mirror of https://github.com/FWGS/hlsdk-xash3d
1132 lines
29 KiB
C++
Executable File
1132 lines
29 KiB
C++
Executable File
/***
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*
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* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// Priest
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "squadmonster.h"
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#include "talkmonster.h"
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#include "schedule.h"
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#include "animation.h"
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#include "effects.h"
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#include "weapons.h"
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#include "soundent.h"
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extern DLL_GLOBAL int g_iSkillLevel;
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#define PRIEST_SENTENCE_VOLUME (float)0.70 // volume of priest sentences
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#define PRIEST_VOL 0.35 // volume of priest sounds
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#define PRIEST_ATTN ATTN_NORM // attenutation of priest sentences
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define PRIEST_AE_KNIFE ( 1 )
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#define PRIEST_AE_SUMMON_POWERUP ( 2 )
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#define PRIEST_AE_SUMMON_DO ( 3 )
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#define PRIEST_AE_SUMMON_DONE ( 4 )
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#define PRIEST_AE_DROP_KNIFE ( 5 )
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#define PRIEST_MAX_BEAMS 8
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#define PRIEST_LIMP_HEALTH 20
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#define GUN_GROUP 1
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#define GUN_KNIFE 0
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#define GUN_NONE 1
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#include "Priest.h"
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LINK_ENTITY_TO_CLASS( monster_priest, CPriest );
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TYPEDESCRIPTION CPriest::m_SaveData[] =
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{
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DEFINE_ARRAY( CPriest, m_pBeam, FIELD_CLASSPTR, PRIEST_MAX_BEAMS ),
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DEFINE_FIELD( CPriest, m_iBeams, FIELD_INTEGER ),
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DEFINE_FIELD( CPriest, m_flNextAttack, FIELD_TIME ),
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DEFINE_FIELD( CPriest, m_fStanding, FIELD_BOOLEAN ),
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DEFINE_FIELD( CPriest, m_voicePitch, FIELD_INTEGER ),
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DEFINE_FIELD( CPriest, m_iSentence, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CPriest, CSquadMonster );
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const char *CPriest::pAttackHitSounds[] =
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{
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav",
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};
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const char *CPriest::pAttackMissSounds[] =
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{
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"zombie/claw_miss1.wav",
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"zombie/claw_miss2.wav",
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};
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const char *CPriest::pPainSounds[] =
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{
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"hgrunt/gr_pain3.wav",
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"hgrunt/gr_pain4.wav",
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};
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const char *CPriest::pDeathSounds[] =
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{
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"hgrunt/gr_die1.wav",
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"hgrunt/gr_die2.wav",
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"hgrunt/gr_die3.wav",
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};
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const char *CPriest::pPriestSentences[] =
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{
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"PR_GREN", // grenade scared PRIEST
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"PR_ALERT", // sees player
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"PR_CAST", // casts a spell
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"PR_COVER", // running to cover
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"PR_CHARGE", // running out to get the enemy
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"PR_TAUNT", // say rude things
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};
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enum
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{
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PRIEST_SENT_NONE = -1,
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PRIEST_SENT_GREN = 0,
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PRIEST_SENT_ALERT,
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PRIEST_SENT_CAST,
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PRIEST_SENT_COVER,
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PRIEST_SENT_CHARGE,
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PRIEST_SENT_TAUNT,
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} PRIEST_SENTENCE_TYPES;
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//=========================================================
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// Speak Sentence - say your cued up sentence.
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//
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// Some priest sentences (take cover and charge) rely on actually
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// being able to execute the intended action. It's really lame
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// when a priest says 'COVER ME' and then doesn't move. The problem
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// is that the sentences were played when the decision to TRY
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// to move to cover was made. Now the sentence is played after
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// we know for sure that there is a valid path. The schedule
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// may still fail but in most cases, well after the PRIEST has
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// started moving.
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//=========================================================
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void CPriest :: SpeakSentence( void )
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{
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if ( m_iSentence == PRIEST_SENT_NONE )
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{
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// no sentence cued up.
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return;
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}
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if (FOkToSpeak())
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{
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SENTENCEG_PlayRndSz( ENT(pev), pPriestSentences[ m_iSentence ], PRIEST_SENTENCE_VOLUME, PRIEST_ATTN, 0, m_voicePitch);
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JustSpoke();
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}
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}
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//=========================================================
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// monster-specific tasks
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//=========================================================
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enum
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{
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TASK_PRIEST_SPEAK_SENTENCE = LAST_COMMON_TASK + 1,
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};
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//=========================================================
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// SetActivity
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//=========================================================
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void CPriest :: SetActivity ( Activity NewActivity )
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{
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int iSequence = ACTIVITY_NOT_AVAILABLE;
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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switch ( NewActivity)
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{
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case ACT_MELEE_ATTACK1:
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// a short enemy...probably a snake...
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if ((m_hEnemy != NULL) && (m_hEnemy->pev->maxs.z < 36))
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{
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m_fStanding = 0;
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}
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else
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{
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m_fStanding = 1;
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}
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if ( m_fStanding )
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{
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// get aimable sequence
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iSequence = LookupSequence( "ref_shoot_crowbar" );
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}
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else
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{
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// get crouching shoot
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iSequence = LookupSequence( "crouch_shoot_crowbar" );
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}
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break;
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case ACT_RUN:
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if ( pev->health <= PRIEST_LIMP_HEALTH )
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{
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// limp!
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iSequence = LookupActivity ( ACT_RUN_HURT );
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if ( iSequence == ACTIVITY_NOT_AVAILABLE )
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{
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iSequence = LookupActivity ( ACT_RUN );
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}
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}
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else
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{
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iSequence = LookupActivity ( NewActivity );
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}
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break;
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case ACT_WALK:
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if ( pev->health <= PRIEST_LIMP_HEALTH )
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{
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// limp!
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iSequence = LookupActivity ( ACT_WALK_HURT );
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if ( iSequence == ACTIVITY_NOT_AVAILABLE )
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{
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iSequence = LookupActivity ( ACT_WALK );
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}
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}
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else
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{
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iSequence = LookupActivity ( NewActivity );
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}
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break;
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case ACT_IDLE:
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if ( m_MonsterState == MONSTERSTATE_COMBAT )
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{
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// NewActivity = ACT_IDLE_ANGRY;
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NewActivity = ACT_IDLE;
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}
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iSequence = LookupActivity ( NewActivity );
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if ( iSequence == ACTIVITY_NOT_AVAILABLE )
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{
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iSequence = LookupActivity ( ACT_IDLE );
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}
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break;
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default:
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iSequence = LookupActivity ( NewActivity );
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break;
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}
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m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
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// Set to the desired anim, or default anim if the desired is not present
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if ( iSequence > ACTIVITY_NOT_AVAILABLE )
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{
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if ( pev->sequence != iSequence || !m_fSequenceLoops )
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{
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pev->frame = 0;
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}
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pev->sequence = iSequence; // Set to the reset anim (if it's there)
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ResetSequenceInfo( );
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SetYawSpeed();
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}
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else
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{
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// Not available try to get default anim
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ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity );
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pev->sequence = 0; // Set to the reset anim (if it's there)
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}
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}
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CPriest :: Classify ( void )
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{
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return m_iClass?m_iClass:CLASS_HUMAN_CULTIST;
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}
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int CPriest::IRelationship( CBaseEntity *pTarget )
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{
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if ( (pTarget->IsPlayer()) )
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if ( (pev->spawnflags & SF_MONSTER_WAIT_UNTIL_PROVOKED ) && ! (m_afMemory & bits_MEMORY_PROVOKED ))
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return R_NO;
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return CBaseMonster::IRelationship( pTarget );
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}
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void CPriest :: CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation )
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{
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// ALERT( at_aiconsole, "help " );
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// skip ones not on my netname
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if ( FStringNull( pev->netname ))
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return;
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CBaseEntity *pEntity = NULL;
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while ((pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ))) != NULL)
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{
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float d = (pev->origin - pEntity->pev->origin).Length();
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if (d < flDist)
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{
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CBaseMonster *pMonster = pEntity->MyMonsterPointer( );
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if (pMonster)
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{
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pMonster->m_afMemory |= bits_MEMORY_PROVOKED;
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pMonster->PushEnemy( hEnemy, vecLocation );
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}
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}
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}
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}
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//=========================================================
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// ALertSound - scream
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//=========================================================
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void CPriest :: AlertSound( void )
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{
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if ( m_hEnemy != NULL )
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{
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SENTENCEG_PlayRndSz(ENT(pev), "PR_ALERT", PRIEST_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch);
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JustSpoke();
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CallForHelp( "monster_cultist", 512, m_hEnemy, m_vecEnemyLKP );
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}
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}
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//=========================================================
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// IdleSound
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//=========================================================
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void CPriest :: IdleSound( void )
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{
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//if (RANDOM_LONG( 0, 2 ) == 0)
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//{
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// SENTENCEG_PlayRndSz(ENT(pev), "PRIEST_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch);
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//}
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CPriest :: PainSound( void )
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{
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if (RANDOM_LONG( 0, 2 ) == 0)
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{
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
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}
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}
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//=========================================================
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// DieSound
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//=========================================================
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void CPriest :: DeathSound( void )
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{
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pDeathSounds[ RANDOM_LONG(0,ARRAYSIZE(pDeathSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
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}
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//=========================================================
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// ISoundMask - returns a bit mask indicating which types
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// of sounds this monster regards.
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//=========================================================
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int CPriest :: ISoundMask ( void)
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{
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return bits_SOUND_WORLD |
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bits_SOUND_COMBAT |
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bits_SOUND_DANGER |
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bits_SOUND_PLAYER;
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}
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//=========================================================
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// someone else is talking - don't speak
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//=========================================================
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BOOL CPriest :: FOkToSpeak( void )
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{
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// if someone else is talking, don't speak
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if (gpGlobals->time <= CTalkMonster::g_talkWaitTime)
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return FALSE;
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if ( pev->spawnflags & SF_MONSTER_GAG )
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{
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if ( m_MonsterState != MONSTERSTATE_COMBAT )
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{
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// no talking outside of combat if gagged.
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return FALSE;
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}
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}
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// if player is not in pvs, don't speak
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// if (FNullEnt(FIND_CLIENT_IN_PVS(edict())))
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// return FALSE;
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return TRUE;
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}
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//=========================================================
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//=========================================================
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void CPriest :: JustSpoke( void )
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{
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CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0);
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m_iSentence = PRIEST_SENT_NONE;
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}
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//========================================================
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// Killed
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//========================================================
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void CPriest::Killed( entvars_t *pevAttacker, int iGib )
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{
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ClearBeams( );
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CSquadMonster::Killed( pevAttacker, iGib );
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}
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//=========================================================
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// GibMonster - make gun fly through the air.
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//=========================================================
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void CPriest :: GibMonster ( void )
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{
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Vector vecGunPos;
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Vector vecGunAngles;
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if ( GetBodygroup( GUN_GROUP ) != GUN_NONE )
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{// throw a knife if the priest has one
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GetAttachment( 0, vecGunPos, vecGunAngles );
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CBaseEntity *pGun;
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pGun = DropItem( "weapon_knife", vecGunPos, vecGunAngles );
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if ( pGun )
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{
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pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300));
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pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 );
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}
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}
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CBaseMonster :: GibMonster();
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CPriest :: SetYawSpeed ( void )
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{
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int ys;
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switch ( m_Activity )
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{
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case ACT_WALK:
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ys = 50;
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break;
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case ACT_RUN:
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ys = 70;
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break;
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case ACT_IDLE:
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ys = 50;
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break;
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default:
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ys = 90;
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break;
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}
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pev->yaw_speed = ys;
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//
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// Returns number of events handled, 0 if none.
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//=========================================================
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void CPriest :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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// ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame );
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switch( pEvent->event )
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{
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case PRIEST_AE_DROP_KNIFE:
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{
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Vector vecGunPos;
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Vector vecGunAngles;
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GetAttachment( 0, vecGunPos, vecGunAngles );
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// switch to body group with no gun.
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SetBodygroup( GUN_GROUP, GUN_NONE );
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DropItem( "weapon_knife", vecGunPos, vecGunAngles );
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}
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break;
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case PRIEST_AE_KNIFE:
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{
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Vector oldorig = pev->origin;
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CBaseEntity *pHurt = NULL;
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// check down below in stages for snakes...
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for (int dz = 0; dz >= -3; dz--)
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{
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pev->origin = oldorig;
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pev->origin.z += dz * 12;
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pHurt = CheckTraceHullAttack( 70, gSkillData.priestDmgKnife, DMG_SLASH );
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if (pHurt)
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{
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break;
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}
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}
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pev->origin = oldorig;
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if ( pHurt )
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{
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// Play a random attack hit sound
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
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}
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else
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{
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// Play a random attack miss sound
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
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}
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}
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break;
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case PRIEST_AE_SUMMON_POWERUP:
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{
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// speed up attack when on hard
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if (g_iSkillLevel == SKILL_HARD)
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pev->framerate = 1.5;
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UTIL_MakeAimVectors( pev->angles );
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if (m_iBeams == 0)
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{
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Vector vecSrc = pev->origin + gpGlobals->v_forward * 2;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
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WRITE_BYTE(TE_DLIGHT);
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WRITE_COORD(vecSrc.x); // X
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WRITE_COORD(vecSrc.y); // Y
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WRITE_COORD(vecSrc.z); // Z
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WRITE_BYTE( 12 ); // radius * 0.1
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WRITE_BYTE( 255 ); // r
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WRITE_BYTE( 180 ); // g
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WRITE_BYTE( 96 ); // b
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WRITE_BYTE( 20 / pev->framerate ); // time * 10
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WRITE_BYTE( 0 ); // decay * 0.1
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MESSAGE_END( );
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}
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ArmBeam( -1 );
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ArmBeam( 1 );
|
|
BeamGlow( );
|
|
|
|
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 );
|
|
pev->skin = m_iBeams / 2;
|
|
}
|
|
break;
|
|
|
|
case PRIEST_AE_SUMMON_DO:
|
|
{
|
|
ClearBeams( );
|
|
|
|
// I WAS GOING TO GET THE PRIEST TO SUMMON MORE MONSTERS, BUT DECIDED AGAINST IT...
|
|
// find a clear spot nearby
|
|
// create a monster
|
|
//CBaseEntity *pNew = Create( "monster_ghoul", pev->origin + (pev->angles*64), pev->angles );
|
|
//CBaseMonster *pNewMonster = pNew->MyMonsterPointer( );
|
|
//pNew->pev->spawnflags |= 1;
|
|
//EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
|
|
|
|
ClearMultiDamage();
|
|
|
|
UTIL_MakeAimVectors( pev->angles );
|
|
|
|
ZapBeam( -1 );
|
|
ZapBeam( 1 );
|
|
|
|
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
|
|
// STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" );
|
|
|
|
ApplyMultiDamage(pev, pev);
|
|
|
|
m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 );
|
|
}
|
|
break;
|
|
|
|
case PRIEST_AE_SUMMON_DONE:
|
|
{
|
|
ClearBeams( );
|
|
}
|
|
break;
|
|
|
|
default:
|
|
CSquadMonster::HandleAnimEvent( pEvent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CPriest :: ZapBeam( int side )
|
|
{
|
|
Vector vecSrc, vecAim;
|
|
TraceResult tr;
|
|
CBaseEntity *pEntity;
|
|
|
|
if (m_iBeams >= PRIEST_MAX_BEAMS)
|
|
return;
|
|
|
|
vecSrc = pev->origin + gpGlobals->v_up * 36;
|
|
vecAim = ShootAtEnemy( vecSrc );
|
|
float deflection = 0.01;
|
|
vecAim = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT( 0, deflection ) + gpGlobals->v_up * RANDOM_FLOAT( -deflection, deflection );
|
|
UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT( pev ), &tr);
|
|
|
|
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 );
|
|
if (!m_pBeam[m_iBeams])
|
|
return;
|
|
|
|
m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex( ) );
|
|
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
|
|
m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
|
|
m_pBeam[m_iBeams]->SetBrightness( 255 );
|
|
m_pBeam[m_iBeams]->SetNoise( 20 );
|
|
m_iBeams++;
|
|
|
|
pEntity = CBaseEntity::Instance(tr.pHit);
|
|
if (pEntity != NULL && pEntity->pev->takedamage)
|
|
{
|
|
pEntity->TraceAttack( pev, gSkillData.slaveDmgZap, vecAim, &tr, DMG_SHOCK );
|
|
}
|
|
UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
|
|
}
|
|
|
|
//=========================================================
|
|
// GetGunPosition return the end of the barrel
|
|
//=========================================================
|
|
|
|
Vector CPriest :: GetGunPosition( )
|
|
{
|
|
// because origin is at the centre of the box, not at the bottom
|
|
if (m_fStanding )
|
|
{
|
|
return pev->origin + Vector( 0, 0, 24 );
|
|
// return pev->origin + Vector( 0, 0, 60 );
|
|
}
|
|
else
|
|
{
|
|
return pev->origin + Vector( 0, 0, 12 );
|
|
// return pev->origin + Vector( 0, 0, 48 );
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckRangeAttack1 - normal beam attack
|
|
//=========================================================
|
|
BOOL CPriest :: 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 - normal beam attack
|
|
//=========================================================
|
|
BOOL CPriest :: CheckRangeAttack1 ( float flDot, float flDist )
|
|
{
|
|
if (m_flNextAttack > gpGlobals->time)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
return CSquadMonster::CheckRangeAttack1( flDot, flDist );
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckRangeAttack2 - check bravery and try to resurect dead comrades
|
|
//=========================================================
|
|
BOOL CPriest :: CheckRangeAttack2 ( float flDot, float flDist )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// StartTask
|
|
//=========================================================
|
|
void CPriest :: StartTask ( Task_t *pTask )
|
|
{
|
|
ClearBeams( );
|
|
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_PRIEST_SPEAK_SENTENCE:
|
|
SpeakSentence();
|
|
TaskComplete();
|
|
break;
|
|
|
|
default:
|
|
CSquadMonster :: StartTask ( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Spawn
|
|
//=========================================================
|
|
void CPriest :: Spawn()
|
|
{
|
|
Precache( );
|
|
|
|
if (pev->model)
|
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
|
else
|
|
SET_MODEL(ENT(pev), "models/priest.mdl");
|
|
//UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
|
UTIL_SetSize(pev, Vector(-16,-16,-36), Vector(16,16,36));
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
pev->movetype = MOVETYPE_STEP;
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
pev->effects = 0;
|
|
if (pev->health == 0)
|
|
pev->health = gSkillData.priestHealth;
|
|
pev->view_ofs = Vector ( 0, 0, 64 );// position of the eyes relative to monster's origin.
|
|
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
m_afCapability = bits_CAP_SQUAD | bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP;
|
|
|
|
m_voicePitch = RANDOM_LONG( 85, 110 );
|
|
m_iSentence = PRIEST_SENT_NONE;
|
|
|
|
MonsterInit();
|
|
}
|
|
|
|
//=========================================================
|
|
// Precache - precaches all resources this monster needs
|
|
//=========================================================
|
|
void CPriest :: Precache()
|
|
{
|
|
int i;
|
|
|
|
if (pev->model)
|
|
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
|
else
|
|
PRECACHE_MODEL("models/priest.mdl");
|
|
PRECACHE_MODEL("sprites/lgtning.spr");
|
|
PRECACHE_SOUND("debris/zap1.wav");
|
|
PRECACHE_SOUND("debris/zap4.wav");
|
|
PRECACHE_SOUND("weapons/electro4.wav");
|
|
PRECACHE_SOUND("hassault/hw_shoot1.wav");
|
|
PRECACHE_SOUND("zombie/zo_pain2.wav");
|
|
PRECACHE_SOUND("headcrab/hc_headbite.wav");
|
|
PRECACHE_SOUND("weapons/cbar_miss1.wav");
|
|
|
|
for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
|
|
PRECACHE_SOUND((char *)pAttackHitSounds[i]);
|
|
|
|
for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
|
|
PRECACHE_SOUND((char *)pAttackMissSounds[i]);
|
|
|
|
for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
|
|
PRECACHE_SOUND((char *)pPainSounds[i]);
|
|
|
|
for ( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ )
|
|
PRECACHE_SOUND((char *)pDeathSounds[i]);
|
|
|
|
UTIL_PrecacheOther( "test_effect" );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// TakeDamage - get provoked when injured
|
|
//=========================================================
|
|
|
|
int CPriest :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
|
|
{
|
|
// don't slash one of your own
|
|
if ((bitsDamageType & DMG_SLASH) && pevAttacker && IRelationship( Instance(pevAttacker) ) < R_DL)
|
|
return 0;
|
|
|
|
m_afMemory |= bits_MEMORY_PROVOKED;
|
|
return CSquadMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
|
}
|
|
|
|
|
|
void CPriest::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
|
{
|
|
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// AI Schedules Specific to this monster
|
|
//=========================================================
|
|
|
|
enum
|
|
{
|
|
SCHED_PRIEST_ESTABLISH_LINE_OF_FIRE = LAST_COMMON_SCHEDULE + 1,// move to a location to set up an attack against the enemy. (usually when a friendly is in the way).
|
|
SCHED_PRIEST_ATTACK1,
|
|
//SCHED_PRIEST_SUPPRESS,
|
|
//SCHED_PRIEST_COVER_AND_RELOAD,
|
|
//SCHED_PRIEST_SWEEP,
|
|
//SCHED_PRIEST_FOUND_ENEMY,
|
|
//SCHED_PRIEST_WAIT_FACE_ENEMY,
|
|
//SCHED_PRIEST_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure.
|
|
SCHED_PRIEST_ELOF_FAIL,
|
|
};
|
|
|
|
// primary range attack
|
|
Task_t tlPriestAttack1[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_FACE_IDEAL, (float)0 },
|
|
{ TASK_PRIEST_SPEAK_SENTENCE, (float)0 },
|
|
{ TASK_RANGE_ATTACK1, (float)0 },
|
|
};
|
|
|
|
Schedule_t slPriestAttack1[] =
|
|
{
|
|
{
|
|
tlPriestAttack1,
|
|
ARRAYSIZE ( tlPriestAttack1 ),
|
|
bits_COND_CAN_MELEE_ATTACK1 |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_HEAVY_DAMAGE,
|
|
|
|
bits_SOUND_DANGER,
|
|
"Priest Range Attack1"
|
|
},
|
|
};
|
|
|
|
|
|
//=========================================================
|
|
// Establish line of fire - move to a position that allows
|
|
// the priest to attack.
|
|
//=========================================================
|
|
Task_t tlPriestEstablishLineOfFire[] =
|
|
{
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PRIEST_ELOF_FAIL },
|
|
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
|
|
{ TASK_PRIEST_SPEAK_SENTENCE,(float)0 },
|
|
{ TASK_RUN_PATH, (float)0 },
|
|
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
|
|
};
|
|
|
|
Schedule_t slPriestEstablishLineOfFire[] =
|
|
{
|
|
{
|
|
tlPriestEstablishLineOfFire,
|
|
ARRAYSIZE ( tlPriestEstablishLineOfFire ),
|
|
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,
|
|
"PriestEstablishLineOfFire"
|
|
},
|
|
};
|
|
|
|
DEFINE_CUSTOM_SCHEDULES( CPriest )
|
|
{
|
|
slPriestAttack1,
|
|
slPriestEstablishLineOfFire,
|
|
};
|
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CPriest, CSquadMonster );
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
Schedule_t *CPriest :: GetSchedule( void )
|
|
{
|
|
m_iSentence = PRIEST_SENT_NONE;
|
|
|
|
ClearBeams( );
|
|
|
|
/*
|
|
if (pev->spawnflags)
|
|
{
|
|
pev->spawnflags = 0;
|
|
return GetScheduleOfType( SCHED_RELOAD );
|
|
}
|
|
*/
|
|
|
|
// priests 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), "PR_GREN", PRIEST_SENTENCE_VOLUME, PRIEST_ATTN, 0, m_voicePitch);
|
|
JustSpoke();
|
|
}
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
|
}
|
|
if ( pSound->m_iType & bits_SOUND_COMBAT )
|
|
m_afMemory |= bits_MEMORY_PROVOKED;
|
|
}
|
|
}
|
|
|
|
switch (m_MonsterState)
|
|
{
|
|
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();
|
|
}
|
|
|
|
if (pev->health < 20)
|
|
{
|
|
if (!HasConditions( bits_COND_CAN_MELEE_ATTACK1 ))
|
|
{
|
|
m_failSchedule = SCHED_CHASE_ENEMY;
|
|
if (HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
|
|
{
|
|
if (FOkToSpeak()) // && RANDOM_LONG(0,1))
|
|
{
|
|
SENTENCEG_PlayRndSz( ENT(pev), "PR_COVER", PRIEST_SENTENCE_VOLUME, PRIEST_ATTN, 0, m_voicePitch);
|
|
JustSpoke();
|
|
}
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
|
}
|
|
if ( HasConditions ( bits_COND_SEE_ENEMY ) && HasConditions ( bits_COND_ENEMY_FACING_ME ) )
|
|
{
|
|
// ALERT( at_console, "exposed\n");
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
|
|
}
|
|
}
|
|
}
|
|
// can't see enemy
|
|
else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) )
|
|
{
|
|
if ( OccupySlot( bits_SLOTS_PRIEST_ENGAGE ) )
|
|
{
|
|
//!!!KELLY - priest cannot see the enemy and has just decided to
|
|
// charge the enemy's position.
|
|
if (FOkToSpeak() && RANDOM_LONG(0,1))
|
|
{
|
|
m_iSentence = PRIEST_SENT_CHARGE;
|
|
}
|
|
|
|
return GetScheduleOfType( SCHED_PRIEST_ESTABLISH_LINE_OF_FIRE );
|
|
}
|
|
else
|
|
{
|
|
//!!!KELLY - priest is going to stay put for a couple seconds to see if
|
|
// the enemy wanders back out into the open, or approaches the
|
|
// priest's covered position. Good place for a taunt, I guess?
|
|
if (FOkToSpeak() && RANDOM_LONG(0,1))
|
|
{
|
|
//m_iSentence = PRIEST_SENT_TAUNT;
|
|
SENTENCEG_PlayRndSz( ENT(pev), "PR_TAUNT", PRIEST_SENTENCE_VOLUME, PRIEST_ATTN, 0, m_voicePitch);
|
|
JustSpoke();
|
|
}
|
|
return GetScheduleOfType( SCHED_STANDOFF );
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
return CSquadMonster::GetSchedule( );
|
|
}
|
|
|
|
|
|
Schedule_t *CPriest :: GetScheduleOfType ( int Type )
|
|
{
|
|
switch ( Type )
|
|
{
|
|
case SCHED_FAIL:
|
|
if (HasConditions( bits_COND_CAN_MELEE_ATTACK1 ))
|
|
{
|
|
return CSquadMonster :: GetScheduleOfType( SCHED_MELEE_ATTACK1 ); ;
|
|
}
|
|
break;
|
|
case SCHED_RANGE_ATTACK1:
|
|
m_iSentence = PRIEST_SENT_CAST;
|
|
return slPriestAttack1;
|
|
case SCHED_RANGE_ATTACK2:
|
|
m_iSentence = PRIEST_SENT_CAST;
|
|
return slPriestAttack1;
|
|
case SCHED_PRIEST_ESTABLISH_LINE_OF_FIRE:
|
|
{
|
|
return &slPriestEstablishLineOfFire[ 0 ];
|
|
}
|
|
break;
|
|
case SCHED_PRIEST_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;
|
|
}
|
|
return CSquadMonster :: GetScheduleOfType( Type );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// ArmBeam - small beam from arm to nearby geometry
|
|
//=========================================================
|
|
|
|
void CPriest :: ArmBeam( int side )
|
|
{
|
|
TraceResult tr;
|
|
float flDist = 1.0;
|
|
|
|
if (m_iBeams >= PRIEST_MAX_BEAMS)
|
|
return;
|
|
|
|
UTIL_MakeAimVectors( pev->angles );
|
|
Vector vecSrc = pev->origin + gpGlobals->v_up * 36 + gpGlobals->v_right * side * 16 + gpGlobals->v_forward * 32;
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
Vector vecAim = gpGlobals->v_right * side * RANDOM_FLOAT( 0, 1 ) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 );
|
|
TraceResult tr1;
|
|
UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT( pev ), &tr1);
|
|
if (flDist > tr1.flFraction)
|
|
{
|
|
tr = tr1;
|
|
flDist = tr.flFraction;
|
|
}
|
|
}
|
|
|
|
// Couldn't find anything close enough
|
|
if ( flDist == 1.0 )
|
|
return;
|
|
|
|
DecalGunshot( &tr, BULLET_PLAYER_CROWBAR );
|
|
|
|
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
|
|
if (!m_pBeam[m_iBeams])
|
|
return;
|
|
|
|
m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex( ) );
|
|
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
|
|
// m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
|
|
m_pBeam[m_iBeams]->SetColor( 96, 128, 16 );
|
|
m_pBeam[m_iBeams]->SetBrightness( 64 );
|
|
m_pBeam[m_iBeams]->SetNoise( 80 );
|
|
m_iBeams++;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// BeamGlow - brighten all beams
|
|
//=========================================================
|
|
void CPriest :: BeamGlow( )
|
|
{
|
|
int b = m_iBeams * 32;
|
|
if (b > 255)
|
|
b = 255;
|
|
|
|
for (int i = 0; i < m_iBeams; i++)
|
|
{
|
|
if (m_pBeam[i]->GetBrightness() != 255)
|
|
{
|
|
m_pBeam[i]->SetBrightness( b );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// WackBeam - regenerate dead colleagues
|
|
//=========================================================
|
|
void CPriest :: WackBeam( int side, CBaseEntity *pEntity )
|
|
{
|
|
Vector vecDest;
|
|
float flDist = 1.0;
|
|
|
|
if (m_iBeams >= PRIEST_MAX_BEAMS)
|
|
return;
|
|
|
|
if (pEntity == NULL)
|
|
return;
|
|
|
|
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
|
|
if (!m_pBeam[m_iBeams])
|
|
return;
|
|
|
|
m_pBeam[m_iBeams]->PointEntInit( pEntity->Center(), entindex( ) );
|
|
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
|
|
m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
|
|
m_pBeam[m_iBeams]->SetBrightness( 255 );
|
|
m_pBeam[m_iBeams]->SetNoise( 80 );
|
|
m_iBeams++;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// ClearBeams - remove all beams
|
|
//=========================================================
|
|
void CPriest :: ClearBeams( )
|
|
{
|
|
for (int i = 0; i < PRIEST_MAX_BEAMS; i++)
|
|
{
|
|
if (m_pBeam[i])
|
|
{
|
|
UTIL_Remove( m_pBeam[i] );
|
|
m_pBeam[i] = NULL;
|
|
}
|
|
}
|
|
m_iBeams = 0;
|
|
pev->skin = 0;
|
|
|
|
STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" );
|
|
}
|