND_NO_AMMO_LOADED ) ;
break ;
case MIL_AE_GREN_TOSS :
{
UTIL_MakeVectors ( pev - > angles ) ;
// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 );
//LRC - a bit of a hack. Ideally the grunts would work out in advance whether it's ok to throw.
if ( m_pCine )
{
Vector vecToss = g_vecZero ;
if ( m_hTargetEnt ! = NULL & & m_pCine - > PreciseAttack ( ) )
{
vecToss = VecCheckToss ( pev , GetGunPosition ( ) , m_hTargetEnt - > pev - > origin , 0.5 ) ;
}
if ( vecToss = = g_vecZero )
{
vecToss = ( gpGlobals - > v_forward * 0.5 + gpGlobals - > v_up * 0.5 ) . Normalize ( ) * gSkillData . hgruntGrenadeSpeed ;
}
CGrenade : : ShootTimed ( pev , GetGunPosition ( ) , vecToss , 3.5 ) ;
}
else
CGrenade : : ShootTimed ( pev , GetGunPosition ( ) , m_vecTossVelocity , 3.5 ) ;
m_fThrowGrenade = FALSE ;
m_flNextGrenadeCheck = gpGlobals - > time + 6 ; // wait six seconds before even looking again to see if a grenade can be thrown.
// !!!LATER - when in a group, only try to throw grenade if ordered.
}
break ;
// buz: no grenade laucher
/* case HGRUNT_AE_GREN_LAUNCH:
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/glauncher.wav " , 0.8 , ATTN_NORM ) ;
//LRC: firing due to a script?
if ( m_pCine )
{
Vector vecToss ;
if ( m_hTargetEnt ! = NULL & & m_pCine - > PreciseAttack ( ) )
vecToss = VecCheckThrow ( pev , GetGunPosition ( ) , m_hTargetEnt - > pev - > origin , gSkillData . hgruntGrenadeSpeed , 0.5 ) ;
else
{
// just shoot diagonally up+forwards
UTIL_MakeVectors ( pev - > angles ) ;
vecToss = ( gpGlobals - > v_forward * 0.5 + gpGlobals - > v_up * 0.5 ) . Normalize ( ) * gSkillData . hgruntGrenadeSpeed ;
}
CGrenade : : ShootContact ( pev , GetGunPosition ( ) , vecToss ) ;
}
else
CGrenade : : ShootContact ( pev , GetGunPosition ( ) , m_vecTossVelocity ) ;
m_fThrowGrenade = FALSE ;
if ( g_iSkillLevel = = SKILL_HARD )
m_flNextGrenadeCheck = gpGlobals - > time + RANDOM_FLOAT ( 2 , 5 ) ; // wait a random amount of time before shooting again
else
m_flNextGrenadeCheck = gpGlobals - > time + 6 ; // wait six seconds before even looking again to see if a grenade can be thrown.
}
break ; */
case MIL_AE_GREN_DROP :
{
UTIL_MakeVectors ( pev - > angles ) ;
CGrenade : : ShootTimed ( pev , pev - > origin + gpGlobals - > v_forward * 17 - gpGlobals - > v_right * 27 + gpGlobals - > v_up * 6 , g_vecZero , 3 ) ;
}
break ;
case MIL_AE_BURST1 :
{
// ALERT(at_console, "*-------- mil burst 1\n");
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
if ( m_cAmmoLoaded > 0 )
{
if ( RANDOM_LONG ( 0 , 1 ) )
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " military/mil_mgun1.wav " , 1 , ATTN_NORM ) ;
}
else
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " military/mil_mgun2.wav " , 1 , ATTN_NORM ) ;
}
}
else
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/dryfire1.wav " , 1 , ATTN_NORM ) ;
}
Shoot ( ) ;
CSoundEnt : : InsertSound ( bits_SOUND_COMBAT , pev - > origin , 384 , 0.3 ) ;
}
break ;
case MIL_AE_BURST2 :
case MIL_AE_BURST3 :
Shoot ( ) ;
break ;
case MIL_AE_KICK :
{
CBaseEntity * pHurt = Kick ( ) ;
if ( pHurt )
{
// buz: move only if it is a monster!
if ( pHurt - > MyMonsterPointer ( ) )
{
UTIL_MakeVectors ( pev - > angles ) ;
pHurt - > pev - > punchangle . x = 15 ;
pHurt - > pev - > velocity = pHurt - > pev - > velocity + gpGlobals - > v_forward * 100 + gpGlobals - > v_up * 50 ;
}
pHurt - > TakeDamage ( pev , pev , gSkillData . MilDmgKick , DMG_CLUB ) ;
}
}
break ;
case MIL_AE_CAUGHT_ENEMY :
{
// if ( FOkToSpeak() )
// {
SENTENCEG_PlayRndSz ( ENT ( pev ) , " VV_ALERT " , MIL_VOL , MIL_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
// }
}
default :
CTalkMonster : : HandleAnimEvent ( pEvent ) ;
break ;
}
}
//=========================================================
// Spawn
//=========================================================
void CMilitary : : Spawn ( )
{
Precache ( ) ;
if ( pev - > model )
SET_MODEL ( ENT ( pev ) , STRING ( pev - > model ) ) ; //LRC
else
SET_MODEL ( ENT ( pev ) , " models/soldier.mdl " ) ;
UTIL_SetSize ( pev , VEC_HUMAN_HULL_MIN , VEC_HUMAN_HULL_MAX ) ;
pev - > solid = SOLID_SLIDEBOX ;
pev - > movetype = MOVETYPE_STEP ;
m_bloodColor = BLOOD_COLOR_RED ;
if ( pev - > health = = 0 )
pev - > health = gSkillData . milHealth ;
m_flFieldOfView = VIEW_FIELD_FULL ; //0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE ;
m_flNextGrenadeCheck = gpGlobals - > time + 1 ;
m_flNextPainTime = gpGlobals - > time ;
m_iSentence = MIL_SENT_NONE ;
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP ;
// m_fEnemyEluded = FALSE;
// m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
m_HackedGunPos = Vector ( 0 , 0 , 55 ) ;
m_cClipSize = MIL_CLIP_SIZE ;
m_cAmmoLoaded = m_cClipSize ;
// buz: pev->body is head number
int head = pev - > body ;
pev - > body = 0 ;
SetBodygroup ( MIL_HEAD_GROUP , head ) ;
if ( head = = MIL_HEAD_GASMASK )
{
SetBodygroup ( MIL_GASMASK_GROUP , 1 ) ;
m_iNoGasDamage = 1 ;
}
else
{
SetBodygroup ( MIL_GASMASK_GROUP , 0 ) ;
m_iNoGasDamage = 0 ;
}
// buz: pev->effects is additional stuff number
SetBodygroup ( MIL_STUFF_GROUP , pev - > effects ) ;
MonsterInit ( ) ;
InitFlashlight ( ) ;
InitHeadController ( ) ;
SetUse ( & CMilitary : : FollowerUse ) ;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMilitary : : Precache ( )
{
if ( pev - > model )
PRECACHE_MODEL ( ( char * ) STRING ( pev - > model ) ) ; //LRC
else
PRECACHE_MODEL ( " models/soldier.mdl " ) ;
PRECACHE_SOUND ( " weapons/dryfire1.wav " ) ; //LRC
PRECACHE_SOUND ( " military/mil_mgun1.wav " ) ;
PRECACHE_SOUND ( " military/mil_mgun2.wav " ) ;
PRECACHE_SOUND ( " military/mil_die1.wav " ) ;
PRECACHE_SOUND ( " military/mil_die2.wav " ) ;
PRECACHE_SOUND ( " military/mil_die3.wav " ) ;
PRECACHE_SOUND ( " military/mil_pain1.wav " ) ;
PRECACHE_SOUND ( " military/mil_pain2.wav " ) ;
PRECACHE_SOUND ( " military/mil_pain3.wav " ) ;
PRECACHE_SOUND ( " military/mil_pain4.wav " ) ;
PRECACHE_SOUND ( " military/mil_pain5.wav " ) ;
PRECACHE_SOUND ( " military/mil_reload.wav " ) ;
PRECACHE_SOUND ( " zombie/claw_miss2.wav " ) ; // because we use the basemonster SWIPE animation event
// get voice pitch
if ( RANDOM_LONG ( 0 , 1 ) )
m_voicePitch = 109 + RANDOM_LONG ( 0 , 7 ) ;
else
m_voicePitch = 100 ;
m_iBrassShell = PRECACHE_MODEL ( " models/ak74_shell.mdl " ) ; // brass shell
TalkInit ( ) ;
CTalkMonster : : Precache ( ) ;
}
// talk init
void CMilitary : : TalkInit ( )
{
CTalkMonster : : TalkInit ( ) ;
// military human speech group names (group names are in sentences.txt)
if ( ! m_iszSpeakAs )
{
m_szGrp [ TLK_ANSWER ] = " VV_ANSWER " ;
m_szGrp [ TLK_QUESTION ] = " VV_QUESTION " ;
m_szGrp [ TLK_IDLE ] = " VV_IDLE " ;
m_szGrp [ TLK_STARE ] = " VV_STARE " ;
if ( pev - > spawnflags & SF_MONSTER_PREDISASTER ) //LRC
m_szGrp [ TLK_USE ] = " VV_PFOLLOW " ;
else
m_szGrp [ TLK_USE ] = " VV_OK " ;
if ( pev - > spawnflags & SF_MONSTER_PREDISASTER )
m_szGrp [ TLK_UNUSE ] = " VV_PWAIT " ;
else
m_szGrp [ TLK_UNUSE ] = " VV_WAIT " ;
if ( pev - > spawnflags & SF_MONSTER_PREDISASTER )
m_szGrp [ TLK_DECLINE ] = " VV_POK " ;
else
m_szGrp [ TLK_DECLINE ] = " VV_NOTOK " ;
m_szGrp [ TLK_STOP ] = " VV_STOP " ;
m_szGrp [ TLK_NOSHOOT ] = " VV_SCARED " ;
m_szGrp [ TLK_HELLO ] = " VV_HELLO " ;
m_szGrp [ TLK_PLHURT1 ] = " !VV_CUREA " ;
m_szGrp [ TLK_PLHURT2 ] = " !VV_CUREB " ;
m_szGrp [ TLK_PLHURT3 ] = " !VV_CUREC " ;
m_szGrp [ TLK_PHELLO ] = NULL ; //"BA_PHELLO"; // UNDONE
m_szGrp [ TLK_PIDLE ] = NULL ; //"BA_PIDLE"; // UNDONE
m_szGrp [ TLK_PQUESTION ] = " VV_PQUEST " ; // UNDONE
m_szGrp [ TLK_SMELL ] = " VV_SMELL " ;
m_szGrp [ TLK_WOUND ] = " VV_WOUND " ;
m_szGrp [ TLK_MORTAL ] = " VV_MORTAL " ;
}
}
void CMilitary : : DeclineFollowing ( void )
{
PlaySentence ( m_szGrp [ TLK_DECLINE ] , 2 , VOL_NORM , ATTN_NORM ) ; //LRC
}
//=========================================================
// start task
//=========================================================
void CMilitary : : StartTask ( Task_t * pTask )
{
m_iTaskStatus = TASKSTATUS_RUNNING ;
switch ( pTask - > iTask )
{
case TASK_MIL_CHECK_FIRE :
if ( ! NoFriendlyFire ( ) )
{
SetConditions ( bits_COND_MIL_NOFIRE ) ;
}
TaskComplete ( ) ;
break ;
case TASK_MIL_SPEAK_SENTENCE :
SpeakSentence ( ) ;
TaskComplete ( ) ;
break ;
case TASK_WALK_PATH :
case TASK_RUN_PATH :
// grunt no longer assumes he is covered if he moves
Forget ( bits_MEMORY_INCOVER ) ;
CTalkMonster : : StartTask ( pTask ) ;
break ;
case TASK_RELOAD :
m_IdealActivity = ACT_RELOAD ;
break ;
case TASK_MIL_FACE_TOSS_DIR :
break ;
case TASK_FACE_IDEAL :
case TASK_FACE_ENEMY :
CTalkMonster : : StartTask ( pTask ) ;
if ( pev - > movetype = = MOVETYPE_FLY )
{
m_IdealActivity = ACT_GLIDE ;
}
break ;
default :
CTalkMonster : : StartTask ( pTask ) ;
break ;
}
}
//=========================================================
// RunTask
//=========================================================
void CMilitary : : RunTask ( Task_t * pTask )
{
switch ( pTask - > iTask )
{
case TASK_MIL_FACE_TOSS_DIR :
{
// project a point along the toss vector and turn to face that point.
SetIdealYawToTargetAndUpdate ( pev - > origin + m_vecTossVelocity * 64 , AI_KEEP_YAW_SPEED ) ;
if ( FacingIdeal ( ) )
{
m_iTaskStatus = TASKSTATUS_COMPLETE ;
}
break ;
}
default :
{
CTalkMonster : : RunTask ( pTask ) ;
break ;
}
}
}
//=========================================================
// PainSound
//=========================================================
void CMilitary : : PainSound ( void )
{
if ( gpGlobals - > time > m_flNextPainTime )
{
switch ( RANDOM_LONG ( 0 , 6 ) )
{
case 0 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " military/mil_pain3.wav " , 1 , ATTN_NORM ) ;
break ;
case 1 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " military/mil_pain4.wav " , 1 , ATTN_NORM ) ;
break ;
case 2 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " military/mil_pain5.wav " , 1 , ATTN_NORM ) ;
break ;
case 3 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " military/mil_pain1.wav " , 1 , ATTN_NORM ) ;
break ;
case 4 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " military/mil_pain2.wav " , 1 , ATTN_NORM ) ;
break ;
}
m_flNextPainTime = gpGlobals - > time + 1 ;
}
}
//=========================================================
// DeathSound
//=========================================================
void CMilitary : : DeathSound ( void )
{
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " military/mil_die1.wav " , 1 , ATTN_IDLE ) ;
break ;
case 1 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " military/mil_die2.wav " , 1 , ATTN_IDLE ) ;
break ;
case 2 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " military/mil_die3.wav " , 1 , ATTN_IDLE ) ;
break ;
}
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
/*
extern Schedule_t slMilFail [ ] ;
extern Schedule_t slMilCombatFail [ ] ;
extern Schedule_t slMilVictoryDance [ ] ;
extern Schedule_t slMilEstablishLineOfFire [ ] ;
extern Schedule_t slMilFoundEnemy [ ] ;
extern Schedule_t slMilCombatFace [ ] ;
extern Schedule_t slMilSignalSuppress [ ] ;
extern Schedule_t slMilSuppress [ ] ;
extern Schedule_t slMilWaitInCover [ ] ;
extern Schedule_t slMilTakeCover [ ] ;
extern Schedule_t slMilGrenadeCover [ ] ;
extern Schedule_t slMilTossGrenadeCover [ ] ;
extern Schedule_t slMilTakeCoverFromBestSound [ ] ;
extern Schedule_t slMilHideReload [ ] ;
extern Schedule_t slMilSweep [ ] ;
extern Schedule_t slMilRangeAttack1A [ ] ;
extern Schedule_t slMilRangeAttack1B [ ] ;
extern Schedule_t slMilRangeAttack2 [ ] ;
extern Schedule_t slMilRepel [ ] ;
extern Schedule_t slMilRepelAttack [ ] ;
extern Schedule_t slMilRepelLand [ ] ; */
// ============================= base grunt schedules ================
Task_t tlMilFail [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_WAIT , ( float ) 2 } ,
{ TASK_WAIT_PVS , ( float ) 0 } ,
} ;
Schedule_t slMilFail [ ] =
{
{
tlMilFail ,
ARRAYSIZE ( tlMilFail ) ,
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2 ,
0 ,
" Grunt Fail "
} ,
} ;
//=========================================================
// Grunt Combat Fail
//=========================================================
Task_t tlMilCombatFail [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_WAIT_FACE_ENEMY , ( float ) 2 } ,
{ TASK_WAIT_PVS , ( float ) 0 } ,
} ;
Schedule_t slMilCombatFail [ ] =
{
{
tlMilCombatFail ,
ARRAYSIZE ( tlMilCombatFail ) ,
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 ,
0 ,
" Grunt Combat Fail "
} ,
} ;
//=========================================================
//Move back and fire
//=========================================================
Task_t tlMilWalkBackFire [ ] =
{
{ TASK_FACE_ENEMY , 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_WALKBACK_FIRE } ,
} ;
Schedule_t slMilWalkBackFire [ ] =
{
{
tlMilWalkBackFire ,
ARRAYSIZE ( tlMilWalkBackFire ) ,
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 ,
0 ,
" Walk backward and fire "
} ,
} ;
//=========================================================
// MaSTeR: toggle flashlight
//=========================================================
Task_t tlMilToggleFlashlight [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_FLASHLIGHT } ,
} ;
Schedule_t slMilToggleFlashlight [ ] =
{
{
tlMilToggleFlashlight ,
ARRAYSIZE ( tlMilToggleFlashlight ) ,
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE ,
0 ,
" Toggle Flashlight "
} ,
} ;
//=========================================================
// MaSTeR: walk and fire
//=========================================================
Task_t tlInfFiringWalk [ ] =
{
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_GET_PATH_TO_ENEMY , ( float ) 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_FIRINGWALK } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
} ;
Schedule_t slInfFiringWalk [ ] =
{
{
tlInfFiringWalk ,
ARRAYSIZE ( tlInfFiringWalk ) ,
bits_COND_ENEMY_DEAD |
bits_COND_CAN_MELEE_ATTACK1 |
bits_SOUND_DANGER ,
0 ,
" Infected Soldier Walk and Fire "
} ,
} ;
//=========================================================
// Victory dance!
//=========================================================
Task_t tlMilVictoryDance [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_WAIT , ( float ) 1.5 } ,
{ TASK_GET_PATH_TO_ENEMY_CORPSE , ( float ) 0 } ,
{ TASK_WALK_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_VICTORY_DANCE } ,
} ;
Schedule_t slMilVictoryDance [ ] =
{
{
tlMilVictoryDance ,
ARRAYSIZE ( tlMilVictoryDance ) ,
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE ,
0 ,
" GruntVictoryDance "
} ,
} ;
//=========================================================
// Establish line of fire - move to a position that allows
// the grunt to attack.
//=========================================================
Task_t tlMilEstablishLineOfFire [ ] =
{
{ TASK_SET_FAIL_SCHEDULE , ( float ) SCHED_MIL_ELOF_FAIL } ,
{ TASK_GET_PATH_TO_ENEMY , ( float ) 0 } ,
{ TASK_MIL_SPEAK_SENTENCE , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
} ;
Schedule_t slMilEstablishLineOfFire [ ] =
{
{
tlMilEstablishLineOfFire ,
ARRAYSIZE ( tlMilEstablishLineOfFire ) ,
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER ,
" GruntEstablishLineOfFire "
} ,
} ;
//=========================================================
// GruntFoundEnemy - grunt established sight with an enemy
// that was hiding from the squad.
//=========================================================
Task_t tlMilFoundEnemy [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE_FACE_ENEMY , ( float ) ACT_SIGNAL1 } ,
} ;
Schedule_t slMilFoundEnemy [ ] =
{
{
tlMilFoundEnemy ,
ARRAYSIZE ( tlMilFoundEnemy ) ,
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER ,
" GruntFoundEnemy "
} ,
} ;
//=========================================================
// GruntCombatFace Schedule
//=========================================================
Task_t tlMilCombatFace1 [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_WAIT , ( float ) 1.5 } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_MIL_SWEEP } ,
} ;
Schedule_t slMilCombatFace [ ] =
{
{
tlMilCombatFace1 ,
ARRAYSIZE ( tlMilCombatFace1 ) ,
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 ,
0 ,
" Combat Face "
} ,
} ;
//=========================================================
// Suppressing fire - don't stop shooting until the clip is
// empty or grunt gets hurt.
//=========================================================
Task_t tlMilSignalSuppress [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_FACE_IDEAL , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE_FACE_ENEMY , ( float ) ACT_SIGNAL2 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
} ;
Schedule_t slMilSignalSuppress [ ] =
{
{
tlMilSignalSuppress ,
ARRAYSIZE ( tlMilSignalSuppress ) ,
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_MIL_NOFIRE |
bits_COND_NO_AMMO_LOADED ,
bits_SOUND_DANGER ,
" SignalSuppress "
} ,
} ;
Task_t tlMilSuppress [ ] =
{
{ TASK_STOP_MOVING , 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
} ;
Schedule_t slMilSuppress [ ] =
{
{
tlMilSuppress ,
ARRAYSIZE ( tlMilSuppress ) ,
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_MIL_NOFIRE |
bits_COND_NO_AMMO_LOADED ,
bits_SOUND_DANGER ,
" Suppress "
} ,
} ;
//=========================================================
// grunt wait in cover - we don't allow danger or the ability
// to attack to break a grunt's run to cover schedule, but
// when a grunt is in cover, we do want them to attack if they can.
//=========================================================
Task_t tlMilWaitInCover [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_WAIT_FACE_ENEMY , ( float ) 1 } ,
} ;
Schedule_t slMilWaitInCover [ ] =
{
{
tlMilWaitInCover ,
ARRAYSIZE ( tlMilWaitInCover ) ,
bits_COND_NEW_ENEMY |
bits_COND_HEAR_SOUND |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK2 ,
bits_SOUND_DANGER ,
" GruntWaitInCover "
} ,
} ;
//=========================================================
// run to cover.
// !!!BUGBUG - set a decent fail schedule here.
//=========================================================
Task_t tlMilTakeCover1 [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_SET_FAIL_SCHEDULE , ( float ) SCHED_MIL_TAKECOVER_FAILED } ,
{ TASK_WAIT , ( float ) 0.2 } ,
{ TASK_FIND_COVER_FROM_ENEMY , ( float ) 0 } ,
{ TASK_MIL_SPEAK_SENTENCE , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_REMEMBER , ( float ) bits_MEMORY_INCOVER } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_MIL_WAIT_FACE_ENEMY } ,
} ;
Schedule_t slMilTakeCover [ ] =
{
{
tlMilTakeCover1 ,
ARRAYSIZE ( tlMilTakeCover1 ) ,
0 ,
0 ,
" TakeCover "
} ,
} ;
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlMilGrenadeCover1 [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FIND_COVER_FROM_ENEMY , ( float ) 99 } ,
{ TASK_FIND_FAR_NODE_COVER_FROM_ENEMY , ( float ) 384 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_SPECIAL_ATTACK1 } ,
{ TASK_CLEAR_MOVE_WAIT , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_MIL_WAIT_FACE_ENEMY } ,
} ;
Schedule_t slMilGrenadeCover [ ] =
{
{
tlMilGrenadeCover1 ,
ARRAYSIZE ( tlMilGrenadeCover1 ) ,
0 ,
0 ,
" GrenadeCover "
} ,
} ;
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlMilTossGrenadeCover1 [ ] =
{
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_RANGE_ATTACK2 , ( float ) 0 } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_TAKE_COVER_FROM_ENEMY } ,
} ;
Schedule_t slMilTossGrenadeCover [ ] =
{
{
tlMilTossGrenadeCover1 ,
ARRAYSIZE ( tlMilTossGrenadeCover1 ) ,
0 ,
0 ,
" TossGrenadeCover "
} ,
} ;
//=========================================================
// hide from the loudest sound source (to run from grenade)
//=========================================================
Task_t tlMilTakeCoverFromBestSound [ ] =
{
2020-08-31 18:55:47 +02:00
// Wargon: Теперь союзники не ищут укрытия от врагов. (1.1)
2020-08-31 18:50:41 +02:00
// { TASK_SET_FAIL_SCHEDULE, (float)SCHED_COWER },// duck and cover if cannot move from explosion
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FIND_COVER_FROM_BEST_SOUND , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_REMEMBER , ( float ) bits_MEMORY_INCOVER } ,
2020-08-31 18:55:47 +02:00
// Wargon: Теперь союзники не ищут укрытия от врагов. (1.1)
2020-08-31 18:50:41 +02:00
// { TASK_TURN_LEFT, (float)179 },
} ;
Schedule_t slMilTakeCoverFromBestSound [ ] =
{
{
tlMilTakeCoverFromBestSound ,
ARRAYSIZE ( tlMilTakeCoverFromBestSound ) ,
0 ,
0 ,
" GruntTakeCoverFromBestSound "
} ,
} ;
//=========================================================
// Grunt reload schedule
//=========================================================
Task_t tlMilHideReload [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_SET_FAIL_SCHEDULE , ( float ) SCHED_RELOAD } ,
{ TASK_FIND_COVER_FROM_ENEMY , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_REMEMBER , ( float ) bits_MEMORY_INCOVER } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_RELOAD } ,
} ;
Schedule_t slMilHideReload [ ] =
{
{
tlMilHideReload ,
ARRAYSIZE ( tlMilHideReload ) ,
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER ,
" GruntHideReload "
}
} ;
//=========================================================
// Do a turning sweep of the area
//=========================================================
Task_t tlMilSweep [ ] =
{
{ TASK_TURN_LEFT , ( float ) 179 } ,
{ TASK_WAIT , ( float ) 1 } ,
{ TASK_TURN_LEFT , ( float ) 179 } ,
{ TASK_WAIT , ( float ) 1 } ,
} ;
Schedule_t slMilSweep [ ] =
{
{
tlMilSweep ,
ARRAYSIZE ( tlMilSweep ) ,
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_HEAR_SOUND ,
bits_SOUND_WORLD | // sound flags
bits_SOUND_DANGER |
bits_SOUND_PLAYER ,
" Grunt Sweep "
} ,
} ;
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlMilRangeAttack1A [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
// { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, buz
{ TASK_FACE_ENEMY , ( float ) 0 } , // buz
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
} ;
Schedule_t slMilRangeAttack1A [ ] =
{
{
tlMilRangeAttack1A ,
ARRAYSIZE ( tlMilRangeAttack1A ) ,
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_HEAR_SOUND |
bits_COND_MIL_NOFIRE |
bits_COND_NO_AMMO_LOADED ,
bits_SOUND_DANGER ,
" Range Attack1A "
} ,
} ;
//=========================================================
// primary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlMilRangeAttack1B [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
// { TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY }, buz
{ TASK_FACE_ENEMY , ( float ) 0 } , // buz
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_MIL_CHECK_FIRE , ( float ) 0 } ,
{ TASK_RANGE_ATTACK1 , ( float ) 0 } ,
} ;
Schedule_t slMilRangeAttack1B [ ] =
{
{
tlMilRangeAttack1B ,
ARRAYSIZE ( tlMilRangeAttack1B ) ,
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_LIGHT_DAMAGE | // buz: interruptable by light damage
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
bits_COND_MIL_NOFIRE |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER ,
" Range Attack1B "
} ,
} ;
//=========================================================
// secondary range attack. Overriden because base class stops attacking when the enemy is occluded.
// grunt's grenade toss requires the enemy be occluded.
//=========================================================
Task_t tlMilRangeAttack2 [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_MIL_FACE_TOSS_DIR , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_RANGE_ATTACK2 } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_MIL_WAIT_FACE_ENEMY } , // don't run immediately after throwing grenade.
} ;
Schedule_t slMilRangeAttack2 [ ] =
{
{
tlMilRangeAttack2 ,
ARRAYSIZE ( tlMilRangeAttack2 ) ,
0 ,
0 ,
" RangeAttack2 "
} ,
} ;
//=========================================================
// repel
//=========================================================
Task_t tlMilRepel [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FACE_IDEAL , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_GLIDE } ,
} ;
Schedule_t slMilRepel [ ] =
{
{
tlMilRepel ,
ARRAYSIZE ( tlMilRepel ) ,
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER ,
" Repel "
} ,
} ;
//=========================================================
// repel
//=========================================================
Task_t tlMilRepelAttack [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_FACE_ENEMY , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_FLY } ,
} ;
Schedule_t slMilRepelAttack [ ] =
{
{
tlMilRepelAttack ,
ARRAYSIZE ( tlMilRepelAttack ) ,
bits_COND_ENEMY_OCCLUDED ,
0 ,
" Repel Attack "
} ,
} ;
//=========================================================
// repel land
//=========================================================
Task_t tlMilRepelLand [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_PLAY_SEQUENCE , ( float ) ACT_LAND } ,
{ TASK_GET_PATH_TO_LASTPOSITION , ( float ) 0 } ,
{ TASK_RUN_PATH , ( float ) 0 } ,
{ TASK_WAIT_FOR_MOVEMENT , ( float ) 0 } ,
{ TASK_CLEAR_LASTPOSITION , ( float ) 0 } ,
} ;
Schedule_t slMilRepelLand [ ] =
{
{
tlMilRepelLand ,
ARRAYSIZE ( tlMilRepelLand ) ,
bits_COND_SEE_ENEMY |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER ,
" Repel Land "
} ,
} ;
// ======================= end base grunt schedules =================
Task_t tlMilFollow [ ] =
{
{ TASK_MOVE_TO_TARGET_RANGE , ( float ) 128 } , // Move within 256 of target ent (client)
{ TASK_SET_SCHEDULE , ( float ) SCHED_TARGET_FACE } ,
} ;
Schedule_t slMilFollow [ ] =
{
{
tlMilFollow ,
ARRAYSIZE ( tlMilFollow ) ,
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED ,
bits_SOUND_DANGER ,
" Follow "
} ,
} ;
Task_t tlMilFaceTarget [ ] =
{
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_FACE_TARGET , ( float ) 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_IDLE } ,
{ TASK_SET_SCHEDULE , ( float ) SCHED_TARGET_CHASE } ,
} ;
Schedule_t slMilFaceTarget [ ] =
{
{
tlMilFaceTarget ,
ARRAYSIZE ( tlMilFaceTarget ) ,
bits_COND_CLIENT_PUSH |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED ,
bits_SOUND_DANGER ,
" FaceTarget "
} ,
} ;
//=========================================================
// buz: duck and wait couple seconds behind the barrel, crate, etc..
//=========================================================
Task_t tlMilDuckAndCoverWait [ ] =
{
{ TASK_STOP_MOVING , ( float ) 0 } ,
{ TASK_MIL_SPEAK_SENTENCE , ( float ) 0 } ,
{ TASK_SET_ACTIVITY , ( float ) ACT_TWITCH } ,
{ TASK_WAIT , ( float ) 3 } , // randomize a bit?
} ;
Schedule_t slMilDuckAndCoverWait [ ] =
{
{
tlMilDuckAndCoverWait ,
ARRAYSIZE ( tlMilDuckAndCoverWait ) ,
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
// bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_CROUCH_NOT_SAFE | // buz: terminate, if crouching is not safe more
bits_COND_HEAR_SOUND ,
bits_SOUND_DANGER ,
" DuckAndCover! "
} ,
} ;
DEFINE_CUSTOM_SCHEDULES ( CMilitary )
{
slMilFail ,
slMilCombatFail ,
slMilVictoryDance ,
slMilEstablishLineOfFire ,
slMilFoundEnemy ,
slMilCombatFace ,
slMilSignalSuppress ,
slMilSuppress ,
slMilWaitInCover ,
slMilTakeCover ,
slMilGrenadeCover ,
slMilTossGrenadeCover ,
slMilTakeCoverFromBestSound ,
slMilHideReload ,
slMilSweep ,
slMilRangeAttack1A ,
slMilRangeAttack1B ,
slMilRangeAttack2 ,
slMilRepel ,
slMilRepelAttack ,
slMilRepelLand ,
slMilFollow ,
slMilFaceTarget ,
slMilDuckAndCoverWait ,
slMilToggleFlashlight ,
} ;
IMPLEMENT_CUSTOM_SCHEDULES ( CMilitary , CTalkMonster ) ;
//=========================================================
// SetActivity
//=========================================================
void CMilitary : : SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE ;
void * pmodel = GET_MODEL_PTR ( ENT ( pev ) ) ;
switch ( NewActivity )
{
case ACT_WALKBACK_FIRE :
iSequence = LookupSequence ( " walkback " ) ;
break ;
case ACT_FIRINGWALK :
iSequence = LookupSequence ( " firingwalk " ) ;
break ;
case ACT_DIESIMPLE :
iSequence = LookupSequence ( " die-simple " ) ;
break ;
case ACT_RANGE_ATTACK1 :
// grunt is either shooting standing or shooting crouched
if ( m_fStanding )
{
// get aimable sequence
// ALERT(at_console, "MIL STANDING\n");
iSequence = LookupSequence ( " standing_mp5 " ) ;
}
else
{
// ALERT(at_console, "MIL CROUCHING\n");
// get crouching shoot
iSequence = LookupSequence ( " crouching_mp5 " ) ;
}
break ;
case ACT_RANGE_ATTACK2 :
// get toss anim
iSequence = LookupSequence ( " throwgrenade " ) ;
break ;
case ACT_RUN :
if ( pev - > health < = MIL_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_RUN_HURT ) ;
}
else
{
// buz: get combat movement animation in combat state
// if (m_MonsterState == MONSTERSTATE_COMBAT || m_MonsterState == MONSTERSTATE_ALERT)
if ( m_iUseAlertAnims )
{
iSequence = LookupSequence ( " combat_run_primary " ) ;
if ( iSequence ! = - 1 )
break ;
}
iSequence = LookupActivity ( NewActivity ) ;
}
break ;
case ACT_WALK :
if ( pev - > health < = MIL_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_WALK_HURT ) ;
}
else
{
// buz: get combat movement animation in combat state
// if (m_MonsterState == MONSTERSTATE_COMBAT || m_MonsterState == MONSTERSTATE_ALERT)
if ( m_iUseAlertAnims )
{
iSequence = LookupSequence ( " combat_walk_primary " ) ;
if ( iSequence ! = - 1 )
break ;
}
iSequence = LookupActivity ( NewActivity ) ;
}
break ;
case ACT_IDLE :
if ( m_MonsterState = = MONSTERSTATE_COMBAT )
{
NewActivity = ACT_IDLE_ANGRY ;
}
iSequence = LookupActivity ( NewActivity ) ;
break ;
default :
iSequence = LookupActivity ( NewActivity ) ;
break ;
}
m_Activity = NewActivity ; // Go ahead and set this so it doesn't keep trying when the anim is not present
// Set to the desired anim, or default anim if the desired is not present
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if ( pev - > sequence ! = iSequence | | ! m_fSequenceLoops )
{
pev - > frame = 0 ;
}
pev - > sequence = iSequence ; // Set to the reset anim (if it's there)
ResetSequenceInfo ( ) ;
RecalculateYawSpeed ( ) ;
}
else
{
// Not available try to get default anim
ALERT ( at_debug , " %s has no sequence for act:%s \n " , STRING ( pev - > classname ) , GetNameForActivity ( NewActivity ) ) ;
pev - > sequence = 0 ; // Set to the reset anim (if it's there)
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t * CMilitary : : GetSchedule ( void )
{
// clear old sentence
m_iSentence = MIL_SENT_NONE ;
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
if ( pev - > movetype = = MOVETYPE_FLY & & m_MonsterState ! = MONSTERSTATE_PRONE )
{
if ( pev - > flags & FL_ONGROUND )
{
// just landed
pev - > movetype = MOVETYPE_STEP ;
return GetScheduleOfType ( SCHED_MIL_REPEL_LAND ) ;
}
else
{
// repel down a rope,
if ( m_MonsterState = = MONSTERSTATE_COMBAT )
return GetScheduleOfType ( SCHED_MIL_REPEL_ATTACK ) ;
else
return GetScheduleOfType ( SCHED_MIL_REPEL ) ;
}
}
// grunts place HIGH priority on running away from danger sounds.
if ( HasConditions ( bits_COND_HEAR_SOUND ) )
{
CSound * pSound ;
pSound = PBestSound ( ) ;
ASSERT ( pSound ! = NULL ) ;
if ( pSound )
{
if ( pSound - > m_iType & bits_SOUND_DANGER )
{
// dangerous sound nearby!
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
// and the grunt should find cover from the blast
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
// It's not safe to play a verbal order here "Scatter", etc cause
// this may only affect a single individual in a squad.
// if (FOkToSpeak())
// {
SENTENCEG_PlayRndSz ( ENT ( pev ) , " VV_GREN " , MIL_VOL , MIL_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
// }
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_BEST_SOUND ) ;
}
/*
if ( ! HasConditions ( bits_COND_SEE_ENEMY ) & & ( pSound - > m_iType & ( bits_SOUND_PLAYER | bits_SOUND_COMBAT ) ) )
{
SetIdealYawToTargetAndUpdate ( pSound - > m_vecOrigin ) ;
}
*/
}
}
switch ( m_MonsterState )
{
case MONSTERSTATE_IDLE :
case MONSTERSTATE_ALERT :
if ( pFlashlight & & pHeadController & & FBitSet ( pev - > spawnflags , SF_TOGGLE_FLASHLIGHT ) )
{
if ( ( pHeadController - > ShouldUseLights ( ) & & pFlashlight - > GetState ( ) ! = STATE_ON ) | | ( ! pHeadController - > ShouldUseLights ( ) & & pFlashlight - > GetState ( ) ! = STATE_OFF ) )
{
return GetScheduleOfType ( SCHED_MIL_FLASHLIGHT ) ;
}
}
2020-08-31 18:55:47 +02:00
// buz: перезарядиться, если врага нет и магазин полупуст
2020-08-31 18:50:41 +02:00
if ( m_cAmmoLoaded < m_cClipSize / 2 )
{
return GetScheduleOfType ( SCHED_RELOAD ) ;
}
if ( ! FStringNull ( m_hRushEntity ) & & ( gpGlobals - > time > m_flRushNextTime ) & & ( m_flRushNextTime ! = - 1 ) )
{
CBaseEntity * pRushEntity = UTIL_FindEntityByTargetname ( NULL , STRING ( m_hRushEntity ) ) ;
if ( pRushEntity )
{
CStartRush * pRush = ( CStartRush * ) pRushEntity ;
m_hTargetEnt = pRush - > GetDestinationEntity ( ) ;
return GetScheduleOfType ( SCHED_RUSH_TARGET ) ;
}
else
// rush entity not found on this map.
// try again after next changelevel
m_flRushNextTime = - 1 ;
}
// Behavior for following the player
if ( IsFollowing ( ) )
{
if ( ! m_hTargetEnt - > IsAlive ( ) )
{
// UNDONE: Comment about the recently dead player here?
StopFollowing ( FALSE ) ;
break ;
}
// If I'm already close enough to my target
if ( TargetDistance ( ) < = 128 )
{
if ( HasConditions ( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
return GetScheduleOfType ( SCHED_MOVE_AWAY_FOLLOW ) ;
}
return GetScheduleOfType ( SCHED_TARGET_FACE ) ; // Just face and follow.
}
if ( HasConditions ( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
return GetScheduleOfType ( SCHED_MOVE_AWAY ) ;
// try to say something about smells
TrySmellTalk ( ) ;
break ;
case MONSTERSTATE_COMBAT :
{
// dead enemy
2020-08-31 18:55:47 +02:00
// Wargon: Кроме случаев, когда враг взят из данных игрока. (1.1)
2020-08-31 18:50:41 +02:00
if ( HasConditions ( bits_COND_ENEMY_DEAD ) & & ! m_fEnemyFromPlayer )
{
if ( m_iszSpeakAs )
{
char szBuf [ 32 ] ;
strcpy ( szBuf , STRING ( m_iszSpeakAs ) ) ;
strcat ( szBuf , " _KILL " ) ;
PlaySentence ( szBuf , 4 , VOL_NORM , ATTN_NORM ) ;
}
else
{
PlaySentence ( " VV_KILL " , 4 , VOL_NORM , ATTN_NORM ) ;
}
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster : : GetSchedule ( ) ;
}
// new enemy
if ( HasConditions ( bits_COND_NEW_ENEMY ) )
{
// if (FOkToSpeak())// && RANDOM_LONG(0,1))
// {
if ( m_hEnemy ! = NULL ) // buz: rewritten
{
// american spy
if ( m_hEnemy - > Classify ( ) = = CLASS_HUMAN_MILITARY )
SENTENCEG_PlayRndSz ( ENT ( pev ) , " VV_AMER " , MIL_VOL , MIL_ATTN , 0 , m_voicePitch ) ;
// monster
else if ( ( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_MILITARY ) | |
( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_MONSTER ) | |
( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_PREY ) | |
( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_PREDATOR ) )
SENTENCEG_PlayRndSz ( ENT ( pev ) , " VV_MONST " , MIL_VOL , MIL_ATTN , 0 , m_voicePitch ) ;
}
JustSpoke ( ) ;
// }
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MIL_SUPPRESS ) ;
}
else
{
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE ) ;
}
}
// no ammo
else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
{
if ( ( m_afCapability & bits_CAP_CROUCH_COVER ) & & ! HasConditions ( bits_COND_CROUCH_NOT_SAFE ) ) // buz: reload here, if safe
return GetScheduleOfType ( SCHED_RELOAD ) ;
else
return GetScheduleOfType ( SCHED_MIL_COVER_AND_RELOAD ) ;
}
// damaged just a little
else if ( HasConditions ( bits_COND_LIGHT_DAMAGE ) )
{
/* // if hurt:
// 90% chance of taking cover
// 10% chance of flinch.
int iPercent = RANDOM_LONG ( 0 , 99 ) ;
if ( iPercent < = 90 & & m_hEnemy ! = NULL )
{
// only try to take cover if we actually have an enemy!
//!!!KELLY - this grunt was hit and is going to run to cover.
if ( FOkToSpeak ( ) ) // && RANDOM_LONG(0,1))
{
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = MIL_SENT_COVER ;
//JustSpoke();
}
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
else
{
return GetScheduleOfType ( SCHED_SMALL_FLINCH ) ;
} */
int iPercent ;
// buz: 90% to duck and cover, if can
if ( ( m_afCapability & bits_CAP_CROUCH_COVER ) & & ! HasConditions ( bits_COND_CROUCH_NOT_SAFE ) & & m_hEnemy ! = NULL )
{
iPercent = RANDOM_LONG ( 0 , 99 ) ;
if ( iPercent < = 90 )
return GetScheduleOfType ( SCHED_MIL_DUCK_COVER_WAIT ) ; // wait some time in cover
}
// buz: now 50% to try normal way of taking cover
iPercent = RANDOM_LONG ( 0 , 99 ) ;
if ( iPercent < = 50 & & m_hEnemy ! = NULL )
{
//!!!KELLY - this grunt was hit and is going to run to cover.
// if (FOkToSpeak()) // && RANDOM_LONG(0,1))
// {
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = MIL_SENT_COVER ;
//JustSpoke();
// }
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
else
{
return GetScheduleOfType ( SCHED_SMALL_FLINCH ) ;
}
}
// can kick
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
{
if ( pHeadController & & pHeadController - > GetBackTrace ( ) < 32.0f )
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ) ;
else
return GetScheduleOfType ( SCHED_MIL_WALKBACK_FIRE ) ;
}
// can grenade launch
else if ( ( pev - > weapons = = MIL_GRENADES ) & & HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) )
{
// shoot a grenade if you can
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ) ;
}
// can shoot
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ) ;
}
// can't see enemy
else if ( HasConditions ( bits_COND_ENEMY_OCCLUDED ) )
{
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) )
{
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
// if (FOkToSpeak())
// {
SENTENCEG_PlayRndSz ( ENT ( pev ) , " VV_THROW " , MIL_VOL , MIL_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
// }
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ) ;
}
//!!!KELLY - grunt cannot see the enemy and has just decided to
// charge the enemy's position.
// if (FOkToSpeak())// && RANDOM_LONG(0,1))
// {
//SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = MIL_SENT_CHARGE ;
//JustSpoke();
// }
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE ) ;
}
if ( HasConditions ( bits_COND_SEE_ENEMY ) & & ! HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE ) ;
}
}
}
// no special cases here, call the base class
return CTalkMonster : : GetSchedule ( ) ;
}
extern Schedule_t slIdleStand [ ] ;
//=========================================================
//=========================================================
Schedule_t * CMilitary : : GetScheduleOfType ( int Type )
{
Schedule_t * psched ;
switch ( Type )
{
case SCHED_TARGET_CHASE :
return slMilFollow ;
case SCHED_TARGET_FACE :
psched = CTalkMonster : : GetScheduleOfType ( Type ) ;
if ( psched = = slIdleStand )
return slMilFaceTarget ; // override this for different target face behavior
else
return psched ;
case SCHED_MIL_FLASHLIGHT :
{
return & slMilToggleFlashlight [ 0 ] ;
}
break ;
case SCHED_TAKE_COVER_FROM_ENEMY :
{
// if ( RANDOM_LONG(0,1) ) - buz - this is bad trick for player allied monsters..
// {
// return &slMilGrenadeCover[ 0 ];
// }
// else
// {
2020-08-31 18:55:47 +02:00
// Wargon: Теперь союзники не ищут укрытия от врагов. (1.1)
2020-08-31 18:50:41 +02:00
// return &slMilTakeCover[ 0 ];
// }
}
case SCHED_TAKE_COVER_FROM_BEST_SOUND :
{
return & slMilTakeCoverFromBestSound [ 0 ] ;
}
case SCHED_MIL_DUCK_COVER_WAIT : // buz
{
return & slMilDuckAndCoverWait [ 0 ] ;
}
case SCHED_MIL_TAKECOVER_FAILED :
{
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ) ;
}
return GetScheduleOfType ( SCHED_FAIL ) ;
}
break ;
case SCHED_MIL_ELOF_FAIL :
{
// human grunt is unable to move to a position that allows him to attack the enemy.
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
break ;
case SCHED_MIL_ESTABLISH_LINE_OF_FIRE :
{
return & slMilEstablishLineOfFire [ 0 ] ;
}
break ;
case SCHED_RANGE_ATTACK1 :
{
// randomly stand or crouch
// if (RANDOM_LONG(0,9) == 0)
// m_fStanding = RANDOM_LONG(0,1);
/* m_fStanding = RANDOM_LONG(0,1); // buz
if ( m_fStanding )
return & slMilRangeAttack1B [ 0 ] ;
else
return & slMilRangeAttack1A [ 0 ] ; */
// buz: use CheckRangedAttack1's recommendations
switch ( m_iLastFireCheckResult )
{
case 0 : // fire any
default :
if ( RANDOM_LONG ( 0 , 5 ) = = 0 )
m_fStanding = RANDOM_LONG ( 0 , 1 ) ;
break ;
case 1 : // only crouched
// ALERT(at_console, "MIL SET CROUCHING\n");
m_fStanding = FALSE ;
break ;
case 2 : // only standing
// ALERT(at_console, "MIL SET STANDING\n");
m_fStanding = TRUE ;
break ;
}
// buz: 1B is interruptable - use it if grunt can fast take cover when hit
if ( ( m_afCapability & bits_CAP_CROUCH_COVER ) & & ! HasConditions ( bits_COND_CROUCH_NOT_SAFE ) )
return & slMilRangeAttack1B [ 0 ] ;
else
return & slMilRangeAttack1A [ 0 ] ;
}
case SCHED_RANGE_ATTACK2 :
{
return & slMilRangeAttack2 [ 0 ] ;
}
case SCHED_COMBAT_FACE :
{
return & slMilCombatFace [ 0 ] ;
}
case SCHED_MIL_WAIT_FACE_ENEMY :
{
return & slMilWaitInCover [ 0 ] ;
}
case SCHED_MIL_WALKBACK_FIRE :
{
return & slMilWalkBackFire [ 0 ] ;
}
case SCHED_MIL_SWEEP :
{
return & slMilSweep [ 0 ] ;
}
case SCHED_MIL_COVER_AND_RELOAD :
{
return & slMilHideReload [ 0 ] ;
}
case SCHED_MIL_FOUND_ENEMY :
{
return & slMilFoundEnemy [ 0 ] ;
}
case SCHED_VICTORY_DANCE :
{
// buz
if ( RANDOM_LONG ( 0 , 4 ) = = 0 )
return & slMilVictoryDance [ 0 ] ;
else
return & slMilFail [ 0 ] ;
}
case SCHED_MIL_SUPPRESS :
{
// buz: use CheckRangedAttack1's recommendations
switch ( m_iLastFireCheckResult )
{
case 0 : // fire any
default :
if ( RANDOM_LONG ( 0 , 5 ) = = 0 )
m_fStanding = RANDOM_LONG ( 0 , 1 ) ;
break ;
case 1 : // only crouched
// ALERT(at_console, "MIL SET CROUCHING\n");
m_fStanding = FALSE ;
break ;
case 2 : // only standing
// ALERT(at_console, "MIL SET STANDING\n");
m_fStanding = TRUE ;
break ;
}
return & slMilSuppress [ 0 ] ;
}
case SCHED_FAIL :
{
if ( m_hEnemy ! = NULL )
{
// grunt has an enemy, so pick a different default fail schedule most likely to help recover.
return & slMilCombatFail [ 0 ] ;
}
return & slMilFail [ 0 ] ;
}
case SCHED_MIL_REPEL :
{
if ( pev - > velocity . z > - 128 )
pev - > velocity . z - = 32 ;
return & slMilRepel [ 0 ] ;
}
case SCHED_MIL_REPEL_ATTACK :
{
if ( pev - > velocity . z > - 128 )
pev - > velocity . z - = 32 ;
return & slMilRepelAttack [ 0 ] ;
}
case SCHED_MIL_REPEL_LAND :
{
return & slMilRepelLand [ 0 ] ;
}
default :
{
return CTalkMonster : : GetScheduleOfType ( Type ) ;
}
}
}
//=========================================================
// CHGruntRepel - when triggered, spawns a monster_human_grunt
// repelling down a line.
//=========================================================
class CMilitaryRepel : public CBaseMonster
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
void EXPORT RepelUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
int m_iSpriteTexture ; // Don't save, precache
} ;
LINK_ENTITY_TO_CLASS ( monster_military_repel , CMilitaryRepel ) ;
void CMilitaryRepel : : Spawn ( void )
{
Precache ( ) ;
pev - > solid = SOLID_NOT ;
SetUse ( & CMilitaryRepel : : RepelUse ) ;
}
void CMilitaryRepel : : Precache ( void )
{
UTIL_PrecacheOther ( " monster_human_military " ) ;
m_iSpriteTexture = PRECACHE_MODEL ( " sprites/rope.spr " ) ;
}
void CMilitaryRepel : : RepelUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value )
{
TraceResult tr ;
UTIL_TraceLine ( pev - > origin , pev - > origin + Vector ( 0 , 0 , - 4096.0 ) , dont_ignore_monsters , ENT ( pev ) , & tr ) ;
/*
if ( tr . pHit & & Instance ( tr . pHit ) - > pev - > solid ! = SOLID_BSP )
return NULL ;
*/
CBaseEntity * pEntity = Create ( " monster_human_military " , pev - > origin , pev - > angles ) ;
CBaseMonster * pGrunt = pEntity - > MyMonsterPointer ( ) ;
pGrunt - > pev - > movetype = MOVETYPE_FLY ;
pGrunt - > pev - > velocity = Vector ( 0 , 0 , RANDOM_FLOAT ( - 196 , - 128 ) ) ;
pGrunt - > SetActivity ( ACT_GLIDE ) ;
// UNDONE: position?
pGrunt - > m_vecLastPosition = tr . vecEndPos ;
CBeam * pBeam = CBeam : : BeamCreate ( " sprites/rope.spr " , 10 ) ;
pBeam - > PointEntInit ( pev - > origin + Vector ( 0 , 0 , 112 ) , pGrunt - > entindex ( ) ) ;
pBeam - > SetFlags ( BEAM_FSOLID ) ;
pBeam - > SetColor ( 255 , 255 , 255 ) ;
pBeam - > SetThink ( & CBeam : : SUB_Remove ) ;
pBeam - > SetNextThink ( - 4096.0 * tr . flFraction / pGrunt - > pev - > velocity . z + 0.5 ) ;
UTIL_Remove ( this ) ;
}
//=========================================================
// DEAD HGRUNT PROP
//=========================================================
class CDeadMilitary : public CBaseMonster
{
public :
void Spawn ( void ) ;
int Classify ( void ) { return CLASS_PLAYER_ALLY ; }
void KeyValue ( KeyValueData * pkvd ) ;
float MaxYawSpeed ( void ) { return 8.0f ; }
int m_iPose ; // which sequence to display -- temporary, don't need to save
static char * m_szPoses [ 3 ] ;
} ;
char * CDeadMilitary : : m_szPoses [ ] = { " deadstomach " , " deadside " , " deadsitting " } ;
void CDeadMilitary : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " pose " ) )
{
m_iPose = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CBaseMonster : : KeyValue ( pkvd ) ;
}
LINK_ENTITY_TO_CLASS ( monster_military_dead , CDeadMilitary ) ;
//=========================================================
// ********** DeadHGrunt SPAWN **********
//=========================================================
void CDeadMilitary : : Spawn ( void )
{
int oldBody ;
PRECACHE_MODEL ( " models/soldier.mdl " ) ;
SET_MODEL ( ENT ( pev ) , " models/soldier.mdl " ) ;
pev - > sequence = 0 ;
m_bloodColor = BLOOD_COLOR_RED ;
pev - > sequence = LookupSequence ( m_szPoses [ m_iPose ] ) ;
if ( pev - > sequence = = - 1 )
{
ALERT ( at_debug , " Dead hgrunt with bad pose \n " ) ;
}
// Corpses have less health
pev - > health = 20 ;
oldBody = pev - > body ;
pev - > body = 0 ;
MonsterInitDead ( ) ;
}
# define SPETSNAZ_HEAD_GROUP 1
# define SPETSNAZ_GUN_GROUP 2
# define SPETSNAZ_HEAD_SHIELD 2
# define SPETSNAZ_WEAPON_AKS 0
# define SPETSNAZ_WEAPON_ASVAL 1
# define SPETSNAZ_WEAPON_GROZA 2
# define SPETSNAZ_WEAPON_EMPTY 3
# define SF_SPETSNAZ_RADIO 8
/***************************************
Spetsnaz class
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
class CSpetsnaz : public CMilitary
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
void HandleAnimEvent ( MonsterEvent_t * pEvent ) ;
BOOL CheckRangeAttack2 ( float flDot , float flDist ) ;
void DeathSound ( void ) ;
void PainSound ( void ) ;
void Shoot ( void ) ;
BOOL CheckRangeAttack1 ( float flDot , float flDist ) ;
void RunAI ( void ) ; // only to check radio sound
void BlockedByPlayer ( CBasePlayer * pBlocker ) ;
void TalkAboutDeadFriend ( CTalkMonster * pfriend ) ;
void TalkInit ( ) ; // buz
void SpeakSentence ( void ) ;
void KeyValue ( KeyValueData * pkvd ) ;
int Save ( CSave & save ) ;
int Restore ( CRestore & restore ) ;
static TYPEDESCRIPTION m_SaveData [ ] ;
Schedule_t * GetSchedule ( void ) ;
Schedule_t * GetScheduleOfType ( int Type ) ;
2020-08-31 18:55:47 +02:00
// имеет шлем
2020-08-31 18:50:41 +02:00
void TraceAttack ( entvars_t * pevAttacker , float flDamage , Vector vecDir , TraceResult * ptr , int bitsDamageType ) ;
2020-08-31 18:55:47 +02:00
// другие сентенсы
2020-08-31 18:50:41 +02:00
int TakeDamage ( entvars_t * pevInflictor , entvars_t * pevAttacker , float flDamage , int bitsDamageType ) ;
void GibMonster ( void ) ;
int m_iHasHeadShield ; // ignores headshots
int m_iHasGrenades ;
float m_fNextRadioNoise ; // 0 - no noise
static const char * pSpetsnazSentences [ ] ;
2020-08-31 18:55:47 +02:00
// Wargon: При смерти спецназовца имитируется действие энтити player_loadsaved. (1.1)
2020-08-31 18:50:41 +02:00
void RunTask ( Task_t * pTask ) ;
void EXPORT MonsterDeadThink ( void ) ;
} ;
const char * CSpetsnaz : : pSpetsnazSentences [ ] =
{
" AL_GREN " , // grenade scared grunt
" AL_ALERT " , // sees player
" AL_MONSTER " , // sees monster
" AL_COVER " , // running to cover
" AL_THROW " , // about to throw grenade
" AL_CHARGE " , // running out to get the enemy
" AL_TAUNT " , // say rude things
} ;
enum
{
AL_SENT_NONE = - 1 ,
AL_SENT_GREN = 0 ,
AL_SENT_ALERT ,
AL_SENT_MONSTER ,
AL_SENT_COVER ,
AL_SENT_THROW ,
AL_SENT_CHARGE ,
AL_SENT_TAUNT ,
} AL_SENTENCE_TYPES ;
TYPEDESCRIPTION CSpetsnaz : : m_SaveData [ ] =
{
DEFINE_FIELD ( CSpetsnaz , m_iHasHeadShield , FIELD_INTEGER ) ,
DEFINE_FIELD ( CSpetsnaz , m_iHasGrenades , FIELD_INTEGER ) ,
} ;
LINK_ENTITY_TO_CLASS ( monster_human_alpha , CSpetsnaz ) ;
IMPLEMENT_SAVERESTORE ( CSpetsnaz , CMilitary ) ;
void CSpetsnaz : : KeyValue ( KeyValueData * pkvd )
{
if ( FStrEq ( pkvd - > szKeyName , " m_iHasGrenades " ) )
{
m_iHasGrenades = atoi ( pkvd - > szValue ) ;
pkvd - > fHandled = TRUE ;
}
else
CMilitary : : KeyValue ( pkvd ) ;
}
void CSpetsnaz : : BlockedByPlayer ( CBasePlayer * pBlocker )
{
if ( m_iszSpeakAs )
{
char szBuf [ 32 ] ;
strcpy ( szBuf , STRING ( m_iszSpeakAs ) ) ;
strcat ( szBuf , " _BLOCKED " ) ;
PlaySentence ( szBuf , 4 , VOL_NORM , ATTN_NORM ) ;
}
else
{
PlaySentence ( " AL_BLOCKED " , 4 , VOL_NORM , ATTN_NORM ) ;
}
}
void CSpetsnaz : : TalkAboutDeadFriend ( CTalkMonster * pfriend )
{
if ( FClassnameIs ( pfriend - > pev , " monster_human_alpha " ) | |
FClassnameIs ( pfriend - > pev , " monster_alpha_pistol " ) )
{
if ( m_iszSpeakAs )
{
char szBuf [ 32 ] ;
strcpy ( szBuf , STRING ( m_iszSpeakAs ) ) ;
strcat ( szBuf , " _TMDOWN " ) ;
PlaySentence ( szBuf , 4 , VOL_NORM , ATTN_NORM ) ;
}
else
{
PlaySentence ( " AL_TMDOWN " , 4 , VOL_NORM , ATTN_NORM ) ;
}
}
}
//=========================================================
// Spawn
//=========================================================
void CSpetsnaz : : Spawn ( )
{
Precache ( ) ;
if ( pev - > model )
SET_MODEL ( ENT ( pev ) , STRING ( pev - > model ) ) ; //LRC
else
SET_MODEL ( ENT ( pev ) , " models/soldier_alpha.mdl " ) ;
UTIL_SetSize ( pev , VEC_HUMAN_HULL_MIN , VEC_HUMAN_HULL_MAX ) ;
pev - > solid = SOLID_SLIDEBOX ;
pev - > movetype = MOVETYPE_STEP ;
m_bloodColor = BLOOD_COLOR_RED ;
2020-08-31 18:55:47 +02:00
// Wargon: Хелсы спецназовцев, заданные в параметрах энтити, игнорируются. (1.1)
2020-08-31 18:50:41 +02:00
// if (pev->health == 0)
pev - > health = gSkillData . alphaHealth ;
m_flFieldOfView = VIEW_FIELD_FULL ; //0.2;
m_MonsterState = MONSTERSTATE_NONE ;
m_flNextGrenadeCheck = gpGlobals - > time + 1 ;
m_flNextPainTime = gpGlobals - > time ;
m_iSentence = MIL_SENT_NONE ;
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP ;
m_HackedGunPos = Vector ( 0 , 0 , 55 ) ;
// buz: pev->body is head number
int head = pev - > body ;
pev - > body = 0 ;
SetBodygroup ( SPETSNAZ_HEAD_GROUP , head ) ;
m_iHasHeadShield = ( head = = SPETSNAZ_HEAD_SHIELD ) ? 1 : 0 ;
m_iNoGasDamage = 0 ;
switch ( pev - > weapons )
{
case SPETSNAZ_WEAPON_AKS :
default :
SetBodygroup ( SPETSNAZ_GUN_GROUP , SPETSNAZ_WEAPON_AKS ) ;
// ALERT(at_console, "********* AKS\n");
m_cClipSize = 36 ;
break ;
case SPETSNAZ_WEAPON_GROZA :
SetBodygroup ( SPETSNAZ_GUN_GROUP , SPETSNAZ_WEAPON_GROZA ) ;
// ALERT(at_console, "********* GROZA\n");
m_cClipSize = 36 ;
break ;
case SPETSNAZ_WEAPON_ASVAL :
SetBodygroup ( SPETSNAZ_GUN_GROUP , SPETSNAZ_WEAPON_ASVAL ) ;
// ALERT(at_console, "********* ASVAL\n");
m_cClipSize = 24 ;
break ;
}
//MaSTeR: Flashlight and head controller
m_cAmmoLoaded = m_cClipSize ;
// ALERT(at_console, "** spec start ammo %d\n", m_cAmmoLoaded);
MonsterInit ( ) ;
InitFlashlight ( ) ;
InitHeadController ( ) ;
SetUse ( & CSpetsnaz : : FollowerUse ) ;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CSpetsnaz : : Precache ( )
{
if ( pev - > model )
PRECACHE_MODEL ( ( char * ) STRING ( pev - > model ) ) ; //LRC
else
PRECACHE_MODEL ( " models/soldier_alpha.mdl " ) ;
PRECACHE_SOUND ( " weapons/dryfire1.wav " ) ; //LRC
switch ( pev - > weapons )
{
case SPETSNAZ_WEAPON_AKS :
PRECACHE_SOUND ( " weapons/aks_fire1.wav " ) ;
PRECACHE_SOUND ( " weapons/aks_fire2.wav " ) ;
PRECACHE_SOUND ( " weapons/aks_fire3.wav " ) ;
m_iBrassShell = PRECACHE_MODEL ( " models/aks_shell.mdl " ) ;
break ;
case SPETSNAZ_WEAPON_GROZA :
PRECACHE_SOUND ( " weapons/groza_fire1.wav " ) ;
PRECACHE_SOUND ( " weapons/groza_fire2.wav " ) ;
PRECACHE_SOUND ( " weapons/groza_fire3.wav " ) ;
m_iBrassShell = PRECACHE_MODEL ( " models/groza_shell.mdl " ) ;
break ;
case SPETSNAZ_WEAPON_ASVAL :
PRECACHE_SOUND ( " weapons/val_fire1.wav " ) ;
PRECACHE_SOUND ( " weapons/val_fire2.wav " ) ;
PRECACHE_SOUND ( " weapons/val_fire3.wav " ) ;
m_iBrassShell = PRECACHE_MODEL ( " models/val_shell.mdl " ) ;
break ;
}
PRECACHE_SOUND ( " alpha/alpha_die1.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_die2.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_die3.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_pain1.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_pain2.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_pain3.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_pain4.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_pain5.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_reload.wav " ) ;
PRECACHE_SOUND ( " zombie/claw_miss2.wav " ) ; // because we use the basemonster SWIPE animation event
// get voice pitch
if ( RANDOM_LONG ( 0 , 1 ) )
m_voicePitch = 109 + RANDOM_LONG ( 0 , 7 ) ;
else
m_voicePitch = 100 ;
if ( pev - > spawnflags & SF_SPETSNAZ_RADIO )
{
m_fNextRadioNoise = gpGlobals - > time + RANDOM_FLOAT ( 20 , 60 ) ;
}
TalkInit ( ) ;
CTalkMonster : : Precache ( ) ;
}
// talk init
void CSpetsnaz : : TalkInit ( )
{
CTalkMonster : : TalkInit ( ) ;
if ( ! m_iszSpeakAs )
{
m_szGrp [ TLK_ANSWER ] = " AL_ANSWER " ;
m_szGrp [ TLK_QUESTION ] = " AL_QUESTION " ;
m_szGrp [ TLK_IDLE ] = " AL_IDLE " ;
m_szGrp [ TLK_STARE ] = " AL_STARE " ;
if ( pev - > spawnflags & SF_MONSTER_PREDISASTER ) //LRC
m_szGrp [ TLK_USE ] = " AL_PFOLLOW " ;
else
m_szGrp [ TLK_USE ] = " AL_OK " ;
if ( pev - > spawnflags & SF_MONSTER_PREDISASTER )
m_szGrp [ TLK_UNUSE ] = " AL_PWAIT " ;
else
m_szGrp [ TLK_UNUSE ] = " AL_WAIT " ;
if ( pev - > spawnflags & SF_MONSTER_PREDISASTER )
m_szGrp [ TLK_DECLINE ] = " AL_POK " ;
else
m_szGrp [ TLK_DECLINE ] = " AL_NOTOK " ;
m_szGrp [ TLK_STOP ] = " AL_STOP " ;
m_szGrp [ TLK_NOSHOOT ] = " AL_SCARED " ;
m_szGrp [ TLK_HELLO ] = " AL_HELLO " ;
m_szGrp [ TLK_PLHURT1 ] = " !AL_CUREA " ;
m_szGrp [ TLK_PLHURT2 ] = " !AL_CUREB " ;
m_szGrp [ TLK_PLHURT3 ] = " !AL_CUREC " ;
m_szGrp [ TLK_PHELLO ] = NULL ;
m_szGrp [ TLK_PIDLE ] = NULL ;
m_szGrp [ TLK_PQUESTION ] = " AL_PQUEST " ;
m_szGrp [ TLK_SMELL ] = " AL_SMELL " ;
m_szGrp [ TLK_WOUND ] = " AL_WOUND " ;
m_szGrp [ TLK_MORTAL ] = " AL_MORTAL " ;
}
}
//=========================================================
// PainSound
//=========================================================
void CSpetsnaz : : PainSound ( void )
{
if ( gpGlobals - > time > m_flNextPainTime )
{
switch ( RANDOM_LONG ( 0 , 6 ) )
{
case 0 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " alpha/alpha_pain3.wav " , 1 , ATTN_NORM ) ;
break ;
case 1 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " alpha/alpha_pain4.wav " , 1 , ATTN_NORM ) ;
break ;
case 2 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " alpha/alpha_pain5.wav " , 1 , ATTN_NORM ) ;
break ;
case 3 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " alpha/alpha_pain1.wav " , 1 , ATTN_NORM ) ;
break ;
case 4 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " alpha/alpha_pain2.wav " , 1 , ATTN_NORM ) ;
break ;
}
m_flNextPainTime = gpGlobals - > time + 1 ;
}
}
//=========================================================
// DeathSound
//=========================================================
void CSpetsnaz : : DeathSound ( void )
{
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " alpha/alpha_die1.wav " , 1 , ATTN_IDLE ) ;
break ;
case 1 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " alpha/alpha_die2.wav " , 1 , ATTN_IDLE ) ;
break ;
case 2 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " alpha/alpha_die3.wav " , 1 , ATTN_IDLE ) ;
break ;
}
}
//=========================================================
// Shoot
//=========================================================
void CSpetsnaz : : Shoot ( void )
{
// if (m_hEnemy == NULL && m_pCine == NULL) //LRC - scripts may fire when you have no enemy
// {
// return;
// }
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecShootOrigin = GetGunPosition ( ) ;
Vector vecShootDir = ShootAtEnemy ( vecShootOrigin ) ;
if ( m_cAmmoLoaded > 0 )
{
switch ( pev - > weapons )
{
case SPETSNAZ_WEAPON_AKS :
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/aks_fire1.wav " , 1 , ATTN_NORM ) ; break ;
case 1 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/aks_fire2.wav " , 1 , ATTN_NORM ) ; break ;
case 2 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/aks_fire3.wav " , 1 , ATTN_NORM ) ; break ;
}
break ;
case SPETSNAZ_WEAPON_GROZA :
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/groza_fire1.wav " , 1 , ATTN_NORM ) ; break ;
case 1 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/groza_fire2.wav " , 1 , ATTN_NORM ) ; break ;
case 2 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/groza_fire3.wav " , 1 , ATTN_NORM ) ; break ;
}
break ;
case SPETSNAZ_WEAPON_ASVAL :
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/val_fire1.wav " , 1 , ATTN_NORM ) ; break ;
case 1 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/val_fire2.wav " , 1 , ATTN_NORM ) ; break ;
case 2 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/val_fire3.wav " , 1 , ATTN_NORM ) ; break ;
}
break ;
}
Vector vecBrassPos , vecBrassDir ;
GetAttachment ( 3 , vecBrassPos , vecBrassDir ) ;
Vector vecShellVelocity = gpGlobals - > v_right * RANDOM_FLOAT ( 40 , 90 ) + gpGlobals - > v_up * RANDOM_FLOAT ( 75 , 200 ) + gpGlobals - > v_forward * RANDOM_FLOAT ( - 40 , 40 ) ;
EjectBrass ( vecBrassPos , vecShellVelocity , pev - > angles . y , m_iBrassShell , TE_BOUNCE_SHELL ) ;
switch ( pev - > weapons )
{
case SPETSNAZ_WEAPON_AKS :
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_7DEGREES , 2048.0f , BULLET_NORMAL , gSkillData . monDmgAK ) ;
break ;
case SPETSNAZ_WEAPON_GROZA :
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_5DEGREES , 2048.0f , BULLET_NORMAL , gSkillData . monDmgGroza ) ;
break ;
case SPETSNAZ_WEAPON_ASVAL :
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_5DEGREES , 2048.0f , BULLET_NORMAL , gSkillData . monDmgAsval ) ;
break ;
default :
ALERT ( at_error , " ERROR: trying to fire without a gun! \n " ) ;
}
pev - > effects | = EF_MUZZLEFLASH ;
m_cAmmoLoaded - - ; // take away a bullet!
// ALERT(at_console, "spcnazz ammo has %d\n", m_cAmmoLoaded);
}
else
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/dryfire1.wav " , 1 , ATTN_NORM ) ;
Vector angDir = UTIL_VecToAngles ( vecShootDir ) ;
SetBlending ( 0 , angDir . x ) ;
}
//=========================================================
// TraceAttack - make sure we're not taking it in the helmet
//=========================================================
void CSpetsnaz : : TraceAttack ( entvars_t * pevAttacker , float flDamage , Vector vecDir , TraceResult * ptr , int bitsDamageType )
{
// ALERT(at_console, "specnaz hitgr: %d\n", ptr->iHitgroup);
// check for helmet shot
if ( ( ptr - > iHitgroup = = 8 ) | | ( ptr - > iHitgroup = = 1 ) )
{
// make sure we're wearing one
if ( m_iHasHeadShield & & ( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB ) ) )
{
// absorb damage
flDamage - = 40 ;
if ( flDamage < = 0 )
{
UTIL_Ricochet ( ptr - > vecEndPos , 1.0 ) ;
flDamage = 0.01 ;
}
}
// it's head shot anyways
ptr - > iHitgroup = HITGROUP_HEAD ;
}
CTalkMonster : : TraceAttack ( pevAttacker , flDamage , vecDir , ptr , bitsDamageType ) ;
}
int CSpetsnaz : : TakeDamage ( entvars_t * pevInflictor , entvars_t * pevAttacker , float flDamage , int bitsDamageType )
{
Forget ( bits_MEMORY_INCOVER ) ;
2020-08-31 18:55:47 +02:00
// Wargon: Союзники не должны восставать против игрока. И исключена возможность гибания спецназовцев - этого требует автозагрузка при смерти. (1.1)
2020-08-31 18:50:41 +02:00
return CBaseMonster : : TakeDamage ( pevInflictor , pevAttacker , flDamage , bitsDamageType | DMG_NEVERGIB ) ;
/* // make sure friends talk about it if player hurts talkmonsters...
int ret = CTalkMonster : : TakeDamage ( pevInflictor , pevAttacker , flDamage , bitsDamageType ) ;
if ( ! IsAlive ( ) | | pev - > deadflag = = DEAD_DYING )
return ret ;
// LRC - if my reaction to the player has been overridden, don't do this stuff
if ( m_iPlayerReact ) return ret ;
if ( m_MonsterState ! = MONSTERSTATE_PRONE & & ( pevAttacker - > flags & FL_CLIENT ) )
{
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if ( m_hEnemy = = NULL )
{
// If the player was facing directly at me, or I'm already suspicious, get mad
if ( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) )
{
// Alright, now I'm pissed!
if ( m_iszSpeakAs )
{
char szBuf [ 32 ] ;
strcpy ( szBuf , STRING ( m_iszSpeakAs ) ) ;
strcat ( szBuf , " _MAD " ) ;
PlaySentence ( szBuf , 4 , VOL_NORM , ATTN_NORM ) ;
}
else
{
PlaySentence ( " AL_MAD " , 4 , VOL_NORM , ATTN_NORM ) ;
}
Remember ( bits_MEMORY_PROVOKED ) ;
StopFollowing ( TRUE ) ;
}
else
{
// Hey, be careful with that
if ( m_iszSpeakAs )
{
char szBuf [ 32 ] ;
strcpy ( szBuf , STRING ( m_iszSpeakAs ) ) ;
strcat ( szBuf , " _SHOT " ) ;
PlaySentence ( szBuf , 4 , VOL_NORM , ATTN_NORM ) ;
}
else
{
PlaySentence ( " AL_SHOT " , 4 , VOL_NORM , ATTN_NORM ) ;
}
Remember ( bits_MEMORY_SUSPICIOUS ) ;
}
}
else if ( ! ( m_hEnemy - > IsPlayer ( ) ) & & pev - > deadflag = = DEAD_NO )
{
if ( m_iszSpeakAs )
{
char szBuf [ 32 ] ;
strcpy ( szBuf , STRING ( m_iszSpeakAs ) ) ;
strcat ( szBuf , " _SHOT " ) ;
PlaySentence ( szBuf , 4 , VOL_NORM , ATTN_NORM ) ;
}
else
{
PlaySentence ( " AL_SHOT " , 4 , VOL_NORM , ATTN_NORM ) ;
}
}
}
return ret ; */
}
//=========================================================
// CheckRangeAttack2 - this checks the Grunt's grenade
// attack.
//=========================================================
BOOL CSpetsnaz : : CheckRangeAttack2 ( float flDot , float flDist )
{
if ( ! m_iHasGrenades )
return FALSE ;
// if the grunt isn't moving, it's ok to check.
if ( m_flGroundSpeed ! = 0 )
{
m_fThrowGrenade = FALSE ;
return m_fThrowGrenade ;
}
// assume things haven't changed too much since last time
if ( gpGlobals - > time < m_flNextGrenadeCheck )
{
return m_fThrowGrenade ;
}
if ( ! FBitSet ( m_hEnemy - > pev - > flags , FL_ONGROUND ) & & ( m_hEnemy - > pev - > waterlevel = = 0 | | m_hEnemy - > pev - > watertype = = CONTENTS_FOG ) & & m_vecEnemyLKP . z > pev - > absmax . z )
{
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
// be grenaded.
// don't throw grenades at anything that isn't on the ground!
m_fThrowGrenade = FALSE ;
return m_fThrowGrenade ;
}
Vector vecTarget ;
// find feet
if ( RANDOM_LONG ( 0 , 1 ) )
{
// magically know where they are
vecTarget = Vector ( m_hEnemy - > pev - > origin . x , m_hEnemy - > pev - > origin . y , m_hEnemy - > pev - > absmin . z ) ;
}
else
{
// toss it to where you last saw them
vecTarget = m_vecEnemyLKP ;
}
// buz: check for allies in target area:
CBaseEntity * pTarget = NULL ;
while ( ( pTarget = UTIL_FindEntityInSphere ( pTarget , vecTarget , 256 ) ) ! = NULL )
{
if ( FClassnameIs ( pTarget - > pev , " monster_human_alpha " ) | | FClassnameIs ( pTarget - > pev , " player " ) )
{
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
m_fThrowGrenade = FALSE ;
}
}
if ( ( vecTarget - pev - > origin ) . Length2D ( ) < = 256 )
{
// crap, I don't want to blow myself up
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
m_fThrowGrenade = FALSE ;
return m_fThrowGrenade ;
}
Vector vecToss = VecCheckToss ( pev , GetGunPosition ( ) , vecTarget , 0.5 ) ;
if ( vecToss ! = g_vecZero )
{
m_vecTossVelocity = vecToss ;
// throw a hand grenade
m_fThrowGrenade = TRUE ;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time ; // 1/3 second.
}
else
{
// don't throw
m_fThrowGrenade = FALSE ;
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals - > time + 1 ; // one full second.
}
return m_fThrowGrenade ;
}
void CSpetsnaz : : GibMonster ( void )
{
Vector vecGunPos ;
Vector vecGunAngles ;
if ( GetBodygroup ( SPETSNAZ_GUN_GROUP ) ! = SPETSNAZ_WEAPON_EMPTY & & ! ( pev - > spawnflags & SF_MONSTER_NO_WPN_DROP ) )
{
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
CBaseEntity * pGun = NULL ;
switch ( pev - > weapons )
{
case SPETSNAZ_WEAPON_AKS :
pGun = DropItem ( " weapon_aks " , vecGunPos , vecGunAngles ) ;
break ;
case SPETSNAZ_WEAPON_GROZA :
pGun = DropItem ( " weapon_groza " , vecGunPos , vecGunAngles ) ;
break ;
case SPETSNAZ_WEAPON_ASVAL :
pGun = DropItem ( " weapon_val " , vecGunPos , vecGunAngles ) ;
break ;
}
if ( pGun )
{
pGun - > pev - > velocity = Vector ( RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( 200 , 300 ) ) ;
pGun - > pev - > avelocity = Vector ( 0 , RANDOM_FLOAT ( 200 , 400 ) , 0 ) ;
}
if ( m_iHasGrenades )
{
pGun = DropItem ( " weapon_handgrenade " , BodyTarget ( pev - > origin ) , vecGunAngles ) ;
if ( pGun )
{
pGun - > pev - > velocity = Vector ( RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( 200 , 300 ) ) ;
pGun - > pev - > avelocity = Vector ( 0 , RANDOM_FLOAT ( 200 , 400 ) , 0 ) ;
}
}
}
CBaseMonster : : GibMonster ( ) ;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CSpetsnaz : : HandleAnimEvent ( MonsterEvent_t * pEvent )
{
Vector vecShootDir ;
Vector vecShootOrigin ;
switch ( pEvent - > event )
{
case MIL_AE_DROP_GUN :
{
if ( pev - > spawnflags & SF_MONSTER_NO_WPN_DROP ) break ; //LRC
Vector vecGunPos ;
Vector vecGunAngles ;
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
// switch to body group with no gun.
SetBodygroup ( SPETSNAZ_GUN_GROUP , SPETSNAZ_WEAPON_EMPTY ) ;
switch ( pev - > weapons )
{
case SPETSNAZ_WEAPON_AKS :
DropItem ( " weapon_aks " , vecGunPos , vecGunAngles ) ;
break ;
case SPETSNAZ_WEAPON_GROZA :
DropItem ( " weapon_groza " , vecGunPos , vecGunAngles ) ;
break ;
case SPETSNAZ_WEAPON_ASVAL :
DropItem ( " weapon_val " , vecGunPos , vecGunAngles ) ;
break ;
}
if ( m_iHasGrenades )
DropItem ( " weapon_handgrenade " , BodyTarget ( pev - > origin ) , vecGunAngles ) ;
break ;
}
case MIL_AE_RELOAD :
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " alpha/alpha_reload.wav " , 1 , ATTN_NORM ) ;
m_cAmmoLoaded = m_cClipSize ;
2020-08-31 18:55:47 +02:00
pev - > health = gSkillData . alphaHealth ; // Wargon: Пополнение хелсов при перезарядке. (1.1)
2020-08-31 18:50:41 +02:00
ClearConditions ( bits_COND_NO_AMMO_LOADED ) ;
break ;
case MIL_AE_BURST1 :
{
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
// buz: sound moved to Shoot
// ALERT(at_console, "*-------- spec burst 1\n");
Shoot ( ) ;
CSoundEnt : : InsertSound ( bits_SOUND_COMBAT , pev - > origin , 384 , 0.3 ) ;
}
break ;
case MIL_AE_CAUGHT_ENEMY :
{
// if ( FOkToSpeak() )
// {
SENTENCEG_PlayRndSz ( ENT ( pev ) , " AL_ALERT " , MIL_VOL , MIL_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
// }
}
default :
CMilitary : : HandleAnimEvent ( pEvent ) ;
break ;
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t * CSpetsnaz : : GetSchedule ( void )
{
// clear old sentence
m_iSentence = MIL_SENT_NONE ;
// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
if ( pev - > movetype = = MOVETYPE_FLY & & m_MonsterState ! = MONSTERSTATE_PRONE )
{
if ( pev - > flags & FL_ONGROUND )
{
// just landed
pev - > movetype = MOVETYPE_STEP ;
return GetScheduleOfType ( SCHED_MIL_REPEL_LAND ) ;
}
else
{
// repel down a rope,
if ( m_MonsterState = = MONSTERSTATE_COMBAT )
return GetScheduleOfType ( SCHED_MIL_REPEL_ATTACK ) ;
else
return GetScheduleOfType ( SCHED_MIL_REPEL ) ;
}
}
// grunts place HIGH priority on running away from danger sounds.
if ( HasConditions ( bits_COND_HEAR_SOUND ) )
{
CSound * pSound ;
pSound = PBestSound ( ) ;
ASSERT ( pSound ! = NULL ) ;
if ( pSound )
{
if ( pSound - > m_iType & bits_SOUND_DANGER )
{
// dangerous sound nearby!
//!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby,
// and the grunt should find cover from the blast
// good place for "SHIT!" or some other colorful verbal indicator of dismay.
// It's not safe to play a verbal order here "Scatter", etc cause
// this may only affect a single individual in a squad.
// if (FOkToSpeak())
// {
SENTENCEG_PlayRndSz ( ENT ( pev ) , " AL_GREN " , MIL_VOL , MIL_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
// }
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_BEST_SOUND ) ;
}
/*
if ( ! HasConditions ( bits_COND_SEE_ENEMY ) & & ( pSound - > m_iType & ( bits_SOUND_PLAYER | bits_SOUND_COMBAT ) ) )
{
SetIdealYawToTargetAndUpdate ( pSound - > m_vecOrigin ) ;
}
*/
}
}
switch ( m_MonsterState )
{
case MONSTERSTATE_IDLE :
case MONSTERSTATE_ALERT :
if ( pFlashlight & & pHeadController & & FBitSet ( pev - > spawnflags , SF_TOGGLE_FLASHLIGHT ) )
{
if ( ( pHeadController - > ShouldUseLights ( ) & & pFlashlight - > GetState ( ) ! = STATE_ON ) | | ( ! pHeadController - > ShouldUseLights ( ) & & pFlashlight - > GetState ( ) ! = STATE_OFF ) )
{
return GetScheduleOfType ( SCHED_MIL_FLASHLIGHT ) ;
}
}
2020-08-31 18:55:47 +02:00
// buz: перезарядиться, если врага нет и магазин полупуст
2020-08-31 18:50:41 +02:00
if ( m_cAmmoLoaded < m_cClipSize / 2 )
{
return GetScheduleOfType ( SCHED_RELOAD ) ;
}
if ( ! FStringNull ( m_hRushEntity ) & & ( gpGlobals - > time > m_flRushNextTime ) & & ( m_flRushNextTime ! = - 1 ) )
{
CBaseEntity * pRushEntity = UTIL_FindEntityByTargetname ( NULL , STRING ( m_hRushEntity ) ) ;
if ( pRushEntity )
{
CStartRush * pRush = ( CStartRush * ) pRushEntity ;
m_hTargetEnt = pRush - > GetDestinationEntity ( ) ;
return GetScheduleOfType ( SCHED_RUSH_TARGET ) ;
}
else
// rush entity not found on this map.
// try again after next changelevel
m_flRushNextTime = - 1 ;
}
// Behavior for following the player
if ( IsFollowing ( ) )
{
if ( ! m_hTargetEnt - > IsAlive ( ) )
{
// UNDONE: Comment about the recently dead player here?
StopFollowing ( FALSE ) ;
break ;
}
// If I'm already close enough to my target
if ( TargetDistance ( ) < = 128 )
{
if ( HasConditions ( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
return GetScheduleOfType ( SCHED_MOVE_AWAY_FOLLOW ) ;
}
return GetScheduleOfType ( SCHED_TARGET_FACE ) ; // Just face and follow.
}
if ( HasConditions ( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
return GetScheduleOfType ( SCHED_MOVE_AWAY ) ;
// try to say something about smells
TrySmellTalk ( ) ;
break ;
case MONSTERSTATE_COMBAT :
{
// dead enemy
2020-08-31 18:55:47 +02:00
// Wargon: Кроме случаев, когда враг взят из данных игрока. (1.1)
2020-08-31 18:50:41 +02:00
if ( HasConditions ( bits_COND_ENEMY_DEAD ) & & ! m_fEnemyFromPlayer )
{
if ( m_iszSpeakAs )
{
char szBuf [ 32 ] ;
strcpy ( szBuf , STRING ( m_iszSpeakAs ) ) ;
strcat ( szBuf , " _KILL " ) ;
PlaySentence ( szBuf , 4 , VOL_NORM , ATTN_NORM ) ;
}
else
{
PlaySentence ( " AL_KILL " , 4 , VOL_NORM , ATTN_NORM ) ;
}
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster : : GetSchedule ( ) ;
}
// new enemy
if ( HasConditions ( bits_COND_NEW_ENEMY ) )
{
// if (FOkToSpeak())// && RANDOM_LONG(0,1))
// {
if ( m_hEnemy ! = NULL ) // buz: rewritten
{
// american spy
if ( m_hEnemy - > Classify ( ) = = CLASS_HUMAN_MILITARY )
SENTENCEG_PlayRndSz ( ENT ( pev ) , " AL_AMER " , MIL_VOL , MIL_ATTN , 0 , m_voicePitch ) ;
// monster
else if ( ( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_MILITARY ) | |
( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_MONSTER ) | |
( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_PREY ) | |
( m_hEnemy - > Classify ( ) = = CLASS_ALIEN_PREDATOR ) )
SENTENCEG_PlayRndSz ( ENT ( pev ) , " AL_MONST " , MIL_VOL , MIL_ATTN , 0 , m_voicePitch ) ;
}
JustSpoke ( ) ;
// }
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MIL_SUPPRESS ) ;
}
else
{
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE ) ;
}
}
// no ammo
else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
{
2020-08-31 18:55:47 +02:00
// Wargon: Спецназовец часто бегает в укрытие через всю карту. Нам это не нужно. (1.1)
2020-08-31 18:50:41 +02:00
// if ((m_afCapability & bits_CAP_CROUCH_COVER) && !HasConditions(bits_COND_CROUCH_NOT_SAFE) ) // buz: reload here, if safe
return GetScheduleOfType ( SCHED_RELOAD ) ;
// else
// return GetScheduleOfType ( SCHED_MIL_COVER_AND_RELOAD );
}
// damaged just a little
else if ( HasConditions ( bits_COND_LIGHT_DAMAGE ) )
{
/* // if hurt:
// 90% chance of taking cover
// 10% chance of flinch.
int iPercent = RANDOM_LONG ( 0 , 99 ) ;
if ( iPercent < = 90 & & m_hEnemy ! = NULL )
{
// only try to take cover if we actually have an enemy!
//!!!KELLY - this grunt was hit and is going to run to cover.
// if (FOkToSpeak()) // && RANDOM_LONG(0,1))
// {
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = AL_SENT_COVER ;
//JustSpoke();
// }
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
else
{
return GetScheduleOfType ( SCHED_SMALL_FLINCH ) ;
} */
int iPercent ;
// buz: 90% to duck and cover, if can
if ( ( m_afCapability & bits_CAP_CROUCH_COVER ) & & ! HasConditions ( bits_COND_CROUCH_NOT_SAFE ) & & m_hEnemy ! = NULL )
{
iPercent = RANDOM_LONG ( 0 , 99 ) ;
if ( iPercent < = 90 )
return GetScheduleOfType ( SCHED_MIL_DUCK_COVER_WAIT ) ; // wait some time in cover
}
// buz: now 50% to try normal way of taking cover
iPercent = RANDOM_LONG ( 0 , 99 ) ;
if ( iPercent < = 50 & & m_hEnemy ! = NULL )
{
//!!!KELLY - this grunt was hit and is going to run to cover.
// if (FOkToSpeak()) // && RANDOM_LONG(0,1))
// {
//SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = MIL_SENT_COVER ;
//JustSpoke();
// }
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ) ;
}
else
{
return GetScheduleOfType ( SCHED_SMALL_FLINCH ) ;
}
}
// can kick
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
{
if ( pHeadController & & pHeadController - > GetBackTrace ( ) < 32.0f )
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ) ;
else
{
//ALERT(at_console, "BACK! \n");
return GetScheduleOfType ( SCHED_MIL_WALKBACK_FIRE ) ;
}
}
// can grenade launch
else if ( ( m_iHasGrenades ) & & HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) )
{
// shoot a grenade if you can
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ) ;
}
// can shoot
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ) ;
}
// can't see enemy
else if ( HasConditions ( bits_COND_ENEMY_OCCLUDED ) )
{
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) )
{
//!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc
// if (FOkToSpeak())
// {
SENTENCEG_PlayRndSz ( ENT ( pev ) , " AL_THROW " , MIL_VOL , MIL_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
// }
return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ) ;
}
//!!!KELLY - grunt cannot see the enemy and has just decided to
// charge the enemy's position.
// if (FOkToSpeak())// && RANDOM_LONG(0,1))
// {
//SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
m_iSentence = AL_SENT_CHARGE ;
//JustSpoke();
// }
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE ) ;
}
if ( HasConditions ( bits_COND_SEE_ENEMY ) & & ! HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE ) ;
}
}
}
// no special cases here, call the base class
return CTalkMonster : : GetSchedule ( ) ;
}
Schedule_t * CSpetsnaz : : GetScheduleOfType ( int Type )
{
return CMilitary : : GetScheduleOfType ( Type ) ;
}
void CSpetsnaz : : SpeakSentence ( void )
{
if ( m_iSentence = = AL_SENT_NONE )
{
// no sentence cued up.
return ;
}
// if (FOkToSpeak())
// {
SENTENCEG_PlayRndSz ( ENT ( pev ) , pSpetsnazSentences [ m_iSentence ] , MIL_VOL , MIL_ATTN , 0 , m_voicePitch ) ;
JustSpoke ( ) ;
// }
}
BOOL CSpetsnaz : : CheckRangeAttack1 ( float flDot , float flDist )
{
if ( pev - > weapons = = SPETSNAZ_WEAPON_EMPTY )
return false ;
return CMilitary : : CheckRangeAttack1 ( flDot , flDist ) ;
}
void CSpetsnaz : : RunAI ( void )
{
// ALERT(at_console, "*** time %f\n", gpGlobals->time);
if ( m_fNextRadioNoise & & ( m_fNextRadioNoise < gpGlobals - > time ) )
{
m_fNextRadioNoise = gpGlobals - > time + RANDOM_FLOAT ( 20 , 60 ) ;
SENTENCEG_PlayRndSz ( ENT ( pev ) , " AL_RADIONOISE " , 0.2 , ATTN_STATIC , 0 , m_voicePitch , CHAN_BODY ) ;
}
CMilitary : : RunAI ( ) ;
}
2020-08-31 18:55:47 +02:00
// Wargon: Дефолтный TASK_DIE оверрайден для имитации действия энтити player_loadsaved. (1.1)
2020-08-31 18:50:41 +02:00
void CSpetsnaz : : RunTask ( Task_t * pTask )
{
switch ( pTask - > iTask )
{
case TASK_DIE :
{
if ( m_fSequenceFinished & & pev - > frame > = 255 )
{
pev - > deadflag = DEAD_DEAD ;
StopAnimation ( ) ;
if ( ! BBoxFlat ( ) )
UTIL_SetSize ( pev , Vector ( - 4 , - 4 , 0 ) , Vector ( 4 , 4 , 1 ) ) ;
else
UTIL_SetSize ( pev , Vector ( pev - > mins . x , pev - > mins . y , pev - > mins . z ) , Vector ( pev - > maxs . x , pev - > maxs . y , pev - > mins . z + 1 ) ) ;
if ( ShouldFadeOnDeath ( ) )
SUB_StartFadeOut ( ) ;
else
CSoundEnt : : InsertSound ( bits_SOUND_CARCASS , pev - > origin , 384 , 30 ) ;
if ( ! gpGlobals - > deathmatch )
{
CBasePlayer * pPlayer = ( CBasePlayer * ) CBaseEntity : : Instance ( g_engfuncs . pfnPEntityOfEntIndex ( 1 ) ) ;
if ( pPlayer )
{
ClearBits ( pPlayer - > m_iHideHUD , ITEM_SUIT ) ;
if ( pPlayer - > m_iGasMaskOn )
pPlayer - > ToggleGasMask ( ) ;
ClearBits ( pPlayer - > m_iHideHUD , ITEM_GASMASK ) ;
if ( pPlayer - > m_iHeadShieldOn )
pPlayer - > ToggleHeadShield ( ) ;
ClearBits ( pPlayer - > m_iHideHUD , ITEM_HEADSHIELD ) ;
}
UTIL_ScreenFadeAll ( Vector ( 0 , 0 , 0 ) , 1 , 6 , 255 , 0x0001 ) ; // Wargon: FFADE_OUT. (1.1)
UTIL_ShowMessageAll ( " #ALPHA_DIED " ) ;
SetNextThink ( 5 ) ;
SetThink ( & CSpetsnaz : : MonsterDeadThink ) ;
}
else
SetThink ( NULL ) ;
}
break ;
}
default :
{
CMilitary : : RunTask ( pTask ) ;
break ;
}
}
}
2020-08-31 18:55:47 +02:00
// Wargon: Автозагрузка срабатывает с задержкой после смерти спецназовца. (1.1)
2020-08-31 18:50:41 +02:00
void CSpetsnaz : : MonsterDeadThink ( void )
{
SERVER_COMMAND ( " reload \n " ) ;
}
/***************************************
Spetsnaz with aps class
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# define SPETSNAZ2_HEAD_GROUP 1
# define SPETSNAZ2_HEAD_SHIELD 1
# define SPETSNAZ2_GUN_GROUP 2
# define SPETSNAZ2_WEAPON_APS 0
# define SPETSNAZ2_WEAPON_EMPTY 1
class CSpetsnazAPS : public CSpetsnaz
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
void HandleAnimEvent ( MonsterEvent_t * pEvent ) ;
void Shoot ( void ) ;
BOOL CheckRangeAttack1 ( float flDot , float flDist ) ;
void SetActivity ( Activity NewActivity ) ;
void GibMonster ( void ) ;
} ;
LINK_ENTITY_TO_CLASS ( monster_alpha_pistol , CSpetsnazAPS ) ;
void CSpetsnazAPS : : Spawn ( )
{
Precache ( ) ;
if ( pev - > model )
SET_MODEL ( ENT ( pev ) , STRING ( pev - > model ) ) ; //LRC
else
SET_MODEL ( ENT ( pev ) , " models/soldier_alpha_pistol.mdl " ) ;
UTIL_SetSize ( pev , VEC_HUMAN_HULL_MIN , VEC_HUMAN_HULL_MAX ) ;
pev - > solid = SOLID_SLIDEBOX ;
pev - > movetype = MOVETYPE_STEP ;
m_bloodColor = BLOOD_COLOR_RED ;
2020-08-31 18:55:47 +02:00
// Wargon: Хелсы спецназовцев, заданные в параметрах энтити, игнорируются. (1.1)
2020-08-31 18:50:41 +02:00
// if (pev->health == 0)
pev - > health = gSkillData . alphaHealth ;
m_flFieldOfView = VIEW_FIELD_FULL ; //0.2;
m_MonsterState = MONSTERSTATE_NONE ;
m_flNextGrenadeCheck = gpGlobals - > time + 1 ;
m_flNextPainTime = gpGlobals - > time ;
m_iSentence = MIL_SENT_NONE ;
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP ;
m_HackedGunPos = Vector ( 0 , 0 , 55 ) ;
m_cClipSize = 12 ;
m_cAmmoLoaded = m_cClipSize ;
// buz: pev->body is head number
int head = pev - > body ;
pev - > body = 0 ;
SetBodygroup ( SPETSNAZ2_HEAD_GROUP , head ) ;
m_iHasHeadShield = ( head = = SPETSNAZ2_HEAD_SHIELD ) ? 1 : 0 ;
m_iNoGasDamage = 0 ;
MonsterInit ( ) ;
SetUse ( & CSpetsnazAPS : : FollowerUse ) ;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CSpetsnazAPS : : Precache ( )
{
if ( pev - > model )
PRECACHE_MODEL ( ( char * ) STRING ( pev - > model ) ) ; //LRC
else
PRECACHE_MODEL ( " models/soldier_alpha_pistol.mdl " ) ;
PRECACHE_SOUND ( " weapons/dryfire1.wav " ) ; //LRC
PRECACHE_SOUND ( " weapons/aps_fire.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_die1.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_die2.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_die3.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_pain1.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_pain2.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_pain3.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_pain4.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_pain5.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_reload_aps.wav " ) ;
PRECACHE_SOUND ( " zombie/claw_miss2.wav " ) ; // because we use the basemonster SWIPE animation event
m_iBrassShell = PRECACHE_MODEL ( " models/aps_shell.mdl " ) ;
// get voice pitch
if ( RANDOM_LONG ( 0 , 1 ) )
m_voicePitch = 109 + RANDOM_LONG ( 0 , 7 ) ;
else
m_voicePitch = 100 ;
if ( pev - > spawnflags & SF_SPETSNAZ_RADIO )
{
m_fNextRadioNoise = gpGlobals - > time + RANDOM_FLOAT ( 20 , 60 ) ;
}
TalkInit ( ) ;
CTalkMonster : : Precache ( ) ;
}
BOOL CSpetsnazAPS : : CheckRangeAttack1 ( float flDot , float flDist )
{
return CMilitary : : CheckRangeAttack1 ( flDot , flDist ) ;
}
void CSpetsnazAPS : : GibMonster ( void )
{
Vector vecGunPos ;
Vector vecGunAngles ;
if ( GetBodygroup ( SPETSNAZ2_GUN_GROUP ) ! = SPETSNAZ2_WEAPON_EMPTY & & ! ( pev - > spawnflags & SF_MONSTER_NO_WPN_DROP ) )
{
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
CBaseEntity * pGun = DropItem ( " weapon_aps " , vecGunPos , vecGunAngles ) ;
if ( pGun )
{
pGun - > pev - > velocity = Vector ( RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( 200 , 300 ) ) ;
pGun - > pev - > avelocity = Vector ( 0 , RANDOM_FLOAT ( 200 , 400 ) , 0 ) ;
}
if ( m_iHasGrenades )
{
pGun = DropItem ( " weapon_handgrenade " , BodyTarget ( pev - > origin ) , vecGunAngles ) ;
if ( pGun )
{
pGun - > pev - > velocity = Vector ( RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( 200 , 300 ) ) ;
pGun - > pev - > avelocity = Vector ( 0 , RANDOM_FLOAT ( 200 , 400 ) , 0 ) ;
}
}
}
CBaseMonster : : GibMonster ( ) ;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CSpetsnazAPS : : HandleAnimEvent ( MonsterEvent_t * pEvent )
{
Vector vecShootDir ;
Vector vecShootOrigin ;
switch ( pEvent - > event )
{
case MIL_AE_DROP_GUN :
{
if ( pev - > spawnflags & SF_MONSTER_NO_WPN_DROP ) break ; //LRC
Vector vecGunPos ;
Vector vecGunAngles ;
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
// switch to body group with no gun.
SetBodygroup ( SPETSNAZ2_GUN_GROUP , SPETSNAZ2_WEAPON_EMPTY ) ;
DropItem ( " weapon_aps " , vecGunPos , vecGunAngles ) ;
if ( m_iHasGrenades )
DropItem ( " weapon_handgrenade " , BodyTarget ( pev - > origin ) , vecGunAngles ) ;
break ;
}
case MIL_AE_RELOAD :
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " alpha/alpha_reload_aps.wav " , 1 , ATTN_NORM ) ;
m_cAmmoLoaded = m_cClipSize ;
ClearConditions ( bits_COND_NO_AMMO_LOADED ) ;
break ;
default :
CSpetsnaz : : HandleAnimEvent ( pEvent ) ;
break ;
}
}
//=========================================================
// Shoot
//=========================================================
void CSpetsnazAPS : : Shoot ( void )
{
// if (m_hEnemy == NULL && m_pCine == NULL) //LRC - scripts may fire when you have no enemy
// {
// return;
// }
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecShootOrigin = GetGunPosition ( ) ;
Vector vecShootDir = ShootAtEnemy ( vecShootOrigin ) ;
if ( m_cAmmoLoaded > 0 )
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/aps_fire.wav " , 1 , ATTN_NORM ) ;
Vector vecBrassPos , vecBrassDir ;
GetAttachment ( 3 , vecBrassPos , vecBrassDir ) ;
Vector vecShellVelocity = gpGlobals - > v_right * RANDOM_FLOAT ( 40 , 90 ) + gpGlobals - > v_up * RANDOM_FLOAT ( 75 , 200 ) + gpGlobals - > v_forward * RANDOM_FLOAT ( - 40 , 40 ) ;
EjectBrass ( vecBrassPos , vecShellVelocity , pev - > angles . y , m_iBrassShell , TE_BOUNCE_SHELL ) ;
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_5DEGREES , 2048.0f , BULLET_NORMAL , gSkillData . monDmg9MM ) ;
pev - > effects | = EF_MUZZLEFLASH ;
m_cAmmoLoaded - - ; // take away a bullet!
}
else
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/dryfire1.wav " , 1 , ATTN_NORM ) ;
Vector angDir = UTIL_VecToAngles ( vecShootDir ) ;
SetBlending ( 0 , angDir . x ) ;
}
void CSpetsnazAPS : : SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE ;
void * pmodel = GET_MODEL_PTR ( ENT ( pev ) ) ;
switch ( NewActivity )
{
case ACT_RANGE_ATTACK1 :
//iSequence = LookupActivity ( NewActivity );
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence ( " standing " ) ;
}
else
{
// get crouching shoot
iSequence = LookupSequence ( " crouching " ) ;
}
break ;
case ACT_RANGE_ATTACK2 :
// get toss anim
iSequence = LookupSequence ( " throwgrenade " ) ;
break ;
case ACT_RUN :
if ( pev - > health < = MIL_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_RUN_HURT ) ;
}
else
{
iSequence = LookupActivity ( NewActivity ) ;
}
break ;
case ACT_WALK :
if ( pev - > health < = MIL_LIMP_HEALTH )
{
// limp!
iSequence = LookupActivity ( ACT_WALK_HURT ) ;
}
else
{
iSequence = LookupActivity ( NewActivity ) ;
}
break ;
case ACT_IDLE :
if ( m_MonsterState = = MONSTERSTATE_COMBAT )
{
NewActivity = ACT_IDLE_ANGRY ;
}
iSequence = LookupActivity ( NewActivity ) ;
break ;
default :
iSequence = LookupActivity ( NewActivity ) ;
break ;
}
m_Activity = NewActivity ; // Go ahead and set this so it doesn't keep trying when the anim is not present
// Set to the desired anim, or default anim if the desired is not present
if ( iSequence > ACTIVITY_NOT_AVAILABLE )
{
if ( pev - > sequence ! = iSequence | | ! m_fSequenceLoops )
{
pev - > frame = 0 ;
}
pev - > sequence = iSequence ; // Set to the reset anim (if it's there)
ResetSequenceInfo ( ) ;
RecalculateYawSpeed ( ) ;
}
else
{
// Not available try to get default anim
ALERT ( at_debug , " %s has no sequence for act:%s \n " , STRING ( pev - > classname ) , GetNameForActivity ( NewActivity ) ) ;
pev - > sequence = 0 ; // Set to the reset anim (if it's there)
}
}
# define INFECTED_WEAPON_AKS 0
# define INFECTED_WEAPON_ASVAL 1
# define INFECTED_WEAPON_GROZA 2
# define INFECTED_WEAPON_EMPTY 3
/***************************************
Infected soldier class
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
class CSoldierInfected : public CMilitary
{
public :
void Spawn ( void ) ;
void Precache ( void ) ;
void HandleAnimEvent ( MonsterEvent_t * pEvent ) ;
void DeathSound ( void ) ;
void PainSound ( void ) ;
void Shoot ( void ) ;
BOOL CheckRangeAttack1 ( float flDot , float flDist ) ;
BOOL CheckMeleeAttack1 ( float flDot , float flDist ) ;
int Classify ( void ) ;
Schedule_t * GetSchedule ( void ) ;
Schedule_t * GetScheduleOfType ( int Type ) ;
void GibMonster ( void ) ;
} ;
LINK_ENTITY_TO_CLASS ( monster_soldier_infected , CSoldierInfected ) ;
void CSoldierInfected : : Spawn ( )
{
Precache ( ) ;
CMilitary : : Spawn ( ) ;
if ( pev - > model )
SET_MODEL ( ENT ( pev ) , STRING ( pev - > model ) ) ; //LRC
else
SET_MODEL ( ENT ( pev ) , " models/monsters/monster_soldiershooter.mdl " ) ;
UTIL_SetSize ( pev , VEC_HUMAN_HULL_MIN , VEC_HUMAN_HULL_MAX ) ;
pev - > solid = SOLID_SLIDEBOX ;
pev - > movetype = MOVETYPE_STEP ;
m_bloodColor = BLOOD_COLOR_RED ;
//pev->health = gSkillData.infSoldierHealth;
m_flFieldOfView = VIEW_FIELD_FULL ; //0.2;
m_MonsterState = MONSTERSTATE_NONE ;
m_flNextPainTime = gpGlobals - > time ;
m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP ;
m_HackedGunPos = Vector ( 0 , 0 , 55 ) ;
m_cClipSize = 30 ;
m_cAmmoLoaded = m_cClipSize ;
// buz: pev->body is head number
int head = pev - > body ;
pev - > body = 0 ;
MonsterInit ( ) ;
InitFlashlight ( ) ;
InitHeadController ( ) ;
}
void CSoldierInfected : : Precache ( )
{
if ( pev - > model )
PRECACHE_MODEL ( ( char * ) STRING ( pev - > model ) ) ; //LRC
else
PRECACHE_MODEL ( " models/monsters/monster_soldiershooter.mdl " ) ;
PRECACHE_SOUND ( " weapons/dryfire1.wav " ) ; //LRC
PRECACHE_SOUND ( " weapons/aps_fire.wav " ) ;
PRECACHE_SOUND ( " InfectedSoldier/die1.wav " ) ;
PRECACHE_SOUND ( " InfectedSoldier/die2.wav " ) ;
PRECACHE_SOUND ( " InfectedSoldier/die3.wav " ) ;
PRECACHE_SOUND ( " InfectedSoldier/pain1.wav " ) ;
PRECACHE_SOUND ( " InfectedSoldier/pain2.wav " ) ;
PRECACHE_SOUND ( " InfectedSoldier/pain3.wav " ) ;
PRECACHE_SOUND ( " InfectedSoldier/pain4.wav " ) ;
PRECACHE_SOUND ( " InfectedSoldier/pain5.wav " ) ;
PRECACHE_SOUND ( " alpha/alpha_reload_aps.wav " ) ;
PRECACHE_SOUND ( " zombie/claw_miss2.wav " ) ; // because we use the basemonster SWIPE animation event
m_iBrassShell = PRECACHE_MODEL ( " models/aps_shell.mdl " ) ;
// get voice pitch
if ( RANDOM_LONG ( 0 , 1 ) )
m_voicePitch = 109 + RANDOM_LONG ( 0 , 7 ) ;
else
m_voicePitch = 100 ;
}
void CSoldierInfected : : HandleAnimEvent ( MonsterEvent_t * pEvent )
{
Vector vecShootDir ;
Vector vecShootOrigin ;
switch ( pEvent - > event )
{
case MIL_AE_DROP_GUN :
{
if ( pev - > spawnflags & SF_MONSTER_NO_WPN_DROP ) break ; //LRC
Vector vecGunPos ;
Vector vecGunAngles ;
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
// switch to body group with no gun.
SetBodygroup ( MIL_GUN_GROUP , MIL_GUN_NONE ) ;
// now spawn a gun.
DropItem ( " weapon_ak74 " , vecGunPos , vecGunAngles ) ;
if ( pev - > weapons = = MIL_GRENADES )
{
DropItem ( " weapon_handgrenade " , BodyTarget ( pev - > origin ) , vecGunAngles ) ;
}
break ;
}
case MIL_AE_RELOAD :
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " military/mil_reload.wav " , 1 , ATTN_NORM ) ;
m_cAmmoLoaded = m_cClipSize ;
ClearConditions ( bits_COND_NO_AMMO_LOADED ) ;
break ;
case MIL_AE_BURST1 :
{
// ALERT(at_console, "*-------- mil burst 1\n");
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
if ( m_cAmmoLoaded > 0 )
{
if ( RANDOM_LONG ( 0 , 1 ) )
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " military/mil_mgun1.wav " , 1 , ATTN_NORM ) ;
}
else
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " military/mil_mgun2.wav " , 1 , ATTN_NORM ) ;
}
}
else
{
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/dryfire1.wav " , 1 , ATTN_NORM ) ;
}
Shoot ( ) ;
}
break ;
case MIL_AE_BURST2 :
case MIL_AE_BURST3 :
Shoot ( ) ;
break ;
case MIL_AE_KICK :
{
CBaseEntity * pHurt = Kick ( ) ;
if ( pHurt )
{
// buz: move only if it is a monster!
if ( pHurt - > MyMonsterPointer ( ) )
{
UTIL_MakeVectors ( pev - > angles ) ;
pHurt - > pev - > punchangle . x = 15 ;
pHurt - > pev - > velocity = pHurt - > pev - > velocity + gpGlobals - > v_forward * 100 + gpGlobals - > v_up * 50 ;
}
pHurt - > TakeDamage ( pev , pev , gSkillData . MilDmgKick , DMG_CLUB ) ;
}
}
break ;
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t * CSoldierInfected : : GetSchedule ( void )
{
// clear old sentence
m_iSentence = MIL_SENT_NONE ;
if ( m_cAmmoLoaded < m_cClipSize / 2 )
{
return GetScheduleOfType ( SCHED_RELOAD ) ;
}
switch ( m_MonsterState )
{
case MONSTERSTATE_IDLE :
case MONSTERSTATE_ALERT :
case MONSTERSTATE_COMBAT :
{
// no ammo
if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) )
{
2020-08-31 18:55:47 +02:00
// Wargon: Спецназовец часто бегает в укрытие через всю карту. Нам это не нужно. (1.1)
2020-08-31 18:50:41 +02:00
// if ((m_afCapability & bits_CAP_CROUCH_COVER) && !HasConditions(bits_COND_CROUCH_NOT_SAFE) ) // buz: reload here, if safe
return GetScheduleOfType ( SCHED_RELOAD ) ;
// else
// return GetScheduleOfType ( SCHED_MIL_COVER_AND_RELOAD );
}
// can kick
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ) ;
}
// can't see enemy
else if ( HasConditions ( bits_COND_ENEMY_OCCLUDED ) )
{
return GetScheduleOfType ( SCHED_MIL_ESTABLISH_LINE_OF_FIRE ) ;
}
if ( HasConditions ( bits_COND_SEE_ENEMY ) & & ! HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_INFECTED_FIRINGWALK ) ;
}
}
}
// no special cases here, call the base class
return CBaseMonster : : GetSchedule ( ) ;
}
Schedule_t * CSoldierInfected : : GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_INFECTED_FIRINGWALK :
{
return slInfFiringWalk ;
}
break ;
default :
{
return CMilitary : : GetScheduleOfType ( Type ) ;
}
}
}
//=========================================================
// PainSound
//=========================================================
void CSoldierInfected : : PainSound ( void )
{
if ( gpGlobals - > time > m_flNextPainTime )
{
switch ( RANDOM_LONG ( 0 , 6 ) )
{
case 0 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " InfectedSoldier/pain1.wav " , 1 , ATTN_NORM ) ;
break ;
case 1 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " InfectedSoldier/pain2.wav " , 1 , ATTN_NORM ) ;
break ;
case 2 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " InfectedSoldier/pain3.wav " , 1 , ATTN_NORM ) ;
break ;
case 3 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " InfectedSoldier/pain4.wav " , 1 , ATTN_NORM ) ;
break ;
case 4 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " InfectedSoldier/pain5.wav " , 1 , ATTN_NORM ) ;
break ;
}
m_flNextPainTime = gpGlobals - > time + 1 ;
}
}
//=========================================================
// DeathSound
//=========================================================
void CSoldierInfected : : DeathSound ( void )
{
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " InfectedSoldier/die1.wav " , 1 , ATTN_IDLE ) ;
break ;
case 1 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " InfectedSoldier/die2.wav " , 1 , ATTN_IDLE ) ;
break ;
case 2 :
EMIT_SOUND ( ENT ( pev ) , CHAN_VOICE , " InfectedSoldier/die3.wav " , 1 , ATTN_IDLE ) ;
break ;
}
}
void CSoldierInfected : : Shoot ( void )
{
UTIL_MakeVectors ( pev - > angles ) ;
Vector vecShootOrigin = GetGunPosition ( ) ;
Vector vecShootDir = ShootAtEnemy ( vecShootOrigin ) ;
if ( m_cAmmoLoaded > 0 )
{
switch ( pev - > weapons )
{
case INFECTED_WEAPON_AKS :
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/aks_fire1.wav " , 1 , ATTN_NORM ) ; break ;
case 1 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/aks_fire2.wav " , 1 , ATTN_NORM ) ; break ;
case 2 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/aks_fire3.wav " , 1 , ATTN_NORM ) ; break ;
}
break ;
case INFECTED_WEAPON_GROZA :
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/groza_fire1.wav " , 1 , ATTN_NORM ) ; break ;
case 1 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/groza_fire2.wav " , 1 , ATTN_NORM ) ; break ;
case 2 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/groza_fire3.wav " , 1 , ATTN_NORM ) ; break ;
}
break ;
case INFECTED_WEAPON_ASVAL :
switch ( RANDOM_LONG ( 0 , 2 ) )
{
case 0 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/val_fire1.wav " , 1 , ATTN_NORM ) ; break ;
case 1 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/val_fire2.wav " , 1 , ATTN_NORM ) ; break ;
case 2 : EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/val_fire3.wav " , 1 , ATTN_NORM ) ; break ;
}
break ;
}
Vector vecBrassPos , vecBrassDir ;
GetAttachment ( 3 , vecBrassPos , vecBrassDir ) ;
Vector vecShellVelocity = gpGlobals - > v_right * RANDOM_FLOAT ( 40 , 90 ) + gpGlobals - > v_up * RANDOM_FLOAT ( 75 , 200 ) + gpGlobals - > v_forward * RANDOM_FLOAT ( - 40 , 40 ) ;
EjectBrass ( vecBrassPos , vecShellVelocity , pev - > angles . y , m_iBrassShell , TE_BOUNCE_SHELL ) ;
switch ( pev - > weapons )
{
case SPETSNAZ_WEAPON_AKS :
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_7DEGREES , 2048 , BULLET_NORMAL , gSkillData . monDmgAK ) ;
break ;
case SPETSNAZ_WEAPON_GROZA :
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_5DEGREES , 2048 , BULLET_NORMAL , gSkillData . monDmgGroza ) ;
break ;
case SPETSNAZ_WEAPON_ASVAL :
FireBullets ( 1 , vecShootOrigin , vecShootDir , VECTOR_CONE_5DEGREES , 2048 , BULLET_NORMAL , gSkillData . monDmgAsval ) ;
break ;
default :
ALERT ( at_error , " ERROR: trying to fire without a gun! \n " ) ;
}
pev - > effects | = EF_MUZZLEFLASH ;
m_cAmmoLoaded - - ; // take away a bullet!
// ALERT(at_console, "spcnazz ammo has %d\n", m_cAmmoLoaded);
}
else
EMIT_SOUND ( ENT ( pev ) , CHAN_WEAPON , " weapons/dryfire1.wav " , 1 , ATTN_NORM ) ;
Vector angDir = UTIL_VecToAngles ( vecShootDir ) ;
SetBlending ( 0 , angDir . x ) ;
}
BOOL CSoldierInfected : : CheckRangeAttack1 ( float flDot , float flDist )
{
return FALSE ;
}
void CSoldierInfected : : GibMonster ( void )
{
Vector vecGunPos ;
Vector vecGunAngles ;
if ( GetBodygroup ( SPETSNAZ_GUN_GROUP ) ! = SPETSNAZ_WEAPON_EMPTY & & ! ( pev - > spawnflags & SF_MONSTER_NO_WPN_DROP ) )
{
GetAttachment ( 0 , vecGunPos , vecGunAngles ) ;
CBaseEntity * pGun = NULL ;
switch ( pev - > weapons )
{
case INFECTED_WEAPON_AKS :
pGun = DropItem ( " weapon_aks " , vecGunPos , vecGunAngles ) ;
break ;
case INFECTED_WEAPON_GROZA :
pGun = DropItem ( " weapon_groza " , vecGunPos , vecGunAngles ) ;
break ;
case INFECTED_WEAPON_ASVAL :
pGun = DropItem ( " weapon_val " , vecGunPos , vecGunAngles ) ;
break ;
}
if ( pGun )
{
pGun - > pev - > velocity = Vector ( RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( - 100 , 100 ) , RANDOM_FLOAT ( 200 , 300 ) ) ;
pGun - > pev - > avelocity = Vector ( 0 , RANDOM_FLOAT ( 200 , 400 ) , 0 ) ;
}
}
CBaseMonster : : GibMonster ( ) ;
}
BOOL CSoldierInfected : : CheckMeleeAttack1 ( float flDot , float flDist )
{
CBaseMonster * pEnemy ;
if ( m_hEnemy ! = NULL )
{
pEnemy = m_hEnemy - > MyMonsterPointer ( ) ;
if ( ! pEnemy )
{
return FALSE ;
}
}
if ( flDist < = 64 & & flDot > = 0.7 )
{
return TRUE ;
}
return FALSE ;
}
int CSoldierInfected : : Classify ( void )
{
return m_iClass ? m_iClass : CLASS_ALIEN_PREY ;
2020-08-31 00:15:53 +02:00
}