Paranoia2/dlls/hgrunt.cpp

4970 lines
137 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// hgrunt
//=========================================================
//=========================================================
// 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 "squadmonster.h"
#include "weapons.h"
#include "talkmonster.h"
#include "soundent.h"
#include "effects.h"
#include "customentity.h"
#include "scripted.h" //LRC
extern short g_sModelIndexLaser;// buz
// buz: test draw line
void BuzTestDrawLine( Vector p1, Vector p2, int r, int g, int b )
{
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_BEAMPOINTS );
WRITE_COORD( p1.x );
WRITE_COORD( p1.y );
WRITE_COORD( p1.z );
WRITE_COORD( p2.x );
WRITE_COORD( p2.y );
WRITE_COORD( p2.z );
WRITE_SHORT( g_sModelIndexLaser );
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 1 ); // life
WRITE_BYTE( 40 ); // width
WRITE_BYTE( 0 ); // noise
WRITE_BYTE( r ); // r, g, b
WRITE_BYTE( g ); // r, g, b
WRITE_BYTE( b ); // r, g, b
WRITE_BYTE( 128 ); // brightness
WRITE_BYTE( 0 ); // speed
MESSAGE_END();
}
int g_fGruntQuestion; // true if an idle grunt asked a question. Cleared when someone answers.
int g_fTerrorQuestion; // buz: same for terrorists
extern DLL_GLOBAL int g_iSkillLevel;
//=========================================================
// monster-specific DEFINE's
//=========================================================
#define GRUNT_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
#define GRUNT_VOL 0.35 // volume of grunt sounds
#define GRUNT_ATTN ATTN_NORM // attenutation of grunt sentences
#define HGRUNT_LIMP_HEALTH (pev->max_health*0.3)
#define HGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot.
#define HGRUNT_NUM_HEADS 2 // how many grunt heads are there?
#define HGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill
#define HGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences
#define HGRUNT_9MMAR ( 1 << 0) // AK for terrorists
#define HGRUNT_HANDGRENADE ( 1 << 1)
#define HGRUNT_GRENADELAUNCHER ( 1 << 2)
#define HGRUNT_SHOTGUN ( 1 << 3) // RPK for terrorists
#define HEAD_GROUP 1 // used by terrors
//#define HEAD_GRUNT 0
//#define HEAD_COMMANDER 1
//#define HEAD_SHOTGUN 2
//#define HEAD_M203 3
//buz:
#define DIVERSANT_HEADSTUFF_GROUP 2
#define DIVERSANT_HEADSTUFF_PNV 0
#define DIVERSANT_HEADSTUFF_KASKA 1
#define DIVERSANT_HEADSTUFF_KASKA_PNV 2
#define DIVERSANT_HEADSTUFF_NO 3
#define DIVERSANT_AMMUNITION_GROUP 3
#define DIVERSANT_AMMUNITION_BACKPACK 0
#define DIVERSANT_AMMUNITION_NO 1
#define DIVERSANT_GUN_GROUP 4
#define DIVERSANT_GUN_MP5 0
#define DIVERSANT_GUN_SHOTGUN 1
#define DIVERSANT_GUN_NONE 2
//#define GUN_GROUP 2
//#define GUN_MP5 0
//#define GUN_SHOTGUN 1
//#define GUN_NONE 2
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define HGRUNT_AE_RELOAD ( 2 )
#define HGRUNT_AE_KICK ( 3 )
#define HGRUNT_AE_BURST1 ( 4 )
#define HGRUNT_AE_BURST2 ( 5 )
#define HGRUNT_AE_BURST3 ( 6 )
#define HGRUNT_AE_GREN_TOSS ( 7 )
#define HGRUNT_AE_GREN_LAUNCH ( 8 )
#define HGRUNT_AE_GREN_DROP ( 9 )
#define HGRUNT_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad.
#define HGRUNT_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5.
//=========================================================
// monster-specific schedule types
//=========================================================
enum
{
SCHED_GRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1,
SCHED_GRUNT_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_GRUNT_COVER_AND_RELOAD,
SCHED_GRUNT_SWEEP,
SCHED_GRUNT_FOUND_ENEMY,
SCHED_GRUNT_REPEL,
SCHED_GRUNT_REPEL_ATTACK,
SCHED_GRUNT_REPEL_LAND,
SCHED_GRUNT_WAIT_FACE_ENEMY,
SCHED_GRUNT_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
SCHED_GRUNT_ELOF_FAIL,
SCHED_GRUNT_DUCK_COVER_WAIT, // buz
// SCHED_GRUNT_RUN_SHOOTING, // buz
};
//=========================================================
// monster-specific tasks
//=========================================================
enum
{
TASK_GRUNT_FACE_TOSS_DIR = LAST_COMMON_TASK + 1,
TASK_GRUNT_SPEAK_SENTENCE,
TASK_GRUNT_CHECK_FIRE,
TASK_GRUNT_MOVE_SHOOTING, // buz
};
//=========================================================
// monster-specific conditions
//=========================================================
#define bits_COND_GRUNT_NOFIRE ( bits_COND_SPECIAL1 )
class CHGrunt : public CSquadMonster
{
public:
void Spawn( void );
void Precache( void );
float MaxYawSpeed( void );
int Classify ( void );
int ISoundMask ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
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 );
virtual void SpeakSentence( void );
virtual void SetEyePosition ( void ); // buz
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
virtual int ObjectCaps( void ) { return CSquadMonster::ObjectCaps() | (m_iDeadAmmo?FCAP_IMPULSE_USE:0); }
int m_iDeadAmmo;
void EXPORT DeadUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Killed( entvars_t *pevAttacker, int iGib );
// 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);
else
return pev->origin + pev->view_ofs;
}
void ResetSequenceInfo ( );
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 );
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;
Vector m_vecTossVelocity;
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;
int m_iLastFireCheckResult; // buz. 1-only crouch, 2-only standing, 0-any
static const char *pGruntSentences[];
};
LINK_ENTITY_TO_CLASS( monster_human_grunt, CHGrunt );
LINK_ENTITY_TO_CLASS( monster_diversant, CHGrunt );
TYPEDESCRIPTION CHGrunt::m_SaveData[] =
{
DEFINE_FIELD( CHGrunt, m_flNextGrenadeCheck, FIELD_TIME ),
DEFINE_FIELD( CHGrunt, m_flNextPainTime, FIELD_TIME ),
// DEFINE_FIELD( CHGrunt, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero
DEFINE_FIELD( CHGrunt, m_vecTossVelocity, FIELD_VECTOR ),
DEFINE_FIELD( CHGrunt, m_fThrowGrenade, FIELD_BOOLEAN ),
DEFINE_FIELD( CHGrunt, m_fStanding, FIELD_BOOLEAN ),
DEFINE_FIELD( CHGrunt, m_fFirstEncounter, FIELD_BOOLEAN ),
DEFINE_FIELD( CHGrunt, m_cClipSize, FIELD_INTEGER ),
DEFINE_FIELD( CHGrunt, m_voicePitch, FIELD_INTEGER ),
// DEFINE_FIELD( CShotgun, m_iBrassShell, FIELD_INTEGER ),
// DEFINE_FIELD( CShotgun, m_iShotgunShell, FIELD_INTEGER ),
DEFINE_FIELD( CHGrunt, m_iSentence, FIELD_INTEGER ),
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
DEFINE_FIELD( CHGrunt, m_iDeadAmmo, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CHGrunt, CSquadMonster );
const char *CHGrunt::pGruntSentences[] =
{
"DV_GREN", // grenade scared grunt
"DV_ALERT", // sees player
"DV_MONSTER", // sees monster
"DV_COVER", // running to cover
"DV_THROW", // about to throw grenade
"DV_CHARGE", // running out to get the enemy
"DV_TAUNT", // say rude things
};
enum
{
HGRUNT_SENT_NONE = -1,
HGRUNT_SENT_GREN = 0,
HGRUNT_SENT_ALERT,
HGRUNT_SENT_MONSTER,
HGRUNT_SENT_COVER,
HGRUNT_SENT_THROW,
HGRUNT_SENT_CHARGE,
HGRUNT_SENT_TAUNT,
} HGRUNT_SENTENCE_TYPES;
// buz: ResetSequenceInfo overriden for grunts -
// m_flGroundSpeed should be set accrording to pev->gaitsequence
void CHGrunt :: ResetSequenceInfo ( )
{
CBaseAnimating::ResetSequenceInfo();
if( pev->gaitsequence )
{
float dummy;
GetSequenceInfo( GetModelPtr(), m_flPoseParameter, pev->gaitsequence, &dummy, &m_flGroundSpeed );
}
}
//=========================================================
// 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 CHGrunt :: SpeakSentence( void )
{
if ( m_iSentence == HGRUNT_SENT_NONE )
{
// no sentence cued up.
return;
}
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), pGruntSentences[ m_iSentence ], HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
}
//=========================================================
// IRelationship - overridden because Alien Grunts are
// Human Grunt's nemesis.
//=========================================================
int CHGrunt::IRelationship ( CBaseEntity *pTarget )
{
//LRC- only hate alien grunts if my behaviour hasn't been overridden
if ((!m_iClass && FClassnameIs( pTarget->pev, "monster_alien_grunt" )) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) )
{
return R_NM;
}
return CSquadMonster::IRelationship( pTarget );
}
//=========================================================
// GibMonster - make gun fly through the air.
//=========================================================
void CHGrunt :: GibMonster ( void )
{
Vector vecGunPos;
Vector vecGunAngles;
if ( GetBodygroup( DIVERSANT_GUN_GROUP ) != DIVERSANT_GUN_NONE && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
{// throw a gun if the grunt has one
GetAttachment( 0, vecGunPos, vecGunAngles );
CBaseEntity *pGun;
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
{
pGun = DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
}
else
{
pGun = DropItem( "weapon_groza", 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 (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ))
{
pGun = DropItem( "ammo_vog25", 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 CHGrunt :: ISoundMask ( void )
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_PLAYER |
bits_SOUND_DANGER;
}
//=========================================================
// someone else is talking - don't speak
//=========================================================
BOOL CHGrunt :: FOkToSpeak( void )
{
// if someone else is talking, don't speak
if (gpGlobals->time <= CTalkMonster::g_talkWaitTime)
return FALSE;
if ( pev->spawnflags & SF_MONSTER_GAG )
{
if ( m_MonsterState != MONSTERSTATE_COMBAT )
{
// no talking outside of combat if gagged.
return FALSE;
}
}
// if player is not in pvs, don't speak
// if (FNullEnt(FIND_CLIENT_IN_PVS(edict())))
// return FALSE;
return TRUE;
}
//=========================================================
//=========================================================
void CHGrunt :: JustSpoke( void )
{
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0);
m_iSentence = HGRUNT_SENT_NONE;
}
//=========================================================
// PrescheduleThink - this function runs after conditions
// are collected and before scheduling code is run.
//=========================================================
void CHGrunt :: PrescheduleThink ( void )
{
if ( InSquad() && m_hEnemy != NULL )
{
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
{
// update the squad's last enemy sighting time.
MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time;
}
else
{
if ( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 )
{
// been a while since we've seen the enemy
MySquadLeader()->m_fEnemyEluded = TRUE;
}
}
}
}
//=========================================================
// 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 CHGrunt :: FCanCheckAttacks ( void )
{
if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) )
{
return TRUE;
}
else
{
return FALSE;
}
}
//=========================================================
// CheckMeleeAttack1
//=========================================================
BOOL CHGrunt :: 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 &&
pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON &&
pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON )
{
return TRUE;
}
return FALSE;
}
//=========================================================
// 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 CHGrunt :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
{
TraceResult tr;
if ( !m_hEnemy->IsPlayer() && flDist <= 64 )
{
// 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 )
m_iLastFireCheckResult = 0; // shoot as you wish
else
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 )
{
m_iLastFireCheckResult = 2; // buz: standing is our only one choice
return TRUE;
}
else
{
m_iLastFireCheckResult = 0;
return FALSE; // cant fire
}
}
}
return FALSE;
}
//=========================================================
// CheckRangeAttack2 - this checks the Grunt's grenade
// attack.
//=========================================================
BOOL CHGrunt :: CheckRangeAttack2 ( float flDot, float flDist )
{
if (! FBitSet(pev->weapons, (HGRUNT_HANDGRENADE | HGRUNT_GRENADELAUNCHER)))
{
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;
}
}
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 CHGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
// ALERT(at_console, "hgrunt 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;
}
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
//=========================================================
// TakeDamage - overridden for the grunt because the grunt
// needs to forget that he is in cover if he's hurt. (Obviously
// not in a safe place anymore).
//=========================================================
int CHGrunt :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
Forget( bits_MEMORY_INCOVER );
return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
// MaxYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
float CHGrunt :: MaxYawSpeed( void )
{
int 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;
}
void CHGrunt :: IdleSound( void )
{
if (FOkToSpeak() && (g_fGruntQuestion || RANDOM_LONG(0,1)))
{
if (!g_fGruntQuestion)
{
// ask question or make statement
switch (RANDOM_LONG(0,2))
{
case 0: // check in
SENTENCEG_PlayRndSz(ENT(pev), "DV_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fGruntQuestion = 1;
break;
case 1: // question
SENTENCEG_PlayRndSz(ENT(pev), "DV_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fGruntQuestion = 2;
break;
case 2: // statement
SENTENCEG_PlayRndSz(ENT(pev), "DV_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
}
else
{
switch (g_fGruntQuestion)
{
case 1: // check in
SENTENCEG_PlayRndSz(ENT(pev), "DV_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
case 2: // question
SENTENCEG_PlayRndSz(ENT(pev), "DV_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
g_fGruntQuestion = 0;
}
JustSpoke();
}
}
//=========================================================
// CheckAmmo - overridden for the grunt because he actually
// uses ammo! (base class doesn't)
//=========================================================
void CHGrunt :: CheckAmmo ( void )
{
if ( m_cAmmoLoaded <= 0 )
{
SetConditions(bits_COND_NO_AMMO_LOADED);
}
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CHGrunt :: Classify ( void )
{
return m_iClass?m_iClass:CLASS_HUMAN_MILITARY;
}
//=========================================================
//=========================================================
CBaseEntity *CHGrunt :: Kick( void )
{
TraceResult tr;
UTIL_MakeVectors( pev->angles );
Vector vecStart = pev->origin;
vecStart.z += pev->size.z * 0.5;
Vector vecEnd = vecStart + (gpGlobals->v_forward * 70);
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 CHGrunt :: 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 ); // buz: prevent firing crouched, when hiding behind the barrels, crates etc.
}
}
//=========================================================
// Shoot
//=========================================================
void CHGrunt :: 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.monDmgMP5 ); // shoot +-5 degrees
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
// ALERT(at_console, "grunt ammo has %d\n", m_cAmmoLoaded);
}
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
//=========================================================
// Shoot
//=========================================================
void CHGrunt :: Shotgun ( void )
{
if (m_hEnemy == NULL && m_pCine == NULL)
{
return;
}
Vector vecShootOrigin = GetGunPosition();
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
UTIL_MakeVectors ( pev->angles );
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_iShotgunShell, TE_BOUNCE_SHOTSHELL );
FireBullets( gSkillData.hgruntShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_BUCKSHOT, gSkillData.plrDmgBuckshot ); // shoot +-7.5 degrees
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case HGRUNT_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( DIVERSANT_GUN_GROUP, DIVERSANT_GUN_NONE );
// now spawn a gun.
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
{
DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
}
else
{
DropItem( "weapon_groza", vecGunPos, vecGunAngles );
}
if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ))
{
DropItem( "ammo_vog25", BodyTarget( pev->origin ), vecGunAngles );
}
}
break;
case HGRUNT_AE_RELOAD:
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "diversant/gr_reload1.wav", 1, ATTN_NORM );
m_cAmmoLoaded = m_cClipSize;
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
case HGRUNT_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;
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 HGRUNT_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 HGRUNT_AE_BURST1:
{
// ALERT(at_console, "-------- grunt burst 1\n");
if ( FBitSet( pev->weapons, HGRUNT_9MMAR ))
{
// 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, "diversant/gr_mgun1.wav", 1, ATTN_NORM );
}
else
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "diversant/gr_mgun2.wav", 1, ATTN_NORM );
}
}
else
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM );
}
Shoot();
}
else
{
Shotgun( );
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM );
}
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
}
break;
case HGRUNT_AE_BURST2:
case HGRUNT_AE_BURST3:
Shoot();
break;
case HGRUNT_AE_KICK:
{
CBaseEntity *pHurt = Kick();
if ( pHurt )
{
// SOUND HERE!
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.hgruntDmgKick, DMG_CLUB );
}
}
break;
case HGRUNT_AE_CAUGHT_ENEMY:
{
if ( FOkToSpeak() )
{
SENTENCEG_PlayRndSz(ENT(pev), "DV_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
}
default:
CSquadMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CHGrunt :: Spawn()
{
Precache( );
// buz: rename to monster_human_grunt if set as monster_diversant
pev->classname = MAKE_STRING("monster_human_grunt");
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/diversant.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.hgruntHealth;
m_flFieldOfView = 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 = HGRUNT_SENT_NONE;
m_afCapability = bits_CAP_SQUAD | 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 );
if (pev->weapons == 0)
{
// initialize to original values
pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE;
}
// buz: pev->body is head stuff number
int headstuff = pev->body;
pev->body = 0;
SetBodygroup( DIVERSANT_HEADSTUFF_GROUP, headstuff );
// hack for studiomodelrenderer to draw goggles
if (headstuff == DIVERSANT_HEADSTUFF_PNV)
pev->renderfx = 50;
// buz: pev->effects is ammunition number
int backpack = pev->effects;
SetBodygroup( DIVERSANT_AMMUNITION_GROUP, backpack );
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
{
SetBodygroup( DIVERSANT_GUN_GROUP, DIVERSANT_GUN_SHOTGUN );
m_cClipSize = 8;
}
else
{
SetBodygroup( DIVERSANT_GUN_GROUP, DIVERSANT_GUN_MP5 );
m_cClipSize = GRUNT_CLIP_SIZE;
}
m_cAmmoLoaded = m_cClipSize;
CTalkMonster::g_talkWaitTime = 0;
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
m_iDeadAmmo = 0;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CHGrunt :: Precache()
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/diversant.mdl");
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
PRECACHE_MODEL("models/mask.mdl"); // buz test
PRECACHE_SOUND( "diversant/gr_mgun1.wav" );
PRECACHE_SOUND( "diversant/gr_mgun2.wav" );
PRECACHE_SOUND( "diversant/gr_die1.wav" );
PRECACHE_SOUND( "diversant/gr_die2.wav" );
PRECACHE_SOUND( "diversant/gr_die3.wav" );
PRECACHE_SOUND( "diversant/gr_pain1.wav" );
PRECACHE_SOUND( "diversant/gr_pain2.wav" );
PRECACHE_SOUND( "diversant/gr_pain3.wav" );
PRECACHE_SOUND( "diversant/gr_pain4.wav" );
PRECACHE_SOUND( "diversant/gr_pain5.wav" );
PRECACHE_SOUND( "diversant/gr_reload1.wav" );
PRECACHE_SOUND( "weapons/glauncher.wav" );
PRECACHE_SOUND( "weapons/sbarrel1.wav" );
PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
PRECACHE_SOUND("items/9mmclip1.wav");
// get voice pitch
if (RANDOM_LONG(0,1))
m_voicePitch = 109 + RANDOM_LONG(0,7);
else
m_voicePitch = 100;
m_iBrassShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
m_iShotgunShell = PRECACHE_MODEL ("models/shotgunshell.mdl");
}
//=========================================================
// start task
//=========================================================
void CHGrunt :: StartTask ( Task_t *pTask )
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch ( pTask->iTask )
{
case TASK_GRUNT_CHECK_FIRE:
if ( !NoFriendlyFire() )
{
SetConditions( bits_COND_GRUNT_NOFIRE );
}
TaskComplete();
break;
case TASK_GRUNT_MOVE_SHOOTING: // buz
if (FRouteClear())
TaskComplete();
Forget( bits_MEMORY_INCOVER );
pev->gaitsequence = LookupSequence( "run" ); // test
if (HasConditions( bits_COND_CAN_RANGE_ATTACK1 ))
m_IdealActivity = ACT_USE; // special shoot anim (blended)
else
m_IdealActivity = ACT_GUARD; // special wait anim (blended)
break;
case TASK_GRUNT_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 );
CSquadMonster ::StartTask( pTask );
break;
case TASK_RELOAD:
m_IdealActivity = ACT_RELOAD;
break;
case TASK_GRUNT_FACE_TOSS_DIR:
break;
case TASK_FACE_IDEAL:
case TASK_FACE_ENEMY:
CSquadMonster :: StartTask( pTask );
if (pev->movetype == MOVETYPE_FLY)
{
m_IdealActivity = ACT_GLIDE;
}
break;
default:
CSquadMonster :: StartTask( pTask );
break;
}
}
//=========================================================
// RunTask
//=========================================================
void CHGrunt :: RunTask ( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_GRUNT_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;
}
case TASK_GRUNT_MOVE_SHOOTING: // buz
{
SetIdealYawToTargetAndUpdate( m_vecEnemyLKP , AI_KEEP_YAW_SPEED );
if ( m_fSequenceFinished )
{
if (MovementIsComplete() || HasConditions(bits_COND_ENEMY_DEAD))
{
TaskComplete();
RouteClear(); // Stop moving
m_Activity = ACT_RESET;
break;
}
if (HasConditions( bits_COND_CAN_RANGE_ATTACK1 ))
m_IdealActivity = ACT_USE; // special shoot anim (blended)
else
m_IdealActivity = ACT_GUARD; // special wait anim (blended)
}
break;
}
default:
{
CSquadMonster :: RunTask( pTask );
break;
}
}
}
//=========================================================
// PainSound
//=========================================================
void CHGrunt :: PainSound ( void )
{
if ( gpGlobals->time > m_flNextPainTime )
{
#if 0
if ( RANDOM_LONG(0,99) < 5 )
{
// pain sentences are rare
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz(ENT(pev), "HG_PAIN", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM);
JustSpoke();
return;
}
}
#endif
switch ( RANDOM_LONG(0,6) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_pain3.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_pain4.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_pain5.wav", 1, ATTN_NORM );
break;
case 3:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_pain1.wav", 1, ATTN_NORM );
break;
case 4:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_pain2.wav", 1, ATTN_NORM );
break;
}
m_flNextPainTime = gpGlobals->time + 1;
}
}
//=========================================================
// DeathSound
//=========================================================
void CHGrunt :: DeathSound ( void )
{
switch ( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_die1.wav", 1, ATTN_IDLE );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_die2.wav", 1, ATTN_IDLE );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "diversant/gr_die3.wav", 1, ATTN_IDLE );
break;
}
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// GruntFail
//=========================================================
Task_t tlGruntFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slGruntFail[] =
{
{
tlGruntFail,
ARRAYSIZE ( tlGruntFail ),
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 tlGruntCombatFail[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
};
Schedule_t slGruntCombatFail[] =
{
{
tlGruntCombatFail,
ARRAYSIZE ( tlGruntCombatFail ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2,
0,
"Grunt Combat Fail"
},
};
//=========================================================
// Victory dance!
//=========================================================
Task_t tlGruntVictoryDance[] =
{
{ 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 slGruntVictoryDance[] =
{
{
tlGruntVictoryDance,
ARRAYSIZE ( tlGruntVictoryDance ),
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 tlGruntEstablishLineOfFire[] =
{
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_ELOF_FAIL },
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_GRUNT_SPEAK_SENTENCE,(float)0 },
{ TASK_RUN_PATH, (float)0 },
// { TASK_GRUNT_MOVE_SHOOTING, (float)0 }, // buz: TEST TEST TEST
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
};
Schedule_t slGruntEstablishLineOfFire[] =
{
{
tlGruntEstablishLineOfFire,
ARRAYSIZE ( tlGruntEstablishLineOfFire ),
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 tlGruntFoundEnemy[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 },
};
Schedule_t slGruntFoundEnemy[] =
{
{
tlGruntFoundEnemy,
ARRAYSIZE ( tlGruntFoundEnemy ),
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"GruntFoundEnemy"
},
};
//=========================================================
// GruntCombatFace Schedule
//=========================================================
Task_t tlGruntCombatFace1[] =
{
{ 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_GRUNT_SWEEP },
};
Schedule_t slGruntCombatFace[] =
{
{
tlGruntCombatFace1,
ARRAYSIZE ( tlGruntCombatFace1 ),
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 tlGruntSignalSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slGruntSignalSuppress[] =
{
{
tlGruntSignalSuppress,
ARRAYSIZE ( tlGruntSignalSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_GRUNT_NOFIRE |
bits_COND_NO_AMMO_LOADED,
bits_SOUND_DANGER,
"SignalSuppress"
},
};
Task_t tlGruntSuppress[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slGruntSuppress[] =
{
{
tlGruntSuppress,
ARRAYSIZE ( tlGruntSuppress ),
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_GRUNT_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 tlGruntWaitInCover[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)1 },
};
Schedule_t slGruntWaitInCover[] =
{
{
tlGruntWaitInCover,
ARRAYSIZE ( tlGruntWaitInCover ),
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 tlGruntTakeCover1[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_TAKECOVER_FAILED },
{ TASK_WAIT, (float)0.2 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_GRUNT_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_GRUNT_WAIT_FACE_ENEMY },
};
Schedule_t slGruntTakeCover[] =
{
{
tlGruntTakeCover1,
ARRAYSIZE ( tlGruntTakeCover1 ),
0,
0,
"TakeCover"
},
};
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlGruntGrenadeCover1[] =
{
{ 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_GRUNT_WAIT_FACE_ENEMY },
};
Schedule_t slGruntGrenadeCover[] =
{
{
tlGruntGrenadeCover1,
ARRAYSIZE ( tlGruntGrenadeCover1 ),
0,
0,
"GrenadeCover"
},
};
//=========================================================
// drop grenade then run to cover.
//=========================================================
Task_t tlGruntTossGrenadeCover1[] =
{
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK2, (float)0 },
{ TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY },
};
Schedule_t slGruntTossGrenadeCover[] =
{
{
tlGruntTossGrenadeCover1,
ARRAYSIZE ( tlGruntTossGrenadeCover1 ),
0,
0,
"TossGrenadeCover"
},
};
//=========================================================
// hide from the loudest sound source (to run from grenade)
//=========================================================
Task_t tlGruntTakeCoverFromBestSound[] =
{
{ 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 },
{ TASK_TURN_LEFT, (float)179 },
};
Schedule_t slGruntTakeCoverFromBestSound[] =
{
{
tlGruntTakeCoverFromBestSound,
ARRAYSIZE ( tlGruntTakeCoverFromBestSound ),
0,
0,
"GruntTakeCoverFromBestSound"
},
};
//=========================================================
// Grunt reload schedule
//=========================================================
Task_t tlGruntHideReload[] =
{
{ 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 slGruntHideReload[] =
{
{
tlGruntHideReload,
ARRAYSIZE ( tlGruntHideReload ),
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"GruntHideReload"
}
};
//=========================================================
// Do a turning sweep of the area
//=========================================================
Task_t tlGruntSweep[] =
{
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
{ TASK_TURN_LEFT, (float)179 },
{ TASK_WAIT, (float)1 },
};
Schedule_t slGruntSweep[] =
{
{
tlGruntSweep,
ARRAYSIZE ( tlGruntSweep ),
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 tlGruntRangeAttack1A[] =
{
{ TASK_STOP_MOVING, (float)0 },
// { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, buz
{ TASK_FACE_ENEMY, (float)0 }, // buz
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slGruntRangeAttack1A[] =
{
{
tlGruntRangeAttack1A,
ARRAYSIZE ( tlGruntRangeAttack1A ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_HEAR_SOUND |
bits_COND_GRUNT_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 tlGruntRangeAttack1B[] =
{
{ TASK_STOP_MOVING, (float)0 },
// { TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY }, buz
{ TASK_FACE_ENEMY, (float)0 }, // buz
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_GRUNT_CHECK_FIRE, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slGruntRangeAttack1B[] =
{
{
tlGruntRangeAttack1B,
ARRAYSIZE ( tlGruntRangeAttack1B ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_HEAVY_DAMAGE |
bits_COND_LIGHT_DAMAGE | // buz: 1B is interruptable by light damage
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
bits_COND_GRUNT_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 tlGruntRangeAttack2[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_GRUNT_FACE_TOSS_DIR, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 },
{ TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade.
};
Schedule_t slGruntRangeAttack2[] =
{
{
tlGruntRangeAttack2,
ARRAYSIZE ( tlGruntRangeAttack2 ),
0,
0,
"RangeAttack2"
},
};
//=========================================================
// repel
//=========================================================
Task_t tlGruntRepel[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_GLIDE },
};
Schedule_t slGruntRepel[] =
{
{
tlGruntRepel,
ARRAYSIZE ( tlGruntRepel ),
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 tlGruntRepelAttack[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_FLY },
};
Schedule_t slGruntRepelAttack[] =
{
{
tlGruntRepelAttack,
ARRAYSIZE ( tlGruntRepelAttack ),
bits_COND_ENEMY_OCCLUDED,
0,
"Repel Attack"
},
};
//=========================================================
// repel land
//=========================================================
Task_t tlGruntRepelLand[] =
{
{ 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 slGruntRepelLand[] =
{
{
tlGruntRepelLand,
ARRAYSIZE ( tlGruntRepelLand ),
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"
},
};
//=========================================================
// buz: duck and wait couple seconds behind the barrel, crate, etc..
//=========================================================
Task_t tlGruntDuckAndCoverWait[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_GRUNT_SPEAK_SENTENCE, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_TWITCH },
{ TASK_WAIT, (float)3 }, // randomize a bit?
};
Schedule_t slGruntDuckAndCoverWait[] =
{
{
tlGruntDuckAndCoverWait,
ARRAYSIZE ( tlGruntDuckAndCoverWait ),
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!"
},
};
/*
// ====================================
// SCHED_GRUNT_RUN_SHOOTING - buz
// ====================================
Task_t tlGruntRepelLand[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_ENEMY, (float)0 },
{ 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 slGruntRepelLand[] =
{
{
tlGruntRepelLand,
ARRAYSIZE ( tlGruntRepelLand ),
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"
},
};*/
DEFINE_CUSTOM_SCHEDULES( CHGrunt )
{
slGruntFail,
slGruntCombatFail,
slGruntVictoryDance,
slGruntEstablishLineOfFire,
slGruntFoundEnemy,
slGruntCombatFace,
slGruntSignalSuppress,
slGruntSuppress,
slGruntWaitInCover,
slGruntTakeCover,
slGruntGrenadeCover,
slGruntTossGrenadeCover,
slGruntTakeCoverFromBestSound,
slGruntHideReload,
slGruntSweep,
slGruntRangeAttack1A,
slGruntRangeAttack1B,
slGruntRangeAttack2,
slGruntRepel,
slGruntRepelAttack,
slGruntRepelLand,
slGruntDuckAndCoverWait, // buz
};
IMPLEMENT_CUSTOM_SCHEDULES( CHGrunt, CSquadMonster );
//=========================================================
// SetActivity
//=========================================================
void CHGrunt :: SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
switch ( NewActivity)
{
case ACT_RANGE_ATTACK1:
// grunt is either shooting standing or shooting crouched
if (FBitSet( pev->weapons, HGRUNT_9MMAR))
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "standing_mp5" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouching_mp5" );
}
}
else
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "standing_shotgun" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouching_shotgun" );
}
}
break;
case ACT_RANGE_ATTACK2:
// grunt is going to a secondary long range attack. This may be a thrown
// grenade or fired grenade, we must determine which and pick proper sequence
if ( pev->weapons & HGRUNT_HANDGRENADE )
{
// get toss anim
iSequence = LookupSequence( "throwgrenade" );
}
// LRC: added a test to stop a marine without a launcher from firing.
else if ( pev->weapons & HGRUNT_GRENADELAUNCHER )
{
// get launch anim
iSequence = LookupSequence( "launchgrenade" );
}
else
{
// ALERT( at_debug, "No grenades available. "); // flow into the error message we get at the end...
}
break;
case ACT_RUN:
if ( pev->health <= HGRUNT_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 <= HGRUNT_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 *CHGrunt :: GetSchedule( void )
{
// clear old sentence
m_iSentence = HGRUNT_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_GRUNT_REPEL_LAND );
}
else
{
// repel down a rope,
if ( m_MonsterState == MONSTERSTATE_COMBAT )
return GetScheduleOfType ( SCHED_GRUNT_REPEL_ATTACK );
else
return GetScheduleOfType ( SCHED_GRUNT_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), "DV_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
}
// buz: this was commented. Why?
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: // buz: перезарядиться, если врага нет и магазин полупуст
case MONSTERSTATE_ALERT:
if (m_cAmmoLoaded < m_cClipSize / 2)
{
return GetScheduleOfType ( SCHED_RELOAD );
}
break;
case MONSTERSTATE_COMBAT:
{
// dead enemy
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster :: GetSchedule();
}
// new enemy
if ( HasConditions(bits_COND_NEW_ENEMY) )
{
if ( InSquad() )
{
MySquadLeader()->m_fEnemyEluded = FALSE;
if ( !IsLeader() )
{
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
}
else
{
// ALERT(at_aiconsole,"leader spotted player!\n");
//!!!KELLY - the leader of a squad of grunts has just seen the player or a
// monster and has made it the squad's enemy. You
// can check pev->flags for FL_CLIENT to determine whether this is the player
// or a monster. He's going to immediately start
// firing, though. If you'd like, we can make an alternate "first sight"
// schedule where the leader plays a handsign anim
// that gives us enough time to hear a short sentence or spoken command
// before he starts pluggin away.
if (FOkToSpeak())// && RANDOM_LONG(0,1))
{
if (m_hEnemy != NULL)
{
if (m_hEnemy->IsPlayer())
SENTENCEG_PlayRndSz( ENT(pev), "DV_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
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), "DV_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
}
JustSpoke();
}
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_GRUNT_SUPPRESS );
}
else
{
return GetScheduleOfType ( SCHED_GRUNT_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_GRUNT_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 = HGRUNT_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_GRUNT_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 = HGRUNT_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 ) )
{
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
}
// can grenade launch
else if ( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
// shoot a grenade if you can
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
// can shoot
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
if ( InSquad() )
{
// if the enemy has eluded the squad and a squad member has just located the enemy
// and the enemy does not see the squad member, issue a call to the squad to waste a
// little time and give the player a chance to turn.
if ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) )
{
MySquadLeader()->m_fEnemyEluded = FALSE;
return GetScheduleOfType ( SCHED_GRUNT_FOUND_ENEMY );
}
}
if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
{
// try to take an available ENGAGE slot
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
// throw a grenade if can and no engage slots are available
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
else
{
// hide!
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
}
// can't see enemy
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
{
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
//!!!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), "DV_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
else if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
{
//!!!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 = HGRUNT_SENT_CHARGE;
//JustSpoke();
}
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
}
else
{
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
// the enemy wanders back out into the open, or approaches the
// grunt's covered position. Good place for a taunt, I guess?
if (FOkToSpeak() && RANDOM_LONG(0,1))
{
SENTENCEG_PlayRndSz( ENT(pev), "DV_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_STANDOFF );
}
}
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
}
}
}
// no special cases here, call the base class
return CSquadMonster :: GetSchedule();
}
//=========================================================
//=========================================================
Schedule_t* CHGrunt :: GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_TAKE_COVER_FROM_ENEMY:
{
if ( InSquad() )
{
if ( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), "DV_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
return slGruntTossGrenadeCover;
}
else
{
return &slGruntTakeCover[ 0 ];
}
}
else
{
if ( OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) && RANDOM_LONG(0,1) )
{
return &slGruntGrenadeCover[ 0 ];
}
else
{
return &slGruntTakeCover[ 0 ];
}
}
}
case SCHED_GRUNT_DUCK_COVER_WAIT: // buz
{
return &slGruntDuckAndCoverWait[ 0 ];
}
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
{
return &slGruntTakeCoverFromBestSound[ 0 ];
}
case SCHED_GRUNT_TAKECOVER_FAILED:
{
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
{
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
return GetScheduleOfType ( SCHED_FAIL );
}
break;
case SCHED_GRUNT_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_GRUNT_ESTABLISH_LINE_OF_FIRE:
{
return &slGruntEstablishLineOfFire[ 0 ];
}
break;
case SCHED_RANGE_ATTACK1:
{
// randomly stand or crouch
// 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
m_fStanding = FALSE;
break;
case 2: // only standing
m_fStanding = TRUE;
break;
}
/* if (m_fStanding)
return &slGruntRangeAttack1B[ 0 ];
else
return &slGruntRangeAttack1A[ 0 ];*/
// 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 &slGruntRangeAttack1B[ 0 ];
else
return &slGruntRangeAttack1A[ 0 ];
}
case SCHED_RANGE_ATTACK2:
{
return &slGruntRangeAttack2[ 0 ];
}
case SCHED_COMBAT_FACE:
{
return &slGruntCombatFace[ 0 ];
}
case SCHED_GRUNT_WAIT_FACE_ENEMY:
{
return &slGruntWaitInCover[ 0 ];
}
case SCHED_GRUNT_SWEEP:
{
return &slGruntSweep[ 0 ];
}
case SCHED_GRUNT_COVER_AND_RELOAD:
{
return &slGruntHideReload[ 0 ];
}
case SCHED_GRUNT_FOUND_ENEMY:
{
return &slGruntFoundEnemy[ 0 ];
}
case SCHED_VICTORY_DANCE:
{
if ( InSquad() )
{
if ( !IsLeader() )
{
return &slGruntFail[ 0 ];
}
}
return &slGruntVictoryDance[ 0 ];
}
case SCHED_GRUNT_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
m_fStanding = FALSE;
break;
case 2: // only standing
m_fStanding = TRUE;
break;
}
if ( m_hEnemy->IsPlayer() && m_fFirstEncounter )
{
m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy
return &slGruntSignalSuppress[ 0 ];
}
else
{
return &slGruntSuppress[ 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 &slGruntCombatFail[ 0 ];
}
return &slGruntFail[ 0 ];
}
case SCHED_GRUNT_REPEL:
{
if (pev->velocity.z > -128)
pev->velocity.z -= 32;
return &slGruntRepel[ 0 ];
}
case SCHED_GRUNT_REPEL_ATTACK:
{
if (pev->velocity.z > -128)
pev->velocity.z -= 32;
return &slGruntRepelAttack[ 0 ];
}
case SCHED_GRUNT_REPEL_LAND:
{
return &slGruntRepelLand[ 0 ];
}
default:
{
return CSquadMonster :: GetScheduleOfType ( Type );
}
}
}
//=========================================================
// CHGruntRepel - when triggered, spawns a monster_human_grunt
// repelling down a line.
//=========================================================
class CHGruntRepel : 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_grunt_repel, CHGruntRepel );
void CHGruntRepel::Spawn( void )
{
Precache( );
pev->solid = SOLID_NOT;
SetUse(&CHGruntRepel:: RepelUse );
}
void CHGruntRepel::Precache( void )
{
UTIL_PrecacheOther( "monster_human_grunt" );
m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" );
}
void CHGruntRepel::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_grunt", 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 CDeadHGrunt : public CBaseMonster
{
public:
void Spawn( void );
int Classify ( void ) { return CLASS_HUMAN_MILITARY; }
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 *CDeadHGrunt::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
void CDeadHGrunt::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_hgrunt_dead, CDeadHGrunt );
//=========================================================
// ********** DeadHGrunt SPAWN **********
//=========================================================
void CDeadHGrunt :: Spawn( void )
{
int oldBody;
PRECACHE_MODEL("models/diversant.mdl");
PRECACHE_MODEL("models/mask.mdl");
SET_MODEL(ENT(pev), "models/diversant.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 = 8;
oldBody = pev->body;
pev->body = 0;
SetBodygroup( DIVERSANT_HEADSTUFF_GROUP, DIVERSANT_HEADSTUFF_NO );
SetBodygroup( DIVERSANT_GUN_GROUP, DIVERSANT_GUN_NONE );
MonsterInitDead();
}
// buz: overriden for grunts to fix model's bugs...
void CHGrunt :: 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 ) );
}
}
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
void CHGrunt :: DeadUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (!pActivator->IsPlayer())
return;
if (FBitSet(pev->weapons, HGRUNT_9MMAR) && pActivator->GiveAmmo( m_iDeadAmmo, "ak" ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
m_iDeadAmmo = 0;
SetUse(NULL);
}
else if (FBitSet(pev->weapons, HGRUNT_SHOTGUN) && pActivator->GiveAmmo( m_iDeadAmmo, "buckshot" ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
m_iDeadAmmo = 0;
SetUse(NULL);
}
}
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
void CHGrunt :: Killed( entvars_t *pevAttacker, int iGib )
{
if (gSkillData.maxDeadEnemyAmmo >= 1 && !ShouldGibMonster(iGib))
{
m_iDeadAmmo = RANDOM_LONG(1, gSkillData.maxDeadEnemyAmmo);
SetUse(&CHGrunt::DeadUse);
}
CSquadMonster::Killed(pevAttacker, iGib);
}
// ====================== DIVERSANTS WITH GLOCK ====================
#define DIVERSANT2_GUN_GROUP 3
#define DIVERSANT2_GUN_GLOCK 0
#define DIVERSANT2_GUN_NO 1
class CHGruntGlock : public CHGrunt
{
public:
void Spawn( void );
void Precache( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void Shoot ( void );
void SetActivity ( Activity NewActivity );
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
void EXPORT DeadUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Killed( entvars_t *pevAttacker, int iGib );
};
LINK_ENTITY_TO_CLASS( monster_diversant_pistol, CHGruntGlock );
void CHGruntGlock :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/diversant_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;
if (pev->health == 0)
pev->health = gSkillData.hgruntHealth;
m_flFieldOfView = 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 = HGRUNT_SENT_NONE;
m_afCapability = bits_CAP_SQUAD | 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 );
// clear all bits except grenades
if (FBitSet(pev->weapons, HGRUNT_HANDGRENADE))
pev->weapons = HGRUNT_HANDGRENADE;
else
pev->weapons = 0;
// buz: pev->body is head stuff number
int headstuff = pev->body;
pev->body = 0;
SetBodygroup( DIVERSANT_HEADSTUFF_GROUP, headstuff );
// hack for studiomodelrenderer to draw goggles
if (headstuff == DIVERSANT_HEADSTUFF_PNV)
pev->renderfx = 50;
m_cClipSize = 14;
m_cAmmoLoaded = m_cClipSize;
CTalkMonster::g_talkWaitTime = 0;
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
m_iDeadAmmo = 0;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CHGruntGlock :: Precache()
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/diversant_pistol.mdl");
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
PRECACHE_MODEL("models/mask.mdl"); // buz test
PRECACHE_SOUND( "weapons/glock_fire.wav" );
PRECACHE_SOUND( "diversant/gr_die1.wav" );
PRECACHE_SOUND( "diversant/gr_die2.wav" );
PRECACHE_SOUND( "diversant/gr_die3.wav" );
PRECACHE_SOUND( "diversant/gr_pain1.wav" );
PRECACHE_SOUND( "diversant/gr_pain2.wav" );
PRECACHE_SOUND( "diversant/gr_pain3.wav" );
PRECACHE_SOUND( "diversant/gr_pain4.wav" );
PRECACHE_SOUND( "diversant/gr_pain5.wav" );
PRECACHE_SOUND( "diversant/gr_reload_glock.wav" );
PRECACHE_SOUND( "weapons/glauncher.wav" );
PRECACHE_SOUND( "weapons/sbarrel1.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/shell.mdl");// brass shell
m_iShotgunShell = PRECACHE_MODEL ("models/shotgunshell.mdl");
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CHGruntGlock :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case HGRUNT_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( DIVERSANT2_GUN_GROUP, DIVERSANT2_GUN_NO );
// now spawn a gun.
DropItem( "weapon_glock", vecGunPos, vecGunAngles );
if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ))
{
DropItem( "ammo_vog25", BodyTarget( pev->origin ), vecGunAngles );
}
}
break;
case HGRUNT_AE_RELOAD:
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "diversant/gr_reload_glock.wav", 1, ATTN_NORM );
m_cAmmoLoaded = m_cClipSize;
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
case HGRUNT_AE_BURST1:
{
// the first round of the three round burst plays the sound and puts a sound in the world sound list.
if (m_cAmmoLoaded > 0)
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/glock_fire.wav", 1, ATTN_NORM );
Shoot();
}
else
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/dryfire1.wav", 1, ATTN_NORM );
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
}
break;
default:
CHGrunt::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Shoot
//=========================================================
void CHGruntGlock :: 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 );
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.monDmgGlock );
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
}
void CHGruntGlock :: 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 <= HGRUNT_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 <= HGRUNT_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)
}
}
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
void CHGruntGlock :: DeadUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (!pActivator->IsPlayer())
return;
if (pActivator->GiveAmmo( m_iDeadAmmo, "barret" ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
m_iDeadAmmo = 0;
SetUse(NULL);
}
}
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
void CHGruntGlock :: Killed( entvars_t *pevAttacker, int iGib )
{
if (gSkillData.maxDeadEnemyAmmo >= 1 && !ShouldGibMonster(iGib))
{
m_iDeadAmmo = RANDOM_LONG(1, gSkillData.maxDeadEnemyAmmo);
SetUse(&CHGruntGlock::DeadUse);
}
CSquadMonster::Killed(pevAttacker, iGib);
}
// ====================== TERRORISTS =============================
#define TERR_GUN_GROUP 2
#define TERR_GUN_AK 0
#define TERR_GUN_RPK 1
#define TERR_GUN_NONE 2
#define TERR_HEAD_GASMASK 3
class CTerror : public CHGrunt
{
public:
void Spawn( void );
void Precache( void );
int Classify ( void ) {return m_iClass?m_iClass:CLASS_TERROR;}
// int ISoundMask ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
// 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 );
void Shoot ( void );
// void Shotgun ( void );
// void PrescheduleThink ( void );
void GibMonster( void );
void SpeakSentence( void );
// void ResetSequenceInfo ( );
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 );
// BOOL FOkToSpeak( void );
// void JustSpoke( void );
// CUSTOM_SCHEDULES;
static TYPEDESCRIPTION m_SaveData[];
static const char *pTerrorSentences[];
int m_iNoGasDamage;
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
void EXPORT DeadUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Killed( entvars_t *pevAttacker, int iGib );
};
LINK_ENTITY_TO_CLASS( monster_human_terror, CTerror );
TYPEDESCRIPTION CTerror::m_SaveData[] =
{
DEFINE_FIELD( CTerror, m_iNoGasDamage, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CTerror, CHGrunt );
const char *CTerror::pTerrorSentences[] =
{
"TE_GREN", // grenade scared grunt
"TE_ALERT", // sees player
"TE_MONSTER", // sees monster
"TE_COVER", // running to cover
"TE_THROW", // about to throw grenade
"TE_CHARGE", // running out to get the enemy
"TE_TAUNT", // say rude things
};
//=========================================================
// Spawn
//=========================================================
void CTerror :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/terror.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.terrorHealth;
m_flFieldOfView = 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 = HGRUNT_SENT_NONE;
m_afCapability = bits_CAP_SQUAD | 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 );
int head = pev->body; // body is head number
pev->body = 0;
SetBodygroup( HEAD_GROUP, head );
if (head == TERR_HEAD_GASMASK) m_iNoGasDamage = 1;
else m_iNoGasDamage = 0;
if (pev->weapons == 0)
{
pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE; // ak + grens
}
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) // rpk
{
SetBodygroup( TERR_GUN_GROUP, TERR_GUN_RPK );
m_cClipSize = 100; // hehe
}
else
{
m_cClipSize = GRUNT_CLIP_SIZE;
}
m_cAmmoLoaded = m_cClipSize;
CTalkMonster::g_talkWaitTime = 0;
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
m_iDeadAmmo = 0;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CTerror :: Precache()
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/terror.mdl");
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) // rpk
{
PRECACHE_SOUND( "weapons/rpk_fire1.wav" );
PRECACHE_SOUND( "weapons/rpk_fire2.wav" );
PRECACHE_SOUND( "weapons/rpk_fire3.wav" );
PRECACHE_SOUND( "terror/ter_reload_rpk.wav" );
m_iBrassShell = PRECACHE_MODEL ("models/rpk_shell.mdl");
}
else
{
PRECACHE_SOUND( "weapons/ak74_fire1.wav" );
PRECACHE_SOUND( "weapons/ak74_fire2.wav" );
PRECACHE_SOUND( "terror/ter_reload_ak.wav" );
m_iBrassShell = PRECACHE_MODEL ("models/ak74_shell.mdl");
}
PRECACHE_SOUND( "terror/ter_die1.wav" );
PRECACHE_SOUND( "terror/ter_die2.wav" );
PRECACHE_SOUND( "terror/ter_die3.wav" );
PRECACHE_SOUND( "terror/ter_pain1.wav" );
PRECACHE_SOUND( "terror/ter_pain2.wav" );
PRECACHE_SOUND( "terror/ter_pain3.wav" );
PRECACHE_SOUND( "terror/ter_pain4.wav" );
PRECACHE_SOUND( "terror/ter_pain5.wav" );
PRECACHE_SOUND( "weapons/glauncher.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;
}
// buz - overriden because terrorist with RPK cannot fire crouched
BOOL CTerror :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() )
{
TraceResult tr;
if ( !m_hEnemy->IsPlayer() && flDist <= 64 )
{
// kick nonclients who are close enough, but don't shoot at them.
// ALERT(at_aiconsole, "== too close\n");
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 && !(FBitSet( pev->weapons, HGRUNT_SHOTGUN )))
{
// 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, "== shoot any\n");
m_iLastFireCheckResult = 0; // shoot as you wish
}
else
{
// ALERT(at_aiconsole, "== 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);
// BuzTestDrawLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), 255, 255, 0 );
m_fStanding = savedStanding;
if ( tr.flFraction == 1.0 )
{
// ALERT(at_aiconsole, "== shoot standing\n");
m_iLastFireCheckResult = 2; // buz: standing is our only one choice
return TRUE;
}
else
{
// ALERT(at_aiconsole, "== cant fire\n");
m_iLastFireCheckResult = 0;
return FALSE; // cant fire
}
}
}
return FALSE;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CTerror :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case HGRUNT_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( TERR_GUN_GROUP, TERR_GUN_NONE );
// now spawn a gun.
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
DropItem( "weapon_pkm", vecGunPos, vecGunAngles );
else
DropItem( "weapon_ak74", vecGunPos, vecGunAngles );
if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ))
DropItem( "ammo_vog25", BodyTarget( pev->origin ), vecGunAngles );
}
break;
case HGRUNT_AE_RELOAD:
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "terror/ter_reload_rpk.wav", 1, ATTN_NORM );
else
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "terror/ter_reload_ak.wav", 1, ATTN_NORM );
m_cAmmoLoaded = m_cClipSize;
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
case HGRUNT_AE_BURST1:
// Shoot() will play sound
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
case HGRUNT_AE_BURST2:
case HGRUNT_AE_BURST3:
Shoot();
break;
case HGRUNT_AE_CAUGHT_ENEMY:
if ( FOkToSpeak() )
{
SENTENCEG_PlayRndSz(ENT(pev), "TE_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
default:
CHGrunt::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// SetActivity
//=========================================================
void CTerror :: SetActivity ( Activity NewActivity )
{
int iSequence = ACTIVITY_NOT_AVAILABLE;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
switch ( NewActivity)
{
case ACT_RANGE_ATTACK1:
// grunt is either shooting standing or shooting crouched
if (FBitSet( pev->weapons, HGRUNT_9MMAR))
{
if ( m_fStanding )
{
// get aimable sequence
iSequence = LookupSequence( "standing_mp5" );
}
else
{
// get crouching shoot
iSequence = LookupSequence( "crouching_mp5" );
}
}
else
{
// buz: no crouched shoot animation for RPK
iSequence = LookupSequence( "machinegun_fire" );
}
break;
case ACT_RANGE_ATTACK2:
// grunt is going to a secondary long range attack. This may be a thrown
// grenade or fired grenade, we must determine which and pick proper sequence
if ( pev->weapons & HGRUNT_HANDGRENADE )
{
// get toss anim
iSequence = LookupSequence( "throwgrenade" );
}
// LRC: added a test to stop a marine without a launcher from firing.
else if ( pev->weapons & HGRUNT_GRENADELAUNCHER )
{
// get launch anim
iSequence = LookupSequence( "launchgrenade" );
}
else
{
// ALERT( at_debug, "No grenades available. "); // flow into the error message we get at the end...
}
break;
case ACT_RUN:
if ( pev->health <= HGRUNT_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 <= HGRUNT_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)
}
}
//=========================================================
// PainSound
//=========================================================
void CTerror :: PainSound ( void )
{
if ( gpGlobals->time > m_flNextPainTime )
{
switch ( RANDOM_LONG(0,6) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_pain3.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_pain4.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_pain5.wav", 1, ATTN_NORM );
break;
case 3:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_pain1.wav", 1, ATTN_NORM );
break;
case 4:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_pain2.wav", 1, ATTN_NORM );
break;
}
m_flNextPainTime = gpGlobals->time + 1;
}
}
//=========================================================
// DeathSound
//=========================================================
void CTerror :: DeathSound ( void )
{
switch ( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_die1.wav", 1, ATTN_IDLE );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_die2.wav", 1, ATTN_IDLE );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "terror/ter_die3.wav", 1, ATTN_IDLE );
break;
}
}
//=========================================================
// Shoot
//=========================================================
void CTerror :: 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);
if (FBitSet( pev->weapons, HGRUNT_9MMAR))
{
switch(RANDOM_LONG(0,1))
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/ak74_fire1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/ak74_fire2.wav", 1, ATTN_NORM ); break;
}
FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_7DEGREES, 2048.0f, BULLET_NORMAL, gSkillData.monTerDmgAK );
}
else
{
switch(RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/rpk_fire1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/rpk_fire2.wav", 1, ATTN_NORM ); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "weapons/rpk_fire3.wav", 1, ATTN_NORM ); break;
}
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048.0f, BULLET_NORMAL, gSkillData.monTerDmgRPK );
}
pev->effects |= EF_MUZZLEFLASH;
m_cAmmoLoaded--;// take away a bullet!
// ALERT(at_console, "grunt 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 );
}
void CTerror :: SpeakSentence( void )
{
if ( m_iSentence == HGRUNT_SENT_NONE )
return;
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), pTerrorSentences[ m_iSentence ], HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t *CTerror :: GetSchedule( void )
{
// clear old sentence
m_iSentence = HGRUNT_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 )
return CHGrunt::GetSchedule();
// 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!
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), "TE_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
// ALERT(at_aiconsole, "COVER FROM SOUND\n");
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: // buz: перезарядиться, если врага нет и магазин полупуст
case MONSTERSTATE_ALERT:
if (m_cAmmoLoaded < m_cClipSize / 2)
{
return GetScheduleOfType ( SCHED_RELOAD );
}
break;
case MONSTERSTATE_COMBAT:
{
// dead enemy
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster :: GetSchedule();
}
// new enemy
if ( HasConditions(bits_COND_NEW_ENEMY) )
{
if ( InSquad() )
{
MySquadLeader()->m_fEnemyEluded = FALSE;
if ( !IsLeader() )
{
// ALERT(at_aiconsole, "COVER FROM ENEMY (SQUAD)\n");
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
}
else
{
// ALERT(at_aiconsole,"leader spotted player!\n");
if (FOkToSpeak())// && RANDOM_LONG(0,1))
{
if (m_hEnemy != NULL)
{
if (m_hEnemy->IsPlayer())
SENTENCEG_PlayRndSz( ENT(pev), "TE_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
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), "TE_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
}
JustSpoke();
}
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_GRUNT_SUPPRESS );
}
else
{
return GetScheduleOfType ( SCHED_GRUNT_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_GRUNT_COVER_AND_RELOAD );
}
// damaged just a little
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) )
{
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 )
{
// ALERT(at_console, "TERROR HIDES\n");
iPercent = RANDOM_LONG(0,99);
if (iPercent <= 90)
return GetScheduleOfType( SCHED_GRUNT_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 = HGRUNT_SENT_COVER;
//JustSpoke();
}
// ALERT(at_console, "TERROR TAKES COVER\n");
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
else
{
// ALERT(at_console, "TERROR FLINCHES\n");
return GetScheduleOfType( SCHED_SMALL_FLINCH );
}
}
// can kick
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
}
// can grenade launch
else if ( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
// shoot a grenade if you can
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
// can shoot
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
if ( InSquad() )
{
// if the enemy has eluded the squad and a squad member has just located the enemy
// and the enemy does not see the squad member, issue a call to the squad to waste a
// little time and give the player a chance to turn.
if ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) )
{
MySquadLeader()->m_fEnemyEluded = FALSE;
return GetScheduleOfType ( SCHED_GRUNT_FOUND_ENEMY );
}
}
if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
{
// try to take an available ENGAGE slot
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
// throw a grenade if can and no engage slots are available
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
else
{
// hide!
// ALERT(at_aiconsole, "COVER FROM ENEMY (HIDE)\n");
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
}
// can't see enemy
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
{
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
//!!!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), "TE_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
else if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
{
//!!!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 = HGRUNT_SENT_CHARGE;
//JustSpoke();
}
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
}
else
{
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
// the enemy wanders back out into the open, or approaches the
// grunt's covered position. Good place for a taunt, I guess?
if (FOkToSpeak() && RANDOM_LONG(0,1))
{
SENTENCEG_PlayRndSz( ENT(pev), "TE_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_STANDOFF );
}
}
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
}
}
}
// no special cases here, call the base class
return CSquadMonster :: GetSchedule();
}
//=========================================================
//=========================================================
Schedule_t* CTerror :: GetScheduleOfType ( int Type )
{
if (Type == SCHED_TAKE_COVER_FROM_ENEMY)
{
if ( InSquad() )
{
if ( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), "TE_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
return slGruntTossGrenadeCover;
}
else
{
return &slGruntTakeCover[ 0 ];
}
}
else
{
if ( OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) && RANDOM_LONG(0,1) )
{
return &slGruntGrenadeCover[ 0 ];
}
else
{
return &slGruntTakeCover[ 0 ];
}
}
}
else
return CHGrunt::GetScheduleOfType(Type);
}
void CTerror :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
// terrorists doesnt have helmets
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
int CTerror :: 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 );
return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
// GibMonster - make gun fly through the air.
//=========================================================
void CTerror :: GibMonster ( void )
{
Vector vecGunPos;
Vector vecGunAngles;
if (GetBodygroup(TERR_GUN_GROUP) != TERR_GUN_NONE && !(pev->spawnflags & SF_MONSTER_NO_WPN_DROP))
{// throw a gun if the grunt has one
GetAttachment( 0, vecGunPos, vecGunAngles );
CBaseEntity *pGun;
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
{
pGun = DropItem( "weapon_pkm", vecGunPos, vecGunAngles );
}
else
{
pGun = DropItem( "weapon_ak74", 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 (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ))
{
pGun = DropItem( "ammo_vog25", 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();
}
void CTerror :: IdleSound( void )
{
if (FOkToSpeak() && (g_fTerrorQuestion || RANDOM_LONG(0,1)))
{
if (!g_fTerrorQuestion)
{
// ask question or make statement
switch (RANDOM_LONG(0,2))
{
case 0: // check in
SENTENCEG_PlayRndSz(ENT(pev), "TE_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fTerrorQuestion = 1;
break;
case 1: // question
SENTENCEG_PlayRndSz(ENT(pev), "TE_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fTerrorQuestion = 2;
break;
case 2: // statement
SENTENCEG_PlayRndSz(ENT(pev), "TE_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
}
else
{
switch (g_fTerrorQuestion)
{
case 1: // check in
SENTENCEG_PlayRndSz(ENT(pev), "TE_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
case 2: // question
SENTENCEG_PlayRndSz(ENT(pev), "TE_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
g_fTerrorQuestion = 0;
}
JustSpoke();
}
}
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
void CTerror :: DeadUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (!pActivator->IsPlayer())
return;
if (FBitSet(pev->weapons, HGRUNT_9MMAR) && pActivator->GiveAmmo( m_iDeadAmmo, "ak" ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
m_iDeadAmmo = 0;
SetUse(NULL);
}
else if (FBitSet(pev->weapons, HGRUNT_SHOTGUN) && pActivator->GiveAmmo( m_iDeadAmmo, "rpk" ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
m_iDeadAmmo = 0;
SetUse(NULL);
}
}
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
void CTerror :: Killed( entvars_t *pevAttacker, int iGib )
{
if (gSkillData.maxDeadEnemyAmmo >= 1 && !ShouldGibMonster(iGib))
{
m_iDeadAmmo = RANDOM_LONG(1, gSkillData.maxDeadEnemyAmmo);
SetUse(&CTerror::DeadUse);
}
CSquadMonster::Killed(pevAttacker, iGib);
}
// ======================== CLONES ==============================
class CClone : public CTerror
{
public:
void Spawn( void );
void Precache( void );
int Classify ( void ) {return m_iClass?m_iClass:CLASS_ALIEN_MONSTER;}
void HandleAnimEvent( MonsterEvent_t *pEvent );
void DeathSound( void );
void PainSound( void );
void IdleSound ( void );
void SpeakSentence( void );
// int Save( CSave &save );
// int Restore( CRestore &restore );
Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType ( int Type );
// static TYPEDESCRIPTION m_SaveData[];
static const char *pCloneSentences[];
};
LINK_ENTITY_TO_CLASS( monster_soldier_clone, CClone );
/*TYPEDESCRIPTION CClone::m_SaveData[] =
{
DEFINE_FIELD( CClone, m_iNoGasDamage, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CClone, CTerror );*/
const char *CClone::pCloneSentences[] =
{
"CL_GREN", // grenade scared grunt
"CL_ALERT", // sees player
"CL_MONSTER", // sees monster
"CL_COVER", // running to cover
"CL_THROW", // about to throw grenade
"CL_CHARGE", // running out to get the enemy
"CL_TAUNT", // say rude things
};
//=========================================================
// Spawn
//=========================================================
void CClone :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/soldier_clon.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.cloneHealth;
m_flFieldOfView = 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 = HGRUNT_SENT_NONE;
m_afCapability = bits_CAP_SQUAD | 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 );
int head = pev->body; // body is head number
pev->body = 0;
SetBodygroup( HEAD_GROUP, head );
if (pev->weapons == 0)
{
pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE; // ak + grens
}
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) // rpk
{
SetBodygroup( TERR_GUN_GROUP, TERR_GUN_RPK );
m_cClipSize = 100; // hehe
}
else
{
m_cClipSize = GRUNT_CLIP_SIZE;
}
m_cAmmoLoaded = m_cClipSize;
CTalkMonster::g_talkWaitTime = 0;
m_iNoGasDamage = 0;
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
m_iDeadAmmo = 0;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CClone :: Precache()
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/soldier_clon.mdl");
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) // rpk
{
PRECACHE_SOUND( "weapons/rpk_fire1.wav" );
PRECACHE_SOUND( "weapons/rpk_fire2.wav" );
PRECACHE_SOUND( "weapons/rpk_fire3.wav" );
PRECACHE_SOUND( "clone/cl_reload_rpk.wav" );
m_iBrassShell = PRECACHE_MODEL ("models/rpk_shell.mdl");
}
else
{
PRECACHE_SOUND( "weapons/ak74_fire1.wav" );
PRECACHE_SOUND( "weapons/ak74_fire2.wav" );
PRECACHE_SOUND( "clone/cl_reload_ak.wav" );
m_iBrassShell = PRECACHE_MODEL ("models/ak74_shell.mdl");
}
PRECACHE_SOUND( "clone/cl_die1.wav" );
PRECACHE_SOUND( "clone/cl_die2.wav" );
PRECACHE_SOUND( "clone/cl_die3.wav" );
PRECACHE_SOUND( "clone/cl_pain1.wav" );
PRECACHE_SOUND( "clone/cl_pain2.wav" );
PRECACHE_SOUND( "clone/cl_pain3.wav" );
PRECACHE_SOUND( "clone/cl_pain4.wav" );
PRECACHE_SOUND( "clone/cl_pain5.wav" );
PRECACHE_SOUND( "weapons/glauncher.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;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CClone :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
Vector vecShootDir;
Vector vecShootOrigin;
switch( pEvent->event )
{
case HGRUNT_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( TERR_GUN_GROUP, TERR_GUN_NONE );
// now spawn a gun.
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
DropItem( "weapon_pkm", vecGunPos, vecGunAngles );
else
DropItem( "weapon_ak74", vecGunPos, vecGunAngles );
if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ))
DropItem( "ammo_vog25", BodyTarget( pev->origin ), vecGunAngles );
}
break;
case HGRUNT_AE_RELOAD:
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN ))
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "clone/cl_reload_rpk.wav", 1, ATTN_NORM );
else
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "clone/cl_reload_ak.wav", 1, ATTN_NORM );
m_cAmmoLoaded = m_cClipSize;
ClearConditions(bits_COND_NO_AMMO_LOADED);
break;
case HGRUNT_AE_BURST1:
// Shoot() will play sound
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
case HGRUNT_AE_BURST2:
case HGRUNT_AE_BURST3:
Shoot();
break;
case HGRUNT_AE_CAUGHT_ENEMY:
if ( FOkToSpeak() )
{
SENTENCEG_PlayRndSz(ENT(pev), "CL_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
default:
CTerror::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// PainSound
//=========================================================
void CClone :: PainSound ( void )
{
if ( gpGlobals->time > m_flNextPainTime )
{
switch ( RANDOM_LONG(0,6) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_pain3.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_pain4.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_pain5.wav", 1, ATTN_NORM );
break;
case 3:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_pain1.wav", 1, ATTN_NORM );
break;
case 4:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_pain2.wav", 1, ATTN_NORM );
break;
}
m_flNextPainTime = gpGlobals->time + 1;
}
}
//=========================================================
// DeathSound
//=========================================================
void CClone :: DeathSound ( void )
{
switch ( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_die1.wav", 1, ATTN_IDLE );
break;
case 1:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_die2.wav", 1, ATTN_IDLE );
break;
case 2:
EMIT_SOUND( ENT(pev), CHAN_VOICE, "clone/cl_die3.wav", 1, ATTN_IDLE );
break;
}
}
//=========================================================
// IdleSound
//=========================================================
void CClone :: IdleSound( void )
{
// no idle sounds for clones!
/* if (FOkToSpeak() && (g_fTerrorQuestion || RANDOM_LONG(0,1)))
{
if (!g_fTerrorQuestion)
{
// ask question or make statement
switch (RANDOM_LONG(0,2))
{
case 0: // check in
SENTENCEG_PlayRndSz(ENT(pev), "CL_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fTerrorQuestion = 1;
break;
case 1: // question
SENTENCEG_PlayRndSz(ENT(pev), "CL_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
g_fTerrorQuestion = 2;
break;
case 2: // statement
SENTENCEG_PlayRndSz(ENT(pev), "CL_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
}
else
{
switch (g_fTerrorQuestion)
{
case 1: // check in
SENTENCEG_PlayRndSz(ENT(pev), "CL_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
case 2: // question
SENTENCEG_PlayRndSz(ENT(pev), "CL_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
break;
}
g_fTerrorQuestion = 0;
}
JustSpoke();
}*/
}
void CClone :: SpeakSentence( void )
{
if ( m_iSentence == HGRUNT_SENT_NONE )
return;
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), pCloneSentences[ m_iSentence ], HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
}
//=========================================================
// Get Schedule!
//=========================================================
Schedule_t *CClone :: GetSchedule( void )
{
// clear old sentence
m_iSentence = HGRUNT_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 )
return CTerror::GetSchedule();
// 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!
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), "CL_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
// ALERT(at_aiconsole, "COVER FROM SOUND\n");
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: // buz: перезарядиться, если врага нет и магазин полупуст
case MONSTERSTATE_ALERT:
if (m_cAmmoLoaded < m_cClipSize / 2)
{
return GetScheduleOfType ( SCHED_RELOAD );
}
break;
case MONSTERSTATE_COMBAT:
{
// dead enemy
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster :: GetSchedule();
}
// new enemy
if ( HasConditions(bits_COND_NEW_ENEMY) )
{
if ( InSquad() )
{
MySquadLeader()->m_fEnemyEluded = FALSE;
if ( !IsLeader() )
{
// ALERT(at_aiconsole, "COVER FROM ENEMY (SQUAD)\n");
return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY );
}
else
{
// ALERT(at_aiconsole,"leader spotted player!\n");
if (FOkToSpeak())// && RANDOM_LONG(0,1))
{
if (m_hEnemy != NULL)
{
// if (m_hEnemy->IsPlayer())
SENTENCEG_PlayRndSz( ENT(pev), "CL_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
}
JustSpoke();
}
if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_GRUNT_SUPPRESS );
}
else
{
return GetScheduleOfType ( SCHED_GRUNT_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_GRUNT_COVER_AND_RELOAD );
}
// damaged just a little
else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) )
{
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 )
{
// ALERT(at_console, "TERROR HIDES\n");
iPercent = RANDOM_LONG(0,99);
if (iPercent <= 90)
return GetScheduleOfType( SCHED_GRUNT_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 = HGRUNT_SENT_COVER;
//JustSpoke();
}
// ALERT(at_console, "TERROR TAKES COVER\n");
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
else
{
// ALERT(at_console, "TERROR FLINCHES\n");
return GetScheduleOfType( SCHED_SMALL_FLINCH );
}
}
// can kick
else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
}
// can grenade launch
else if ( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
// shoot a grenade if you can
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
// can shoot
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
if ( InSquad() )
{
// if the enemy has eluded the squad and a squad member has just located the enemy
// and the enemy does not see the squad member, issue a call to the squad to waste a
// little time and give the player a chance to turn.
if ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) )
{
MySquadLeader()->m_fEnemyEluded = FALSE;
return GetScheduleOfType ( SCHED_GRUNT_FOUND_ENEMY );
}
}
if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) )
{
// try to take an available ENGAGE slot
return GetScheduleOfType( SCHED_RANGE_ATTACK1 );
}
else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
// throw a grenade if can and no engage slots are available
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
else
{
// hide!
// ALERT(at_aiconsole, "COVER FROM ENEMY (HIDE)\n");
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
}
// can't see enemy
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
{
if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
//!!!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), "CL_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_RANGE_ATTACK2 );
}
else if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) )
{
//!!!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 = HGRUNT_SENT_CHARGE;
//JustSpoke();
}
return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
}
else
{
//!!!KELLY - grunt is going to stay put for a couple seconds to see if
// the enemy wanders back out into the open, or approaches the
// grunt's covered position. Good place for a taunt, I guess?
if (FOkToSpeak() && RANDOM_LONG(0,1))
{
SENTENCEG_PlayRndSz( ENT(pev), "CL_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
return GetScheduleOfType( SCHED_STANDOFF );
}
}
if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) )
{
return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE );
}
}
}
// no special cases here, call the base class
return CSquadMonster :: GetSchedule();
}
//=========================================================
//=========================================================
Schedule_t* CClone :: GetScheduleOfType ( int Type )
{
if (Type == SCHED_TAKE_COVER_FROM_ENEMY)
{
if ( InSquad() )
{
if ( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) )
{
if (FOkToSpeak())
{
SENTENCEG_PlayRndSz( ENT(pev), "CL_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch);
JustSpoke();
}
return slGruntTossGrenadeCover;
}
else
{
return &slGruntTakeCover[ 0 ];
}
}
else
{
if ( OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) && RANDOM_LONG(0,1) )
{
return &slGruntGrenadeCover[ 0 ];
}
else
{
return &slGruntTakeCover[ 0 ];
}
}
}
else
return CHGrunt::GetScheduleOfType(Type);
}
class CCloneHeavy : public CClone
{
public:
void Spawn( void );
void Precache( void );
};
LINK_ENTITY_TO_CLASS( monster_soldier_clone_heavy, CCloneHeavy );
//=========================================================
// Spawn
//=========================================================
void CCloneHeavy :: Spawn()
{
Precache( );
if (pev->model)
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
else
SET_MODEL(ENT(pev), "models/soldier_clon_heavy.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.cloneHealthHeavy;
m_flFieldOfView = 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 = HGRUNT_SENT_NONE;
m_afCapability = bits_CAP_SQUAD | 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 );
int head = pev->body; // body is head number
pev->body = 0;
SetBodygroup( HEAD_GROUP, head );
if (pev->weapons == 0)
{
pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE; // ak + grens
}
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) // rpk
{
SetBodygroup( TERR_GUN_GROUP, TERR_GUN_RPK );
m_cClipSize = 100; // hehe
}
else
{
m_cClipSize = GRUNT_CLIP_SIZE;
}
m_cAmmoLoaded = m_cClipSize;
CTalkMonster::g_talkWaitTime = 0;
m_iNoGasDamage = 0;
// Wargon: Возможность подбирать патроны юзом из мертвых вражин. (1.1)
m_iDeadAmmo = 0;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CCloneHeavy :: Precache()
{
if (pev->model)
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
else
PRECACHE_MODEL("models/soldier_clon_heavy.mdl");
PRECACHE_SOUND( "weapons/dryfire1.wav" ); //LRC
if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) // rpk
{
PRECACHE_SOUND( "weapons/rpk_fire1.wav" );
PRECACHE_SOUND( "weapons/rpk_fire2.wav" );
PRECACHE_SOUND( "weapons/rpk_fire3.wav" );
PRECACHE_SOUND( "clone/cl_reload_rpk.wav" );
m_iBrassShell = PRECACHE_MODEL ("models/rpk_shell.mdl");
}
else
{
PRECACHE_SOUND( "weapons/ak74_fire1.wav" );
PRECACHE_SOUND( "weapons/ak74_fire2.wav" );
PRECACHE_SOUND( "clone/cl_reload_ak.wav" );
m_iBrassShell = PRECACHE_MODEL ("models/ak74_shell.mdl");
}
PRECACHE_SOUND( "clone/cl_die1.wav" );
PRECACHE_SOUND( "clone/cl_die2.wav" );
PRECACHE_SOUND( "clone/cl_die3.wav" );
PRECACHE_SOUND( "clone/cl_pain1.wav" );
PRECACHE_SOUND( "clone/cl_pain2.wav" );
PRECACHE_SOUND( "clone/cl_pain3.wav" );
PRECACHE_SOUND( "clone/cl_pain4.wav" );
PRECACHE_SOUND( "clone/cl_pain5.wav" );
PRECACHE_SOUND( "weapons/glauncher.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;
}