mirror of https://github.com/FWGS/hlsdk-xash3d
1281 lines
30 KiB
C++
Executable File
1281 lines
30 KiB
C++
Executable File
/***
|
|
*
|
|
* Copyright (c) 1999, 2000 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.
|
|
*
|
|
****/
|
|
//=========================================================
|
|
// human butler (passive servant)
|
|
//=========================================================
|
|
|
|
#include "extdll.h"
|
|
#include "util.h"
|
|
#include "cbase.h"
|
|
#include "monsters.h"
|
|
#include "talkmonster.h"
|
|
#include "schedule.h"
|
|
#include "defaultai.h"
|
|
#include "scripted.h"
|
|
#include "animation.h"
|
|
#include "soundent.h"
|
|
|
|
|
|
enum
|
|
{
|
|
SCHED_HIDE = LAST_TALKMONSTER_SCHEDULE + 1,
|
|
SCHED_FEAR,
|
|
SCHED_PANIC,
|
|
SCHED_STARTLE,
|
|
SCHED_TARGET_CHASE_SCARED,
|
|
SCHED_TARGET_FACE_SCARED,
|
|
};
|
|
|
|
enum
|
|
{
|
|
TASK_SAY_HEAL = LAST_TALKMONSTER_TASK + 1,
|
|
TASK_HEAL,
|
|
TASK_SAY_FEAR,
|
|
TASK_RUN_PATH_SCARED,
|
|
TASK_SCREAM,
|
|
TASK_RANDOM_SCREAM,
|
|
TASK_MOVE_TO_TARGET_RANGE_SCARED,
|
|
};
|
|
|
|
//=========================================================
|
|
// Monster's Anim Events Go Here
|
|
//=========================================================
|
|
|
|
// none yet...
|
|
|
|
//=======================================================
|
|
// Butler
|
|
//=======================================================
|
|
|
|
#include "butler.h"
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_butler, CButler );
|
|
|
|
TYPEDESCRIPTION CButler::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CButler, m_painTime, FIELD_TIME ),
|
|
DEFINE_FIELD( CButler, m_fearTime, FIELD_TIME ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CButler, CTalkMonster );
|
|
|
|
//=========================================================
|
|
// AI Schedules Specific to this monster
|
|
//=========================================================
|
|
Task_t tlButlerFollow[] =
|
|
{
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_CANT_FOLLOW }, // If you fail, bail out of follow
|
|
{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client)
|
|
// { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
|
|
};
|
|
|
|
Schedule_t slButlerFollow[] =
|
|
{
|
|
{
|
|
tlButlerFollow,
|
|
ARRAYSIZE ( tlButlerFollow ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND,
|
|
bits_SOUND_COMBAT |
|
|
bits_SOUND_DANGER,
|
|
"Follow"
|
|
},
|
|
};
|
|
|
|
Task_t tlButlerFollowScared[] =
|
|
{
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_CHASE },// If you fail, follow normally
|
|
{ TASK_MOVE_TO_TARGET_RANGE_SCARED,(float)128 }, // Move within 128 of target ent (client)
|
|
// { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE_SCARED },
|
|
};
|
|
|
|
Schedule_t slButlerFollowScared[] =
|
|
{
|
|
{
|
|
tlButlerFollowScared,
|
|
ARRAYSIZE ( tlButlerFollowScared ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE,
|
|
bits_SOUND_DANGER,
|
|
"FollowScared"
|
|
},
|
|
};
|
|
|
|
Task_t tlButlerFaceTargetScared[] =
|
|
{
|
|
{ TASK_FACE_TARGET, (float)0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE },
|
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE_SCARED },
|
|
};
|
|
|
|
Schedule_t slButlerFaceTargetScared[] =
|
|
{
|
|
{
|
|
tlButlerFaceTargetScared,
|
|
ARRAYSIZE ( tlButlerFaceTargetScared ),
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_NEW_ENEMY,
|
|
bits_SOUND_DANGER,
|
|
"FaceTargetScared"
|
|
},
|
|
};
|
|
|
|
Task_t tlButlerStopFollowing[] =
|
|
{
|
|
{ TASK_CANT_FOLLOW, (float)0 },
|
|
};
|
|
|
|
Schedule_t slButlerStopFollowing[] =
|
|
{
|
|
{
|
|
tlButlerStopFollowing,
|
|
ARRAYSIZE ( tlButlerStopFollowing ),
|
|
0,
|
|
0,
|
|
"StopFollowing"
|
|
},
|
|
};
|
|
|
|
|
|
Task_t tlButlerFaceTarget[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_FACE_TARGET, (float)0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
|
|
};
|
|
|
|
Schedule_t slButlerFaceTarget[] =
|
|
{
|
|
{
|
|
tlButlerFaceTarget,
|
|
ARRAYSIZE ( tlButlerFaceTarget ),
|
|
bits_COND_CLIENT_PUSH |
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_HEAR_SOUND,
|
|
bits_SOUND_COMBAT |
|
|
bits_SOUND_DANGER,
|
|
"FaceTarget"
|
|
},
|
|
};
|
|
|
|
|
|
Task_t tlButlerPanic[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_SCREAM, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_EXCITED }, // This is really fear-stricken excitement
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
};
|
|
|
|
Schedule_t slButlerPanic[] =
|
|
{
|
|
{
|
|
tlButlerPanic,
|
|
ARRAYSIZE ( tlButlerPanic ),
|
|
0,
|
|
0,
|
|
"ButlerPanic"
|
|
},
|
|
};
|
|
|
|
|
|
Task_t tlIdleButlerStand[] =
|
|
{
|
|
{ TASK_STOP_MOVING, 0 },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
|
|
{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds.
|
|
{ TASK_TLK_HEADRESET, (float)0 }, // reset head position
|
|
};
|
|
|
|
Schedule_t slIdleButlerStand[] =
|
|
{
|
|
{
|
|
tlIdleButlerStand,
|
|
ARRAYSIZE ( tlIdleButlerStand ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_LIGHT_DAMAGE |
|
|
bits_COND_HEAVY_DAMAGE |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_SMELL |
|
|
bits_COND_CLIENT_PUSH |
|
|
bits_COND_PROVOKED,
|
|
|
|
bits_SOUND_COMBAT |// sound flags
|
|
//bits_SOUND_PLAYER |
|
|
//bits_SOUND_WORLD |
|
|
bits_SOUND_DANGER |
|
|
bits_SOUND_MEAT |// scents
|
|
bits_SOUND_CARCASS |
|
|
bits_SOUND_GARBAGE,
|
|
"IdleButlerStand"
|
|
|
|
},
|
|
};
|
|
|
|
|
|
Task_t tlButlerCover[] =
|
|
{
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic!
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
|
|
{ TASK_RUN_PATH_SCARED, (float)0 },
|
|
{ TASK_TURN_LEFT, (float)179 },
|
|
{ TASK_SET_SCHEDULE, (float)SCHED_HIDE },
|
|
};
|
|
|
|
Schedule_t slButlerCover[] =
|
|
{
|
|
{
|
|
tlButlerCover,
|
|
ARRAYSIZE ( tlButlerCover ),
|
|
bits_COND_NEW_ENEMY,
|
|
0,
|
|
"ButlerCover"
|
|
},
|
|
};
|
|
|
|
|
|
|
|
Task_t tlButlerHide[] =
|
|
{
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic!
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE, (float)ACT_CROUCH },
|
|
{ TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, // FIXME: This looks lame
|
|
{ TASK_WAIT_RANDOM, (float)10.0 },
|
|
};
|
|
|
|
Schedule_t slButlerHide[] =
|
|
{
|
|
{
|
|
tlButlerHide,
|
|
ARRAYSIZE ( tlButlerHide ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_HEAR_SOUND |
|
|
bits_COND_SEE_ENEMY |
|
|
bits_COND_SEE_HATE |
|
|
bits_COND_SEE_FEAR |
|
|
bits_COND_SEE_DISLIKE,
|
|
bits_SOUND_DANGER,
|
|
"ButlerHide"
|
|
},
|
|
};
|
|
|
|
|
|
Task_t tlButlerStartle[] =
|
|
{
|
|
{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic!
|
|
{ TASK_RANDOM_SCREAM, (float)0.3 }, // Scream 30% of the time
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH },
|
|
{ TASK_RANDOM_SCREAM, (float)0.1 }, // Scream again 10% of the time
|
|
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCHIDLE },
|
|
{ TASK_WAIT_RANDOM, (float)1.0 },
|
|
};
|
|
|
|
Schedule_t slButlerStartle[] =
|
|
{
|
|
{
|
|
tlButlerStartle,
|
|
ARRAYSIZE ( tlButlerStartle ),
|
|
bits_COND_NEW_ENEMY |
|
|
bits_COND_SEE_ENEMY |
|
|
bits_COND_SEE_HATE |
|
|
bits_COND_SEE_FEAR |
|
|
bits_COND_SEE_DISLIKE,
|
|
0,
|
|
"ButlerStartle"
|
|
},
|
|
};
|
|
|
|
|
|
|
|
Task_t tlButlerFear[] =
|
|
{
|
|
{ TASK_STOP_MOVING, (float)0 },
|
|
{ TASK_FACE_ENEMY, (float)0 },
|
|
{ TASK_SAY_FEAR, (float)0 },
|
|
// { TASK_PLAY_SEQUENCE, (float)ACT_FEAR_DISPLAY },
|
|
};
|
|
|
|
Schedule_t slButlerFear[] =
|
|
{
|
|
{
|
|
tlButlerFear,
|
|
ARRAYSIZE ( tlButlerFear ),
|
|
bits_COND_NEW_ENEMY,
|
|
0,
|
|
"ButlerFear"
|
|
},
|
|
};
|
|
|
|
|
|
DEFINE_CUSTOM_SCHEDULES( CButler )
|
|
{
|
|
slButlerFollow,
|
|
slButlerFaceTarget,
|
|
slIdleButlerStand,
|
|
slButlerFear,
|
|
slButlerCover,
|
|
slButlerHide,
|
|
slButlerStartle,
|
|
slButlerStopFollowing,
|
|
slButlerPanic,
|
|
slButlerFollowScared,
|
|
slButlerFaceTargetScared,
|
|
};
|
|
|
|
|
|
IMPLEMENT_CUSTOM_SCHEDULES( CButler, CTalkMonster );
|
|
|
|
|
|
void CButler::DeclineFollowing( void )
|
|
{
|
|
Talk( 10 );
|
|
m_hTalkTarget = m_hEnemy;
|
|
PlaySentence( m_szGrp[TLK_DECLINE], 2, VOL_NORM, ATTN_NORM ); //LRC
|
|
}
|
|
|
|
|
|
void CButler :: Scream( void )
|
|
{
|
|
if ( FOkToSpeak() )
|
|
{
|
|
Talk( 10 );
|
|
m_hTalkTarget = m_hEnemy;
|
|
PlaySentence( "SC_SCREAM", RANDOM_FLOAT(3, 6), VOL_NORM, ATTN_NORM );
|
|
}
|
|
}
|
|
|
|
|
|
Activity CButler::GetStoppedActivity( void )
|
|
{
|
|
if ( m_hEnemy != NULL )
|
|
return ACT_EXCITED;
|
|
return CTalkMonster::GetStoppedActivity();
|
|
}
|
|
|
|
|
|
void CButler :: StartTask( Task_t *pTask )
|
|
{
|
|
switch( pTask->iTask )
|
|
{
|
|
case TASK_SAY_HEAL:
|
|
// if ( FOkToSpeak() )
|
|
Talk( 2 );
|
|
m_hTalkTarget = m_hTargetEnt;
|
|
PlaySentence( "SC_HEAL", 2, VOL_NORM, ATTN_IDLE );
|
|
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_SCREAM:
|
|
Scream();
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_RANDOM_SCREAM:
|
|
if ( RANDOM_FLOAT( 0, 1 ) < pTask->flData )
|
|
Scream();
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_SAY_FEAR:
|
|
if ( FOkToSpeak() )
|
|
{
|
|
Talk( 2 );
|
|
m_hTalkTarget = m_hEnemy;
|
|
if ( m_hEnemy->IsPlayer() )
|
|
PlaySentence( "SC_PLFEAR", 5, VOL_NORM, ATTN_NORM );
|
|
else
|
|
PlaySentence( "SC_FEAR", 5, VOL_NORM, ATTN_NORM );
|
|
}
|
|
TaskComplete();
|
|
break;
|
|
|
|
case TASK_HEAL:
|
|
m_IdealActivity = ACT_MELEE_ATTACK1;
|
|
break;
|
|
|
|
case TASK_RUN_PATH_SCARED:
|
|
m_movementActivity = ACT_RUN_SCARED;
|
|
break;
|
|
|
|
case TASK_MOVE_TO_TARGET_RANGE_SCARED:
|
|
{
|
|
if ( (m_hTargetEnt->pev->origin - pev->origin).Length() < 1 )
|
|
TaskComplete();
|
|
else
|
|
{
|
|
m_vecMoveGoal = m_hTargetEnt->pev->origin;
|
|
if ( !MoveToTarget( ACT_WALK_SCARED, 0.5 ) )
|
|
TaskFail();
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
CTalkMonster::StartTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CButler :: RunTask( Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_RUN_PATH_SCARED:
|
|
if ( MovementIsComplete() )
|
|
TaskComplete();
|
|
if ( RANDOM_LONG(0,31) < 8 )
|
|
Scream();
|
|
break;
|
|
|
|
case TASK_MOVE_TO_TARGET_RANGE_SCARED:
|
|
{
|
|
if ( RANDOM_LONG(0,63)< 8 )
|
|
Scream();
|
|
|
|
if ( m_hEnemy == NULL )
|
|
{
|
|
TaskFail();
|
|
}
|
|
else
|
|
{
|
|
float distance;
|
|
|
|
distance = ( m_vecMoveGoal - pev->origin ).Length2D();
|
|
// Re-evaluate when you think your finished, or the target has moved too far
|
|
if ( (distance < pTask->flData) || (m_vecMoveGoal - m_hTargetEnt->pev->origin).Length() > pTask->flData * 0.5 )
|
|
{
|
|
m_vecMoveGoal = m_hTargetEnt->pev->origin;
|
|
distance = ( m_vecMoveGoal - pev->origin ).Length2D();
|
|
FRefreshRoute();
|
|
}
|
|
|
|
// Set the appropriate activity based on an overlapping range
|
|
// overlap the range to prevent oscillation
|
|
if ( distance < pTask->flData )
|
|
{
|
|
TaskComplete();
|
|
RouteClear(); // Stop moving
|
|
}
|
|
else if ( distance < 190 && m_movementActivity != ACT_WALK_SCARED )
|
|
m_movementActivity = ACT_WALK_SCARED;
|
|
else if ( distance >= 270 && m_movementActivity != ACT_RUN_SCARED )
|
|
m_movementActivity = ACT_RUN_SCARED;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TASK_HEAL:
|
|
if ( m_fSequenceFinished )
|
|
{
|
|
TaskComplete();
|
|
}
|
|
else
|
|
{
|
|
if ( TargetDistance() > 90 )
|
|
TaskComplete();
|
|
pev->ideal_yaw = UTIL_VecToYaw( m_hTargetEnt->pev->origin - pev->origin );
|
|
ChangeYaw( pev->yaw_speed );
|
|
}
|
|
break;
|
|
default:
|
|
CTalkMonster::RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Classify - indicates this monster's place in the
|
|
// relationship table.
|
|
//=========================================================
|
|
int CButler :: Classify ( void )
|
|
{
|
|
return m_iClass?m_iClass:CLASS_HUMAN_PASSIVE;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// SetYawSpeed - allows each sequence to have a different
|
|
// turn rate associated with it.
|
|
//=========================================================
|
|
void CButler :: SetYawSpeed ( void )
|
|
{
|
|
int ys;
|
|
|
|
ys = 90;
|
|
|
|
switch ( m_Activity )
|
|
{
|
|
case ACT_IDLE:
|
|
ys = 120;
|
|
break;
|
|
case ACT_WALK:
|
|
ys = 180;
|
|
break;
|
|
case ACT_RUN:
|
|
ys = 150;
|
|
break;
|
|
case ACT_TURN_LEFT:
|
|
case ACT_TURN_RIGHT:
|
|
ys = 120;
|
|
break;
|
|
}
|
|
|
|
pev->yaw_speed = ys;
|
|
}
|
|
|
|
//=========================================================
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
// that occur when tagged animation frames are played.
|
|
//=========================================================
|
|
void CButler :: HandleAnimEvent( MonsterEvent_t *pEvent )
|
|
{
|
|
CTalkMonster::HandleAnimEvent( pEvent );
|
|
}
|
|
|
|
//=========================================================
|
|
// Spawn
|
|
//=========================================================
|
|
void CButler :: Spawn( void )
|
|
{
|
|
Precache( );
|
|
|
|
if (pev->model)
|
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
|
else
|
|
SET_MODEL(ENT(pev), "models/butler.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.butlerHealth;
|
|
pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
|
|
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so butler will notice player and say hello
|
|
m_MonsterState = MONSTERSTATE_NONE;
|
|
|
|
// m_flDistTooFar = 256.0;
|
|
|
|
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE;
|
|
|
|
MonsterInit();
|
|
SetUse( FollowerUse );
|
|
}
|
|
|
|
//=========================================================
|
|
// Precache - precaches all resources this monster needs
|
|
//=========================================================
|
|
void CButler :: Precache( void )
|
|
{
|
|
if (pev->model)
|
|
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
|
else
|
|
PRECACHE_MODEL("models/butler.mdl");
|
|
PRECACHE_SOUND("scientist/sci_pain1.wav");
|
|
PRECACHE_SOUND("scientist/sci_pain2.wav");
|
|
PRECACHE_SOUND("scientist/sci_pain3.wav");
|
|
PRECACHE_SOUND("scientist/sci_pain4.wav");
|
|
PRECACHE_SOUND("scientist/sci_pain5.wav");
|
|
|
|
// every new butler must call this, otherwise
|
|
// when a level is loaded, nobody will talk (time is reset to 0)
|
|
TalkInit();
|
|
|
|
CTalkMonster::Precache();
|
|
}
|
|
|
|
// Init talk data
|
|
void CButler :: TalkInit()
|
|
{
|
|
|
|
CTalkMonster::TalkInit();
|
|
|
|
// butler will try to talk to friends in this order:
|
|
|
|
m_szFriends[0] = "monster_sirhenry";
|
|
m_szFriends[1] = "monster_butler";
|
|
m_szFriends[2] = "monster_sitting_butler";
|
|
m_szFriends[3] = "";
|
|
m_szFriends[4] = "";
|
|
|
|
// butler speech group names (group names are in sentences.txt)
|
|
|
|
if (!m_iszSpeakAs)
|
|
{
|
|
m_szGrp[TLK_ANSWER] = "CIV_ANSWER";
|
|
m_szGrp[TLK_QUESTION] = "CIV_QUESTION";
|
|
m_szGrp[TLK_IDLE] = "BUT_IDLE";
|
|
m_szGrp[TLK_STARE] = NULL;
|
|
|
|
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
|
|
m_szGrp[TLK_USE] = NULL;
|
|
else
|
|
m_szGrp[TLK_USE] = NULL;
|
|
|
|
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
|
|
m_szGrp[TLK_UNUSE] = NULL;
|
|
else
|
|
m_szGrp[TLK_UNUSE] = NULL;
|
|
|
|
if (pev->spawnflags & SF_MONSTER_PREDISASTER)
|
|
m_szGrp[TLK_DECLINE] = NULL;
|
|
else
|
|
m_szGrp[TLK_DECLINE] = NULL;
|
|
|
|
m_szGrp[TLK_STOP] = "SC_STOP";
|
|
m_szGrp[TLK_NOSHOOT] = "SC_SCARED";
|
|
m_szGrp[TLK_HELLO] = "BUT_HELLO";
|
|
|
|
m_szGrp[TLK_PLHURT1] = NULL;
|
|
m_szGrp[TLK_PLHURT2] = NULL;
|
|
m_szGrp[TLK_PLHURT3] = NULL;
|
|
|
|
m_szGrp[TLK_PHELLO] = "BUT_GREET";
|
|
m_szGrp[TLK_PIDLE] = "BUT_IDLE";
|
|
m_szGrp[TLK_PQUESTION] = NULL;
|
|
m_szGrp[TLK_SMELL] = "SC_SMELL";
|
|
|
|
m_szGrp[TLK_WOUND] = "SC_WOUND";
|
|
m_szGrp[TLK_MORTAL] = "SC_MORTAL";
|
|
}
|
|
|
|
m_voicePitch = 95;
|
|
}
|
|
|
|
int CButler :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
|
|
{
|
|
|
|
if ( pevInflictor && pevInflictor->flags & FL_CLIENT )
|
|
{
|
|
Remember( bits_MEMORY_PROVOKED );
|
|
StopFollowing( TRUE );
|
|
}
|
|
|
|
// make sure friends talk about it if player hurts butler...
|
|
return CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// ISoundMask - returns a bit mask indicating which types
|
|
// of sounds this monster regards. In the base class implementation,
|
|
// monsters care about all sounds, but no scents.
|
|
//=========================================================
|
|
int CButler :: ISoundMask ( void )
|
|
{
|
|
return bits_SOUND_WORLD |
|
|
bits_SOUND_COMBAT |
|
|
bits_SOUND_DANGER |
|
|
bits_SOUND_PLAYER;
|
|
}
|
|
|
|
//=========================================================
|
|
// PainSound
|
|
//=========================================================
|
|
void CButler :: PainSound ( void )
|
|
{
|
|
if (gpGlobals->time < m_painTime )
|
|
return;
|
|
|
|
m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75);
|
|
|
|
switch (RANDOM_LONG(0,4))
|
|
{
|
|
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 3: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain4.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
case 4: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain5.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// DeathSound
|
|
//=========================================================
|
|
void CButler :: DeathSound ( void )
|
|
{
|
|
PainSound();
|
|
}
|
|
|
|
|
|
void CButler::Killed( entvars_t *pevAttacker, int iGib )
|
|
{
|
|
SetUse( NULL );
|
|
CTalkMonster::Killed( pevAttacker, iGib );
|
|
}
|
|
|
|
|
|
void CButler :: SetActivity ( Activity newActivity )
|
|
{
|
|
int iSequence;
|
|
|
|
iSequence = LookupActivity ( newActivity );
|
|
|
|
// Set to the desired anim, or default anim if the desired is not present
|
|
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
|
|
newActivity = ACT_IDLE;
|
|
CTalkMonster::SetActivity( newActivity );
|
|
}
|
|
|
|
|
|
Schedule_t* CButler :: GetScheduleOfType ( int Type )
|
|
{
|
|
Schedule_t *psched;
|
|
|
|
switch( Type )
|
|
{
|
|
// Hook these to make a looping schedule
|
|
case SCHED_TARGET_FACE:
|
|
// call base class default so that butler will talk
|
|
// when 'used'
|
|
psched = CTalkMonster::GetScheduleOfType(Type);
|
|
|
|
if (psched == slIdleStand)
|
|
return slButlerFaceTarget; // override this for different target face behavior
|
|
else
|
|
return psched;
|
|
|
|
case SCHED_TARGET_CHASE:
|
|
return slButlerFollow;
|
|
|
|
case SCHED_CANT_FOLLOW:
|
|
return slButlerStopFollowing;
|
|
|
|
case SCHED_PANIC:
|
|
return slButlerPanic;
|
|
|
|
case SCHED_TARGET_CHASE_SCARED:
|
|
return slButlerFollowScared;
|
|
|
|
case SCHED_TARGET_FACE_SCARED:
|
|
return slButlerFaceTargetScared;
|
|
|
|
case SCHED_IDLE_STAND:
|
|
// call base class default so that butler will talk
|
|
// when standing during idle
|
|
psched = CTalkMonster::GetScheduleOfType(Type);
|
|
|
|
if (psched == slIdleStand)
|
|
return slIdleButlerStand;
|
|
else
|
|
return psched;
|
|
|
|
case SCHED_HIDE:
|
|
return slButlerHide;
|
|
|
|
case SCHED_STARTLE:
|
|
return slButlerStartle;
|
|
|
|
case SCHED_FEAR:
|
|
return slButlerFear;
|
|
}
|
|
|
|
return CTalkMonster::GetScheduleOfType( Type );
|
|
}
|
|
|
|
Schedule_t *CButler :: GetSchedule ( void )
|
|
{
|
|
// so we don't keep calling through the EHANDLE stuff
|
|
CBaseEntity *pEnemy = m_hEnemy;
|
|
|
|
if ( HasConditions( bits_COND_HEAR_SOUND ) )
|
|
{
|
|
CSound *pSound;
|
|
pSound = PBestSound();
|
|
|
|
ASSERT( pSound != NULL );
|
|
if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
|
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
|
|
}
|
|
|
|
switch( m_MonsterState )
|
|
{
|
|
case MONSTERSTATE_ALERT:
|
|
case MONSTERSTATE_IDLE:
|
|
if ( pEnemy )
|
|
{
|
|
if ( HasConditions( bits_COND_SEE_ENEMY ) )
|
|
m_fearTime = gpGlobals->time;
|
|
else if ( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert
|
|
{
|
|
m_hEnemy = NULL;
|
|
pEnemy = NULL;
|
|
}
|
|
}
|
|
|
|
if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
|
|
{
|
|
// flinch if hurt
|
|
return GetScheduleOfType( SCHED_SMALL_FLINCH );
|
|
}
|
|
|
|
// Cower when you hear something scary
|
|
if ( HasConditions( bits_COND_HEAR_SOUND ) )
|
|
{
|
|
CSound *pSound;
|
|
pSound = PBestSound();
|
|
|
|
ASSERT( pSound != NULL );
|
|
if ( pSound )
|
|
{
|
|
if ( pSound->m_iType & (bits_SOUND_DANGER | bits_SOUND_COMBAT) )
|
|
{
|
|
if ( gpGlobals->time - m_fearTime > 3 ) // Only cower every 3 seconds or so
|
|
{
|
|
m_fearTime = gpGlobals->time; // Update last fear
|
|
return GetScheduleOfType( SCHED_STARTLE ); // This will just duck for a second
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Behavior for following the player
|
|
if ( IsFollowing() )
|
|
{
|
|
if ( !m_hTargetEnt->IsAlive() )
|
|
{
|
|
// UNDONE: Comment about the recently dead player here?
|
|
StopFollowing( FALSE );
|
|
break;
|
|
}
|
|
|
|
int relationship = R_NO;
|
|
|
|
// Nothing scary, just me and the player
|
|
if ( pEnemy != NULL )
|
|
relationship = IRelationship( pEnemy );
|
|
|
|
// UNDONE: Model fear properly, fix R_FR and add multiple levels of fear
|
|
if ( relationship != R_DL && relationship != R_HT )
|
|
{
|
|
// If I'm already close enough to my target
|
|
if ( TargetDistance() <= 128 )
|
|
{
|
|
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
|
|
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
|
|
}
|
|
return GetScheduleOfType( SCHED_TARGET_FACE ); // Just face and follow.
|
|
}
|
|
else // UNDONE: When afraid, butler won't move out of your way. Keep This? If not, write move away scared
|
|
{
|
|
if ( HasConditions( bits_COND_NEW_ENEMY ) ) // I just saw something new and scary, react
|
|
return GetScheduleOfType( SCHED_FEAR ); // React to something scary
|
|
return GetScheduleOfType( SCHED_TARGET_FACE_SCARED ); // face and follow, but I'm scared!
|
|
}
|
|
}
|
|
|
|
if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move
|
|
return GetScheduleOfType( SCHED_MOVE_AWAY );
|
|
|
|
// try to say something about smells
|
|
TrySmellTalk();
|
|
break;
|
|
case MONSTERSTATE_COMBAT:
|
|
if ( HasConditions( bits_COND_NEW_ENEMY ) )
|
|
return slButlerFear; // Point and scream!
|
|
if ( HasConditions( bits_COND_SEE_ENEMY ) )
|
|
return slButlerCover; // Take Cover
|
|
|
|
if ( HasConditions( bits_COND_HEAR_SOUND ) )
|
|
return slTakeCoverFromBestSound; // Cower and panic from the scary sound!
|
|
|
|
return slButlerCover; // Run & Cower
|
|
break;
|
|
}
|
|
|
|
return CTalkMonster::GetSchedule();
|
|
}
|
|
|
|
MONSTERSTATE CButler :: GetIdealState ( void )
|
|
{
|
|
switch ( m_MonsterState )
|
|
{
|
|
case MONSTERSTATE_ALERT:
|
|
case MONSTERSTATE_IDLE:
|
|
if ( HasConditions( bits_COND_NEW_ENEMY ) )
|
|
{
|
|
if ( IsFollowing() )
|
|
{
|
|
int relationship = IRelationship( m_hEnemy );
|
|
if ( relationship != R_FR || relationship != R_HT && !HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
|
|
{
|
|
// Don't go to combat if you're following the player
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
return m_IdealMonsterState;
|
|
}
|
|
StopFollowing( TRUE );
|
|
}
|
|
}
|
|
else if ( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
|
|
{
|
|
// Stop following if you take damage
|
|
if ( IsFollowing() )
|
|
StopFollowing( TRUE );
|
|
}
|
|
break;
|
|
|
|
case MONSTERSTATE_COMBAT:
|
|
{
|
|
CBaseEntity *pEnemy = m_hEnemy;
|
|
if ( pEnemy != NULL )
|
|
{
|
|
if ( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert
|
|
{
|
|
// Strip enemy when going to alert
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
m_hEnemy = NULL;
|
|
return m_IdealMonsterState;
|
|
}
|
|
// Follow if only scared a little
|
|
if ( m_hTargetEnt != NULL )
|
|
{
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
return m_IdealMonsterState;
|
|
}
|
|
|
|
if ( HasConditions ( bits_COND_SEE_ENEMY ) )
|
|
{
|
|
m_fearTime = gpGlobals->time;
|
|
m_IdealMonsterState = MONSTERSTATE_COMBAT;
|
|
return m_IdealMonsterState;
|
|
}
|
|
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
return CTalkMonster::GetIdealState();
|
|
}
|
|
|
|
|
|
int CButler::FriendNumber( int arrayNumber )
|
|
{
|
|
static int array[3] = { 1, 2, 0 };
|
|
if ( arrayNumber < 3 )
|
|
return array[ arrayNumber ];
|
|
return arrayNumber;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Dead Butler PROP
|
|
//=========================================================
|
|
|
|
char *CDeadButler::m_szPoses[] = { "lying_on_back", "lying_on_stomach", "dead_sitting", "dead_hang", "dead_table1", "dead_table2", "dead_table3" };
|
|
|
|
void CDeadButler::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_butler_dead, CDeadButler );
|
|
|
|
//
|
|
// ********** CDeadButler SPAWN **********
|
|
//
|
|
void CDeadButler :: Spawn( )
|
|
{
|
|
if (pev->model)
|
|
PRECACHE_MODEL((char*)STRING(pev->model)); //LRC
|
|
else
|
|
PRECACHE_MODEL("models/butler.mdl");
|
|
|
|
if (pev->model)
|
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
|
else
|
|
SET_MODEL(ENT(pev), "models/butler.mdl");
|
|
|
|
pev->effects = 0;
|
|
pev->sequence = 0;
|
|
// Corpses have less health
|
|
pev->health = 8;//gSkillData.butlerHealth;
|
|
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
|
|
if (pev->sequence == -1)
|
|
{
|
|
ALERT ( at_console, "Dead Butler with bad pose\n" );
|
|
}
|
|
|
|
// pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again!
|
|
MonsterInitDead();
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Sitting Butler PROP
|
|
//=========================================================
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_sitting_butler, CSittingButler );
|
|
TYPEDESCRIPTION CSittingButler::m_SaveData[] =
|
|
{
|
|
// Don't need to save/restore m_baseSequence (recalced)
|
|
DEFINE_FIELD( CSittingButler, m_headTurn, FIELD_INTEGER ),
|
|
DEFINE_FIELD( CSittingButler, m_flResponseDelay, FIELD_FLOAT ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CSittingButler, CButler );
|
|
|
|
// animation sequence aliases
|
|
typedef enum
|
|
{
|
|
SITTING_ANIM_sitlookleft,
|
|
SITTING_ANIM_sitlookright,
|
|
SITTING_ANIM_sitscared,
|
|
SITTING_ANIM_sitting2,
|
|
SITTING_ANIM_sitting3
|
|
} SITTING_ANIM;
|
|
|
|
|
|
#define SF_SITTINGBUTLER_POSTDISASTER 1024
|
|
|
|
//
|
|
// ********** Butler SPAWN **********
|
|
//
|
|
void CSittingButler :: Spawn( )
|
|
{
|
|
PRECACHE_MODEL("models/butler.mdl");
|
|
if (pev->model)
|
|
SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
|
|
else
|
|
SET_MODEL(ENT(pev), "models/butler.mdl");
|
|
Precache();
|
|
InitBoneControllers();
|
|
|
|
UTIL_SetSize(pev, Vector(-14, -14, 0), Vector(14, 14, 36));
|
|
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
pev->movetype = MOVETYPE_STEP;
|
|
pev->effects = 0;
|
|
pev->health = 50;
|
|
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
|
|
|
|
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD;
|
|
|
|
if (!FBitSet(pev->spawnflags, SF_SITTINGBUTLER_POSTDISASTER)) //LRC- allow a sitter to be postdisaster.
|
|
SetBits(pev->spawnflags, SF_MONSTER_PREDISASTER); // predisaster only!
|
|
|
|
m_baseSequence = LookupSequence( "sitlookleft" );
|
|
pev->sequence = m_baseSequence + RANDOM_LONG(0,4);
|
|
ResetSequenceInfo( );
|
|
|
|
SetThink (SittingThink);
|
|
SetNextThink( 0.1 );
|
|
|
|
DROP_TO_FLOOR ( ENT(pev) );
|
|
}
|
|
|
|
void CSittingButler :: Precache( void )
|
|
{
|
|
m_baseSequence = LookupSequence( "sitlookleft" );
|
|
TalkInit();
|
|
}
|
|
|
|
//=========================================================
|
|
// ID as a passive human
|
|
//=========================================================
|
|
int CSittingButler :: Classify ( void )
|
|
{
|
|
return m_iClass?m_iClass:CLASS_HUMAN_PASSIVE;
|
|
}
|
|
|
|
|
|
int CSittingButler::FriendNumber( int arrayNumber )
|
|
{
|
|
static int array[3] = { 2, 1, 0 };
|
|
if ( arrayNumber < 3 )
|
|
return array[ arrayNumber ];
|
|
return arrayNumber;
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
// sit, do stuff
|
|
//=========================================================
|
|
void CSittingButler :: SittingThink( void )
|
|
{
|
|
CBaseEntity *pent;
|
|
|
|
StudioFrameAdvance( );
|
|
|
|
// try to greet player
|
|
if (FIdleHello())
|
|
{
|
|
pent = FindNearestFriend(TRUE);
|
|
if (pent)
|
|
{
|
|
float yaw = VecToYaw(pent->pev->origin - pev->origin) - pev->angles.y;
|
|
|
|
if (yaw > 180) yaw -= 360;
|
|
if (yaw < -180) yaw += 360;
|
|
|
|
if (yaw > 0)
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookleft;
|
|
else
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookright;
|
|
|
|
ResetSequenceInfo( );
|
|
pev->frame = 0;
|
|
SetBoneController( 0, 0 );
|
|
}
|
|
}
|
|
else if (m_fSequenceFinished)
|
|
{
|
|
int i = RANDOM_LONG(0,99);
|
|
m_headTurn = 0;
|
|
|
|
if (m_flResponseDelay && gpGlobals->time > m_flResponseDelay)
|
|
{
|
|
// respond to question
|
|
IdleRespond();
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitscared;
|
|
m_flResponseDelay = 0;
|
|
}
|
|
else if (i < 30)
|
|
{
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitting3;
|
|
|
|
// turn towards player or nearest friend and speak
|
|
|
|
if (!FBitSet(m_bitsSaid, bit_saidHelloPlayer))
|
|
pent = FindNearestFriend(TRUE);
|
|
else
|
|
pent = FindNearestFriend(FALSE);
|
|
|
|
if (!FIdleSpeak() || !pent)
|
|
{
|
|
m_headTurn = RANDOM_LONG(0,8) * 10 - 40;
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitting3;
|
|
}
|
|
else
|
|
{
|
|
// only turn head if we spoke
|
|
float yaw = VecToYaw(pent->pev->origin - pev->origin) - pev->angles.y;
|
|
|
|
if (yaw > 180) yaw -= 360;
|
|
if (yaw < -180) yaw += 360;
|
|
|
|
if (yaw > 0)
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookleft;
|
|
else
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitlookright;
|
|
|
|
//ALERT(at_console, "sitting speak\n");
|
|
}
|
|
}
|
|
else if (i < 60)
|
|
{
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitting3;
|
|
m_headTurn = RANDOM_LONG(0,8) * 10 - 40;
|
|
if (RANDOM_LONG(0,99) < 5)
|
|
{
|
|
//ALERT(at_console, "sitting speak2\n");
|
|
FIdleSpeak();
|
|
}
|
|
}
|
|
else if (i < 80)
|
|
{
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitting2;
|
|
}
|
|
else if (i < 100)
|
|
{
|
|
pev->sequence = m_baseSequence + SITTING_ANIM_sitscared;
|
|
}
|
|
|
|
ResetSequenceInfo( );
|
|
pev->frame = 0;
|
|
SetBoneController( 0, m_headTurn );
|
|
}
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
}
|
|
|
|
// prepare sitting butler to answer a question
|
|
void CSittingButler :: SetAnswerQuestion( CTalkMonster *pSpeaker )
|
|
{
|
|
m_flResponseDelay = gpGlobals->time + RANDOM_FLOAT(3, 4);
|
|
m_hTalkTarget = (CBaseMonster *)pSpeaker;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// FIdleSpeak
|
|
// ask question of nearby friend, or make statement
|
|
//=========================================================
|
|
int CSittingButler :: FIdleSpeak ( void )
|
|
{
|
|
// try to start a conversation, or make statement
|
|
int pitch;
|
|
|
|
if (!FOkToSpeak())
|
|
return FALSE;
|
|
|
|
// set global min delay for next conversation
|
|
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2);
|
|
|
|
pitch = GetVoicePitch();
|
|
|
|
// if there is a friend nearby to speak to, play sentence, set friend's response time, return
|
|
|
|
// try to talk to any standing or sitting butlers nearby
|
|
CBaseEntity *pentFriend = FindNearestFriend(FALSE);
|
|
|
|
if (pentFriend && RANDOM_LONG(0,1))
|
|
{
|
|
CTalkMonster *pTalkMonster = GetClassPtr((CTalkMonster *)pentFriend->pev);
|
|
pTalkMonster->SetAnswerQuestion( this );
|
|
|
|
IdleHeadTurn(pentFriend->pev->origin);
|
|
SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_PQUESTION], 1.0, ATTN_IDLE, 0, pitch );
|
|
// set global min delay for next conversation
|
|
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2);
|
|
return TRUE;
|
|
}
|
|
|
|
// otherwise, play an idle statement
|
|
if (RANDOM_LONG(0,1))
|
|
{
|
|
SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_PIDLE], 1.0, ATTN_IDLE, 0, pitch );
|
|
// set global min delay for next conversation
|
|
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2);
|
|
return TRUE;
|
|
}
|
|
|
|
// never spoke
|
|
CTalkMonster::g_talkWaitTime = 0;
|
|
return FALSE;
|
|
}
|